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Interesting Items and Powers for Pure Roleplaying Systems.

Kantorock

First Post
Greetings and salutations, everyone! Allow me to introduce myself. My name is Carl, but most of my friends call me 'Krow.' Though I am not a traditional tabletop roleplayer per se (mathematics and me never see eye to eye), I do enjoy the art of storytelling - creating worlds, discovering new races, learning about the people that populate a particular setting, etcetera.

As a writer (and an ongoing PbEM roleplayer), I have come across (and invented) a number of items, objects, weapons, and armor pieces - even feats, spells, traits, item enchantments, and crafting materials - which some may be interested in, and that I would like to share. Mind you, these items and powers do not have game mechanical stats to them, but instead are purely fluff and flavor for a purely storytelling game system, which can range in genres from high fantasy to space opera to modern day.

I hope you find some interest in what I am serving. (The dark chocolate moose is particularly intriguing.)

P.S.
Feel free to adapt my creations to whatever game system you please. As I said, I prefer fluffy storytelling, over the capriciousness of mechanics.

P.S.S.
Feel free to add your own creations to the list. (Maybe if we get enough, we can launch our own catalog, which can rival that published by a certain Hutt named Fingers.)

P.S.S.S.
Please forgive me if this thread is in the wrong section of the forum. This is my first time posting to the site.
 

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"Chakonan Spell Grounders"
Physical Description: A dark mahogany-colored ketoh (a type of archery bracer) made from specially treated leather, with golden leaf-like edges, set with a large turquoise cabochon towards the elbow.
Slot: Forearms/Bracer
Properties: Wearer gains a sizable resistance to all forms of harmful magic (arcane and divine, but not natural), so long as they do one selfless deed/action per day. For an unlimited times per day the wearer may cause an invisible and intangible aura to appear around themselves that extends in a 15-foot radius around them. This aura causes all spells that targets an ally to instead target the wearer; the wearer is subject to all the effects of said spell(s), and must react appropriately as if s/he had been the intended target. The wearer must do at least 1 selfless act per day to benefit from this item’s spell resistance and AC deflection; redirecting a harmful spell or spell-like ability qualifies as a “selfless act” for the prerequisites of this item. This item’s spell resistance does not stacks with other items that offer spell resistance. The resistance to spells that this item offers does not function for any spell that are the wearer redirects to themselves. Both gloves must be worn to benefit from their enchantment; a character does not benefit from this item’s enchantment if only one glove is worn, or if one is destroyed.
Lore: No-one is sure where, when, or by whom the first pair of chakonan spell grounders were created. However, it is most commonly accepted that they originate from the mystical lands of Chakona, where they often serve as a symbol of great selflessness among adventurers. Only a few know the secrets to creating true chakoinan spell grounders, though many imitations with lesser powers have been made by over the centuries. There are also rumors of “false spell grounders” that reduces their wearer’s spell resistance, and cause them to become the target of every spell cast in their presence, even their own.

"Krow’s Medicine Pouch"
Physical Description: A simple, medium-sized, well-worn drawstring pouch, made from deer leather and goshawk feathers, attached to a leather cord, and meant to be worn about the neck.
Slot: Neck/Amulet
Properties: Once per day the wearer can pull out any kind of medicinal herb or herbal bundle used in medicinal healing. This herb or herbal bundle is enough to be used on 4 Medium-sized Humanoids, and must be used within 24 hours. Unused herbs/herbal bundle will evaporate if not used within 24 hours of being conjured. This item immediately attunes itself to its wearer, and its enchantments may be used the moment it is donned.
Lore: Cursed with the an hallucinating insanity that he could barely hide, the elven naturalist Awamel 'Krow' Qaelireilant sought a way to cure his mind, and free himself of his torment. Learning of a possible way to lessen his suffering, he traveled into the Demon Wastes, fighting both the ancient dead that plagued its ancient battlefields, as well as the horrors of his own mind. When he returned months later, he bore with him a pouch that , as he claims, could produce the medicines to help calm his demons. When asked where he got the pouch, he claims that it was a gift from the Aimysans, a tribe of nomads that dedicate their entire lives to the art of healing...
 

"A Clever Hairband"
Physical Description: A thin, 1-metre long ribbon of black silk.
Slot: Hair/Forehead
Properties: When worn about the hair, this strip of fabric keeps the wearer’s hair and fur neatly combed, lustrously clean, and free of tangles, burs, and knots. Upon verbal command, the wearer of this item may cast the spell ‘groom’ as an at-will ability, with themselves as a target. The spell ‘groom’ cleans all manner of soil and filth from the body, nails, teeth, and hair of the caster. The caster can further specify that the cleaning include a shave (specific body parts can be targeted or excluded as desired), a manicure, a pedicure, a haircut, or fashioning and colour, as well as a light makeup application, and/or a hint of fragrance.
Lore: Awamel ‘Krow’ Qaelireilant, a mist elf wizard, originally invented this item after becoming frustrated with impromptu meetings with various officials, while just returning from particularly grueling campaigns. These types of hairbands have since became popular with many adventurers seeking to remain presentable after long and bloody dungeon crawls, as well as with well-to-do lords and ladies that wish to maintain their appearance without putting in the effort.

"Lucky Stockings"
Physical Description: A pair of soft, thigh-high stockings, made of cloudwool.
Slot: Legs, Undergarments / Slotless? (Suggestions Appreciated)
Properties: These stockings are able to transmute into a near-infinite variety of colors and color patterns, as desired by their wearer. The material these stockings are made from grants their wearer a minor resistance to electrical energy. The wearer of these stockings finds that they are unusually lucky, particularly when it comes to physical endeavors and games of skill and chance. If only one stocking is worn, the wearer finds they are slightly more lucky than they would be without the stocking.
Lore: It is not uncommon for individuals to believe an object to be lucky, and impart that luck onto their owner. While the truth of this is often debated, there is no denying that individuals wearing a pair of lucky stockings seem to have a better time at accomplishing their task than those that do not. In fact, there was once a bard that owned a pair of stockings he considered so lucky, that he wrote a lament, after losing them during a quest to uncover the true identity of a mysterious warlock king.​
 

"An Enchanting Flute"
Physical Description: A thin, one-foot six-inch-long, six-holed flute, made from the cleaned and dried shinbone of a crane-like bird.
Slot: Held / Slotless
Properties: At will, the player of this flute can produce a lullaby effect, as per the bardic lullaby spell, causing all who hear it to become extremely drowsy. This effect only affects all who all who hear the flute’s music, but not the flute’s player. 3/day, the player of this flute can produce a sleep effect, as per the sleep spell, on all who hear the flute’s music. This only affects all who hear the flute’s music, but not the flute’s player. 3/day, the player of this flute can produce a deep slumber effect on all who hear the flute’s music, as per the deep slumber spell. This only affects all who hear the flute’s music, but not the flute’s player. 3/day, the player of this flute can awake all sleeping individuals that would normally be able to hear the flute’s music. This only affects all who hear the flute’s music, but not the flute’s player. 3/day, the player of this flute can produce a calm emotions effect on all who hear the flute’s music, as per the calm emotions spell. This only affects all who hear the flute’s music, but not the flute’s player. In addition, this flute can be played just for fun, and for the pure enjoyment of its music. If played with such intentions, it does not producing any magical effects on its listeners.
Lore: A flute is a wind instrument that one blows into to produce music. While lutes and harps are the mainstay among minstrel and bards, flutes hold their own form of magic. They can uplift spirits in time of sorrow, bring a fun and joyous aspect to an already happy mood, or calm the most troubled of minds. This particular flute was meant to enchant the minds of its listeners, and lull away their defenses. Who made this musical instrument, and why, remains a mystery that may never be solved.​

"Everlasting Pint of Honey"
Physical Description:A glass pint jar capped with a cork clamp lid, commonly used in preserving foods, filled with a moderate-sized honeycomb, and 100% pure common honeybee honey.
Slot: Slotless
Properties: The jar, clasp, and cork of this item are impervious to damage, regardless of much abuse it takes. The jar, clasp, and cork of this item remain clean, as they were freshly washed and dried, regardless of how dirty and/or sticky they get. The honey and honeycomb contained within the jar is completely safe to eat, has the faintest hint of apple flowers, and can be used in any application one would use honey. The honey in the jar never decreases in volume, and the honeycomb always regenerates, regardless of how much of it is used.
Lore: The naturalist wizard, Awamel Qaelireilant, has often claimed that one of his favorite flavors is the honey made from the flowers of red apple trees. Disappointed that it was not available in many places he traveled to, he set about creating a remedy. This is the fruit of his labor. Many variations of this item have appeared since its invention, ranging from jars of eternal pickled beets to tins of infinite sardines. There are also rumors of a ‘cursed’ version of the everlasting pint of honey, in which the honey is actually toxic to eat, often resulting in vomiting, explosive diarrhea, extreme vertigo, severe abdominal cramping, profuse sweating, even temporarily insanity, and in rare cases death. Suffice to say, Carl is not amused, and takes offense at the idea of such abuse.
 

One Feat; Two Feat; Yes Feat; No Feat;

Two-Spirits
You have always been different from others. You act, think, and may even dress in ways that is not generally expected (if not socially acceptable) for your assigned sex. You are a Two-Spirit.
Benefit: You are considered male, female, hermaphrodite, and intersexed – but never without sex or gender – all at once for feats, equipment, classes, skills, spells, and powers with prerequisites dependent on and/or include assigned sex and/or mental gender.
Drawbacks: You also qualify for being male, female, hermaphrodite, and intersexed – but never without sex or gender – for detrimental effects that include assigned sex and/or mental gender.
Roleplaying Idea: When did you find out that you were not like others of your sex? How did your family take to your unusual behavior and choices? Were you ostracized by your community, or did you hide who you were? How do others react to you in more 'traditional' cultures?​

Schizophrenic (Major Flaw)
You are clearly insane. You hear and see things others do not. Because of this, you have a difficult time telling the outside world from the things in your head.
Benefit: Your long struggles with your mental demons has hardened your will. You are better able to resist enchantments of the mind, than if you were able to if you were never insane.
Drawback: You suffer from hallucinations. These hallucinations can take the form of disembodies sounds, realistic forms of people, objects, and creatures, and/or as real physical sensations. Sometimes you are able to tell that these phantoms are just tricks of your mind; sometimes you are convinced they are real. Either way, you sometimes behave in a manner that makes others aware that you are not mentally well.
Roleplaying Idea: When did you first notice that other people could not hear and/or see the things you experienced? How badly have your hallucinations affected your personal life? Did your family cloister you away in some convent or asylum out of shame, or did they support you out of love, despite what others thought? Are your hallucinations intelligent, helping you out on your quests, or do they try to hinder you, or even lead you down a darker path?
GM's Note: I personally suffer from schizophrenia, and have for all my life. I tried to be true to my own mental illness, but I know I cannot speak for others who share my diagnosis. While the term 'insanity' and 'insane' are obviously insensitive to people such as myself, historically all mental illnesses were regarded as a form of insanity (along with other behaviors and practices that clearly were not mental illnesses), up until modern times and the establishment of the mental health field of medicine.​

Sleepyhead (Minor Flaw)
You like your sleep, and when you get it, you are not easily woken.
Benefit: None
Drawback: You are notoriously hard to wake up, when you sleep. It takes a moderate amount of noise, light, and/or movement to stir you back to the waking world. When you do wake up, you take several moments to gather your mind, and sweep the drowsy cobwebs from it.​

Ritualized Scar
You underwent an extremely painful rite that left you with a series of ritual scars some-where on your body.
Benefit: Only through force of will did you manage to endure the excruciating pain that you went through. Your willpower is strong, and you do not easily succumb to intimidation or mind-affecting enchantments. Moreover, you may find yourself singled out and elevated above your companions when dealing with cultures where scars are highly regarded, or with people that simply find scars attractive.
Drawback: The process of gaining your scar was painful. Depending upon how you gained it, where you have it, and the skill of who placed it there, your scar could interfere with your health and ability to do things. Talk with your Game Master about how your scar affects your day-to-day life.
Roleplaying Idea: What rite did you go through to gain your scar? Is it a mark of shame, a brand of punishment, or a badge of courage? Do you still suffer side effects from when your wounds were healing?
Special: You may take this feat multiple times, each time applying it to a new scar.​
 

Into the Woods

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