Imbued Items

*Imbued items*
are the strongest and most versatile kind of magic item, they carry with them
some kind of weird sentience, meaning they have a will and life of their own. Imbued
items often have their own agendas and wishes, and there for a wielder must
take extreme care should he go about using an Imbued item. Furthermore such
items must be treated with respect, and do not tolerate others of their kind,
as such a given person can only wield one Imbued item at a time, as both
withhold their powers out of jealousy otherwise.

Below is a short sample of Imbued items, including their power, their agenda
and the risk with overuse.

**Mist cloak**
(\*\*\*\*)

A Mist cloak is an oft overlooked and underappreciated
magical item, most mages only know of their most obvious power and thus
discards them for nothing more than a tool for cowards. A Mist cloak helps hide
it’s wearer, thus granting him 5 stealth and he can hide nearly
anywhere as the cloak changes color and fabric to match.
However, what most don’t know is that Mist cloaks also blocks magical
detection, this means the cloak itself doesn’t radiate magic, nor does the
wielder underneath.

*Agenda:* A Mist cloaks agenda is to
hide it’s wearer, and will do so to the best of it’s abilities.

*Risk:* If you wear a Mist cloak for a
full 24 hours you’ll begin to fade, while feeling you need the cloak even more.
Each hour after that you lose +1 stamina, as the cloak attempts to hide
you completely by taking you out of this world. Should you ever reach 0
stamina, through the use of cloak you disappear forever. It requires a
successful wis roll to the DC of 10 take off the cloak after 24 hours use. The lost stamina
returns at a rate of once per day, after the cloak is taken off.

**Mesh Armour**
(\*\*\*)

A Mesh armour is a simple black shirt made of mesh and plating, it’s enchanted in such a fashion that the fabric and plate expands,
retracts and otherwise move to offer the wearer the best amount of protection
with no cost at movement. The Mesh armour grants it’s wielder an armour of 4
against kinetic attacks and 2 against energy, while not reducing dexterity at
all.

*Agenda:* The Mesh armour want’s to
protect it’s wielder from harm.

*Risk:* Wearing a Mesh armour for more
than three hours in a given 24 hour period, causes the armour to begin
rearranging your internal organs and bone structure to offer better protection.
Each hour after the third, the character’s limbs becomes stiff and rigid, as
the armour moulds the bone and tissue of the body. This increases the
characters natural armour value by 1 per hour, but reduces his dexterity.
Should a character reach 0 Dexterity through overuse, he completely calcifies
and spends the rest of his life as a neat statue.

**Bloodied**
**blade** (\*\*\*\*)

The Bloodied blade is a weapon made exclusively fo**r**
murder, it’s an ordinary sword that modifies the wielders roll by a +4 with and AP
value of 3. It even cuts straight through magical shields, as it does ordinary
armour.

*Agenda:* The Bloodied blade wants one
thing, to murder and kill.

*Risk:* The longer a person wields the
Bloodied blade, the more inclined towards maiming and murder they become. After
24 hours, their decisions to take life is often more callous and they’d do so
if given the chance of not being spotted. Unless they make a Wisdom roll at a DC of 11.
Each day adds another +1 to the DC to the roll. If the wielder fails this, then
they must roll again after another 24 hours with the same DC and increase as
the previous roll. Should the wielder fail, they become a variable Jack the
Ripper, seeking to murder at least one every night. At this point the sword can no longer be put down, and has taken
possession of the wielder.

**Monkey’s paw**
(\*\*\*\*\*)
*A Monkey’s paw is a rather famous item, legends tell*
stories of how some mages managed to bind powerful beings to items and thus
force the being inside the item to serve. In the case of a Monkey’s paw, this
being could grant any five wishes. These wishes are of incredible value to many
a mage, but legend has it there are risks associated with each wish.
After having so much as ‘thought’ of making a wish with the Monkey’s paw, the
item recognizes you as it’s new owner. It will appear among your possessions,
on your bed, in you kitchen sink, wherever you look it’ll appear. Each time you
see it, you must make a successful wisdom roll at a DC of 8, DC +1, or pick it up and
make a wish. On a success you have three hours of peace, before it reappears to
entice you once more. The only way to break this, is to gift it to someone that
accepts it willingly, which makes him the Monkey’s paw’s new owner.
Should you make a wish, you must make another willpower roll DC +2, if you
succeed you once more have three hours of peace. At a failure, you want to make
another wish, while this needn’t be made immediately, you can’t get rid of the
Monkey’s paw till you’ve made it. With each wish, there’s an increasing chance
that something terrible will happen, while each wish in and of itself comes
carrying consequences, the more you use the Paw the worse they get.
For instance, should you wish for money, a relative of yours might drop dead to
leave you an inheritance. Or should you wish for a powerful magic item, it
might be teleported from a Master mages collection.
The fifth wish is without a doubt sure to kill or permanently incapacitate the
owner.

*Agenda:* Unknown.

*Risk:* Noooh, using an item that can
grant any wish, carries no hidden risk. Go ahead, you’re doing great.