Magic Items and Impliments

## Gar's Family Greatsword

### Heroic Ability Inactive

Greatsword - Melee Hvy, +4 dmg, 2 crit, 2hp, Elven, Knockdown, superior (free Advantage on rolls)

### Heroic Ability Active

Greatsword - Melee Hvy, +6 dmg, 2 crit, 2hp, Elven, Ynfernal Corruption attachment\*, Knockdown, superior (free Advantage on rolls)
\*Any time you gain strain damage, gain 1 additional strain.

## The Seraphic Regalia

### The Amulet of Authority

When commanding or inspiring others who recognize you as their authority, Upgrade your Leadership die pool one time for free. Spend a Plot Point when inspiring or commanding a crowd of people. You suffer no die penalty to use Leadership against this crowd and may double your rolled [advantages] to affect additional targets.

### The Plate of Communion

This Platter Requires a Plot Point and a well cooked meal *(see below)* to activate. Once activated, Characters and NPC’s eating from the freshly prepared food on this platter may share some of their traits and abilities with one another. Each participating individual chooses one of their racial abilities, special abilities, talents, or active magical effects to add to the pool of shared traits. Each participant may use a trait from the pool as if it was their one time, paying any normal activation costs and ignoring any other prerequisites. Additional uses of the traits may be made, by spending a Plot point for each additional use.

The effect of the platter's enchantment only lasts until any participant eats again, which ends the effect for everyone. The food served on the platter must be of high quality (3 successes minimum, with quality ingredients), but does not need to be created by any of the participants.

*(Note:* Participants can choose to share a part of themselves, rather than a trait. This may be a memory, a Motivation, an emotion or something similar. Anyone experiencing the shared experience will receive a bonus [blue die] on any rolls to assist each other.)

### Tome of Secrets

To activate the book the user must spend a plot point. They may then make a Knowledge (or similar) roll to learn about any subject which has ever been studied, no matter how obscure. This roll is made with a free DOWNGRADE on the normal difficulty.

No matter the result of the roll, the reader always learns true information (failures just result in somewhat useless information). If the roll does not result in a [TRIUMPH], then add a  [TRIUMPH] to the results. This [TRIUMPH] always give relevant and true information - even if it’s not quite what the reader was hoping to learn.

### Ancient Broadsword of Severing

When you successfully activate a critical against an opponent, you negate one of their Special Qualities - such as Talents or Abilities. The GM selects which ability is negated, and it is treated as if that foe not possess that quality for the rest of the scene. In such a way it may be possible to remove a Dragons Breath, a Vampire's Bite or a bird's flight. This ability can only be used 1 time per rolled attack.

For the cost of a Plot point, the sword's wielder may select the negated trait instead of the GM. In this case, the GM will tell you which qualities the foe has (by name, not by description) and whichever one is selected is negated for the scene.

### The Censer of Circulation

When equipped with an active Runebound Shard and lit with incense or other suitable burning materials, the censer extends the range of the rune's basic ability (not the advanced ability) to anyone within its olfactory range (Generally taking it from contact to medium). This Area affect does not discriminate; anyone who smells its smoke will be affected by the shard - Friend or Foe.

The censor operates as a normal censor when not equipped with a Shard. *(Note: Found with ‘Bolstering Courage’ Runebound Shard - See Below)*

### Runebound Shard of Bolstered Courage

**Basic Ability:** Those affected by supernatural fear may touch the shard to have it completely absorb the fear from them. Each person who does so adds a charge to Bolstered Courage (upto 5). This requires no roll, but is a Maneuver in combat scenes.

**Advanced Ability:** Roll runes (Dif 2), and 1 charge from the shard. The runes owner gains Fear equal to the number of successes rolled (max 5) for one round. At the end of each round the Fear effect may be maintained for one more round by expending an additional charge. Each advantage rolled may be used to exclude select people from the fear effect, otherwise anyone looking at them, or within close range must roll to resist the effects.