~~NOTOC~~ //I consider myself an inventor first, then explorer second. Warrior is actually pretty far down the list, right above exotic dancer. Ahh, those were the days.// Artificers concern themselves with the inner workings of the world of inanimate objects, transcending mere tool use to attain tool creation, tool innovation, and tool destruction. The archetype itself is medium-gonzo, but several of its advanced abilities (such as Artifacts and Psychometry) push the archetype squarely into high-gonzo territory. Referees can feel free to disallow certain parts of the archetype if they feel it's necessary, though as always having fun should be the top priority of everyone at the table. ^[[#Artificer]] ^^Know how things work. | |{{fa>caret-right?24}} |[[#Artifacts]] |Find artifacts. | |{{fa>caret-right?24}} |[[#Constructor]] |Build establishments better. | |{{fa>caret-right?24}} |[[#Gremlin]] |Slay machines. | |{{fa>caret-right?24}} |[[#Imprinter]] |Convert keystones to imprinters. | |{{fa>caret-right?24}} |[[#Psychometry]] |Learn an object's secrets. | ^ ^^^ ====== Artificer ====== ^ ^^^ ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**I Can Fix That:** As a procedure, you can patch up and repair any broken device whose function you know. It'll function again, good as new. \\ \\ {{fa>minus-circle?24&align=left}}**I Don't Know What That Is:** If you don't know what a broken device is supposed to be used for (due to having never encountered something like it before or it simply being too far gone to clearly identify) you cannot fix it. \\ \\ {{fa>minus-circle?24&align=left}}**Supplies:** Roll a trigger die when repairing a broken device. If the result is 1-3, then doing so costs 1 Supplies. You cannot do this if you have no Supplies remaining. | ^ ^^^ ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**I Can Break That:** As a procedure, you can sabotage any intact device whose function you know. It won't be visibly damaged by this, but when it's next used it will break spectacularly. \\ \\ {{fa>minus-circle?24&align=left}}**I Don't Know What That Is Either:** If you don't know what a device is supposed to be used for or how it works you cannot effectively sabotage it. \\ \\ {{fa>minus-circle?24&align=left}}**Supplies:** Roll a trigger die when sabotaging an intact device. If the result is 1-3, then doing so costs 1 Supplies. You cannot do this if you have no Supplies remaining. | ^ ^^^ ====== Artifacts ====== ^ ^^^ ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Student of Oddities:** You have studied artifacts. For an explanation of what artifacts are and a list of examples, see the bottom of this page. When you find an artifact, you immediately know what its powers are and how to use it. \\ \\ {{fa>plus-circle?24&align=left}}**Hidden Treasures:** Artifacts are often overlooked by others who don't recognize their value. At the beginning of each session, you find one random artifact for free (in a rubbish heap, on sale for a pittance, in a forgotten drawer, or in a similar overlooked place). | ^ ^^^ ====== Constructor ====== ^ ^^^ ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Yes We Can:** When engaged in an operation challenge to add a point of progress to the construction of a new establishment in a base, you treat all Artificer levels (including this one) as being relevant to the challenge regardless of what sort of establishment you're trying to make. | ^ ^^^ ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Lower Overhead:** It only costs you 4 Dosh to attempt to make construction progress instead of the normal 5. This benefit does not stack with the presence of multiple Artificers who know this ability. | ^ ^^^ ====== Gremlin ====== ^ ^^^ ^{{ra>fireball-sword?48|Offense}} ||{{fa>plus-circle?24&align=left}}**Expert Saboteur:** You deal +2 damage with all weapon attacks against vehicles (from the [[Vehiclist]] archetype), turrets (from the [[Turreteer]] archetype), and artillery pieces (from the [[Artillerist]] archetype). \\ \\ {{fa>plus-circle?24&align=left}}**Rip Out Components:** You also deal +2 damage with all weapon attacks against any creature that has the Synthetic weakness (this might include any sort of constructed or artificial creature as well as those with non-organic anatomies). | ^ ^^^ ====== Imprinter ====== ^ ^^^ ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Crystal Shard:** By spending a procedure, you can turn a keystone into an imprinter. Imprinters grant their associated archetype to whoever carries them for as long as they are carried, and can still be used for any purpose that a keystone can be used (leveling up, research, etc). \\ \\ {{fa>minus-circle?24&align=left}}**Imprinter Limits:** Imprinters can only grant the entry point of their archetype to their bearer- if their bearer already has a level in the associated archetype, then an imprinter is useless to them. \\ \\ {{fa>minus-circle?24&align=left}}**Fiddly:** Imprinters require constant low-level maintenance to keep working properly. Only yourself or another creature that knows the Imprinter ability can make use of them; to anyone else, they're just regular keystones. \\ \\ {{fa>minus-circle?24&align=left}}**Dosh:** Converting a keystone into an imprinter costs 1 Dosh. This is a one-time cost; once converted, you can keep the imprinter forever. | ^ ^^^ ====== Psychometry ====== ^ ^^^ ^{{ra>gear-hammer?48|Utility}} ||{{fa>plus-circle?24&align=left}}**Object Reading:** As a procedure, you can handle an interesting object and learn things about it that aren't readily apparent. Ask your choice of any of the questions below and the referee will tell you the answer (you can ask multiple different questions with multiple uses of this ability): \\ - What did the last owner of this object look like? \\ - How old is this object? \\ - What has been done to or with this object recently? \\ - Who made this object? \\ - What strong emotions has this object been close to? \\ \\ {{fa>minus-circle?24&align=left}}**Supplies:** Roll a trigger die when using Psychometry to find out information about an object. If the result is 1-3, then doing so costs 1 Supplies. You cannot use this ability if you have no Supplies remaining. | ^ ^^^ ^ Sidebar: Example Artifacts ^^^ |Artifacts are weird items of unknown provenance with unusual powers. Some are directly and obviously useful, but many will require a bit of imagination to be leveraged to their true full potential. To get a random artifact from this list, roll two dice in sequence and look up the entry matching the same values //and order// of the two numbers you generated. Artifacts all take up a single inventory slot. The referee can feel free to add new artifacts of their own creation to the game world if they want; this list is just for example/inspiration. ||| |1/1 ^Abrasive Diary |Anyone who reads this journal will find it full of vicious and uncannily personal insults directed towards themselves, including being called out by name. The insults are different for everyone who reads it, but the handwriting in the journal is always the same. | |1/2 ^Adamantine Codpiece |Maybe not actually adamantine, but definitely sturdy. Negates one critical hit on wearer per session (treated as a regular hit). | |1/3 ^Airwriter |This quill pen can write on empty space. Words just keep hovering in place there until the end of the session. | |1/4 ^Alchemical Bottle |Doesn't react to heat, cold, or corrosion. | |1/5 ^Annoyance Device |Makes an incredibly irritating noise. Turn it on as an action, then at the beginning of each round, every creature within 10 meters loses Attention equal to current Escalation (minimum 1). Not actually harmful and cannot remove Energy/Flesh. Deaf creatures are immune. | |1/6 ^Antialtimeter |Wrist-mounted device. When you are underground, lets you know approximately how far it is up to the surface. Does not function when not in an underground context. | |1/7 ^Antibarber |Run this comb through your hair and it grows longer instantly. Can't add hair where none was before. Can make hair longer by up to a meter, functions once per session per creature. | |1/8 ^Apellator |A polished stone tile. Write a word or short phrase on it while thinking about a creature you've personally met before, and that creature's name is changed to whatever you write. Everyone who knew it remembers the creature's old name, but finds it physically impossible to produce and must use the new name you provided instead. Effect lasts until the end of each session, upon which the tile is erased and ready to bear a new name. Roll a trigger die when you use this; if the result is 12 then the name change is permanent. | |1/9 ^Autokeener |Obsidian skull. Lets out a loud wailing noise whenever a creature within the same node dies. | |1/10 ^Autotorchbearer |Mechanical spidery-thing. Give it a Light item and it will carry it around for you, following you or moving according to your spoken directions. Automatically destroyed by any attack, can be repaired with 1 Supplies. Inanimate when it doesn't have a light to carry. | |1/11 ^Bag of Shinies |Crows and other shiny-loving animals will perform minor favors for the bag's owner in exchange for their pick of its contents (they somehow understand what the bag's owner wants them to do despite not being capable of abstraction or language). Roll a trigger die every time you give away a shiny; on a result of 1 doing so costs 1 Supplies. | |1/12 ^Baton of Conducting |A regular-looking conductor's baton. Wave it around and an unseen orchestra makes music. Quality of music depends on the user's musical ability; taking levels in Performer is probably necessary for it to be really good. | |2/1 ^Beach Dream |A painting of some sunny, pleasant place. Has a figure in the scene having a good time, which every viewer perceives as being themselves. | |2/2 ^Big Pharma |A bracelet with several blank lines on a thin white backing; write in your personal details on it to activate its magic. When you make a recovery action and your check wasn't high enough to rid yourself of a condition, you can choose to spend 1 Dosh to rid yourself of a condition anyway. | |2/3 ^Binding Sleepmask |Wearer only needs to sleep 4 hours a day to feel fully rested, but cannot be woken by any means when asleep. | |2/4 ^Binger's Bowl |As an action, everything a touched creature has eaten during the current exploration turn is removed from their stomach and reformed in the bowl whole and unharmed. If target is unwilling, roll a trigger die (only succeeds on 9+). Doesn't work on anything bigger than the bowl can hold. | |2/5 ^Blankface |Don this featureless mask and you stop existing whenever nobody is observing you. You can't do anything while you don't exist, including taking the mask off. | |2/6 ^Blindfold of Sight |Completely and impressively covers your eyes, but allows you to see as you normally would anyway. | |2/7 ^Block of Eternice |Chunk of ice the size of a head. Always cold, never melts. | |2/8 ^Bluestain |You can cover anything no bigger than a human with this oily substance as a procedure. It permanently changes whatever it touches blue without interfering with any of its functions. For every dose, roll a trigger die: a result of 1 means it costs 1 Supplies. | |2/9 ^Body Bag of Vanishing |Zip a (human-sized or smaller) corpse up in this body bag and it disappears- no idea where it's gone, but it's not your problem anymore. The bag can do this once per session. | |2/10 ^Boring Chronicle |Unmarked tome. Whoever spends a full procedure reading from it falls asleep for a few hours, or until something wakes them up. | |2/11 ^Canary Statuette |A more humane (and reuseable) alternative to live ones, the statuette starts making trilling noises as soon as it detects that the air is becoming unsafe to breathe. | |2/12 ^Candy Tree Sapling |Grows delicious hard candies when in season. Requires care year-round. | |3/1 ^Cape of Drama |Strike a dramatic pose while wearing it and an unseen breeze will continuously ruffle it behind you along with your hair and other loose garments. Nobody else is affected by or can even sense this breeze. | |3/2 ^Chaos Suppressor |Amulet shaped like a cog. Every time the wearer rolls a 1 or a 12 on a trigger die, they must re-roll and take the second result instead. | |3/3 ^Chattercutters |Big, warm earmuffs. While worn all speech and other humanoid-produced vocal noise is filtered out of the environment for the listener, letting them hear any other sounds more clearly. | |3/4 ^Charm of the Blowfish |When you roll a 10+ on the trigger die made for any weapon attack, you add the Numb condition to the list of possible conditions you may choose to inflict. This has no effect when using a weapon type that already innately has access to the Numb condition. | |3/5 ^Cheesefinder |Small compass. Always points towards nearest cheese. | |3/6 ^Chest of Manure |Small travel chest full of fresh manure. Re-fills itself every morning. | |3/7 ^Chalk Unending |This small piece of chalk never breaks or gets worn down. | |3/8 ^Chess Unending |Any game played on this chessboard can be neither won nor lost, no matter what the players do. It just goes on and on and on until they get bored and quit. | |3/9 ^Circlet of Gastropod Command |Gain total control over the actions of any single snail/slug for as long as you stare at it and take no actions of your own. Doesn't work on gastropods higher-level than you are, or any non-gastropod. | |3/10 ^Coins of Repose |Of ancient mintage. Put one under a corpse's tongue and it disappears, but that corpse becomes impossible to raise as undead via any means intentional, circumstantial, or otherwise. Has no effect on anything that is already undead. Roll a trigger die when using, costs Supplies on a result of 1. | |3/11 ^Collar of Affection |Anybody coming within 5 meters of an animal wearing this collar is compelled to spend the next round petting it (and maybe offering it treats). Works maximum of once per day per target. Doesn't work on anybody that's in the middle of combat or another life-threatening situation. | |3/12 ^Colorthief |Anything that you run this paintbrush over temporarily loses its color, becoming greyscale until the end of the current session. | |4/1 ^Comedian's Tie |Anybody that laughs at something the wearer does/says (even a little chuckle) cannot take any actions other than laughing for the next (trigger die) 1-6: round, 7+ exploration turn. | |4/2 ^Cougarvision |Fashionable glasses that allow you to determine at a glance if any given creature would potentially be interested in sleeping with you. | |4/3 ^Crabshoes |Allows wearer to run in any direction as fast as they can run forward. | |4/4 ^Creepy Doll |Automatically turns its head to lock eyes with whoever's closest to it, even if they're invisible or otherwise unnoticed by everyone else. | |4/5 ^Cutpurse's Curse |A pouch/purse/wallet practically bursting with cash. Looks to have 5 Dosh in it. The Dosh cannot be spent and the item cannot be gotten rid of via any means other than having it stolen from you without your knowledge. If nobody currently owns this item, it binds to whoever picks it up first. | |4/6 ^Deathshroud Ring |Makes wearer appear to be undead. Does not fool true undead, who often find it to be in poor taste. | |4/7 ^Deathstongue |Mummified tongue pierced with string. Allows you to make any creature's corpse say anything you want using its mouth/voice. You have to have killed the creature yourself. Only works for the session in which you made the kill. | |4/8 ^Digging Spoon |This tiny metal spoon can dig through anything the approximate toughness of solid rock or less. | |4/9 ^Dildocopter |Flying dildo. Highly distracting and inappropriate, almost impossible to catch without a seriously concerted effort. Will come right back to its owner on command, though. | |4/10 ^Doppelganger Key |Touch it to another key and it will change into a copy of it. | |4/11 ^Double or Nothing |An unmarked box. Put something inside, close the lid, open it again, roll a die: 1-6 the item is gone, 7-12 now there's two identical copies. This die isn't a trigger die and cannot have its value manipulated. You might be gambling against yourself in a parallel universe. | |4/12 ^Dust of Fouling |Sprinkle a pinch of this dust in a room and the place will suddenly look like it's been abandoned for years. Dirt and cobwebs everywhere. | |5/1 ^Eager Lock |Looks very impressive and is nearly indestructible, but literally any key can open it. | |5/2 ^Ego Mirror |Speaks vacuous compliments and flattery about anybody looking into it. | |5/3 ^Empathy Trainer |Matched bracelets. When one wearer gains any standard or elemental condition, the other wearer gains it too. Can optionally be locked in place. | |5/4 ^Eruption Bag |If you don't give the right command word when opening this bag, it sprays everything packed inside it out violently and scatters it randomly over the surrounding 10 meters. | |5/5 ^Everfull Pitcher |Automatically fills itself with a random liquid every morning. Roll to see what the liquid is: 1-2 water, 3-4 wine, 5-6 oil, 7-8 milk, 9-10 blood, 11-12 honey. | |5/6 ^Everspinner |Wooden top that will keep on spinning for as long as somebody is looking at it. | |5/7 ^Expandable Chair |Tiny but sturdy chair. As an action, can be expanded into a full-sized one or shrunk back down again. | |5/8 ^Eyeball on a Stick |Glass eye on the end of a 2-meter rod. The holder of the rod can see through the eye if they close their own eyes. | |5/9 ^Far Hand |Wear this glove on your hand and it projects a second, ghostly hand up to 10 meters away. The ghostly hand does whatever you do with the gloved hand and can pick things up, move them around, etc. If anything bad happens to the ghostly hand, it also happens to your real one. | |5/10 ^Firefly Bell |Ring it and a cloud of fireflies will appear. They disperse and disappear at the end of the exploration turn. | |5/11 ^Flagellator |Wicked-looking whip. Does no actual harm or pain to anybody hit with it, but creates nasty-looking wounds that appear to bleed profusely. Fake wounds and blood disappear at the end of the session. | |5/12 ^Forsaker's Mark |So long as you bear the Mark, all your attacks have automatic trigger die results of 12 when you knowingly attack somebody you sincerely love. | |6/1 ^Fractal Sponge |Holds up to 10 square meters of water. Doesn't affect its weight. You can wring out anything it's soaked up at a rate of 1 square meter per round. | |6/2 ^Fugitive's Boots |Sprinting never costs any Energy for the wearer of these boots, but only when they're sprinting in order to escape from a lawful authority. | |6/3 ^Genome Scrambler |Take one of these pills and you'll be mutated randomly. | |6/4 ^Hand Mirror of Delusion |Holder can control what it shows. | |6/5 ^Heart in a Jar |Still healthy and beating somehow. Makes a continuous thump-thump noise that's way louder than it should be. | |6/6 ^Heatproof Glove |You can dip the hand wearing this into lava if you want and it'll be fine. Grants no protection whatsoever to the rest of the body. | |6/7 ^Horn of Waking |Blowing on this will wake up any sleeping or unconscious creature. Freshly injured creatures immediately regain 1 Flesh and get back up. Makes a lot of noise. | |6/8 ^Humble Mirror |Reflects everything except whoever's looking into it. | |6/9 ^Hydrorepulser |All water and similar liquids are pushes 1 meter away from this little figurine at all times. Drop it in the ocean and it will create an air bubble that follows it all the way down. | |6/10 ^Illusionary Hole |A black 1x1 meter cloth. Spread it out flat on a surface and it appears to all onlookers to be a hole of unknown/infinite depth. Can be picked up and folded for re-use somewhere else. | |6/11 ^Indestructible Hat |Crush it, stab it, burn it to ashes, whatever: it reforms good as new on the next exploration turn. | |6/12 ^Inertial Ball |Hefty, like a bowling ball. Set it rolling and it will keep on rolling in the same direction at the same speed forever (or until it bumps into something). | |7/1 ^Infinite Keyring |Has a key on it that gets replaced with another, different key every time you flip it around. As a procedure, you can try to unlock anything by trying a series of random keys on it and hoping for a match. Requires a trigger die roll of 12 to succeed, but you can re-try as much as you like by spending another procedure. | |7/2 ^Jewel of Joy |Everybody you see while you carry this will appear extremely happy to you regardless of their true feelings/expression. | |7/3 ^Juggler's Balls |Set of three, soft and squishy. When thrown, they always make their way back to your hand before hitting the ground. | |7/4 ^Juicing Straw |Small hollow metal rod. Jam it into anything and you can suck out the thing's liquids from the other end. | |7/5 ^Junk Breeder |Box engraved with fanciful pictures of rats. Put any mundane, non-oddity/treasure/keystone item in the box and wait until the next session to open it, and you'll get a number of exact copies of the original item equal to the roll on a die. Open it again before a new session starts, and it's empty with the original item gone without a trace. | |7/6 ^Kindred Charms |Matched necklaces. When two people wear them, they always know the other's general status (alive, wounded, or dead). | |7/7 ^Knockoff Lembas |Made by knockoff elves. Every time you spend Provisions to feed yourself for a day, roll a trigger die and keep your Provisions point if you get a 7+. Tastes kind of gross, though. | |7/8 ^Lachrygenesis |Smell what's in this little bottle and you'll cry uncontrollably for the remainder of the exploration turn, or just for the next round if you're unwilling. | |7/9 ^Layered Mask |A full-face mask. If anybody other than the wearer tries to take it off, it reveals another identical mask underneath. There's no limit to how many times this can happen, but duplicate removed masks disappear at the end of the current exploration turn. | |7/10 ^Leaf of Another Color |It's red, right? No, I could have sworn it was blue. It's clearly orange... no wait, purple maybe? | |7/11 ^Letterpup |A brightly-colored, fuzzy felt puppet. Animates when in the presence of anyone sapient yet illiterate, and will attempt to teach them to read. | |7/12 ^Liminal Book |Bound in leather of uncertain provenance. Ghosts and other incorporeal beings can write in it freely. | |8/1 ^Lion Horn |Blow on it to create a powerful and convincing roar. | |8/2 ^Lone Candle |Sheds light, but only when there are no other sources of light in the same node. All spaces within 2m are well-lit, all within 5 have light level increased one step (darkness->dim light->well-lit). Never goes out or requires Supplies for fuel otherwise, even underwater. | |8/3 ^Lucky Penny |Once per session, reroll a trigger die result of 1. | |8/4 ^Magic Acorn |Silk bag holding single normal-looking acorn. Throw it down and it instantly grows into a mighty oak tree 6 meters tall. Bag replenishes itself between sessions. | |8/5 ^Mask of Gab |Don the mask and you'll be able to speak and understand all languages until the end of the current exploration turn, then lose the ability to understand any languages until the end of the session. You can remove the mask and cancel this effect before the end of the session, but doing so destroys it permanently. | |8/6 ^Meat Perfume |Anything misted with this smells like fresh, delicious meat until the end of the exploration turn. Masks all other scents. | |8/7 ^Mechanical Kitten |Clearly a machine, but otherwise acts like a regular kitten. Likes to play, sleep, cuddle. Won't do anything you ask. | |8/8 ^Mighty Chopper |A worn woodaxe. Once per day, allows its wielder to chop down a tree in a single swing. | |8/9 ^Moistening Hat |Nice hat that continuously produces small amounts of water from the inside of the headband, keeping the wearer perpetually damp. | |8/10 ^Morph Trophy |Little brass humanoid figure on a pedestal reading FIRST PLACE. As an action, owner can change what the figure looks like and what it's doing. It can even be made to resemble a specific person if desired. | |8/11 ^Mutually Assured Destruction |A skull inscribed with swirling patterns. Whisper the name of any creature in the game world of your own level or less to it. They die instantly, and so do you. If they were higher-level than you, you still die but they remain unharmed. | |8/12 ^Mystic Nametag |Anybody who sees you will somehow know what your name is. | |9/1 ^Noble's Brooch |Rub it while saying the command word and your clothes will be cleaned/hair styled instantly. | |9/2 ^One-Way Pipe |Short metal pipe. Stuff can only enter one end and only exit the other. Don't stick a finger in. | |9/3 ^Outrageous Hat |Anybody you meet while wearing it will be able to remember the hat vividly, but has to roll a trigger die to remember anything about you (9+ succeeds). | |9/4 ^Paired Scrolls |Whatever's written/marked on one also appears on the other. Automatically erased between sessions. | |9/5 ^Pan-Canon |Name any religion, and this book transforms into a copy of the sacred texts/lore of that religion translated into a language you understand. | |9/6 ^Party Frog |Sings and dances, otherwise a normal frog (probably). | |9/7 ^Pearls of Sorrow |A gorgeous necklace. Anybody wearing it is incapable of feeling happiness for as long as it stays on. | |9/8 ^Pen of Prominence |Anybody who sees something written by this showy quill pen will be compelled to read it (unless they have something else obviously more urgent to do, like run for their lives). | |9/9 ^Phase Sandals |Allow you to teleport up to 5 meters. Must be able to see target destination. Can be used three times before they stop working, but recharge their power each dawn. | |9/10 ^Planetarium Sphere |Activate this glass ball in a dark room and it projects an accurate map of the night sky. Can be adjusted to show the sky in different locations and at different times. | |9/11 ^Portable Elevator |An engraved rod. Clasp it in hand and you're instantly transported to the room directly above or below (your choice) your current one. Functions once per day. If there's no room where you want to go, then it doesn't work and you wasted your shot that day. | |9/12 ^Predatory Dosh |Looks like a regular unit of currency. When kept with other currency, will devour and destroy it at a rate of 1 Dosh per day. | |10/1 ^Pregnancy Test |Know with a touch if anybody/anything is pregnant, even if they don't know themselves yet. | |10/2 ^Preservative Jar |Anything in this jar is put into stasis until you take it out again. Can't hold anything bigger than a hand. | |10/3 ^Prodigal Dosh |Looks like ordinary currency worth 1 Dosh (but takes up a full inventory slot itself). Spend it, lose it, or even destroy it and it will somehow make its way back to you at the end of the current session. It can only be permanently gotten rid of after your death (whereupon it binds to whoever picks it up next). | |10/4 ^Recorker |Thin rod with comfy-grip handle. Fills any bottle it's inserted into with a snug cork as an action. Also works for any other similarly-sized holes. Corking orifices is painful and humiliating but not immediately damaging or life-threatening. | |10/5 ^Recursive Chest |A small treasure chest which has another, identical chest inside it. Taking out the inner chest causes it to expand to the original's size while the original disappears. You can keep doing this forever. | |10/6 ^Retro-Ink |A small box containing a sponge soaked in ink. When somebody touches the sponge, their hands remain clean but inky hand/fingerprints appear on everything that person has touched previously that day. | |10/7 ^Reverse Poppet |Attune this little doll to an individual by pinning some of their hair to it. The doll will animate and continually move however the person they're attuned to is currently moving. | |10/8 ^Reversible Amputater |Gruesome bonesaw. Can painlessly chop off a limb as a procedure; hold the severed bit back in place for a round and it will re-attach. Can graft on somebody else's limbs instead at a cost of 1 Provisions. Anything not severed by this item cannot be attached by it either. | |10/9 ^Ring of Half Visibility |Half the wearer's body becomes invisible. The wearer can choose whether that's the top, bottom, left or right halves and change their choice as an action. | |10/10 ^Ring of Intrigue |Tightens gently around your finger whenever anybody in the same node as you thinks or talks about you with hatred or malicious intent. | |10/11 ^Scroll of Oaths |Cannot be written or marked upon except when writing a promise. If the writer later breaks that promise, what they've written is struck through with a line. | |10/12 ^Seasounds Conch |A regular looking seashell. You don't have to put it to your ear to hear the ocean, everybody nearby it hears the ocean: waves crashing, seabirds calling, an occasional gust of wind. | |11/1 ^Self-Burying Chest |Give the command word and this chest will bury itself under the earth as a procedure, along with whatever's inside. Go back to the same spot and give the word again, and it'll surface itself as another procedure. | |11/2 ^Sexchange Belt |Put this on, twist the buckle just so, and your sex changes- most of the time this is a simple opposite-sex swap but if preferred it can also make its wearer intersex or remove all sexual characteristics entirely. Works one time per session. | |11/3 ^Shiftdress |A dress that can change form to look like any other (mundane) dress you can imagine. Takes an action to change. Regardless of appearance, this dress does not grant any special defensive effects (other than defense against being unfashionable). | |11/4 ^Shipping Box |Write somebody's name on something and put it in this box, then pay the fee of 1 Supplies. It'll disappear from the box and appear somewhere nearby the person whose name it bears at the end of the session, no matter how far away they are. | |11/5 ^Smellcatcher |An iron flask. Open it in the presence of an interesting scent and it will copy it, give the command word later and it recreates the same scent. Can only hold one smell at a time, but you can have it produce the smell it's holding as much as you want. | |11/6 ^Smokeshaper |Old-fashioned wooden pipe. Any smoke you blow with it can be shaped into rings, letters, birds, mermaids, or whatever you want. | |11/7 ^Snorebox |Turn it on and it continually makes snoring sounds. Can be tuned to produce noises from 'occasional dainty snort' to 'twenty lumberjacks hyperventilating in gimp masks'. | |11/8 ^Snowball Generator |Warm fuzzy mittens. The wearer can generate a snowball in their hands as an action just by thinking about it. | |11/9 ^Soul Camera |Old Polaroid-type camera. Pictures show people not as they are, but as they view themselves. Roll a trigger die to take a picture; 1-3 means it costs 1 Supplies. | |11/10 ^Split Decider |Flip this coin as many times as you like; it'll always land exactly on its side. | |11/11 ^Spoon of Gluttony |Once per day, allows you to eat any one non-edible item that's the size of your head or smaller. This destroys whatever you eat and restores 5 Energy to you. | |11/12 ^Starstones |Pouch of pebbles that glow faintly in the dark- not enough to shed light, but excellent for marking paths or catching attention. Roll a trigger die whenever you throw one out; use Supplies on a result of 1. | |12/1 ^Stone Key |Can be inserted into any rock/stone/block the size of a human head or smaller; opens it up to create a hidden compartment inside. One stone at a time, older ones re-fill and eject contents. Stones can still be smashed open by people who don't have the key to retrieve what's inside them. | |12/2 ^Stone of Curses |Carrying this stone makes its wearer incredibly foul-mouthed, even when it would not be wise to be so. | |12/3 ^Stone of Weight |Regular-looking rock the size of a fist. Its weight can be greatly increased as an action by giving the command word, making it as heavy as a person without changing its size. Touch it and give the command word again to return it to its normal weight. | |12/4 ^Sun Torch |Acts as a standard light item (including illumination range and fuel requirements) but the light it produces has all the same properties as sunlight. This is mostly useful to exploit the Nightbound weakness of a foe. | |12/5 ^Sweeper |Place this broom upright and it'll start sweeping by itself, probably leaving all the dirt/garbage in a neat little pile in a corner somewhere. Grab it and it stops. | |12/6 ^Tail Belt |Causes wearer to grow a tail- wearer's choice what it looks like. Wearer can control tail just like any other part of their body. Taking the belt off causes the tail to disappear. | |12/7 ^Teetotaler's Mug |Any beverage poured in this mug will have all alcohol or other intoxicating substances removed from it while still preserving the beverage's taste and smell. Doesn't remove any poisons that don't alter mood or behavior. | |12/8 ^Tiny Moon |Let it out of its pouch and it will orbit you quietly; say the word and it goes back in. Dimly reflects light from an unknown source. | |12/9 ^Turnfeet Orb |Carrying this bright orange bauble causes you to leave backwards footprints. | |12/10 ^Vestment of Buoyancy |Wearer always floats in water. Acts as a creature two sizes larger than they actually are for purposes of how hard it is to drag them under the surface. | |12/11 ^Vocal Track |Turn this device on and it will loudly describe whatever it can see happening around it. Never shuts up unless destroyed or turned off. | |12/12 ^Voicechanger |Talk through this stubby wooden cone to make your voice two octaves lower. Reverse the cone to make your voice two octaves higher. |