Additives are one of my favorite bits of the BREAK!! core rules. They engage the Crafting system, players can request them after a fashion (with the help of the Research your next adventure Downtime action) and GM's can introduce ones they like and their own personal creations into the game - these are great avenues of expression for the players and game master alike.
Inspiration is sometimes hard to come by though. So I wanted to propose a fairly simple idea one can use as a springboard: additives modeled after Calling abilities. As you are using an existing Ability for its imbued benefits, it cuts your work in half as you don't need to worry too much about coming up with new mechanics and just focus on the bit of fiction that's attached to them.
Some additional guideline:
- These are most useful you draw from Callings that are not present in the party already, as they will grant access to powers and tools that the players have no other way of attaining and won't step on anybody's toes.
- It is probably best to stick to Basic Elective Abilities when choosing what to model these off of.
- For the sake of simplicity, I'm going with a cost of 50 Coins for items that grant explicitly magical abilities, and 25 Coins if the abilities they grant are more mundane.
I'm calling these particular Additives...
LEGACY GEMS
These are small stones left behind when someone with great power or purpose passes on in a dramatic or sudden fashion. Their wishes, desperation, and final thoughts congeal into some form of unique magical substance. Given the strange nature of their origin they can be found all over Outer World.
PALADIN'S TEAR (Based off the Battle Princess Ability Compassion Cure)
A small crystal said to have been shed by a fallen knight that failed their sacred duty. It can grant a great healing power.
A small crystal said to have been shed by a fallen knight that failed their sacred duty. It can grant a great healing power.
- Empowering: Imbued Items allow you to remove a psychological, physical, or magical Ailment from someone you care about.
- Attempting this Ability during a fight requires you to spend your action.
- This Ability cannot be used for situational Ailments: Toppled, Restrained, and Overburdened.
- Requires and Aura Check
- Success: The Ailment is removed
- Failure: The Ailment remains, you cannot make any further attempts to cure it.
- 50 Coins Per Unit
TRICKSTER'S TRINKET (Based off the Sneak Ability Many Masks)
This purplish gem was created when a famed charlatan paid the ultimate price when one of their schemes was exposed. Within it lies the power to deceive.
- Empowering: Imbued Items grant you an Edge on all rolls involving acting out different personas to fool others. You might even be able to trick people you know if your face is covered.
- You have an Edge When attempting to create Alter-Egos during Reputation Management.
- 25 Coins Per Unit
INKY PRISM (Based off the Sage Ability Glowing Ink)
This jet black stone was found in a bit of spilled ink near a fallen sage's grimoire. It can imbue a brush or pen with an endless supply of oddly glowing ink.
- Eldritch: Imbued writing or painting tools can create luminescent ink to write or draw with rather than using conventional ink.
- This ink glows as brightly as a torch, but vanishes after a day.
- This ink can also be thrown on an enemy up to 1 Battlefield Area away with a successful Attack Roll.
- The ink does no damage, but prevents enemies from hiding in the shadows.
- Targets that are vulnerable to light may suffer other ill effects at your GM's discretion.
- 50 Coins Per Unit
VALOR STONE (Based off the Champion Ability Valiant)
A scarlet gem born from the droplets of blood left behind by a mighty warrior felled by trickery rather than proper battle. Within it lies the power to deny fear.
- Empowering: Imbued Items grant you an immunity to the Terrified Ailment.
- You can help allies defend against the Ailment by shouting encouraging words. Those within Earshot gain an Edge on their roll to resist, or remove, the Ailment.
- 25 Coins Per Unit