Wednesday, 1 April 2026

BREAK??: BRAKE!! (Freebie, April Fools)

 

Can you believe I couldn't get Grey to sign off on this one?
 

Nothing in Outer World brings together thrill seekers and budding gadgeteers like Magi-Races, a competition between dangerous (but very cool) vehicles and the daring individuals who pilot them.

In this year's BREAK?? Entry, we explore both the vehicles and the races themselves. Happy April Fool’s day, everyone. These rules are not quite as refined I would like them to be on top of being just a bit silly, which is why they are here. I might fine-tune them in the future, but I do think they are still entertaining as is.

Magi-Racers

A collective term for a class of small, one man vehicles used in Magi-Races. These devices are sat, stood, or crouched on during operation and powered by some aspect of the rider’s will. While this means they do not require a traditional spell engine to operate, they are also quite exhausting to use.

  • Player Note!: These rules are for use outside of a Magi-Race.

Vehicle Use

  • Crewing: 1 Pilot

  • Fuel: PC-Powered. The device can only move so long as someone is piloting it.

  • Traversable Terrain: They glide over the ground and water. They are not slowed by difficult terrain.

Maneuvering

  • If used while traveling through an Adventure Site, the rider is always considered to be utilizing Hasty Movement. The Magi-Racer’s speed and the racket it makes nullifies any chance for Careful or Stealthy movement, even if the rider usually has an ability that grants it when using other kinds.

  • If used during a fight or similar situation, Magi-Racers grant their rider a Speed Rating of Very Fast. As the Magi-Racer is constantly accelerating, the rider cannot end a combat turn in the same Battlefield Area they started it in.

  • Making a difficult maneuver, like gliding through a crowded area or pulling off a really sharp turn requires a successful Check with the Racer’s Primary Aptitude.

  • Remaining on the Racer after being hit with an attack that does more than 2 Hearts of damage or being afflicted with an ailment that hinders movement requires a successful Check with that Magi-Racer’s Secondary Aptitude.

  • Failing either of these checks results in a crash and the rider suffers a Falling/Impact injury.

Inventory Slots

  • Magi-Racers can carry a Small, Medium, or Large rider as long as they are not Overburdened.

  • Takes up 3 Slots (When Carried), Cost: 2 Gems


Types of Magi-Racers

There are five broad categories of Magi-Racers, each corresponding with a different set of pilot strengths. The original machines were hobbled together from ancient technology by budding gadgeteers  at the start of the 4th Aeon. Since then replicating them has gotten considerably easier, so now each category comes in a broad variety of shapes and sizes.

  • Looks: A few examples of this sort of Magi-Racer’s aesthetic.

  • Primary: The Racer’s primary Aptitude. This is the Aptitude mostly used when piloting this sort of Magi-Racer.

  • Secondary: The Racer’s secondary Aptitude. This is the Aptitude used when a more difficult or odd roll for piloting the Magi-Racer is called for.


Heart Flyer: A shining board that draws its power from your spirit and pluck.

  • Looks: Heart shaped, golden halo, flying sword

  • Primary: Aura

  • Secondary: Grit


Muscle Car: A robust cart powered by your strength and skill.

  • Looks: A miniature Skimmer, flying kayak, armored mini-kart

  • Primary: Might

  • Secondary: Deftness


Dextrous Drifter: A slim board directed by your speed and wits.

  • Looks: Lightning bolt shaped, winged, surfboard styled 

  • Primary: Deftness

  • Secondary: Insight


Arcane Flapper: A pod powered by your focus and determination.

  • Looks: A medium helpful cloud, hovering cauldron, intricate contraption

  • Primary: Insight

  • Secondary: Aura


Gutsy Gear: A broad board propelled by sheer gumption.

  • Looks: Flying cog, spiked ball, skull shaped

  • Primary: Grit

  • Secondary: Might


Focused Rules: Magi-Races

There is nothing quite like a Magi-Race. While they all follow a similar structure

Race Procedure

  1. Start the Race 

    • Roll for everyone’s Initial Position.

  2. Advance to the next course location

    • Announce if there are any Hazards to be concerned with or Shortcuts to be found.

  3. Choose Actions

    • Player controlled Racers choose and resolve their Action for the turn, starting with the racers in the Stragglers Position, then the Contenders, and so on. 

    • Stick with this order even if actions move a Racer to another position during this phase  - for example, the person who was in the Lead at the start of the round has their action resolved last even if someone knocks them into the Runner’s Up position during the course of the round.

    • If two or more racers in the same Position wish to act before one another, have them roll a contest with their primary aptitudes. The winner can decide who goes first. Otherwise, they can be resolved in any order. 

    • After all player controlled racers are done acting, you may resolve GMC ones in the same manner. Hazards are dealt with once all actions are resolved. 

  4. Continue the Race

    • Once all the actions have been taken, move to the next course location. Repeat steps 2-4 until the Finish is reached.

  5. Finish the Race - Resolve the Final Position and figure out who won 1st, 2nd, and 3rd place.


Initial Position

On your mark, get set, go!

  • Every participant should make a Check on their Magi-Racer’s Primary Aptitude.

  • Anyone who succeeds is in the Contenders Position. Anyone who fails begins in the Stragglers Position. A special success means the racer begins in the Runners-Up Position.

  • In the very unlikely chance there are more than 3 Special Success results, have those racers roll an additional Contest and have the losers begin in the Contenders Position instead.


Position

Magi-Racing is often a chaotic mess with racers constantly weaving around each other and the course, but it’s easy to see who's ahead at least.

  • Lead - The Racer in the position is currently winning! Only one racer can occupy this position.

  • Runners-Up - Racers in this position are in the right spot to nab the lead! Only 3 Racers can occupy this position at any given time.

  • Contenders - The bulk of the racers. This is where most of the action is.

  • Stragglers - Racers in this position are behind and at risk of being knocked out of the race entirely. If you Spin-Out or are otherwise pushed back while in this position, the race is over for you!

Actions

Choose an action for each leg of the race. Will you play it safe or go for the gold!?

  • Press Ahead - You attempt to move forward. 

    • Roll a Primary Aptitude Check, on a success you move to the Position Ahead of you. 

    • You may only use this action if you are moving to the Lead or Runners-Up Positions if they are not fully occupied already, or if you are moving from the Straggler Position to the Contender Position.

  • Press your Advantage - You assert your lead with some tricky maneuvering.

    • You may only use this action if you are in the Lead Position. Roll your Secondary Aptitude and give yourself a Minor (+2 Bonus) on your next contest against someone trying to Pass or Ram you if you succeed.

  • Pass - Sometimes you can only get ahead by taking someone else’s spot! 

    • Choose a racer in the position ahead of you. This invokes a contest between your Primary Aptitude and theirs. If you win, you take their spot and they move into the Position you were in before.

    • You may only use this action if you are moving to the Lead or Runners-Up Positions when they are fully occupied.

  • Ram -  It’s not sportsman-like, but sometimes you just want to take someone down.

    • Choose another racer that is in the same Position as you, or one directly in front of or behind yours. You may attempt to violently knock them out of the way with a contest between your Secondary Aptitudes. If you win, they Spin-Out. But be careful, if they win you Spin-Out!

  • Mind the Road - Slow and steady might not win the race, but it will keep you out of trouble for a bit.

    • You may fully concentrate on driving carefully through a Hazard. You forfeit any chance of getting ahead, but receive a Minor (+2) Bonus on the roll to avoid that hazard.

  • Attempt a Shortcut - Sometimes you can bypass part of a course and get ahead if you’re quick witted.

    • You may attempt to utilize a Shortcut, as noted below.


Using a non-racing related Ability

Racers may attempt to use their other talents and skills to grant them a bonus to any Roll during a Magi-Race. Players may propose the Ability they think would help and if the GM approves, they are granted a Minor (+2) Bonus on the corresponding roll. The only hard restriction on what you can propose is that any given Ability may only be invoked in this way once a race.

  • Examples:

  • A Battle Princess shoving their Heart’s Blade into a Rival’s Magi-Racer during a Ram Action.

  • A Champion using their Brute Ability to smash through obstacles that make up a Hazard.

  • A Sneak using Meticulous Dungeoneer to analyze the course to help them Press Ahead better.

  • A Heretic summoning Count Paris to briefly freeze someone who is attempting to Pass them.


Spin-Out

Certain hazards, items, or actions may cause you to lose control of your Magi-Racer.

  • When you Spin-Out, you move to the Stragglers Position at the end of your turn thanks to losing control of your Magi-Racer. If you are already in the Stragglers Position, you crash and are out of the race!


Course

Similar to an adventure map, the course is made up of linked nodes. However, unlike an adventure site which allows for choice of movement and backtracking, Racer’s rush through a course in a predetermined order. Most locations on a course are simple to drive through, though there are two exceptions.

  • Designing your own courses is as simple as choosing a theme, making a path with about 6-10 points on it, and sprinkling in a couple hazards and a short-cut or two.


Hazards

Every Course has a few spots that are more difficult to navigate than others. Hazards come in many forms, from extremely sharp turns, hex fields, treacherous barriers and other obstacles. While the causes vary considerably, Hazards come in one of two types:

  • Hard Driving - A part of the course that is perilous or difficult to drive on. Racers must make a successful Primary Aptitude Check or Spin-Out.

  • Curse Corner - A section of the course that is afflicted with some strange magic. Racers must make a successful Secondary Aptitude Check or some odd ailment will make them incur a -2 (Minor) Penalty on their next Roll in the Race.


Shortcuts

Courses often ways to bypass a portion of them quickly to get ahead, intentionally or not. 

  • If you come across a portion of the course that has a Shortcut, you may attempt an Insight Check. If you are successful, you may immediately take a Pass action while benefitting from a Minor (+2) Bonus. If you fail, you miss your chance and end your turn.


Example Course

GMC Racers

An easy way to fill out a Magi-Race is to include some established GMC’s from your saga in it. Who better than to Race the adventure team than their rivals, or even the villains themselves? However, if you just need some quick stats you can use these below.

  • GM Note!: Generally, it’s best to include an amount of GMC Racers equal to the amount of Player Controlled ones in any given Magi-Race. That said there is no need to overwhelm yourself, so you could include less or even none if you wanted. Likewise, don’t be afraid to involve more if you're comfortable with it.


Novice Racer

  • Primary Aptitude: 9

  • Secondary Aptitude: 9


Careful Racer

  • Primary Aptitude: 10

  • Secondary Aptitude: 10


Hotshot

  • Primary Aptitude: 11

  • Secondary Aptitude: 9


Expert Racer

  • Primary Aptitude: 11

  • Secondary Aptitude: 10


Local Champion

  • Primary Aptitude: 12

  • Secondary Aptitude: 11


Using Magi-Races in your game

I suspect if you got this far into the entry you probably already have a pretty good idea on how you would want to use these rules. However, a little extra advice can’t hurt.

  • Magi-Races are a great way to make an adventure out visiting a settlement. The adventure team might spend some additional time acquiring their own Magi-Racers and scoping out the competition.

  • A few player characters might participate in the race while the others work to unravel some plot to sabotage or disrupt it. Running a Fight that is parallel to a Race can also work rather well, switching back and forth between the two each turn to build tension.

  • A Magi-Race could work in lieu of a dramatic fight or other climatic encounter in an adventure site. Sure, they might have been ready to do battle with a Skelemonarch, but were they ready to race her Winged Skull Pod?


Thursday, 19 March 2026

A brittle beauty (Setting)

Lost Crystal is one of the hardest places to get to in all the Buried Kingdoms, a remarkable feat indeed in a region already renown for its winding, claustrophobic landscape. There are many reasons to seek it out: it is rumored grand archives of lost knowledge and the greatest crafters in all of Outer World can both be found there. But it remains something many attempt but few accomplish. 

To find that strange place one must first make it to the Sea of Tar, and then find a means to cross it - no ordinary vessel will do. There are ferries of course, but many of them are helmed by tricksters and charlatans who may very well return you to the very shores you disembarked from after a journey that seemed entirely real. Even if your voyage is true, it's very likely you'll encounter one of the great things swallowed by the tar or another danger that lurks in the pitch colored sludge.

With the Sea of Tar behind you, there is still much to contend with. Like anywhere else in the Buried Kingdoms there are tunnels, but some of these lead you to strange Elsewheres rather than your intended destination. When you set foot in Lost Crystal itself, the folk there will insist on speaking to you in riddles. Any answers you seek will only come after much back and forth, likely to the amusement of only one party. 

Then and only then you might find what you seek, and even that will come with its own puzzle or trial. While their are treasures and answers that can only be found there, one still has to wonder why any one place would manage to be such a great bother.

The answer may be found in the distant past. Long ago the founders of Lost Crystal, a strange folk known as the Unterkin, dwelt in the land that would come to be known as Old Iron. Artisans, thinkers, and lovers of peace, they clashed with the other more dour, industrious, and hawkish inhabitants there. It became clear to them that if they remained, their fellows would demand they craft instruments of war and other things they found abhorrent. Faced with this inevitability, they fled to find a new home.

They were pursued, as there were many that knew of their talents for devices and cared little of their lack of desire to craft weapons. The Unterkin eluded these groups through trickery and guile, using their various creations to fill a great crater with tar and twist the tunnels they went through to lead to places beyond Outer World. They settled once the last of their pursuers had given up, and named the land they claimed Lost Crystal because it was something beautiful and brittle. 

They know all too well that mystery is their only shield, so they do whatever they must to bolster it.

 

Thursday, 5 March 2026

Freebie: CHARMPA (Adversary)

In celebration the BREAK!! x Animon Story crossover, I thought I would do some proper BREAK!! stats for that adventure's most terrifying creature - the mighty Charmpa!



CHARMPA

Massive molten muncher. Various magical phenomena (such as a trip to an alternate world) can grant the already grumpy Chompa literal fire in its belly. No one knows exactly how this happens, just that it's bad news when it does!

 

Menace Level
  • Mega-Boss

Rank

  •  6


Type

  • Altered Beast

  • Megafauna


Size

  • Large

Allegiance

  • Light


Home Region/Habitat

  • While altered by magic, the Chompas habit of settling in places where there are plenty of things to eat doesn't change.


Traits: Brutish (+3 Might), Stubborn (+1 Grit), Galumphing (-2 Deftness),

  • Might [14] (p)

  • Deftness [7]

  • Grit [11] (p)

  • Insight [10] (p)

  • Aura [9]


Combat Values

  • Hearts [5]

  • Attack [+6]

  • Speed [Normal]

  • Defense Rating [15] Braised Blubbery Hide


Communication Methods

  • Belches, snorts, and angry exhalations of smoke

Tactics

Even more irate and hungry than the average Chompa:

  • Will attempt to corner targets and wear them down with their Pressure Cooker ability.
  • Will often spit super-heated rocks at potential meals keeping their distance.

Miscellaneous

  • Indicators: Burnt landscapes, bodies of water that are near boiling, sounds of snarling and steam.
  • Roleplaying Notes: Unlike normal Chompas, Charmpas are mean spirited and vengeful thanks to their transformation. That said, they are still easily distracted by food and prioritize filling their bellies above all else. 
  • Customization: Creatures or individuals with protection from flame and heat will occasionally train Charmpas as guardians or even mounts.

 

Abilities

 

STILL A BIG 'UN (B)

One thing their transformation didn't affect is their size

  • Charmpa's are Large 

 

CHARBROIL CHOMP (A)

Charmpa's bite packs a punch - and some heat!

  • A Charmpa's tusks strike as a Mighty Weapon that does Flame Damage.
  • After a successful Attack, a Charmpa can attempt to draw you into its mouth if you are medium sized or smaller.
    • Requires a Might Contest
    • Success: You're Restrained in the Charmpa's teeth.
    • You can attempt to escape at the beginning of each subsequent turn by winning a Might Contest.
    • Inanimate Objects, such as boulders, can be sucked into the Charmpa's Mouth without a Contest.
    • If the Charmpa Begins its Turn with you in its mouth, it can
      • Broil: Cause a Serious Burn injury.
      • Spit: Fire you at a target up too 2 Battlefield Areas away. On a successful attack, you and the target take 1 Heart of Flame Damage and are Toppled. On a miss, you land 2 Battlefield Areas away, take 1 Heart of Flame Damage, and are Toppled.  

 

BRAISED BLUBBERY HIDE (A)

A Charmpa's skin is even tougher than before.

  • +6 Defense Rating
  • +1 Hearts Total
  • Charmpa's take 1 less heart of damage from sources doing Flame Damage, and an additional heart of damage from ones doing Frost Damage. 
  • Speed rating remains normal - their fiery nature has put pep in their step

 

PRESSURE COOKER (L)

When fighting the Charmpa's body heats up, burning anyone brave or foolish enough to stick around them.

  • During a fight, the Battlefield Area the Charmpa occupies has the Harmful condition. The Charmpa and anyone protected from fire or extreme heat is immune to the danger of this ability.
 
Yield
With the right Ability, the following can be removed from a slain Charmpa.
  • Chompa Hide and Teeth, per the yield of a normal Chompa.
  • A Flame Element Gem Additive, per the crafting section of the BREAK!! core rules.
 
Mood Table 
Choose or roll a Mood
  • 1-5 Lethargic: The Charmpa is overheated and tired. Lay low and you might avoid it's wrath.
  • 6-14 Occupied: The Charmpa is cooling off in a nearby body of water and causing it to boil. Some local fishers are pretty upset about this and may ask the PC's for help.
  • 15-20 Enraged: It's very mad about something, and the PC's probably don't have to find out what as it's attacking them on site. 
 
Reskin
Swapping out all its flame based qualities for frost ones will create a fun, cold based chompa - a Chillpa, if you will.  

Wednesday, 25 February 2026

BREAK!! x Animon Story crossover adventure: BREAK!! POINT (Bonus Download)

 

The BREAK!! x Animon Story crossover is now available for download!
You can grab it here! 

BREAK!! POINT is a short scenario that has animon trainers investigating some strange happenings in the Dunia Region! What is Team Steele doing there? Are those strange new creatures some sort of animon? Why is that lady blue!? Investigate these questions and more in this exciting adventure!

Also included are brand new illustrations from Grey Wizard, and rules for converting BREAK!! characters and adversaries into Animon Story ones if you want to keep the adventure going. 

Wednesday, 18 February 2026

Adversary Templates: LUG and LANK (Freebie)

Sometimes, you just need a quick and simple adversary. While building one from scratch is great, you don't always have the time or energy for it. Today's blog entry introduces a shortcut for adversary creation for when you need one: Templates.

In the context of this (and likely future) blog entries, adversary templates are a very basic set of stats for a certain kind of foe that are intended to be easy to alter and customize on the fly. All you need to do to use one is grab the template, choose an extra ability or two, and you have a functional enemy to drop anywhere you need. Anything marked as Variable can be changed in accordance to the fiction you want to attach to your new adversary. For example, if you use the Lug to create a ponderous Knight of the Sacred Chain, their Home Region would be in the Wistful Dark.

Of course, you can ignore what you don't need or assign more fiction to the adversary or tweak it further as desired. You might even used the time you save on their basic stats to come up with custom abilities for them.

Featured this week are a pair of related adversary templates often seen working together in pairs: the big Lug and the wiry Lank. In their untouched state, they are meant to be native humans (if very odd ones), but you could give them a species ability to make them a different member of the folk if you like and both have suggestions on how to make them into other sorts of creatures as well.

 

Some suggestions on using the Lug and the Lank together...

  • Members of a troublesome trio 
  • Bumbling minions for a master villain
  • Twin guardians of somtemple or treasure 

 

LUG

A violent oaf. Use this template when you need some hired muscle, a lumbering threat, or a big bully.


Menace Level

  • Boss

Rank

  •  4


Type Main/Sub

  • Variable

  • Variable

      

Size
  • Large

Allegiance

  • Variable


Home Region/Habitat

  • Variable


Traits: Big, Strong, Dense, Oafish (+2 Might, +2 Grit, -2 Insight, -1 Aura)

  • Might [12] (P)

  • Deftness [9] (P)

  • Grit [11] (P)

  • Insight [6]

  • Aura [7]


Combat Values

  • Hearts [3]

  • Attack [+3]

  • Speed [Normal]

  • Defense Rating [14] (+4 Brazen Defense Ability, +1 Standard Shield, -1 Large)


Gear

  • A Mighty/Arc (Crescent Maul) or Mighty/Lash (Chain Flail) combination weapon
  • Standard Shield 

Communication Methods

  • Low Speech, Variable

Tactics

  • Variable, but Lugs are usually bullies at heart, using their attacks to try and take down weaker members of a group to help thin out their numbers.

Miscellaneous

  • Indicators - Foes that have been crushed by mighty blows, angry stomping, the occasional guffaw.

  • Roleplaying Notes - Lugs are single-minded as a rule. Even the smartest among them would rather be ruthlessly direct than employ any amount of etiquette or finesse.

  • Customization - Besides the Abilities you choose for them, you might give a Lug some sort imbued weapon or shield. You can also increase their rank to make them a more difficult opponent.


Abilities  
  • Lugs always have the Champion's Brazen Defense elective ability, which gives them an improved defense. This can be replaced with the Chompa's Blubbery Hide ability to make a more overtly monstrous Lug.
  • As a Rank 4 Adversary, Lugs should have 2-4 Abilities total. the Champion's Brute, The Gruun's As Tough as the Look make for good choices. The Battle Princess's Passion's Fire or the Murder Princess's Frost Blade could be reskinned to represent different forms of elemental attacks for them as well. 

Yield

  • Any equipment the Lug has on hand is there for the taking if they are defeated.

Reskin

  • You can change a lot based on what Abilities you give a Lug. For example, mechanical Lugs can be created by giving them Abilities from Drones.

 

LANK

A scrawny troublemaker. Use this template when you need a speedy trickster or cackling toady.


Menace Level

  • Boss

Rank

  •  4


Type Main/Sub

  • Variable

  • Variable

      

Size
  • Medium

Allegiance

  • Variable


Home Region/Habitat

  • Variable


Traits: Wiry, Clever, Frail, Annoying (+2 Deftness, +2 Insight, -2 Grit, -1 Aura)

  • Might [9] (P)

  • Deftness [11] (P)

  • Grit [6]

  • Insight [11] (P)

  • Aura [7]


Combat Values

  • Hearts [3]

  • Attack [+3]

  • Speed [Fast]

  • Defense Rating [16] (+4 Bulwark of Disdain, +2 Fast)


Gear

  • A Master/Arc or Master/Drawn Combination Weapon.
  • 10 units of Ammunition if the latter is chosen. 

Communication Methods

  • Low Speech, Variable

Tactics

  • Variable, but Lanks generally like to use hit and run tactics to annoy and harry their foes rather than face them head on.

Miscellaneous

  • Indicators - Foes struck down by multiple wounds, annoying cackling, the sound of someone shuffling about impatiently.

  • Roleplaying Notes - Lanks are nearly always petty and cruel. They will not miss a chance at a rude wisecrack or mean-spirited gesture.

  • Customization - Besides the Abilities you choose for them, you might give a Lank some sort imbued weapon or special ammunition. You can also increase their rank to make them a more difficult opponent.


Abilities  
  • Lanks always have the Murder Princess's Bulwark of Disdain and Mange Bandit's Stray's Step Abilities, granting them a higher defense and making them Fast. 
  • As a Rank 4 Adversary, Lanks should have 2-4 Abilities total. The Raider's Free Runner and the Sneak's Flanker are good choices for them. You might also give them some Sage Abilities like Hocus Pox or Eldritch Explosives if you want them to be troublesome warrior-mages.

Yield

  • Any equipment the Lug has on hand is there for the taking if they are defeated.

Reskin

  • You can change a lot based on what Abilities you give a Lank. For example, giving them some of the Insectoid Aspects that Bellzuub has access to is a great way to create a bipedal bug warrior. 

Saturday, 7 February 2026

Legacy Gems (Freebie)

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.
  • Eldritch: 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