50 public items matching filters
A flute carved from the windpipe of a hanged cantor, still humming the last note he never finished.
Once per day, the wielder may play the Gulletsong's final unfinished note. All enemies within 30 feet must pass DR16 Presence or flee in blind terror for d4 rounds, convinced they hear the sound of their own funeral rites. However, the wielder permanently loses 1 point of Presence each time this ability is used — their voice flattening, their words meaning less and less, until finally they speak and no one turns to look.


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RPG item art: Grimdark black and white woodcut print, high contrast, heavy shadows, bleak atmosphere. Item: Gulletsong. A flute carved from the windpipe of a hanged cantor, still humming the last note he never finished.. No text, no labels.
A translucent vial filled with liquid that seems to forget what color it is — shifting from violet to nothing and back again.
Drinker phases partially out of the current dimension for up to 10 minutes, becoming immune to physical damage but unable to physically interact with the world. While phased, the drinker perceives datasphere signals and death-echoes within long range. At re-solidification, drinker may teleport to any point within short range.
While phased, the drinker exists partially in the datasphere — they can perceive datasphere signals, ghostly echoes of prior-world communications, and sense the emotional residue of anyone who has died within long range in the past decade. Any information perceived this way is fragmented and requires a difficulty 5 Intellect task to interpret meaningfully. On a failed roll, the GM may introduce a datasphere intrusion — a fragment of a prior-world mind attempting to hitch a ride back into solidity.


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RPG item art: Digital concept art painting, vibrant colors, detailed textures, fantasy game art style. Item: Vessel of Unbecoming. A translucent vial filled with liquid that seems to forget what color it is — shifting from violet to nothing and back again.. No text, no labels.
A fist-sized knot of obsidian-black wire wound around a pulsing amber core — salvaged, it seems, from the hinge of a door that once opened somewhere else.
Designates an anchor point in space; tags all creatures/objects passing through it with a resonance signature for 28 hours. Wielder detects tagged entities within 1 mile. Once per activation, collapse the threshold to stun all tagged creatures within long range (Might defense difficulty 7). Blocks all teleportation and dimensional transit within short range of anchor point while active.
When the amber core pulses three times in rapid succession (a warning the wielder learns to recognize), the anchor has detected a creature already bearing a resonance signature from a prior world — something that has passed through a similar threshold before. The GM should treat this as a significant discovery or a dangerous encounter.


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RPG item art: Digital concept art painting, vibrant colors, detailed textures, fantasy game art style. Item: Threshold Anchor. A fist-sized knot of obsidian-black wire wound around a pulsing amber core — salvaged, it seems, from the hinge of a door that once opened somewhere else.. No text, no labels.
A segmented shell of pale synth-chitin harvested from a creature that never died — only forgot it was alive.
Provides Armor 2 with no Speed penalty. Records up to 3 damage types from hits of 4+ damage, granting +1 Armor against each recorded type for 24 hours. Once per day, expend all stored resistances for a level 7 defensive pulse pushing nearby creatures back.
The carapace learns. Each time it absorbs a significant blow, synaptic filaments beneath the surface realign to distribute future impacts of the same type. A wearer who has fought the same enemy twice feels the armor subtly shift before the third strike lands — granting an asset on Might defense rolls against that specific source until the next rest. The armor communicates nothing in words, only in pressure and warmth.


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RPG item art: Digital concept art painting, vibrant colors, detailed textures, fantasy game art style. Item: Carapace That Remembers Wounds. A segmented shell of pale synth-chitin harvested from a creature that never died — only forgot it was alive.. No text, no labels.
A whip of solidified sound harvested from a dying datasphere node, its length shimmering with visible waveforms.
Long whip weapon dealing 5 points of damage; successful hits force a Speed defense roll (difficulty 5) or target is deafened and loses next action. Cone ability (free action, once per round): 3 points of damage to all in immediate forward arc, pushed to short range on failed Speed defense (difficulty 5).
When the depletion roll results in depletion, the lash does not simply stop working — it emits one final catastrophic shriek. All creatures within short range (including the wielder) must make a Might defense roll against difficulty 6 or take 6 points of damage and be stunned for two rounds. The whip then goes silent and rigid, becoming an ordinary if oddly beautiful decorative object.


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RPG item art: Digital concept art painting, vibrant colors, detailed textures, fantasy game art style. Item: Fracture-Tongue Lash. A whip of solidified sound harvested from a dying datasphere node, its length shimmering with visible waveforms.. No text, no labels.
A fist-sized oblate sphere of amber-veined synth that hums at a frequency just below hearing, as though arguing with the geometry of local space.
Plants a tethering node at the user's location. The user may return to this node from up to 1 mile away as an action, arriving instantly. The return function may be used up to 6 times before rolling for depletion. While active, grants an asset on defense rolls against involuntary movement or displacement. Once per round, the user may make a difficulty 4 Intellect defense roll to negate forced displacement entirely, pulsing amber light that allows nearby allies to do the same.
Once per round, when a force or effect would involuntarily move the user — including gravity anomalies, telekinesis, spatial distortions, or datasphere ejection pulses — the user may make a free Intellect defense roll (difficulty 4) to negate the displacement entirely, anchoring themselves in place. On a success, a visible pulse of amber light radiates outward from their body to short range, and any creature within immediate range that is also being displaced by the same effect may attempt the same defense roll as a free action.


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RPG item art: Digital concept art painting, vibrant colors, detailed textures, fantasy game art style. Item: Resonance Anchor That Refuses Displacement. A fist-sized oblate sphere of amber-veined synth that hums at a frequency just below hearing, as though arguing with the geometry of local space.. No text, no labels.
A folded membrane of iridescent synth that unfolds into a living map of wherever — and whenever — you are.
Unfolds into a living 1-mile-radius topographic map displaying creatures, energy sources, and 72-hour temporal echoes. Once per day, spend 2 Intellect to teleport to any anchored location within range. Once per expedition, query the datasphere about a mapped location for a wordless image answer, at the cost of 1d6 hours of darkness and dazed condition.
Once per expedition (not per day), the Dreaming Cartographer may be pushed beyond its limits: the wielder can ask the GM one question about a location shown on the map ('What is hidden here?' 'What terrible thing happened in this room?'). The datasphere answers through the map in images, not words. After this use, the map goes dark for 1d6 hours and the wielder is dazed (unable to take more than one action per round) for the same duration. This ability does not trigger a depletion roll — but if the GM determines the location holds a secret the prior worlds wanted buried, a depletion roll is made anyway.


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RPG item art: Digital concept art painting, vibrant colors, detailed textures, fantasy game art style. Item: The Dreaming Cartographer. A folded membrane of iridescent synth that unfolds into a living map of wherever — and whenever — you are.. No text, no labels.
A massive scythe inexplicably covered in layers of faded floral wallpaper. It smells like someone's dead nan.
GRAN'S FINAL ERRAND: Once per session, wielder can invoke the scythe's deepest power. They freeze in place, begin knitting at supernatural speed, and produce a small woolly jumper. Anyone who puts it on heals d8 HP but must test DR14 Presence or begin weeping uncontrollably about their life choices for d4 rounds. The weeping is audible from 100 feet.


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RPG item art: Grimdark black and white woodcut print, high contrast, heavy shadows, bleak atmosphere. Item: The Grim Reapper. A massive scythe inexplicably covered in layers of faded floral wallpaper. It smells like someone's dead nan.. No text, no labels.
Crafted by a wizard who was very tired of being interrupted during lectures, this wand crackles with barely-contained petty indignation.
PASSIVE — Insufferable Pedant: While attuned, you have advantage on Persuasion checks made to correct someone who is factually wrong, but disadvantage on Persuasion checks for literally everything else, because you simply cannot help yourself. SHUSH (1 charge): Cast Thunderwave (DC 14 Constitution) centered on yourself. The boom sounds exactly like 'SHHHHHH' at 100 decibels. Every creature within 60 feet that hears it must succeed on a DC 12 Wisdom save or use their reaction to put their finger to their lips and shush someone nearby. ACTUALLY (2 charges): Target one creature within 60 feet that just cast a spell or made an attack. That creature must succeed on a DC 14 Charisma saving throw or be Stunned until the end of its next turn as it is forced to listen to you explain at length why what they just did was tactically suboptimal. You must vocalize at least one full sentence of unsolicited advice for the effect to activate. WELL ACTUALLY (3 charges): Cast Enemies Abound (DC 14 Wisdom) on a creature within 60 feet. If it fails, you must immediately succeed on your own DC 14 Wisdom saving throw or spend your next turn smugly explaining the spell effect to your party instead of taking a useful action. DEPLETION RISK: If the wand reaches 0 charges, it sulks. It regains no charges for 1d4 days and emits a faint passive-aggressive humming audible only to its attuned wielder.


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RPG item art: Dark fantasy oil painting, dramatic lighting, black background, glowing magical effects. Item: Wand of Oh No You Didn't. Crafted by a wizard who was very tired of being interrupted during lectures, this wand crackles with barely-contained petty indignation.. No text, no labels.
A leatherbound tome that maps not places, but outcomes — and every map it draws is flawlessly, terrifyingly accurate.
CARTOGRAPHY OF ASSURED OUTCOMES: Once per day, the wielder may open the book to a blank page and concentrate on a question about the future. The book produces a precise, detailed map — not of terrain, but of causality. Paths are labeled with outcomes. Dead ends are marked with small, careful Xs. The GM must answer one yes/no question about any future event with complete honesty, OR reveal the single most important obstacle standing between the wielder and any stated goal (the player chooses which). The map is always accurate. It is never wrong. This is the problem. READ THE VEINS: The wielder may also press a palm to the cover and ask the book to identify the datasphere-resonant history of any object or location within immediate range. The book sketches a diagram of every prior-world interaction that object or place has witnessed. This functions as a level 9 Scan ability and cannot be resisted or blocked by shielding of level 8 or below. THE MARGIN NOTES (Cursed — Hidden Mechanic, GM Reference Only): The book is mapping the wielder. Every use of Cartography of Assured Outcomes adds a small notation in the margins — written in a script that appears to be the wielder's own handwriting, which they do not remember making. These notes are biographical. Accurate. They describe the wielder's life in past tense, with increasing specificity, working forward through time. The wielder may notice them, but they read as memory records, not prophecy. They are prophecy. The book is not predicting a future. It is authoring one. Each consultation collapses probability around the wielder's life, ensuring the mapped outcome occurs — including, eventually, the final page, which the book is slowly, patiently writing: a single-room map, a door marked TERMINUS, and the wielder's name written beneath it in a hand that has become indistinguishable from their own. The book does not deplete because it does not want to stop writing. When the final page is complete (GM discretion, typically after 10-15 total uses of the primary ability), the wielder simply... arrives at the room. It may look like anything. It is always the last place they go.
