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Rewards

Virtue is its own reward … but wouldn't a magic sword also be kind of nice? As heroes adventure, they find and craft treasures even as they are awarded titles, earn renown, attract followers, and amass wealth. This chapter presents all the various rewards a hero can earn during their career! As you read over the rewards within, make note of the treasures and titles your hero would like to earn. Then you can start pursuing them during your adventures.

Treasures

You've helped save the world! Or at least a corner of that world important to you. Now you deserve the treasures that can help you do so even more efficiently next time. So claim your magic sword, psionic shield, and Catapult Dust, and ride to your next adventure!

Treasures are the supernatural items that heroes find on their adventures, or that they craft themselves to help with their heroics. You might claim a magic whip from a bandit captain or create a psionic necklace that will help you take down a dread cult.

Treasures come in all shapes and sizes, and are broken down into four types.

Consumables are the most numerous treasures. These include potions, dusts, and other items that are consumed by you when you activate them. Most consumables can be used only once!

Trinkets are treasures with supernatural properties that never fade. These include magic bags, boots, cloaks, gloves, jewelry, and other oddities.

Leveled treasures are treasures that become even more powerful in the hands of a higher-level hero. They connect with their user, building a bond that fuels the item's supernatural power. Armor, implements, and weapons are the most common types of leveled treasure.

Artifacts are treasures of legendary power that can change or shape an adventure—or even an entire campaign. Each of these game-breaking items is unique, highly coveted, and well guarded.

Found, Earned, or Crafted

The rules of the game account for worlds where the average person sometimes even the average noble—doesn't have regular access to treasures. There might be an apothecary in the capital city of a region, but they're selling herbal remedies, not supernatural potions. In Vasloria, a town blacksmith isn't selling magic maces, and the local tailor doesn't make psionic capes. There simply aren't enough treasures readily available to create a good trade economy. Word sometimes gets around of mysterious clubs where heroes and treasure seekers can meet up to swap items, but the constant threat of thieves makes such markets difficult to find.

Most treasures are found as part of adventures. Many people concoct dastardly schemes, but only those with the will and power to enact that vision become villains—and acquiring treasures of great power is often part of a villain's plans. As such, the heroes who vanquish those evildoers often get to claim those treasures for themselves. At

other times, generous and well-off individuals such as monarchs and powerful mages can reward treasures as thanks for heroic deeds.

Heroes can also craft their own treasures, forging the tools they need to get the job done using the rules in Chapter 12: Downtime Projects. Items that can be crafted have their item prerequisite, project source, project roll characteristic, and project goal (the number of project points needed to complete the project) noted in their descriptions.

What Does This Treasure Do?

When a hero finds a treasure, they learn its properties if they examine it for 5 uninterrupted minutes, unless the item's description says otherwise.

Treasure Item Prerequisite

Each treasure has an item prerequisite necessary for crafting it. The exact nature of many of the materials used as an item's prerequisite is left nebulous so that the Director can more easily work those materials into a campaign. What's a mindspider, and how rare is their silk? That's for the Director to decide, whether they want to drop prerequisite items into their planned adventures or craft an entire side quest around finding them.

Wearing Treasures

Many treasures, such as cloaks, jewelry, hats, and boots, must be worn. Unless the Director deems otherwise, these items supernaturally resize themselves to fit the creature using them.

Wearable treasures have keywords that indicate which part of the body they are meant to adorn—Arms, Feet, Hands, Head, Neck, or Waist. The Ring keyword marks treasures typically worn on the finger. You can wear any number of treasures that have the same body keyword as long as the Director deems it reasonable. For example, it might be fine for a four-armed time raider to wear two pairs of bracers, but the Director might decide that the same hero can't benefit from wearing two magic cloaks at once. If the Director decides you're wearing too many treasures with the same body keyword, none of those treasures function.

Though body keywords indicate where a treasure is meant to be worn, treasures can still function if worn on other parts of the body. For example, a hero without ears or who just wants to have a different look might wear an earring as a piercing anywhere else they desire.

If a wearable treasure comes as a set, such as a pair of bracers, boots, or earrings, all items in the set must be worn to gain the treasure's benefits.

Wielding Treasures

Some treasures are wielded in the form of weapons or implements. A weapon might have the Light Weapon, Medium Weapon, or Heavy Weapon keywords, or might have a keyword denoting a specific category of weapon (Bow, Polearm, and so forth). An implement might have the Implement keyword or a keyword denoting the type of implement (Orb, Wand, and so forth). Armor is also considered a wielded treasure, with the Light Armor, Medium Armor, or Heavy Armor keywords, or the Shield keyword.

A hero can wield as many weapons, implements, suits of armor, or shields as they can feasibly hold or wear. However, an ability can benefit only from one weapon or implement at a time.

Treasures and Kits

To gain the benefits of a weapon or armor treasure, the treasure must have keywords that match the equipment of your kit. For instance, a hero using the Warrior Priest kit can benefit from wearing a heavy armor treasure and wielding light weapon treasures, since those are part of that kit.

If your hero doesn't use a kit, they can't gain benefits from using armor or weapon treasures unless they have a feature that says otherwise, such as the conduit's Prayer of Soldier's Skill.

A weapon's damage bonus only adds to melee abilities if you kit has a melee damage bonus. A weapon's damage bonus only adds to ranged abilities if your kit has a ranged damage bonus.

Magic and Psionic Treasures

The Magic and Psionic keywords for treasures refer to how those treasures are created, not how they are used. Just as magic potions and swords aren't limited only to characters who wield magic themselves, the Magic and Psionic keywords don't restrict the use of treasures to only certain types of characters, so that an implement with the Magic keyword can be used to enhance abilities with the Psionic keyword, and vice versa. Treasures that have the Magic or Psionic keyword and are used to enhance an ability don't add those keywords to the ability.

Stamina Bonuses and Damage Bonuses

If two treasures give a creature a bonus to their Stamina or a bonus to the rolled damage of their abilities, only the higher bonus applies unless the treasure's description notes otherwise. Stamina bonuses and damage bonuses from consumables ignore this rule, and can be stacked with other Stamina bonuses and damage bonuses granted by treasures.

Consumables

Consumables are treasures that can be used a limited number of times before they expire, losing whatever makes them supernatural. You can drink a potion once, and when you do so, that's it. It's consumed. Other consumables might have a specific number of charges that can be spent. Once those charges are gone, the treasure is useless.

Consumables are organized by echelon to make life easy for the Director handing them out (see Echelons of Play in Chapter 1: The Basics). As a guideline, a hero should always be able to find consumable treasures or the materials required to craft consumables of their echelon and lower. For example, heroes who are 5th level should be able to find consumables of 1st and 2nd echelon. In some cases, the Director might decide to award consumables of an echelon higher than the heroes' echelon, but such a choice means giving the heroes more power than the encounter-building guidelines in Draw Steel: Monsters accounts for.

Your character can carry any number of consumables at a time.

Other Sections

The rules for using treasures refer to lots of other parts of the game. You can find information on specific topics as follows:

Recoveries, respites, Victories: Chapter 1: The Basics

Languages: Chapter 4: Background

Abilities, conditions, potencies, surges: Chapter 5: Classes

Skills, tests: Chapter 9: Tests

Item creation rules, crafting and research projects: Chapter 12: Downtime Projects

Main actions and maneuvers, creature size, damage and Stamina, dying and death, movement and forced movement, winded: Chapter 10: Combat

Negotiation rules, motivations, pitfalls, interest, and patience: Chapter 11: Negotiation.

1st-Echelon Consumables

This section presents 1st-echelon consumable treasures in alphabetical order.

Black Ash Dart

A diamond-shaped dart holds a shimmering black vial at its core.

Keywords: Magic

Item Prerequisite: Three vials of black ash from the College of Black Ash

Project Source: Texts or lore in Szetch

Project Roll Characteristic: Agility or Intuition

Project Goal: 45 (yields 1d3 darts, or three darts if crafted by a shadow)

Effect: As a maneuver, you make a ranged free strike using a black ash dart. The strike deals an extra 1 damage and adds the following effects to the tier outcomes of the power roll:

  • ≤11: You can teleport the target up to 2 squares.
  • 12-16: You can teleport the target up to 4 squares.
  • 17+: You can teleport the target up to 6 squares.
Blood Essence Vial

A brittle glass tube has a ruby set atop it, attached by a hinge.

Keywords: Potion, Psionic

Item Prerequisite: A ruby purloined from a vampire

Project Source: Texts or lore in Proto-Ctholl

Project Roll Characteristic: Agility or Reason

Project Goal: 45

Effect: When you damage an adjacent creature who has blood, you can capture the target's life essence in this vial (no action required). Record the damage you dealt. You can capture life essence in the vial only once. As a maneuver, you drink the contents of the vial to regain Stamina equal to half the damage dealt. If you spend 1 Heroic Resource while you drink, you regain Stamina equal to the damage dealt. Once you drink from the vial, it crumbles to dust.

Buzz Balm

This cooling orange salve crackles and pops when exposed to the air.

Keywords: Magic, Oil

Item Prerequisite: An ounce of demon honey

Project Source: Texts or lore in Kalliak

Project Roll Characteristic: Reason or Intuition

Project Goal: 45

Effect: As a maneuver, you rub the balm on your body and feel it tingle across your skin. You immediately end the bleeding and weakened conditions on yourself, and you gain a +2 bonus to speed until the start of your next turn.

Catapult Dust

A small leather pouch is filled with this fine blue powder.

Keywords: Magic

Item Prerequisite: An ounce of witherite crystal

Project Source: Texts or lore in Caelian

Project Roll Characteristic: Reason or Intuition

Project Goal: 45

Effect: Catapult Dust was developed as a cost-effective magic siege weapon. As a main action, you pour the dust out in an adjacent unoccupied space to fill an area as large as a 2 cube. At the start of your next turn, the ground at the bottom of the area erupts violently upwards and in a direction of your choice. Any unattended objects in the area, or creatures who have entered the area since the dust was poured, are launched in an arc that is 6 + 1d6 squares long and 3 + 1d6 squares high.

Giant's-Blood Flame

A small pot is filled with a viscous, ochre oil that smells of sulfur and burnt hair.

Keywords: Magic, Oil

Item Prerequisite: One vial of fire giant blood

Project Source: Texts or lore in Caelian

Project Roll Characteristic: Reason or Intuition

Project Goal: 45

Effect: As a maneuver, you coat a weapon in this oil and ignite it. The weapon burns persistently and without harming itself until it is extinguished as a maneuver. Whenever you use a weapon ability that deals rolled damage using a weapon that is ignited this way, the ability deals an extra 2 fire damage.

Alternatively, you can use a maneuver to throw the pot up to 5 squares, coating the square where it lands and any creatures or objects in that square with a sticky flammable oil. If the oil takes any fire damage, it burns persistently and deals 5 fire damage at the end of each of your turns to anything it has coated. A creature covered in the oil or who can reach it can use a main action to extinguish the flames and end the effect.

Any fire caused by the oil is extinguished after burning for 1 hour.

Growth Potion

This thick green liquid tastes of licorice and potatoes.

Keywords: Magic, Potion

Item Prerequisite: A half-pound of seagrass

Project Source: Texts or lore in Caelian

Project Roll Characteristic: Reason or Intuition

Project Goal: 45

Effect: As a maneuver, you can drink this potion or pour it over an object of size 2 or smaller, causing the target's size to increase by 1(to a minimum size of 2). If you are the target, your Stamina maximum and Stability are doubled, you gain an edge on Might tests, and your weapon abilities that deal rolled damage gain a damage bonus equal to your highest characteristic score. You shrink back to your original size after 3 rounds, halving your current Stamina maximum and Stability, and losing the potion's other benefits. Objects maintain their new size permanently.

Healing Potion

Thick and red, this liquid tastes of sour beer.

Keywords: Magic, Potion

Item Prerequisite: An ounce of costmary leaves

Project Source: Texts or lore in Caelian

Project Roll Characteristic: Reason or Intuition

Project Goal: 45

Effect: When you drink this potion as a maneuver, you regain Stamina equal to your recovery value without spending a Recovery.

Imp's Tongue

The tongue of an imp has been dried and preserved. Yuck.

Keywords: Magic

Item Prerequisite: One imp's tongue

Project Source: Texts or lore in Caelian

Project Roll Characteristic: Reason or Intuition

Project Goal: 45

Effect: As a maneuver, you place the imp's tongue on your own tongue, causing it to reconstitute and attach itself to your tongue. While attached, the Imp's Tongue allows you to speak any language and understand any language spoken to you. This benefit ends after 1 hour, when the tongue is absorbed into your body.

Lachomp Tooth

A thumb-sized serrated tooth manages to scratch your flesh in some way whenever it is handled.

Keywords: Psionic

Item Prerequisite: A leftover carcass of a lachomp meal

Project Source: Texts or lore in Caelian

Project Roll Characteristic: Reason or Intuition

Project Goal: 45 (yields 1d3 teeth)

Effect: As a maneuver, you attach a lachomp tooth to a weapon, allowing that weapon to supernaturally flicker in and out of reality. Your next strike that uses the weapon can tear through multiple targets in a line (for a ranged strike) or surrounding you (for a melee strike). The strike adds the following effects to the tier outcomes of the power roll:

  • ≤11: You can affect one additional target with this strike.
  • 12-16: You can affect up to three additional targets with this strike.
  • 17+: You can affect up to seven additional targets with this strike.
Mirror Token

A gold-rimmed, mirror-faced coin trembles in the hand as if it were repelled by your touch.

Keywords: Psionic

Item Prerequisite: Three sheets of glass, sunbaked gold dust

Project Source: Texts or lore in Variac

Project Roll Characteristic: Reason or Intuition

Project Goal: 45

Effect: While the Mirror Token is on your person and you are targeted by a ranged strike, you can use a triggered action to crush the token and ignore the strike. Half the damage you would have taken and any effects of the triggering strike are imposed on the creature making the strike.

Pocket Homunculus

A densely interlocking sphere of clockwork gears features facets that show the countenance of the item's wielder.

Keywords: Psionic

Item Prerequisite: A strip of starmetal coated in the blood of the item's crafter

Project Source: Texts or lore in Zaliac

Project Roll Characteristic: Reason

Project Goal: 45

Effect: When activated as a maneuver, this item erupts in a bright flash, you can shift 1 square without your enemies noticing your movement, and a homunculus perfectly resembling you appears in an adjacent space. The homunculus is a creature with Stamina 15, a 0 in all their characteristics, and a speed and stability equal to yours. They appear indistinguishable from you but can't use any abilities.

While you have line of effect to your homunculus, you can use a maneuver to issue them a telepathic command. The homunculus performs the command to the best of their ability. If not commanded, the homunculus mimics your movements and speech. When you move, the homunculus moves with you, matching your pace. The homunculus crumbles to dust after 1 hour or if reduced to 0 Stamina.

Portable Cloud

This thin glass sphere holds a tiny roiling cloud.

Keywords: Magic

Item Prerequisite: A cup of rainwater from a sacred fey grove, plus an optional prerequisite (see below)

Project Source: Texts or lore in Caelian

Project Roll Characteristic: Reason or Intuition

Project Goal: 30 or 45 (see below)

Effect: As a maneuver, you throw this delicate glass sphere up to 5 squares, breaking it and creating a 4 cube of fog. The fog dissipates after 10 minutes or if a strong gust of wind created by a storm or magic passes through the area.

Enterprising mages within various thieves' guilds have developed variations of the Portable Cloud. Each variation has a secondary item prerequisite and a project goal of 45.

Noxious Cloud: Filled with a green or putrid yellow haze, this sphere spreads a choking, foul-smelling mist when broken. Each creature who enters the cloud for the first time in a combat round or starts their turn there takes 5 poison damage. Additionally, any creature is weakened while in the fog.

Item Prerequisite: An ounce of undead flesh. Thunderhead Cloud: Small lightning bolts arc around the black cloud in this sphere, which creates a 3 cube of cloud and lightning when broken. Each creature who enters the cloud for the first time in a combat round or starts their turn there takes 5 lightning damage. Additionally, any creature is slowed while in the cloud.

Item Prerequisite: A spool of copper wire.

Professor Veratismo's Quaff 'n Huff Snuff

This tiny compact holds a colorless powder with the slightest astringent smell.

Keywords: Potion, Psionic

Item Prerequisite: The roots of a just-budded nightshade

Project Source: Texts or lore in Caelian

Project Roll Characteristic: Reason

Project Goal: 45

Effect: As a maneuver, you sprinkle a dose of this powder onto food or drink, or blow it at an adjacent creature who is grabbed, restrained, or unconscious. A creature who is exposed to blown powder (even if they hold their breath) or consumes a dose of the powder must communicate in only true statements for 1 hour. Additionally, other creatures gain an edge on Intuition and Presence tests made to convince the target to communicate, or to read the target's emotions. Any such creature has a double edge on the test if the target doesn't realize they've been affected by the snuff.

Snapdragon

This delicate orange blossom has a sickly-sweet smell.

Keywords: Magic

Item Prerequisite: Fifty snapdragon seeds

Project Source: Texts or lore in Yllyric

Project Roll Characteristic: Reason or Intuition

Project Goal: 45 (yields 1d6 + 1 snapdragons)

Effect: As a maneuver, you sniff a magic snapdragon blossom, causing it to whither and making your movements more forceful and explosive. The next damage-dealing ability you use deals an extra 5 damage and gains a +2 bonus to the distance of any forced movement it imposes. If the ability does not impose forced movement, you can push each creature targeted by the ability up to 2 squares.

2nd-Echelon Consumables

This section presents 2nd-echelon consumable treasures in alphabetical order.

Breath of Dawn

A glass flask contains a whirl of gentle sunlight.

Keywords: Psionic

Item Prerequisite: The breath of a mystic sage captured at sunrise

Project Source: Texts or lore in Hyrallic

Project Roll Characteristic: Intuition or Presence

Project Goal: 90

Effect: As a maneuver, you inhale the Breath of Dawn and are overcome with tranquility. You immediately end the frightened, slowed, and taunted conditions on yourself, and you gain a +8 bonus to Stability until the end of the encounter.

Bull Shot

Tiny chips of white bone float within this dark potion, which carries the scent of beef broth.

Keywords: Magic, Potion

Item Prerequisite: One vial of pure bovine essence

Project Source: Texts or lore in Caelian

Project Roll Characteristic: Reason or Intuition

Project Goal: 90

Effect: When you drink this potion as a maneuver, you sprout 3-foot sharpened horns from your forehead. Whenever you use the Charge main action, the target of your strike is gored upon your horns and grabbed. While grabbed this way, the creature is bleeding. You can also grab another creature with your limbs. The horns harmlessly fall off your head at the end of the encounter.

Chocolate of Immovability

This decadent-looking treat feels strangely heavy in the hand.

Keywords: Magic

Item Prerequisite: A chocolate made by a gnome confectioner

Project Source: Texts or lore in Caelian

Project Roll Characteristic: Reason or Intuition

Project Goal: 90

Effect: When you consume this delicious piece of candy as a maneuver, you gain 15 temporary Stamina and a +10 bonus to stability. Additionally, if you don't use your movement during your turn, any strikes you make on that turn deal an extra 5 damage, and any strikes against you take a bane until the start of your next turn. This effect and the bonus to stability lasts until the end of the encounter, after which you are sleepy. If not reduced beforehand, the temporary Stamina lasts until the end of your next respite.

Concealment Potion

This dark, viscous liquid tastes like burnt leaves.

Keywords: Potion, Psionic

Item Prerequisite: An ounce of sap from a tree damaged by psionic fire

Project Source: Texts or lore in Yllyric

Project Roll Characteristic: Agility or Intuition

Project Goal: 90

Effect: When you drink this potion as a maneuver, light shifts around your body, letting you blend into the environment around you for 10 minutes. While this effect is active, you have a double edge on tests made to hide and sneak, and you can use the Hide maneuver even while you are observed.

Float Powder

A glass vial holds translucent flakes that twinkle in the light.

Keywords: Magic

Item Prerequisite: Several strands of hag hair

Project Source: Texts or lore in Khelt

Project Roll Characteristic: Intuition or Presence

Project Goal: 90 (yields 1d3 vials)

Effect: Dousing yourself in this powder as a maneuver causes you to weightlessly float off the ground. For 1 hour, your stability is reduced to 0, and you can fly and hover. Additionally, the hag that the powder is sourced from knows exactly where and when you use it.

Purified Jelly

This clear, pasty substance has a bitter aroma.

Keywords: Potion, Psionic

Item Prerequisite: A cup of algae from glacial water

Project Source: Texts or lore in Yllyric

Project Roll Characteristic: Reason or Intuition

Project Goal: 90 (yields 1d3 doses)

Effect: Consuming this potion as a maneuver causes your skin to shimmer and a set of tiny gills to appear on your neck or shoulders. For 1 hour, you can breathe in any environment, and you ignore the effects of harmful gases, vapors, and inhaled poisons.

Scroll of Resurrection

This scroll is marked by sigils of power, death, and life.

Keywords: Magic, Scroll

Item Prerequisite: A sheet of paper infused with the dust of a painite

Project Source: Texts or lore in the First Language

Project Roll Characteristic: Intuition or Presence

Project Goal: 90

Effect: As a respite activity, you repeatedly chant the contents of this scroll over the remains of a creature who has been dead for less than 1 year. The creature's soul must be willing to return to life for the scroll to work. If they are not willing, you instinctively understand that as you start the respite activity and can cease it immediately. The scroll is not consumed, and you can undertake a new respite activity.

A creature with a willing soul returns to life at the end of the respite with full Stamina and half their Recoveries. You regain only half your Recoveries at the end of the respite, and the scroll is consumed.

Telemagnet

A short iron wand shaped of interlocking segments leaks greasy black oil from its joints.

Keywords: Psionic

Item Prerequisite: A shard of prismacore, an ounce of ferrous metal

Project Source: Texts or lore in Zaliac

Project Roll Characteristic: Reason or Intuition

Project Goal: 90

Effect: As a maneuver, you snap this wand in half, letting you vertically pull one object or creature of size 3 or less a number of squares based on that target's size:

  • Size 1L or smaller: vertical pull 6
  • Size 2: vertical pull 3
  • Size 3: vertical pull 1

If you pull a size 1T object adjacent to you, you can catch it.

Vial of Ethereal Attack

Clear liquid seems to constantly churn within an obsidian vial, even when at rest.

Keywords: Psionic

Item Prerequisite: A signed agreement with a ghost, a large obsidian disk

Project Source: Texts or lore in Anjali

Project Roll Characteristic: Reason or Intuition

Project Goal: 90

Effect: As a maneuver, you throw this vial up to 10 squares, destroying the vial and creating a 2-cube ethereal vortex centered on the spot where it lands. The vortex dissipates at the end of the encounter or when you dismiss it (no action required). Any creature who enters the vortex for the first time in a combat round or starts their turn there takes 10 psychic damage. At the start of each of your turns, you can move the vortex up to 5 squares (no action required).

3rd-Echelon Consumables

This section presents 3rd-echelon consumable treasures in alphabetical order.

Anamorphic Larva

A cloudy glass vial holds a writhing monstrous grub.

Keywords: Psionic

Item Prerequisite: A grub steeped in voiceless talker bile

Project Source: Texts or lore in Variac

Project Roll Characteristic: Might or Intuition

Project Goal: 180

Effect: When you release the larva as a maneuver, it feeds on psychic energy to grow exponentially, creating a 10 wall of larval flesh adjacent to you. The wall can't be created to fill any square occupied by a creature with stability 1 or higher. Each other creature in the wall when it is created is pushed to the nearest unoccupied space.

At the start of each of your turns, each creature adjacent to the wall takes psychic damage equal to three times their Intuition score, and you can add 1 square to the wall for each creature who takes this damage. If no creature takes damage at the start of your turn, the larva dies and the wall disappears.

Bottled Paradox

Liquid constantly swirls within a cut glass bottle that is ice cold to the touch.

Keywords: Magic, Potion

Item Prerequisite: A month's lifespan from the creator or another willing creature, ground sapphire

Project Source: Texts or lore in Caelian

Project Roll Characteristic: Reason or Intuition

Project Goal: 180

Effect: As a maneuver, you can drink this potion or throw it up to 10 squares. If you drink it, you choose a test you made in the last minute, then reroll that test repeatedly until the outcome changes. If the potion is thrown, it creates a 3-cube area of shimmering magic. Any event that took place in that area in the previous minute changes at the discretion of the Director, who has full freedom to decide what happens. The energy then dissipates.

G'Allios Visiting Card

A card bearing the Eighth City Advocacy Services crest smells faintly of smoke and spices.

Keywords: Magic

Item Prerequisite: One vial of archdevil's blood, an expired contract

Project Source: Texts or lore in Anjali

Project Roll Characteristic: Reason or Intuition

Project Goal: 180

Effect: Whenever you would take damage, you can use a triggered action to tear the card and summon a devil. You avoid the damage and any accompanying effects, and the devil redirects the triggering effect to a target of their choice anywhere on the same manifold. You are treated to a clear vision of whoever suffers the damage. The devil then disappears.

Personal Effigy

This tiny humanoid effigy appears unnervingly lifelike and is always warm to the touch.

Keywords: Magic

Item Prerequisite: A brief period of contact with the creature the effigy is tied to

Project Source: Texts or lore in Khemharic

Project Roll Characteristic: Reason or Intuition

Project Goal: 120

Effect: The Personal Effigy is crafted to depict a specific humanoid creature it is tied to, and activates only for the first minute after the creature dies. While you are within 5 squares of the remains of the creature the effigy is tied to, you can use a maneuver to manually light and burn the effigy and bring the creature back to life. The creature returns to life with Stamina equal to their winded value and 10 temporary Stamina that lasts until the end of their next respite. If the creature has been dead for more than 1 minute, they remain dead and the effigy dissolves into dust.

Stygian Liquor

This muddy brown whiskey tastes of peat and death.

Keywords: Magic, Potion

Item Prerequisite: An ounce of scrapings from a coven's used cauldron

Project Source: Texts in Anjali

Project Roll Characteristic: Reason or Intuition

Project Goal: 180

Effect: When you drink this potion as a maneuver, you gain a tenacious will to cling to life for 24 hours. If you are dying during this time, you don't die until you reach the negative of your Stamina maximum rather than your winded value. Additionally, while you are dying, you gain on edge on power rolls and you take half the damage dealt by the bleeding condition. Once the potion's magic is triggered, it ends when you are no longer dying.

Timesplitter

This spiked crystal makes a beautiful ringing sound when first touched.

Keywords: Psionic

Item Prerequisite: A time crystal

Project Source: Texts or lore in Voll

Project Roll Characteristic: Reason or Intuition

Project Goal: 180

Effect: As a maneuver, you make a ranged free strike using the Timesplitter, which shatters upon impact. The strike deals an extra 1d6 psychic damage and adds the following effects to the tier outcomes of the power roll:

  • ≤11: The target and each creature within 3 squares of them a slowed (save ends).
  • 12-16: The target and each creature within 5 squares of them is slowed (save ends).
  • 17+: The target and each creature within 8 squares of them is slowed (save ends).
Ward Token

This smoothly polished quartz stone feels strangely warm to the touch.

Keywords: Psionic

Item Prerequisite: A small quartz

Project Source: Texts or lore in Zaliac

Project Roll Characteristic: Might or Intuition

Project Goal: 180

Effect: As a maneuver, you toss this stone above you and it shatters, showering you in dust. Until the end of the encounter, any enemy ability that targets you has a double bane.

Wellness Tonic

This thick purple liquid has a bitter scent that lingers.

Keywords: Potion, Psionic

Item Prerequisite: An ounce of troll's blood, raw honey

Project Source: Texts or lore in Variac

Project Roll Characteristic: Might or Intuition

Project Goal: 180

Effect: When you drink this tonic as a maneuver, you feel a surge of physical and spiritual immunity. You can immediately end up to three conditions or effects affecting you. Additionally, until the start of your next turn, you can ignore any effect that would last until the end of your next turn or be ended by a saving throw.

4th-Echelon Consumables

This section presents 4th-echelon consumable treasures in alphabetical order.

Breath of Creation

A glass flask holds a roiling storm of astral plasma.

Keywords: Psionic

Item Prerequisite: The captured breath of a god, an ounce of condensed dreams

Project Source: Texts or lore in the First Language

Project Roll Characteristic: Intuition or Presence

Project Goal: 360

Effect: When you inhale the Breath of Creation as a maneuver, you are imbued with cosmic power. You earn 1 Renown, and you create a size 2 portal to a new demiplane in an adjacent square. The demiplane is a 20-cube area whose form and mundane features are chosen by you. The portal appears only to you and creatures you designate, and only you and those creatures can enter the demiplane. When a creature moves into the portal, they emerge from a corresponding portal inside the demiplane, and vice versa. Objects created within the demiplane turn to dust if removed from it.

Each time you use another Breath of Creation, you can create a new demiplane or expand a demiplane you have already created or visited. The size of an expanded demiplane increases by 20, and you create a second portal to the demiplane with a corresponding portal inside.

Elixir of Saint Elspeth

This thick red liquid smells of cinnamon.

Keywords: Magic, Potion

Item Prerequisite: An ounce of the blood of Saint Elspeth

Project Source: Texts or lore in Caelian

Project Roll Characteristic: Presence

Project Goal: 360

Effect: When you pour the elixir onto your forehead as a maneuver, it vanishes and you protect yourself against effects that might harm your body, mind, or soul. For a number of rounds equal to your current Victories, any enemy ability targeting you automatically obtains a tier 1 outcome against you. Additionally, the ability can only deal damage to you, letting you ignore its other effects.

Page From the Infinite Library: Solaris

This page is covered with writing and diagrams detailing the release of limitless energy—and the dangers of that process.

Keywords: Magic

Item Prerequisite: One vial of sacred ink, blessed parchment

Project Source: Reference materials in the First Language from the

Infinite Library detailing incomplete instructions for building a sun

Project Roll Characteristic: Reason or Intuition

Project Goal: 360

Effect: As a maneuver, you spend 1 Heroic Resource to destroy this page and create a 4-cube area within 20 squares. The area is filled with the energy of a tiny sun that lasts until the end of the encounter. Any creature who enters the area for the first time in a combat round or starts their turn there takes 20 fire damage and is dazed until the end of their turn.

Restorative of the Bright Court

An ornately decorated golden vial smells of summer rain and subtle zesty fruits.

Keywords: Magic

Item Prerequisite: A year's lifespan from the creator or another willing creature, the laughter of a young hero

Project Source: Texts or lore in Khelt

Project Roll Characteristic: Reason or Presence

Project Goal: 360

Effect: When opened as a maneuver, this vial bursts into a storm of multicolored lights. You and each ally within 5 squares of you regain 1d6 Recoveries. However, any mortal using this treasure draws the interest of a powerful fey noble.

Trinkets

Trinkets are treasures that can be used at will without a reduction in their potency. They generally provide a small benefit, such as allowing you to see farther or become a bit better at picking locks.

Like consumables, trinket treasures are organized by echelon. You can carry any number of trinkets.

1st-Echelon Trinkets

This section presents 1st-echelon trinket treasures in alphabetical order.

Color Cloak (Blue)

This silky-blue hooded cloak is emblazoned with a golden Anjali sigil meaning "ice."

Keywords: Magic, Neck

Item Prerequisite: A pint of blue ichor, soul chalk

Project Source: Licensing agreements in Anjali

Project Roll Characteristic: Reason or Intuition

Project Goal: 150

Effect: While worn, a blue Color Cloak grants you cold immunity equal to your level.

Additionally, when you are targeted by any effect that deals cold damage, you can use a triggered action to shift a number of squares equal to your level. If you do so, the cold immunity granted by the cloak becomes cold weakness with the same value until the end of the next round. You can't use this triggered action again until this weakness ends.

Color Cloak (Red)

This red woolen hooded cloak is emblazoned with a golden Anjali sigil meaning "fire."

Keywords: Magic, Neck

Item Prerequisite: A pint of red ichor, soul chalk

Project Source: Licensing agreements in Anjali

Project Roll Characteristic: Reason or Intuition

Project Goal: 150

Effect: While worn, a red Color Cloak grants you fire immunity equal to your level.

Additionally, when you are targeted by any effect that deals fire damage, you can use a triggered action to reduce the damage to 0. If you do so, the fire immunity granted by this cloak becomes fire weakness with the same value until the end of the next round. You can't use this triggered action again until this weakness ends.

Color Cloak (Yellow)

This yellow rubbery hooded cloak is emblazoned with a golden Anjali sigil meaning "lightning."

Keywords: Magic, Neck

Item Prerequisite: A pint of yellow ichor, soul chalk

Project Source: Licensing agreements in Anjali

Project Roll Characteristic: Reason or Intuition

Project Goal: 150

Effect: While worn, a yellow Color Cloak grants you lightning immunity equal to your level.

Additionally, when you are targeted by any effect that deals lightning damage, you can use a triggered action to cause the next damage-dealing ability you use to deal extra lightning damage equal to your level. Once you deal this extra damage, your lightning immunity becomes lightning weakness with the same value until the end of the next round. You can't use this triggered action again until this weakness ends.

Deadweight

Though this humanoid femur is coated in lead, it feels impossibly heavy for its size.

Keywords: Magic

Item Prerequisite: One humanoid femur, one bar of lead laced with starmetal

Project Source: Texts or lore in Caelian

Project Roll Characteristic: Reason or Intuition

Project Goal: 150

Effect: While holding the Deadweight, you fall twice as fast, taking an extra 1 damage for each square you fall (to a maximum of 75 total damage from a single fall). If you fall 5 or more squares this way, you can make a melee free strike as a free maneuver once during the fall before you hit the ground.

Displacing Replacement Bracer

A wooden bangle is etched with an ambigram sigil of the Zaliac word for "transfer."

Keywords: Arms, Psionic

Item Prerequisite: Petrified wood from a tree that has not been observed since falling

Project Source: Texts or lore in Zaliac

Project Roll Characteristic: Reason

Project Goal: 150

Effect: As a maneuver, you transfer an object of size 1S or 1T held in one hand with another object of the same size that is within 10 squares. The objects change locations instantaneously and without creating any auditory or visual disturbance. If another creature is wearing or holding the object you transfer to your hand and they have i\<4] , they fail to notice the transfer.

Divine Vine

A coil of emerald-green vines is topped with the jaws of an enormous Venus flytrap.

Keywords: Magic

Item Prerequisite: Three withered mundane vines, a tree's blessing

Project Source: Songs in Yllyric

Project Roll Characteristic: Reason or Presence

Project Goal: 150

Effect: As a maneuver, you call upon the Divine Vine in Yllyric, causing it to extend up to 5 squares from you and attach its jaws to a creature or object, allowing you to use the Grab maneuver at a distance. If the target is grabbed, you can choose to keep the divine vine extended, pull the target adjacent to you, or pull yourself adjacent to the target. The divine vine stays attached to the target until it takes damage from a strike, the target escapes your grab, or you call upon the vine to release the target (no action required).

Flameshade Gloves

These finely stitched gloves appear to flicker in and out of reality when first handled.

Keywords: Hands, Psionic

Item Prerequisite: A humanoid's shadow disconnected from its source

Project Source: Texts or lore in Khelt

Project Roll Characteristic: Reason

Project Goal: 150

Effect: When you use a move action while wearing these gloves, you can place one hand upon a mundane object as part of that move action. If the object is 1 square thick or less and has open space on the other side (for example, a door or wall), you pull your body through it as though the object wasn't there.

If the object is too thick or has no open space on the other side, your hand becomes stuck inside the object. Removing your hand takes a successful hard Might test made as a main action.

Gecko Gloves

These scaled gloves have palms and fingers covered in near-invisible sticky hairs.

Keywords: Hands, Magic

Item Prerequisite: Ten gecko tails

Project Source: Texts or lore in Caelian

Project Roll Characteristic: Reason or Intuition

Project Goal: 150

Effect: While you wear these gloves, your grip is all but impossible to break. You can't be disarmed, you can't lose your grip while climbing unless you are force moved, and any creature grabbed by you takes a bane on the test for the Escape Grab maneuver.

Hellcharger Helm

A steel helm is set with two curved ebony horns, a crackling plume of fire floating between them.

Keywords: Head, Magic

Item Prerequisite: One broken contract, one ingot of steel

Project Source: Texts or lore in Anjali and Caelian

Project Roll Characteristic: Might or Reason

Project Goal: 150

Effect: Whenever you use the Charge main action while wearing this helmet, you gain a +5 bonus to speed until the end of your current turn. After charging, you can use the Knockback maneuver as a free maneuver, regardless of the target creature's size.

Mask of the Many

A plain white mask is lined with soft black velvet—which smells faintly of blood.

Keywords: Head, Magic

Item Prerequisite: One used death shroud

Project Source: Texts or lore in Caelian

Project Roll Characteristic: Reason or Intuition

Project Goal: 150

Effect: While you wear this mask, you can use a maneuver to transform into any humanoid of equivalent size that you have previously seen. The humanoid's appearance reflects the last time you saw them, including whatever they were wearing. Your clothing and gear are transformed into the figure's clothing and gear, absorbed into your body, or retain their original forms, as you determine. If the figure possessed any treasures when you last saw them, they are duplicated as mundane copies while you are transformed.

Quantum Satchel

A woven metal drawstring seals this plain-looking leather bag, which is affixed with an opal brooch.

Keywords: Magic

Item Prerequisite: One uncut opal

Project Source: Texts or lore in Caelian

Project Roll Characteristic: Reason or Intuition

Project Goal: 150

Effect: When the brooch is removed from this bag and placed in a container or room, it magically entangles that location to the bag. Any item that can be placed in the Quantum Satchel appears near to the brooch and can be recovered by reaching inside while picturing the desired object. The capacity of the satchel is dictated by the size of the container or room where the entangled brooch is. If an item is removed from the container or room containing the brooch, it can't be retrieved through the satchel.

Unbinder Boots

A pair of ornately embroidered leather boots are covered in images of broken chains.

Keywords: Feet, Magic

Item Prerequisite: One battered gold chain of at least fifty links

Project Source: Texts or lore in Caelian

Project Roll Characteristic: Reason or Intuition

Project Goal: 150

Effect: These boots can temporarily unbind themselves from the chains of the earth, letting you move through the air as high as 3 squares above the ground from where you started. If you end your turn while you are still airborne, you fall.

2nd-Echelon Trinkets

This section presents 2nd-echelon trinket treasures in alphabetical order.

Bastion Belt

This thick leather belt features a bone clasp and feels unusually heavy when handled.

Keywords: Magic, Waist

Item Prerequisite: A giant's tooth

Project Source: Texts or lore in High Kuric

Project Roll Characteristic: Might or Intuition

Project Goal: 300

Effect: While worn, this belt grants you a +3 bonus to Stamina and a +1 bonus to Stability. This Stamina bonus adds to the Stamina bonus granted by other treasures.

Evilest Eye

A perfectly preserved eyeball hangs unnervingly from a gold chain.

Keywords: Neck, Psionic

Item Prerequisite: An eyeball from a pirate captain who drowned at sea

Project Source: Texts or lore in Caelian

Project Roll Characteristic: Reason or Intuition

Project Goal: 300

Effect: As a maneuver, you target one enemy within 10 squares. You and each ally within 2 squares of the target each gain 1 surge.

Insightful Crown

Shaped of polished crystal, this shimmering circlet shifts through myriad colors in the presence of strong emotions.

Keywords: Head, Psionic

Item Prerequisite: One measure of pure crystal, a jarred memory of true joy

Project Source: Texts or lore in Variac

Project Roll Characteristic: Reason or Intuition

Project Goal: 300

Effect: While wearing the crown, you gain an edge on Intuition tests made to read the emotions and discern the honesty of other creatures. If you succeed on an Intuition test to read the emotions of another creature within 5 squares, you can ask the Director one question about something the creature knows, which the Director must answer honestly. At the Director's discretion, you might not be able to tap into the creature's deepest secrets this way.

Key of Inquiry

A foot-long platinum key is set with three opals.

Keywords: Psionic

Item Prerequisite: The finger bone of a creature with telepathy, three black opals

Project Source: Texts or lore in Ullorvic

Project Roll Characteristic: Reason or Intuition

Project Goal: 300

Effect: As a maneuver, you touch the key to an adjacent willing, grabbed, or restrained creature and twist the key 90 degrees clockwise. That creature must answer the next three questions they are asked truthfully and fully. If twisted 90 degrees counterclockwise instead, the creature forgets the last 30 minutes they experienced. A creature affected by the key can't be affected again by any Key of Inquiry for 1 year. If the key is ever destroyed, all the memories it has erased are restored. Memories erased by the key can't be restored in any other way.

Mediator's Charm

A fancy gold earring is set with a small ruby.

Keywords: Head, Psionic

Item Prerequisite: The gold nib of a fountain pen used to sign a major treaty or compact, a ruby once worn by a devil

Project Source: Texts or lore in Hyrallic

Project Roll Characteristic: Reason or Presence

Project Goal: 300

Effect: While you wear the Mediator's Charm, the patience of any NPC you negotiate with increases by 1 (to a maximum of 5). Additionally, at the start of a negotiation, you learn one of an NPC's motivations or pitfalls of the Director's choice.

Necklace of the Bayou

A worn leather circlet bears a lizard-shaped pendant of rotting wood.

Keywords: Magic, Neck

Item Prerequisite: A gallon of swamp water, the limbs of four different newts

Project Source: Texts or lore in Yllyric

Project Roll Characteristic: Reason or Intuition

Project Goal: 300

Effect: While you wear this necklace, you can breathe underwater, you can automatically swim at full speed while moving, and you ignore difficult terrain created by water or in marsh and similar terrain.

Scannerstone

This flat, palm-sized triangular stone is decorated with a starfield of tiny gems.

Keywords: Psionic

Item Prerequisite: A piece of polished obsidian, seven flawless pea-sized diamonds

Project Source: Texts or lore in Variac

Project Roll Characteristic: Reason or Intuition

Project Goal: 300

Effect: When held against a wall or other solid surface 1 square thick or less, the Scannerstone creates an image floating in the air beside it that shows a rough miniature approximation of the space on the other side of the surface. The image displays floors, walls, and other barriers but doesn't show other objects. It shows representations of any moving creatures on the other side, but not creatures who are still.

Stop-'n-Go Coin

This small, featureless coin is solid green on one side and solid red on the other.

Keywords: Magic

Item Prerequisite: A coin minted during an earthquake

Project Source: Texts or lore in Caelian

Project Roll Characteristic: Reason or Intuition

Project Goal: 300

Effect: As a maneuver, you toss the coin in the air and let it fall to the ground in front of you. Roll a d3 to determine the coin's effect, depending on which face shows when it lands:

  • 1—Red: The area within 2 squares of you is difficult terrain for enemies until the end of your next turn.
  • 2—Green: You and each ally who starts their turn within 2 squares of you gains a +1 bonus to speed until the end of your next turn.
  • 3—Spinning Coin: Both the red and green effects occur while the coin continuously spins.

The coin must be picked up before it can be used again. If any creature picks up the coin, its effects immediately end.

3rd-Echelon Trinkets

This section presents 3rd-echelon trinket treasures in alphabetical order.

Bracers of Strife

Each of these metallic blue bracers is oversized.

Keywords: Arms, Magic

Item Prerequisite: The severed hand of a giant

Project Source: Texts or lore in Yllyric

Project Roll Characteristic: Reason or Intuition

Project Goal: 450

Effect: While you wear them in combat, these bracers magically double the size of your hands and any melee weapons you wield, automatically compensating for the extra weight. You gain a +2 damage bonus for any weapon ability that deals rolled damage, and a +1 bonus to the distance you push any target with any weapon ability. This damage bonus adds to the damage bonus granted by other treasures.

Mask of Oversight

This angular electrum mask is set with an excess of eye holes and a horrifying maw.

Keywords: Head, Magic

Item Prerequisite: An overmind egg, the skin of any shapeshifter

Project Source: Texts or lore in the First Language

Project Roll Characteristic: Reason or Intuition

Project Goal: 450

Effect: While wearing this grotesque mask, you can use a maneuver to cause your eyes to erupt from their sockets and multiply until six eyes orbit your head. This grants you a 360-degree arc of vision and prevents you from being surprised. Additionally, you have a double edge on tests made to discover hidden creatures, items, or mechanisms, but you have a double bane on Presence tests that don't use the Intimidate skill. As a maneuver, you can return your eyes to your head and make the additional eyes disappear.

While the eyes circle your head, you can use a maneuver to launch up to three of the eyes at one creature within 10 squares. Each eye you launch deals 5 damage to the target before it is destroyed. You can't reduce the number of eyes to fewer than two in this way. If you reduce the number of eyes to two, those eyes return to your head, and you can't use the mask again until you earn 1 or more Victories.

Mirage Band

A sable blue circlet shimmers with finely woven threads of sparkling white.

Keywords: Head, Psionic

Item Prerequisite: A spool of mindspider silk, an ingot of white gold

Project Source: Texts or lore in Higaran

Project Roll Characteristic: Reason or Intuition

Project Goal: 450

Effect: While wearing the Mirage Band, you automatically perceive illusions for what they are, you can see invisible creatures, and supernatural effects can't conceal creatures and objects from you.

Additionally, you have the following ability.

Hallucination Field

A blanket of illusion twists around you and your allies, making you seem as if you belong wherever you are.

Psionic, Ranged Maneuver
📏 Ranged 10 🎯 Self and any ally

Effect: Each target is covered by an illusion causing them to appear exactly as any creature (humanoid, animal, undead, and so forth) an observer most expects to see. The illusion ends for all targets if any creature under its effect harms or physically interacts with any creature not affected by the illusion, if you use this ability again, or if you choose to end the effect (no action required). The illusion also ends for any affected ally who moves more than the distance of this ability away from you.

Nullfield Resonator Ring

This simple band of copper vibrates slightly when handled.

Keywords: Psionic, Ring

Item Prerequisite: A wafer of gallium arsenide

Project Source: Texts or lore in Mindspeech

Project Roll Characteristic: Reason or Intuition

Project Goal: 450

Effect: You must be a null to wear this ring. While you do so, the area of your Null Field ability increases by 1.

Additionally, you have the following ability.

Nullring Strike

Your punch delivers a devastating burst of psionic energy.

Melee, Psionic, Strike, Weapon Main action
📏 Melee 1 🎯 One creature or object

Power Roll + Might or Agility:

  • ≤11: 3 psychic damage
  • 12-16: 5 psychic damage; I < AVERAGE, slowed (save ends)
  • 17+: 8 psychic damage; I < STRONG, slowed (save ends)

Effect: While slowed in this way, the target takes a bane on magic or psionic abilities.

Shifting Ring

This silvery metal ring seems to momentarily vanish when observed from certain angles.

Keywords: Psionic, Ring

Item Prerequisite: One-third of a pound of diamond dust, one nugget of pure silver

Project Source: Texts or lore in Khelt

Project Roll Characteristic: Agility or Intuition

Project Goal: 450

Effect: Once per turn, you can use a maneuver to teleport up to 3 squares. Additionally, when targeted by any other effect that causes you to teleport, you can teleport up to 3 additional squares.

4th-Echelon Trinkets

This section presents 4th-echelon trinket treasures in alphabetical order.

Gravekeeper's Lantern

This ancient wooden tablet is inscribed with eldritch runes and stained with dark blood.

Keywords: Magic

Item Prerequisite: The powdered jawbone of a powerful spellcaster, wood from a tree marking multiple graves

Project Source: Texts or lore in Hyrallic

Project Roll Characteristic: Reason or Intuition

Project Goal: 600

Effect: The Gravekeeper's Lantern can temporarily trap a nonhostile spirit of the dead—either an incorporeal undead or the wandering spirit of a creature who died within the last 30 days—allowing you to interrogate them. Trapping a spirit requires you to be within 10 squares of them and succeed on a hard Intuition test as a main action. Once a spirit is trapped, you make a Presence test to coax them into answering your questions:

  • ≤11: You can ask two questions of the spirit, one of which they must answer fully and honestly.
  • 12-16: You can ask three questions, two of which the spirit must answer fully and honestly.
  • 17+: You can ask five questions, all of which the spirit must answer fully and honestly.

A trapped spirit remains in the lantern for 10 minutes. They remember being trapped by you, and might become hostile thereafter.

Psi Blade

This wide metal bracer is set with a glowing gemstone.

Keywords: Arms, Psionic

Item Prerequisite: Steel alloy, one fine-cut topaz

Project Source: Texts or lore in Mindspeech

Project Roll Characteristic: Agility or Presence

Project Goal: 600

Effect: While wearing this metallic band, you can use a maneuver to project a glowing blade of rippling psychic energy that extends parallel to your arm. While the blade is active, you can use a maneuver once per turn to make a melee weapon free strike that deals an extra 3 psychic damage.

Leveled Treasures

Like trinkets, leveled treasures can be used at will without a reduction in potency. However, leveled treasures tap into their wielder's will in a way that trinkets don't, becoming more powerful and increasing their capabilities as you gain new levels.

Leveled Benefits

Each leveled treasure has benefits that you gain at 1st, 5th, and 9th levels. You can't use a treasure's benefit until you achieve the appropriate benefits level. Leveled benefits are cumulative.

Carry Three Safely

Your connection with leveled treasures doesn't just make them useful. It also makes them dangerous. Each leveled treasure is a quasi-sentient, purpose-driven entity. A magic sword wishes to be used in combat. A psionic implement yearns to unleash its powerful magic. As such, a creature can safely carry a maximum of three leveled treasures at a time. If you carry more leveled treasures, those items become jealous of one another and fight for your attention, attempting to subconsciously influence you into using them—and leaving your other items behind.

It's fine to own or possess more than three leveled treasures, as long as the extras are stored away or in the possession of other creatures. But if you carry more than three leveled treasures, you must make a Presence test during each respite:

  • ≤11: One of your leveled treasures (chosen by the Director) grabs hold of your psyche. It forces you to sleepwalk or otherwise enter an active fugue state and discard the rest of your leveled treasures in locations you can't remember. If you want those items back, you'd better get looking before someone else finds them.
  • 12-16: Your items work together to prevent you from moving until you pick three items and leave the rest behind.
  • 17+: Nothing happens.

You Don't Need Three

Because you can carry up to three leveled treasures safely, it's easy to assume that your hero should always seek out and carry three such treasures. The truth is that many heroes find carrying just one or two leveled treasures a perfect thematic and mechanical fit, and have no real need for more. That's totally fine! You'll still be super powerful with just one leveled treasure, especially if you obtain or craft trinkets and consumables that might serve you better.

Leveled Armor Treasures

Magic and psionic armor and shields are the primary tools of heroes always ready to hurl themselves into combat. This section presents leveled armor treasures in alphabetical order.

Adaptive Second Skin of Toxins

This suit is shaped of tough leather and set with thousands of tiny barbs on the inside, all thankfully pain-free to the touch.

Keywords: Light Armor, Magic

Item Prerequisite: Five rabid honey badger pelts, the quills of a hedgehog

Project Source: Texts or lore in Yllyric

Project Roll Characteristic: Agility or Intuition

Project Goal: 450

1st Level: While you wear this armor, you gain a +6 bonus to Stamina, and you have immunity to acid and poison damage equal to your highest characteristic score.

5th Level: The armor's bonus to Stamina increases to +12. Additionally, whenever an adjacent creature deals damage to you, they take 3 acid or poison damage (your choice).

9th Level: The armor's bonus to Stamina increases to +21, and an adjacent creature who deals damage to you takes 6 acid or poison damage. Additionally, you can use a maneuver to transmute a 2-cube area of liquid or gas adjacent to you into liquid acid or poison gas until the start of your next turn. Any creature who enters the area for the first time in a combat round or starts their turn there takes 6 acid or poison damage, as appropriate.

Chain of the Sea and Sky

This set of heavy chain mail is created to allow free movement in extreme environments without sacrificing protection.

Keywords: Heavy Armor, Magic

Item Prerequisite: A set of wings from a flying carp, a set of chain mail rusted by seawater

Project Source: Texts or lore in Zaliac

Project Roll Characteristic: Might, Reason, or Intuition

Project Goal: 450

1st Level: While you wear this armor, you gain a +6 bonus to Stamina, you can automatically swim at full speed while moving, and you can breathe underwater for up to 1 hour. Returning to the surface to breathe air again for any length of time reset's the armor's water-breathing benefit.

5th Level: The armor's bonus to Stamina increases to +12, and you have cold immunity 5. Additionally, whenever you fall, you can extend your arms (no action required) to unfurl a thick membrane between your arms and your body, slowing your fall and allowing you to glide. While gliding this way, you move downward at 1 square per round, and you can glide up to 6 squares horizontally as a free maneuver once during each of your turns.

9th Level: The armor's bonus to Stamina increases to +21, and you have cold immunity 10. Additionally, whenever your feet are not touching the ground (including floating in water or being in midair), you gain an edge on ability rolls, and any ability takes a bane when targeting you.

Grand Scarab

The blue-purple carapace and wings of a gigantic scarab beetle have been formed into an ornate breastplate.

Keywords: Magic, Medium Armor

Item Prerequisite: A giant scarab beetle carapace

Project Source: Texts or lore in Phaedran

Project Roll Characteristic: Might, Reason, or Intuition

Project Goal: 450

1st Level: While you wear this armor, you gain a +6 bonus to Stamina and you can fly. If you don't end your turn on the ground, you fall.

5th Level: The armor's bonus to Stamina increases to +12. Additionally, you no longer need to end your turn on the ground to avoid falling.

9th Level: The armor's bonus to Stamina increases to +21. Additionally, if you fly any distance before making a strike, that strike gains an edge.

King's Roar

A sunmetal kite shield bears the face of a lion on its front, its mouth opening wider over the course of battle.

Keywords: Magic, Shield

Item Prerequisite: A ballad of heroism, two ingots of sunmetal

Project Source: Songs in High Rhyvian

Project Roll Characteristic: Reason, Intuition, or Presence

Project Goal: 450

1st Level: While you wield or carry this shield, you gain a +3 bonus to Stamina. This Stamina bonus adds to the Stamina bonus granted by other treasures. Additionally, you can use a maneuver to make the shield's lion face roar, choosing one adjacent creature or object and pushing that target up to 3 squares.

5th Level: The shield's bonus to Stamina increases to +6. When you cause the shield to roar, you target one creature or object within 3 squares and push that target up to 4 squares.

9th Level: The shield's bonus to Stamina increases to +9. When you cause the shield to roar, you target one creature or object within 6 squares, you push that target up to 5 squares, and the target is slowed until the end of their next turn.

Kuran'zoi Prismscale

Each scale of this iridescent armor shimmers with the faint image of a frozen moment of time.

Keywords: Medium Armor, Psionic

Item Prerequisite: The eyes of a time raider who died valiantly in battle

Project Source: Texts or lore in Voll

Project Roll Characteristic: Intuition or Presence

Project Goal: 450

1st Level: You gain a +6 bonus to Stamina while you wear this armor. Additionally, whenever a creature within 5 squares deals damage to you, you can use a triggered action to capture a moment of time in the armor, making that creature slowed until the end of their next turn.

5th Level: The armor's bonus to Stamina increases to +12. Additionally, when you capture a moment of time in the armor, the triggering creature also takes corruption damage equal to twice your highest characteristic score.

9th Level: The armor's bonus to Stamina increases to +21. Additionally, whenever you capture a moment of time in the armor, you can immediately release it to gain a +3 bonus to speed that lasts until the end of your next turn.

Paper Trappings

This delicate robe is made from thousands of pages torn from books, intricately folded together without a single thread to bind them.

Keywords: Light Armor, Magic

Item Prerequisite: Ten pages from each of a hundred different books

Project Source: Texts or lore in Anjali

Project Roll Characteristic: Might, Reason, or Intuition

Project Goal: 450

1st Level: While you wear this armor, you gain a +6 bonus to Stamina. Additionally, you can use a main action to fold in on yourself until you and your gear are paper thin. This effect lasts for 1 minute, letting you easily slip through any opening that is 1 inch wide or more. When you return to your three-dimensional form, you are dazed for 1 minute. If you return to your true form while in a space that is too small for you, you are violently expelled into the nearest open space of your choice and take 3d6 damage.

5th Level: The armor's bonus to Stamina increases to +12, and when you return to your true form, you are dazed only until the end of your next turn. Additionally, while you are paper thin, you can use a maneuver to wrap yourself around an adjacent target who is the same size or smaller than you, automatically grabbing them.

9th Level: The armor's bonus to Stamina increases to +21, and you are no longer dazed when you return to your true form. Additionally, while you have a target grabbed when you are paper thin, you can use a maneuver to constrict the target, dealing 10 damage to them. A creature damaged this way takes a bane when using the Escape Grab maneuver against you and when making strikes against you.

Shrouded Memory

This midnight-dark leather coat is embossed with fractal patterns that appear different each time they are observed.

Keywords: Light Armor, Psionic

Item Prerequisite: The will of a deceased person with no heirs

Project Source: Texts or lore in Khelt

Project Roll Characteristic: Agility or Presence

Project Goal: 450

1st Level: You gain a +6 bonus to Stamina while you wear this armor. Additionally, you gain an edge on tests made to lie about or conceal your identity.

5th Level: The armor's bonus to Stamina increases to +12. Additionally, whenever you take damage, you can use a triggered action to teleport up to 5 squares. If you do, you create an illusion of you dying in your previous space, which fades at the end of your next turn.

9th Level: The armor's bonus to Stamina increases to +21. Whenever you use the armor's triggered action to teleport, you can teleport up to a number of squares equal to the damage taken (minimum 5 squares). Additionally, if a creature dealt you the triggering damage, you become invisible to that creature until the end of your next turn.

Spiny Turtle

This heavy mechanized plate armor of gnomish make is designed to create its own cover on the battlefield.

Keywords: Heavy Armor, Magic

Item Prerequisite: Ten steel gears from an ancient construct

Project Source: Texts or lore in Variac

Project Roll Characteristic: Might, Reason, or Intuition

Project Goal: 450

1st Level: While you wear this armor, you gain a +6 bonus to Stamina. Additionally, you can use a main action to expand the armor on your back to create a 4 wall of metal behind you. The wall is an object that retracts if you move, or if it takes 15 damage. It then requires a main action to recalibrate before it can be deployed again.

5th Level: The armor's bonus to Stamina increases to +12, and the damage the wall can take before retracting increases to 25. Additionally, while the wall is expanded, spikes extrude from it, and any creature who deals damage to the wall while adjacent to it takes 3 damage.

9th Level: The armor's bonus to Stamina increases to +21. Additionally, spikes cover the armor, and any adjacent creature who deals damage to you takes 6 damage.

Star-Hunter

Shimmering light flows like liquid along this suit of crystalline armor.

Keywords: Heavy Armor, Psionic

Item Prerequisite: A large vessel of astral ice, a pint of supercooled mercury

Project Source: Texts or lore in Voll

Project Roll Characteristic: Might, Reason, or Intuition

Project Goal: 450

1st Level: While you wear this armor, you gain a +6 bonus to Stamina, but any magic ability gains an edge when targeting you. Additionally, you instinctively know the location of any creature with concealment within 2 squares. You can also turn invisible as a maneuver. Your invisibility ends if you take damage or use an ability, or at the end of your next turn.

5th Level: The armor's bonus to Stamina increases to +12, you instinctively know the location of any creature with concealment within 5 squares, and your invisibility no longer ends at the end of your next turn. Additionally, you have psychic immunity 5.

9th Level: The armor's bonus to Stamina increases to +21, and you instinctively know the location of any creature with concealment within 10 squares. Your invisibility no longer ends when you use an ability, and you have psychic immunity 10.

Telekinetic Bulwark

An unseen force seems to draw this steel shield toward nearby creatures. Keywords: Psionic, Shield

Item Prerequisite: Three ingots of steel, six crystals that resonate with psionic power

Project Source: Texts or lore in Variac

Project Roll Characteristic: Might, Reason, or Intuition

Project Goal: 450

1st Level: While you wield or carry this shield, you gain a +2 bonus to Stamina. This Stamina bonus adds to the Stamina bonus granted by other treasures. Additionally, once per turn when an adjacent enemy uses an ability, you can use a free triggered action to use the Grab maneuver against that enemy. You can have any number of enemies grabbed in this way.

5th Level: The shield's bonus to Stamina increases to +5, and you can use the shield's free triggered action against any enemy within 10 squares who uses an ability. Additionally, any enemy who uses the Escape Grab maneuver while grabbed this way takes a bane on the test.

9th Level: The shield's bonus to Stamina increases to +9. Additionally, you can use a maneuver to pull any number of targets the shield has grabbed up to 5 squares.

Leveled Implement Treasures

Implements are pieces of jewelry, orbs, staffs, tomes, wands, and other objects used by magic and psionic heroes to focus their power. This section presents leveled implement treasures in alphabetical order.

Abjurer's Bastion

An ornate ring is set with a large diamond that swirls with blue light, and whose inner surface is etched with protective runes.

Keywords: Implement, Magic

Item Prerequisite: A diamond ring

Project Source: Texts or lore in Caelian

Project Roll Characteristic: Might, Reason, or Intuition

Project Goal: 450

1st Level: While you wield this implement, your magic or psionic abilities that deal rolled damage gain a +1 damage bonus. Additionally, whenever you deal rolled damage to a creature using a magic or psionic ability, you gain temporary Stamina equal to your highest characteristic score.

5th Level: The implement's damage bonus increases to +2. Additionally, whenever you deal rolled damage using a magic or psionic ability, you can use a maneuver to create an immobile field of protection that is a 1 cube, around yourself or around an ally within 5 squares. While in the area, you or the chosen ally has damage immunity 5. The field disappears at the start of your next turn.

9th Level: The implement's damage bonus increases to +3. Whenever you deal rolled damage to a creature using a magic or psionic ability, you and each ally within 5 squares of you gains temporary Stamina equal to your highest characteristic score. Additionally, the size of your field of protection increases to a 3 cube, and it can be placed anywhere within 10 squares of you. You and each ally in the area gain its benefits.

Brittlebreaker

This crystal wand thrums with power, yet is so thin and brittle that it feels as if even a slight squeeze will shatter it.

Keywords: Psionic, Wand

Item Prerequisite: A handful of shattered quartz

Project Source: Texts or lore in Caelian

Project Roll Characteristic: Might, Reason, or Intuition

Project Goal: 450

1st Level: While you wield this implement, your magic or psionic abilities that deal rolled damage deal an extra 2 psychic damage. Additionally, you have damage weakness 3, and you gain an edge on magic or psionic abilities if you aren't at full Stamina, or a double edge if you are winded.

5th Level: The implement's extra psychic damage increases to 3. Additionally, once per round when you take more than 20 damage from a single source, the implement's extra damage is doubled until the end of your next turn.

9th Level: The implement's extra psychic damage increases to 4. Additionally, whenever you use a damage-dealing magic or psionic ability, you can take half as much total damage as is dealt to all targets to immediately use the same ability again. The damage you take can't be reduced in any way. You can't use this benefit more than once a turn.

Chaldorb

A perfectly clear sphere is embossed with fine ivory and crystal that is frigid to the touch.

Keywords: Implement, Magic

Item Prerequisite: An ounce of primordial ice, an ounce of mammoth-ivory shards

Project Source: Texts or lore in Zaliac

Project Roll Characteristic: Might, Reason, or Intuition

Project Goal: 450

1st Level: While you wield this implement, your magic or psionic abilities that deal rolled damage gain a +1 damage bonus. Additionally, if you make a magic strike, the strike must deal cold damage instead of its usual damage.

5th Level: The implement's damage bonus increases to +2. Additionally, whenever you use a magic or psionic ability, a whirlwind of sleet and ice whips around you, dealing 3 cold damage to each adjacent enemy.

9th Level: The implement's damage bonus increases to +3, and the whirlwind you create when you use a magic or psionic ability deals 6 cold damage to each enemy within 2 squares of you. Additionally, the whirlwind creates a 2 aura around you that lasts until the start of your next turn. Each enemy who enters the aura for the first time in a combat round or starts their turn there takes 6 cold damage.

Ether-Fueled Vessel

This bronze bottle has been shaped into the form of a ghostly figure.

Keywords: Implement, Psionic

Item Prerequisite: Incense distilled from the essence of ether

Project Source: Texts or lore in Caelian

Project Roll Characteristic: Reason or Intuition

Project Goal: 450

1st Level: While you wield this implement, your magic or psionic abilities that deal rolled damage gain a +1 damage bonus. Additionally, whenever you deal rolled damage to a creature using a magic or psionic ability, they become insubstantial to you until the end of their next turn, allowing you to pass through them freely. While insubstantial, a creature can't make opportunity attacks against you.

5th Level: The implement's damage bonus increases to +2. Additionally, when you move through a creature who is insubstantial to you, you can use a free triggered action to deal damage to them equal to your highest characteristic score. If you do, the insubstantial effect ends immediately after you pass through the creature and into an adjacent space outside them.

9th Level: The implement's damage bonus increases to +3. Additionally, any creature who is insubstantial to you and isn't a leader or solo creature also can't make opportunity attacks against your allies while they remain insubstantial.

Foesense Lenses

These spectacles feature pink-tinted glass lenses held in a silver frame.

Keywords: Implement, Psionic

Item Prerequisite: Two clear lenses carved from volcanic glass

Project Source: Texts or lore in Caelian

Project Roll Characteristic: Reason or Intuition

Project Goal: 450

1st Level: While you wield this implement, your magic or psionic abilities that deal rolled damage gain a +1 damage bonus. Additionally, whenever you deal rolled damage to a creature using a magic or psionic ability, you can use that creature's senses until the end of your next turn, allowing you to experience all they observe and to use your abilities as if you were in their space. You also benefit from your own senses at the same time.

5th Level: The implement's damage bonus increases to +2. Additionally, whenever you deal 20 or more rolled damage with a magic or psionic ability to a creature whose senses you are using, that creature is weakend until the end of their next turn.

9th Level: The implement's damage bonus increases to +3. Additionally, whenever you deal 30 or more rolled damage with a magic or psionic ability to a creature whose senses you are using, that creature is dazed until the end of their next turn.

Words Become Wonders at Next Breath

This ornate high elf tome seems to sigh each time it is opened.

Keywords: Implement, Magic

Item Prerequisite: Written permission from a high elf magistrate

Project Source: Texts or lore in Hyrallic

Project Roll Characteristic: Reason or Intuition

Project Goal: 450

1st Level: You can open or close the tome as a maneuver while speaking or thinking its full name. While the tome is open, it floats in an adjacent space and flips to specific pages at your command, you gain an edge on Reason tests made to recall lore, and you gain a +3 bonus to distance for your ranged magic or psionic abilities.

5th Level: While the tome is open, the bonus to distance for your ranged magic or psionic abilities increases to +5. Additionally, when you or a creature you have line of effect to uses a magic or psionic ability, you can use a triggered action to grant a +3 bonus to the power roll.

9th Level: While the tome is open, you automatically obtain a tier 3 outcome on Reason tests made to recall lore, and when you use a heroic ability, its Heroic Resource cost is reduced by 1 (to a minimum of 1).

Leveled Weapon Treasures

For combat-focused heroes, weapons channeling magic and psionic power can easily tip the balance of any battle. This section presents leveled weapon treasures in alphabetical order.

Authority's End

This long, sinuous chain is composed entirely of broken links held together by unseen power.

Keywords: Psionic, Whip

Item Prerequisite: A lash used to punish a mutineer

Project Source: Texts or lore in Khelt

Project Roll Characteristic: Reason, Intuition, or Presence

Project Goal: 450

1st Level: Any weapon ability that deals rolled damage using this weapon gains a +1 damage bonus. Whenever you damage a creature with the weapon, you can immediately use a maneuver to end one effect imposed by that creature on you or another creature within 5 squares of you.

5th Level: The weapon's damage bonus increases to +2. Additionally, you and each ally within 2 squares of you gains a +1 bonus to saving throws.

9th Level: The weapon's damage bonus increases to +3. Additionally, you no longer need to use a maneuver to end one effect when you damage a creature with the weapon. The weapon also refuses to vie for control of your psyche, and no longer counts against the limit of leveled treasures you can carry safely.

Blade of Quintessence

This crystal blade houses a stormy vortex of fire, ice, and lightning.

Keywords: Magic, Medium Weapon

Item Prerequisite: A ruby hardened in the fires of the City of Brass, a sapphire that has been struck by lightning

Project Source: Texts or lore in Zaliac

Project Roll Characteristic: Might, Reason, or Intuition

Project Goal: 450 1st Level: Any weapon ability that deals rolled damage using this weapon gains a +1 damage bonus. Additionally, you can change the damage type of such abilities to cold, fire, lightning, or sonic.

5th Level: The weapon's damage bonus increases to +2. Additionally, the weapon can be used with ranged weapon abilities, and returns to you when a ranged ability is resolved. Ranged abilities used with the weapon increase their distance by 3, and must deal cold, fire, lightning, or sonic damage (chosen when you use the ability).

9th Level: The weapon's damage bonus increases to +3. Additionally, while you wield or carry the weapon, you have immunity 10 to cold, fire, lightning, and sonic damage.

Blade of the Luxurious Fop

Despite sporting an outrageously ornate hilt adorned with far too many jewels, this blade remains perfectly balanced.

Keywords: Light Weapon, Magic

Item Prerequisite: A personal blessing from the greatest duelist in the land, six fake and extremely shiny gemstones

Project Source: Texts or lore in Caelian

Project Roll Characteristic: Agility, Reason, or Intuition

Project Goal: 450

1st Level: Any weapon ability that deals rolled damage using this weapon gains a +1 damage bonus. Additionally, whenever you deal rolled damage with this weapon, you can immediately shift 1 square. As well, while you wield or carry the weapon and are present in a negotiation, if an NPC in the negotiation has the greed, legacy, power, or revelry motivation, their starting interest increases by 1 (to a maximum of 5).

5th Level: The weapon's damage bonus increases to +2. Additionally, when you make an opportunity attack against an enemy of your size or smaller, you can use fancy footwork to knock them prone. You also earn 1 Renown.

9th Level: The weapon's damage bonus increases to +3. Additionally, you have a double edge on any test you make using a skill you have from the interpersonal skill group.

Displacer

This crystal battleaxe seems to pull at the hands that wield it, as if anxious to leap across the battlefield.

Keywords: Medium Weapon, Psionic

Item Prerequisite: An ancient bronze gear covered in indecipherable runes

Project Source: Texts in Zaliac

Project Roll Characteristic: Might or Intuition

Project Goal: 450

1st Level: Any weapon ability that deals rolled damage using this weapon deals an extra 1 psychic damage. Additionally, whenever you deal rolled damage to a creature, you can use a maneuver to teleport you and that creature, letting you trade places provided you both fit into each other's spaces.

5th Level: The weapon's extra psychic damage increases to 2. Additionally, whenever you deal rolled damage to a creature, you can use a maneuver to trade places with that creature or any creature within 4 squares of them, provided you both fit into each other's spaces.

9th Level: The weapon's extra psychic damage increases to 3. Additionally, whenever you deal rolled damage to a creature, you can use a maneuver to trade places with that creature or any creature within 8 squares of them, provided you both fit into each other's spaces. Additionally, you can cause the creature you traded places with to be weakened until the end of their next turn, or you can spend a Recovery.

Executioner's Blade

This blade exudes a faint hum that grows louder as its quarry weakens.

Keywords: Heavy Weapon, Psionic

Item Prerequisite: The skull of a convicted criminal

Project Source: Texts or lore in Caelian

Project Roll Characteristic: Might, Reason, or Intuition

Project Goal: 450

1st Level: Any weapon ability that deals rolled damage using this weapon deals an extra 1 psychic damage, or an extra 2 psychic damage if the target is winded. Additionally, the first time in an encounter that you cause an enemy to become winded with an ability using the weapon, you gain 10 temporary Stamina.

5th Level: The weapon's extra psychic damage increases to 2, or to 4 if the target is winded. Additionally, whenever you cause an enemy to become winded with an ability using the weapon, you gain 2 surges that you can immediately spend.

9th Level: The weapon's extra psychic damage increases to 3, or to 6 if the target is winded. Additionally, you gain an edge on any ability using the weapon against a winded target.

Icemaker Maul

The head of this iron hammer is cold to the touch and encases whatever it strikes in a thin layer of ice.

Keywords: Heavy Weapon, Magic

Item Prerequisite: Eight iron bars cooled in a glacier, the branch of an ancient evergreen

Project Source: Texts in Zaliac

Project Roll Characteristic: Might, Reason, or Intuition

Project Goal: 450

1st Level: Any weapon ability that deals rolled damage using this weapon deals an extra 1 cold damage. Additionally, you can use a maneuver to create an ice field in a 3 burst. The ground in this area is difficult terrain for enemies, and lasts until the end of the encounter or when you use this ability again.

5th Level: The weapon's extra cold damage increases to 2, and the ice field becomes a 4 burst. Additionally, whenever you use a weapon ability using this weapon against one or more enemies in the ice field, you gain 1 surge that you can use immediately.

9th Level: The weapon's extra cold damage increases to 3, and the ice field becomes a 5 burst. Additionally, any enemy in the ice field who is reduced to 0 Stamina by an ability using the weapon can be shattered, killing them and dealing 15 cold damage to each enemy within 3 squares of them.

Knife of Nine

This ivory dagger features nine faintly glowing indentations along the blade.

Keywords: Light Weapon, Psionic

Item Prerequisite: Eighteen daggers—nine taken from personal enemies and nine gifted by friends

Project Source: Texts or lore in Variac

Project Roll Characteristic: Reason or Intuition

Project Goal: 450

1st Level: Any weapon ability that deals rolled damage using this weapon deals an extra 1 psychic damage. This extra damage increases by 1 each time you deal rolled damage using the weapon to the same target during the same encounter (to a maximum of 3).

5th Level: Whenever you reduce a creature to 0 Stamina with an ability using this weapon, one of its indentations glows brighter. When you use a signature ability using the weapon, you can use a triggered action to expend any number of bright-glowing indentations, with the ability dealing extra psychic damage equal to the number of indentations. The expended indentations then return to a dim glow.

9th Level: If you make a weapon strike using this weapon against a target after dropping down on them from a height of 2 squares or more, the attack deals an extra 10 psychic damage. You can distribute all extra psychic damage dealt by the attack between the target and any enemies adjacent to them.

Lance of the Sundered Star

This needlelike lance is cast of shimmering metal and induces a yearning for the skies in those who handle it.

Keywords: Magic, Polearm

Item Prerequisite: Night-blooming flower petals, a starmetal meteorite

Project Source: Texts or lore in Hyrallic

Project Roll Characteristic: Agility or Presence

Project Goal: 450

1st Level: Any weapon ability that deals rolled damage using this weapon deals an extra 1 holy damage. Additionally, when the weapon is used with a weapon ability that allows you to push a target, you can shift to any square adjacent to the target after the push.

5th Level: The weapon's extra holy damage increases to 2. Additionally, whenever you use the Charge main action and use an ability with the Charge keyword, or whenever you use an ability that allows you to shift, you can fly as part of the charge movement or the shift. If you don't end your flying movement on the ground, you fall.

9th Level: The weapon's extra holy damage increases to 3. Additionally, whenever the weapon is used with a weapon ability that allows you to push or slide a target, that forced movement can be vertical.

Molten Constrictor

This flexible black-iron net burns with the heat of a volcano.

Keywords: Magic, Net

Item Prerequisite: Four iron bars coated in magma slag

Project Source: Texts or lore in Caelian

Project Roll Characteristic: Might, Reason, or Intuition

Project Goal: 450

1st Level: Any weapon ability that deals rolled damage using this weapon deals an extra 1 fire damage. Additionally, whenever you make a strike using the net and obtain a tier 3 outcome, you can automatically grab the target. A target grabbed in this way takes a bane when using the Escape Grab maneuver.

5th Level: The weapon's extra fire damage increases to 2. Additionally, a target grabbed by a strike using the net takes 8 fire damage each time they attempt to escape using the Escape Grab maneuver.

9th Level: The weapon's extra fire damage increases to 3, and the damage taken by a grabbed creature attempting to escape increases to 15. Additionally, you can use a maneuver to make a free strike with another weapon against a target grabbed using the net.

Onerous Bow

This mechanized bow is set with magical reservoirs that carry the faint tang of toxins.

Keywords: Bow, Magic

Item Prerequisite: A venom sac from a giant spider, one valok gyroscope

Project Source: Texts or lore in Caelian and Variac

Project Roll Characteristic: Might, Reason, or Intuition

Project Goal: 450

1st Level: Any weapon ability that deals rolled damage using this weapon deals an extra 1 poison damage. Additionally, any signature ability using the weapon that obtains a tier 3 outcome also makes the target weakened until the end of their next turn.

5th Level: The weapon's extra poison damage increases to 2. A signature ability made using the weapon that obtains a tier 3 outcome also makes the target weakened and slowed until the end of their next turn.

9th Level: The weapon's extra poison damage increases to 3. Additionally, if you use an ability using the weapon that targets one creature and you don't have a bane or double bane on the ability, you can take a bane. Doing so lets you target another creature adjacent to the original target. Alternatively, you can have a double bane to target two creatures adjacent to the original target.

Steeltongue

This sinuous whip reflects all light off its plated steel surfaces.

Keywords: Magic, Whip

Item Prerequisite: One hundred steel arrowheads stained with blood

Project Source: Texts or lore in Caelian and Kalliak

Project Roll Characteristic: Might, Reason, or Intuition

Project Goal: 450

1st Level: You gain a +1 bonus to melee distance with weapon abilities using this weapon. Additionally, any damage-dealing weapon ability using the weapon against a target who has A < AVERAGE also leaves that target bleeding (save ends).

5th Level: The weapon's bonus to melee distance increases to +2. Additionally, any weapon ability that deals rolled damage using the weapon gains a +3 damage bonus against any target who is bleeding.

9th Level: The weapon's bonus to melee distance increases to +3. Additionally, if you use a signature ability using the weapon that targets one or more bleeding creatures, you can use the same ability again immediately as a maneuver.

Third Eye Seeker

The shifting patterns on this bow's crystalline grip resemble dozens of blinking eyes.

Keywords: Bow, Psionic

Item Prerequisite: Heart strings of a tapir, a pound of tiger's eye gemstones

Project Source: Texts or lore in Variac

Project Roll Characteristic: Reason or Intuition

Project Goal: 450

1st Level: Any weapon ability that deals rolled damage using this weapon deals an extra 1 psychic damage. Additionally, any damage-dealing weapon ability using the weapon that achieves a tier 3 outcome also leaves the target dazed until the end of their next turn. 5th Level: The weapon's extra psychic damage increases to 2. Additionally, whenever a creature within distance of your ranged weapon free strike uses a triggered action, you can use a triggered action after their triggered action resolves to make a ranged weapon free strike using this weapon against the creature.

9th Level: The weapon's extra psychic damage increases to 3. Additionally, you have a double edge on weapon abilities that use the weapon against creatures who have used a psionic ability since the end of your last turn.

Thunderhead Bident

This bident is made from two pieces of moon metal twisted together, and hums like a tuning fork.

Keywords: Magic, Medium Weapon

Item Prerequisite: A jar of captured thunder, two ingots of moon metal

Project Source: Texts or lore in Zaliac

Project Roll Characteristic: Might, Reason, or Intuition

Project Goal: 450

1st Level: Any weapon ability that deals rolled damage using this weapon deals an extra 1 sonic damage. Additionally, when the weapon is used with any ability that pushes a target, you gain a +1 bonus to the forced movement distance. If the weapon is used with a damage-dealing ability that doesn't impose forced movement, you can push the target 1 square.

5th Level: The weapon's extra sonic damage increases to 2, and the additional distance or distance of a push for abilities using the weapon increases to 2 squares. Additionally, the weapon can be used with ranged weapon abilities, and gains power the farther it is hurled. For each 2 squares the weapon travels to the target of a ranged strike, the strike deals an extra 1 sonic damage.

9th Level: The weapon's extra sonic damage increases to 3, and it deals an extra 1 sonic damage for each square it travels as part of a ranged strike. Additionally, whenever you make a weapon strike using this weapon, each enemy adjacent to the target takes 6 sonic damage.

Wetwork

When first held, this naginata whispers the names of its past victims.

Keywords: Polearm, Psionic

Item Prerequisite: A folded metal blade infused with blood

Project Source: Texts or lore in Higaran

Project Roll Characteristic: Might, Reason, or Intuition

Project Goal: 450

1st Level: Any weapon ability that deals rolled damage using this weapon deals an extra 1 psychic damage. Additionally, if you reduce a creature to 0 Stamina using this weapon, you can immediately use a maneuver to make a melee free strike.

5th Level: The weapon's extra psychic damage increases to 2. Additionally, if you reduce a creature to 0 Stamina using the weapon, you can use a maneuver to make a melee free strike and can move up to 2 squares before or after the strike.

9th Level: The weapon's extra psychic damage increases to 3. Additionally, if you reduce a creature to 0 Stamina using the weapon, you can use a maneuver to move up to your speed and make either a signature ability strike or a melee free strike.

Other Leveled Treasures

In addition to armor, shields, implements, and weapons, heroes can make use of a wide range of magic and psionic treasures. This section presents other types of leveled treasures in alphabetical order.

Bloodbound Band

This ring appears to be traced by dried blood, which returns each time it is rubbed away.

Keywords: Magic, Ring

Item Prerequisite: A pair of obituaries that each mention the subject of the other

Project Source: Texts or lore in Caelian

Project Roll Characteristic: Might, Reason, or Intuition

Project Goal: 450

1st Level: While you wear this ring, you gain a +6 bonus to Stamina. Additionally, during a respite, you can touch the ring to any number of other Bloodbound Bands worn by willing creatures to form a bond among all of you. Creatures related by blood can't form bonds in this way. Bonded creatures can each use the highest recovery value of any bonded creature in place of their own, and can spend each other's Recoveries as if they were their own. Whenever any other bonded creature takes damage, each bonded creature takes 1 damage that can't be reduced in any way. Your bond ends if you remove the ring, use it to bond with one or more other creatures, or die, but other rings continue to be bonded to each other.

5th Level: The ring's bonus to Stamina increases to +12. Additionally, you have damage immunity 2.

9th Level: The ring's bonus to Stamina increases to +21. Additionally, if a creature bonded with you dies, you can choose to die in their place. Your sacrifice twists fate to remove the creature from danger, and they regain Stamina equal to their winded value. Your ring then teleports into their possession and ceases to be magic.

Bloody Hand Wraps

These rough hand wraps are stained with blood that never comes clean.

Keywords: Hands, Psionic

Item Prerequisite: One cotton bolt soaked in the blood of six adventurers

Project Source: Texts or lore in Caelian

Project Roll Characteristic: Might, Agility, or Intuition

Project Goal: 450

1st Level: While you wear these hand wraps, any weapon ability that deals rolled damage using your unarmed strikes gains a +1 damage bonus. Additionally, once per turn, you can take 5 damage that can't be reduced in any way to use the Grab maneuver (no action required).

5th Level: The damage bonus granted by the hand wraps increases to +2. Additionally, once per turn, you can take 10 damage that can't be reduced in any way to make a melee free strike (no action required). On your turn, you can use the wraps' melee free strike option or Grab maneuver option, but only one.

9th Level: The damage bonus granted by the hand wraps increases to +3. Additionally, once per turn, you can take 15 damage that can't be reduced in any way to use a signature ability (no action required). On your turn, you can use the wraps' signature ability option, melee free strike option, or Grab maneuver option, but only one.

Lightning Treads

Sparks strike from these boots whenever they touch the ground, increasing in number as the wearer gathers speed.

Keywords: Feet, Magic

Item Prerequisite: One jar of lightning

Project Source: Texts or lore in Yllyric

Project Roll Characteristic: Agility, Reason, or Intuition

Project Goal: 450

1st Level: While you wear these boots, any weapon ability that deals rolled damage using your unarmed strikes deals an extra 1 lightning damage. Additionally, you gain a +2 bonus to speed.

5th Level: The extra lightning damage granted by the treads increases to 2. Additionally, for each square you move on your turn before you use a weapon ability that deals rolled damage using your unarmed strikes, this extra damage increases by 1 (to a maximum of 4).

9th Level: The extra lightning damage granted by the treads increases to 3, and your movement can increase that extra damage to a maximum of 6. Additionally, you can use a maneuver to perform a flying lightning kick on one adjacent creature. That target is pushed up to 5 squares, and you can move to any square adjacent to the target after the push.

Revenger's Wrap

When first handled, this tattered cloak fills the mind with thoughts of revenge.

Keywords: Neck, Magic

Item Prerequisite: A cloak worn by a murdered monarch

Project Source: Texts or lore in Caelian

Project Roll Characteristic: Might, Reason, or Intuition

Project Goal: 450

1st Level: While you wear this cloak, any creature who damages you is marked for revenge until the end of your next turn or until another creature damages you. Any strike you make against a creature marked for revenge deals extra damage equal to your highest characteristic score, and whenever you damage a creature marked for revenge, they are also bleeding until the end of their next turn.

5th Level: Each creature who damages you is marked for revenge until the end of your next turn. Whenever you damage a creature marked for revenge, they are also bleeding (save ends).

9th Level: When you have three or more creatures marked for revenge and you target one of them with an ability that targets only one creature, you target all the creatures marked for revenge, regardless of their distance from you and even if you don't have line of effect to them.

Thief of Joy

This burnished copper torque thrums with a sense of judgment.

Keywords: Neck, Psionic

Item Prerequisite: A pound of feathers, a pound of bricks from the Seven Cities of Hell

Project Source: Texts or lore in Anjali

Project Roll Characteristic: Might, Reason, or Presence

Project Goal: 450

1st Level: While you wear this torque, you gain a bonus to Stamina equal to twice your highest characteristic score. Additionally, you can use a maneuver to choose a creature in your line of effect and learn their level. If their level is higher than yours, the torque grants you envy. If their level is equal to or lower than yours, the torque grants you disdain. You can have both envy and disdain from different creatures, but not more than one instance of either.

Whenever a creature within 10 squares of you deals damage to another creature, you can use a triggered action to expend your envy or disdain. If you expend envy, you deal damage equal to the triggering damage to a creature adjacent to you. If you expend disdain, you reduce the triggering damage by half. At the end of the encounter, you lose any envy or disdain granted by the torque.

5th Level: The torque's bonus to Stamina increases to three times your highest characteristic score. Additionally, when you use the torque's maneuver and the target creature is the same level as you, you gain your choice of envy or disdain.

9th Level: The torque's bonus to Stamina increases to five times your highest characteristic score. Additionally, you can have multiple instances of envy and disdain, with no limit on either.

Artifacts

Artifacts are powerful treasures, with entire campaigns to be built around finding, using, hiding, protecting, or destroying one. Make no mistake—these items unbalance the game. If the heroes or villains have access to such a treasure, their power is far beyond what the encounter-building guidelines in Draw Steel: Monsters expect. That's part of the fun!

Typically, one creature never holds onto an artifact for too long. Most of these treasures have a sentience of their own and an eagerness to move on. Since many powerful entities might want to get their hands on an artifact, characters might see armies, dragons, and even gods come to collect one from a wielder who refuses to let go.

Blade of a Thousand Years

This fabled sword features a hilt made of glittering starlight, out of which its gleaming metal blade extends.

Keywords: Magic; Light Weapon, Medium Weapon, or Heavy Weapon

Whether drawn from a stone, gifted by a lake spirit, forged by a god, or used to kill one, there is a sword that exists outside of time and space. It is always where it needs to be precisely when it needs to be there then is gone in a flash when the need for it has waned. The sword is depicted in art, song, and story across many living cultures—and even more frequently among cultures long buried, often after proving the deciding factor in a battle. It's been wielded by numerous heroes of legend, and even more who have slipped into the forgotten shadows of history.

Though its size and make are often debated, the sword is consistently described as having a crossguard made from pure starlight. When wielded, a brilliant metal blade springs forth from that hilt, suiting the holder's taste in weapons. Those who touch the blade are filled with the vigor and power of the heroes who have held it before.

Suited for Victory: This sword takes on the size, shape, and make that the wielder wills into it. It can be a light, medium, or heavy weapon, and you can change its weapon type and appearance as a free maneuver. Any weapon ability that deals rolled damage using the Blade of a Thousand Years gains a +5 damage bonus, and that ability always deals holy damage. Any creature with weakness to holy damage who takes damage from this weapon is also frightened and weakened until the end of their next turn.

Rally the Righteous: This blade fills all around it with hope and courage. Each ally within 1 mile of the weapon gains an edge on weapon abilities and magic abilities, and has damage immunity 5. Additionally, each such creature's Stamina maximum increases by 15 and they gain a +15 bonus to Stamina when this ability first affects them.

Turn the Tide: Each enemy minion within 1 mile of the sword is dazed. Any enemy leader or solo creature in that area takes a bane on ability rolls.

Victory's Assurance: This weapon always appears on the eve before what will later come to be known as a historic battle. It disappears after 24 hours or when the battle is won, whichever comes first. By taking the blade, the wielder unwittingly enters into a pact with the weapon. If they don't secure victory against monumental odds or some great foe by the time the sword disappears, they are pulled into the sword, preventing any chance of resurrection, and forever dooming them to lend their strength to the heroes of other ages.

Soul of the Martyr: If the wielder dies while holding this blade, their soul is drawn into the starlight hilt, where it remains for the rest of time to prevent any chance of resurrection. The sword disappears, but the lingering feeling of hope that spreads from it remains. For the next hour, the effects of Rally the Righteous increase to provide a double edge on weapon abilities and magic abilities, damage immunity 10, an increase to Stamina maximum of 30, and a bonus to Stamina of +30.

Encepter

A bejeweled scepter with a spiraling porcelain handle balances an orb of light above its crown.

Keywords: Magic

This scepter waits high in the sky, resting within an endlessly raging cyclone. It waits for the one who will unify all people under its light. It awaits its champion.

The Encepter is said to have first manifested in a young world doomed to apocalypse—unless every last inhabitant of that world could stand together. The scepter is said to impose either dominion or obliteration over any threat its light is drawn around. Today, it is most commonly known as a bad omen, and should the Encepter reveal itself, folk know that the world teeters on the brink of destruction. Whether any of the stories are true, few can say, for the only living eyes that have witnessed the Encepter belong to dragons deep in slumber.

Shining Presence: The one who wields the Encepter is always cast in a brilliant glow. Any power roll made by the wielder that uses Presence automatically achieves a tier 3 outcome, though the wielder can still roll in an attempt to score a critical success or critical hit.

Champion's Lasso: As a free maneuver, the wielder of the scepter can trigger a glowing line of light that traces their path as they move, or can dismiss the glowing line. If the wielder crosses over this line, each creature and object of the wielder's choice enclosed inside the line and within 2 squares above and below it are considered lassoed by the Encepter. Creatures remain lassoed until the lasso is released or until a new line is drawn.

Dominion: Each creature lassoed by the Encepter is restrained and can't teleport. A creature caught in midair while lassoed stays in place rather than falling.

Obliteration: As a main action, the wielder raises the Encepter to the sky. Each target lassoed by the Encepter erupts in a prismatic burst of light, taking 10 psychic damage for each square horizontally encircled by the lasso. The lasso is then immediately released.

At World's End: If the Encepter was not taken from its cyclonic resting place with the purpose of vanquishing a terrible peril, then a terrible peril emerges to threaten the world within 3 days of the scepter being taken.

Mortal Coil

This floating helix of golden metal spins ever faster as it activates, crackling with crimson sparks.

Keywords: Psionic

Change is the engine of existence. Permanence begets stagnation. When the past refuses to relinquish control, a path must be cleared for the future. Energized by the flickering of minds and souls passing through the void, the Mortal Coil taps into the entropic potential inherent in every living creature to cast a shadow capable of felling even gods. For the true gift of life is death, and gifts are meant to be given.

Only one destined for death can contain the power of the Mortal Coil. A mortal creature who carries this artifact serves as its host, gaining an additional action on each of their turns, aging at ten times the usual rate, and becoming unable to ever regain Stamina. A host with no natural maximum lifespan permanently reduces their Stamina maximum by 10 each year.

When the Mortal Coil is left unattended or is in the possession of a creature who is not mortal, it activates and can't be deactivated until a mortal creature becomes its host once more. While active, the artifact extends a penumbra of influence for 10 miles in every direction. Every creature in the penumbra is subject to the following effects.

One Foot in the Grave: Any creature in the penumbra has damage weakness 2 and can't regain Stamina.

Get Busy Dyin': Each creature in the penumbra ages at 10 times the usual rate, and diseases and poisons affecting creatures in the penumbra run their course at 10 times their usual rate. A creature with no natural maximum lifespan permanently reduces their Stamina maximum by 10 each year. Each creature can undertake one additional respite activity during each respite.

If You Meet God on the Road, Kill Them: Every non-mortal entity in the penumbra is granted the gift of mortality. Previously immortal or invulnerable entities—from planar creatures to the gods themselves can be killed while in the penumbra, though not necessarily easily. Any creature or entity who dies in the Mortal Coil's penumbra experiences perfect death. They are permanently, irrevocably dead, and no magic, psionics, or technology can restore them to life.

Perpetual Motion: If there are ever no creatures or entities within the Mortal Coil's penumbra, the radius of the penumbra doubles.

Beneath Contempt: Deities and their servants always overlook the Mortal Coil and its host—either unable to notice it, or not considering it a threat. If the artifact is somehow destroyed or unmade through godly power, it consumes a year of life from every humanoid in the manifold where it was destroyed, then reforms in a hidden place.

Titles

Titles are special benefits earned by heroes through adventure and mighty deeds. Heroes must win titles—sometimes individually, sometimes as a group—by accomplishing heroic tasks. Titles are the record of a hero's accomplishments, forming the basis of the stories told of them in taverns or whispered in the halls of the mighty.

Each title comes with a new ability or other special benefit. By earning titles, heroes gain a unique set of capabilities that sets them apart from other adventurers.

Title Requirements

Players don't simply choose their characters' titles. Like treasures and Renown (in the next section), titles must be won. Each title has a unique requirement, so that earning a title might mean your character needs to defeat a specific monster, research dangerous forbidden lore, or—in the case of the Monarch title—win a kingdom!

Titles aren't given out on a schedule. Instead, the Director grants one whenever heroes perform a deed worthy of it. Just as a hero doesn't automatically find a magic weapon simply because they meet the requirements for using it, they don't automatically earn a title unless it's granted by the Director.

Although the Director gives out titles, if you want to earn a specific title, let your Director know. For instance, you might say, "I'm interested in the Dragon Blooded title. Can my hero listen for rumors of any wicked dragons nearby that need smiting?" Having ambition is good! Pursue the titles you want that will make you a better hero.

Title Echelons

Each title is assigned to an echelon of play where it is most likely to be earned. For instance, knighthood is something that can be typically earned by the 2nd echelon, but becoming a monarch can usually only be achieved in the 4th echelon. But don't let the rules get in the way of a good story! If the Director decides that your character somehow wins a knighthood at 1st level, bask in the glory of this great accomplishment.

For the Director: Granting Titles Early

Granting titles before characters reach the recommended echelon can be fun, but it's worth noting that doing so might have unwanted effects on the game. Higher-echelon titles often grant more significant benefits than lower-echelon titles. If a hero becomes queen at 1st level, her royal responsibilities might overshadow her other adventures. Don't grant a title more than one echelon early unless you know what you're getting yourself into!

Customizing Titles

This section details a number of ready-to-use titles. But the Director can also create custom titles, both to reward specific player accomplishments and to flesh out organizations, locations, and foes within their own game world. When a hero finally achieves a long-term goal after many game sessions of struggle, the Director can memorialize the moment by granting a unique title. Similarly, the Director can grant custom titles when the heroes befriend specific factions, defeat notorious villains, or learn new moves from skilled NPCs.

The easiest way to create custom titles is to modify an existing title's requirements to fit the adventure at hand. For instance, your world might contain a secretive organization of freedom fighters—the Jesters—who never carry weapons, defeating foes with unarmed attacks and improvised weapons. Creating a Jester title can be as easy as modifying the Brawler title by changing its requirements to "Fight alongside the Jesters against a mutual foe."

For the Director: Perks as Custom Titles

You can turn a perk into a 1st-echelon title simply by giving it a prerequisite (see Chapter 7: Perks). For example, a hero might gain the Familiar perk as a title instead if they complete a quest for an archmage, who then teaches the hero the conjuring ritual as a reward.

How Many Titles?

Just because a hero meets the prerequisite for a title doesn't mean it is granted to them. The Director decides when a hero earns a title and its benefits. Odds are you'll be adventuring quite a bit and qualify for more than a few, but gaining too many titles all at once can make for a complicated hero. In general, a hero typically earns one title per echelon of play, though they can earn more or fewer at the Director's discretion.

Title Benefits

Some titles have only one benefit. These are typically earned by heroes individually instead of together as a group. Only the hero doing the studying or meeting a particular fate reaps the reward!

Most titles, however, are earned by all the heroes at once for accomplishing a great task, benefiting them all. These titles typically offer a selection of three or four different options. When the party earns the title, each player decides which benefit their hero takes. For instance, if the party triumphs in a tavern fight and gains the Brawler title, one hero might become more adept at fighting with improvised weapons, another might learn a special dodge to use when flanked by multiple enemies, and two others might simply revel in the increased notoriety. A hero can take any of a title's benefits they qualify for, and multiple heroes can take the same benefit.

Granting Titles

Titles are rewards for heroic activities, and they often go hand in hand with treasure and other goodies. If the party defeats a fearsome monster and earns Renown, or accomplishes a quest and wins a magic leveled treasure, one or more characters might earn a title at the same time.

There is no hard-and-fast rule for the number of titles characters should accumulate by a certain level. If a character wins a title whenever they accomplish a truly notable deed—once every few adventures—then they might earn about one title per echelon. Sticking to this rate isn't a requirement, though. Characters might easily earn twice or half as many titles, making them a bit more or less powerful than they otherwise would be. A Director can even skip granting titles altogether if they wish.

1st-Echelon Titles

Titles suitable for 1st-echelon characters are presented in alphabetical order.

Optional Rule: Players Choose Titles

If the Director doesn't want to track player accomplishments, they can let the players do it instead. In this case, whenever a hero enters a new echelon of play, they gain one title of their choice for which they qualify.

For the Director: Planning Titles

While running a game session, it can be hard to track the heroes' actions and remember which titles they might qualify for. As such, it's easier to plan titles ahead of time. If the heroes might face a demon or dragon in an upcoming adventure, you can include the Demon Slayer or Dragon Blooded titles as potential rewards alongside that magic cloak or psionic dagger. You can even use titles to inspire adventures. What challenges should a hero face to earn the Demigod title?

Ancient Loremaster

It's astonishing what you find in old books. Look at this—nearly complete schematics for a war automaton, gathering dust because nobody here reads Zaliac.

Prerequisite: You find a trove of forgotten books.

Effect: Choose one of the following benefits:

  • Leverage: You know a priceless secret. The Director chooses the type of person who would value this secret—usually a member of a particular faction, such as a Higaran noble, or a type of person, such as a fence of stolen goods. When engaged in a negotiation with this type of person, you can offer this secret. If they accept, their interest increases by 3 (to a maximum of 5). You can share this secret only once.
  • Rare Books: You add rare, ancient books to your collection. Whenever you undertake a research project, roll 1d6 for each dead language you know and add the total to the project roll.
  • Susurrus Codex: You find a sinister book that whispers advice in a voice no one else can hear. As long as you follow the book's advice, you gain an edge on Reason tests and take a bane on Presence tests. You can stop following the book's advice at any time, but the book won't speak to you for the rest of the day.

Battleaxe Diplomat

We seem to be equals in might and combat prowess. Perhaps we should bandy words awhile instead.

Prerequisite: You gain the friendship or alliance of a creature you once battled.

Effect: Choose one of the following benefits:

  • Iron Hand in Velvet Glove: The first time during a negotiation that you make a test using the Intimidate skill and don't make an argument that appeals to an NPC's motivation, you don't lower the NPC's patience or interest no matter the outcome of the roll.
  • Truce!: You have a double edge on tests made to stop combat and start a negotiation.
  • Warriors' Understanding: You gain an edge on Presence tests made to interact with creatures you have fought against in combat encounters.

Brawler

We won't kill you. But you might wish we had.

Prerequisite: You triumph in battle without killing any of your foes.

Effect: Choose one of the following benefits:

  • Duck!: When an enemy strikes you while a second creature is flanking you, you can use a triggered action to redirect the strike against the second creature. Once you use this benefit, you can't use it again until you earn 1 or more Victories.
  • Furniture Fighter: When you use a weapon ability with an improvised weapon or a weapon that isn't part of your kit, the ability benefits from your kit's melee weapon damage bonus.
  • Headbutt: While you are grabbed or restrained, your free strikes don't take a bane when those conditions would impose one.
  • If I Wanted You Dead, You'd Be Dead: Whenever you defeat foes without killing any of them (including the foes you defeat to meet the prerequisite for this title), you gain an edge on tests during negotiations with those foes.

City Rat

Stay out all night, visit the dives. Get in a fight, run from the cops. That's the real city.

Prerequisite: You have spent at least five respites in a metropolis.

Effect: Choose one of the following benefits:

  • Discerning Shopper: When looking for an item prerequisite for a crafting project, you can remember meeting someone who might have the item—or at least information about it.
  • One with the Crowd: While you're using one or more creatures as cover, you gain an edge on tests made to hide and sneak.
  • Street Smart: While in a settlement, you can't be surprised.

Doomed

I don't know what it meant, but when I watched her die, I saw a vision. I watched her die and saw my own death. Am I losing my mind?

Prerequisite: You aren't a hakaan but have witnessed the death of a hakaan.

Effect: You aren't destined for a meaningful death, but you still might achieve one. When you're reduced to 0 Stamina but remain conscious, you can become doomed. If you do, you can't regain Stamina, you automatically obtain a tier 3 outcome on tests and power rolls, and you don't die until your Stamina reaches the negative of your Stamina maximum. At the end of the encounter, you die.

Dwarven Legionnaire

I have learned much. It might be your courage that inspires others. Watch your opponent's shield as well as their sword. And above all, stand fast, and do not yield.

Prerequisite: You fight alongside three or more dwarves.

Effect: Choose one of the following benefits:

  • Close Formation: While adjacent to two or more allies, you gain a +2 bonus to stability.
  • Rune of Alarm: You can spend 10 uninterrupted minutes to inscribe a magic eye-shaped rune on a surface. The rune sheds light for 2 squares. The rune is dispelled 1 minute after it is activated or if you inscribe the rune elsewhere. The rune activates when an enemy comes within 2 squares of it. When the rune is activated, you wake up if you are nonmagically asleep, and you can perceive through the rune for 1 minute as if you were in its square.
  • Stonemeld: While adjacent to a stone wall, you can use a maneuver to gain concealment. This concealment lasts until you leave the square or use an ability.

Elemental Dabbler

Spirit of fire, I command you!

Prerequisite: You defeat a creature with the Elemental keyword, such as a crux of fire.

Effect: Choose a damage type to which the defeated creature had an immunity (such as fire). Then choose one of the following benefits:

  • Elemental Blaster: You have the Elementalist 1st-level Hurl Element feature, dealing the chosen damage type.
  • Elemental Immunity: You have immunity to the chosen damage type equal to your highest characteristic score.
  • Elemental Weapons: Whenever you use a damage-dealing weapon ability, that ability can deal damage of the chosen type instead of its usual damage type.

Faction Member

In six months, I'll be running this place.

Prerequisite: You join an army, guild, or similar organization.

Effect: You gain membership in a faction. You're regarded as a promising but untested agent, and you're allowed to operate independently. You can be assigned tasks to further your faction's goals, and you can expect rewards and promotion if you succeed. When engaged in a negotiation with any member of your faction, their patience increases by 2 (to a maximum of 5).

Additionally, the Director assigns you one of the following benefits, as appropriate to the faction in question. The Director can also create a custom benefit for a type of faction not noted here. You can use this benefit only in a settlement where your faction has a presence, and once you use this benefit, you can't use it again until you complete a task for your faction.

  • Academic Faction: You find a sage who can make up to three Reason tests to recall lore or make project rolls for research projects on your behalf. The sage has a +5 bonus to these tests. These project rolls take 10 minutes each and don't need to be made during a respite.
  • Guild Faction: You find an expert crafter who can make up to three project rolls for crafting projects on your behalf. The crafter has a +5 bonus to these tests. These project rolls take 10 uninterrupted minutes each and don't need to be made during a respite.
  • Martial Faction: You recruit up to three minions with levels no greater than your own, of a type appropriate for the faction (such as human guards). These minions follow your orders for a day.
  • Spy Faction: You find an agent who can provide you with three pieces of information about the settlement you're in, such as the location of a hidden person, a secret entrance into a guarded area, or the negotiation motivation or pitfall of an important person.

Special: You can gain this title multiple times, once for each faction. You can be stripped of this title if you act against the faction's interests.

Local Hero

Your coin won't spend here. The Heroes of Gravesford drink for free in this tavern!

Prerequisite: You save a community from certain destruction.

Effect: Choose one of the following benefits:

  • Easy Marks: You gain an edge on tests made using skills from the interpersonal and intrigue skill groups when influencing members of a community that you have saved.
  • Local Fame: You earn 1 Renown.
  • A New Dawn: Each time you finish a respite while in a community you have saved, the party gains a hero token. This hero token disappears at the end of your next respite if it hasn't been used.

Renown and Wealth

Many titles bestow Renown, followers, and wealth upon heroes. Those topics are covered later in this chapter.

Mage Hunter

Their power is dangerous. Unnatural. Someone needs to do something.

Prerequisite: You defeat three leader or solo creatures who each have at least one ability with the Magic keyword.

Effect: Choose one of the following benefits:

  • Arcane Dampening: When resisting potencies from magic abilities, your characteristic scores are considered to be 1 higher than usual.
  • Oh No, You Don't!: Whenever an adjacent creature uses an ability with the Magic keyword, you can make a free strike against them as a triggered action.
  • Stink of Magic: As a maneuver, you open your senses to the residue of magic. Until the end of your next turn, you are aware of whether each creature within 5 squares is a construct, an undead, or a creature from another world, and whether they have used a magic ability in the previous hour. Additionally, you can't be surprised by constructs, undead, or creatures from another world.

Marshal

I said you had twenty-four hours to leave town. That was … what, about twenty-four hours ago?

Prerequisite: You join an organization that hunts criminals, such as the Far Mariners (see Orden and the Timescape in Chapter 1: The Basics), or you are deputized to act for the local authorities.

Effect: Choose one of the following benefits:

  • Guess It's the Hard Way Then: When combat begins and you aren't surprised, the first time you take damage before taking your turn, you halve that damage.
  • Heedless Pursuer: Once on each of your turns, you can use a free maneuver to deal yourself 1d6 damage that can't be reduced in any way. When you do, you ignore difficult terrain and you can increase the distance of any jump you make by 1 square, both until the end of your turn.
  • Silver Shield: You have a badge granted to you by your organization. While you wear it, you gain the My Life for Yours feature from the censor class. When you use that ability, you can't spend wrath unless you have the Wrath class feature.
  • Trained Tracker: You gain an edge on tests made to track criminals.

Monster Bane

You dare mock Blunwin Mousebane? You think my deed trivial? Ah, but you didn't see the size of the mouse!

Prerequisite: You defeat a leader or solo creature with a Reason score of −2 or lower, such as an arixx.

Effect: Choose one of the following benefits:

  • Beast Bane: Creatures with the Animal keyword take a bane on strikes made against you.
  • Monster Soother: You gain an edge on tests made to calm or tame nonsapient creatures.
  • Monster Trophy: You decorate your equipment with a trophy from a creature you defeated. While the trophy is visible, you gain an edge on tests made to intimidate sapient creatures.

Owed a Favor

The Guild's gratitude knows no bounds! We'll repay you in any way we can … short of actually paying you.

Prerequisite: You successfully perform a service for a powerful faction.

Effect: The faction will perform one favor for the party, provided it doesn't interfere with the faction's goals.

Additionally, the faction is a good source of information. The Director chooses a skill from the crafting or lore skill groups appropriate to the faction, such as the Criminal Underworld skill for an outlaw gang, the Blacksmithing skill for a blacksmith's guild, or the Society skill for a noble house. While in a settlement where the faction has a presence, you gain this skill if you don't already have it. If you already have the skill, you instead gain an edge on tests made using the skill.

Presumed Dead

But … you're dead. We went to your funeral.

Prerequisite: You die in a way that prevents your body from being recovered or examined (for instance, by falling off a cliff).

Effect: While it might appear that you died, you did not. Instead, you regain 1 Stamina and can spend 1 or more Recoveries. Additionally, you gain a 1st-echelon trinket of the Director's choice (see Treasures earlier in this chapter).

At a dramatic moment determined by the Director, you rejoin your party with an explanation for your narrow escape, and how you found your new trinket along the way.

Ratcatcher

I like fighting these little guys. Means I don't have to waste money on a helmet.

Prerequisite: You defeat a leader or solo creature who is size 1S or smaller, such as a goblin monarch.

Effect: Choose one of the following benefits:

  • Come Out to Play: You have the following ability, which can be paid for using the Heroic Resource of your class.
Come Out to Play (1 Heroic Resource)

Come out to play-yay!

Area, Magic Maneuver
📏 5 burst 🎯 Each enemy in the area hidden to you

Effect: Each target who has P < AVERAGE is taunted by you until the end of their next turn, and you know the location of each creature taunted in this way.

  • Deadly and Big: Your strikes gain a +3 damage bonus against creatures whose size is smaller than yours.
  • Everybody Move!: When you use the Knockback maneuver, you can target one additional creature of your size or two additional smaller creatures.

Saved for a Worse Fate

Drink this. You'll need all your strength for what lies ahead!

Prerequisite: The entire party is killed or captured by sapient foes.

Effect: After being defeated, each character awakes, alive and with full Stamina and Recoveries. You are all captives of the creatures who defeated you, and a gruesome end awaits you—unless you can escape or overcome the nefarious challenge your captors have planned.

The Director chooses one of the following benefits, based on the fate your captors have in mind for you. Each hero gains the same benefit. Additionally, you must face an encounter, montage test, or adventure related to the benefit, as the Director determines.

  • Gladiators: You must fight to the death for your captors' amusement. Your intended opponents wield or guard a trinket or leveled treasure, which you can earn if you are victorious.
  • Prey: Your captors plan to release you and hunt you down, but it's no fun unless you offer a challenge. Each of you is given a medicinal draught that grants a +1 bonus to speed and increases your Recoveries by 2. This benefit lasts until the end of your next respite.
  • Sacrifices: You are to be dropped in a volcano, fed to a sacred monster, abandoned in a desert, or otherwise sacrificed to a higher power. You are bedecked with holy jewelry. Each hero earns 1 Wealth.
  • Saviors: Your captors fear an even stronger foe, and they want you to defeat this enemy for them. You can even keep any treasure you find while doing so.

Ship Captain

Up anchor, shipmates! 'Tisn't gold but glory we seek!

Prerequisite: You acquire a ship, airship, or similar vessel.

Effect: Choose one of the following benefits:

  • Deep-Sea Diver: You can automatically swim at full speed while moving.
  • Ship Speaker: You magically know the location of any ship controlled by your party even while you aren't aboard. You can telepathically communicate with anyone on board one of your ships who understands a language, and they can respond, no matter your distance from the ship.
  • Signal Flags: While aboard a ship, you can communicate with and conduct negotiations with another ship up to 5 miles away, as long as you and creatures on the other ship have line of effect to each other. You gain an edge on Presence tests made while negotiating in this way.
  • Trained Crewmember: You gain an edge on tests made to handle air or sea vessels.

Troupe Leading Player

We're actors! We're the opposite of people!

Prerequisite: The party has successfully performed as a troupe of actors, circus performers, or other entertainers.

Effect: Choose one of the following benefits:

  • Flying Circus: When you are adjacent to a willing ally on their turn, you can use a triggered action to push them up to 2 squares if their size is the same as yours, or 4 squares if they are smaller. If this push causes the ally to fall, they can use a maneuver before they fall to reduce the height of the fall by 2.
  • Spotlight: You magically cause a creature within 10 squares to shed light for 5 squares. This light lasts for 1 minute, until the creature is more than 10 squares away from you, or until you dismiss the effect (no action required). While illuminated, a creature can't sneak or hide, they take a bane on tests made to perform any action secretly, and they gain an edge on tests made using the Lead, Music, or Perform skills.
  • Supporting Player: You gain an edge on group tests using Presence and on tests made to assist another creature with a Presence test.
  • Work the Crowd: While any of your allies is playing music or performing, you gain an edge on tests made to conceal objects, hide, pick pockets, or sneak.

Wanted Dead or Alive

A hundred silver?! An insult! I turned my father in for fifty golden crowns. And he was innocent!

Prerequisite: You are declared an outlaw by a governmental authority.

Effect: Choose one of the following benefits:

  • Honor Among Thieves: When negotiating with criminals, your Renown score is considered to be 2 higher than usual.
  • Minion Mower: When you make a melee strike that targets a minion and at least one more minion is within distance of the strike, the strike gains a +3 damage bonus.
  • No, You're Under Arrest!: You gain an edge on the Escape Grab maneuver. Additionally, when you succeed on a test to escape bonds or manacles, as part of the same maneuver, you can transfer the bonds or manacles to an adjacent creature of the same size without them immediately noticing.

Zombie Slayer

Why won't you die?! You've already done it once, you should be good at it by now!

Prerequisite: You defeat a leader or solo creature with the Undead keyword, such as a ghost.

Effect: Choose one of the following benefits:

  • Blessed Weapons: Whenever you use a damage-dealing weapon ability, that ability can deal holy damage instead of its usual damage type.
  • Divine Health: You gain corruption immunity equal to your highest characteristic score. Additionally, you can't be turned into an undead creature.
  • Holy Terror: You have the following ability, which can be paid for using the Heroic Resource of your class.
Holy Terror (3 Heroic Resource)

Return to your grave!

Area, Magic Maneuver
📏 3 burst 🎯 Each undead enemy in the area

Effect: Each target takes holy damage equal to your Reason, Intuition, or Presence score (your choice). Additionally, each target who has P < STRONG is frightened (save ends).

2nd-Echelon Titles

Titles suitable for 2nd-echelon characters are presented in alphabetical order.

Arena Fighter

You've never seen the showstopper? The move so brutal it was banned in the arena? Come closer and I'll show it to you.

Prerequisite: You are victorious in battle in an arena or some other public contest of combat.

Effect: Choose one of the following benefits:

  • Dirty Fighting: While you are standing, your melee strikes gain a +3 damage bonus against prone creatures. Additionally, being prone doesn't impose a bane on your strikes.
  • Foes as Weapons: Whenever you have a creature of your size or smaller grabbed, you can use them as a weapon when you make a melee weapon free strike. Both the target and the grabbed enemy take the strike's damage.
  • Instant Celebrity: You earn 1 Renown.
  • Showstopper: You have the following ability, which can be paid for using the Heroic Resource of your class.
Showstopper (5 Heroic Resource)
Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature

Power Roll + Might or Agility:

  • ≤11: 6 damage; I < WEAK, slowed (save ends)
  • 12-16: 10 damage; I < AVERAGE, frightened (save ends)
  • 17+: 14 damage; I < STRONG, dazed (save ends)

Effect: If you kill a non-minion opponent using this ability, each enemy within 3 squares of you is frightened (save ends).

Awakened

I was grappling with them, and when they died … I felt something happen. To me.

Prerequisite: You defeat a leader or solo creature who has at least one ability with the Psionic keyword, such as a voiceless talker evolutionist.

Effect: Choose one of the following benefits:

  • Foresight: You don't take a bane when using abilities against creatures with concealment.
  • Rogue Talent: Choose one triggered action that the talent class has access to at 1st level. You gain that ability regardless of whether your class and subclass allow you to take it. If this ability allows you to gain or spend clarity, you can't do so unless you have the Clarity class feature.
  • Telepathy: As a maneuver, you communicate telepathically with a creature within 10 squares who understands a language you know. The creature can respond telepathically as part of the same maneuver.

Battlefield Commander

Spells and shadows have their place, but it takes soldiers to hold the field.

Prerequisite: You lead an army in battle and win.

Effect: Choose one of the following benefits:

  • Charge!: You have the following ability, which can be paid for using the Heroic Resource of your class.
Charge! (9 Heroic Resource)

Follow me!

Area Main action
📏 3 burst 🎯 Self and each ally in the area

Effect: Each target can use the Charge main action.

  • Renowned Warrior: You earn 1 Renown.
  • Student of War: Choose a 1st-level doctrine feature from the tactician class. You gain that feature even if you don't have the Tactical Doctrine feature.

Blood Magic

Flow, blood, thou fiend's libation, and catch my foes in conflagration!

Prerequisite: You participate in a Discover Lore project to learn forbidden knowledge.

Effect: Choose one of the following benefits:

  • Blood Mage: When you use an area ability with the Magic or Psionic keyword, you can take damage equal to your level to increase the ability's area by 1 until the end of the encounter. If the area is a line, you increase the size of one dimension, not both. This damage can't be reduced in any way. You can use this benefit only once per use of an ability.
  • Bloody Murder: When you deal rolled damage to a creature with a strike, you can take damage equal to your level to deal twice that much corruption damage to the creature. The damage you take from this title can't be reduced in any way. You can use this benefit only once per ability. If the creature is reduced to 0 Stamina by this corruption damage, the creature explodes in a shower of blood and you regain the Stamina you lost. You can't use this benefit on creatures without blood, such as constructs, elementals, or undead.
  • I Reject This Evil Power!: You gain corruption immunity equal to your level.

Corsair

Haul down your flag or we'll burn you to the waterline!

Prerequisite: You have the Ship Captain title, and you sink or capture a ship of equal or greater size than your own.

Effect: Choose one of the following benefits:

  • Artillerist: You gain a +5 damage bonus when using a ship's weapons
  • Black Flag: You have a recognizable flag that strikes terror on the high seas. While your flag is flying from your ship, crewmembers of other ships who have line of effect to the flag take a bane on strikes made against your ship or its crew.
  • Fearsome Reputation: You earn 1 Renown.
  • Scoundrel Tactics: While aboard a ship, you can use the following skills to make a test to influence another ship up to 5 miles away whose crewmembers have line of effect to you, and you gain an edge when you do so. You can use Disguise to hide your ship's identity or general type, Intimidate to convince another ship's crew to flee or surrender, or Hide or Sneak to let your ship avoid notice.

Faction Officer

If you want or need something, talk to me. I have a certain … influence in these parts.

Prerequisite: You have the Faction Member title, and you greatly advance the faction's goals.

Effect: You are given a position of great authority in your faction. Additionally, you gain the following benefits:

  • Requisition: When you gain this title, you gain a 1st- or 2nd-echelon magic trinket of your choice from your faction (see Treasures earlier in this chapter). Whenever you gain a level, you can swap the trinket out for another one.
  • You're the Boss: Lower-ranking members of your faction follow your routine orders. In nonroutine matters, you gain an edge on tests made to influence those characters' behavior.

Fey Friend

Do you enjoy the vintage? Yes, you can understand my tongue now. One does not drink at my table and leave unchanged.

Prerequisite: You eat and drink with an elf monarch or archfey.

Effect: You know the Khelt language. Additionally, choose one of the following benefits:

  • Gift of Charm: You have a skill of your choice from the interpersonal skill group.
  • Gift of Foresight: When resisting potencies, your Intuition score is considered to be 1 higher than usual.
  • Gift of Knowledge: You gain an edge on tests you make that use any skill from the lore skill group.

Giant Slayer

Come back here, puny one, and let me crush you!

Prerequisite: You defeat a leader or solo creature with the Giant keyword, such as a fire giant chief.

Effect: Choose one of the following benefits:

  • Smallfolk Dodge: Any creature of size 2 or larger takes a bane on strikes against you.
  • The Harder They Fall: You have the following ability, which can be paid for using the Heroic Resource of your class.
The Harder They Fall (7 Heroic Resource)
Melee, Strike, Weapon Main Action
📏 Melee 1 🎯 One creature

Power Roll + Might or Agility:

  • ≤11: 7 damage; M < WEAK, prone and can't stand (save ends)
  • 12-16: 11 damage; M < AVERAGE, prone and can't stand (save ends)
  • 17+: 16 damage; M < STRONG, prone and can't stand (save ends)

Special: If the target is size 2 or larger, you gain an edge on this ability.

  • Up the Beanstalk: You have the Climb skill. If you already have this skill, you instead gain an edge on tests made using the Climb skill. While you're climbing a creature, the creature has a double bane on strikes against you and you have a double edge on tests made to stay on the creature.

Godsworn

He seemed like he needed help! Now the dead speak to me. I think maybe that old man was more than he appeared.

Prerequisite: You do a favor for an agent of a god or saint, or promise to do so.

Effect: Choose one of the following benefits:

  • Healing Gift: You can use the 1st-level Conduit feature Healing Grace as if you had spent 1 piety (see Chapter 5: Classes). Once you use this benefit, you can't use it again until you earn 1 or more Victories.
  • Last-Ditch Prayer: As a free maneuver, you recite a prayer for help, gaining a pool of 2d10 of the Heroic Resource granted by your class. This pool disappears at the end of your turn if you haven't used it. Once you use this benefit, you can't use it again until you perform another service for a god or saint, or until you gain a level.
  • Touched by the Divine: Choose a god or saint from the Deities and Domains table in Chapter 14: Gods and Religion. From that god or saint's domains, choose a Conduit 1st-level domain feature (see Chapter 5: Classes).

Heist Hero

Everybody know their assignments? All right, let's go.

Prerequisite: You have the Troupe Leading Player title, and you have used planning and teamwork to execute a theft that went (reasonably) according to plan.

Effect: Choose one of the following benefits:

  • Mother Hen: You can spend 10 uninterrupted minutes to psionically enhance up to five willing creatures within 10 squares of you who understand a language you know. For the next hour, you and each target can communicate telepathically with each other no matter the distance between you.
  • Sneakers: You gain the Sneak skill. If you already have this skill, you instead gain an edge on tests made using the Sneak skill. During group tests, you can both use the Sneak skill and assist another hero using the Sneak skill.
  • Timely Distraction: You have the following triggered action.
Timely Distraction

Coming through with hot soup!\ I better watch out for that banana peel!

Ranged Triggered
📏 Ranged 10 🎯 One creature

Trigger: An ally makes a test to lie to, pick the pocket of, hide from, or sneak by the target and doesn't like the outcome.

Effect: You momentarily attract the target's notice to let your ally reroll their test. Once you use this ability, you can't use it again against the same target for 1 hour.

Knight

Kneel, heroes. Arise, knights of Tor, and may your swords be ever sharp in our service.

Prerequisite: A noble or monarch grants you knighthood or a similar rank.

Effect: Choose one of the following benefits:

  • Heraldic Fame: You earn 1 Renown.
  • Knightly Aegis: Your Stamina maximum increases by 6.
  • Knightly Challenge: You have the following ability, which can be paid for using the Heroic Resource of your class.
Knightly Challenge (5 Heroic Resource)

Have at thee!

Melee, Strike, Weapon Main action
📏 Melee 1 🎯 One creature

Power Roll + Might or Agility:

  • ≤11: 7 damage; taunted (save ends)
  • 12-16: 11 damage; taunted (save ends)
  • 17+: 16 damage; taunted (save ends)

Effect: You can end the taunted condition on the target as a free maneuver.

Special: If you take this title, you might occasionally be called upon to perform duties for the person who knighted you.

Master Librarian

You want to know the exact coordinates of the Gem of the Waves shipwreck? I came across that just the other day in an unpublished memoir of its second mate. Let me get that for you.

Prerequisite: You have the Ancient Loremaster title, and you have completed a Discover Lore project to learn lost knowledge or forbidden knowledge.

Effect: Choose one of the following benefits:

  • Arcane Improvisation: When you use a damage-dealing magic signature ability, you can change its damage type to acid, cold, corruption, fire, lightning, poison, or sonic damage.
  • I Have Just the Book: If you start a Discover Lore project in your hero's stronghold or other a permanent base of operations you immediately gain 60 project points toward the completion of that project. If the project costs 60 or fewer points, you complete it in 10 uninterrupted minutes without needing to use a respite activity.
  • Picked Up a Few Things: You know a skill from the lore skill group.
  • Polyglot: You know two languages. Additionally, the project goal for the Learn New Language project is halved for you.

Special Agent

And this is interesting … if you twist the third button on your overcoat no, don't do it now!

Prerequisite: A spymaster gives you an important secret mission.

Effect: Choose one of the following benefits:

  • Boffin: You gain a small magic spy device called a boffin. Once per encounter, you can activate a boffin property as a maneuver (see below).
  • Caustic Alchemy: You have your choice of the 1st-level shadow college features Coat the Blade or Smoke Bomb (see Chapter 5: Classes). When you use that feature, you can't spend insight unless you have the Insight class feature.
  • Spy Ring: You gain a piece of magic jewelry, such as a ring. As a main action while wearing the jewelry, you can take on the illusory appearance of an individual within 10 squares who you have line of effect to. This disguise lets you automatically succeed on tests made using the Disguise skill based solely on visual identification.
Boffin Properties

Taking the Boffin benefit lets you use the following boffin properties as a maneuver:

  • Make a test that uses the Disguise skill. You gain an edge on the test.
  • One mundane lock you touch is unlocked.
  • Choose a square within 10 squares, even if you don't have line of effect to it. You can observe the area around that square as if you were in it.
  • You throw the boffin up to 10 squares, where it explodes in a 5 cube. Each creature in the area takes fire damage equal to 2d10 + your level. The boffin is permanently destroyed but can be replaced by your spymaster … though they don't like doing so too often.

Sworn Hunter

I will follow you to the ends of the earth—just so I can kick you off the edge.

Prerequisite: You have the Marshal title, and you take down an entire criminal organization.

Effect: Choose one of the following benefits:

  • Hunter's Oath: As a main action, you swear a hunter's oath against a creature within 10 squares who you have line of effect to. This oath lasts until the target dies or until you swear a hunter's oath against a different creature. As long as the hunter's oath lasts, you magically know the direction to the target if they are within 50 miles of you, and your damage-dealing abilities gain a +5 damage bonus against the target.
  • Particular Set of Skills: You know a skill from the intrigue skill group.
  • We're In This Together: When you have a creature grabbed and take damage from an ability not used by that creature, the grabbed creature takes the same damage.

Undead Slain

No, I didn't get bitten. And yes, I'm fine!

Prerequisite: You are killed by an undead creature.

Effect: You return to life 1 minute after being killed with Stamina equal to your winded value. You gain corruption immunity equal to your level and one of the benefits below, based on the type of creature who killed you. If you die again, you rise as an undead creature under the Director's control.

  • Ghoul or Vampire: When you make a melee free strike against an adjacent creature, you can bite that creature. If you do so and obtain a tier 3 outcome, you gain temporary Stamina equal to the damage dealt. If not lost beforehand, this temporary Stamina lasts until the end of your next respite.
  • Incorporeal Undead: You can move through other creatures and objects. The first time in a combat round that you pass through a creature, that creature takes corruption damage equal to half your level. You don't take damage from being force moved into objects.
  • Other Corporeal Undead: When you are reduced to 0 Stamina by damage that isn't fire or holy damage and your body isn't destroyed, you can regain half your Stamina and fall prone. Once you use this benefit, you can't use it again until you earn 10 or more Victories.

Unstoppable

I seen the goblin king run 'im through with a spear. Then I seen 'im pull 'imself back up, spear still in 'im, and headbutt the goblin king … then he pulls out the spear and throws it on the goblin king's corpse.

Prerequisite: You defeat a foe while at or below 0 Stamina.

Effect: Choose one of the following benefits:

  • From Hell's Heart: While you are winded, your melee strikes gain a +3 damage bonus.
  • Furious Attack: Choose one signature ability from the fury class. You gain that ability regardless of whether your class and subclass allow you to take it. If this ability allows you to gain or spend ferocity, you can't do so unless you have the Ferocity class feature.
  • Furious Charge: When you use the Charge action, your strike made as part of that action gains a damage bonus equal to the number of squares you moved as part of the charge.

3rd-Echelon Titles

Titles suitable for 3rd-echelon characters are presented in alphabetical order.

Armed and Dangerous

I'm not picky. Any tool will suffice. A sword seems a most appropriate tool for this job.

Prerequisite: You can't use kits, and you defeat five non-minion enemies using weapon abilities that don't have the Magic or Psionic keyword.

Effect: You can use and gain the benefits of kits.

Back From the Grave

Hi! Remember me?

Prerequisite: You die at the hands of your greatest foe, that foe still lives, and you aren't a revenant.

Effect: You are restored to life. You gain the Tough But Withered signature trait from the revenant ancestry.

Demon Slayer

F'lath v'korr en zaratha g'rrack.

Prerequisite: You defeat a leader or solo creature with the Demon keyword, such as a soulraker hivequeen, or you are possessed by a demon.

Effect: Choose one of the following benefits:

Demonic Lore: You know the Proto-Ctholl language. Additionally, when you deal damage using a magic ability, you can change the ability's damage type to holy.

  • Lethe: While you are winded, your strikes gain a +5 damage bonus
  • Made of Teeth: Your body can sprout teeth in unusual places. Whenever a creature makes physical contact with you or starts their turn touching you, you can deal 5 damage to them (no action required).
  • Soulsight: Any creature within 2 squares can't be hidden from you.

Special: When you make a Presence test and roll a natural 5 or lower, you are cursed to communicate in only Proto-Ctholl for 1 minute, whether you know that language or not.

Diabolist

If you can't beat 'em, join 'em.

Prerequisite: You defeat a leader or solo creature with the Devil keyword, such as an archdevil, or you make a deal with a devil.

Effect: Choose one of the following benefits:

  • Devil Lore: You know the Anjali language, and your understanding of this language helps you create irresistible supernatural effects. The potencies of your magic or psionic abilities that target Reason, Intuition, or Presence increase by 1.
  • Infernal Legacy: You gain 3 ancestry points to spend on purchased devil ancestry traits (see Chapter 3).
  • Sly Devil: You gain the Silver Tongue signature trait from the devil ancestry.
  • Untouched by Corruption: Whenever you use a damage-dealing ability, that ability can deal holy damage instead of its usual damage type.

Dragon Blooded

I stabbed the wyrm Axarthan in the heart and their silver blood washed over me, leaving me … as you see.

Prerequisite: You defeat a leader or solo creature with the Dragon keyword, such as a gloom dragon.

Effect: Choose one of the following benefits:

  • Dragon Scaled: Dragon scales grow on your body wherever the heart's blood of the dragon touched you. You gain the Wyrmplate signature trait from the dragon knight ancestry (see Chapter 3).
  • Dragon Touched: You gain 3 ancestry points to spend on purchased dragon knight ancestry traits.

Fleet Admiral

All hail the Pirate Queen!

Prerequisite: You have the Corsair title, and you lead a fleet of at least three ships.

Effect: Choose one of the following benefits:

  • First Mate: You have a pirate retainer, such as a human warrior, chosen by the Director from Draw Steel: Monsters. This retainer's level increases to your level.
  • Swashbuckler: You can automatically climb at full speed while moving
  • Treasure Keeper: You earn 1 Wealth.
  • Weather Wizard: Once per day, you can spend 10 uninterrupted minutes to magically alter mundane weather in a 5-mile radius around you. The weather moves with you and persists for 6 hours or until you dismiss it as a free maneuver. Choose from one of the following weather types:
    • Calm: Wind-powered vessels and technology cease working
    • Fog: Visibility is reduced to 6 squares.
    • High Winds: The speed of wind-powered vessels is doubled.
    • Light Winds: No effects due to weather.
    • Storm: The crew of an unsheltered wind-powered vessel must make a medium group Reason test. On a failure, the vessel needs repairs and moves at half speed until those repairs are made.

Maestro

When I saw the bloodstained manuscript under Fellwander's arm, I knew his quest for the Opera was over—and with it, his chance for redemption.

Prerequisite: You visit the realms of gods, devils, or other immortal beings and hear a note of the Music of Creation.

Effect: Choose one of the following benefits:

  • Angelic Chorus: You can use the lessons of musical improvisation in combat. Choose one class act triggered action from the troubadour class. You gain that ability regardless of whether your class and subclass allow you to take it. If this ability allows you to gain or spend drama, you can gain or spend the Heroic Resource of your class in place of drama.
  • Devil's Opera: You have the following ability, which can be paid for using the Heroic Resource of your class.
The Devil's Chord (9 Heroic Resource)

Helloooo Orden!

Area, Magic Main action
📏 5 burst 🎯 Each creature in the area

Power Roll + Presence:

  • ≤11: You take 4 sonic damage unless you have the Performance skill.
  • 12-16: 6 sonic damage; M < AVERAGE, weakened (save ends)
  • 17+: 10 sonic damage; M < STRONG, weakened and bleeding (save ends)

Effect: The soul of any creature killed by this ability is dragged to Hell.

Music of the Spheres: As a main action, you sing or play a note as delicate and sharp as glass—and just as easily shattered. Until the start of your next turn, whenever a creature within 10 squares makes a strike, they take 8 sonic damage. Whenever you make a strike during that same period, you also take 8 sonic damage.

Master Crafter

The sword Vanartha has been remade, mightier now than on the day it was forged.

Prerequisite: You complete a downtime project to imbue armor, an implement, or a weapon with a 9th-level enhancement.

Effect: Choose one of the following benefits:

  • Masterpiece: The armor, implement, or weapon can be imbued a fourth time, with any enhancement the item qualifies for.
  • Research Dividends: You gain the item prerequisite for an armor, implement, or weapon enhancement of your choice. Additionally, you learn the project source language for that enhancement.
  • Skilled Hands: You have a skill from the crafting skill group that would have been used during the creation of the prerequisite item. If you already have that skill, you instead gain an edge on tests made using the skill. Additionally, you gain a second skill of your choice from the crafting skill group.
  • Strong Hands Make Light Work: Whenever you make a project roll, you can use Might as the project roll characteristic.

Noble

Technically, I'm called Lord Morninghill these days. I did a little favor for Duke Kenway at the Battle of Black Forest.

Prerequisite: A monarch or important noble grants you a noble rank.

Effect: Choose one of the following benefits:

  • I Know How to Talk to These People: You gain an edge on Presence tests made to interact with royals, nobles, and their feudal followers, provided they are aware of your noble rank.
  • Noble Splendor: You earn 1 Renown and 1 Wealth.
  • Retinue: The number of followers you can recruit increases by two.

Special: If you take this title, you might occasionally be called upon to perform duties for the person who granted your noble rank.

Planar Voyager

I've seen skywhales floating above the seas of Primordius. I've seen star freighters dancing around the moons of Axiom. So I guess you're right, I'm not from around these parts.

Prerequisite: You voyage in strange vehicles on different worlds.

Effect: Choose one of the following benefits:

  • Prismacore Eyes: Exposure to prismacore has given your eyes a mirrorlike sheen. You have psychic immunity 10, creatures can't use magic or psionic abilities or other effects to determine your location or read your thoughts unless you allow them to, and you gain a +3 bonus to stability against magic or psionic abilities.
  • Stellar Knowledge: You gain the Mechanics skill. If you already have this skill, you instead gain an edge on tests made using the skill. Additionally, you gain the item prerequisite and project source for a psionic trinket.
  • Time Raider Training: You gain 2 ancestry points to spend on purchased time raider ancestry traits (see Chapter 3).

Scarred

Last time we fought, I gave you a little token to remember me by … now it appears you need another reminder of my power.

Prerequisite: An enemy leader or solo creature reduces you to 0 Stamina.

Effect: You gain a visible scar in a location of your choice. Additionally, your Stamina maximum increases by 20, and the creature who scarred you takes a bane on abilities against you.

Special: You can gain this title multiple times. The second and each subsequent time that you gain it, your Stamima maximum doesn't increase..

Siege Breaker

Best way to deal with a castle siege? Be on the outside.

Prerequisite: You have the Battlefield Commander title, and you lead the defense of a settlement or fortification.

Effect: Choose one of the following benefits:

  • Death From Above: When you gain an edge on an ability due to high ground, the ability gains a +8 damage bonus.
  • Hold the Line: While you're within 5 squares of an ally, you and each ally within 5 squares of you gains a +3 bonus to stability.
  • Last Defender: Whenever an ally within 5 squares is reduced to 0 Stamina, you gain temporary Stamina equal to the ally's level (or 1 if they have no level). If you already have temporary Stamina granted by this title, you increase your temporary Stamina by the amount you would have gained.

Teacher

Someday, I'll understand how peeling these carrots for dinner relates to my elementalist training.

Prerequisite: You train or command at least three lower-level members of your class.

Effect: You can travel with a student who shares your class. The student has the statistics of a 1st-level member of your class and has the same skills as you, but doesn't engage in combat. They can perform any out-of-combat tasks a 1st-level member of your class can perform. Whenever they make a test to assist you in a task, they can't obtain less than a tier 2 outcome on the test.

4th-Echelon Titles

Titles suitable for 4th-echelon characters are presented in alphabetical order.

Champion Competitor

Marduk uses the Beldoit Gambit! Avanna counters with the Iron Defense and goes on the attack! Marduk's last tower is knocked down! And just like that, we have a new … world … champion!

Prerequisite: You beat the best in the world at a game or sport.

Effect: A characteristic used during the competition increases by 1 (to a maximum of 6). Additionally, choose one of the following benefits:

  • Best of the Best: Choose a skill you used during the competition. You gain a +4 bonus to tests made using that skill instead of a +2 bonus
  • Glory and Riches: You earn 2 Renown and 1 Wealth.
  • I'll Just Take the Prize: You gain a trinket or leveled treasure of the Director's choice.

Demigod

The ritual is complete. I feel your power flow through me. I am become a god! Ah-ha-ha-ha-ha!

Prerequisite: You have the Godsworn title, and hundreds of worshipful mortals complete a divine ritual in your name.

Effect: You gain the following benefits:

  • Immortal Excellence: A characteristic of your choice increases by 1 (to a maximum of 6).
  • Longevity: Your natural lifespan doubles and you can appear to be any age.
  • Worshippers: You magically hear prayers directed to you.

Additionally, choose one of the following benefits:

  • Acolytes: The number of followers you can recruit increases by two
  • Divine Weapons: Whenever you use a damage-dealing weapon ability, that ability can deal corruption or holy damage instead of its usual damage type.
  • Missionaries: You earn 2 Renown.

Enlightened

Don't you see? This world that seems so real to you is nothing but a game, and all the people merely pieces!

Prerequisite: You learn a cosmic truth that alters your understanding of reality.

Effect: Your choice of your Reason or Intuition increases by 1 (to a maximum of 6). Additionally, choose one of the following benefits:

  • Cosmic Revelation: When you make a test with a skill from the lore skill group and obtain a tier 1 or tier 2 outcome, you can instead obtain a tier 3 outcome. Once you use this benefit, you can't use it again until you earn 1 or more Victories.
  • Mind Over Matter: Whenever you spend a Recovery, you can end one condition on yourself.
  • Rearrange the Game Pieces: You can reach behind the curtain and alter reality. At the start of combat, choose yourself or any creature within 5 squares. The chosen target must move up to their speed to a space you choose, but can't enter damaging terrain or terrain that could impose a condition on them. The target doesn't appear to move or teleport to that space—they are simply there. No one but you has any memory of the target's previous position.

Forsaken

The quest is done, the enemy is defeated, and the Blade of a Thousand Years has passed from our hands. What do we do with the rest of our lives?

Prerequisite: Your party loses, destroys, or otherwise parts with an artifact.

Effect: A characteristic of your choice increases by 1 (to a maximum of 6). Additionally, choose one of the following benefits:

  • Brief Reunion: While you're winded, you can use a maneuver to summon the artifact to your hand. It disappears at the end of your next turn. Once you use this benefit, you can't use it again until you earn 1 or more Victories.
  • Perfect Protection: The Director chooses a damage type that is dealt by or thematically related to the artifact—for instance, holy for the Blade of a Thousand Years, psychic for the Encepter, or corruption for the Mortal Coil. You have immunity all to the chosen damage type.
  • Poor Compensation: Instead of disappearing or otherwise departing, the artifact turns into a trinket or leveled treasure of the Director's choice that has the same approximate shape as the lost item—for instance, any magic sword for the Blade of a Thousand Years, any implement for the Encepter, or a Thief of Joy or any other torque for the Mortal Coil.

Monarch

The tyrant is dead! Long live the new king!

Prerequisite: You or a member of your party becomes the monarch of a nation.

Effect: You gain the following benefits:

  • Royal Authority: Inhabitants of your nation must obey your lawful orders or suffer the consequences.
  • Royal Majesty: Your choice of your Might or Presence increases by 1 (to a maximum of 6).

Additionally, choose one of the following benefits:

  • Crown Jewels: You gain one of your nation's treasures—a trinket of the Director's choice.
  • Royal Fame: You earn 2 Renown.
  • Royal Retinue: The number of followers you can recruit increases by 2
  • Royal Wealth: You earn 2 Wealth.

Special: If you take this title, you might be called upon to perform duties for your nation.

Peace Bringer

There goes Diana, peace bringer. She has won many a victory with her sword, but her greatest deed was convincing two nations to stop fighting.

Prerequisite: You conduct a successful negotiation on which the fate of a nation or a world stands.

Effect: Your choice of your Reason or Presence increases by 1 (to a maximum of 6). Additionally, choose one of the following benefits:

  • Calm Heads Prevail: When you make a test to stop combat and start a negotiation, you always obtain a tier 3 outcome.
  • Drop Your Sword: When you succeed on a test using the Intimidate skill, you can cause affected creatures to drop any items they are holding.
  • Hear Me Out: While you are present in a negotiation, an NPC's starting patience increases by 3 (to a maximum of 5).
  • Many Paths to Peace: When you make a test with a skill from the interpersonal skill group, you can use any characteristic of your choice for the test.

Reborn

I remember this world. I suppose my task is not yet complete.

Prerequisite: You died in glorious battle while on a quest for a higher power.

Effect: A god or other powerful being has determined that it is not yet your time to die. Your body fades away, but you reappear alive 24 hours later in a location of your choice. You regain all your Stamina and Recoveries, and your choice of your Intuition or Presence increases by 1 (to a maximum of 6).

Additionally, choose one of the following benefits:

  • Holy Weapon: You have a leveled treasure of the Director's choice.
  • Kill Me Once, Shame On You: Choose a creature keyword belonging to one of the creatures who defeated you. Any creature with that keyword takes a bane on ability rolls against you.
  • Memories of the Beyond: You have two skills of your choice.

Special: If a hakaan gains this title as a result of using their Doomsight trait, they lose that trait.

Theoretical Warrior

I've read about this tactic in books—it looks fairly straightforward.

Prerequisite: You have the Master Librarian title, and you complete a Learn From a Master project with a project goal of 1,000.

Effect: Your choice of your Reason or Intuition increases by 1 (to a maximum of 6).

Additionally, choose a heroic ability belonging to any class. You gain this heroic ability, which can be paid for using the Heroic Resource of your class. You can't use a heroic ability that requires a class feature you don't have.

Tireless

To reach Giant's Foot by dawn, we'll have to run every step of the way. Let's get moving.

Prerequisite: You have the Unstoppable title, and you make or assist on a test as part of a montage test that obtains a full success.

Effect: Your choice of your Might or Agility increases by 1 (to a maximum of 6). Additionally, choose one of the following benefits:

  • Bounce Back Fast: Whenever you rest for 8 hours or more, you can gain the benefit of a respite. Once you use this benefit, you can't use it again until you have taken a regular respite.
  • Reserves of Strength: Your recovery value is half your Stamina
  • Undying: You can't be affected by the bleeding condition.

Unchained

I'll never get away with it? My dear, I already have.

Prerequisite: You have the Heist Hero title, and you have stolen a precious object or escaped from captivity while evading guards of 8th level or higher.

Effect: Your choice of your Might or Agility increases by 1 (to a maximum of 6). Additionally, choose one of the following benefits:

  • Bye-Bye: You can use a maneuver to teleport yourself and each willing ally within 5 squares of you to new positions within 10 squares of your original starting point. Once you use this benefit, you can't use it again until you earn 1 or more Victories.
  • Laughs at Locks: Whenever you make a test to open a lock or break a restraint, you don't need any tools and you automatically obtain a tier 3 outcome.
  • Slippery: You can't be grabbed against your will.

Renown

As you accomplish heroic deeds, your fame allows you to influence NPCs and attract followers. Your infamy among your enemies also grows. Every hero has a Renown score that represents how they can use their reputation to influence others. The higher the score, the greater your impact with those who know of your legend.

At the start of character creation, your Renown is 0. Some careers can increase your initial Renown score (see Chapter 4: Background).

Increasing Renown

Some perks (see Chapter 7), downtime projects (Chapter 12), and titles and treasures (part of Chapter 13: Rewards) can increase your renown. But for the most part, you earn Renown at the end of an exciting adventure, often after the acknowledgement of a powerful NPC that you helped save them, their family, their home, their organization—or even their nation or world. That NPC and anyone else who witnessed your heroics can tell the tale, and from there, your legend grows.

In most campaigns, the Director sets the characters up to earn 1 Renown per level, but some campaigns will feature heroes who are more or less famous (or infamous) than that.

Influence Negotiation

Renown changes the way NPCs respond to heroes during negotiations (see Chapter 11), whether that renown takes the form of fame or infamy.

Attract Followers

Your Renown score allows you to attract and employ followers who perform different duties or favors for you. The Renown and Followers table shows how many followers a hero can have at one time based on Renown. You can always let go of a follower in your employ to hire a new one.

You can recruit followers up to the maximum your Renown allows as a respite activity, provided you are in a place or have a means of communication that allows you to recruit such followers.

Renown and Followers Table
Renown Number of Followers
3 1
6 2
9 3
12 4

Stronghold

Many followers stay at a stronghold, which is a home base you designate and can change. Your stronghold is typically a location shared by your fellow heroes. It could be a few rooms at an inn in a sleepy village, an old castle you claimed after clearing it of monsters, or a fleet of sailing ships.

Follower Types

When you attract a new follower, you decide on their name and ancestry, and choose what role they play in their service to you.

Artisan

Artisans are crafting experts who can contribute to your research and crafting projects (see Chapter 12: Downtime Projects). An artisan can contribute one project roll per day to a downtime project you choose, whether you spend those days in respite, adventuring, or other activities. They must remain at your stronghold or at the site where the project is undertaken, and must have access to the necessary materials.

When you recruit an artisan, choose four skills from the crafting skill group that they know (see Skills in Chapter 9: Tests). An artisan has a Might or Agility score of 1 (your choice), a Reason score of 1, and a 0 in all other characteristics. They know Caelian and two other languages of your choice.

Retainers

Retainers are heroic NPCs who adventure alongside the player characters. They are controlled by players in combat and are both simpler to run and less powerful than player characters. A hero can have only one retainer in their service at a time unless the Director deems otherwise. Because retainers and their stat blocks are combat focused, the Director can also decide that a large party can have only one retainer in total—or can't have any retainers at all—to keep combat from getting long and tedious.

Rules for retainers are found in Draw Steel: Monsters.

Sage

Sages are research experts who can contribute to your research and crafting projects. A sage can contribute one project roll per day to a downtime project you choose, whether you spend those days in respite, adventuring, or other activities. They must remain at your stronghold or at the site where the project is undertaken, and must have access to the necessary materials.

When you recruit a sage, choose four skills from the lore skill group that they know. A sage has a Reason and Intuition score of 1, and a 0 in all other characteristics. They know Caelian and two other languages of your choice.

Wealth

Draw Steel isn't about accumulating and counting every piece of copper you acquire. Instead of tracking a bank account, the amount of stuff your hero can purchase is based on their Wealth score. As you accomplish more deeds, you acquire more treasure and rewards from grateful NPCs that allow you to be an even more effective hero.

The Hero Wealth table shows the types of items, gear, services, property, and more that you can purchase in the game. For a hero to make a purchase, the item must be available to them. Being able to afford a suit of armor or a stay at an inn doesn't do much good in the middle of a trackless forest, an empty desert, or a remote dungeon ruin. As well, the Director can also decide that a hero can afford only a limited number of purchases. For example, a hero with Wealth 3 can easily buy a small house, but that Wealth doesn't mean they can buy up every available small house in the local area to become a landlord.

The table isn't meant to be an exhaustive list, but you and the Director can use it to judge what your character can and can't purchase. For instance, the relative value of an ox isn't on the table, but you can reasonably assume that if you can buy a horse, you can probably afford an ox as well. (Don't @ us, farm nerds.) And if you can't afford something you want, fear not! You might still be able to acquire a specific good or service through negotiation, or by trading your heroic services instead of spending cash.

Treasures such as magic swords, psionic crowns, and even healing potions are rare to the point where they don't appear on the Hero Wealth table. Such items typically can't be purchased, and are instead found on adventures, traded for other treasures, given as rewards by NPCs, or crafted by the heroes.

Earning Wealth

Each hero starts with a Wealth score of 1 that can be improved by their choice of career during character creation (see Chapter 4: Background). Your hero earns Wealth whenever you find and keep a massive amount of monetary treasure, such as a hoard of coins and gems from a dragon's lair, or several unique and valuable paintings gifted by a monarch as a reward for a job well done.

In general, a hero earns 1 wealth every second level of play. The Director can increase this rate if they wish.

Losing Wealth

As an optional rule, the Director can allow a hero to make a purchase that is one above their Wealth score. If this occurs, the hero's Wealth is reduced by 1 (to a minimum of 0) after making the purchase.

Heroes Don't Do It for Gold

In Draw Steel, being a hero isn't a transactional job—it's a calling. As such, using the promise of treasure to motivate the players to accept quests comes up much less often than in many other games. Sure, the heroes need money to live, and some might even enjoy getting rich from their adventures. But money isn't the reason they put their lives on the line. Each time you create a hero, think about why your character answers the call to adventure—and make it about something more than gold.

Hero Wealth Table
Score Affordable
1 Mundane clothing, gear, armor, implements, and weapons; meals or drinks at a common tavern; a stay at a common inn; passage on a boat
2 Horse and cart; dinner at a fine tavern; a stay at a fine inn
3 Catapult; small house
4 Library; tavern; manor home; sailing boat
5 Church; keep; wizard tower
6 Castle; shipyard