Items, Generic in Zamzara, The Hollow Earth | World Anvil
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Items, Generic

NOTE: These are items that may be bought in some specialized stores and are generally based on items from the Pokemon video games.


Books

A-G
The Art Of Disguise
The Art Of Disguise (Guile): Become anyone in seconds flat!
  • Adept Guile: While you are disguised as a certain person, people and Pokemon who know that person take a -2 penalty to all rolls made against you.
  • Expert Guile: You can don a disguise as a Standard Action. Anyone who witnesses this will not be fooled by your disguise.
  Bingo Book
Bingo Book (General Education): A Bingo Book covers a unique city or county, and details well-known, revered, and infamous people native to the area.
  • Novice General Education: You gain a bonus equal to half your General Education Rank on Intuition, Guile, Intimidate, and Charm checks when dealing with people native to the area covered in this Bingo Book.
  • Expert General Education: Once per day, you may substitute a General Education check for an Intuition, Guile, Intimidate, or Charm check while in the area covered by this Bingo Book.
  Captain's Log
Captain's Log (Command): How to run a tight ship...figuratively.
  • Adept Command: You gain a bonus equal to half your Command Rank on Charm, Intuition, Guile, and Intimidate checks toward or against your subordinates and Trainers or Pokemon you have bested in battle or with an Opposed Check in the past 24 hours.
  • Expert Command: Once per Scene, before an ally rolls a Save Check against a Status Affliction, you may roll a Command Check and substitute your roll in place of that ally's Save Check.
  Extravagant Explorers of the World Beneath ★
Extravagant Explorers of the World Beneath ★ (Survival): A thick and exhaustive tome documenting many of the discoveries made by Nashyan explorers within the past century or so. Many of the autobiographical entries have helpful, if obtuse, survival techniques.
  • Novice General Education: Gain Survival Stunt (Nashya )
  • Expert General Education: Gain +2 to Survival rolls.
  Forbidden Scroll
Forbidden Scroll (Stealth): These lost arts will help anyone become an expert ninja!
  • Novice Stealth: You gain a +2 bonus to all rolls against targets unaware of your presence.
  • Expert Stealth: Whenever your Stealth Check beats an Opposed Perception check, your next Accuracy and Damage rolls against the losing party this Scene gain a bonus equal to your Stealth Rank. You may only gain this bonus once per Scene per target.
  Fortune Comes Easy
Fortune Comes Easy (Perception): Tarot, tea leaves, palm reading, there are all sorts of ways to scam...I mean, tell the future!
  • Novice Perception: Whenever you roll a natural 20, you gain a +2 bonus to the next roll you make.(or a -2 bonus if it’s a Capture Roll; or a -10 bonus if it’s a non-Playtest Capture Roll)
  • Expert Perception: As long as your AP is Drained for this effect, at the beginning of each Scene you may roll a d6 and note the result. Once during the Scene, you can choose to add the noted result to any roll you make, after your roll.
  Guide To The No-Sell
Guide To The No-Sell (Combat): Shrug off attacks and look cool doing so!
  • Adept Combat: You gain 5 Damage Reduction while you are not wearing Armor of any kind.
  • Master Combat: Once per Scene, when you apply Damage Reduction against an attack, the next damage roll you make gains a bonus equal to that Damage Reduction.
  H-M
1001 Mind-Boggling Facts
1001 Mind-Boggling Facts (Focus): They were pretty literal on this one.
  • Novice Focus, Basic Psionics: When you use Confusion, its Effect Range is increased by +3.
  • Master Focus: Once per Scene per foe, when you roll 17+ on Accuracy Check with a Psychic-Type attack, one target of the attack becomes Confused.
 
 
N-S
Philanderer's Compendium
Philanderer's Compendium (Charm): The ultimate guide to pickin' 'em up and lettin' em down hard!
  • Adept Charm: If a foe targets only you with a Social Move, you gain a +2 bonus to Accuracy on the next Manipulate Maneuver or Social Move you use against that foe on your next turn.
  • Master Charm: Once per Scene, when you hit with the Flirt Maneuver, the target must Shift as close to you as possible using their highest available Movement Capability on their next turn.
  Psychology 101
Psychology 101 (Intuition): Become an ace attorney in seconds flat!
  • Novice Intuition: You gain a +3 bonus to Intuition checks made to discern lies or determine someone's attitude. If you have spent at least an hour with the subject in total, this increases to a +5 bonus. If you fail one of these Intuition checks, you lose this bonus against that target for 24 hours.
  • Expert Intuition: You gain a +2 bonus on all rolls made against targets that you know have deceived or otherwise attempted to hide their feelings or actions from you in the past 24 hours.
  Scare Tactics
Scare Tactics (Intimidate): Scare the daylights out of your enemies! ...and most of your friends, too.
  • Adept Intimidate: You gain a +1 Accuracy Bonus with and a +2 bonus to Intimidate rolls to make or resist Terrorize Maneuvers.
  • Rank 2 Effect - Master Intimidate: Once per Scene, when you hit a foe with the Terrorize Maneuver, the target of the Maneuver takes a penalty to all rolls equal to your Intimidate Rank for one full round.
T-Z

Held Items

 
A-G
Air Balloon: $2,000
Small to Medium sized Pokemon with a weight of 3 or lighter gain Levitate 2 and treated as not Grounded while doing so. If the holder is hit by an area of effect attack, then the balloon pops and cannot be used to levitate or be ungrounded until it’s repaired. Repairing the balloon requires an Extended Action.
  Assault Vest: $4,000
The user is unable to use Status Moves while held, but the user gains +10 Damage Reduction against attacks that target their Special Defense.
  Binding Band: $4,000
The user’s Vortex Keyword Move deals 2 ticks of damage a turn instead.
  Destiny Knot: $2,000
When the holder is given the Infatuated status, then the Pokemon that inflicted it to the holder also becomes Infatuated to the holder.
  Fiery Torch: $6,000
Once per Scene, as a Swift Action, the user may take an additional Shift Action. This item functions only for Fire type Pokemon.
  Float Stone: $4,000
Halves the user’s weight, rounded up.
  Giant Cape: $6,000
Once per Scene, the user may gain two Ticks of temporary hit points as a Swift Action.
  Grip Claw: $4,000
The effect of the user’s Vortex Keyword Move are reduced by 4 each following turn instead of 6 (20, 16, 12, 8, 4, Dispel).
  H-M
Healing Scarf: $5,500
The first time each day the Pokemon holding this item receives the benefits of a Move with the Blessing keyword, it regains a number of HP Ticks based on the frequency of the move used. Furthermore, once per Scene, when the Pokemon regains the use of a Move, it may, as a Free Action, gain a number of temporary HP Ticks based on the frequency of the move regained. In either case, a Pokemon gains 1 temporary HP Tick for a Scene or higher move, and 2 for a Daily move.
  Life Dew: $3,500
A single-use held item. When the Pokemon holding this would faint, it may consume this as a Free Action. It does not faint, and is left with 1 HP instead.
  Light Clay: $4,000
The user is able to use Light Screen, Reflect, and Aurora Veil an additional time per Scene each.
  Metronome: $4,000
When the Pokemon uses the same damaging Move the previous round, the Pokemon may add 2 damage to the attack for each consecutive use, maximum 10 damage. This is reset if the Move was not used a turn prior.
  Muscle Band: $4,000
Increase the Damage Base of Physical Moves with Damage Base 8 or fewer used by the user by +1. This is calculated before Technician and STAB applying. Head Item for Trainers.
N-S
Protective Pads $4,000
Effects that trigger upon hitting a Pokemon with a Move such as Cursed Body, Rough Skin, and Rocky Helmet, cannot be activated when the user hits said target with a Melee Move. This does not include Moves that activate in response to an attack, such as Blessings like Reflect.
  Rocky Helmet: $4,000
When the user is hit by a damaging Melee attack, the attacker loses a tick of Hit Points.
  Shed Shell: $4,000
The user is able to be recalled, ignoring the Trapped condition or effects that prevent switching out.
  Sparkling Robe: $2,000 (Rage, Infatuation)/ $2,750 (Other Volatile afflictions)/ $4,000 (Any Persistent affliction)
Each robe provides immunity to a single Persistent or Volatile affliction, chosen when created, to its user. Body slot item for trainers.
  Sticky Barb: $2,000
At the start of the users’ turn, they take 1 tick of Hit Points. If the foe is able to hold a Held Item, such as from not holding a held item, or a free space from Chic, and hits the holder with a melee Move, then the item is given to the target. The owner cannot willingly drop it except by a Standard Action.
  T-Z
Terrain Extender: $2,000
The Terrain Moves used by the user now last 8 turns instead of 5.
  Trick Coin: $6,000
Once per Scene, as a Free Action, the Pokemon holding this item may reduce its d20 roll for an Accuracy Check by 3. If it does so, roll 1d6, and add the result to the d20 result. This alters the rolled number for the purposes of Effect Ranges, as well as for the Accuracy Check.
  Type Lens: $5,000
These items come in a variety of each elemental type. Once per scene, as a shift action, the Pokemon holding this may ignore any resistances, but not immunities, gained from that type on their next attack before the start of their next turn.
  Weather Rock: $4,000
The Weather Moves used by the user now last 8 turns instead of 5.
  Wide Lens: $4,000
The user’s Moves have their AC check reduced by 1 (to a minimum of 2).
  Wise Glasses: $4,000
Increase the Damage Base of Special Moves with Damage Base 8 or fewer used by the user by +1. This is calculated before Technician and STAB applying. Head Item for Trainers.

Weapons & Accessories

  Greatshield ★: $4,500
These are an Off-Hand weapon that grant a +1 Evasion boost and +5 Damage Reduction, but -1 to all movement speeds and may be readied as a Standard Action to grant +4 Evasion and 10 Damage Reduction until the end of your next turn, but also cause you to become Slowed for that duration. If used Two-Handed, greatshields can also function as a Large Melee Weapon. These are shields so large that they nearly cover the entire body.   Spyglass ★: $2,500
This is a collapseable tube with a complex series of lens inside it that allow the user to see from afar. Grants Perception Stunt (Farsight).   Type Tome ★: $10,000
These are Short Ranged Arcane Weapons that grant special Arcane Weapon Moves connected to their Type. These special Moves often have their own Range independent of the weapon's range.

Miscellaneous

  Repel Tags ★: Repel Tags are functionally similar to Cleanse Tags, except instead of stopping Phasing within 30 meters, it acts as a Repel that emanates 30 meters from its point of activation for a number of hours equal to its Power Value. When stuck onto a weapon or appendage, the next attack that hits a wild Pokemon acts as if the Pokemon was also sprayed with a Super Repel and inflicts damage equal to half its Power Value. They are destroyed once damage is dealt. Those with an Occult Education of Expert or higher can burn a Repel Tag to cause all wild Pokemon within 30 meters to act as if they were sprayed with a Super Repel. Costs $500 to create.
The vast majority of content on this page was not created by me. Those entries that are have been are marked with a ★.

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