Where do magic items come from? Yes, some are conjured by mad wizards high atop their towers or fervent alchemists in their labs bending the laws of nature to their wills. Some are crafted in eldritch smithies or woven by fey creatures. But other items of power are born by the deeds of men, heroes who rise to become more than their origin.
Much like these heroes, certain items, by virtue of their use, gain a power of their own. Happenstance can awaken a potential that further use nurtures. Over time, this mundane item reflects a shadow of the hero who bears it. The item becomes an item of power.
In the course of gameplay, if a PC rolls an 01 for a skill check or an 00 on the resistance table, they may invest a point of POW into an object of their choice. In combat, if a PC rolls full damage for their weapon and the strike is a killing blow or if they roll full protection for their armor and that roll saves them from death, they may invest a point of POW into an object of their choice.
Their character attributes their success on the the presence of said object and that belief, coupled with the investment of POW, is enough to empower the object with a touch of magical ability. The object grants the bearer bonuses depending upon how it was created.
If the object was granted power through use of a skill roll, the object now grants the bearer a +5% on all rolls involving that skill.
If the object was granted power through use of a Resistance Table roll, the object now grants the bearer a +1 on the stat that was involved in the original contest.
If the object was granted power through a damage roll, the object now grants the bearer a +1 to their damage.
If the object was granted power through an armor roll, the object now grants +1 to their armor.
Once an item has become empowered, its enchantment can continue to grow. When a PC repeats the extraordinary action that allowed for the POW investment, the item gains in strength.
If the PC rolls a 01 in the item’s skill, they increase the item’s bonus by +5%.
If the PC rolls a 00 on the Resistance Table on the relevant Stat, they increase the item’s bonus by +1.
If the PC rolls full damage on a killing blow, they increase the item’s damage by +1.
If the PC rolls full protection on an armor roll that would have killed them, they increase the item’s protection by +1.
These empowered increases are limited. An item can only gain a specific bonus a maximum of four times, matching but not exceeding either a +20% or a +4. Note that any item can be empowered. For example, it may seem natural to empower a pair of boots or a cloak with a Move Quietly bonus but one can also choose to empower a necklace or a dagger with the Move Quietly bonus.
As long as the person is actively wearing or using it, the bonus will apply. It’s a matter of the character’s belief and concentration that imbues the magic to the item.
Items with more than one Empowerment
Items may be empowered multiple times, granting bonuses to more than one skill or attribute, following the guidelines above. Gurdo the fighter has a pair of gloves that currently have a +10% combat empowerment. Gurdo just made a check and is able to increase damage by +1. She spends her point of POW and decides to place it on the gloves as well, so now when wearing the gloves she has a +10% bonus to hit and a +1 on her damage.
Bonuses on items do not stack. If you have an item that gives you a Listen bonus of +15% and an item that gives you a bonus of +5%, your total bonus defaults to the highest. You would have a bonus of +15%. If an item already has maxed it’s bonus out at +4 Strength you cannot empower it again for additional Strength bonus points.
An empowered item’s bonus can only be increased once per game session.


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