Awakening Your Gear
Some items matter. They represent identity, legacy, or transformation. Whether it’s a sword you forged yourself, a mask passed down from your mother, or boots that carried you out of the demon-infested mire, these items can grow with you—if you choose to feed them.
This system allows players to spend XP to enhance a personal item, turning it over time into a custom artifact that reflects their journey.
Investing XP
- A character may designate one item as their Legendary Item.
- This can be a weapon, armor, tool, piece of clothing, or even a trinket with strong personal significance.
- XP costs are the same as Talent advancements in Forbidden Lands:
- Tier 1 Upgrade – 5 XP
- Tier 2 Upgrade – 10 XP
- Tier 3 Upgrade – 15 XP
Players may only invest in one Legendary Item at a time unless the GM rules otherwise.
Upgrade Tiers and Examples
Tier | Effect | Examples |
---|---|---|
Tier 1 | The item becomes superior. It gains 1 bonus Gear Die or a minor passive benefit. | +1 Gear Die to attacks (weapon), +1 to Manipulation in noble courts (cloak), doesn’t encumber (pack) |
Tier 2 | Gains a unique ability reflecting the owner’s story, background, or culture. | Re-roll a failed roll once per session, resist fear, +1 to Stealth at night, parry ranged attacks |
Tier 3 | Becomes semi-magical, legendary, or bound to character as a Tempered Legacy. | Deals magical damage, glows faintly in moonlight, whispers truths, obeys a spoken command |
Tempered Legacy items have more information here.
Legendary Item Examples: Weapons and Wonders
These are examples
Ashbinder (One-Handed Sword)
Origin: Forged from the bones of a fire demon slain by the wielder's ancestor.
- Tier 1 (5 XP): +1 Gear Die when attacking enemies with fire-based abilities or origins.
- Tier 2 (10 XP): Once per session, the sword can ignite with harmless flames, shedding light and intimidating fearful creatures (+1 Manipulation).
- Tier 3 (15 XP): Ashbinder deals magical fire damage and prevents regeneration from fire creatures.
The Skewering Hand (Thrown Dagger)
Origin: The first kill made during the player’s outlaw escape from their homeland.
- Tier 1 (5 XP): +1 Gear Die when thrown while ambushing or from hiding.
- Tier 2 (10 XP): Automatically returns to the wielder’s hand once per session (spiritually or narratively).
- Tier 3 (15 XP): Can be whispered to and thrown with uncanny precision: ignore cover penalties and deal magical damage.
Woolcloak of the Hollow March (Clothing)
Origin: A tattered cloak once worn by a childhood mentor, repaired and carried since.
- Tier 1 (5 XP): Grants +1 Gear Die to Survival when navigating wild terrain familiar to the character.
- Tier 2 (10 XP): The cloak blends into foliage unnaturally well. Once per session, gain +2 to Stealth checks in forests or fields.
- Tier 3 (15 XP): Spirits of the wild recognize the cloak. Once per day, they may reveal a hidden path or warn of danger.
Lantern of Salted Glass (Tool / Light Source)
Origin: A shattered keepsake reassembled by the character in memory of a drowned sibling.
- Tier 1 (5 XP): The lantern never goes out due to wind or dampness. Grants +1 Gear Die to Scouting at night.
- Tier 2 (10 XP): Once per session, the light flickers to warn of nearby unclean spirits, undead, or illusions.
- Tier 3 (15 XP): The lantern’s light dispels magical darkness and prevents incorporeal creatures from passing through its glow.
The Ledger of Sorrow (Book / Relic)
Origin: A travel-worn book where the character records the names and stories of those they’ve failed or lost.
- Tier 1 (5 XP): Grants +1 Gear Die to Insight when reading people tied to personal regrets or history.
- Tier 2 (10 XP): Once per session, a name in the book whispers advice—reroll any Wits-based skill check.
- Tier 3 (15 XP): The book becomes mildly prophetic. Once per session, ask the GM a single yes/no question related to fate, loss, or a character’s past.