Certain items gain power as the adventurer levels. These items are a part of the adventurer’s story; they are the famed sword, the lockpicks of luck, the rope that their mother gave them before they left home.
These items are part of the legacy of the adventurer.
|Level||Advancement for Weapons|
|2nd||+1 to critical hit range. 20=19-20|
|4th||+1 to one legacy weapon|
|6th||+2 to critical hit range 20=18-20|
|8th||+2 to one legacy weapon|
|Level||Advancement for Armor|
|4th||+1 to armor|
|8th||+2 to armor|
|Level||Advancement for Magic Focus items|
|2nd||Imbued with a 0 mana spell, can cast as a free action.|
|4th||Imbued with a 1 mana spell that does not have a dice pool.|
|6th||Item can be called to its owner at any time.|
|8th||Imbued with a 3 mana spell that does not have a dice pool.|
Gaining New Legacy Items – On average, the GM should plan for each character to gain a legacy item at 1st, 4th, and 7th level. There are several options for doing this.
Option 1: First and foremost, one of the character’s items which they have been using for a while, starts gaining power from having used it in the battle for such a long time, becoming something more than a normal item … a legacy item. In this case, the GM should would work with each player to pick the item and its powers.
Option 2: Another option is for the GM to work legacy items into the storyline so that each player gains one somewhere around 4th level. These could be items taken from a foe they bested, or ancient items unearthed in a long forgotten treasure horde.
Option 3: A third option, for characters that are training under a teacher at a church, the mage tower, under a guild, or some other society or group, is to have a legacy item bestowed upon them by their teacher once they gain a certain level of skill. Within the storyline, this could require a test of skill or a quest of some sort, and might be bestowed in a formal ceremony.