Legacy Items

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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
1st
2nd +1 to critical hit range. 20=19-20
3rd
4th +1 to one legacy weapon
5th
6th +2 to critical hit range 20=18-20
7th
8th +2 to one legacy weapon
Level Advancement for Armor
1st
2nd -1 DR
3rd
4th +1 to armor
5th
6th -2 DR
7th
8th +2 to armor
Level Advancement for Magic Focus items
1st
2nd Imbued with a 0 mana spell, can cast as a free action.
3rd
4th Imbued with a 1 mana spell that does not have a dice pool.
5th
6th Item can be called to its owner at any time.
7th
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.

Other Legacy Items – Other items can be legacy items and it is up to the player and the GM to define the powers of these items.