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Txt of Many Magical Rings

Feb 10th, 2017
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  1. This is a list of magical rings enchanted to grant a variety of different effects, some useful, others not. This was made for a game of Magical Burst, which is where the numbers come in, so substitute as you please for your system of choice. The ring sources are mixed, either wholly original, stolen from /tg/ or elsewhere, or borrowed from various sources and media like video games. There are some shitty joke rings and cringe-worthy memes within. Use however you please.
  2.  
  3. Rings come in 4 categories: Generally Useful, Specifically Useful, Stupid Fun, Stupid Stupid/Useless. Judge them at your discretion, none are marked as these categories, I never got around to it.
  4.  
  5.  
  6. 1. The Ring of Unfettered Sarcasm - The silver ring resembles a pointy-eared, smiling face. Putting on the ring changes the smiling face to one of mocking laughter, and the ring tightens to your finger as if it were several sizes too tight. This is the Ring of Unfettered Sarcasm, and surely some mad wizard somewhere is cackling at the misfortune it has wrought. Every phrase that the wearer utters must be sarcastic in some way. Failure to do so, or by announcing the true nature of the ring, causes a painful, even life-threatening, surge of energy through the poor soul's body, until the curse is lifted. The sarcastic nature is not likely to sit well with many people.
  7.  
  8. 2. Mimic ring - It sits innocuously in a jewelry box, but will begin vigorously chewing at your finger soon after slipping it on. Only way to remove it would be to dunk your hand in scalding water, hold it over an intense flame, or cut your finger off. Probably does some small amount of damage, and is relatively hard-to-hit, assuming you don't want to lop your hand off by accident... Deals 1 Resolve Loss every 5 minutes, or every round in combat. It resembles a line of silver teeth.
  9.  
  10. 3. Shriek-ring: This ring is a simple platinum band with little else going for it. It screams like crazy at various intervals for no discernable reason, and always when the owner is in danger.
  11.  
  12. 4. Unbreakable Ring of Defense - The ring is a solid band of obsidian studded with diamonds. This little ring will automatically bring your arms into position to defend against an incoming attack. +1 Defense.
  13.  
  14. 5. Unbreakable Ring of Cowardice - This dull copper ring will automatically bring your arms into position AWAY from an incoming attack. Not only that, but it clings tightly to your finger, becoming extremely difficult to remove. TN15 Physical to remove the ring. -1 Defense.
  15.  
  16. 6. Wondrous Watchdog - A ring that resembles a dog collar that, when worn, creates a phantasmal watchdog. Intangible but a good sentry, as it can still produce sounds. To dispel, remove the ring.
  17.  
  18. 7. Uncommon Divisor: A large steel ring that's eerily flexible - it can be stretched and squeezed into any shape and size. When it wraps around an inanimate object, you can 'click' it into the object to separate it along the Uncommon Divisor as a seam, breaking it into two parts. You can 'click' it back together.
  19.  
  20. 8. Ring of Ant Control - This black ring seems to wiggle and move constantly as it sits on your finger. Allows the wearer to control a colony of normal ants.
  21.  
  22. 9. Ring of Invisibility - A blindingly silver rind that when worn, only turns the ring itself invisible.
  23.  
  24. 10. Ring of Unneeded Enthusiasm - This ring is bright and cheery, being golden with a pink inset in the shape of a smiling face. When worn, the wearer becomes the hypest being in the universe. Everything is an earth-shattering event, they're always yelling, and they never run out of energy. Good if you want to stay motivated, but your teammates will probably want it off before their ears begin to ring.
  25.  
  26. 11. Cursed Ring of Terrible Pickup Lines - Looks like a simple bronze ring, but functions exactly as it says on the tin. When worn, anyone the wearer is physically attracted to will be subject to the wearer using the absolute most atrocious pickup lines imaginable.
  27.  
  28. 12. The Emperor's Ring - An overly ornate ring decorated with numerous gemstones. Makes the wearer appear invisible only to themselves.
  29.  
  30. 13. Ring of memory - The ring is silver, and embedded with a small baby blue stone. When you've forgotten something, it turns red, but... Well, I'm sure you've red Harry Potter.
  31.  
  32. 14. One Ring to Fool them All - A dull golden ring etched with various runes. Everyone except the wearer is convinced that this ring will grant a great and terrible power, that the ring must be destroyed, and that the Ring can only be destroyed by a certain volcano. In reality, the Ring is just a ring. It's pretty, but the number of people after it for its power may make it not worth having.
  33.  
  34. 15. Ring of Steaks - This red-colored ring does nothing but summon raw steaks into the user's hand. Surprisingly useful as a anti-vampire weapon, or camp food.
  35.  
  36. 16. Oops - This silver ring is twisted like a double helix. Your physical strength soars through the roof when wearing this ring, but your coordination and luck appears to have taken a stark nosedive. You must make a Finesse challenge equal to TN12 to perform any action, before rolling as normal for said action. Failure to pass the roll results in terrible things. Your Stats are set to: Finesse=0, Luck=0, Physical=20.
  37.  
  38. 17. Energy Shot Ring - This ring is silver with a green lightningbolt gem inset on its face. Gives the user a +2 to all challenges when the wearer snaps with the same hand the ring is on, for two rounds. The wearer becomes exhausted after the two rounds, at which point they suffer a -1 to all challenges for the rest of the combat or scene.
  39.  
  40. 18. Ring of Invisible Enemies - A simple silver ring with wavy lines etched along its surface. A ring that seems to do nothing until you realize everything in a 10ft radius around you becomes invisible.
  41.  
  42. 19. Pickpocket's Ring - A dull iron ring. Enhances the wearers ability to steal things. If the wearer does not steal something often, the ring will force the wearer's hand to steal something without him realizing it, even if it's in broad daylight with several eyewitnesses. Provides the user a +2 to a Finesse or Pickpocket challenge to pick someone's pocket.
  43.  
  44. 20. Ring of Ultimate Invisibility - An ivory ring. The wearer becomes invisible to everything, even to themselves. They must make a Finesse TN12 challenge to perform any action before rolling for the action as normal, and anyone looking for them must roll Finesse TN15 to spot them.
  45.  
  46. 21. Ring of Knock Knock - An elaborate ring with an inset in the shape of a wooden door. Every time the wearer parlays with someone after knocking on a door, they are compelled to tell a knock knock joke.
  47.  
  48. 22. Ring of X-Ray Vision - An Arcanium ring etched with Xs along its surface. When the wearer's immediate area becomes crowded with at least 5 other humanoids, everyone except the wearer's clothes turn invisible to the wearer's eyes.
  49.  
  50. 23. Ring of Sorrow - A silver ring whose surface is etched with blue-lined teardrops. The wearer of this ring will, at times, suddenly burst into tears. Any who witness or hear this happen will be compelled to comfort the wearer.
  51.  
  52. 24. Ring of Self Sabotage - The ring is a solid, smooth band of stone that resembles marble, but is red and black. This ring appears to gift it's wearer a magical advantage in life, however it actually sabotages anything the wearer attempts. While wearing this ring, a creature gains a -3 to every roll made, further, all failed rolls become critical failures (even rolls that could not normally result in critical failure) and produce highly exaggerated negative results that can be unfortunate for both the wearer and those unfortunate enough to be nearby.
  53.  
  54. 25. Extremely Movable Ring - A light gray stone ring. Nearly massless, the slightest touch sends it flying.
  55.  
  56. 26. Ring of Class Confusion - The ring appears to be a bulky metal bracer that would be strapped across the length of your arm. It appears impossible to have fit inside the tiny box it came in.
  57.  
  58. 27. Ring of Misplaced Objects - This ring is gold and studded with amber. Wearing the ring causes the target to become surrounded by golden orbs which spin around him. When they disappear, the target discovers all their shit has been moved — their sword is back in its sheath, things in their pockets are in their backpack, their shoe is on their hand, etc. Annoying? Certainly.
  59.  
  60. 28. Ring of Backtracking - A copper ring with a silver arrow pointing to the left on its face. No matter which direction you put the ring on, the arrow always points left. Upon taking any action, roll a d10, if a 1 is rolled then the action is negated as though it never happened, but time still passes (lose your action).
  61.  
  62. 29. Ring of Interruption - An exceedingly comfortable dark wooden ring that fits smoothly onto your finger. When worn, repeats everything the wear says a fraction of a second after it is spoken in a loud, sarcastic voice.
  63.  
  64. 30. Friendship Ring - A pinkish metal ring with a pink heart-shaped gem inset. RP recovers twice as fast, and it's easier to form bonds when wearing this ring.
  65.  
  66. 31. Power Ring Level 1 - A gold-banded ring with a small ruby gem in the shape of a sword inset onto its face. When wearing this ring, the damage you sustain and deal is increased by 1.
  67.  
  68. 32. Power Ring Level 2 - A gold-banded ring with a medium-sized ruby gem in the shape of a sword inset onto its face. When wearing this ring, the damage you sustain and deal is increased by 2.
  69.  
  70. 33. Power Ring Level 3 - A gold-banded ring with a large ruby gem in the shape of a sword inset onto its face. When wearing this ring, the damage you sustain and deal is increased by 3.
  71.  
  72. 34. Armor Ring Level 1 - A gold-banded ring with a small sapphire gem in the shape of a shield inset onto its face. When wearing this ring, the damage you sustain and deal is reduced by 1.
  73.  
  74. 35. Armor Ring Level 2 - A gold-banded ring with a medium-sized sapphire gem in the shape of a shield inset onto its face. When wearing this ring, the damage you sustain and deal is reduced by 2.
  75.  
  76. 36. Armor Ring Level 3 - A gold-banded ring with a large sapphire gem in the shape of a shield inset onto its face. When wearing this ring, the damage you sustain and deal is reduced by 3.
  77.  
  78. 37. Mood Ring - A silver ring inset with a clear spherical crystal that contains whispy clouds within it. The clouds change their color to give a visual representation of the mood of whoever you are currently looking at. Allows its wearer to perfectly read the mood of any situation, granting them a +2 to Social rolls.
  79.  
  80. 38. Red Ring - A gold-banded ring with a spherical, opaque red gem surrounded by a circle of silver. This ring provides its wearer with a one-time +3 to their damage for an attack of their choice, per battle. Can not be removed in battle once the effect has been used.
  81.  
  82. 39. Blue Ring - A gold-banded ring with a spherical, opaque blue gem surrounded by a circle of silver. This ring allows its wearer to reduce incoming damage by 3 for one attack, once per battle. Can not be removed in battle once the effect has been used.
  83.  
  84. 40. Green Ring - A gold-banded ring with a spherical, opaque green gem surrounded by a circle of silver. This ring provides a constant +1 to your damage and a -1 to incoming damage.
  85.  
  86. 41. Cursed Ring - A gold-banded ring with an obsidian design inset onto its face of a cackling, demonic face. This ring provides a constant -1 to your damage and a +1 to incoming damage.
  87.  
  88. 42. Expert's Ring - An Arcanium ring with a fist-shaped ruby gem inset on its face. This ring allows you to punch with full magical power when transformed, or deal half damage when not, even when you have been knocked down to 0 Resolve. Creates tiny explosions with each punch.
  89.  
  90. 43. Blast Ring - A gold-banded ring with a dark opal gem in the shape of a bomb on its surface. Increases the damage of all non-magical explosives by 2.
  91.  
  92. 44. Rang Ring - A gold-banded ring with an amber inset in the shape of a boomerang. Wearing this ring allows you to summon and throw a magical boomerang. It has a range equal to twice your Physical score, and the throw must be rolled for with Finesse. It always returns to you and will damage any enemies in its path for 2 damage. They can roll Finesse to dodge it or Fortitude to reduce the damage by 1 (if they pass with a Raise the damage becomes 0).
  93.  
  94. 45. Ring of Reverse X-Ray Vision - An Arcanium ring etched with Xs along its surface. When the wearer's immediate area becomes crowded with at least 5 other humanoids, everyone except the wearer see the wearer's clothes turn invisible.
  95.  
  96. 46. Peekaband - A simple, deep blue band with a little black heart symbol etched into it. Twice per battle, you may choose to see an enemy's Resolve (Remaining out of Total)
  97.  
  98. 47. Sl'oh-no' - A toxic green band with a circular attachment. Two purple circles are set into this larger circle near the top, horizontally, and 4 purple lines sit at the bottom of the circle, centered between them (Sort of like a skull-design, but in a circle). The ring slow the wearer down immensely, allowing silent movement at the cost of reacting to anything, ever. Takes a full round to remove in combat.
  99.  
  100. 48. Fast Fingerring - A silvery mobius-strip ring. A little uncomfortable, but allows you swap your weapon as a free action in combat.
  101.  
  102. 49. Mapel's Ring - A golden ring with a large bow-shaped ruby gem. Random encounters with magical girls are more likely.
  103.  
  104. 50. I Spy - A brown-and-yellow checkered ring, a little thicker than average. Confers a +2 to Notice checks, but if you pass, you must announce what was seen loudly in an "I Spy" format.
  105.  
  106. 51. Steadfast Ring - A fat golden ring with a simple, square red garnet gem. +1 to Fortitude when worn.
  107.  
  108. 52. Ring-A-Round - A golden spiral ring, studded with emeralds. Once put on, the wearer begins to magically rotate in place, regardless of other movements. The effect gets progressively faster the longer the ring is in use, and the speed is 'saved' from usage to usage. May induce vomiting.
  109.  
  110. 53. Pegasus Ring - A thin golden ring with a wing-shaped emerald gem. When worn, allows you to move an additional +4 hexes.
  111.  
  112. 54. Toss Ring - A light gold ring with a tiny amethyst gem inset on silver. When worn, increases your Physical by x1.5 for throwing purposes.
  113.  
  114. 55. Heart Ring Level 1 - A golden ring with a golden heart on its face. You regain 1 Resolve every 2 rounds in combat.
  115.  
  116. 56. Heart Ring Level 2 - A golden ring with a graceful "tail" on one end of the band, which is tinted red. There is a heart-shaped ruby inset on the face of the ring. You regain 1 Resolve every round in combat.
  117.  
  118. 57. FX1 - A simple blue band with white musical notes surrounding it. Footsteps of wearer create mouse squeaks instead of any other noise. This applies even if the user is walking silently.
  119.  
  120. 58. FX2 - A simple green band with white musical notes surrounding it. Footsteps of wearer create the giggles of a child instead of any other noise. This applies even if the user is walking silently.
  121.  
  122. 59. FX3 - A simple pink band with white musical notes surrounding it. Footsteps of wearer create monstrous roars instead of any other noise. This applies even if the user is walking silently.
  123.  
  124. 60. FX4 - A simple red band with white musical notes surrounding it. Footsteps of wearer create cricket chirps instead of any other noise. This applies even if the user is walking silently.
  125.  
  126. 61. FX5 - A simple orange band with white musical notes surrounding it. Footsteps of wearer create dull bell chimes instead of any other noise. This applies even if the user is walking silently.
  127.  
  128. 62. Swimmer's Ring - A blue metallic ring with an acquamarine gem in the shape of a wave inset on its face. When worn, removes any movement penalties while traveling in water.
  129.  
  130. 63. Hero's Spin Ring - A silver ring with an inset that resembles the handle of a sword, with a sapphire blade. Allows you to use the following move, but only if you have taken no Minor Actions in this turn: Hits every surrounding hex. Cannot be Clashed. Hits twice, dealing 1d4 damage each time. Activates on-hit effects twice, which stack. Using twice in a row causes Dizziness.
  131.  
  132. 64. K Emblem - A soft pink ring with a thick crystal hexagon attached. Within the hexagonal gem is a white 'K', magnified by its location. Changes the wearer's colorscheme (in magical outfit) to pastel pink, white, and yellow, with red highlighting.
  133.  
  134. 65. A Emblem - A soft purple ring with a thick crystal hexagon attached. Within the hexagonal gem is a white 'A', magnified by its location. Change's the wearer's colorscheme (in magical outfit) to black, white, and lavender, with dark purple highlights.
  135.  
  136.  
  137. 66. M Emblem - A soft blue ring with a thick crystal hexagon attached. Within the hexagonal gem is a white 'M', magnified by its location. Change's the wearer's colorscheme (in magical outfit) to royal blue, white, and cerulean, with golden highlights.
  138.  
  139.  
  140. 67. T Emblem - A soft yellow ring with a thick crystal hexagon attached. Within the hexagonal gem is a white 'T', magnified by its location. Change's the wearer's colorscheme (in magical outfit) to mustard yellow, white, and black-brown, with bright yellow highlights.
  141.  
  142.  
  143. 68. S Emblem - A soft red ring with a thick crystal hexagon attached. Within the hexagonal gem is a white 'S', magnified by its location. Change's the wearer's colorscheme (in magical outfit) to dark red, black, and white, with soft pink highlights.
  144.  
  145. 69. Golden Piggy - A black band with a tiny, golden piggybank on it. Whenever the player loses a perishable item in battle permanently, by any means, they somehow find 25% of that item's original cost back within their pockets. Only pays back in cash.
  146.  
  147. 70. Silver Piggy - A white band with a tiny, silver piggybank on it. Whenever the wearer finds cash in the field, by any means, the amount is increased by 25%.
  148.  
  149. 71. Strange Luck - A royal blue band with a golden, wavy line made of amber traversing around it. Unbeknownst to the wearer, everytime they use a Luck, there is a 1-in-8 chance that a gleaming American penny, dated to the early 2000s will appear somewhere they can see it.
  150.  
  151. 72. Light Ring Level 1 - A golden ring with a silver inset resembling an eye, where the pupil is a small spherical sapphire. When at or below 1/4 of your resolve, you gain the ability to shoot pure beams of flickering rainbow magic from your magical weapon. This counts as a Normal Action and deals 1d6 Resolve Loss. The target does not get a chance to Defend, but you must roll Attack greater than their Base Defense.
  152.  
  153. 73. Light Ring Level 2 - A golden ring with a silver inset resembling an eye, where the pupil is a small spherical ruby. When at or below 1/3 of your resolve, you gain the ability to shoot pure beams of flickering rainbow magic from your magical weapon. This counts as a Normal Action and deals 1d6 Resolve Loss. The target does not get a chance to Defend, but you must roll Attack greater than their Base Defense.
  154.  
  155. 74. Clash-Girl - A bright red ring with a plastic orange diamond attached. A white sword symbol is indented into the diamond. Allows wearer to make 3 Clashes per battle, at half damage for each one, but disables wearer's ability to Defend in battle. Consumes your standard Clash per battle first. If you use any Clashes in the ring, you can not remove the ring until combat ends. Can still "defend" with Base Defense.
  156.  
  157. 75. Defend-Girl - A bright red ring with a plastic yellow diamond attached. A white shield symbol is indented into the diamond. Confers a +1 bonus to Defend in battle, but disables wearer's ablity to Clash in battle. Cannot be taken off in-battle or equipped if you have already Clashed.
  158.  
  159. 76. Unsettling Luck - A royal blue band with a golden, wavy line made of amber traversing around it. Unbenownst to the wearer, everytime they use a Luck, there is a 1-in-8 chance that a gleaming American eyeball, dated to the early 2000s, will appear somewhere that it can see them.
  160.  
  161. 77. Rare Fortune - A bamboo ring, slightly browned. When encountering Familiars, the roll for a unique one is shifted up by +1.
  162.  
  163. 78. Rare Misfortune - A bamboo ring, slightly browned. When encountering Familiars, the roll for a unique one is shifted down by -1.
  164.  
  165. 79. Bomber's Ring - A dark blue metal ring with a pair of bomb-shaped obsidian pieces adorning its face. When throwing non-magical explosives, two explosions occur.
  166.  
  167. 80. Ring of Infinite Fanservice +2 - A thin, white metal band, with a blue stripe going down the middle. When worn, causes unfortunate circumstances to happen to the wearer.
  168.  
  169. 81. Detect Traps Ring - A silver ring that has a slightly phallic shape to form the circle. When in the presence of a trap, it will shout "IT'S A TRAP."
  170.  
  171. 82. Purple Luck Ring - A golden ring with a purple clover-shaped gem inset. Provides +3 to Notice checks for spotting traps.
  172.  
  173. 83. Green Luck Ring - A golden ring with a green clover-shaped gem inset. Provides +1 to your max Luck. The ring has its own "Luck" pool, separate from your own, which refreshes each session as normal.
  174.  
  175. 84. Blue Luck Ring - A golden ring with a blue clover-shaped gem inset. Ranged Attacks that hit you deal -2 damage.
  176.  
  177. 85. Gold Luck Ring - A golden ring with an amber clover-shaped inset. Provides you with increased luck (not statistical Luck) when falling in an attempt to lessen fall damage and keep you alive.
  178.  
  179. 86. Red Luck Ring - A golden ring with a red clover-shaped inset. Reduces the damage from Ambushes and other such surprise sources of damage by 2.
  180.  
  181. 87. Traction Ring - A golden ring with a series of small rubies surrounding a diamon in a circle. This ring prevents you from suffering any form of knockback and gives your feet more traction on most any surface.
  182.  
  183. 88. Roc's Ring - A golden ring with a misshapen chunk of amber inset into its face. This ring prevents you from falling through most any collapsable, cracked or broken surface due to your own weight. It does not prevent that surface from going under if another stands on it, however.
  184.  
  185. 89. Red Joy Ring - A golden ring with a ruby inset in the shape of a dollar sign. It causes enemies to drop $5d10 upon death.
  186.  
  187. 90. Blue Joy Ring - A golden ring with an inset of two blue heart gems overlayed atop one another. This ring causes defeated enemies to drop a "Resolve Crystal", which restore 2 Resolve per use, on a roll of 6 from a 1d6.
  188.  
  189. 91. Gold Joy Ring - A golden ring with an inset of an opaque gold-colored gem in a classic diamond shape. This ring increases the amount of loot enemies drop when defeated, including Resolve Crystals and cash provided from other rings.
  190.  
  191. 92. Green Joy Ring - A golden ring with an inset of two green heart gems overlayed atop one another. This ring causes defeated enemies to drop loot more often.
  192.  
  193. 93. Discovery Ring - A golden ring with a compass inset onto its face. Though the compass doesn't function as normal, it does point in the direction of nearby secrets.
  194.  
  195. 94. Rang Ring - A metallic blue-banded ring with an amethyst inset in the shape of a boomerang. Wearing this ring allows you to summon and throw a magical boomerang. It has a range equal to twice your Physical score, and the throw must be rolled for with Finesse. It always returns to you and will damage any enemies in its path for 4 damage. They can roll Finesse to dodge it or Fortitude to reduce the damage by 1 (if they pass with a Raise the damage becomes 2).
  196.  
  197. 95. Tiny Familiar Ring - A ring made of purple, shiny metal. The inset is an amber gem that appears to have two small diamonds for "eyes". When worn, you transform into a familiar of the Tiny size class. It's always the same familiar. The familiar you turn into is randomly rolled the first time the ring is used. You can use all the abilities and powers of the familiar.
  198.  
  199. 96. Small Familiar Ring - A ring made of purple, shiny metal. The inset is a green colored gem that appears to have two small diamonds for "eyes". When worn, you transform into a familiar of the Small size class. It's always the same familiar. The familiar you turn into is randomly rolled the first time the ring is used. You can use all the abilities and powers of the familiar.
  200.  
  201. 97. Medium Familiar Ring - A ring made of purple, shiny metal. The inset is a blue colored gem that appears to have two small diamonds for "eyes". When worn, you transform into a familiar of the Medium size class. It's always the same familiar. The familiar you turn into is randomly rolled the first time the ring is used. You can use all the abilities and powers of the familiar.
  202.  
  203. 98. Large Familiar Ring - A ring made of purple, shiny metal. The inset is a colored gem that appears to have two small diamonds for "eyes". When worn, you transform into a familiar of the Large size class. It's always the same familiar. The familiar you turn into is randomly rolled the first time the ring is used. You can use all the abilities and powers of the familiar.
  204.  
  205. 99. Greater Hero's Spin Ring - A silver ring with an inset that resembles the handle of a sword, with a ruby blade. Allows you to use the following move, but only if you have taken no Minor Actions in this turn: Hits every surrounding hex. Can be Clashed as normal. +2 to Hit. Hits three times, dealing 1d4 damage each time. Activates on-hit effects three times, which stack. Causes Dizziness when used. (Dizzy: -2 Defense until next turn. On next turn, -3 To-Hit, and -2 Damage. Spin Attacks cannot be used until you are recovered from Dizziness.)
  206.  
  207. 100. Last Gen Ring - A thin golden ring with a ruby Z-shaped gem. When worn, your body appears to lose "polygons" of quality, edges and lines turn straight, jagged and pointy. You'd be right at home in an N64 game. Downgrades "textures" as well.
  208.  
  209. 101. Bombproof Ring - A golden ring with an amber inset in the shape of a bomb surrounded with obsidian. When worn, halves any damage you would sustain from your own non-magical explosives.
  210.  
  211. 102. Energy Blast Ring - A golden ring with a silver inset resembling an eye, where the pupil is a small spherical ruby. The ring curls on one side to form a sort of "tail" that is tinted red. When worn, you lose the ability to use an attack of your choice, but you gain the ability to shoot pure beams of flickering rainbow magic from your magical weapon. This counts as a Normal Action and deals 1d6 Resolve Loss. The target does not get a chance to Defend, but you must roll Attack greater than their Base Defense. Has three "charges" per battle.
  212.  
  213. 103. Double-Edged Ring - A ring of purple metal with a ruby heart inset on its face, and one side of the ring's body curls into a sort of tail that is tinted blue. When worn, you deal +2 damage, but for every successful attack you make, you take 2 damage.
  214.  
  215. 104. Slayer's Ring - A blue metal ring where one end of the ring curls up into a sort of tail that tints a depper blue. A large golden skull is inset on its face. When worn, you deal +2 damage on your next attack if you killed or downed an enemy on your previous turn.
  216.  
  217. 105. Ka-chRing - A golden ring that twists on one side into a sort of tail that fades into a reddish color. The ring is inset with a purple metal dollar sign. When wearing this ring, for every enemy you kill or down, you gain $5.
  218.  
  219. 106. Victory Ring - A purple metal ring with a group of three interlocked golden triangles, two side by side and one centered above them, on its face. The triangles glow faintly, though not enough to be of any real use as a light source. Once per session, you can add +1 to a single challenge of each of the following: Physical, Social, Fortitude. When you use the boosts, a particular triangle's light fades in this order: Physical = Top, Social = Left, Fortitude = Right.
  220.  
  221. 107. Whisp Ring - A thin silver ring with a strand of white gold snaking along its length. When worn, gives you a +1 to any Resist challenge.
  222.  
  223. 108. Growth Ring - A thick golden ring etched with a desgin of tree leaves. When worn and not removed for an entire session, income created by any grown harvest is increased by 25%, rounded up.
  224.  
  225. 109. Peace Ring - A purple metal ring with an amber inset in the shape of a bomb surrounded with obsidian. When worn, any ticking non-magical explosives detonate half as fast.
  226.  
  227. 110. Ring of Waterbreathing - A thick silver ring etched with designs of bubbles across its surface. When worn, allows you to hold your breath underwater indefinitely.
  228.  
  229. 111. Fist Ring - An Arcanium ring with a fist-shaped emerald gem inset on its face. This ring allows you to punch, when transformed or not, and deal 1 Resolve Loss to your target, even when you have been knocked down to 0 Resolve.
  230.  
  231. 112. Whimsical Ring - A thin golden ring with a simple, square cornet gem inset. When worn, you deal 2 less damage on all attacks, unless the damage roll is a 6 (or respective max), in which case it deals 3 more damage. If the damage is not rolled for, the ring does not affect the attack.
  232.  
  233. 113. Protection Ring - A thin purple metal ring with a large, smooth, heart-shaped chunk of obsidian inset on its face. When you suffer damage from an enemy who rolled a Raise or more above your Defense, you take (1 + 1 per Raise over the first) less damage from the attack.
  234.  
  235. 114. Sunburn Ring - A bright, golden ring with a golden inset in the design of an angry-looking sun wearing sunglasses. When worn, the wearer's skin slowly becomes sunburt. The longer the ring is worn, the worse the exposure.
  236.  
  237. 115. Onion Ring - A perfectly browned, freshly deep-fried onion slice contained within a coating of breadcrumbs. The empty ring box it comes with occasionally has a new onion ring inside after you remove the first.
  238.  
  239. 116. Ring of the Spartan - A dark gray ring with a light blue jewel on its face. When worn, you gain 2 Temporary Resolve at the beginning of each combat. This should be marked down seperately from your normal Resolve. Damage will drain this first, and it cannot be healed normally. Instead, after 2 rounds without taking any damage, it will refill fully and once again shield your normal Resolve.
  240.  
  241. 117. Ring of the Chief - A dark green ring with an amber jewel on its face. When worn, you gain 4 Temporary Resolve at the beginning of each combat. This should be marked down seperately from your normal Resolve. Damage will drain this first, and it cannot be healed normally. Instead, after 2 rounds without taking any damage, it will refill fully and once again shield your normal Resolve.
  242.  
  243. 118. Ring of Exploded Heads - A white ring in the shape of two curved bones meeting end to end. When worn, the wearer's head appears to explode in a monumentally gorey, bloody fashion. They are perfectly fine, and experience nothing. They can walk around, move and see as normal, they simply can't talk. To observers, however, they will see a headless body walking around. Real blood splatter effects are included.
  244.  
  245. 119. Ring of the Mahou Birthday Party - A light blue ring splattered with various other colors, almost looking like the seat cover of a chair on a bus. When worn, any enemy you kill or down has an eruption of multi-colored confetti behind them, followed with a blare of party horns and a group of children cheering "Yaaay!"
  246.  
  247. 120. Sticky Ring - A plain white ring, with dark gray swirls in it, appearing almost like solidified glue. When worn, any thrown objects will stick to their target.
  248.  
  249. 121. Facepunch Ring - A white marble ring with a ruby jewel in the shape of a face with Xs for eyes and a boxing glove-shaped mouth. When worn, anyone within a 6-foot radius of you is compelled to punch you in the face, and must roll a TN13 Physical to avoid doing just that.
  250.  
  251. 122. Ring of Bureaucratic Wizardry - An ornate silver ring, where the band is shaped like two long beards curling down to touch each other at the bottom, while at the top on the ring's face is a gold star. When worn, you can use most any Element while wearing the ring and imbue the Element into your own attacks, but a sheaf of papers and a quill pen suddenly appear in the wearer's hand upon casting. The papers are forms that must be filled out in triplicate explaining the effects of the spell, why the user wishes to cast it, whether it is for business or pleasure, and so on. The forms must be filled out before the effects of the spell will occur. The higher the level of the spell cast, the more complicated the forms become. Filling out the forms requires one round per level of spell. Additionally, you must also fill out paperwork to cast even your own spells and magic.
  252.  
  253. 123. Ring of Magical Doubt - This azure metal ring seems to emanate a faint glow. It is plated with gold leaf across its surface. When worn, seems to be an ordinary mundane ring.
  254.  
  255. 124. Ring of Chameleon Power - A simple wooden ring that triples the length of the users tongue. Any action involving the use of of the wearers tongue will gain a +10 bonus.
  256.  
  257. 125. Ring of Locked Gravity - A ring of purple metal engraved with golden lines depicting interlocked padlocks. When worn, allows the user to "lock" the ring in a fixed point relative to the planet. If the user was falling at the time, it does not halt their momentum, and is liable to pull their finger off their hand.
  258.  
  259. 126. The Ring of Animal Magnetism - A lepord-print ring with cat ears pointing upwards. When worn, animals in the vicinity of the wearer gain a strong magnetic field.
  260.  
  261. 127. Extreme High Velocity Mammal Ring - This ring is comprised of a large gold band, with 7 different colored gemstones inset into it. Engraved into the gems are tiny forest mammals. If you have it equipped with 50 other magical rings in your inventory, this grants you about a minute of invulnerability (5 turns). However, each of those magical rings explodes violently and is reduced to non-functionality over the course of that minute, finally ending with the destruction of this ring as well.
  262.  
  263. 128. Ring of the Monologue - This ring is surprisingly mundane in appearance, being naught but a single, purple-hued metal band, though the interior of the ring is covered in small, precise runes. Highly prized by evil villains and self-important adventurers alike, this magical ring compels those around the wearer not to interrupt when he or she is speaking. Anyone within hearing distance must pass a TN14 Fortitude check in order to verbally or physically interrupt the wearer in mid-soliloquy. This ring does not compel attention, however; while listeners may be unable to talk over the wearer or attack, they are free to leave the area, ignore the speaker, or otherwise go about their business quietly. If the wearer takes any action, the effect is immediately broken; it can only be used while standing or sitting still, or at most while pacing a bit. The ring still affects those who don't speak the wearer's language, but has no affect on deaf characters.
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