Wonderworks are single-use or rechargeable items that function anywhere across the Worlds, no matter where they were created. These devices, constructed using alchemical materials, allow Hands to get around the technological limitations going from one World to another…to an extent.
Wonderworks are in high demand and often hard to come by. Furthermore, the creation of wonderworks is the purview of the Crafter’s Guild and no one but a Crafter can use the alchemical properties of materials found in the world to create these marvels. Since every single Wonderwork has to be handmade, this limits how quickly they can be produced.
ALCHEMICAL PROPERTIES
Since the Collapse, some substances have developed additional magical attributes, embodying the concept of a property, such as hot or cold. A flame may not go out no matter how you try, a piece of rock feeling much heavier than it should be. These occurrences are rare and seemingly at random, but observant folks learn what to look for. Finding these materials out in the world is a big deal, as is bringing it back for a Crafter to use (while respecting personal belongings and boundaries – don’t go stealing or breaking shit just because). Collecting these materials is the best and fastest way to get a Wonderwork made.
IDENTIFYING PROPERTIES
Knowing if something has alchemical properties can be difficult, requiring serious study over a long period of time…unless you have a Learner on hand. Every Learner is capable of discovering if a substance has alchemical properties and what they are. This is tremendously useful if you’re searching for materials with specific properties or need them to finish a Wonderwork of your own.
Without a willing Learner, the only way to discover the properties of a material are to bring some back with you to the Crafters Guild, who will put it in the queue to study. This will take a few weeks to get back, but it won’t destroy any of the material, whereas with a Learner, they’ll need to eat some of it (and you won’t want that back, we promise.).
A Crafter usually keeps a guide of materials that MAY have alchemical properties on them at all times, but only one of two identical pieces may possess properties.
An ALCHEMICAL DETECTOR is incredibly useful when it comes to identifying if a substance has alchemical properties, but is unable to tell you which. Water that never freezes or evaporates probably doesn’t possess the attribute of HOT, however.
POSSIBLE ALCHEMICAL COMBINATIONS
You cannot combine two materials with the same property and expect a functional result. It’s the combination of different properties that creates a Wonderwork. Similarly, you can’t combine opposing properties to create something functional. They cancel each other out. (see the Crafter level 3 power for why this is a bad idea)
| Wet | Dry | Cold | Hot | Preserve | Decay | Soft | Hard | Lift | Drag | Light | Dark | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Wet | X | X | ||||||||||
| Dry | X | X | ||||||||||
| Cold | X | X | ||||||||||
| Hot | X | X | ||||||||||
| Preserve | X | X | ||||||||||
| Decay | X | X | ||||||||||
| Soft | X | X | ||||||||||
| Hard | X | X | ||||||||||
| Lift | X | X | ||||||||||
| Drag | X | X | ||||||||||
| Light | X | X |
WET
This substance, usually a liquid, is meant to create more liquid, wet a surface, dissolve another substance, increase humidity, or give whatever it touches the properties of a liquid (formlessness, for instance).
DRY
This substance, usually a fine grit or powder, is meant to dessicate, dry out, scour, or otherwise remove all liquid from what it touches.
COLD
This material will chill or freeze what it touches, including the surrounding air.
HOT
Used to heat or combust what it touches, including the surrounding air. Very useful in explosives or making a campfire.
PRESERVE
Relatively rare, material with this property will sustain or maintain the current state of what it touches. Usually combined with something else to keep an effect going or keep substances from going bad.
DECAY
When you need to break, destroy, or make something rot. Decay is usually the effect and is applied through another material’s medium.
SOFT
Softening something makes it pliable, easy to manipulate without breaking, or very easy to destroy. Also has sound-dampening qualities.
HARD
Hardening something makes it more difficult to damage, rigid enough to bear weight, or usable as protection.
LIFT
This property allows something to float, fly, or act buoyant. Something with lift will need to be tied down or otherwise restrained to keep from floating away.
DRAG
Drag will add weight or gravity to whatever it touches, cancelling flight or buoyancy or making it much more difficult. An object with drag will be much harder to move from its spot.
LIGHT
Creates light where there was none, or imparts light-giving properties to whatever it touches.
DARK
Removes light, making it far more difficult to see whatever it touches. Outside light will not pass through this darkness, and any darkness it touches will be deepened.
RECHARGING A WONDERWORK
Some Wonderworks can be recharged and made usable again. All you need is a Crafter with the appropriate skill or access to the Crafter’s Guild. They’ll recharge (almost) anything free of charge.
KNOWN WONDERWORKS
NAME: Disposable D-door
PROPERTIES REQUIRED: DECAY + DARK
DESCRIPTION: These filmy, lightweight circles are pure black and feel slick to the touch. When tossed in the air or against a surface, they’ll create a single-use d-door that will last for three rounds. Any number of beings can enter the d-door during that time, after which the circle will fade into nothingness. A single d-door cannot be used for multiple locations. Used out in the Worlds, a d-door will open into an Empty Dimension. Unlike a Hopper’s d-door, however, nothing will try to eat you and non-Hoppers can see and sense their environment just fine.
You will need another d-door in order to get back to your regular dimension unless you leave before three rounds is up.
SINGLE USE OR RECHARGEABLE: Single use
ITEMS (IF SINGLE USE) OR CHARGES (IF RECHARGEABLE): 6
NAME: Watchguard
PROPERTIES REQUIRED: DRAG + DRY
DESCRIPTION: The watchguard is a handy little device when everyone needs to recover. It’s an eye carved onto a sphere on the end of an extendable stick. When thrust into the ground and tapped to ‘wake it up,’ the watchguard blinks several times and then begins its vigil over the camp. Anything unusual that catches its attention will set it off – sight, sound, or any other physical sense. Anything attempting to get by the Watchguard undetected needs to pass a contested STEALTH roll versus the highest SENSE, OBSERVE, or INSTINCT roll made by the team. If the Watchguard detects something, it will psychically alert everyone in the camp. The Watchguard will last until the next rest, at which point it will crumble into ash.
SINGLE USE OR RECHARGEABLE: Single use
ITEMS (IF SINGLE USE) OR CHARGES (IF RECHARGEABLE): 6
NAME: Perimeter line
PROPERTIES REQUIRED: DRAG + PRESERVE
DESCRIPTION: The perimeter line is a thin, metallic-looking thread that glows a deep blue-purple when activated. When strung or otherwise encircling an area and tied to itself, the perimeter line will temporarily normalize reality according to the standards of those inside (so typically what one would expect within Hope). It will negate any World Resonance as well as any destruction caused by being in the Threads. It cannot be cut or damaged without psychically notifying whoever set it up. It lasts until the end of the party’s next rest.
SINGLE USE OR RECHARGEABLE: Single use
ITEMS (IF SINGLE USE) OR CHARGES (IF RECHARGEABLE): 6
NAME: REALITY STABILIZER
PROPERTIES REQUIRED: DRAG + PRESERVE
DESCRIPTION: Similar to a perimeter line, but the reality stabilizer is a single solid staff that can be carried and thus mobile. It has a small, clear well at the top that must be filled with blood to activate it. Once activated, it will last for an encounter. It can be thrust into the ground when the holder needs to use their hands for something else. The blood will never spill no matter how the stabilizer is tilted and will slowly be consumed over its use.
SINGLE USE OR RECHARGEABLE: Rechargeable
ITEMS (IF SINGLE USE) OR CHARGES (IF RECHARGEABLE): 5
NAME: Flashbang
PROPERTIES REQUIRED: LIGHT + DRY
DESCRIPTION: It looks like a small rubbery marble in which several white centipedes are coiled. A flashbang will emit an incredibly bright and painful light along with a very loud bang sound. This will disorient anyone or anything that can see and/or hear for up to three rounds. A target may roll STAMINA, RESIST, or ENDURE to shake the effects off each round after the first. We strongly suggest warning your allies before you use this.
SINGLE USE OR RECHARGEABLE: Single use
ITEMS (IF SINGLE USE) OR CHARGES (IF RECHARGEABLE): 3
NAME: Water purifier
PROPERTIES REQUIRED: WET + LIGHT
DESCRIPTION: These tablets will have two purposes depending on how they’re used. When dropped into a pond-sized body of water, it will cleanse the water of any pollutants, restoring it to its natural state. This does not necessarily make it safe to drink.
The second use of the tablets is just for that purpose. When dropped into a crafted vessel or sack, it will render the water safe to drink.
SINGLE USE OR RECHARGEABLE: Single use
ITEMS (IF SINGLE USE) OR CHARGES (IF RECHARGEABLE): 12
NAME: Cleaning cloths
PROPERTIES REQUIRED: SOFT + DRY
DESCRIPTION: Sometimes it’s hard to feel clean while traveling. These silvery squares of finely-woven cloth will clean anything they’re rubbed on, absorbing dirt, stink, bacteria, and anything else on the surface while doing no damage to skin or materials. Anything ingested or beneath the surface is untouched by the cloth, but they’re great for getting rid of acids or poisons on the surface if you’re quick. A single use of the cloth is good enough for one person and all their gear.
SINGLE USE OR RECHARGEABLE: Rechargeable
ITEMS (IF SINGLE USE) OR CHARGES (IF RECHARGEABLE): 12
NAME: Weapon repair kit
PROPERTIES REQUIRED: HARD + PRESERVE
DESCRIPTION: These small silvery spheres are roughly the size of a golfball and can be used to repair a single broken weapon. By touching the sphere to the broken weapon, the pieces reform or are remade, in the event parts of the weapon were lost. You cannot use this to create multiple weapons out of a single broken one. On repairing, all other parts will no longer belong to the original weapon.
This does work for natural weapons as well – simply eat it.
SINGLE USE OR RECHARGEABLE: Single use
ITEMS (IF SINGLE USE) OR CHARGES (IF RECHARGEABLE): 6
NAME: Stop bomb
PROPERTIES REQUIRED: PRESERVE + DRAG
DESCRIPTION: A stop bomb is an incredibly valuable Wonderwork – it freezes time for five rounds, allowing your party to escape an otherwise unwinnable situation. It looks like a dark blue glass teardrop, about the size of a baseball, far too light for its size. By breaking it open, everything within 100 yards is frozen aside from the one who tossed it and their allies. If you attack or take an action against a frozen target, they will immediately unfreeze.
SINGLE USE OR RECHARGEABLE: Single use
ITEMS (IF SINGLE USE) OR CHARGES (IF RECHARGEABLE): 1
NAME: Sound dampener field
PROPERTIES REQUIRED: SOFT + DRAG
DESCRIPTION: This amber staff is carved with quarter-sized hollow hexagons and is activated by scoring a long scratch into the polished surface. When activated, the air in a 30 yd dome around it shimmers as if in a heat wave, muffling all sounds made within the dome. Breathing, talking, explosions – everything originating from within the dome is completely silenced. Those inside the dome can still hear sounds from the outside.
SINGLE USE OR RECHARGEABLE: Rechargeable
ITEMS (IF SINGLE USE) OR CHARGES (IF RECHARGEABLE): 6
NAME: Light dampener field
PROPERTIES REQUIRED: DARK + DRAG
DESCRIPTION: This staff is several dozen tiny black cubes floating roughly in a line, seemingly connected by nothing. Grabbing it tingles with a distant numbness, as if on the edge of something vast and under magnificent pressure. Touching the staff to your shadow twice will activate it, creating a field of darkness 10 squares in diameter. No one can see into the field without darkvision but everyone inside can see around and outside the field.
SINGLE USE OR RECHARGEABLE: Rechargeable
ITEMS (IF SINGLE USE) OR CHARGES (IF RECHARGEABLE): 6
NAME: Hole borer
PROPERTIES REQUIRED: LIFT + DECAY
DESCRIPTION: This staff appears as a very small, skinny tornado, whirling gray and furious in place. It gives off a very strong smell of nickel shavings and causes you to jitter when you touch it. The hole borer requires a small piece of metal to begin its work -tacking one to the desired surface will cause the borer to leap from its holder’s grasp and swiftly, neatly bore a perfectly straight hole until it emerges into open air or goes 100 yds, whichever comes first. The hole will be large enough to fit the user and their allies.
SINGLE USE OR RECHARGEABLE: Rechargeable
ITEMS (IF SINGLE USE) OR CHARGES (IF RECHARGEABLE): 6
NAME: Ice patch
PROPERTIES REQUIRED: COLD + HARD
DESCRIPTION: As dangerous as the ice that seals a World in is, it’s preferable to what lies beyond. It’s also considered polite to leave the environment the way you found it and seal up the holes you make getting around. The ice patch is about the size of a baseball and changes its number of sides constantly, flickering between squares, dodecahedrons and a hundred other platonic solids. To apply, let it make contact with nearby ice and then run. The patch will expand so quickly that anyone where ice should be will get stuck in place.
SINGLE USE OR RECHARGEABLE: Single use
ITEMS (IF SINGLE USE) OR CHARGES (IF RECHARGEABLE): 3
NAME: Ice breaker
PROPERTIES REQUIRED: COLD + SOFT
DESCRIPTION: The companion item to the ice patch, the ice breaker is a chunk of carnelian carved into the shape of a hare. When it makes contact with ice, it burns it away in massive gusts of steam, leaving a hole large enough for the user and any allies to pass through. It will take a few rounds for the steam to clear and the use of an ice breaker is visible and audible to anyone within 100yds of the ice wall. It takes three rounds minimum to break through.
SINGLE USE OR RECHARGEABLE: Rechargeable
ITEMS (IF SINGLE USE) OR CHARGES (IF RECHARGEABLE): 3
NAME: Damage converter
PROPERTIES REQUIRED: LIFT + DECAY
DESCRIPTION: Damage converters resemble crayons made of a soft, oily substance, its nature determined by its colour. A damage converter, when used to inscribe specific markings on a weapon (or individual, in the case of a natural weapon), will change the stat of the base damage of the weapon until the end of the encounter or the next rest, whichever comes first. Each converter can only handle one specific stat. Cyan: body, yellow: will, magenta: mind. It takes a full minute (or two actions) to make the requisite markings which cannot be washed away and will fade on their own over the next day or so.
Multiple converters cannot be used on a single weapon within an encounter. If someone tries, the weapon breaks.
SINGLE USE OR RECHARGEABLE: Single use
ITEMS (IF SINGLE USE) OR CHARGES (IF RECHARGEABLE): 6
NAME: Travel light
PROPERTIES REQUIRED: LIFT + LIGHT
DESCRIPTION: The travel light is a soft, squishy clear globe that, when squeezed hard and tossed in the air, will produce a bright, warm light and float above and behind the user. It will always remain within reach, even in combat, and can be extinguished with a slap or squeeze. Just grabbing the light isn’t enough to shut it off – you never know when you may need to reposition it. It will otherwise stay lit for a full day. Unlike other Wonderworks, the travel light does not need to be recharged by normal means. Squishing and rolling it around for a few minutes will recharge it.
SINGLE USE OR RECHARGEABLE: Neither
ITEMS (IF SINGLE USE) OR CHARGES (IF RECHARGEABLE): Infinite
NAME: Adaptable bedroll
PROPERTIES REQUIRED: SOFT + LIFT
DESCRIPTION: Any standard bedroll will be comfortable, waterproof, and easily repaired, but won’t hold a candle to this Wonderwork. It folds as small as a napkin, weighs half a pound, never needs cleaning or repairs, warms or cools itself depending on a bead and cord control system, adjusts itself to the size of the user, and will never admit any living thing that isn’t the user itself (or something welcome by the user). It will adopt whatever colour or pattern the user desires and will be supremely comfortable to sleep in. The bedroll doesn’t require recharging by normal means, but does require its user to thank it softly and pay it a compliment after each use.
SINGLE USE OR RECHARGEABLE: Neither
ITEMS (IF SINGLE USE) OR CHARGES (IF RECHARGEABLE): Infinite
NAME: Stealth goo
PROPERTIES REQUIRED: SOFT + DARK
DESCRIPTION: This thick, sticky paste can be used to draw shimmery deep purple sigils across the user’s chest, rendering them nearly impossible to detect. It takes a full minute (or two actions) to make the requisite markings which cannot be washed away and will fade on their own over the next day or so. It will last for an hour or through one encounter. Attempts to detect the user are made with a -LEVEL dice modifier – it’s not impossible to find them, but does become incredibly difficult.
SINGLE USE OR RECHARGEABLE: Single use
ITEMS (IF SINGLE USE) OR CHARGES (IF RECHARGEABLE): 6
NAME: Sorin’s bag
PROPERTIES REQUIRED: PRESERVE + LIFT
DESCRIPTION: No one knows where the name came from for this incredibly useful Wonderwork – there are no Hands registered with the name of Sorin. Regardless, this is a drawstring bag of sparkly silver mesh. Anything dropped within it will add no weight or mass to the bag. A tiny facsimile of the object will be visible through the mesh, so there’s no need to dig through the contents. The bag will scale itself to the size of the user. While living things can be placed in the bag, they will have free access to everything else in the bag, including the bag itself, and may wreck havoc.
Nothing larger than a medium-sized sentient can be kept in the bag.
SINGLE USE OR RECHARGEABLE: N/A
ITEMS (IF SINGLE USE) OR CHARGES (IF RECHARGEABLE): Sorin’s bag requires no upkeep or charging.
NAME: Obazoan hauler
PROPERTIES REQUIRED: WET + LIFT
DESCRIPTION: The hauler is a squishy square of spongy pink flesh that can be activated with a few drops of water. Once active, it grows flexible treads that allow it to travel over nearly any terrain – even walls and other vertical surfaces, which can be unnerving to watch. The hauler will follow whoever activated it to the best of its abilities and can bear several tons of weight. Should it need to carry a very bulky or large load, it will stretch to accommodate. The hauler will carry its load until the next rest or unloaded for more than five minutes.
SINGLE USE OR RECHARGEABLE: Rechargeable
ITEMS (IF SINGLE USE) OR CHARGES (IF RECHARGEABLE): The hauler can only be used once between rests and needs to be fed between uses. Any organic material will suffice.
NAME: Flagellial clamps
PROPERTIES REQUIRED: DRAG + DECAY
DESCRIPTION: Flagellial clamps look like tightly coiled white tentacles, far too thin to support a standard sentient. Once activated (via slapping or other dull impact), they uncoil and wait to be used, gently waving. When picked up, the clamps will lash around the user’s limbs, keeping a tight, but comfortable grip. The user can then push the clamps against whatever surface they wish to climb, which they will attach themselves to immediately. To detach, simply twist the base and lift. The clamps do not get tired or wear out and can support any individual no matter the size or weight. One use will last for an encounter.
SINGLE USE OR RECHARGEABLE: Rechargeable
ITEMS (IF SINGLE USE) OR CHARGES (IF RECHARGEABLE): 6
NAME: Night stone
PROPERTIES REQUIRED: DARK + HOT
DESCRIPTION: The night stone is a dull, quarter-sized cabochon of dark gray stone. It will adhere itself to an individual when held against the skin, granting perfect darkvision. The night stone will last until the next rest, at which point it will deactivate and become easily removed.
SINGLE USE OR RECHARGEABLE: Rechargeable
ITEMS (IF SINGLE USE) OR CHARGES (IF RECHARGEABLE): 6
NAME: Kyne’s reader
PROPERTIES REQUIRED: HARD + DRY
DESCRIPTION: Kyne’s reader is a small envelope of paper strips, smelling faintly of moss and black pepper. When touched to a substance, the paper will glow yellow if it detects alchemical properties and turn deep green if it does not. One strip of paper will test any size mass but can only be used once per substance you wish to test.
SINGLE USE OR RECHARGEABLE: Single use
ITEMS (IF SINGLE USE) OR CHARGES (IF RECHARGEABLE): 100 (Realistically infinite. Kyne’s reader is available from the Crafter’s Guild for free.)
NAME: Flash tap
PROPERTIES REQUIRED: WET + SOFT
DESCRIPTION: The flash tap is a squishy, rubbery cube with a white, fleshy membrane. If pierced with a sharp object, it will create pure, cool water – up to 5 gallons – produced at a steady stream, though it can be squeezed to be emptied faster. Once empty, the tap will crumble into dust.
SINGLE USE OR RECHARGEABLE: Single use
ITEMS (IF SINGLE USE) OR CHARGES (IF RECHARGEABLE): 6
NAME: Stop tank
PROPERTIES REQUIRED: PRESERVE + DARK
DESCRIPTION: The tank resembles a deflated, dark blue balloon, albeit with a wider tube. It can be stretched over anything Medium sentient size or smaller and activated by tying a knot or otherwise sealing the tank shut. The tank will preserve any matter put into it for up to a year, no matter how much the tank is jostled, dropped, or bumped. Only cutting open the membrane will cease its functioning. The tank will not lessen the weight or bulk of anything inside it. Once the membrane is removed, it will dissolve into a harmless paste.
SINGLE USE OR RECHARGEABLE: Single use
ITEMS (IF SINGLE USE) OR CHARGES (IF RECHARGEABLE): 3
NAME: Sustainer
PROPERTIES REQUIRED: PRESERVE + DARK
DESCRIPTION: Sustainer resembles a brick of dried-out fudge most of the time. It’s heat- and cold-resistant, can be dropped on the ground or in water and suffer no harm. When someone whispers a word of thanks over a chunk of it, it morphs into a firm, purple jelly. A 2in cube of Sustainer contains all the nutrients a sentient needs for the day and tastes pleasantly of roast vegetables.
SINGLE USE OR RECHARGEABLE: Single use
ITEMS (IF SINGLE USE) OR CHARGES (IF RECHARGEABLE): 24
NAME: Stitch kit
PROPERTIES REQUIRED: PRESERVE + SOFT
DESCRIPTION: This kit contains three needles of various sizes, a small pair of scissors, and several varieties of thread: silk, cotton, wool, waxed, and heavy duty. During a single use, it never runs out of these items. The thread is not thick enough to create restraints or support any meaningful amount of weight. It can be used to seal any gap, including flesh or metal.
SINGLE USE OR RECHARGEABLE: Rechargeable
ITEMS (IF SINGLE USE) OR CHARGES (IF RECHARGEABLE): 6
NAME: Linkstone
PROPERTIES REQUIRED: HARD + LIFT
DESCRIPTION: Linkstones are created in custom sets – up to 10000 at a time depending on the amount of materials used. These small round stones have a gritty, white surface and can be stuck to the skin with a firm push. After being attached, a linkstone can be activated by applying pressure to the stone. Anything spoken by the wearer while the stone is pressed will be heard by everyone else wearing a matching stone. The stone must be attached to be active.
SINGLE USE OR RECHARGEABLE: N/A
ITEMS (IF SINGLE USE) OR CHARGES (IF RECHARGEABLE): Linkstones require no recharging or upkeep.
NAME: Breather
PROPERTIES REQUIRED: DRY + DRAG
DESCRIPTION: A breather is a thin, translucent piece of rubbery film that stretches over the user’s mouth, nostrils, or however they intake air. Regardless of the size of the user, it will stretch to fit. It attaches itself once the edges are pressed down, sealing shut. It won’t impede standard breathing but will filter toxic or poisonous chemicals from the air as well as allow underwater breathing. Breathers are included in a standard CORSAIR field kit.
SINGLE USE OR RECHARGEABLE: Rechargeable
ITEMS (IF SINGLE USE) OR CHARGES (IF RECHARGEABLE): Breathers require no recharging or upkeep.
NAME: Heat sheet
PROPERTIES REQUIRED: HOT + SOFT
DESCRIPTION: This piece of slubby, thick fabric is activated by rubbing its surface, causing the sheet to radiate a comfortable warmth. The sheet will never get hot enough to cause burns or damage to anything it contacts and lasts until your next rest. It’s large enough for any size 2 being or multiple smaller beings. It doesn’t get dirty and never needs to be cleaned. It will keep any being warm regardless of the surrounding temperature, no matter how cold.
SINGLE USE OR RECHARGEABLE: Rechargeable
ITEMS (IF SINGLE USE) OR CHARGES (IF RECHARGEABLE): 6
NAME: Regrowth agent
PROPERTIES REQUIRED: WET + LIFT
DESCRIPTION: Hands typically seek to leave the environment in the same condition as they found it, if not better. To help heal the devastation a battle can cause, Crafters developed this compound. Each dose of regrowth agent resemble one cup of brightly coloured plastic beads and can heal a 50×50 yd area. Once scattered, any plant life regrows, mineral or geographic features return to their previous structures, and any water source replenishes. Regrowth agent has no impact on created structures and can’t bring back anything more complicated than plants. Any insects or other animals will still be dead, although soil bacteria and other single cell organisms will be brought back.
SINGLE USE OR RECHARGEABLE: Single use
ITEMS (IF SINGLE USE) OR CHARGES (IF RECHARGEABLE): 12
NAME: Deviation inhibitor
PROPERTIES REQUIRED: PRESERVE + DRAG
DESCRIPTION: Sometimes you really need things to not get worse. Deviation inhibitor is a glittery liquid that can be used to pause the growth of an Anomaly for a short time. For the duration of a Rest, the liquid will remain wet, slowly dissipating over time, and prevent an anomaly from advancing to the next stage (whether it was going to or not). It’s completely harmless to the environment or sentients and will do no damage to the anomaly, only temporarily halting its progress. It will work on every known anomaly aside from Fractures (unless you’ve determined the source of the Fracture)
SINGLE USE OR RECHARGEABLE: Single use
ITEMS (IF SINGLE USE) OR CHARGES (IF RECHARGEABLE): 3
NAME: Message stick
PROPERTIES REQUIRED: DRY + PRESERVE
DESCRIPTION: Sometimes you want to leave a warning for those who come after you. A message stick looks like a rough quartz spear about 8 inches long. It can be activated by tapping it firmly against a solid surface and speaking/signing in front of it. The message stick can hold up to ten seconds of sound and video and will relay whatever is stored within it with perfect accuracy. To erase, simply shake the message stick vigorously.
SINGLE USE OR RECHARGEABLE: Rechargeable
ITEMS (IF SINGLE USE) OR CHARGES (IF RECHARGEABLE): 12
NAME: Worry beacon
PROPERTIES REQUIRED: SOFT + LIFT
DESCRIPTION: You never know when a new reality deviation is going to turn up, and sometimes you can’t stop to deal with it. Worry beacons are shaped like humanoid hands, clenched in a knotted fist with fingers that are too long. The surface is firm but yielding. To use, set the worry beacon on fire and throw it in the air. It will phase very slightly out of current reality and send out a pulse at regular intervals. Hands can detect a worry beacon as long as they’re within the appropriate World.
SINGLE USE OR RECHARGEABLE: Single use
ITEMS (IF SINGLE USE) OR CHARGES (IF RECHARGEABLE): 12
NAME: The Hole
PROPERTIES REQUIRED: DARK + DRAG
DESCRIPTION: The Hole is on a list of highly restricted Wonderworks due to its devastating effects on the environment. A small bead of iridescent darkness suspended in a glass tube, the Hole is used only in the most dire emergencies. When broken, the darkness spreads quickly, eating away at reality and creating a portal to the Threads. It takes one round for the Hole to become large enough to pass through and it grows by one square radius every round thereafter, sucking anyone and anything that exists in its space into the Threads. While its growth slows considerably after the first ten rounds, the Hole cannot be controlled or stopped unless someone defeats the ounen created by the Hole. Creation of the Hole is strictly tracked and anyone misusing one will face demotion and rehabilitation at the very least.
SINGLE USE OR RECHARGEABLE: Single use
ITEMS (IF SINGLE USE) OR CHARGES (IF RECHARGEABLE): 1
NAME: Ship guide
PROPERTIES REQUIRED: LIGHT + DRAG
DESCRIPTION: For Upper Hands who have completed the arduous task of designing and creating their own ship, a ship guide is an essential tool for the whole team. While it resembles a tattoo, it’s a thin, flexible piece of a material that can be cut into any desired pattern and adheres to the skin, only coming off if the wearer wants it to. When slapped, poked, bitten, or otherwise agitated with intentional force, a ship guide will alert the team’s ship to their presence, making its way to their location if at all possible. If multiple guides are activated, it will respond to them in order.
SINGLE USE OR RECHARGEABLE: N/A
ITEMS (IF SINGLE USE) OR CHARGES (IF RECHARGEABLE): Ship guides require no recharging or upkeep.
NAME: Pocket face
PROPERTIES REQUIRED: DECAY + SOFT
DESCRIPTION: This Wonderwork looks like a thin sheet of paper unless you hold it up to the light and see the faint purple veins. There are two steps to using a pocket face. Step one requires touching it to the skin of the sentient you wish to imitate. Step two requires licking the paper. Once activated, it grows rubbery and grasps for the nearest surface, changing itself to resemble the face of the priming sentient. The pocket face will last until your next rest and provides a LEVEL number of dice bonus to disguising yourself as the being you’re imitating. It does nothing for the rest of your body or mannerisms. The pocket face falls off and crumbles into dust once it’s spent.
SINGLE USE OR RECHARGEABLE: Single use
ITEMS (IF SINGLE USE) OR CHARGES (IF RECHARGEABLE): 6
“Hard enough to be yourself! Who learns to be somebody else? But I suppose there’s much you could find out from a face that considers you familiar. How does it know who to look like?” ~ Sanna, House of Tumbling Rouge, LH2
NAME: Feverglass
PROPERTIES REQUIRED: HOT + LIGHT
DESCRIPTION: It’s a bomb, a big one, and a serious problem for anyone once it’s been activated. While inert, feverglass is quite pretty: a thick, transparent sphere filled with sparkly gold fluid. Once the surface is cracked (requires a basic attack), the fluid turns dark purple and begins to produce smoke.
You have 30 seconds to get rid of it and get at least 300 feet away or someone will have to haul your Rings back to town. Feverglass destroys everything in its radius down to fine flakes (aside from Rings), leaving a perfectly spherical crater coated in the ash of what remained.
Feverglass is a last ditch tool – when something absolutely has to be destroyed – and only trusted Hands are allowed to carry one.
SINGLE USE OR RECHARGEABLE: Single use
ITEMS (IF SINGLE USE) OR CHARGES (IF RECHARGEABLE): 1
“Everyone thinks feverglass is ours and it’s not. The Baxen did that one – something about solar fission? I dunno. I don’t care how bad things get, I’m not carrying one and I won’t work with a cohort that does. Shows a lack of creative problem solving.” ~ Corenvall, College of Misfits, LH4