
Capsules. Almost all items, regardless of their size, can be stored within a Capsule. It’s due to this reason that the DBU system does not care about weight or how much you carry, since it can all be conveniently stored within Capsules. Capsules are sorted by the size of the item inside, and can be of varying rarities.
At Character Creation, feel free to speak to your ARC about having mundane items stored within capsules that add flavor to your character, such as Trunks having a cooler full of drinks. Some ARCs may even reward your creativity in using them later.
Destroying Basic Items. You can spend 1 Action to destroy a Basic Item you possess, but doing so triggers the Exploit Maneuver. If you are hit by the Exploit Maneuver when you use this effect, you not only fail to destroy the Basic Item but also drop it.
To destroy a Basic Item possessed by someone else that you know of, you can make a Called Shot against that Basic Item. If you hit, that character takes no Damage but the Basic Item is destroyed.
Technology. As Basic Items can cover such a wide range of items, it’s important to clarify that some are astounding pieces of technology – making it hard to replicate them through magical means without the proper know-how. Any Basic Item that has the [Tech] tag after its name is Technology.
Medicine. A Basic Item with the [Med] tag after its name is medicine, requiring a Medicine Skill Check of the Craft DC to create it through the Create Maneuver or through Magic Materialization.
Basic Items
Animorphaline (Bad Batch) [Med]: An experimental drug that turns you permanently into an anthropomorphic animal.
–Craft DC: Master
–Effects: Spend an Action to consume this Basic Item and, if you meet the Racial Requirement, gain the Beast-Man Factor. You must select the Part-Beast Factor Trait, replacing a Secondary Racial Trait of your choice.
Animorphaline (Perfect) [Med]: A refined medicine that temporarily gives you animal features.
–Craft DC: Grandmaster
–Effects: Spend an Action to consume this Basic Item and, if you meet the Racial Requirement, gain the Beast-Man Factor until the end of the Combat Encounter. You must select the Part-Beast Factor Trait, replacing a Secondary Racial Trait of your choice for the remainder of the Combat Encounter (you regain that Secondary Racial Trait afterwards).
Bomb [Tech]: An explosive device that you place in a specific location.
–Craft DC: Qualified
–Effects: When you create this Basic Item, record your Scholarship Modifier. Then, select a trigger:
- Remote Controlled. You can trigger this Bomb using a Remote Control Basic Item.
- Timed. When you place this Bomb, you can select any number of Combat Rounds. This Bomb will trigger once that number of Combat Rounds have passed.
- Proximity. After you have placed this Bomb, if any Character except the Character that placed this Bomb moves on a Square within a Sphere AoE (centered on the Bomb), the Bomb is triggered.
A Bomb can be placed on any Square, Feature, or unoccupied Vehicle/Battle jacket by spending 1 Action while adjacent to your chosen position to place the bomb.
Once a Bomb is triggered, it uses the Basic Attack Maneuver of the Clearing (Energy) Profile as an Out-of-Sequence Maneuver, using the recorded Scholarship Modifier as its Damage Attribute for this Attacking Maneuver. A Bomb’s Strike Roll for this Attacking Maneuver will automatically succeed.
Caltrops: A handful of spikes you scatter across the ground to prevent pursuit.
–Craft DC: Qualified
–Effects: Select a Square within a Destructive Sphere AoE (centered on you). Create a Sphere AoE centered on that Square. Any Character (except those in a High Environment) who moves through any Square in that AoE has their Life Points reduced by 1d4(bT). This effect does not stack if they move through multiple Squares.
Capsule [Tech]: An item that can hold almost anything in it, keeping it in a compact, easy to carry device.
–Craft DC: Qualified
–Effects: You can store any Basic Item into a Capsule. Vehicles and Bases can also be stored within Capsules through the Capsule Quality. You cannot store a living thing or a Capsule within a Capsule.
You can spend 1 Action to throw the Capsule into an unoccupied Square within a Destructive Sphere AoE (centered on you). If you do, and there’s enough space for the size of the item, it appears instantly in that position with its central occupied square (if possible – any Square of your choice, if not) being the Square you threw the Capsule to.
Communicator [Tech]: A long-range communications device enabling real-time communication across vast distances.
–Craft DC: Apprentice
–Effects: With this device, you can communicate with anyone else that has a Communicator as long as they are within the same galaxy!
Anything that treats itself as a Communicator can contact Communicators or one another in the same way.
Crystal Ball: A mystical orb of glass or precious mineral that is purported to give some people the ability to see into the unknown…
–Craft DC: Expert
–Effects: A fortune teller’s ball that can be made to float with magical abilities, allowing you to ride upon it or use it to see far away things. If you possess the Second Sight Unique Ability, you may project it onto the Crystal Ball so that everyone within your nearby vicinity can see what you’re seeing. If you do not possess the Unique Ability, you can make an Use Magic Skill Check with a Difficulty Category of Expert. If you fail, nothing happens. If you pass, you may use the Second Sight Magical Ability through the Crystal Ball even if you don’t have access to it. Additionally, while holding this item, when making a Clairvoyance Skill Check, you may use the Skill Bonus of your Use Magic Skill instead.
If attempted to be created through Magical Materialization, the Craft DC for this item is Qualified.
Dragon Radar [Tech]: A radar for finding the notorious Dragon Balls.
–Craft DC: Master
–Effects: A portable device that helps you locate Dragon Balls by scanning for the electromagnetic pulse emitted by them. Notably, the radar gives a visual representation of depth and height, but it doesn’t give actual values for those metrics. Pressing the button on the top causes the view to zoom in and show a more detailed map of the area, helping narrow down the precise location. The radar can locate Dragon Balls at great distances, such as across a continent, planet, or even the universe.
You gain access to the Item Search Adventure Maneuver, but you can only target a Dragon Ball with its effects.
Flash Bang [Tech]: A thrown weapon that blinds and deafens targets.
–Craft DC: Qualified
–Effects: Spend 1 Action to target a Square within a Destructive Sphere AoE (centered on yourself). Make a Clash (Impulsive) against all Characters within a Sphere AoE of your targeted Square. If you win, they gain the Blinded Combat Condition until the start of your next turn.
Grenade [Tech]: A hand-held explosive that you lob at an enemy.
–Craft DC: Qualified
–Effects: When you create this Basic Item, record your Scholarship Modifier. When using the Throw Maneuver, that Attacking Maneuver has a Minor Sphere AoE (centered on the initial target of this Maneuver) and the Damage Attribute for that Attacking Maneuver is the Scholarship Modifier recorded when this Basic Item was created, but this Basic Item is destroyed after concluding the Maneuver.
Key: A tool to open a lock, this item is practically a necessity for any home.
–Craft DC: Qualified
–Effects: When you create this Key, you must target a Base’s Door where you are the Owner, or a Basic Item you created that requires it. This Key only works on that chosen target.
Longevity Supplement: An aid to health, this item extends your expected lifespan.
–Craft DC: Expert
–Effects: You can spend 1 Action to consume this item. If you do, stop suffering from the Fatigued or Stress Exhaustion Combat Conditions. You can only use this Basic Item once per Combat Encounter.
Medicine [Med]: A drug designed to treat your wounds.
–Craft DC: Qualified
–Effects: Spend an Action to consume this Basic Item and regain 2d10(bT) Life Points. If you were suffering from the Poisoned Combat Condition, remove that Combat Condition.
Net: A grid of rope created to capture and secure a target.
–Craft DC: Expert
–Effects: Upon creating this Item, record your Scholarship Modifier, substitute your Might with this recorded Scholarship Modifier for any Might Clashes made through the effects of this Basic Item or the Pinned Combat Condition inflicted through it.
Spend 2 Actions to target a Character who is not at Long Range. Make a Clash (Energy Strike/Magic Strike vs Dodge). If you win, reduce their Defense Value by 1(T) until the end of your next turn and make a Might Clash against that same Character. If you win, that target is Pinned.
Performance Enhancer [Med]: A powerful medication that improves your athletic prowess.
–Craft DC: Master
–Effects: Spend an Action to consume this Basic Item and enter the Doping Enhancement (even if you do not have access to it) for 3 Combat Rounds.
Poison Vial: A vial containing a deadly poison to use against your enemies.
–Craft DC: Expert
–Effects: When you create this Basic Item, it has 1d6 Poison Drops. You may spend 1 Action and 1 Poison Drop to Poison a Weapon. A Poisoned Weapon inflicts the Poisoned Combat Condition to a Character if you knock them through a Health Threshold with an Attacking Maneuver using that Weapon.
A Weapon stops being Poisoned at the end of the Combat Encounter.
Remote Control [Tech]: A portable device capable of wireless communication with the advanced computational systems of a Battle Jacket, allowing for remote operation.
–Craft DC: Expert
–Effects: Upon creating this Basic Item, select an Item (Bomb/Collar/Vehicle/Battle Jacket) you possess for it to be connected to. This Remote Control can be used to control that Item, allowing you to spend your Actions as if you are Piloting a Vehicle or Battle Jacket that can be controlled with this Remote Control. For a Bomb, you can spend 1 Action to trigger that Bomb. For a Collar Accessory, you can spend 1 Action to trigger the effects of that Accessory.
You cannot use this effect if the Vehicle or Battle Jacket has a Pilot.
Rice Cooker [Tech]: An electric pot designed to cook rice to delicious perfection.
–Craft DC: Apprentice
–Effects: This item can cook rice. Upon gaining this Basic Item and at the start of every Combat Encounter, roll a 1d10. If you score a 10 on this roll, gain a Snack Basic Item. Additionally, it can be used as a container for the Sealing Unique Ability. While acting as a container, it cannot produce the Snack Basic Item through its effects.
Sake Bottle: A flask, gourd, or other drink container which you can fill with your choice of drink.
–Craft DC: Qualified
–Effects: When you create this Item, roll a 1d10. The result is the amount of Alcohol within the Sake Bottle. You can spend 1 Action and 1 Alcohol to enter the Drunk Special State until the start of your next turn.
You can refill your Sake Bottle while Adventuring, but when it has no Alcohol left in it, it can be used for the Sealing Unique Ability.
Scout Scope [Tech]: A handheld device capable of indicating a combatant’s individual combat strength.
–Craft DC: Apprentice
–Effects: You can spend 3 Actions to attempt to scan the strength of another Character. Any Character that is using the Holding Back Maneuver or is aware of the scanning can make a Qualified Concealment Skill Check. If they succeed, nothing happens and they automatically succeed on any further Concealment Skill Checks to avoid being spotted by a Scout Scope for the remainder of the Combat Encounter. If their number of Holding Back stacks would decrease below their current number, they lose this benefit. If they fail, you become aware of their current Tier of Power. If their current Tier of Power is the same as their base Tier of Power, you also learn of their Power Level.
While you hold this Basic Item, you have access to the Scan Adventuring Maneuver.
Sealing Bottle: A small, leak-proof bottle designed for long-term storage.
–Craft DC: Expert
–Effects: A bottle that can be used to hold a small amount of liquid. Additionally, it can be used for the Sealing Unique Ability. This Item doesn’t require the Sealing Talisman, but you still must spend 1 Action to seal the Item.
Sealing Talisman: A mystical charm crafted to blockade or trap evil spirits.
–Craft DC: Qualified
–Effects: You can spend 1 Action to apply it to a container holding a Character sealed with the Sealing Unique Ability. If you do so, they are sealed indefinitely until the seal is removed. The seal can be removed by an attack with a Called Shot or by spending 1 Action to remove it when adjacent to the container.
If attempted to be created through Magical Materialization, the Craft DC for this item is Apprentice.
Smoke Bomb: A mixture of black powder and chemicals set to ignite upon physical impact, this object creates a thick black cloud of smoke when used.
–Craft DC: Apprentice
–Effects: You may spend 1 Action to throw the Smoke Bomb at any Square within a Destructive Sphere AoE (centered on you). Create a Destructive Sphere AoE centered on your chosen Square. In this AoE, create an Obscuring Fog. All Attacking Maneuvers made against Characters within the Obscuring Fog or by Characters within the Obscuring Fog have the Dice Score reduced by 5(bT). Reduce this penalty by 1(bT) for every Skill Rank you have in the Clairvoyance Skill.
Snack: A delicious and satisfying treat to keep you going when your energy is low.
–Craft DC: Apprentice
–Effects: You can spend 1 Action to consume this Item and regain 1d10(bT) Life and Ki Points.
Taser [Tech]: A handheld object that can be used to incapacitate an enemy.
–Craft DC: Qualified
–Effects: You can spend 1 Action while you possess this Item to target a Character within your Melee Range. Make a Clash (Strike vs Strike/Dodge). If you win, that Character is knocked Prone until the start of your next turn. They cannot remove the Prone Combat Condition inflicted by a Taser until then.
You can increase the Craft DC to Expert to increase your Melee Range by 3 when using this Basic Item.
Torch: A handheld light source you can carry with you.
–Craft DC: Novice
–Effects: You can spend 1 Action to turn on a Torch. While you are holding a Torch, you are a Light Source. Increase the Light Level of all Squares within a Sphere AoE (centered on you) by 1 Level.
Special Basic Items
Special Basic Items cannot be obtained by Crafting and can only be gained from your ARC.
Bag of Senzu Beans: A bag containing the miraculous Senzu Beans.
–Effects: You can spend 1 Action to consume a Senzu Bean or feed it to an adjacent, Defeated Character. Consuming a Senzu Bean removes all Combat Conditions (except Pinned or Suffocating) and you fully regain your Life and Ki Points, up to their maximum.
Bags of Senzu Beans come in various sizes:
- Small. Roll a 1d4, that’s how many Senzu Beans are in the bag.
- Standard. Roll a 1d6, that’s how many Senzu Beans are in the bag.
- Large. Roll a solid 1d10, that’s how many Senzu Beans are in the bag.
- Extra Large. Roll a 2d6, that’s how many Senzu Beans are in the bag.
Dragon Ball: One of the magic dragon balls. You can find them all.
–Effects: Dragon Balls come in sets of 2~7 balls. Once you gather all of them, you may spend all the Actions in your turn (minimum 3) to summon an Eternal Dragon in a Combat Encounter.
Ensenji: This powerful fruit bears the magical ability to restore you to full health, making you stronger in the process.
–Effects: You can spend 1 Action to consume this Basic Item. If you do, regain all of your Life and Ki Points, up to their maximum. Additionally, gain a stack of the Unlocked Potential Awakening as a Level 1 Temporary Awakening.
Energy-Suction Device: An item for gathering and storing energy, the utility of this item cannot be underestimated.
–Effects: While you possess this Item, gain access to the Power Drain Special Maneuver, but you may use its effects even if you are not in a Grapple. If you do, you must win a Clash (Physical Strike vs Strike/Dodge) against your target before using the effects of the Power Drain Special Maneuver. You do not regain any Ki Points from the Power Drain Special Maneuver used through this Item, however, but they are instead stored inside the Energy-Suction Device. You can spend 1 Action to regain any number of Ki Points that are stored in the Energy-Suction Device or, when making an Unarmed Energy or Magic Attacking Maneuver, you may instead spend the Ki Points stored in the Energy-Suction Device.
Fruit from the Tree of Might: A fruit from the legendary Tree of Might; tales tell of this fruit’s ability to make any warrior nigh-unstoppable.
–Effects: You can spend 1 Action to consume this fruit. When you do, completely restore all of your Ki Points and gain a stack of the Fruit’s Might Awakening as a Level 1 Temporary Awakening.
Medibugs: These bugs have medicinal properties when consumed. Slimy, but satisfying.
–Effects: Upon gaining this Basic Item, select up to 1d6 Medibugs from the categories below. You gain those Medibugs. You can spend 1 Action to consume a Medibug and apply the benefits listed:
- Revive Bug. Regain Life Points and Ki Points up to their maximums.
- Achichi Bug. Remove any stacks of Damage Over Time and/or the Broken Combat Condition.
- Zutsu Bug. Remove the Impaired and/or the Impediment Combat Conditions.
- Beaut Bug. Increase your Persuasion Skill Checks by 2 for an hour.
- Join Bug. You can spend 1 Action to split a Join Bug in half and give the other half to a Character within a Destructive Sphere AoE (centered on you). Then, you may spend 1 Action to consume this half of the Join Bug. If a Character consumes the other half of that Join Bug, you immediately combine together as an Out-of-Sequence Maneuver, forming a Fusion on a Square adjacent to one of you through the Merge Fusion Method.
Saibamen Capsule: A container for seeds, these alien plants grow quickly into semi-intelligent creatures capable of following basic instructions.
–Effects: When you first gain this Basic Item, roll a 1d8. The Dice Score is the amount of Saibamen you possess. You can spend 1 Action to plant a Saibamen Seed. At the start of the next Combat Round, all Saibamen Seeds planted during this Combat Round will sprout on any Square within 2 Squares of you (you decide) and turn into a number of Saibamen equal to the number of seeds planted.
Saibamen are Minions made through the Minion Creation Rules and must select Saibamen as their race.
Teleport Remote: Via this magical device, you are able to teleport yourself directly to a specific person, or teleport that person to you.
–Effects: Upon gaining this Special Item, a Character is assigned with this. By spending 1 Action, you may either move to a Square of your choice adjacent to that Character, or move that Character to a Square of your choice adjacent to you.
Universe Seed: A potent seed which possesses extraordinary powers great enough to transcend reality and spawn new universes.
–Effects: This Special Basic Item must be charged by engaging in battle with powerful beings. Your ARC will decide the level of charge within the Universe Seed. Once you reach a Partial Charge, you gain access to the Ultimate Being Legendary Form. Once you reach a Full Charge, you gain access to the Godslayer Legendary Form.
By those with the capabilities, it can also be used for its original purpose once it has reached a Full Charge: growing a Universal Tree and creating a new universe…
Accessories
Accessories are additional pieces of worn equipment that grant some additional effect. Accessories are Basic Items that can be equipped and apply benefits while equipped.
You can only equip up to 2 Accessories at once. You can spend 1 Action to equip or remove an Accessory. You cannot wear two of the same Accessory, nor benefit from the same Accessory’s effects twice (even if it was Integrated).
Armored Gloves: These gloves contain metal plates that provide wrist and forearm protection.
–Craft DC: Expert
–Effects: Increase your Damage Reduction by 1(bT).
Battle Jacket Belt [Tech]: A mechanical belt not unlike a Capsule, this item unfolds into or releases an armored suit or mecha with you as the Pilot!
–Craft DC: Master
–Effects: When you first gain/craft this Accessory, select a Battle Jacket you possess. That Battle Jacket is Stored within this Accessory.
If there’s enough space for the Square Occupancy of the Stored Battle Jacket, you may spend 1 Action while wearing the Belt to make it appear instantly on your position, or return the Stored Battle Jacket in your Belt, if you are piloting the Stored Battle Jacket or on an Adjacent Square. If you make the Battle Jacket appear in your position, you automatically enter this Battle Jacket through this effect.
Bloodstained Accessory: A piece of cloth or keepsake stained with the blood of a fallen comrade used to remind you what you’re fighting for.
–Craft DC: N/A
–Effects: While wearing this Accessory, you can also enter the Determined State until the end of your turn when you enter the Raging State. You can only use this effect once ever.
Additionally, increase your Morale Saves by 1(bT).
You cannot craft this Accessory. When an Ally dies, you may take an Accessory they possess or tear off a piece of their Apparel by spending 2 Actions beside them. If you do, that Accessory or piece of Apparel becomes a Bloodstained Accessory.
Bunny Ears: This bunny-eared headband makes you look cool, and you feel faster somehow.
–Craft DC: Apprentice
–Effects: Increase the wearer’s Normal Speed by 1(bT) and their Boosted Speed by 2(bT).
Champion Belt: A belt of leather and gold indicating a win in a tournament of some kind, marking your martial prowess.
–Craft DC: Master
–Effects: Increase your Morale Saving Throw by 1(bT) and increase all Skill Checks that use your Personality Score by 2.
Eyeglasses: A piece of eye-wear designed to correct poor vision.
–Craft DC: Apprentice
–Effects: When you gain or create this Accessory, you must declare an Intended Character. If you’re the Intended Character, increase the Natural Result of any Perception Skill Check by 1 while wearing this Accessory.
If you’re not the Intended Character, reduce the Natural Result on any Perception Skill check made relying on sight by 1 while wearing this Accessory.
Eyepatch: Created with the intention of hiding a damaged eye, these are often worn by fierce warriors or cutthroats; either way, they indicate that the wearer is quite dangerous.
–Craft DC: Apprentice
–Effects: Decrease the Natural Result of any Perception checks made that rely on sight by 1, but in return increase the Natural Result of any Intimidation checks by 1.
Fashionable Accessories: This collection of pins, jewelry, sashes, and other assorted wearable items is the perfect accent to your everyday wear, making you feel like a million zeni.
–Craft DC: Qualified
–Effects: Increase your Morale Saving Throws by 1(bT) while wearing Standard Clothing in addition to this Accessory.
Flowing Fashion: You wear a scarf or cape, making you look like a true hero!
–Craft DC: Expert
–Effects: Increase the Dice Score for any Skill Checks with your Performance Skill by 2. Increase your Combat Rolls by 1(bT) until the end of your next turn when you use the Hype Maneuver.
Galactic Receiver [Tech]: A specialized Communicator worn on the ear, this device serves as an aid to hearing as well.
–Craft DC: Qualified
–Effects: When you roll a Perception Skill Check related to your hearing, increase the Natural Result by 2. This Accessory also serves as a Communicator.
Helmet: Protective headgear that reduces the risk of injury.
–Craft DC: Expert
–Effects: Increase your Damage Reduction by 1(bT). Additionally, increase your Bluff Skill Checks by 2.
Hologram Projector [Tech]: Large, comic book letters appear when you strike your opponent!
–Craft DC: Expert
–Effects: When using the Signature Technique Maneuver, you may use your Personality Modifier for the Damage Attribute of that Attacking Maneuver.
Jetpack [Tech]: This is a wearable device that allows flight to characters who cannot otherwise fly.
–Craft DC: Qualified
–Effects: A Jetpack has a Ki Point Pool of 30(bT), based on the creator’s Tier of Power at the time of creation. When you would spend Ki Points through the Movement Maneuver, remove them from the Jetpack instead. You gain access to the Soar Maneuver.
Ki-Sealing Handcuff [Tech]: These handcuffs are designed for super-powered fighters, allowing them to be restrained even by weaker foes.
–Craft DC: Grandmaster
–Effects: When this Accessory is created, you must create a Key Basic Item for this instance of the Accessory. You may spend 3 Actions to place this Accessory on a Defeated Opponent or a Character with the Oblivious Combat Condition, even if they are already wearing an Accessory. In the case of the latter, you must make a Skill Check (Stealth/Thievery vs Perception) to put the Ki-Sealing Handcuff on them.
While wearing this Accessory, you suffer from a stack of the Fatigued Combat Condition (that cannot be removed while you’re wearing this Accessory) and you cannot use any Transformation Maneuvers, Signature Techniques, Unique Abilities, Ki Wagers, or any Profile aside from Simple (Physical).
While wearing this Accessory, you cannot remove this Accessory and you cannot target this Accessory with a Called Shot.
If you possess the correct Key, you may remove this Accessory by spending 1 Action.
Mask: A false face that can be worn over your real face to protect your identity.
–Craft DC: Qualified
–Effects: Increase your Bluff Skill Checks by 2.
Metamo-Ring [Tech]: Possessing the properties of the Potara Earring and implemented through the Fusion Dance, wearing this ring allows for an easily accessible, albeit weaker, Fusion.
–Craft DC: Grandmaster
–Effects: When you use the Metamoran Fusion Dance Unique Ability, if you target another Character with a Metamo-Ring equipped, you both automatically succeed at Performance Skill Check for the Metamoran Fusion Dance, but you use the EX-Fusion Fusion Method instead of Metamorese Fusion.
Micro Band [Tech]: A watch that allows you to shrink.
–Craft DC: Master
–Effects: At the cost of 1 Action, you may reduce your Size Category to the Tiny or Nano Size Category. You can spend 1 Action to return to your base Size Category.
Oven Mitt: A padded mitten designed to protect one’s hand from being burned.
–Craft DC: Novice
–Effects: You can’t use the Energy Focus Aura while wearing this Accessory. Increase your Damage Reduction against Attacking Maneuvers of the Elemental (Fire) Profile by 1(bT).
Sash: A flowing piece of fabric, typically worn hanging free from the waist or around one shoulder.
–Craft DC: Qualified
–Effects: Increase your Impulsive Saving Throws by 1(bT).
Scouter [Tech]: A more advanced, wearable version of the Scout Scope, this one functions as a Communicator as well.
–Craft DC: Qualified
–Effects: You can spend 1 Action to attempt to scan the strength of another Character. Any Character that is using the Holding Back Maneuver or is aware of the scanning can make a Qualified Concealment Skill Check. If they succeed, nothing happens and they automatically succeed on any further Concealment Skill Checks to avoid being spotted by a Scouter for the remainder of the Combat Encounter. If their number of Holding Back stacks would decrease below their current number, they lose this benefit. If they fail, you become aware of their current Tier of Power. If their current Tier of Power is the same as their base Tier of Power, you also learn of their Power Level.
If a Character has a Tier of Power of 2+ and they use the Power Up Maneuver or Transform Maneuver while within 15 Squares of you, your Scouter malfunctions and is destroyed. You can increase the Tier of Power requirement by +1 by increasing the Scouter’s Craft DC to Expert and you can increase the Craft TN to Master to create a model of Scouter that does not break but cannot give you information about a character who has a current Tier of Power of 4+.
While you have this Accessory equipped, you have access to the Scan Adventuring Maneuver. The Scouter also functions as a Communicator.
Sheath/Holster: You can store a Weapon in this Accessory for ease of travel.
–Craft DC: Qualified
–Effects: When you unsheathe your Weapon for the first time in a Combat Encounter, increase your next Strike Roll made for an Armed Attack with that Weapon during this Combat Round by 2(T).
At the end of each Combat Encounter, if you sheathe your Weapon, that Weapon regains 1/4 of its Life Points. This effect does not apply if the Weapon is destroyed.
Shock Collar [Tech]: This collar is designed to emit an electric shock when the corresponding remote is triggered.
–Craft DC: Expert
–Effects: This Accessory is connected to a Remote Control. If the Remote Control triggers the effects of a Shock Collar, reduce your Life Points by 1/5 of your Maximum Life Points. If you are knocked through a Health Threshold by this effect, you are knocked Prone.
Sunglasses: A pair of glasses designed to darken one’s vision to protect against bright light.
–Craft DC: Apprentice
–Effects: Ignore the effects of the Solar Flare Unique Ability and treat the Light Level as if it was 1 lower for you.
Suppression Crown [Tech]: Designed to prevent a rampaging fighter from going out of control, this cruel device weakens their combat abilities.
–Craft DC: Master
–Effects: Reduces the power of the wearer’s Transformations. Reduce the Attribute Modifier Bonuses (AG/FO/MA) of all Forms by 1(T). If the wearer would attempt to transform into a Legendary Form, increase the Stress Test Requirement by 4.
If they still make the Stress Test and successfully transform into a Legendary Form, destroy this Accessory.
Time Breaker Mask: A unique kind of mask used by the Time Breakers, this mask asserts control over an individual, allowing you to make them do as you please.
–Craft DC: Grandmaster
–Effects: A Time Breaker Mask can only be created through the Magical Materialization Magical Ability. Increase your Bluff Skill Check by 2 and gain the Time Breaker Awakening as a Level 2 Temporary Awakening. You do not lose that Awakening while this Accessory is equipped, but you lose it the instant this Accessory becomes unequipped.
Transformation Device [Tech]: A watch or other small, easily hidden device that allows you to quickly change your outfit and take on a new identity!
–Craft DC: Master
–Effects: Gain access to the Hero Enhancement Power while you’re wearing this Accessory.
Trucker Hat: A typical ball cap worn by those who drive for a living, these are hardly fashionable, but they do serve to keep the light of your eyes.
–Craft DC: Qualified
–Effects: Increase the Dice Score for any Skill Checks with your Pilot Skill by 2. Increase the Wound Rolls of any Blitz Attacking Maneuver made as the Pilot of a Vehicle by 2(bT).
Space Helmet [Tech]: An airtight helmet that offers you breathable air.
–Craft DC: Expert
–Effects: While you are wearing this Accessory, ignore Unbreathable Environments.
Special Accessories
Some Accessories can be Special Basic Items (see above), these Accessories follow the typical rules for Special Basic Items.
Potara Earring: A divine artifact of the Kaioshin, these earrings allow the Kaioshin great power via Fusion in times of need, and can be used in conjunction with other Kaioshin artifacts.
–Effects: Potara Earrings come in a set of two. When two people are wearing each piece of a Potara Earring set on opposite ears, they use the Potara Fusion Method as an Out-of-Sequence Maneuver.
Soul Potara Earring: A unique variant of the Potara Earring that allows you to merge with a willing partner.
–Effects: You gain access to the Absorption Special Maneuver. If you would unequip this Accessory, you lose any stacks of the Absorption Awakening and free any Characters who were stored there.
Tertian Oculus: A magical prosthetic third eye that you can embed in your forehead, granting you great power.
–Effects: You gain access to the Demonic Third Eye Legendary Form.