This post is especially tailored to Beyond the Wall, and may be less useful if you’re using 5e or Pathfinder. It also starts with an aside to bring in a variation of attunement to the system, to keep characters from hanging on to every single minor miscellaneous item in case it ever proves useful.
Many magic items are “fortune-bound,” and do little or nothing unless the bearer chooses to make them a temporary part of her legend. The bearer must spend a fortune point for one to become tied to her fate (assumed to be spent automatically if kept between adventures, without reducing starting fortune for the next adventure). Each character may only sustain a number of fortune-bound items equal to her maximum fortune points; binding a new item past this limit requires letting another become unbound and inactive.
Certain powerful fortune-bound items may automatically bind to the wielder, forcing lesser items to unbind if it pushes the wielder over the limit, and may even take up more than one “slot” of fortune points. If you put on the One Ring, it’s not going to wait for you to willingly bind it first. But at least they don’t cost fortune points to bind.
Binding an item typically unbinds it to its previous owner, though not in all cases (particularly for powerful items).
In general, weapons, armor, and other such functional items are rarely fortune-bound, but some of their more esoteric abilities might be. Likewise, potions, scrolls, and such consumables also do not require binding: their magic is self-contained and consumed by use. Ultimately, most fortune-bound items are those that provide some kind of selective and intuitive ability: being bound to a wielder’s fortune not only sustains their magic, but allows them to function at the appropriate time (i.e., automatically when the player wants the bonus).
Characters may also take the following new trait:
Signature Item: You have made an item fully part of your own legend. If it is fortune-bound, it does not count against your fortune points (i.e., it’s an “extra” fortune-bound item). If it is lost, it will always find its way back to you. If it is given away, lost without hope of recovery, or broken beyond repair, a replacement of similar utility will eventually make its way to you.
Unless otherwise noted:
- All items below are fortune-bound and charged.
- The term “reroll” is shorthand for “expend a charge to reroll a failed roll that you just made.”
- Powers can be activated as a free action when they are appropriate.
The most minor versions of the item can hold one charge, and you can make more powerful versions by allowing them to have more charges. By default, charged items regain all their charges overnight, and may also be recharged by the wielder spending a Fortune Point. Items may, of course, instead regain charges by any mechanism that suits the GM’s whimsy (e.g., a charm of Protection that is only recharged when the wielder suffers the full effects of a critical hit).
The items are presented as form-agnostic powers: since they’re limited to 3-5 per character, body slots don’t particularly matter. If the rogue wants to wear five rings, each with a different power, she should feel free to do so.
- Animal Friendship: Reroll a Charisma check involving animals and other beasts of limited intelligence.
- Biting: Expend one or more charges to increase the damage you deal with an attack or spell by +2 per charge (after rolling damage); this can at most double the damage dealt.
- Blinking: Expend one or more charges as an action. You disappear from this reality into a nearby one. You cannot act while out of reality, but very few things can target you. You return to reality at the start of your turn after a number of turns equal to the charges expended.
- Cantrips: Reroll a check involving activating a cantrip.
- Crafting: Reroll a check involving crafting an item.
- Deception: Reroll a check involving telling a lie, maintaining a disguise, or sneaking.
- Health: Reroll a saving throw involving resisting a disease.
- Hunting: Reroll a check involving following tracks, noticing things in the wilderness, surviving in the wilderness, or finding game animals.
- Leadership: Reroll a Charisma check involving commanding or persuading followers.
- Manners: Reroll a Charisma check involving etiquette, politics, or otherwise fitting in (either at court or on the streets).
- Mind Shielding: Automatically expend a charge whenever subjected to a magical effect that would read your mind. That particular instance has no effect on you (e.g., if a spell, it would not work even with a long duration, but could be cast again).
- Natural Armor: Expend one or more charges as an action (or as a free action simultaneous with taking your first action after the start of a combat). Increase your AC by an amount equal to the expended charges for the next ten minutes.
- Perception: Reroll a Wisdom check involving noticing sensory data (actively or passively).
- Persuasion: Reroll a Charisma check involving persuading, intimidating, or seducing an intelligent being.
- Precision: Expend one or more charges immediately before making an attack roll to increase your result by +2 per charge expended.
- Presentation: Reroll a check involving a performance.
- Protection: Expend a charge to step down the success of an attack roll against you by one step (before damage is rolled) or step up the success of a saving throw you’ve made by one step (before the effects are declared) similar to the rules for sacrificing a shield.
- Recall: Reroll an Intelligence check involving a lore or knowledge.
- Regeneration: Expend a charge on your turn (maximum of one charge per turn) to heal hit points equal to your total level/hit dice.
- Resistance, [Energy Type]: Expend a charge to halve a single instance of damage you’re about to take of the particular type, after damage is declared.
- Rituals: Reroll a check involving casting a ritual.
- Seeing: Expend a charge to detect all hidden, illusionary, invisible, or out-of-phase things within a 100 square foot area within viewing range (it lasts for a turn and that’s enough for a careful scan of such an area). Depending on the form-factor of the item, this may require looking through it.
- Springing: Expend a charge to double the height and distance of a single jump.
- Stoneskin: Activate this item as an action. While active, each time you take damage, halve it and expend a charge. Deactivate the item as a free action on your turn (it deactivates automatically when all charges are expended).
- Striding: Expend a charge to double the distance you can move in a turn.
- Sustenance: Expend a charge to act as if you had a single nourishing meal (3 charges/day to go completely without food and water).
- Thievery: Reroll a Dexterity check involving locks, traps, sleight-of-hand, or sneaking.
- Vigor: Reroll a Strength or Constitution check involving athleticism or raw physical potence.
- Warmth: Expend a charge to ignore a single instance of damage to you from cold weather.