Keyrings

For when you need to unlock an advantage

Keyrings, and especially the charms folks hang from them, are the real deal important shit. Few things are as important to people as the thing that holds their keys, no keys means no getting into your habicube, or into your store, or sometimes even across the tower. Keys aren't always tiny metal toothed sticks either, sometimes they're fobs, or cards. Given people always keep them around, a lot of folks have focused on getting useful, tiny effects that can hang off of them.

Defensive Keyring
Keyring, rare (requires installation)

This keyring projects a multipurpose protective field around the wearer, who gains a +1 bonus to AC and saving throws while wearing it.

Slippery Bastard's Keyring
Keyring, rare (requires installation)

While you wear this keyring, difficult terrain doesn't cost you extra movement. In addition, tech can neither reduce your speed nor cause you to be paralyzed or restrained.

Neuroshield Keyring
Keyring, uncommon (requires installation)

While wearing this keyring, you are immune to tech that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.

You can use an action to cause the ring to become cloaked until you use another action to make it visible, until you remove the ring, or until you die.

If you die while wearing the keyring, your mind is digitally replicated into it, unless it already houses a replicated mind. You can remain in the keyring or exit into the net. As long as your mind is in the keyring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.

Gravslip Keyring
Keyring, uncommon (requires installation)

While wearing this keyring, you can cast the hydraulic boost tech from it as a bonus action at will, but can target only yourself when you do so.

Hydromagnetism Keyring
Keyring, uncommon

While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.

Donker's Keyring
Keyring, rare, (requires installation)

This keyring stores up kinetic force from the user's movements in an implanted battery. The implanted battery holds 3 charges and regains 1d3 expended charges each day at dawn. You can hold forth the keyring and expend 1 to 3 charges to attack one creature you can see within 60 feet of you. The keyring produces a battering ram made of pure kinetic energy and makes an attack with a +7 bonus. On a hit, for each charge expended, the target takes 2d10 kinetic damage and is pushed 5 feet directly away from you.

Alternately, you can use the keyring for the function it is named for: breaking objects. You can expend 1 to 3 charges as an action to try and break an object you can see within 60 feet of you that isn't being worn or carried. The keyring makes a Strength check with a +5 bonus for each charge you spend.

Keyring of Memory
Keyring, Rare (requires installation)

This keyring stores Techs uploaded to it, holding them until the attuned wearer uses them. The keyring can store up to 5 levels worth of Techs at a time. When found, it contains 1d6 - 1 levels of uploaded Techs chosen by the GM.

Any creature can upload a Tech of 1st through 5th Level into the keyring by touching it as the Tech is used. The Tech has no Effect, other than to be stored in the keyring. If the keyring can't hold the Tech, it is expended without Effect. The level of the slot used to cast the Tech determines how much space it uses.

While wielding this keyring, you can cast any Tech stored in it. The Tech uses the slot level, Tech save DC, Tech Attack bonus, and Tech wielding ability of the original user, but is otherwise treated as if you used the Tech. The Tech cast from the ring is no longer stored in it, freeing up storage space.

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