For GMs who need trinkets on the fly. Organized by rarity.
Common Trinkets (d100)
| d100 | Name | Description |
|---|---|---|
| 1 | Common Healing Injection | Inject to heal 2 HP |
| 2 | Common Calming Patch | Apply to relieve 2 stress |
| 3 | Sparkler Twig | Burns like sparkler 10 min, colorful light |
| 4 | Exploding Confetti Popper | Minor damage + confetti in 5ft |
| 5 | Flashy Bang | Blind Close range, temporarily vulnerable, loud noise |
| 6 | Smoky Bang | Drop at feet to gain Hidden condition |
| 7 | Fakey Light Show (Sleeping Cat) | Illusion of sleeping cat for 1 min |
| 8 | Fakey Light Show (Cake) | Illusion of cake for 1 min |
| 9 | Fakey Light Show (Dancing Banana) | Illusion of dancing banana for 1 min |
| 10 | Echo Stone | Records 10 sec audio, plays once then breaks |
| 11 | Sneeze Spray | Target in melee becomes temporarily vulnerable from sneezing |
| 12 | Giggling Pebble | Thrown, emits giggling where it lands, shatters |
| 13 | Portable Icey Patch | Creates 10ft radius ice puddle for 10 min |
| 14 | Flare Thingy | Bright red flare 100ft up, destroyed |
| 15 | Stride Potion | +1 next Agility roll |
| 16 | Bolster Potion | +1 next Strength roll |
| 17 | Control Potion | +1 next Finesse roll |
| 18 | Attune Potion | +1 next Instinct roll |
| 19 | Charm Potion | +1 next Presence roll |
| 20 | Enlighten Potion | +1 next Knowledge roll |
| 21 | Ouchy Increaser | Add d6 to next weapon damage |
| 22 | Stale Gummy Bear | Rock hard, gain 2 Hope if swallowed |
| 23 | Darkvision Monacle | See in darkness for 1 hour, then shatters |
| 24 | Unstable Boomy Thing | Throw Far, 1d20 magic damage, destroyed |
| 25 | Potion with a bear on it | Choose one additional downtime move |
| 26 | Unrecognizable Clay | Alter face until next rest |
| 27 | Sticky Hook Shot | Shoot Far, pull there, device breaks |
| 28 | Flashlight | Beam of light 1 hour, then burns out |
| 29 | Light Ball | Light in all directions 1 hour, then dims |
| 30 | Vial labelled “Axe” | Prevents tracking until next rest |
| 31 | Can of SPAM | Clear all Stress, gain 1d4 Hope |
| 32 | Sticky Jelly | Glue two objects permanently |
| 33 | Tangled Cables | Trap small creature (escape Attack 16) |
| 34 | Common Loot Box | Roll d12: 1-6 cheap item, 7-10 common trinket, 11-12 uncommon trinket |
| 35 | Spring-loaded Boot | Launch 30ft up, breaks on landing |
| 36 | Instant Tent | Expands to 4-person tent, collapses after 8 hours |
| 37 | Bubble Gum of Floating | Float gently down for 1 min |
| 38 | Mechanical Cat | Acts like cat for 1 min, then explodes (minor damage in melee) |
| 39 | Mountain Brew | Roll with Fear in combat, Fear given but spotlight stays |
| 40 | Floating Hammock | Use during short rest, clear all Stress, disintegrates |
| 41 | Puddle of Fire in a Can | Produces fire with spark |
| 42 | Paired Compasses | Point to each other for 1 hour |
| 43 | Glider | Deploy parachute, glide safely 10 min |
| 44 | Wiki Thingy | Crush for +1 to next Experience use |
| 45 | Memory Enhancer | During long rest, spend 2 Hope to recall domain card without Recall Cost |
| 46 | Instant Ice Block | 5ft cube of ice, melts after 1 hour |
| 47 | Magnetic Thingy | Attracts loose metal in 10ft for 1 min |
| 48 | Glow-in-the-dark Pebble | Faint green glow 1 hour, then dust |
| 49 | Squeaky Toy Mouse | Loud squeak once, distracts animals |
| 50 | Minor Evasion Charm | +1 Evasion against next attack, crumbles |
| 51 | Focusing Crystal | Crush to clear 1 Stress |
| 52 | Swift Step Salve | Increase movement by 1 range for next action |
| 53 | Ablative Scrap | Reduce incoming damage by 1d4, destroyed |
| 54 | Lucky Coin | Add +1d4 to any action roll after seeing result |
| 55 | Sweet-smelling Candle | Burns 10 min, scent of cookies |
| 56 | Sticky Gloves | +1 grip strength 10 min |
| 57 | Pocket Fan | Refreshing breeze 10 min, snaps |
| 58 | Flavor Dust | Makes bland food gourmet |
| 59 | Bouncing Ball | Bounces high once, shatters |
| 60 | Temporary Tattoo | Cool glowing tattoo, washes off after a day |
| 61-75 | Roll for Uncommon Trinket | |
| 76-85 | Roll for Rare Trinket | |
| 86-95 | Roll for Very Rare Trinket | |
| 96-100 | Roll for Legendary Trinket |
Uncommon Trinkets (d20)
| d20 | Name | Description |
|---|---|---|
| 1 | Uncommon Healing Injection | Heal 4 HP |
| 2 | Uncommon Calming Patch | Relieve 4 stress |
| 3 | Armor Patch | Replenish 1 spent armor |
| 4 | Improved Ouchy Increaser | Add d8 to next weapon damage |
| 5 | Vibratium | Roll d6 equal to Agility, add highest to Evasion against attack |
| 6 | Gill Drill | Breathe underwater until next long rest, lose 1 HP |
| 7 | Big Unstable Boomy Thing | Throw Far, 2d20 magic damage |
| 8 | Patch of Bloodlust | Next successful attack critically succeeds |
| 9 | Acidpaste | Eats 5ft hole in 1ft thick non-magical wall |
| 10 | Vial Labelled “Da Bomb” | Poison, 2d10 direct physical damage |
| 11 | Cornstarch | Fiery breath, Instinct vs Close enemies, 2d20 physical |
| 12 | Bubble Shield | When taking damage, spend Hope to negate |
| 13 | Speaking Blocks | Two creatures communicate across any distance for 10 min |
| 14 | Compost Bag of Holding | Hold 5 cubic ft loose material |
| 15 | Glow up Stone | Memorize appearance, spend Hope to create illusion disguise |
| 16 | Keyhole Putty | Advantage on lockpicking Finesse |
| 17 | Thingy of Silence | Silent footsteps, advantage on stealth until next rest |
| 18 | Thingy of Resistance | Halve damage from attack |
| 19 | Uncommon Loot Box | d12: 1-6 cheap item, 7-10 uncommon trinket, 11-12 rare trinket |
| 20 | Nope Machine | When GM spends Fear, spend 4 Hope to cancel effects |
Rare Trinkets (d20)
| d20 | Name | Description |
|---|---|---|
| 1 | Rare Healing Injection | Heal 6 HP |
| 2 | Rare Calming Patch | Relieve 6 stress |
| 3 | Patch of Brief Invisibility | Invisible until next roll with Fear |
| 4 | Armor Stitcher | Spend any Hope to clear that many Armor Slots |
| 5 | Major Stride Potion | +1 Agility until next rest |
| 6 | Major Bolster Potion | +1 Strength until next rest |
| 7 | Major Control Potion | +1 Finesse until next rest |
| 8 | Major Attune Potion | +1 Instinct until next rest |
| 9 | Major Charm Potion | +1 Presence until next rest |
| 10 | Major Enlighten Potion | +1 Knowledge until next rest |
| 11 | Teleporter | Disappear and reappear at point within Very Far range |
| 12 | Even Better Ouchy Increaser | Add d12 to next weapon damage |
| 13 | Box named “BlackBerry” | Take spell/grimoire from vault, use once, return |
| 14 | Even Better Magic Increaser | Add d12 to next magic weapon damage |
| 15 | Huge Unstable Boomy Thing | Throw Far, 3d20 magic damage |
| 16 | Slowfall Thingy | Control falling speed for 5 min |
| 17 | Heavy Metal | Deafening echo, 6d8 magic to unprepared within Far |
| 18 | Shrinker | Halve size, +2 Agility -1 Proficiency until rest/choice |
| 19 | Grower | Double size, +2 Strength +1 Proficiency |
| 20 | Rare Loot Box | d12: 1-6 cheap item, 7-10 rare trinket, 11-12 very rare trinket |
Very Rare Trinkets (d20)
| d20 | Name | Description |
|---|---|---|
| 1 | Very Rare Healing Injection | Heal 8 HP |
| 2 | Very Rare Calming Patch | Relieve 8 stress |
| 3 | Magic Dice | Roll + d6: 5-6 clear 2 HP, 2-4 clear 3 Stress, 1 see veil of death and return with scar |
| 4 | Magic Wings | Fly for minutes equal to level (same limits as Winged Seraph) |
| 5 | Aether Rod | Suspended in place, ignores gravity, disintegrates on deactivation |
| 6 | Arcane Booster | Allies in Close range +1 Spellcast Rolls until end of combat/10 min |
| 7 | Very Rare Loot Box | d12: 1-6 cheap item, 7-10 very rare trinket, 11-12 legendary trinket |
| 8 | Paired Portal Projectors | Create portal between them for up to 2 hours |
| 9 | Anti-magic Area | Void up to Close range, no magic can be cast (existing effects continue) until end combat/10 min |
| 10 | Viney Bridge | Vines grow to point within Far, dissipate on short rest |
| 11 | Fakey Light Show (Precursor Airship) | Illusion of precursor airship for 1 min |
| 12 | Pocket Storm | Small raincloud follows for 1 hour, 5ft radius |
| 13 | Camouflage Field Generator | Blend into surroundings for 1 hour, advantage on stealth, disintegrates |
| 14 | Chronal Reverser | Rewind time by 1 minute, shatters |
| 15 | Aquatic Adaptation Module | Breathe underwater, communicate with aquatic creatures for 24 hours |
| 16 | Sunfire Detonator | Blind flash, all enemies within Far temporarily vulnerable, burns out |
| 17 | Silent Step Actuator | No tracks, no sound for 1 hour, move Far on action instead of Close |
| 18 | Titan Strength Stimulator | +3 Strength for 1 hour |
| 19 | Truth-Sight Lens | Reveal true form for 1 minute, shatters |
| 20 | Phoenix Revival Core | If reduced to 0 HP, return with half max HP, turns to ash |
Legendary Trinkets (d20)
| d20 | Name | Description |
|---|---|---|
| 1 | Legendary Healing Injection | Heal 10 HP |
| 2 | Legendary Calming Patch | Relieve 10 stress |
| 3 | Mini Dalmatian Spawner | 99 dalmatian puppies appear over 10 min |
| 4 | Inheritance Stone | If die while holding, ally takes card from loadout, stone crumbles |
| 5 | Big Red Button | Summon hailstorm of comets, 8d20 physical to all within Very Far |
| 6 | Cracked Chrono-Drive | Take extra turn, all enemies in Very Close stunned |
| 7 | Glowing Resurrection Fluid | Revive fallen ally at 0 HP to full HP, clear all Stress |
| 8 | Rusted Spatial Ripper | Cut portal to any previously visited location for 1 min |
| 9 | Unstable Core Fragment | 10d12 magic to all in Far range, zone of difficult terrain |
| 10 | Overclocked Neural Chip | Automatic Success with Fear on next 3 action rolls |
| 11 | Quantum Phase Shifter | Step out of reality for 1 min, untargetable but can’t affect world |
| 12 | Sentient Scrap-Bot Core | Give any mechanical device sentience and loyalty for 1 hour |
| 13 | Nanite Hive Canister | Construct permanent fortified barricade or bridge from scrap |
| 14 | Echo-Chamber Grenade | Capture sound/force of next attack, release as explosive |
| 15 | Singularity Engine Scrap | Localized black hole, pull enemies within Far to center, severe damage |
| 16 | Gravity-Well Emitter | Zone of intense gravity, enemies restrained until hard Agility check |
| 17 | Memory-Wipe Syringe | Permanently erase up to 1 hour of recent memories |
| 18 | Hyper-Density Stick | Next melee attack +6d12 physical, knock target Far away |
| 19 | Void-Touched Relic | Teleport self + up to 5 allies to prepared safe location |
| 20 | Phoenix-Spark Battery | Attach to ship/vehicle, if destroyed instantly rebuilds to full |