Legendary Greece is a recursion seeded from the myths and legends of ancient Greece.
Level: 1d6+3
Origin: Legendary Greece (mythological)
Law: Magic
Form: Gold-hued shield
Effect: In addition to the asset on Speed defense rolls the user has while bearing the shield, the difficulty of her Speed defense rolls is decreased by a further two steps.
Depletion: 1 in 1d20 (check per day of use; if depleted, the shield fades away, perhaps recalled to Mount Olympus)
Level: 1d6+3
Origin: Legendary Greece (mythological)
Law: Magic
Form: Galley (Greek warship)
Effect: This vehicle can cut through the sea under its own power at speeds of up to 100 miles per hour (160 kph) in calm or stormy weather without risk of capsizing. Once per day, the Argo will provide the answer to one question to whoever stands in the prow and asks. If the Argo is threatened with destruction, the goddess Athena might appear and offer protection to those who travel within the craft, though she probably does so only once.
Finally, the Argo can sail between recursions, but only those that operate under the law of Magic. It might be able to sail into the Strange.
Depletion: 1 in 1d20 (Check per day of sailing; if depleted, the ship continues to function as a normal galley until the next time it is blessed by Athena.)
Level: 1d6+3
Origin: Legendary Greece (mythological)
Law: Magic
Form: Laurel wreath
Effect: If the wearer would become debilitated or die, the crown prevents it by instantly restoring health (to a creature or an NPC) or points to a Pool (to a player character). If the wearer would die of old age, disease, or poison, the crown prevents it by rolling back the clock by a few decades, clearing the disease, or denaturing the poison. The crown is ineffective in preventing death when it comes from extreme sources, such as falling into lava, the sun, a singularity, and so on, or being struck by Death's scythe or some other divine implement specifically designed to kill.
Depletion: 1 in 1d20 (upon depletion, the crown fades away, perhaps recalled to Mount Olympus)
Level: 1d6+2
Origin: Legendary Greece (mythological)
Law: Magic
Form: Dark-hued helm
Effect: The wearer has an asset on Speed defense rolls. In addition, she can become invisible for one minute, which decreases the difficulty of stealth tasks by two steps and grants the possibility of making a surprise attack against an enemy. While the wearer is invisible, attacking another creature doesn’t disperse the effect, which means that a foe is effectively blind when attacking and defending against her.
Depletion: 1 in 1d20 (check per use of invisibility; if depleted, the helm fades away, perhaps recalled to Mount Olympus)
Level: 1d6+1
Origin: Legendary Greece (mythological)
Law: Magic
Form: Burlap bag containing a handful of teeth
Effect: If a dragon’s tooth is drawn from the bag and cast upon the earth, a soldier outfitted as an ancient Greek warrior (whose level is equal to the artifact level) appears, ready to fight for the user for up to ten minutes before going his own way. The user can draw several teeth at once from the bag, but each tooth drawn requires a separate depletion roll.
Depletion: 1 in 1d10
Level: 1d6+2
Origin: Legendary Greece (mythological)
Law: Magic
Form: Rod tipped with solid gold finger
Effect: Anything touched by the rod is turned to solid gold for twenty-four hours, after which time the target dissolves into dust.
Depletion: 1 in 1d20 GM Intrusion: The character must make a difficulty 3 Might defense roll or be turned to gold.
Level: 1d6+2
Origin: Plato's Republic (mythological)
Law: Magic
Form: Gold band inscribed with Greek characters
Effect: The wearer of the ring becomes invisible until the ring is removed. Each minute the ring is worn, the wearer must make a difficulty 3 Intellect defense roll. On a failed roll, she is driven to steal something, trip someone, or take some other malicious action unlikely to be tied back to her since she can't be seen.
Depletion: 1 in 1d00
Level: 1d6+2
Origin: Legendary Greece (mythological)
Law: Magic
Form: Winged sandals of golden hue
Effect: The sandals give the wearer different movement abilities, as follows.
Depletion: 1 in 1d10 (check per use of ability to travel a mile in one round)