Completion
Adds +1 to Intelligence (increased Intelligence does not have a direct in-game benefit, but some tokens have a minimum Intelligence requirement which this token could help fulfil), +1 to Wisdom (thus, depending on prior Wisdom score, either 0/+1 to Will saving throws), +1 to Charisma (If your character has a Charisma of 16 or higher, you may equip up to two Figurines of Power.)
Imbues the wearer with Psychic Power and gives access to the next higher tier of powers. This item cannot grant access to a power tier above 7.
Psychic Power
Players wishing to use a Psychic Power must unlock their character’s Psychic Potential by equipping a token that imbues Psychic Power before the start of their adventure. The coach will note on the party card when a character has Psychic Potential.
This belt allows the wearer to retrieve and use either one oil or one salve as a Free Action once per combat. It does not work in conjunction with other liquids, gels, or potions.
This belt only works for its owner, but the oil/salve may be applied to the owner/owner’s equipment or on another willing target’s body/equipment. However, if used on another person or on another person’s equipment, it uses up that person’s Free Action for that round in addition to the owner’s Free Action.
Adds +2 To Hit and +2 Damage to melee attacks made by the wearer. It has no effect on missile attacks or spells.
Adds +2 to Dexterity (thus adding +1 To Hit with Ranged attacks, +1 to AC, and +1 to Reflex saving throws) and +1 Damage with Ranged attacks