Item: Distracting Carapace
Your skin is studded with pieces of iridescent chitin that ripple like oil on water. When you move your body in a distracting way, your allies can take advantage to move stealthily. When you Aid an ally who is trying to Create A Diversion, instead of the usual effects of Aid, you can roll an Acrobatics or Performance check and use that result to determine the outcome of the diversion, instead of attempting a Deception check.
Trait Effects
Graft: An item that has the graft trait is a living tissue sample that has been implanted into a host. It’s permanently a part of the subject’s body and reduces the number of items that creature can invest per day by 1. Each graft has the invested trait to indicate this limitation—a graft is like an invested item that the host creature has no choice but to invest. If a creature gets a new graft when their limit on invested items has already been reduced to zero, the host body rejects the graft. Once fully implanted, a graft cannot take damage separately. If a graft is ever severed from the host body, it can be reattached by any effect that can typically reattach limbs or organs, such as the _regenerate_ spell. A grafter can remove a grant using the same process required to implant one, though this does not necessarily restore any organs replaced by the graft initially. Grafts typically require specialized storage conditions, such as alchemical tanks, to remain viable outside of a host. Grafts can usually be upgraded into their greater versions by having a grafter apply additional surgeries, mutagenic development, or similar medical procedures.
Invested: A character can invest only 10 magical items that have the invested trait. None of the magical effects of the item apply if the character hasn’t invested it, nor can it be activated, though the character still gains any normal benefits from wearing the physical item (like a hat keeping rain off their head).
Magical: Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.
Related Items
| Name | Level | Rarity |
|---|---|---|
| Camouflaging Chromatophores (Lesser) | 4 | Uncommon |
| Compound Eyes | 4 | Common |
| Bristling Spines (Moderate) | 3 | Common |
| Gliding Membranes (Lesser) | 3 | Common |
| Piercing Horn | 3 | Common |
| Sharpened Canines | 3 | Common |
| Slashing Claws | 3 | Common |
| Spry Sinews (Lesser) | 3 | Common |
| Squid Ink Sac | 5 | Common |
| Venom Glands | 3 | Common |
| Whip Tail | 3 | Common |
| Bioluminescent Stripes | 1 | Common |
| Bleeding Canines | 7 | Common |
| Bristling Spines (Greater) | 7 | Common |
| Bristling Spines (Lesser) | 1 | Common |
| Constricting Whip Tail | 7 | Common |
| Deadly Slashing Claws | 7 | Common |
| Gliding Membranes (Greater) | 7 | Common |
| Goring Horn | 7 | Common |
| Tubeworm Gland | 7 | Common |