Item: Dragonfly Fulu
Activate F (concentrate)
Trigger You take the Leap action.
Tradition says the dragonfly fulu should be affixed to the upper back, like the wings of an insect. When you Activate this fulu, you gain a +2 status bonus to Athletics checks to High Jump or Long Jump for 1 minute. During this time, you can attempt an Athletics check to High Jump or Long Jump as a single action without the Stride requirement. You can also High Jump or Long Jump from a nonsolid substance, such as air or water, but if you use this power of the fulu, its effects ends after you jump.
Trait Effects
Consumable: An item with this trait can be used only once. Unless stated otherwise, it’s destroyed after activation. Consumable items include alchemical items and magical consumables such as scrolls and talismans. A character can Craft consumable items in batches of four.
Fulu: Fulus are small paper charms that can be affixed to a suit of armor, a shield, a weapon, a creature, or even a structure. Some fulus are composed of multiple such charms, taking effect only once all have been affixed. Normal fulus have effects immediately once affixed, while fulu talismans have an effect only once activated. Once a fulu has been activated, it lasts for the given duration and then burns out. Unless otherwise noted, fulus expire one year after being created, reverting to mundane paper. All fulus have the fulu and consumable traits. Fulus also have a tradition trait—either arcane, divine, occult or primal—determined by the magical tradition of its creator. For example, a fulu created by a priest would have the divine trait, whereas a witch who dabbles in fate might create a fulu with the occult trait. Some fulus also have the talisman trait, if they work similarly to talismans (such as being affixed to a suit of armor, a shield, or a weapon. Each fulu's stat block indicates the type of item or creature it can be affixed to. Affixing or removing a fulu requires using the Affix a Fulu activity, or the Affix a Talisman action instead if the fulu is also a talisman.
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.
Talisman: A talisman is a small object affixed to armor, a shield, or a weapon (called the affixed item). You must be wielding or wearing an item to activate a talisman attached to it. Once activated, a talisman burns out permanently.
Related Items
| Name | Level | Rarity |
|---|---|---|
| Escape Fulu | 7 | Common |
| Detect Anathema Fulu | 8 | Uncommon |
| Ghostbane Fulu | 6 | Common |
| Inventor's Fulu | 6 | Common |
| Fulu of the Drunken Monkey | 5 | Common |
| Fulu of the Stoic Ox | 5 | Common |
| Poracha Fulu | 5 | Uncommon |
| Rebound Fulu | 9 | Common |
| Matchmaker Fulu | 3 | Common |
| Venomous Cure Fulu | 3 | Common |
| Traveler's Fulu | 2 | Rare |
| Animal-Turning Fulu | 1 | Rare |
| Firecracker Fulu | 1 | Rare |
| Reflected Moonlight Fulu | 14 | Common |
| Stormbreaker Fulu | 16 | Uncommon |
| Golden Breath Fulu | 20 | Uncommon |
| Fulu of Concealment | 6 | Common |
| Ghost Courier Fulu | 8 | Common |
| Ghost Delivery Fulu | 8 | Common |
| Restful Sleep Fulu | 6 | Common |