Item: Thousand-Pains Fulu (Void)
Duration 1 minute
Created by a chirurgeon who threw away morality in search of endless life, a thousand-pains fulu blocks the natural flow of elements in the body. A creature to which the fulu is affixed must attempt a DC 38 Basic Fortitude. Failure or critical failure primes the target for persistent damage triggered by a specific condition that must be met within the fulu's duration.
The black dot at the center of this purple fulu draws in energy like a bottomless hole. The fulu deals 12d10 void by dissipating the target's qi. On a failure or critical failure, if the target takes any other damage within 1 minute, it takes 2d10 persistent,void as well. These effects have the death and void traits. Each time the target takes this persistent damage, any creature within 30 feet of it can use a reaction to gain temporary Hit Points equal to the persistent damage taken, distributing the available temporary Hit Points among those that take the reaction. If the creature that affixed the fulu is within 30 feet, it instead gains all the available temporary Hit Points, if it wishes. These temporary Hit Points disappear after 1 minute.
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.
Related Items
| Name | Level | Rarity |
|---|---|---|
| Golden Breath Fulu | 20 | Uncommon |
| Demolition Fulu (Greater) | 17 | Common |
| Thousand-Pains Fulu (Burl) | 17 | Uncommon |
| Stormbreaker Fulu | 16 | Uncommon |
| Reflected Moonlight Fulu | 14 | Common |
| Thousand-Pains Fulu (Icicle) | 14 | Uncommon |
| Kaiju Fulu | 13 | Uncommon |
| Anathema Fulu | 11 | Common |
| Demolition Fulu (Moderate) | 11 | Common |
| Thousand-Pains Fulu (Needle) | 11 | Uncommon |
| Spirit-Sealing Fulu (Greater) | 10 | Common |
| Mourner's Dawnlight Fulu | 9 | Uncommon |
| Privacy Ward Fulu (Chamber) | 9 | Rare |
| Rebound Fulu | 9 | Common |
| Detect Anathema Fulu | 8 | Uncommon |
| Ghost Courier Fulu | 8 | Common |
| Ghost Delivery Fulu | 8 | Common |
| Thousand-Pains Fulu (Blade) | 8 | Uncommon |
| Dragonfly Fulu | 7 | Common |
| Escape Fulu | 7 | Common |