Boots of Boundless Steps

These boots were designed by an over-eager Jerbiton who was trying to befriend a number of Mercere Redcaps. He may have gone a little too far in his attempts to make friends, forgetting even that the boots would warp the friend he hadn't even made yet. Oh, and then he risked experimenting.

Boots of Boundless Steps (Rego Corpus 45)

This is a fine pair of heavy boots, designed for walking, hiking, and tromping around in the wilderness or civilization. With a command word, and a mighty leap, the wearer can teleport to any place within seven leagues, either in sight or an arcane connection. Due to the Jerbiton's sigil, a small flurry of rose-petals appear behind the teleportation.

(Base 30, +1 touch; Unlimited Uses)

Side Effects table (1d10)

1 Exaggerated Sigil: After teleporting, a cloud of flower petals in the shape of the departing wearer stays in place for a few seconds before blowing away, and on arrival, the wearer will be accompanied by an explosion of flower petals as well.

2-3 Minor Flaw: Every time the bearer appears, the direction they apear is the opposite of the way they were facing at the time.

4-5 Minor Side Effect: Every time the wearer teleports, a pair of smoldering boot-prints are left, often damaging wood or rugs, and leaving ashen smudges on stone or hard surfaces.

6 Minor Benefit: The teleportation will leave behind unwanted lice and vermin, helping keep the wearer healthy and clean. Other than any warping for continued use.

7 Major Flaw: The wearer's senses feel like they stay behind at the previous location for a moment or two (a full combat round).

7b Alternate Major Flaw: The teleport doesn't account for any Herbam- or Terram-based items carried, and will leave behind coins, buttons, eating knives and swords, beltbuckles and strap-ties, wooden shoe-soles, and more.

8 Major Side Effect: For a few moments after teleporting, the sounds of the previous and new location are comingling, letting people near each location hear things said or occurring at both locations.

9 Major Benefit: When they activate the teleportation step, the wearer has a preternatural sense of the location they are teleporting to, which gives them a +3 on any Finesse rolls and -2 botch dice to land safely, and may give them a warning of incoming dangers at that location.

10 Fatal Flaw: Once activated, the boots trigger with every single movement of the foot or step taken, continuing to activate time and again until they are finally removed. These subsequent accidental activations require an Intelligence + Finesse roll of 15+ or the landing is unfortunate. Removing the boots without activating them requires a Dexterity + Concentration roll of 9+.