Address Book. All CHA rolls that deal effort do ULTIMATE, and you have ADVANTAGE on all rolls concerning gang politics.
Tattered Robes. +1 ARMOR. All rolls to stay sane are EASY.
Astrologist's Journal. All rolls to know occult lore are EASY.
Lucky Charm. You can choose to reroll 1's on any dice. You have to take the new result.
Brass Knuckles. Use STR or DEX for unarmed attacks, and they deal MAGICAL EFFORT.
Eldritch Grimoire. Learn 2 INT SPELLS that you don't lose SAN from casting (miscasting still deals SAN damage). You can make new SPELLS.
Industrial Bandage. Rolls to heal or stabilize allies are always EASY, and can be INT, WIS or CHA rolls.
Hardy Helmet. STR and CON are interchangeable for you.
41 Green Torch. All insane fear the flames. Burs for d6 hours.
42 Gold Bullet. Auto-hit for ULTIMATE EFFORT once.43 Curved Dagger. Add CHA to damage.
44 Favor. Who owes you what?
45 Extra Tentacle. Hold 3 things simultaneously.
46 Fake Fake Book. Counterfeit and impersonation are EASY.
47 Vendor’s Map. Find anything nonmagical for half $, but it’s out of the way.
48 Eye of the Storm. Take 1 SAN to control the weather.
49 Police Radio. Summon 1d4 cops, but you’ll have to repay them later.
50 Stale Baklava. It’s good stuff! Heal 2d8 HP.
51 Cutpurse Pin. Stealth rolls are EASY.
52 Old Badge. Commandeer vehicles and scare criminals.
53 Phrenology Manual. Gain 1 EYE.
54 Heart Stone Hard Hat. Gain 1 HEART.
55 Pathogen Pills. Negate one disease or poison, d6 doses.
56 Engineer’s Kit. All tech rolls are EASY.
57 Soothing Radio. Reduce all SAN damage by 1.
58 Silk Hanky. Add CHA to INT rolls.
59 Coffin Stake. Stab at what was once human with ULTIMATE effort.
60 Swarm of Bees in a Jar. You can command them.
61 Ringmaster’s Glove. +1 CHA.
62 Crystal Monocle. +1 WIS.
63 Snake Oil Pills. +1 INT.
64 Lucky Shot Glass. +1 CON.
65 Urchin’s Vest. +1 DEX.
66 Oversized Crowbar. +1 STR.
67 Worn Bugle. Makes a good distraction- while playing, all allies remain unnoticed.
68 Trusty Flashlight. All rolls to spot things are EASY.
69 Filthy Novel. Seduction is EASY.
70 Plasmic Symbiote. This creature can morph into anything the size of a cantaloupe or smaller.
71 Codex Anim Cosmis. Know the name and HEARTS of any creature you see.
72 Ruby Shard. Regain 1 HP each round.
73 Silver Crucifix. Attacks from cultists and monsters are HARD.
74 Stethoscope and Syringe. Once, automatically save against death.
75 Emerald Slug. 6 MAGIC EFFORT bullets.
76 Undertaker’s Shovel. A natural 20 instantly kills.
77 Fat Wallet. d6 x 100 $. The owner wants it back...
78 Ivory Broach. Break it while making an oath. The oath will be seen through, or both parties die.
79 Sturdy Coat. +2 ARMOR.
80 Lucky Fez. Roll BASIC EFFORT twice.
81 WW1 Snare. Supernatural entities and veterans of war fear its sound.
82 Broken Police Watch. d4 times, skip the GM’s turn, or halt a timer for a turn.
83 Waterlogged Shoes. Shift into or out of the Drowned City at will.
84 Santa’s Post. Send a letter to Santa. He will reply in his own time.
85 Flying Letter. Express delivery!
86 Monkey Paw. It moves. Roll CHA to make it listen.
87 Bathtub Gin. Cure a condition, but roll CON or take d6 damage.
88 Cooked Fish. Regain d10 HP.
89 Final Word. Point to someone- they will die in 13 days.
90 Chatty Skull. It won’t shut up!
91 Fireplace Poker. Always burning hot. +3 EFFORT.
92 Mobster’s MG. Spray bullets- automatic 1d4 to all targets.
93 Two Dollar Bill. Treat all 1’s you roll as 2’s.
94 Eldritch Acid. Destroy one LOOT.
95 Parasite. -1 EYE.
96 Cursed Ring. When you roll a 1, the specter of the bride returns.
97 Iron Hand. It grips on, -2 STR.
98 Eyes of the Goat. Take a d4 of SAN damage to see into the Drowned City.
99 Mask of Nyarlathotep. +3 CHA as long as you are doing something evil or cruel.
100 Cursed Icosahedron. Take a -1 to all d20 rolls. You can’t get rid of it normally…