Items
Characters will inevitably find enhanced items which provide special abilities or bonuses to the characters. There are two options depending on how detailed you want the items to be. Option 1 is very simple. Option 2 is also simple, but allows for more nuanced item creation.
Option 1: Add Skill Die
Rare items add additional skill dice to the pool when applicable. The number of dice added depends on how advanced the item is.
Basic: 1
Advanced: 2
Next Level: 3
Option 2: Multiple Abilities
Rare items can have a passive ability which is always in effect and an active ability that requires a roll to activate. To see if an items active ability activates, roll 1d6 when using it. The ability activates when the item die lands on a 5 or 6. An item can do many things including:
Moving Skill Pips: Pips (dots on the d6) can be moved between Skill dice. When moving a pip, the Skill die can never be reduced to less than 1 or increased to more than 6.
Adding Skill Pips: Add pips to the Skill die. It is recommended to only allow adding 1 pip.
Here are some examples of items with passive and active abilities. Some of these show how the optional rules for moving and adding pips work.
Ring of Strength
Passive: +1 pip to a Skill die when Strength is important.
Lightning Staff
Active: All enemies in close range must save vs. 2 hits.
Dagger of Quickness
Passive: Once per encounter, you can attack 2 times in one turn.
Ring of Life
Active: Once per encounter reduce the amount of damage inflicted on a target by 1 and remove 1 hit from the character instead.
Brutal Warhammer
Passive: +1 Skill die when using.
Sniper Scope
Passive: +1 Skill die when using.
Night Vision Goggles
Passive: When searching in the dark, add +1 pip to a Skill die.
Climbing Gear
Passive: When testing the climbing skill, move 1 pip between Skill dice.