Have you ever wanted to give the kids an item to reward them for a particularly tricky task? If so, this is the place.
Alternatively,do you have a lot of ideas for rewards that you'd like to share? If so, this is also the place. If you want to contribute, you jsut need three things: The numbering. This may seem obvious, but people often forget. The item. Pretty key ingredient. Finally, a Special. A Special is a little power-up for a narrator to use if he wants the item to be a bit more powerful. You can also do a Lesser, which is the opposite, but it isn't necessary.
Also, it should be noted that Grimm is not D&D. It is not at all loot-based. You should only use these items if the children have done something that really merits a reward.
And without further ado...
1) One of Wile E. Coyote's teeth, which functions as a Light Hand dagger. Special: Gives the wielder the Outcast's Cheap Shot ability, or boosts the ability to +2 wounds if the wielder already has it.
2) The shrunken head of a fellow Real World child. The head repels the Rotten King and those who have been affected by his Rotten to the Core ability, forcing them to stay just out of reach unless they succeed on a Cool test 2 grades below their actual grade Cool. For the king himself, this is only 1 below (so 11th grade). Special: The bearer of the head is immune to the King's Rotten to the Core ability...as long as he bears it, that is.
3) An twig from the Real World. The bearer of the twig gets a +2 advantage on Pluck tests against estrangement. Special: The twig can actually be used as the Key to Babylon! All you need to do is have the Dragon swallow it, vomit it back up, and then bequeath it back to you with his blessing. So, easy, right?
4) An ACME coupon for five gold coins, enough to buy a single lesser product. Since ACME sells pretty much anything, this gives you a massive array of options, such as weapons, armor, or an anvil to walk people off cliffs with. No dynamite, sorry. There is a major flaw, though: Whenever you make a test using an ACME item, and roll a one, the item turns on its owner in a spectacularly unfortunate manner of the narrator's choosing. This seems to happen to poor old Coyote a lot. All one must do to sue the coupon itself is rip the coupon on the dotted line, and a box will fall before them with whatever they tried to buy. Special: Since the narrator can control what the children can afford, a special isn't really necessary. Just let them buy whatever seems reasonable and fits your story.
5) A ******. Now, children are too young for such things, but there is oddly no tobacco or anything in the bowl. When puffed, a tiny caterpillar appears, only visible to the user. He is rather rude, but will give the user a helpful bit of advice of the narrator's choosing. He will only appear once, but the ****** remains. Special: The ****** counters the Rotten King's Mad as a Fish ability.