A Walk in the Black Forest Treasure - Rahne

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Rahne returns to the Guild on the 17th day of Breeze 815 WK with 57,978.75 Experience and has earnt, after Guild Taxes, 31,365 silver pennies. She has 30 points of Fire in 30,000sp worth of rubies. The contents of her heart have increased by 3 Silk (to 18).

She spent 182 days away from the Guild of which 126 days were spent in training.

She has has earnt Spots, which may be used once per Pulse to restore FT lost from any cause except Life Drain or FT reduction, and require a Free Act. This table indicates how many "spots" she has, and how much FT they restore.

6 6 6 7 7 7 8 8 8 9 10

She may:

advance any Talent eight Ranks.
advance her next Rank in Flying by 1 at only 90% of the cost and no time.
advance her next Rank in Gliding by 1 at only 90% of the cost and no time.
advance her next Rank in Climbing by 1 at only 90% of the cost and no time.
advance her next Rank in Stealth by 1 at only 90% of the cost and no time.
advance her Social Rank to Military at a cost of 1,000 Experience and no time as a result of her labours on behalf of the British Admiralty.

She has been immersed in these languages:

Folksprach - 40 days
Destinian - 18 days

She may include the time associated with each language as part of her training time.

As a consequence of taking the Nazi Zombie Anti-Virus, she cannot become a zombie and has + 20 to resist any disease, magical or otherwise, borne by zombies, ghouls and ghasts.
She may increase the Strike Chance of 1 sword that she owns by 10 and improve it's damage by 1.
If she is assailed by despair or self-doubt, she may call upon the Lady of the Lake and she will automatically succeed, even if she has previously failed or there is no resistance available. Once used, this boon is gone.

Consumables

Grenadoes

Amorphous Water Balloons x 4

This small sack is woven from glass and magically kept in a fluid state so that temperature exchange cannot take place. It weighs 1 lb, and may be wielded as a grenado or rock.
If wielded as a rock, the balloon must strike an opponent.
If wielded as a grenado, the balloon must strike the hex an opponent is standing in. If successful, anyone in the hex must roll under 1 x AG or have their temperature reduced so low that ice crystals do not form. This places them in a state somewhere between unconsciousness and death. If the ambient temperature is 20 C, it will take 3 Pulses for the target's body to warm to the point that it ice will form in their cells, and this will kill them. The DM may increase or decrease the onset time at their discretion to reflect environments which are much warmer or much colder.
Any miss causes the amorphous water payload to spill onto the wielder, who must Break 100 -> MD x 2 or be subject to the same attack.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Black Forest Summer 815 New Terra Alchemy Void Crafting 3,000sp px50 Jim Arona 021 076 9376


Amulets

Trumps

Sticks

Potions

The Consummation of Fire and Water x 3

This phial is robust, weighs quarter of an oz and must be Prepared before it can be used. The fluid is vividly orange/red in colour. When the phial is thrown at an object or entity it will rapidly spread to cover a surface of about two square metres, large enough to cover a man. This will make the target as flammable as paper to the point where it can be ignited with Pyrogenesis or like magic. A cantrip would be incapable of generating sufficient heat. A lighted match would do just fine, however.
Usually, entities who catch on fire will burn from the legs up, but obviously if other body parts have been exposed to an open flame, they will start burning from the point of contact. It is extremely unusual for the head not to burn last, unless the victim snorts a lighted candle or something.
This is a curious spectacle to observe, the victim experiencing nothing more than an unusual sensation of warmth and perhaps some alarm. It takes about two pulses for the legs to burn off, about two pulses for the arms, and another three pulses for the torso. Their head will burn up at the end of the pulse. Until that time, the victim can move, attack, cast spells and so on. If the Consummation is somehow stopped short of death, then the victim's body will gradually reappear over a like number of pulses. Items that were subject to the Consummation, i.e. those that were worn on the parts burnt off, have a good chance of being destroyed. They are considered to be made of paper and must save versus normal fire. The chance of the item surviviving is 10% plus any magical bonus inherent to the item, plus the value of the wearer's enchantment. Only items made of orichalcum or those that are bound to the victim's soul are immune to this destruction.
Since the residue of the Consummation does not constitute a torso-sized lump, then dying by this method is likely to be permanent barring unusual defenses of some kind.
If the fluid is applied to an inanimate surface it will quickly spread over an area that would be easily big enough to fit a man. If this area is lighted it will burn for 4 pulses before guttering, burning through ¼ inch of metal or stone per pulse.
1 inch of material like wood or bone per pulse.
1 foot of ice per pulse.
It will not burn through orichalcum.
If the ash and smoke are collected, dissolved into a solution, and all of the corruption filtered from it (requiring an Alchemist of Rank 8 or better), abstract properties may be decanted off (at the G.M.'s discretion). The Alchemist might collect Wood from the remains of a door, for example.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Black Forest Summer 815 New Terra Magical Fire & Water 13,000sp px50 Jim Arona 021 076 9376

Yellow Potion of Health x 3

This potion weighs 4 oz and need not be Prepared before it can be used if it is attached to a convenient belt or strap. The potion will break if the DM decides that the owner may have unsuccessfully avoided a powerful blow, and a percentile roll to avoid destruction exceeds 70.
This potion can only be used once in a 5 second period of time, cures 2 rollup D10 points of damage, does not require a Pass Action, and in fact can only be taken during the Military Scientist Time Out phase. If there is no Military Scientist to provide a Time Out, the potion does nothing.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Black Forest Summer 815 New Terra Magical Mind 4,000sp px50 Jim Arona 021 076 9376

Slap x 2

This bottle is sturdy and, if it is on a belt or otherwise easily accessible, requires but a Free Action to use. Otherwise, the DM must determine how many Prepare Actions must be spent before it can be used. It encumbers as if it weighed 4 oz.
When the seal is broken beneath someone's nose, they automatically and immediately recover from being Stunned or waken from any effect (magical or otherwise) that causes them to sleep or lose consciousness, except that caused by a Major Curse. This includes Enchanted Sleep, Hypnotism, Mental Attack, Hibernation, Petit Mort, Knockout Gas, Backfire effects and similar magic.
It does not rouse the dead.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Black Forest Summer 815 New Terra Magical Restoration 1,000sp px50 Jim Arona 021 076 9376

Healing Potion x 2

This potion weighs 4 oz and need not be Prepared before it can be used if it is attached to a convenient belt or strap. The potion will break if the DM decides that the owner may have unsuccessfully avoided a powerful blow and a percentile roll to avoid destruction exceeds 70.
The imbiber is cured of 22 damage points, EN first, then FT, but having no effect on losses as a function of spell casting or exhaustion.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Black Forest Summer 815 Transurania Magical Sorceries of the Mind 7,500sp px50 Jim Arona 021 076 9376


Potion of Refined Wolves Blood x 3

This potion weighs 4 oz and need not be Prepared before it can be used if it is attached to a convenient belt or strap. The potion will break if the DM decides that the owner may have unsuccessfully avoided a powerful blow and a percentile roll to avoid destruction exceeds 70.
The imbiber receives a special enhancement to their Actions so that

  • a Strike Check in excess of 70 + MD is a miss
  • a miss is otherwise a FT blow
  • a FT blow is treated as a blow directly to EN
  • a blow directly to EN is considered a possible Specific Grievous Injury
  • in the event of a possible Specific Grievous Injury, 2 are checked for and applied if possible.

This potion has a special enhancement which allows it to apply to Actions of a largely mental nature, so they may be applied to spell Casting checks with some differences:

  • a roll in excess of 70 + MA is a backfire. If this is also a success, both are applied
  • a failure is a success unless it is a backfire, in which case it's just a backfire
  • a success is a double effect
  • a double effect is a triple effect or two different double effects
  • a triple effect is two different triple effects

Casting under the effects of this potion requires some blood from the Adept. In general, they must match the amount of FT spent, minimum of 1. Taking the potion does not require the imbiber to take advantage of its special properties, but they must declare that they are not before rolling dice.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Black Forest Summer 815 New Terra Formerly living Blood 9,000sp px50 Jim Arona 021 076 9376

Potion of Greater Healing x 3

This potion weighs 4 oz, and need not be Prepared before it can be used if it is attached to a convenient belt or strap.
Once taken, the potion heals 3 rollup D10 + 12 damage to EN and 8 to FT.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Black Forest Summer 815 Tanuel Formerly living Healing 5,000sp px50 Jim Arona 021 076 9376


Phial of Poison Inversion

This small phial weighs 3 oz and is as long as a man's index finger. So long as it is worn outside of clothing, it need not be Prepared to use. If the DM deems that harm to the bearer may have broken the phial, it will survive on an unmodified Base Chance of 70%.
When it is taken, the effects of the last poison to effect the imbiber are inverted - Damage is subtracted instead of added, stats are increased rather than decreased, and in general the opposite effect applies than the one intended. However, no more may be added than is subtracted, regardless of the method used to calculate it.
The effects of this potion last for 24 Pulses, at which time both it and the poison inverted will be burnt from the their system.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Black Forest Summer 815 Sparlainth Magical Poison 6,000sp px50 Jim Arona 021 076 9376


Sanctuary

This potion weighs 4 oz, and need not be Prepared before it can be used if it is attached to a convenient belt or strap.
It will only work for an imbiber who has an honourable reputation.
Once drunk, the magic of the potion inflicts honourable behaviour on their opponents insofar as they must refrain from attacking them while the imbiber is not making a Strike Check, Casting or Triggering magic. This is not Resistable. If the imbiber would allow the hostile sanctuary, then they will similarly be granted sanctuary, otherwise it has no effect.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Black Forest Summer 815 Nualis Magical Benediction 2,000sp px50 Jim Arona 021 076 9376


Invested Gems

Other Invested Items

Raygun of Cold

This long, staff-like weapon weighs 3 lbs and has a Base Chance of 60% + the wielder's MA of shooting out a blue-white ray of cold that will inflict D + 15 damage on the first object or entity that intersects its path. A Strike Check in the range of a blow directly to EN inflict double damage, ones in the range of a possible Specific Grievous Injury inflict triple damage.
The target's Defense is never consulted, although entities are entitled to a Magic Resistance check, which will halve their damage.
It can fire 3 such rays before becoming depleted, however, when each ray fires, a bulb of liquid, super-cooled ice is created on the stock.
The weapon can be swung like a light war hammer or military pick at the wielder's discretion. It has a base Strike Chance of 55% and the DM is D10 + 1. If a bulb of super cold liquid ice has formed, then the weapon inflicts D100 cold damage + a possible Specific Grievous Injury, any result applying, as the bulb ruptures and eplosively forms spikes of solid ice.
The weapon may be reloaded by using a Pass Action and an Amorphous Water Balloon

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Black Forest Winter 815 New Terra None Weird Science 12,000sp px50 Jim Arona 021 076 9376


Crystals

Charms

Firearms

Other

Metal

Octahedrite has its own Magical Resistance of 70%. If it succeeds in a MR Check against a particular magic, it will always resist it afterwards. If it fails, it will always fail. A record must be kept of which magic it will resist or fail against.

It may be made into weapons that are a bane to the Hounds of Tyndallos, who may not bend space to avoid an attack, and whose Defence will only be their Agility, unless they have been enchanted in some other way.
Such weapons must be straight, curved or weapons with angles less than 120 degrees may still be avoided by them.

Itemisable Octohedrite

5 lbs of octohedrite blade blanks, which may be made into any weapon with a straight edge or point. The damage is base DM + 1, plus any bonuses from Weaponsmith.

Barbed Mithril

1 lb of barbed mithril

Barbed Ithildin

1 lb of barbed ithildin

Balrog Bits

Balrog Scale

The cracked and friable hide of this balrog has formed into irregular but horn-like scales. It is about 2 centimetres thick, vaguely half-moon shaped, and 2 feet by 3.
It is a treated as a Large Round Shield that weighs 5lbs, provides 5 Defence per Rank and penalises MD by 2. It will absorb the first 5 Fire damage per Pulse, while it is Prepared.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Black Forest Winter 815 New Terra Formerly living Flame of Udun 1,400sp px50 Jim Arona 021 076 9376

Balrog Claws x 2

These claws may be shaped into blades that will not allow a hilt to be attached. Magical throwing knives can be made from them, with the following base properties:

Strike Chance: 53%, Damage: roll D10. 1 - 4 = 5 damage, 5 - 7 = 10 damage, 8 or 9 = 15 damage, 10 = 20 damage. The daggers inflict A or B Class damage and their maximum range is 12 hexes.

Once they have been thrown, they turn to smoke and stream back to their sheath, which takes about 3 Pulses.

A Brace of Balrog Spurs

These curved, hornlike blades are 19 inches long and have a reverse blade like a cat's claw. They may not be thrown, but may be wielded as magical daggers and they have otherwise normal properties, except that they inflict A or B Class damage.
If wielded together, then the wielder is considered ambi-dextrous, their base Strike Chance is 47% and base damage is 2 rollup D10. However, Strike Chance is increased by 7 per Rank instead of 4, and if one dagger misses, then it will deliver a FT blow. If the Strike Check is successful and it is a prime number, the spur detonates for an extra rollup D10 damage.
If both miss, nothing special happens.


Balrog Eye

These transparent, watchful, oval crystals of red and black may be enchanted with the Create Crystal of Vision Ritual. Once a day, it may be used as a Crystal of Vision or as if a Ritual of Flame Sight had been successfully performed, but not both.
Infravision and Pyrogenesis may be used through the crystal, range counting from the point of view.

Balrog Teeth x 4

These teeth are very hard, and each one weighs half a pound.
They may be thrown to the ground and crushed under heel. This has a chance of 83%, which may double, triple, or backfire. The following Pulse, a Rank 20 Wall of Fire will spring up centred on the crushed tooth, but having the proportions that the user wishes as outlined by the spell (Section 21.6 S-13).

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Black Forest Winter 815 New Terra Formerly living Flame of Udun 2,500sp px50 Jim Arona 021 076 9376

Weapons

Armour

Miscellaneous

Mind Cap

This skull cap is made from woven glass, weighs 4 oz and may be worn underneath any other headwear except another skull cap.
It is a focus for the E&E version of the Mind Cloak spell, and while it is worn, the wearer may Rank, Cast and benefit from that spell. If the cap is lost, the wearer does not lose their Rank but may not Cast or Rank the spell until another is found.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Black Forest Summer 815 Victoria Magical Glass 3,000sp px50 Jim Arona 021 076 9376

A Tranquil Pot

This brown, ceramic pot is small enough to fit in the palm of a courtesan's hand and weighs 8 oz. It will provide tea for 6 people per pouring.
Once a day, tea made in this pot which will be more refreshing than usual, Courtier and Herbalist Ranks being added together to determine how much FT is restored.
If a short poem is performed or a sketch produced (Break 100 -> PC + MD + Coutier Rank) then the amount in excess of 100 is subtracted from the die roll result of the imbibers' next Perception check.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Black Forest Summer 815 New Terra Magical Artifice 6,000sp px50 Jim Arona 021 076 9376

Silk of Sky Blue

This silk chiffon can be folded into a snuff box and has no measurable weight.
The denier weight of the silk is so fine that it is transparent. Indeed, its colour can only be determined when it is placed against skin, where it will float delicately.
If it is worn as a shawl, it will change the colour of the clothing underneath to sky blue.
As a scarf, however, the wearer's eyes will take on the colour of the sky, and will vary with meteorological conditions and time of day. At night, the colour may be indigo if it is a clear night, during the day, possibly an intense azure blue. If it is a cloudy day but the sky can be seen, that will be the colour of the wearer's eyes. If it is entirely overcast, then eye colour will vary from light to slate grey.
This colour will be striking in people whose skin tones are olive or darker, and they will be considered exotic. Indeed, this will afford the wearer with an opportunity of social surprise, where their appearance may allow them an Action that might not normally be expected.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Black Forest Summer 815 New Terra Magical Masque 2,000sp px50 Jim Arona 021 076 9376

Transuranian Belt

This belt weighs 5 lbs and is made from five 5 inch by 2 inch sections of a pale blue transparent glass, joined by dark green opaque links, also made of glass. It may be draped over a shoulder by threading through a sturdy epaulette, or worn around the neck like a stole and strapped into position on armour, but must be securely attached. The glass is as tough as steel and as flexible as willow.
If the wearer spends 1 FT, this belt reduces their weight down to 1/3rd, 90 lbs becomes 30 lbs, etc. This effect lasts for 10 minutes, and can be renewed as long as the wearer pays the FT cost.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Black Forest Summer 815 Uranus Magical Force 8,000sp px50 Jim Arona 021 076 9376

Crown of Mentacles

This appears to be a crystal diadem but is, in fact, an organ ripped from the body of a creature not known to mortal men. It weighs 2 lbs. If it is worn then it provides the following bonuses:

  • +5 to the Base Chance of any spell of a telekinetic nature (Telekinesis, Levitation, Telekinetic Rage, Force Shield, Disruption, Transmutation).
  • Telekinesis costs 1 less FT to cast.
  • 5 is subtracted from the die roll when casting Disruption.
  • Telekinetic Rage may be cast as a cone 15 feet + 5 feet per Rank long, 5 feet + 5 feet per 3 or fraction Ranks wide. Anyone caught in the area must resist versus Mind College Special or take D10 + 2 per Rank damage. Those that resist take half damage. Those who fail but are still alive must roll under PS + AG or fall prone.
  • Force Shield gains an extra point of Defence for every two Ranks.
Mentacles

The Adept may manifest tentacles of telekinetic force, or mentacles, by casting Telekinesis on the crown. There are five of these mentacles and they are unseeable to anyone except a Mind Mage, to whom they likely appear rather unnerving. The mentacles have a reach in feet up to the Adept's Rank in Telekinesis.

  • By means of the mentacles, the Adept can levitate up to a height equal to the reach of the mentacles. TMR is calculated replacing AG with MA and PS with WP, and any racial bonuses or penatlies are ignored.
  • The Adept may climb at up to half this TMR. The DM may apply any other penalty to climbing TMR they see fit.
  • If an attempt is made to grapple or to get out of close, then the Adept may improve their chances by adding their WP to their PS.
  • Mentacles lack the dexterity to wield weapons effectively, but they can easily manipulate solid objects about the size of a cigar box or bigger. For the purpose of calculating their maximum lifting capacity, the PS of a mentacle is the same as the Adept's WP. If a second mentacle is used then half the Adept's WP is added to the PS, and so on.
Example

An Adept has 21 WP, so one mentacle has 21 PS for the purposes of lifting a stone block, two mentacles raise the PS to 32 (+11), three raise it to 38 (+6), four raise it to 41 (+3) and the fifth mentacle would make PS 43(+2).

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Black Forest Summer 815 Uranus Formerly living Telekinesis 30,000sp px50 Jim Arona 021 076 9376


Crane Embroidery

This circular, 20 cm wide patch of a crane embroidered in white and red on a black background must be sewn onto the back of a silk over-robe or kimono of any colour except yellow. This may be worn over metal armour. It is a legal target for the Ritual of Enchantment. Instead of Black Myrrh, however, lotus oil costing 200 sp per Rank must be burnt.
For the duration of the Ritual, the wearer if a woman, receives the following benefits:

  • Once per day they may transform into a crane for a period of 1/2 an hour (+ 1/2 an hour / Rank of the Ritual):
Description
This crane stands 5ft 2in tall, weighs 10 kgs and has a wingspan of 8 feet. It requires an area at least 10 feet wide to fly, and a space this close will require Flying checks.
Special Abilities
Cranes are largely unaffected by the effects of high altitude, nor do they suffer any penalties from normal weather that is no worse than sub-arctic.
Movement Rates
Flying: 475 Running: 200
PS: 10 MD: 16 AG: 17 MA: Adept EN: 8 FT: Adept
WP: Adept PC: Adept PB: 11 TMR: 9/4 NA: Feathers absorb 1 DP
Weapons
Cranes can attack only in Close Combat with their long beak (BC 40%, D10-3 damage).
Flight properties
At heights in excess of 13 metres, crane's movement rate increases to 30 mph and they can climb at an angle of 30°. However, this is taxing and costs 1 FT every 20 minutes.
Gliding is not taxing. The glide ratio is 16:1 and the movement rate 30 mph (+2 mph / Rank in the Adventuring Skill, Gliding).
Flight ceiling is 6,000 metres
  • The wearer receives a 10 point bonus to any activity involving dancing.
  • Once per season, they may determine whether or not a couple are truly in love.
  • They may bless those truly in love so that they may modify the die roll result of an Action they take in support of each other by the Rank of this Ritual. This lasts for 1 (+ 1 per 10 full Ranks in the Ritual) Actions. The wearer is awarded a Fidelity point by the DM in such circumstances.
  • They may modify the die result of a "Luck" roll by the Rank / 2 of the Ritual. This costs a Fidelity point.
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Black Forest Summer 815 New Terra Formerly living Chrysanthemum 9,000sp px50 Jim Arona 021 076 9376


A Stone from a Plover's Nest x 3

This stone may have one charge of Invisibility invested in it at no cost. When the spell is discharged, it may be reinvested in the same way.

Cast Chance:_______% Duration:_______ Range:_______ Rank:______

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Black Forest Summer 815 Lands of Chaos Magical Spell Storage 5,000sp px50 Jim Arona 021 076 9376

Spell Racks

Crystal Spell Rack

This collection of crytal rods is 8 inches long and looks like a set of wind chimes. It weighs 7 oz.It is a spell rack.
It increases the WP of the bearer by 2 with respect to the College of the Sorceries of the Mind

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Black Forest Summer 815 Transurania Magical Meta-magic 3,250sp px50 Jim Arona 021 076 9376

Jewellery

String of Pearls

This string of pearls weighs 4 oz. There are 15 pearls on the string and it's gem value is 2,250sp.
When worn around the neck, they glow a nacreous, golden colour, and increase the wearer's social prestige so that they are considered a member of the gentry. If they are already gentry, they are considered one social rank higher, but never royalty.
If worn at sea, the wearer can tell if a ship, other than the one they are on, is within 7 leagues if they Break 100 -> PC + Rank in Navigation.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Black Forest Summer 815 New Terra Magical Artifice 7,500sp px50 Jim Arona 021 076 9376

Amulets

Enhanced Amulet of Carbuncle

This large green carbuncle may be made into an amulet that, when it is worn openly about the neck, completely reduces the first application of poison damage and each subsequent application by 2.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Black Forest Summer 815 New Terra None Stone Lore 19,200sp px50 Jim Arona 021 076 9376

Fire Beads

Alpha

A small tear drop of translucent glass, a fire bead is a remnant from a fire and desert based undead called a Haze. A fire bead has the following properties:

  • When empty, will absorb the first four points of fire damage from any source, making it full
  • When full, the bead can be drawn upon for four spell FT, making it empty.
  • If the spell(s) used to draw the FT are fire based, add 10 to the cast chance
  • If the spell(s) used to draw the FT are water based, subtract 10 from the cast chance
  • From dawn to dusk, the fire bead can only change state twice
  • From dusk to dawn, the fire bead can only change state twice
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Black Forest Summer 815 New Terra Magical Flame of Udun Quest px50 Jim Arona 021 076 9376

Beta & Gamma

A small tear drop of translucent glass, a fire bead is a remnant from a fire and desert based undead called a Haze. A fire bead has the following properties:

  • When empty, will absorb the first four points of fire damage from any source, making it full
  • When full, the bead can be drawn upon for four spell FT, making it empty.
  • If the spell(s) used to draw the FT are fire based, add 10 to the cast chance
  • If the spell(s) used to draw the FT are water based, subtract 10 from the cast chance
  • From dawn to dawn, the fire bead can only change state twice
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Black Forest Summer 815 New Terra Magical Flame of Udun Quest px50 Jim Arona 021 076 9376

Allies

Lore

Adventuring Skill: Gliding

Exp. Mult: 125
This is the skill of performing aerial manoeuvres using gliding. As a rule, aerial combat is difficult.
A character may always take off, glide, or land in an appropriate manner and reasonable conditions, and under such circumstances no roll is necessary.
Note that landing appropriately is not precise. The success chance to perform a complex aerial manoeuvre with precision is (3 x AG + 10 x Rank). This base chance may be modified by the following:

0 to -50 Environmental conditions.
+10 to -50 Type of flight used.
0 to -m/hr Speed.

Gliding into an obstacle causes up to [D + (relative speed in miles per hour / 10) squared] endurance damage. The nature of the obstacle may reduce the damage. Specific Grievous injuries (normally C class) may also be incurred. See Climbing (§29.1) for falling (as opposed to gliding) damage.
As a rule of thumb, an airborne clothed humanoid who falls through the air drops 350ft in the first pulse, 650ft in the second, and 1000ft in each subsequent pulse.
Note that a speed of one mile per hour is equal to 30 yards per minute in the chase sequence and 1.5 hexes per pulse in combat.

Adventure Season GM
Black Forest Summer 815 px50 Jim Arona 021 076 9376

Obligations

Rahne's Word of Binding

Rahne has taken a Word of Binding to the Balrog

If Rahne keeps her Word until Autumn 816, then a lock of their hair above the right ear will turn blue. Their aura will change to reflect this change, and a DA question about the nature of the lock will reveal that Rahne is an Oathkeeper. In addition, their FT will increase by 1 and they gains 1500 experience points (unmodified by race). If Rahne breaks their Word, then their forehead will be marked with a F which is irremovable. A DA question about the nature of the mark will reveal they are an Oathbreaker. They will also lose the blue lock of hair and the extra FT. They get to keep the extra experience points, however.

Adventure Season Value GM
Black Forest Summer 815 1,000sp px50 Jim Arona 021 076 9376


Special Abilities

The Strength of Silk

Rahne may buy 3 more points of EN, even if this would take her above Racial Maximum.
Once a day, she may replace her AG with her EN for a single Pulse. This is a Free Action and may be taken after dice have been rolled.
In addition, as a function of some mystical combination of flexibility and inner strength, Rahne's head and limbs may not be torn off purely as a function of enormous PS difference.
Finally, her FT cap has been removed and she may buy a point of FT per Adventure or Season, whichever is less.
Should she be gathered by those capable of such things, her heartblood may be collected for 15 Silk.

Adventure Season Nature of Magic Value GM
Black Forest Summer 815 Meta-magic Quest px50 Jim Arona 021 076 9376


Phantasm - Improved Damage Capacity

Spell: Phantasm
Effects: The amount of combined EN + FT of the Phantasm generated by the Adept's Rank is doubled.
Cost: 750 Experience.
Constraints: Unracks the spell, reduces FT value by 1.

Adventure Season Nature of Magic Value GM
Black Forest Summer 815 Meta-magic Quest px50 Jim Arona 021 076 9376

Phantasm - Enhanced Damage

Name: Enhanced Damage
Spell: Disruption
Effects: This incantation of Phantasm changes the Damage equation so that damage is D10 + Rank (+ 1D10 for every Rank that ends in 0, ie at Rank 0, Rank 10 and Rank 20). At Rank 20, the damage is 4D10 + 20. All dice are considered roll up dice.
Cost: 1000 Experience.
Constraints: Unracks the spell, reduces FT value by 2.

Adventure Season Nature of Magic Value GM
Black Forest Summer 815 Meta-magic Quest px50 Jim Arona 021 076 9376

Telekinesis - Triple Strength

Spell: Telekinesis
Effects: Multiplies the amount lifted by the Adept's Telekinesis spell by three.

Cost: 750 Experience.
Constraints: Unracks the spell, reduces FT value by 1.
This incantation is not teachable.

Adventure Season Nature of Magic Value GM
Black Forest Summer 815 Meta-magic Quest px50 Jim Arona 021 076 9376

Lesser Celerity

By taking a Free Act and 2 EN damage, the character is allowed to combine a Pass Action with any other Action for the next 12 Pulses. Subsequent uses of Celerity double the EN damage, and the ability resets at dawn on Tuesdays.

Adventure Season Nature of Magic Value GM
Black Forest Summer 815 Ring Lore Quest px50 Jim Arona 021 076 9376


Telekinesis - Enhanced Rank

Spell: Any
Effects: The Adept's Rank in the Telekinesis spell is increased by 6. This applies to all aspects of the spell EXCEPT Base Chance.
Cost: 1500
Constraints: Unracks the spell, reduces FT value by 2.

Adventure Season Nature of Magic Value GM
Black Forest Summer 815 Ring Lore Quest px50 Jim Arona 021 076 9376

Telekinesis - Enhanced Duration

Spell: Telekinesis
Effects: The duration of the Telekinesis spell is increased by 50%.
Cost: 1500
Constraints: Unracks the spell, reduces FT value by 1.

Adventure Season Nature of Magic Value GM
Black Forest Summer 815 Ring Lore Quest px50 Jim Arona 021 076 9376

Telekinesis - Shield Bearer

Spell: Telekinesis
Effects: The Adept may wield a shield with their Telekinesis spell, which will free up a hand. Any Strike Check against the Adept that falls in the range of a blow directly to Endurance will knock the shield out of the Adept's hex. If the shield should be separated from the Adept by more than a foot, then the spell will end.
Cost: 2000
Constraints: Unracks the spell, reduces FT value by 1.

Adventure Season Nature of Magic Value GM
Black Forest Summer 815 Ring Lore Quest px50 Jim Arona 021 076 9376

Telekinesis - Unseen Servant

Spell: Telekinesis
Effects: The Adept may create a polygonal force construct which will last until the next dusk or dawn. It may move over any solid surface, even ceilings, although it cannot fly, and is unseeable to anyone who does not know the Telekinesis spell, or similar. The servant has PS, MD, AG, EN and FT, all of which are 5. They increase by 1 per 2 Ranks. TMR is calculated on the basis of these stats, and although it will not dissipate early, when its FT is exhausted, it will become inactive.
It will perform tasks that are simple and repetitive and left to perform them on its own (like washing dishes, etc). Non-standard instructions will require that the Adept take a Pass Action to explain them at every turn. Any instruction that the DM finds boring will always fail.
It may not be targeted directly, but may be destroyed by magic that affects a volume or area.
Cost: 1500
Constraints: Unracks the spell.

Adventure Season Nature of Magic Value GM
Black Forest Summer 815 Ring Lore Quest px50 Jim Arona 021 076 9376

Telekinesis - Remote Sense of Touch

Spell: Telekinesis
Effects: The Adept may extend their sense of touch out to the range of the spell. They can "see" by means of this sense, but cannot detect changes in light level or colour. They can, however, detect textures and such changes in pressure and temperature that a hand might.
The sense penetrates smoke (if not too hot), mist, fog, water and dust, but is confused by sandstorms, underbrush, hedges, etc. In addition, intense heat, cold and pressure will cause damage to feedback to the Adept which will cause them 1 D10 damage and then cause the incantation to end.
Cost: 2500
Constraints: Unracks the spell, reduces FT value by 2.

Adventure Season Nature of Magic Value GM
Black Forest Summer 815 Ring Lore Quest px50 Jim Arona 021 076 9376

Power Word: Spark

  1. Inflict 2D10 fire damage or ignite a flammable object.
  2. Inflict 1D10 fire damage or ignite a flammable object.
  3. Inflict 1 fire damage or ignite a flammable object.
Adventure Season Nature of Magic Value GM
Black Forest Summer 815 Metamagic Quest px50 Jim Arona 021 076 9376

Power Word: Speed

  1. Freely move 4 more hexes in that Pulse. This does not count against any other movement and may be combined with any other Action except a Free Act.
  2. Freely move 2 more hexes in that Pulse. This does not count against any other movement and may be combined with any other Action except a Free Act.
  3. Freely move 1 more hex in that Pulse. This does not count against any other movement and may be combined with any other Action except a Free Act.
Adventure Season Nature of Magic Value GM
Black Forest Summer 815 Metamagic Quest px50 Jim Arona 021 076 9376