Autumn Colours Treasure & Valuation

From DQWiki
Jump to navigationJump to search

Return to Autumn Colours


Consumables

Weapons

Folding Weapon

This rod is made from the forearm of an unearthly creature of unstable morphology. It weighs 3 lbs.
As a Pass Action, the wielder can transform the dessicated remains into any entry on the Hafted weapons table, so long as they have Ranked that weapon to greater than 3. The Base Chance is the same as listed for the weapon +10, and damage is increased by 2.
It may also be used to remove stones from the hooves of mounts and will accept weapon enhancement spells.


Edge of Darkness

This dark dust can be added to a B Class weapon by a Rank 6 or higher Weaponsmith, thus increasing the sharpness of the blade. The weapon is thus permanently altered so that the weilder ignores the first 3 Protection of their opponent's armour. In addition, if the weapon was not a legal target for weapon spells, the Edge of Darkness makes it one.

Armour

Serpent Strike Gauntlet

This heavy leather gauntlet for the right hand weighs 3 lbs and counts as scale armour.
If the wearer spends 3 FT, one, and only one, of the wearer's Strike Checks will automatically win Engaged Initiative regardless of their opponent's IV in that Pulse. The FT cost doubles each time this ability is used, and it will reset after 10 minutes. This special ability will not work against named Demons, Powers or Avatars.

Jewellery

Miscellaneous

Big Boot

This boot may only be worn on the left foot and weighs 2 lbs. It makes the left leg 6 inches longer than the right, rendering their gait ungainly. Should they attempt to perform any graceful act of movement involving walking and running (e.g. dancing, tumbling, etc), then 20 is added to their die roll should one be required.
However, for every 2 hexes of movement forward or to the right, the wearer gains a free hex of movement to the left.This benefit does not accrue if they move backwards or to the left.
Only the wearer's base TMR is affected. Bonus TMR from items or special abilities are ignored.

Familiar Shadow

This shadow may be attached to a familiar for these benefits:
The familiar will become a Speaking Beast, being able to speak the Adept's native language at 1 Rank less. They will also be able to speak to creatures of their own type (E.g. a cat will be able to speak to cats, leopards and other felines, a snake will be able to speak to snakes and other serpents, etc.). This will create a mental link between the Adept and the familiar over which they can speak. The range is the same as the Adept's Farsensing Talent. If the Adept does not have a Farsensing Talent, then this mental communication takes place only when the familiar is adjacent to them.

Allies

Deatheater Beetles

These four beetles must be kept in a light-proof, enamelled box which will weigh 2 lbs. If the beetles are released from the box in an environment where the light level is no more than 10%, then they will multiply in number until there are about 85 lbs of them. This will take about 10 minutes.
The beetles, when they have reached this size, will be able to consume 1 human-sized corpse per original beetle, each body taking about about 10 minutes. They can do no harm to living creatures, unless they are unconscious or tied down.
Not only can the beetles consume dead flesh and bone, they can reconstitute it, which also takes 10 minutes per body so restored. However, they have to keep their strength up somehow, and so 1 human-sized body for every 4 bodies so consumed is lost in the process.
If a corner of the box is tapped on the ground in an environment where the light level is no more than 10%, then the beetles will coalesce over a period of 10 minutes, until they are reduced to their original number.
The original number of beetles can be increased by 1 if the owner of the box sacrifices 1 EN (which can be bought back in the usual way). This can be done no more than once per season or adventure, whichever is less.

Lore

Abilities

Spell of Kerberite Name Change

Range: Self
Duration: Conc. Max 30 minutes + 30 minutes per Rank
Experience Multiple: 275
Base Chance: 1 %
Resist: None
Storage: Potion
Target: Sentient Entity
Effects: The Adept's body alters, changing its structure according to a Kerberite shape they know. This is Ranked as if it were an Individual True Name.
When they transform they acquire the value of the shape's physical stats: PS, MD, AG, PB and EN. They retain their own MA, WP, FT and PC. For every 4 Ranks in the GTN of the shape, they may add 1 to the form's physical stats.
The FT cost to cast the spell is 12 FT, which is reduced by – 1 for every 2 Ranks in the spell.
The Shape of Flight

Stat Factor Actual
PS 1/2
MD 1
AG 2
EN 1/2

The Adept's chest broadens and deepens, their legs shorten and bend backwards, while sail-like wings form from their back. When fully-formed, the wingspan will be 20 feet.
The wings can batter opponents in Extended (up to 2 hexes away) or Melee Combat
BC: 45%, D10+2 damage in the same Pulse, twice without penalty. Wings inflict C Class injuries, and may be Ranked to 10 using the same Experience Point cost as Unarmed Combat.
Aerial TMR is increasd by 1 per 4 Ranks in the Shape.

The Shape of Flight has the following flight properties:
  • flying requires a clear space around them of about a hyper-megahex (25 ft across).
  • the Adept must maintain an airspeed equivalent to TMR 7 to avoid stalling and beginning to fall. If the Adept does not have sufficient TMR to maintain this speed, they can only fly using their movement rate.
  • maximum rate of climb is an angle of 45°, and each Pulse climbing like this costs 1 FT. Climbing at a rate of 1 hex per 2 horizontal hexes does not cost FT.
  • the Adept may ride the winds at altitudes of 15 metres or higher. The movement rate is 880 yards per minute (30 mph), plus 30 yards per minute (+1 mph) for every Rank in the Name.

It takes 20 minutes to transform after the spell has been cast, - 1 per Rank to a minimum of 1 Pulse.