South Gate Rot Award: Haedric

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Haedric returns to the Guild on the 7th Harvest 817wk with 25, 066 Experience, has earnt
95tg
6gs
9sp
after Guild Taxes.
He has earnt these Spots:

3 4 6 7 7 8 8

He had 11 days available for training on the adventure and spent 37 days away from the Guild.

He may
advance any Talents four Ranks.
advance his Rank in Climbing as if he had 4 weeks of training time and at only 90% of the cost.
advance his Rank in Stealth as if he had 4 weeks of training time and at only 90% of the cost.
advance his Rank in Ranger as if he had 4 weeks of training time and at only 90% of the cost. This does not stack with the benefit of training with a higher Ranked Ranger.
advance his Rank in Goblin as if he had been immersed in it for 3 weeks.

Consumables

Grenadoes

Enhanced Siege Grenado

Requires Rank 10 Alchemy & Rank 10 Arithmetician
This grenado contains an incendiary device contrived by an Alchemist who was assisted in their calculations by an Arithmetician. It is not usually thrown by hand, mostly being deployed by means of a perriere or other siege engine. It will not normally detonate when subjected to sudden sudden shocks. It has a fuse that must be lighted and when it burns down, it will detonate inflicting damage according to this schedule:

Result Damage
1 5
2 or 3 25
4 - 6 125
7-0* 625

The damage is applied to everything in the hex where the grenado detonated, 1/5th being done to everything else a hex distant, 1/25th being done to everything two hexes distant, 1/125th to everything three hexes distant, and so on until the damage falls below 1.
If it is thrown by hand, it always leaves a parabolic ballistic arc. The backlash of the energies travel back down this path, inflicting one fifth of the damage done to their primary target.
Targets are allowed to Break 100 + 2 x AG + Rank in Sense Danger to avoid the damage.
*If the D10 result is from 7 - 10, and it was thrown at a terrain feature, it will blow a hole about 10 ft in diameter into anything with the structural integrity of a 10 ft curtain wall or less.

Adventure Season Plane of Origin Aura Nature of Magic Cursed? GM
Southgate Rot Autumn 817 Alusia Alchemy Incendiariasm px50 Jim Arona 021 076 9376

Red Iron Grenado

Rank 8 Alchemy
This grenado contains an alchemical incendiary device. It will not be set off by sudden blows. It is lighted and then usually thrown at a hex within range (15 hexes). The hex has no Defence, but the thrower's SC is reduced by 3 per hex beyond the first. Any Strike Check greater than 70 + MD means that the thrower dropped the grenado at their feet, or, if the roll is 99 or 100, has gone off prematurely.
If the Strike Check result is high enough to indicate a miss but not high enough for a catastrophe, then a scatter D10 is rolled.

D10 Destination hex
1 D10 ft beyond the target hex
2 D10 feet beyond and to the right of the target hex
3 D10 feet to the right of the target hex
4 D10 feet short and to the right of the target hex
5 D10 feet short of the target hex
6 D10 feet short and to the left of the target hex
7 D10 feet to the left of the target hex
8 D10 feet beyond and to the left of the target hex
9 2D10 feet beyond the target hex
10 D10 hexes short of the target hex

On detonation, the grenado inflicts 3 Specific Grievous Injuries on anyone up to 3 hexes away. Targets who are between 4 and 6 hexes away suffer 2 Specific Grievous Injuries, while those between 7 and 9 only suffer one. The grenado inflicts A, B or C Class injuries, so all results are applied.

Targets are allowed to Break 100 + 2 x AG + Rank in Sense Danger to avoid each wound.

Adventure Season Plane of Origin Aura Nature of Magic Cursed? GM
Southgate Rot Autumn 817 Alusia Alchemy Incendiariasm px50 Jim Arona 021 076 9376

Amulets

Agate Amulet

This amulet of agate weighs 4 oz and must be worn openly around the neck to be effective.
This amulet will cure the bearer of any non-magical diseases as if they were being treated by a Rank 7 Healer. The necklace always tries to cure diseases in the order in which they were acquired. It has three charges. In the event that the amulet succeeds in its Cure Disease check, no charge is used. If the roll fails, a charge is used and the bearer is cured anyway.

Charges
3 2 1

Once all of the charges are used, the amulet fades to a greenish dust.

Adventure Season Plane of Origin Aura Nature of Magic Cursed? GM
Southgate Rot Autumn 817 Hell Formerly living Affliction px50 Jim Arona 021 076 9376

Trumps

Scrolls

Strength of Stone x 3

Base Chance: 80% + Reader's MA bonus & Enchantment   Duration: 21 hours   +20 to PS or EN

Potions

Restorative Potion x 2

This potion weighs 4 oz and may be used without Preparing if it is kept in some easily accessible place (bandolier or belt, etc).
This Restorative is Rank 1, inflicts 3 EN and restores 6 FT.

Restorative Potion

This potion weighs 4 oz and may be used without Preparing if it is kept in some easily accessible place (bandolier or belt, etc).
This Restorative is Rank 2, inflicts 4 EN and restores 8 FT.

Love Philtre

This potion weighs 4 oz but must be Prepared before it may be used. The Rank of the Philtre is 10.

Fertility Potion x 2

This potion weighs 4 oz but must be Prepared before it may be used. The Rank of the Potion is 10.

Potion of Strength of Darkness

This potion weighs 4 oz but must be Prepared before it may be used. The Rank of the Potion is 7.


Frog Potion

This oil weighs 4 oz . It need not be Prepared before it is used if it worn openly, but there is a 30% chance that it will break/denature if this is the case. This applies to impact (physical) damage, force, heat, fire, ice or lightning, but not cold, corrosion, Putrid Wound, Necrosis, Disruption etc..
The imbiber becomes a frog with the following stats:

Description
The frog is a small green amphibean about the size of a mouse.
Abilities
Frogs may swim, "run", leap and climb upon sheer surfaces, but are not tool users.
Movement Rates
Swimming, Running & Climbing: 150/100/100
PS: 1 MD: 12 AG: 18 MA: User EN: 1 FT: User
WP: User PC: User PB: 4 TMR: 3 2/1 NA: None
Weapons
Frogs may bite.
Bite: BC 20%, [D - 7], Close, Rank 0.

The imbiber may end the spell at any time, and this requires a Free Act. When they return to their original form, they are cured of 2 rollup D10 damage.

Potion of Iron Skin

This potion weighs 4 oz but must be Prepared before it may be used.
It improves the imbiber's Natural Armour by 2 or gives the imbiber Natural Armour of 1 if they do not have any. The effects of the potion last until the next dusk or dawn but turn their skin a matte blue/black, increasing Stealth by 10 at night, but in social situations, making them quite noticeable.

The Consummation of Fire and Water

This 8oz phial contains a fluid that 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 through¼ 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.

The Sublimation of Water into Fire

When drunk, the imbiber's body is transformed into an explosive ball of fire inflicting 4 roll up D10 damage on everything in the same hex, minus 10 for every 5 feet distant. The imbiber will find themselves transformed into smoke covering the volume of a megahex. Treat them as if Gaseous Form has been cast on them at the creator's Rank in Alchemy. They will smell strongly of burning wherever they drift.

Poisons

Invested Gems

Other Invested Items

Crystals

Charms

Other

Pint of Red Beer x 5

This pint of beer weighs, inclusive of the bottle, 1lb 14 oz. When it is drunk after a long day's march, it leads to a state of satisfaction lasting 15 minutes. In this time, anything other than conversation and eating is too much trouble. All perentile values have 20 added to the result on the die inside this period. Those who retire within an hour of drinking this beer will recover 1 point of EN per hour of sleep to a maximum of 8.

Pint of Pale Ale x 2

This pint of ale weighs, inclusive of the bottle, 1lb 14 oz. It has a strong, yeasty taste, and makes whoever drinks it more alert, adding 15 to their PC checks until they would likely have their next meal (i.e. no more than 4 hours). In addition, upon first drinking the ale, they take 7 EN damage, restoring 15 FT.

Pint of Dark Ale x 5

This pint of ale weighs, inclusive of the bottle, 1lb 14 oz. It is quite bitter, tastes strongly of molasses and hops and increases EN by 4. This lasts until they would likely have their next meal (i.e no more than 4 hours). This will not stack with Strength of Stone, but while duration remains it will immediately heal 3 EN when the first EN damage is taken.

Dwarf Bread x 50

Each slab of dwarf bread weighs 1 oz and does not decay. Theory suggests that an enterprising cobbler may use it to repair leather goods.
While dwarf bread is a nutritious and filling meal, it cannot be said to be enjoyable, except by those dwarves who have, perhaps, been away from home so long that nostalgia has coloured their remembrance. No one knows for certain what goes into dwarf bread, although it is rumoured that rye and wheat feature in the recipe. Philosophers opine that schist and gravel may feature heavily in its construction, and very few believe that it can be prepared in anything other than a foundry or kiln.
Nevertheless, if it is eaten for breakfast (well, any meal really, but it's usually best to try and get it out of way as quickly as possible) for three days in a row, then from the third meal, those who have partaken increase their WP and EN by 1 for the rest of the day, even beyond racial maximums.
Unfortunately, and even with the most open mind with respect to other cultures, once an entity has tried dwarf bread, they must make a 2 x WP check to consume it on successive days, a failure indicating that they would rather eat their own arm. Dwarves, as it happens, need only make 3 x WP checks.

Lightning Jar

This cylindrical earthenware jar weighs 1 1/2 lbs, is 3 inches across and 12 inches long. and contains 4lbs of galvanic fluid.
These do not protect the wearer in any way, but any lightning damage inflicted on the bearer will also increase the galvanic value of the fluid at a rate of 1:2 taken. When the galvanic value of the jars increases to 30, the berarer must make a Magic Resistance check versus Backfire to avoid the jar catastrophically releasing its entire galvanic value as lightning damage. A successful Magic Resistance check means that the galvanic value has been increased and the jar has held.

Copper Rose

This strip of copper is 1/2 an inch wide and 3 inches long. It has a rose embossed onto it. An entity may benefit from a given copper rose once, after which it will never work for them again. Other copper roses will, however. When touched to an entity and their name uttered, they will be healed of 1 rollup D10 damage.
This copper rose will last until the winter solstice 818 WK.

Translucent Clay x 120 lbs

Ceramics made of this clay will be translucent. If the ceramic is fired again, it will be transparent.

Distillate of Bronze

This metallic fluid is an intense metallic yellow/orange, and is otherwise similar to mercury. Although it is the size of a standard crystal phial, it weighs 3 1/2 lbs.

Pyrites of Iron x 2

These golden metal flakes are iron although they do not impede spell casting. They are held in a delicate glassware bulb about the size of a man's fist and weigh 1 lb.
When used in the Casting process, they increase the base chance of any illusory magic by 10.
When exposed to water, the flakes will bubble noxiously for 3 Pulses then generate toxic fumes over the megahex (3 x MD + 2 x Alchemist Rank to avoid) or suffer 3 rollup D10 acid damage. Fume production continues for 3 more Pulses, whereupon the pyrites will burst into flame, igniting the fumes which will inflict 3 rollup D10 fire damage and 3 rollup D10 impact damage. Protection from armour applies against both of these attacks, although Magic Resistance is not allowed.

Humour of Melancholy x 2

This crystal phial weighs 4 oz and contains an aqueous humour of melancholy.

Melian Healing Salve x 3

This small stoneware pot contains an amber unguent and weighs 8 oz. No Skill is required to apply the ointment. It will cure 1 point of damage per Pulse for 1 rollup D10 + 8 Pulses.

Skin Changes

The user of the skin may use any Skill or Ability that the form would naturally allow. While this includes most Talent magic, unless the form is human-like, spells and rituals may not be performed. If an animal has a range of Ranks next to one or more of their natural weapons, then the user may apply their Unarmed Combat up to the maximum listed.

Little Mary Sixpence

PS: 6 MD: 14 AG: 16 MA: User EN: 8 FT: User
WP: User PC: User PB: 18 TMR: 5 NA: None

Little Mary Sixpence is 8 years old and the very picture of cheery innocence. She has blond curls that hang in ringlets, blue eyes and the kind of freckles little girls get for being good-hearted and friendly.

Ginger Tom

Description
Ginger Tom is 24 inches long and weighs 12 pounds. He is a large, muscular, somewhat disreputable tom cat, who holds the world in cynical disregard.
Abilities
Ginger Tom's Stealth is 120% (+ 5 per User's Rank).
Movement Rates
Running: 450
PS: 4 MD: 21 AG: 24 MA: User EN: 5 FT: User
WP: User PC: User PB: 7 TMR: 9 NA: Fur absorbs 1 DP*
Weapons
Ginger Tom cannot Melee, but he will happily enter Close where he gets 1 Bite and 4 Claw attacks.
Bite: BC 45%, [D10+1], Close, Rank 0.
Claw: BC 40% [D10-1], Close, Rank 0-4

Mouse x 3

Description
Mice are small brown, white or grey rodents. They are shy of almost all creatures, most especially cats, dogs and men.
Abilities
Mice have no special talents or skills, and they are not tool users.
Movement Rates
Running & Climbing: 150
PS: 1 MD: 12 AG: 18 MA: User EN: 1 FT: User
WP: User PC: User PB: 4 TMR: 3/3 NA: Fur absorbs 1 DP
Weapons
Mice may bite.
Bite: BC 20%, [D - 7], Close, Rank 0.

Remnants

Weapons

Goblin Dagger

This black steel tulwar is sized for a goblin and weighs 1 lb. It may be advanced as a Dagger by humanoids larger in size than goblins to Rank 9. The base Strike Chance is 50%, the base Damage is 1 rollup D10 + 4, inflicts A & B class injuries , and may only be wielded in Melee or Close. An entity carrying this weapon may not make use of non-racial magic.

Skyfall

Skyfall has been Weapon-smithed so that it also has the properties of a war hammer and a war pick. It weighs 5 lbs, the haft being 1 1/2 feet long attaching to a stone head. One face is flat and round while the other is a sharp, wickedly curved beak. While it is cold it is as hard and as robust as steel. The base strike chance is 57%, base damage is 1 rollup D10 + 4, inflicts A and C Class injuries, and Skyfall can be wielded 1 or 2-handed. Bonuses from having greater than required PS may be added at a cost of 1 FT per Strike Check. The PS required to wield this weapon is 17 and it may be thrown up to 12 hexes away, whereupon it will return on the next Pulse, requiring a 3 x MD check to catch. if 3 points of WP are spent, the weapon inflicts 1 rollup D10 for every 5 points of WP over 10. WP lost in this fashion recover at a rate of 1 every 3 days.

If it is wielded by a dwarf, then
they automatically catch Skyfall on its return
the WP loss is reduced to 2
Ranks in war hammer and war pick are cumulative with respect to Strike Chance and Damage Modifier. Bonuses from having greater than required PS may be added at a cost of 1 FT per Strike Check. :once the wielder has achieved 8 Ranks, they may Multi-Hex Strike at the usual penalty.< br>
when wielded against a large humanoid of size 8 or greater, they may subtract their Rank in Skyfall from the die roll result of the Strike Check
unleash a lightning bolt equal to their Rank in Skyfall and at a cost of 2 WP. This need not be Prepared but requires a Magical Fire Action
unleash a thunderclap equal to their Rank in Skyfall and at a cost of 2 WP. This need not be Prepared but requires a Magical Fire Action

Skyfall may benefit from weapon spells.

Adventure Season Plane of Origin Aura Nature of Magic Cursed etc.? GM
Southgate Rot Autumn 817 Alusia Magical px50 Jim Arona 021 076 9376

Malice Blade

A Weaponsmith who is an Adept of Necromantic Conjurations will charge 1,100 sp to make each of these blades, and it will take 1 week each.
These bones from a green hag's finger, hand and thumb have been worked into the wooden armature of a boomerang. This will increase the weight of the weapon to 1 1/2 lbs, the base Strike Chance to 53% and the base damage to 1 rollup + 2. However, if 1 is rolled on the damage dice, this is considered 9. The weapon inflicts A, B & C Class damage but amputations, eviscerations, hamstringings, chest, hip or pelvis wounds are ignored.
If the weapon misses, it will automatically return to the wielder.

Adventure Season Plane of Origin Aura Nature of Magic Cursed etc.? GM
Southgate Rot Autumn 817 Alusia Formerly living Ghoulcrafting px50 Jim Arona 021 076 9376

Armour

Miscellaneous

Spell Racks

Gryphon Fly Whisk

This fly whisk has been made from the tail of a gryphon, something that will be obvious to any gryphon that sees it. It is a spell rack
While it is carried in the hand, no flying insect will approach closer than 1 metre.

Adventure Season Plane of Origin Aura Nature of Magic Cursed etc.? GM
Southgate Rot Autumn 817 Alusia Formerly living Shamanism px50 Jim Arona 021 076 9376


Toolbox of Holding

This small wooden box is 6 inches x 4 inches by 2 inches and weighs 1lb. It may contain up to 20 lbs of non-magical tools, so long as each tool can pass through a 6 inch by 4 inch aperture.

Adventure Season Plane of Origin Aura Nature of Magic Cursed etc.? GM
Southgate Rot Autumn 817 Alusia Formerly living Binding px50 Jim Arona 021 076 9376


Talon Ring

This glossy, dark brown sleeve for a digit is fashioned from the claw of an enormous terror bird. It may be worn on either of the middle fingers of a hill giant or the thumbs of a human or dwarf. Although jointed, it will occupy the entire digit and nothing else can be worn on it but it does not interfere with wielding weapons.
It has a wickedly sharp point and a reverse edge that runs some 2 inches along the inside curve. It may inflict any Specific Grievous Injury except 26 - 30, 35, 36, 68 or 69 (no amputations).
Base Strike Chance is calculated as for Unarmed Combat but the base Damage calculation is D10 - 1, and it will accept any Weapon spells except Dark/Light Sword, Weapon of Flames or Rune Weapon.

Adventure Season Plane of Origin Aura Nature of Magic Cursed etc.? GM
Southgate Rot Autumn 817 Alusia Formerly living Enchantment px50 Jim Arona 021 076 9376

Wand of Frost & Fire

This wand of marble chased with bronze is 14 inches long, 1/2 inch thick and weighs 1/2 lb. It allows the wielder to reverse the effects of a General Knowledge Ice or Fire College spell. Thus, a Refrigeration spell may be cast as a Spell of Temperature Alteration, an Ice Creation spell may be used to thaw a like amount of ice, similarly with the Water to Ice spell.

Adventure Season Plane of Origin Aura Nature of Magic Cursed etc.? GM
Southgate Rot Autumn 817 Alusia Magical Enchantment px50 Jim Arona 021 076 9376

Tilting Bootstraps

These bootstraps may be attached to any boots except solerets and the like. They increase the wearer's Encumbrance by 1 lb each.
A wearer who has these straps attached to their boots will be able to vary their relationship to their surroundings by 2 degrees * Rank in Ranger if the terrain of specialisation is rough (mountains, hills, caves or the like). This only affects the wearer, no one else is affected, however the wearer may, for example, slide "down" a perfectly flat surface.
This will improve the chance to climb by the number of degrees less obtuse than 90 degrees, and may make climbing an overhang possible.

Adventure Season Plane of Origin Aura Nature of Magic Cursed etc.? GM
Southgate Rot Autumn 817 Alusia Formerly living Angles px50 Jim Arona 021 076 9376


Jewellery

Amulets

Amulet of Luck

This amulet of an alligator's tooth, when worn openly, adds 3 to the wearer's Magic Resistance and 2 to their Defence.


Enhanced Amulet of Amethyst

This amulet of amethyst, when worn openly around the neck or on the forehead, wards against dreams and nightmares. The wearer may not be interrogated by the Ritual of Sending, and are entitled to an extra Magic Resistance roll vs Nightmares (taking the best). If they are not normally entitled to a Magic Resistance check against dreams and nightmares, this amulet provides one.

Enhanced Amulet of Elder Flowers

This amulet of tiny, preserved yellow flowers, when it is openly on the right wrist makes the wearer' proof from the Evil Eye. In addition, they make an additional Magic Resistance check against any Curse magic, choosing the best. If the Curse magic does not normally allow any, they are entitled to one.

Amulet of Dilation

This amulet is made of a large, cut onyx cast into a bronze setting and weighs 4 oz. It must be worn on the chest or as a cloak pin to be effective.
The name of a General Knowledge spell must be engraved onto the face of the onyx. When that spell is cast on the wearer, the duration will be tripled.


Allies

Spare the Rod

Spare is a light mace that weighs 3lbs. The wielder adds Spare's PS and MD to their own while wielding him. The base Strike Chance is 50%, base Damage is 1 rollup D10 + 4, and there is no chance of him being broken as a result of being "overstrengthed" unless PS climbs higher than 40. He has these characteristics:

PS: 16 MD: 9 AG: - MA: 22 EN: - FT: 9
WP: 20 PC: 18 PB: 7 TMR: - NA: -

He may Detect Aura but can only determine if an object/entity has a magical aura.
He may cast the Illusion of Seeming at Rank 0 at a cost of 2 FT (32% Cast Chance).
If his wielder has Purified with him, he may increase the Rank of a spell by 1. This can only be done 3 times, resetting at the next Purification at dawn..
Spare will never ally himself with someone who he perceives as evil or even merely callous. He will, at the very least, withdraw his services from such a person, and may actively work towards their end. He is an astute judge of character and can read his wielder's empathic state so it is hard to convince him of a lie.
Any Primary Characteristic may be advanced 5 points at the usual cost except for those marked with "-", PC may be raised to 25 and FT to 13. The talent and spell may also be Ranked at the usual costs. Reduction to Experience Cost for high MA are not applied unless all of the spells and rituals of the College of Illusion Magic is learnt. No more than 10% of the ally's Experience may be spent on Spare, and a separate Ranking record must be kept.


Lore

Plans: The Shield of el Bàríqa

Mechancian Rank 5
A slender rod of copper 1/4 inch thick x 12 inches long and a stout rod 2/3rds of an inch thich x 6 inches long must be tormented with bitter cold every day for 12 days to end upon the Winter Solstice. They must be wrapped in virgin wool of a lamb which has not seen its second spring, completely covered with lodestones and kept so cold frost would form upon them if exposed to moisture, which they must not be.
On the first day of spring, a wooden buckler weighing 3 lbs must be chased in electrum of pale gold, and the name of el Bàríqa engraved upon its dome. Then, the underside should be painted with gum arabic, except for the area beneath the boss, and six circles an inch in diameter around the edge. The lodestones should be taken up and ground to a coarse dust, then sprikled onto the gum arabic. Another coat should be applied to seal the dust within. Beneath the buckler, and at six points around the edge, hemispheres of amber no less than 1 inch in diameter must be attached at even points, being riveted by slender copper studs 1/4 inch thick so that they are in contact with the electrum chasing. A cabochon quartz hemisphere no less than 2 inches in diameter must be riveted to the dome so that it connects with the name written above.
A stout copper rod 2/3rds of an inch thick should connect the underside of the shield to a Lightning Jar or other container of tamed lightning. If the work is successful, then the device will project an unseeable field that absorbs1 point of physical damage for every Rank in Mechanician, and this will reset at the beginning of the Pulse. This does not stop blows directly to EN or possible Specific Grievous injuries, and the shield will become depleted when the amount of damage absorbed is equal to the value the Lightning Jar contains. If the operator has access to lightning, they may recharge the Lightning Jar in the approved manner.
The shield may be forced to overload, where it will absorb as much damage as the Lightning Jar contains. The contacts and jewelware are inevitably damaged by this, however, and repair may take an extensive period of time. A rollup D10 is resolved which will indicate how many days the repairs will take, and how many truesilver guineas must be spent in replacing metal and gems. The Mechancian subtracts half their Rank from the D10 result to a minimum of 1.
The cost of the work is 6,000sp. Repairs in excess of this figure indicate damage to the Lightning Jar.
The buckler is not wielded, except, perhaps, in desperation, but is worn strapped to the back. Once it is complete, it will weigh 4 lbs + the weight of the Lightning Jar.
A Mechanician may teach this ability to another of Rank 5 or higher, but it will cost them 3,900 Experience.


Obligations

Special Abilities

Dwarven Racial Abilities

Haedric has these additional Dwarf abilities
He may subtract 10 from the die roll to dodge the trample attacks of any ogre, giant or troll.
His movement rate or TMR are never penalised for moving over Rough terrain (i.e. ground that is broken or steep). If the terrain is so steep it has to be climbed, he gains no benefit.
He can smell metal and ore at a range of 50 feet (assuming still air) or gems up to 10 feet, by rolling PC + 2 x Merchant Rank. If he rolls 10% or less, he may even recognise currency.
Adventure Season GM
Southgate Rot Autumn 817 px50 Jim Arona 021 076 9376

Ancient Cantrips

Aid

Range: 10 feet
Duration: Rest of the Pulse
Effects: The Adept may add their MA bonus (i.e. MA - 15) to the Cast Chance of another's spell. In other words, if the Adept's MA is 20, they may increase the Cast Chance of another's spell by 5. In addition, they may pay all or part of the FT cost for the other Adept.


Spinning Grass

Range: Touch
Duration: MA minutes x 10
Effects; The Adept may weave grass, leaves and twigs into homespun clothing of average quality. They will protect against the elements no better than normal clothing. Ranks in Artisan: Weaving and Tailoring may be added as a bonus instead of Ranks in Troubadour.


Incantations

Ice Armour

Range: Self
Duration: 1 hour + 1/2 hour / Rank
Experience Multiple: 250
Base Chance: 40%
Resist: None
Target: Entity
Storage: Potion
Effects: The magic will cover the Adept's body or armour with ice, adding 2% (+ 3 per two full Ranks) to their defence and Rank / 4 points to their Protection value . The armour will absorb Rank fire damage per Pulse, resetting at the beginning of each Pulse. This is counted after all damage reductions are applied. If the Rank is greater than 10 but less than 20, any Grievous Blow will shatter the ice but, in that case, the specific grievous injury will not be applied to the Adept. If the Rank is 20 or higher, it will take two Grievous Blows to shatter the ice but, similarly, neither of them will be applied to the Adept.

The Appreciation of Beauty

Experience Factor: 200
Effects: By visiting places where great art is displayed or attending performances of surpassing grace and wonder, an adventurer may be deeply moved by the experience so that, at a later time, they will be able to draw upon their recollection and find the fortitude to shrug off the twisted and insidious blandishments of Horrors and their ilk.
The Experience Factor of this particular exhibition is 200, and the viewer multiplies this number by the Rank they wish to know it at. The maximum Rank is 20.
If they should be attacked by such things that the DM believes the recollection of art may be of use, then the adventurer may spend the points until there are none left, each point providing a 5 point bonus to resist effects which target their personality, spirit or will. This takes no Action, but must be declared before they have made the die roll.
If this appreciation has not been used before the next solstice or equinox, the binder recovers 20% of the Experience spent. This keeps happening unless they invoke it or until they recover 80% of their initial expenditure, whichever comes first.
Ranks

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 10   9   8   7   6   5   4   3   2   1 

The Gift of Jing Wei

Haedric has heard the song of Jing Wei, a great power of the east. This has raised his MA & FT by 2, exceeding personal and, if high enough, racial limits. His Magic Rsistance is permanently reduced by 5.