A Walk in the Black Forest Treasure - Dellith

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Dellith returns to the Guild on the 17th day of Breeze 815 WK with 46,885 Experience and has earnt, after Guild Taxes, 8,460sp silver pennies. She has 30 points of Fire in 30,000sp worth of rubies. The contents of her heart have increased by 3 Purity (to 17).

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 7 7 7 8 8 9 9 12 12

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

She may:

advance any Talent eight Ranks.
advance her next Rank in Stealth by 1 at only 90% of the cost and no time.
advance her next Rank in Flying 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 Demon Lore by adding a Sub-Field in Balrog at a cost of 1,000 Experience and no time. When answering questions about Balrogs, her Demon Lore is considered to be 1 Rank higher.
advance her Demon Lore by adding a Sub-Field in imps at a cost of 1,000 Experience and no time. When answering questions about imps, her Demon Lore is considered to be 1 Rank higher.

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.





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 Suspension of Fire upon Water Rank 14 x 7

This phial is robust, weighs quarter of an oz and must be Prepared before it can be used. The oil inside is vividly orange/red in colour. The oil may be poured:

  • onto the surface of about a pint of water and it will produce a view of a place they know that is within 5 miles + 15 miles per Rank in Alchemy which will last for a minute.
  • into the right eye so that any visual obscurement, illusion or deception will be penetrated. This effect will last for a minute.
  • into the left eye so that the emotions or spiritual state of an entity can be observed. This may reveal curses, geasa, afflictions of the soul and other obligations (i.e. pacts, bloodthirst, etc). This effect will last for a minute.

Whenever the oil is used, a D10 is rolled. If the result is less than the Alchemist's Rank, then it works perfectly. Otherwise, the thing it is poured onto catches on fire and is burnt up within a pulse. Losing an eye reduces MD by 1, PB by 2 and PC by 4.

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

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 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.
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 4

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

















Counterspell Potion x 3

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%.
If a Namer takes this potion, their counterspells apply against a Branch of magic rather than a specific College, but the bonus to MR is divided by 3. Counterspells can still be used to banish, dispell, dissipate or prevent Casting, but in this case, the College and body of Knowledge counterspell must be specifically nominated by the Adept.
If a non-Namer Adept takes this potion, then they can cast their Counterspells without Preparing them.
If a non-Adept takes this potion, they increase their MR versus all College magic by 10.
This potion lasts 8 hours.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Black Forest Summer 815 Alusia Magical Naming Incantations 4,000sp 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


Poisons

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 explosively 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

Luger

Mauser C96

This submachine pistol weighs 2.5 lbs and is about 12 inches long.
Rank with Crossbow of any kind may be used with this weapon. The base Strike Chance is 50%, base Damage is D10 + 1 + Specific Grievous Injury (any Class applying, except for amputations), maximum range is 40 hexes. For every Rank in Crossbow, the wielder may Fire another bullet per Pulse.
The magazine holds 30 9 mm parabellum rounds.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Black Forest Summer 815 New Terra None None Quest px50 Jim Arona 021 076 9376

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 Fork

The fine spinal segments of the balrog may be fashioned into a weapon that will collapse down and lock into a form somewhat like a trident. It is 7 feet long and weighs 5 lbs. The three tines are barbed and when unlocked, allow the wielder to use their MD to grab at things. Fine manipulation is not possible.
The fork is considered a 1 or 2 handed pole weapon. The base Strike Chance is 61%, the base damage is 2 rollup D10 + 3, inflicts A, B or C Class damage, and provides an Engaged Initiative Value bonus of 12.
The wielder may take a Free Act and change the properties of the weapon, so that it is a long, flexible chain weapon with a claw-like appendage. This will reach up to 5 hexes away, and may deliver an attack or grab something about the size of a human limb or head. In this form, the base Strike Chance is 47%, the base damage is 1 rollup D10 + 5, and the weapon inflicts A or B Class damage. If a grab is attempted, the wielder must successfully Strike the target and make a 3 x MD check - distance in feet. Those grabbed by the weapon may attempt to shrug it off by attempting a withdraw from Close combat manoeuvre.
The weapon is Ranked as a Lasso, the PS minimum to wield is 14 and the MD minimum is 18. Strike Chance increases according to the following schedule:

Rank
  0   1 2 3 4 5 6
0 + 2 + 3 + 5 + 7 + 11 + 13

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.

Balrog Sinews

The sinews may be woven into a fine but incredibly strong line which has a breaking strain of 2 metric tonnes. It is 90 feet long, and weighs 3 lbs.
If the user takes a Pass Action, the line will turn to a wispy thread of smoke and pour itself into a pouch, which will take about a Pulse.

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 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

Dellith's Mind Crystal

This crystal weighs 10 oz and is about 15 cms long. If it is inside the area of an ESP, Telepathy or overlapped by a Mind Speech spell, it will begin to glow. The brightness of the light will depend on the Rank of the spell. Treat the Rank of the light equal to the Rank of ESP, Telepathy or Mind Speech spell, less five.
As a consequence of being subjected to strange energies from outside space, its properties have been enhanced and Dellith may take a Pass Action and channel a point of Purity into it. A blazing, aurora-like field, bright enough to read by, will surround her which will absorb the first spell damage per Pulse equal to her Rank in the Expel Magic Talent. This may be ended at will, but otherwise will last for five minutes.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Black Forest Summer 815 New Terra Magical Strange 14,750sp px50 Jim Arona 021 076 9376

Transuranian Pocket Robe

This white robe is sized for a creature of size 7 but may be cut down by an Artisan Tailor of Rank 8. it will take 7 days per size category to cut it down to fit someone of smaller size, and they will charge 2,000 sp per week for their labour. The Weight Factor is 1. It inflicts a penalty to Stealth of 30 in any environment except Arctic, where it provides a 10 point bonus.
It is loose, light and may be worn over leather or mail but not plate armour.
The robe has 10 pockets, each of which may contain an object of not more than 5lbs in weight and which has two dimensions no greater than 4 inches.
Objects placed in the pocket weigh nothing and may be found unerringly by the wearer and with no more than a Free Act.

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

Severe

This is a mail gauntlet for the left hand made of truesilvered orichalcum and weighs 1 ½ lbs. It has five fingers and one thumb. All are functional.
The Individual True Name of this gauntlet is Severe, and it has no Generic True Name. Once a day, resetting at dawn, it is a legal target for the Compelling Obedience spell.

  • While the spell is active on Severe, then the wielder may perform one additional Pass Action per Pulse that they could reasonably execute with that hand (and the arm associated with it). As long as duration and Pass Actions remain, these can be executed according to Rank in the Individual True Name:
Rank Wielder is Pass Actions
0 - 3 active 1
4 & 5 active 2
6 & 7 stunned, dazed etc 2
8 - 11 stunned, dazed etc 3
12 stunned, dazed etc 4
13 - 15 unconscious 4
16 - 19 unconscious 5
20 dead 5
  • The wielder's PS and MD are raised by 6 for the left hand only.
  • As a cestus, the base Strike Chance is 67%. It inflicts D10 + 4 damage but if a non-prime number is rolled on the damage die, it is doubled. The gauntlet inflicts C Class wounds, but if the Specific Grievous Injury check falls on a number fully divisible by 11 (i.e. 11, 22...99), the gauntlet has plunged through the chest of their opponent and ripped out their beating heart. This is usually fatal and always impolite.
  • Damage that specifically attacks the left wrist or hand is always reduced by 6 points or the value of the wearer's other armour, whichever is greater. In addition, the wearer may Break 100 + 2 x MD to avoid the effects of a Specific Grievous Injury to the left hand or wrist.

If, by reason of curse, birth defect or witch mark, the wearer actually has six digits on their left hand, then two other special abilities become available to them.

  • The wearer may determine by touch whether an object or entity is not native to the present realm, or if a place is a dimensional portal, middlemarch or similar. They must Break 100 -> MD + PC. Only one such attempt is allowed per place, object or entity.
  • The wearer may Prepare and Cast the Banishment spell as a single Pass Action. Once used, this abilitiy is lost until the living heart of a sentient is burnt on the palm of the gauntlet.
A distant bell will toll on these occasions.
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Black Forest Summer 815 New Terra Magical Spite Crafting 25,000sp px50 Jim Arona 021 076 9376



Hat of Insouciant Regard

This broad-brimmed hat has a veil that draws across the left side of the wearer's face, so that it is less obvious to a viewer. The right side, however, attracts their attention, and moves the wearer's PB to the next prime if it would not end in a 9. If their PB is 8 - 12, it will become 13, if 13 - 16 it will become 17. However, if PB is 17 or 18, the hat does not provide any bonus to PB. If PB is 19 - 22, the wearer's PB will become 23.
Any casual observer will never notice the left side of the wearer's face. Those, however, who are specifically examining the wearer's face may make a 2 x PC check - the wearer's modified PB to see that side.

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

A Bolt of Brown Velvet

This bolt of brown velvet has a nap of two lengths. The longest threads are a rich, chocolate brown, the other threads are half that length and alternately red and gold. As a consequence, and depending on how the nap lies, its colouration may be a dark, burnt orange, a warm light brown or a dark brown with flecks of gold.
A gown made of this material will make the wearer's hair seem like honey in sunlight and, if their skin is tanned, will make it appear as if the wearer is brimming with health and has natural high colour.
A riding cape will make her neck swan-like and her face will seem to attract sunlight.
Men, women over 50 and children will be positively disposed to her and Reaction is adjusted 20 points in favour of the wearer.

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

A Stone from a Plover's Nest

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

Jewellery

Amulets

Ring of Protection

This plain ring weighs about 2oz. Its magic will only be effective if it is worn on the ring finger of the right hand. The wearer subtracts 10 from the die roll whenever they attempt to resist magic, making it more likely that they will succeed. It does not increase Magic Resistance.
In addition, it surrounds the wearer with 11 pentagonal planes of protection that float around them on all sides. Each pentagon is inscribed with magical glyphs along the edges. A pentagon will appear and protect the wearer so that the first 7 physical damage points the wearer takes per pulse are ignored. This does not work vs most kinds of magical damage, although it can be applied to damage from spells like Diamond Javelins, Ice Bolt or Ice Projectiles. Nor does it protect against hits directly to EN or Specific Grievous Injuries. If the wearer has some similar means of protection, then the greatest protection will apply.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Black Forest Summer 815 Tanuel Magical Protection 15,000sp px50 Jim Arona 021 076 9376


Allies

Lore

Tome of Abysmal Lore

Divining this tome will reveal the tragic tale of a nameless Kerberite Chaos Lord who was tortured and tormented by the loss of his woman and children. Eventually, after being promised to be reunited with them, he revealed this secret lore by writing them in this book.
It weighs 7 lbs, the covers being made from the hide of an adult Kerberite, the pages made from the skin of infants.
Anyone carrying the book will reduce their WP by 1 per day for a maximum loss of 7 as nameless grief fills them. This WP will recover 1 point every 3 days. Hypnotism can cure this loss once per day, restoring (D-5) (+1 per 3 or fraction Ranks).
Once a section has been read, it is learnt but the writing vanishes from the pages. No more than 10% of the reader's Experience can be spent on these abilities.

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


Morph Lore

This ability takes no time to train, but the reader must have at least 7 consecutive days in which training might take place. Rank may not be achieved with this ability, although costs are associated with Morphs.
This ability may only be used by people who have a form that they can turn into. It allows them to make alterations to abilities they already have, but does not usually allow the creation of new ones. So, the reader may not learn how to fly as a result of this ability. They may learn how to modify their flight abilities however.

Morphs
Morph Initial Experience Cost Subsequent Cost
+ 5 to SC with a natural weapon 10 x base Strike Chance x 2
+ 1 to DM with a natural weapon 100 x base DM
- 1 Stall TMR 400
+ 1 Charge TMR 200
+ 1 Dive TMR
+ 1 NA 500 x base NA

Stall TMR is the minimum amount of movement (measured in TMR) a flying form needs to stay airborne.
A Charge is an explosive movement associated with 1 or more attacks, and generally assumes a quadrupedal form. It may only be used once a day, dawn to dawn, and the shapeshifter may make a melee attack against any opponent they become adjacent to without being forced to become engaged unless this is their desire. Nor are they required to move in a straight line, they may use their Charge TMR normally in this regard.
A Dive is the same as a Charge, except that it is an aerial attack, and movement in a straight line is required (excepting for pulling out of it at the bottom).
A Morph that affects a natural weapon applies to all weapons of its type. A Morph to enhance claw attacks applies to all claw attacks. However, bite attacks will not affected by that Morph.
Initial Experience Cost indicates how much Experience the first Morph costs. Subsequent costs for a given Morph are double the previous cost.

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













Sun Dancer's Candle

This squat silver cup holds a fat candle, the wick of which is made from astonishingly blonde human hair. It weighs 3 lbs.
When it is lit, the wax will be consumed, leaving the wick unharmed. However, it will only burn for a training half day and will not be lightable until after dawn of the next day. There is enough wax to light the candle for 246 days.
The spirit of a Sun Dancer rises from the flame when the candle is lit, and will teach a noble woman of good standing the Sun Dancer Skill, while they learn Troubadour. In other words, they must learn the Troubadour Skill and as they do, they will learn Sun Dancer. It does not require an extra training track.

Sun Dancer

A Sun Dancer gains a bonus to defence of (2 + 2% per Sun Dancer Rank) if they have taken the Acrobatics proficiency.
A Sun Dancer gains + 1 / Rank to their engaged initiative if they have taken the Dance proficiency. No bonus is gained at Rank 0.
A Sun Dancer's base chance to hit is increased by 1% + 1% additional per Rank with thrown weapons and swords if they have taken the Juggling proficiency.
A Sun Dancer also inflicts an extra point of damage at Ranks 5 & 10 with thrown and natural weapons if they have taken the Juggling proficiency.
A Sun Dancer also inflicts an extra point of damage at Ranks 5 & 10 and gains a bonus of +1 at Ranks 4 & 8 to the parry calculation with swords if they have taken the Sword Swallowing proficiency.
At Rank 5, if they have taken the Fire Breathing proficiency, then as a Free Act and at a cost of 7 FT (which may Stun), the Sun Dancer may create a Flash of Light across all three of their front hexes. The Flash effect lasts for 1 Pulse (+ 1 per even numbered Rank over 5). Blinded characters have their Strike Chance reduced by 50, and they move at half their normal TMR. This ability may be recovered at noon on Sunday.
At Rank 6, while affected by a Solar Aspect event, their PS is increased by their Rank in Sun Dancing.
At Rank 7, the Sun Dancer may derive sustenance from the sun obviating any need to eat (but not drink) for Rank days. This ability cannot be refreshed until exhausted, and then only after lunch on a Sunday.
At Rank 8, the Sun Dancer may cure 3 damage at noon if the sky is clear. They may cure 6 damage at noon on Sunday if the sky is clear. They may cure 9 damage or one Specific Grievous Injury at noon on the Summer Solstice, if the sky is clear.
At Rank 9, if they have taken the Fire Breathing proficiency, then as a Free Act and at a cost of 8 FT (which may Stun), the Sun Dancer may create a second Flash of Light across all three of their front hexes and 2 hexes deep. The Flash effect lasts for 1 Pulse (+1 per even numbered Rank over 5). Blinded characters have their Strike Chance reduced by 50, and they move at half their normal TMR. This ability may be recovered at noon on Sunday.
At Rank 10, while affected by a Solar Aspect event and at a cost of 9 FT (which may Stun), the Sun Dancer may blaze as bright as the noon day sun. This requires a Free Act. Intense, violent coils of the sun's energies lash everyone within 15 feet, inflicting 3 rollup D10 damage to anyone who shares their hex, 2 rollup D10 to those who are adjacent and 1 rollup D10 to those are occupy the outer area of their hyper-megahex. Those who Break 100 -> AG + MD take half damage. Entities who are specially vulnerable to solar attacks are not entitled to a saving throw. This may be recovered at noon of the Summer Solstice.
This Skill does not stack with Assassin or Warrior.

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

Obligations

Special Abilities

Strong of Will, Chaste of Heart

Once a day, for 12 Pulses, Dellith may increase her PS by her WP.
It is surmised that her hymen is particularly robust with rumours persisting that the thing regenerates. This makes her attractive to entities interested in deflowering virgins. She gains +20 Reaction with respect to unicorns.
In addition, for every hour spent with her knees crossed, she gains an extra point of FT.
Should she be gathered by those capable of such things, her heartblood may be collected for 15 Purity.

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


Advancement of Agility

Dellith may advance her Agility 2 points by spending 5,000 Experience per point. This may be done once per adventure or season, whichever is less, and may exceed racial maximums.

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