Loot - Bishop: Difference between revisions

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|align ="Left"|A crimson cigar-shaped starfighter 15' in length, 5' wide capable of bearing up to six humanoids no larger than size 6 at a TMR of 13 or a movement rate of 20 miles per hour (+2 miles per hour per Rank) with a breathable atmosphere while duration lasts. The Adept may swap out six sizes of passenger a Spectral Torpedo to a maximum of 5.
|align ="Left"|A crimson space-capable flying saucerr 15' in length, capable of bearing up to six humanoids no larger than size 6 at a TMR of 13 or a movement rate of 20 miles per hour (+2 miles per hour per Rank) with a breathable atmosphere while duration lasts. The Adept may swap out six sizes of passenger a Spectral Torpedo to a maximum of 5.
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Revision as of 23:16, 2 February 2022

Back to Brave new world
Brave new world - loot
Loot - Muse
Loot - Bishop
Loot - Naimon

Consumables

Grenadoes

Primal Grenado

This grenado is striated with blue and orange and weighs 3 lbs. The base Strike Chance is 53% and, on impact, percentile dice are rolled and the following table consulted to find the damage that impacts the target hex:

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
2 3 5 7 11 13 17 19 23 29 31 37 41 43 47 53 59 61 67 71
21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40
73 79 83 89 97 101 103 107 109 113 127 131 137 139 149 151 157 163 167 173
41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60
179 181 191 193 197 199 211 223 227 229 233 239 241 251 257 263 269 271 277 281
61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80
283 293 307 311 313 317 331 337 347 349 353 359 367 373 379 383 389 397 401 409
81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100
419 421 431 433 439 443 449 457 461 463 467 479 487 491 499 503 509 521 523 541

Damage is halved (rounding down) for each hex from the centre of the explosion.

Potions

Pot of Flesh x 2

This pot contains a pinkish, oozing mass and weighs 4 oz.
When it's contents are applied to a wounded entity, up to 3 Specific Grievous Injuries will be cured. If there is only one such injury, it will be cured at the end of the next Pulse. If there are three, then none of them will be cured until the end of the third Pulse after the mass has been applied.
No particular Skill is required to place the mass, it will slither around the target's body and infiltrate the wounds.
In addition, D10+5 EN damage is cured.

Staunch Potion of Healing

This phial weighs 4 oz and may be taken without Preparing if it is attached to a belt or bandolier, etc. If the bearer is struck for a massive blow or a Specific Grievous Injury to any part of the torso (including shoulders and hips), then they must roll 30 or less on percentile or be shattered. The potion heals 40 damage and renders the drinker immune to damage for the rest of that Pulse and the next.

Potion of Relief

This robust phial weighs 7 oz and must be Prepared before it can be used. It contains a potion the colour of headaches and tastes like an overcast morning. Once it has been drunk, an amputated, boneless finger or protuberance will be regrown in a minute

The Suspension of Fire upon Water Rk 14 x 2

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 16,000sp px50 Jim Arona 021 076 9376

The Consummation of Fire and Water x 2

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 1

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 1

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 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


Poisons

Bullet Venom x 3

This robust phial weighs 3 oz. Its contents must be Prepared before anointing a lead bullet. The effect of this venom is to cause the bullet to splinter on contact with blood, inflicting D10 damage per Pulse for 3 Pulses. This will stack with other envenomed bullets and is independent of any other damage the bullet may do.
Unless handled by someone who is bleeding, the venom may be anointed by anyone without requiring an MD check, not just Assassins.

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

Invested Gems

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 px50 Jim Arona 021 076 9376


Firearms

Luger

This pistol weighs 2 lbs and is about 9 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 30 hexes.
The magazine holds 8 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 px50 Jim Arona 021 076 9376

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 px50 Jim Arona 021 076 9376

Metals

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.
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.

Barbed Mithril

1 lb of barbed mithril

Barbed Ithildin

1 lb of barbed ithildin

Balrog Bits

Balrog Tail

The cord from the balrog's tail may be extracted to make a whip which extends out fifteen feet and weighs 3 lbs.
The base Strike Chance is 47%, base Damage is 2 rollup D10. If the Strike Check result is a prime and a successful Strike, the whip cracks for an extra rollup D10 damage.
The hand wielding the whip has its MD increased by 16 and the wielder may extend their sense of touch down its length.
Bonuses to PS do not increase the damage of this weapon.

Balrog Scale

The cracked and friable hide of this balrog has formed into irregular but horn-like scales. Each is about 2 centimetres thick, are vaguely half-moon shaped, and vary in size from 1 foot by 18 inches to 2 feet by 3.
They may be made into bucklers, small round or large round shields of the following properties:

Shield Weight DEF per Rank MD penalty
Buckler 1.5 lbs 3% 0
Small Round Shield 2.5 lbs 4% -1
Large Round 5 lbs 5% -2


Balrog Teeth x 1

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

Pale Crossbow

This heavy crossbow is made out of the bones of some creature of the earthen deep, weighs 3lbs and is the colour of ash. The base Strike Chance is 67% and base Damage is 2 rollup D10. If the wielder's PS is 40 or more, they may Prepare the weapon with a Free Act, but at a penalty of 20 to Strike Chance.

Armour

Spectral Cape

This cape is light grey in colour and appears to be made from woven shadows. It weighs 11 oz and is a legal target for the Spectral Hand spell, in which case the Adept creates a second primary hand (and arm) which emerges from their upper back. This grey but corporeal limb has the same PS and MD as the Adept's normal primary limb but, obviously, does not benefit from itemry unless subsequently adorned. It lasts for 15 minutes and may be used as a primary hand / arm. The Adept may deliver a dual attack with this limb as if it were another primary arm / hand. At Rank 10, the limb may deliver an attack as a Free Act and as a Reflex Action when the spell is Rank 20. The arm / hand may not deliver more than 1 attack a Pulse.
The arm/hand is not obvious until called upon but its emergence from the Adept's back is not at all calming and will force a Fear check (3 * WP) on people whose WP value is less than 12.

Void Robes of the Qalamari

These robes are the colour of migraines and nausea. They weigh 2 lbs, provide 5 points of Protection, 7 Spell Armour and may not worn with other armour. The wearer's Magic Resistance to Annihilation or Dark Sphere contact is increased by 10.
If the wearer sleeps in these robes, their dreams are visited by images of twisted things from beyond the void so the first four hours of sleep return no FT. However, in this circumstance, there is a flat 7% chance that they may learn something of the void upon waking, at the DM's whim.

Miscellaneous

Fabergé Eggs

Egg Timer

This Fabergé egg is red with a green, enameled ribbon motif around it. It is 8 cms long and weighs 10 oz.
Once a season, it can be opened as a Free Act and there is a 30% chance it will give the bearer and his allies an extra Pulse. This may be attempted each Pulse until the extra Pulse has been delivered, whereupon the egg may not be opened again until the next equinox or solstice, whichever comes first.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Black Forest Summer 815 New Terra Magical Artifice 15,000sp 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

Rings

Barbed Ring

This ring weighs 1 oz and may only be worn on a finger or similar protuberance that does not contain a bone. On the bearer's Initiative, but requiring no Action, the bearer may increase the protuberance to 24 inches in length and tipped with a vicious barb. This may be used to deliver an Unarmed Combat attack with the usual Strike Chance, but the base Damage increases to 1 rollup D10 + 3. If used to parry successfully or if successfully parried, the bearer must Break 100 + 2 x MD to avoid having the protuberance amputated.

Ring of Angles

This ring is made from a matte black inert substance vaguely similar to fulminite and encumbers as if it weighed 4 oz. The outside of the ring is smooth, the inside shaped like a regular polygon with 36 sides.
When it is worn on the middle finger of the left hand for 7 days, Thursday to Thursday, the bearer is considered to be void of any curves, and the hex they are standing in contains no angle more acute than 170°.
On the occasion of the next full moon, the bearer must Break 100 -> 1 x WP or dream of damp, soft things who press up against their back while they sleep, whispering. Once the dreaming starts, the Break 100 target climbs by 1 each day until the bearer fails, whereupon they will will feel that something cold and pitiless is watching them from the shadows. becoming more and more estranged from reality and, from time to time, experiencing blackouts where they cannot account for their movements. They may even become distrustful of friends and companions, and obsessed with the idea of destroying their enemies (who they think are “all around”). The bearer will eventually become unhinged and may plot to destroy their friends in the belief that they are “out to get them” or perhaps provide a critique of transparent opera-singing flamingos or, indeed, any other bizarre behaviour the DM deems appropriate.
The bearer's sanity may not be restored until the ring is removed. However, removing it while barking mad will halve the bearer's WP value, which will return at 1 point every 3 days. Hypnotism will not help with this, although therapy may.
If the bearer goes mad on adventure, the DM receives 4,000 Experience. If the madness is permanent, they get a round of applause at the Guild Meeting.


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.

Enhanced Amulet of Jade

This green jade amulet, when it is worn openly around the neck, increases the wearer's Initiative by 8 versus the undead. In addition, any Cast or Strike check vs the undead that ends in an 8 will be treated as ending with a 1 and any damage roll of 1 on a D10 becomes 8.

Enhanced Amulet of Amethyst

This amethyst may be made into an amulet that, when it is worn openly around the neck or on the forehead, wards against dreams and nightmares. They 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 one, this amulet provides one.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Black Forest Summer 815 New Terra None Stone Lore 6,000sp px50 Jim Arona 021 076 9376


Enhanced Amulet of Elder Flowers

These tiny yellow flowers may be preserved and made into an amulet that, when itis worn openly about the neck or the right wrist makes the wearer' proof from the Evil Eye. In addition, they make an additional Magic Resistance check against any Curse magic. If the Curse magic does not normally allow any, they are entitled to one. If the result of either Magic Resistance check is under half what is needed, the Curse magic reflects onto its caster.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Black Forest Summer 815 New Terra Formerly living Herb Lore 800sp px50 Jim Arona 021 076 9376

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.

Damage Squares

Experience Multiple: 1,000
This ability takes no time to train, but the reader must have at least 7 consecutive days in which training might take place. It can be advanced one Rank per season or adventure, whichever is least to a maximum of Rank 10.
The reader acquires the ability to avoid damage according to the following schedule:

Rank Squares
1 1
2 1,4
4 1,4,9
6 1,4,9,16
8 1,4,9,16,25
10 1,4,9,16,25,36

A single Damage Square can be played against damage from one single attack as a Free Action in a Pulse. They may be played before the reader's Initiative or even when they are stunned. They may not usually be played when they are surprised, asleep, unconscious or dead.
All Damage Squares are restored after the reader returns from having spent at least 24 hours in the Abyss.


Special Abilities

A Penetrant, Illumininant Eye

Once a day, requiring a Free Act, Bishop may add his PS to his WP for 12 Pulses, for as long as he is not in 90% or greater darkness.
Once a week, Saturday to Saturday, and requiring a Pass Action, he may drink 10,000 cubic feet of darkness into the pupil of his left eye. This will cause the entire orb to turn black. He may take another Pass Action to release the darkness, which will emanate around him.
Should he be gathered by those capable of such things, his heartblood may be collected for 15 Will.

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


Incantations

Spectral Warrior - Spectral Vehicle

Duration: 30 minutes + 30 minutes / Rank
Effects: This incantation creates a Spectral Vehicle of the following qualities:

Rank Vehicle
0 – 5 A grey motorcycle capable of bearing 12 sizes of humanoid at a TMR of 13 or a movement rate of 40 miles per hour (+2 miles per hour per Rank)
6 A crimson four-wheeled vehicle whose grille has the appearrance of gnashing fangs, headlights like the slitted eyes of a maddened goat and capable of bearing 12 sizes of humanoid at a TMR of 13 or a movement rate of 20 miles per hour (+2 miles per hour per Rank). A Spectral Cannon is mounted in front of a single passenger
7 – 10 A grey, triangular boat 25' long, 15' wide at the base with a small searchlight on the forward cowling, capable of bearing 24 sizes of humanoid at a TMR of 13 or a movement rate of 10 miles per hour (+1 mile per hour per Rank)
11 A crimson, triangular patrol boat 25' long, 15' wide at the base, with gnashing fangs painted on the prow capable of bearing 18 sizes of humanoid at a TMR of 13 or a movement rate of 10 miles per hour (+1 mile per hour per Rank). A Spectral Cannon is mounted in front of a single passenger
12 - 14 A grey flying saucer 15' in diameter with a small searchlight on the forward cowling, capable of bearing 12 sizes of humanoid at a TMR of 13 or a movement rate of 20 miles per hour (+1 mile per hour per Rank)
15 A crimson flying saucer 15' in diameter with gnashing fangs painted on the leading edge, capable of bearing 12 sizes of humanoid at a TMR of 13 or a movement rate of 20 miles per hour (+1 mile per hour per Rank). A Spectral Cannon is mounted in front of a single passenger
16 or 17 A grey submersible 15' long, 8' feet wide, capable of bearing up to six humanoids no larger than size 6 at a TMR of 13 or a movement rate of 5 miles per hour (+1 mile per hour per 2 full Ranks) with a breathable atmosphere while duration lasts. The Adept may deploy a periscope up 15'
18 A crimson submersible 15' long, 8' feet wide, capable of bearing up to six humanoids no larger than size 6 at a TMR of 6 or a movement rate of 5 miles per hour (+1 mile per hour per 2 full Ranks) with a breathable atmosphere while duration lasts. The Adept may deploy a periscope up 15', and six sizes of passenger may be swapped out for one Spectral Torpedo to a maximum of 5
19 A grey, space-capable flying saucer 15' in diameter capable of bearing 30 sizes of humanoid at a TMR of 13 or a movement rate of 20 miles per hour (+2 miles per hour per Rank) with a breathable atmosphere while duration lasts.
20 A crimson space-capable flying saucerr 15' in length, capable of bearing up to six humanoids no larger than size 6 at a TMR of 13 or a movement rate of 20 miles per hour (+2 miles per hour per Rank) with a breathable atmosphere while duration lasts. The Adept may swap out six sizes of passenger a Spectral Torpedo to a maximum of 5.

Spectral Vehicles take no damage from disease, poison, drain, cellular or spiritual damage, nor may they be annihilated.
Grey Vehicles

  • have no armour
  • absorb 20 (+ 5 / 3 Ranks) damage before being dissipated

Crimson Vehicles

  • reduce damage by 1 for every even Rank.
  • absorb 20 (+ 5 / 3 Ranks) damage before being dissipated
  • recover 1 point of damage capacity (+1 for every 10 Ranks) in a Pulse that they take no damage.

Spectral Cannon

Range Damage
10 hexes 1 roll up D10 + 1 / 2 Ranks


Spectral Torpedo TMR Damage

TMR Damage
26 1 roll up D10 for every four full Ranks

A Spectral Torpedo is a non-renewable weapon that is the same as a crimson Vehicle except as noted above. It must make contact with its target to inflict damage and is applied to the entire hex. Ten is subtracted from the total and applied to the surrounding hexes. Finally, another ten is subtracted and applied to the next hexes. E.g. 5 roll up D10 are rolled for 9, 7, 3, 3, 10, 4 = 36 Spectral damage which is applied to everything in the contact hex. Anything 1 hex out from that takes 26, and anything 2 hexes out takes 16. This damage is not Resistable.
Cost: 2500
Constraints: Unracks the spell, reduces FT value by two, consumes a ruby worth 4 tsg unless only grey Vehicles are expected.

Mental Attack - Multi-Target

Effects: This incantation allows the Adept to assign 1 per 3 or fraction of the spell's Rank with Mental Attack as targets, instead of one.
Cost: 2000
Constraints: Unracks the spell, reduces FT value by 3.

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

Allies

Khamsin

Description
Khamsin is a courser out of the Great Mare Sirroco and the Great Horse Grit. He is a dun buckskin, darkening along his spine, mane, tail and lower legs.
Talents, Skills, and Magic
Khamsin speaks the Common tongue at Rank 8 and the language of equines, fantastical or otherwise. When he is literate in a language at Rank 8 or higher he may learn any General Knowledge spell as if it were a Special Knowledge magic and walk upon sand, whether it be quicksand or sand borne by wind or storm. Once a week, resetting at dawn on Sunday, he may call a sand storm from the west. Once a season, resetting at noon on the next solstice or equinox, as a Reflex Action, the force of all damage that afflicts him for the remainder of the Pulse are reduced to their square root (i.e. 100 becomes 10, 49 becomes 7)
Movement Rates
Running: 600
PS: 90 MD: 15 AG: 20 MA: 10 EN: 45 FT: 60
WP: 20 PC: 15 PB: 13 TMR: 12 NA: Hide reduces Damage by 2
Weapons
Bite BC 25%, [D + 8], Melee & Close, Rank 0. This attack requires but a Free Act
Kick BC 45%, [D + 7], Melee Rear, Rank 0. This attack may be delivered as a Reflex Action to a rear hex but in that case no other Kick attack is allowed.
Trample BC 25%, [D + 8], Close, Rank 0. This attack is delivered automatically whenever Khamsin first enters Close with an opponent.

Machinery

Orichalcum Escapement

This escapement weighs 15 lbs, is made from an orichalcum cog a foot in diameter, 1/4 inch in thickness, attached to a rectilinear cuboid frame of 9 inches x 2 feet x 1.5 inches, inside of which a pale grey weighed rod 1 yard in length is attached.
If an Adept casts a spell that causes the rod to vacillate, then they may reduce the force (i.e the weight x movement) or PS value of the spell to as little as 1/ Rank in Mechanician but multiply the duration by a similar Rank value.

Serpent Jewels x 10

These gems are living rubies and sapphires which have been ground to perfect spheres so that they may act as bearings at the point where metal connects to metal and without any requirement for lubrication.
With respect to a clockwork device of a Mechanician's making, this will increase its efficiency and accuracy while reducing friction to a movement. 17 jewels will reduce such a device from about the size of a large mantle clock to a cameo brooch.
An enterprising Mechanician may find other uses for them.
They are of poor gem quality, because, except for the perfect sphericality, they have little ornamental value (700sp each) although they are of substantial interest to Summoners and Mechanicians (2,100sp each).

Bridge & Movement x 1

Each bridge provides the framework on which each movement sits and is made from living brass, silver and elemental bronze. Each bridge is a semi-circle about a metre across at the base, weighs 18 lbs, the movement being mechanical componentry, also made from living brass, silver and elemental bronze, weighing a further 7 lbs.
Currently, such an automaton might have a PS of 13 and either an MD of 8 or an AG of 9, but not both. The maximum these values may be increased is Rank in Mechanician.
Only a Rank 5+ Mechanician can modify or repair the movement, only one of Rank 6+ can modify or repair the bridge.

Mainspring x 2

This mainspring weighs 2 lbs and may be attached to an automaton to give it a FT reserve of 7. The maximum this value may be raised to is 2 x the Mechanician's Rank. When this reserve is exhausted, the device becomes inactive. The FT reserve may be restored by a Mechanician of Rank 3+, and this will cost 3 FT + the FT value to be transferred.
Only a Mechanician who knows how to make Tempers and is Rank 5 or higher can modify or repair the mainspring.

Cogs & Gears x 17

Cogs and gears increase the PS, MD and AG of an automaton or the FT value of a mainspring. Inevitably, however, they create points of friction in the device where metal grinds against metal. The law of diminishing return applies and the ensuing inefficiency quickly makes a device impractical. Throne jewels may be used to offset this inefficiency. The first point of PS, AG or MD costs 1 cog or gear, mainsprings increasing the first point of FT value by 2. This doubles for each further point of increase. Each cog (and attendant assembly) will increase the weight by 7.5 lbs and the size by 1 cubic foot, similarly doubling for each point of increase. Each throne jewel set into the device will reduce the weight by 7 lbs and the size by 1 cubic foot.

Serpent's Tongue

This grey-pink tongue is 9 inches wide, 2 inches thick and 9 feet long, forking into finer tails for a further 2 1/ 2 feet. It weighs 13 lbs.
Surprise me.