Fallen Ocelotepec - Boris' Award
Return to Fallen Ocelotepec
Boris returns to the Guild on the 11th Snow 817wk with 77,805 Experience, has earnt
181tg
18gs
7sp
1cg
after Guild Taxes.
He has earnt these Spots:
3 | 3 | 3 | 5 | 6 | 7 | 8 | 8 | 10 |
He may
- advance any Talent six Ranks.
- advance his Rank in Horsemanship 1 Rank at only 90% of the cost and no time.
- advance his Rank in Oaxacan as if he had been immersed in it for 4 weeks.
- advance his Rank in Climbing 1 Rank at only 90% of the cost and no time.
Consumables
Other
Brain Serum
This phial holds a turgid, lumpy black potion that weighs 4 oz. When it is drunk, it repairs 2 rollup D10 WP lost from any source, but inflicts the same amount of EN damage.
Potions
Oil of Sharpness
This phial weighs 4 oz and contains a pale green oil that can be used to dress a blade. It will increase the weapon's Strike Chance by 15 and it will ignore the first 3 points of Protection for the next 15 minutes. The chance of inflicting a Specific Grievous Injury is 10 of the modified Strike Chance and the chance of inflicting a EN affecting wound is 20% while the oil is in effect.
If the Specific Grievous Injury check fails to generate a wound for whatever reason, another roll is made.
Potion of Curing
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 1 rollup D10 damage that Pulse, then another at the end of the next Pulse, and a last rollup D10 at the end of the third Pulse.
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. 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 70 or less on percentile or be shattered. 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.
Jazz x 4
This bottle is fragile but if it is on a belt or otherwise easily accessible, the potion can be drunk without requiring a Prepare Action. Should the bearer be 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. It encumbers as if it weighed 4 oz.
Whoever drinks Jazz gains an extra Action at their normal Initiative Value + 20. However, their EN value is halved. Four Pulses after taking it, the Jazz effect will wear off, at which point their EN loss may be cured.
Taking two potions of Jazz does not give the imbiber 2 extra Actions a Pulse. Instead, the duration queues, while EN value is halved yet again. In other words, if Tsayoi were to take Jazz in Pulse 1, in Pulse 2 he would have 2 Actions and his EN value (25), is reduced to 13. His second Action in Pulse 3 is to take yet more Jazz (meaning that it will wear off in Pulse 9, not Pulse 5) and now his EN value is reduced to 7. Note that EN value is affected, so any attempt to restore it will either fail or cause the Jazz effect to dissipate.
Although the imbiber may benefit from the effects of a Strength of Stone spell before they take Jazz, they are no longer a legal target for this spell until the Jazz effect has worn off.
When Jazz has worn off, the imbiber's maximum EN value is restored but not their EN value. To continue the example with Tsayoi, he will have to be restored of 18 points (to take him from 7 to 25) before his EN value is fully recovered.
Potion of Waters of Healing
This phial contains:
- Waters of Healing.
- Rank 20
Potion of Mind Shield
This phial contains:
- Mind Shield
- Rank 20
Potion of Resistance to Light
This phial contains
- Resistance to Light
- Rank 20
Scrolls
Enchiridion
- Purification (Rank 11)
- automatically successful
- This increases the Rank of the reader's current Purification by 11
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Invested Items
Gems
Amulets
Weapons
Armour
Large Bronze Shield
This large, rectangular shield of bronze and dark brown hardwood weighs 35 lbs. It provides 6 points of Defense per Rank and reduces MD by 4. In addition, the wielder may make a 3 x modified MD check to deflect 6 points of damage from a physical attack whether ranged or melee, or from a ray or bolt (excluding Lightning Bolt, Lightning Ball & Lightning Strike) that passes through the wielder's front hexes. These are Free Actions and may be attempted before the wielder's Initiative but cost 1 point of Strain each time. Once the wielder has failed a check, no more are allowed until the following Pulse.
The shield may absorb two Specific Grievous Injuries before it is cloven. While it is whole, it may be repaired by the arts of a Rank 6+ Artisan: Lindener or a Rank 4+ Weaponsmith who can make and maintain shields.
Hummingbird Vestment
This sleeveless tunic is made from brilliant, iridescent feathers of royal blue. It weighs 10 oz, has no AG penalty, provides 4 Protection and 4 Spell Armour. It must be worn over the top of other armour, and may not be worn over plate, chain or scale armour (excluding the scale armour of beasts).
Any entity hostile to the wearer and who is within 3 hexes of them must Resist vs Backfire to choose to attack another entity. This is a major curse with an MA of 22.
The vestment is delicate and may not be repaired when it has been damaged.
Blood Pebble Armour
These turquoise pebbles may be inserted into an entity's body to provide Damage Reduction versus physical damage. The "armour" does not penalise AG or Stealth, but has a weight factor of 1. The damage reduction provided can be no more than any of the following constraints:
- the Rank of the Healer that inserts them.
- the Rank of the Talismonger that enchants them.
- the size of the entity into with the pebbles have been embedded.
Each point of Damage Reduction reduces the wearer's EN value by 1. Specific Grievous Injuries impairs Damage Reduction by 2 until the injury is Healed. If no Damage Reduction remains, the pebbles are shattered and may not be repaired. EN assigned may be recovered at a rate of 1 every 3 days.
Jewellery
The Locket of Despair
This locket is a legal target of the Life Draining spell and will store 1 charge (+1 charge per 4 Ranks) which will last until the next dusk or dawn. The charges may be released by Preparing and Casting the Stream of Corruption spell, whereupon a greyish streams of a pale, translucent mist will issue forth from the Adept's fingertips. Everyone in the volume of effect must Resist versus Special Knowledge magic of the College of Necromantic Conjurations. Those that fail take 1 (+1 per Rank in Stream of Corruption) magical damage. The wearer may use this damage to restore EN and FT lost to damage, but no more than 1 (+1 per Rank in Stream of Corruption).
Amulets
Spell Racks
Miscellaneous
Trumps
These trumps have been drawn onto plaques of ivory and each weighs 5 oz.
Fallen Akiriel
This Trump may be played when casting Spectral Warrior or the Nightmare Illusion.
- Description
- Fallen Akiriel is a fearsome creature from a watery realm ruled by Dagon. He has four heavily clawed arms, a maw full of fangs and a venomous tail.
- Abilities
- Akiriel is a water creature, and attracts no penalty when fighting immersed.
- Movement Rates
- Running / Swimming: 650/450
PS: | 20+2 / Rank | MD: | 22 | AG: | 24 | MA: | 0 | EN: | 25+Rank | FT: | 23+Rank |
---|---|---|---|---|---|---|---|---|---|---|---|
WP: | 20+Rank | PC: | 20 | PB: | 4 | TMR: | 6+(Rank/2) | NA: | Scales absorb 4 (+1 / 2 Ranks |
- Weapons
- Claw: SC 72 (+2 / Rank) %, 1 rollup D10 + 1 / 2 Ranks, Melee & Close, B Class damage, Rank = Rank of the spell/ 2
- Tail: SC 52(+2 / Rank) % , [1 rollup D10 + 2], Melee & Close, A Class damage, Rank = Rank of the spell / 2
- Bite: SC 52(+2 / Rank) %, 2 rollup D10, Close, A Class damage, Rank = (Rank of the spell / 2) - 4
- Akiriel can deliver two Claw attacks and one Tail attack without penalty while in melee,four Claw attacks, one Tail attack and, if the Rank of the spell is Rank 8 or higher, one Bite attack in Close. Akiriel will always close unless specifically instructed not to.
- If the Tail inflicts damage, the target must Break 100 -> EN or have their MA, WP, FT and PC reduced by 1 a Pulse until these values are halved. If the roll is successful, this will still happen but over the period of an hour. If the Break 100 result is higher than 129, they lose 1 off each of these stats but otherwise shake it off. It takes 3 days to recover each stat point.
- Akiriel is not prevented from entering a couterspelled hex, nor may it be dissipated by having a counterspell cast upon it. It may be Banished, however, special abilities notwithstanding, it may not be interacted with by anyone except its target.
- Defence: 24+ Rank, MR: 40 + Rank %
Once used, the image on the trump fades until it receives 4 Water
Stillness
This Trump may be played in two ways
- Chaos
- This requires no Action at all but can only be played at the end of the Pulse. The Trump gives the player an extra Pulse
- Order
- The Adept can exchange a successful Magic Resistance check for one that has failed (+ 1 per 10 Ranks in Purification).
Once used, the image on the trump fades until it receives 3 Time
The Adorer
This Trump may be played in two ways as a Free Act on an entity within 6 hexes.
- The Derivative of Beauty
- The difference of the target's PB - the player's PB may be subtracted from the die roll of the player's next Action
- Payment in Kindness
- The difference of the target's PB - the player's PB may be subtracted from the die roll of the target's next Action
Once used, the image on the trump fades until it receives 4 Beauty
Aspect Figurines
Rhodochrosite Toad
This figurine of black and pink marbled stone in the shape of a toad is 2" x 2" x 1" and weighs 10 oz in the pack but encumbers as if it weighed 9lbs when carried on the person. Whoever carries it on their person acquires the Spring Water aspect in addition to their current one, unless they are Death Aspected. The figurine holds 3 Water. If this is harvested, it will replenish on midnight of the Spring Equinox.
Allies
Lore
Abilties
Incantations
Stream of Corruption - Call the Entropy Locusts
Effects: This incantation may be cast in two ways, chosen by the Adept at the time of casting:
- A swarm of pale blue locusts from beyond the void erupts from a gate that forms at the Adept's fingertips and travels to the extent of the spell's range as a madly gyring spiral 5 feet wide. The Adept may increase the width by one foot per rank. Anything in the path of the swarm will be affected by it: objects will turn to dust, corporeal entities must resist or be reduced to 0 EN. Creatures of mana may not be affected but elementals will be at the discretion of the DM. Those that successfully Resist take D10 (+ 1 per Rank) damage.
- A swarm of pale blue locusts from beyond the void erupts from a gate that orms at the Adept's fingertips and travels to the extent of the spell's range and in a tight and rigidly controlled column 5 feet wide. The Adept may increase the width of the swarm by 1 feet for every 2 Ranks. Anything in the path of the swarm may be entirely annihilated leaving nothing behind, corporeal entities being entitled to a Magic Resistance check or be, similarly annihilated. Creatures of mana may not be affected but elementals will be at the discretion of the DM. Those that successfully Resist take D10 (+ 1 per Rank) damage. When this function is used, the universe grows a little smaller.
Cost: 3,500 Experience.
Constraints: Unracks the spell, reduces FT value by 3.
This incantation is not teachable.
Stream of Corruption - Call the Entropy Locusts
Effects: This incantation may be cast in two ways, chosen by the Adept at the time of casting:
- A swarm of pale blue locusts from beyond the void erupts from a gate that forms at the Adept's fingertips and travels to the extent of the spell's range as a madly gyring spiral 5 feet wide. The Adept may increase the width by one foot per rank. Anything in the path of the swarm will be affected by it: objects will turn to dust, corporeal entities must resist or be reduced to 0 EN. Creatures of mana may not be affected but elementals will be at the discretion of the DM. Those that successfully Resist take D10 (+ 1 per Rank) damage.
- A swarm of pale blue locusts from beyond the void erupts from a gate that orms at the Adept's fingertips and travels to the extent of the spell's range and in a tight and rigidly controlled column 5 feet wide. The Adept may increase the width of the swarm by 1 feet for every 2 Ranks. Anything in the path of the swarm may be entirely annihilated leaving nothing behind, corporeal entities being entitled to a Magic Resistance check or be, similarly annihilated. Creatures of mana may not be affected but elementals will be at the discretion of the DM. Those that successfully Resist take D10 (+ 1 per Rank) damage. When this function is used, the universe grows a little smaller.
Cost: 3,500 Experience.
Constraints: Unracks the spell, reduces FT value by 3.
This incantation is not teachable.
Rigor Mortis - Bone Shatter
Effects: The Adept must roll percentile dice and add their Rank in the spell + their MA. If this exceeds target's Active Magic Resistance, then the Adept rolls 1 Possible Specific Grievous injury (+ 1 / 10 Ranks), applying any C Class injuries. If the result is less than 70, 30 is added and applied if it falls within the range of a C Class injury.
Cost: 1,500 Experience.
Constraints: Unracks the spell, reduces FT value by 1
This incantation is not teachable.
Wraithform - Ghost Step
Range: Touch
Duration: 10 seconds + 10 / Rank
Target: Entity
Effects: This Incantation of the Wraithform spell allows the target to pass through solid matter by becoming insubstantial. However, they may not pass through cold iron. They have a TMR of 1 while within solid matter, and may move in any direction, including up and down. The target gains no ability to see through solid matter, but may breathe in it. While under the effects of this spell, they are virtually immune to physical damage except that inflicted by cold iron, but conversely cannot harm anyone in melee unless they use cold iron in return. If they are caught in a solid object when the spell expires, they lose the ability to breathe in solid matter, and are trapped.
Cost: 3,000 Experience.
Constraints: Unracks the spell, reduces FT value by 2
This incantation is not teachable.
Petit Mort - Death Walker
Range: Touch
Duration: 30 minutes (+30 / Rank)
Target: Entity
Effects: This Incantation of the Petit Mort spell allows the Adept to suspend the vital functions of their target for a time. The target's aura strength will read as formerly living, even if they are undead, and they will not need to eat, drink or breathe for the duration of the Incantation's working. They will be cold to the touch, their pulse is undetectable and may be mistaken for a corpse by an observer if they have not moved for some time. Pain has reduced effects upon them, and so they increase the amount needed to Stun them by 1 for every 2 Ranks, becoming immune at Rank 20, and increasing their chance to recover from Stun or pain effects by Rank. Similarly, magic, Alchemical or Herbal products that take effect as a result of breathing are ignored.
While the Incantation is in effect, however, the target cannot benefit from Healing from any source except Life Draining. Restoratives inflict EN damage and restore FT in the usual way.
Cost: 2,500 Experience.
Constraints: Unracks the spell, reduces FT value by 2
This incantation is not teachable.
Spectral Hand - Spirit Grip
Range: 20 feet + 5 / Rank
Duration: 1 hour + 1 / Rank
Resist: Passive
Target: Entity, Volume
Effects: The Incantation causes a spirit hand to materialise out of the Astral within range when an entity enters its hex and clutch it until the duration expires unless they Resist. Any entity caught in the Grip will still be able to wield a weapon or cast if they roll under 2 x MD. Entities (or combination of entities) with a combined PS + target's AG greater than 40 (+ 2 / Rank) may attempt a 1 x PS Check to escape, and may do so every pulse after the first. Once the grip has been broken out of, or if the target Resists it on initial contact, it will fade back into the Astral.
Cost: 1,000 Experience.
Constraints: Unracks the spell, reduces FT value by 1
This incantation is not teachable.
Boris' Obsidian Touch
Once a day, resetting at midnight, Boris may touch the blade of an A or B Class weapon, requiring a Free Act, and add a wickedly sharp edge of obsidian to it. On its next strike, that weapon will ignore the first 7 points of Protection after which, the obsidian will shatter. Damage Reduction is not affected, but neither will it cause the obsidian edge to shatter.