This bandage, woven from spider silk, is sticky on one side. It can be slapped against a wound, and will heal 1D10 damage points, + 1/Rank in Healer. Bandages that are in a pocket must be prepared, and this will take a Pass Action. Bandages in a backpack can take up to 4 Pulses to prepare. A bandage that is on a belt, or in some easy to get at place does not require any special Actions to prepare. Attaching the bandage to a wound requires a Pass Action.
The bandage will always heal EN deficit first, then FT deficit. It will never heal FT which is lost from spell casting or through tiredness. Bandages:
3
2
1
Adventure
Season
Plane of Origin
Aura
Nature of Magic
Value
Cursed etc.?
GM
Immortal Longings
Spring 810
Tanuel
Formerly living
Weaving
350sp
Jim Arona 021 076 9376
Healing Potion
This potion may be taken without preparing it and is fragile. It weighs 4 oz and will cure 9 EN deficit, wrapping to FT deficit. It will not cure the special damage associated with any Grievous Injury, nor will
it cure tiredness fatigue (including that lost due to spell casting). However, it can Cure disease, infection, fever, headaches and Prolong Life as if attempted by a Healer of Rank 3.
Adventure
Season
Plane of Origin
Aura
Nature of Magic
Value
Cursed etc.?
GM
Immortal Longings
Spring 810
Tanuel
Magical
Solar
350sp
Jim Arona 021 076 9376
Consciousness Disc
These discs are made from wood, must be worn openly on clothing to be effective, and weigh 1 lb each.
If the wearer should fail a MR check vs Sleep, Mental Attack, Hibernation, Petit Mort, Century Long Sleep or similar magic, then they may elect, without requiring the use of an Action, to destroy a disc, whereupon they will be considered to have succeeded.
2
1
Adventure
Season
Plane of Origin
Aura
Nature of Magic
Value
Cursed etc.?
GM
Immortal Longings
Spring 810
Tanuel
Formerly living
Consciousness
3,500sp
Jim Arona 021 076 9376
Potion of Caster's Grace
Rank 10 Alchemy
This potion bottle is chased in a delicate alloy of silver and tin. It weighs 4 oz and if it is subjected to a sudden blow will break on a percentile roll greater than 70. It need not be prepared before imbibing. It weighs 4 oz.
The effects lasts for 12 pulses. For that period, Preparing a spell no longer requires an Action, but cannot be combined with a Cast Action.
Adventure
Season
Plane of Origin
Aura
Nature of Magic
Value
Cursed etc.?
GM
Immortal Longings
Spring 810
Tanuel
Magical
Grace
3,000sp
Jim Arona 021 076 9376
Black Iron Grenado
Rank 4 Alchemy
This grenado contains an alchemical incendiary device. It will not be set off by sudden blows. It is lighted and 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 2 Specific Grievous Injuries on anyone who it shares a hex with, while those in the surrounding hexes suffer 1. 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.
3
2
1
Adventure
Season
Plane of Origin
Aura
Nature of Magic
Value
Cursed etc.?
GM
Immortal Longings
Spring 810
Tanuel
Alchemy
Incendiariasm
1,000sp
Jim Arona 021 076 9376
Cobalt Chaos Grenado
Rank 6 Alchemy
This grenado contains an alchemical incendiary device. It will not be set off by sudden blows. It is lighted and 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
D10
# of Specific Grievous Injuries
1-4
1
5-7
2
8 or 9
3
0
4
Those who share the same hex as the grenado suffer the indicated number of Specific Grievous Injuries. Those one hex further out suffer one less Specific Grievous Injury, and so on until there are no Specific Grievous Injuries left. 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
Value
Cursed etc.?
GM
Immortal Longings
Spring 810
Tanuel
Alchemy
Incendiariasm
2,000sp
Jim Arona 021 076 9376
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
1-4
5
5-7
25
8 or 9
125
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 was 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 was a 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.
5
4
3
2
1
Adventure
Season
Plane of Origin
Aura
Nature of Magic
Value
Cursed etc.?
GM
Immortal Longings
Spring 810
Tanuel
Alchemy
Incendiariasm
4,000sp
Jim Arona 021 076 9376
Weapons
Armour
Dragonslayer Armour
This red leather armour has a weight factor of 3,will fit a normal person of size 6, although it may be resized to a normal person of size 5 by the arts of a Rank 4 Armourer who will charge 600 sp.
It provides 4 Protection from normal damage, and reduces all incoming damage by 3. Thus, 7 Damage Points will be ignored when the wearer is struck a normal blow. The armour has no effect against the special damage of Specific Grievious injuries, spells like Putrid Wound, Hand of Death, Disruption or Necrosis. Neither does it provide any special protection against poison or disease.
Each day, the wearer is entitled to 15 hexes of extra movement but can spend no more than 5 in a Pulse. The movement is additional to their TMR but is not considered TMR movement. The additional movement can be in any direction, so long as it passes through an unobscured hex. Thus, movement is allowed up, down, sideways, backwards etc. Using the extra movement does not attract the penalties that using TMR can. For example, the wearer could specifically choose not to use their TMR, instead spending up to 5 hexes of additional movement to deliver a melee attack with a non-pole weapon and not attract a penalty.
If the wearer wears the favour of a noble lady or maiden of high virtue on their left arm, then they will increase their Def by +10. This bonus will last until she surrenders her virtue or the next feast day, whichever comes first.
If the wearer inflicts harm upon a dragon (a proper 7+ hex dragon) and this materially leads to the dragon's death, then the armour properties may be increased by bathing it in the beast's blood. On the first occasion, Protection will increase to 7 and it will reduce incoming damage by a further point (thus 11 Damage Points will be ignored when the wearer is struck a normal blow). Protection and damage reduction may be increased by 1 point per subsequent dragon, until a total of 7 dragons have been slain.
Adventure
Season
Plane of Origin
Aura
Nature of Magic
Value
Cursed etc.?
GM
Immortal Longings
Spring 810
Tanuel
Formerly living
Dragon-slaying
30,000sp
Jim Arona 021 076 9376
Jewellery
Amulet of the Mind's Eye
This amulet weighs 1/4 lb. It was made from the eye of a Sorceror of the Mind and cast into a small bronze pyramid about 3 centimetres high. When it is worn (so that it can be clearly seen) it increases the wearer's WP by 3 with respect to any magic of the College of the Sorceries of the Mind.
Adventure
Season
Plane of Origin
Aura
Nature of Magic
Value
Cursed etc.?
GM
Immortal Longings
Spring 810
Tanuel
Previously Living
Talismongery
3,500sp
Jim Arona 021 076 9376
Gem of Psychic Stealth
This gem must be set into an earring or diadem weighing about 2 oz and be worn openly worn to be effective. It must be crafted by an Artisan Jeweller of at least Rank 6, who will charge 3,500sp for their labours.
Once this is done, the resulting jewel adds 20 to the wearer's WP value, for the purposes of supressing the Sense Danger Talent. For example, the wearer normally has 20 WP and is attempting to ambush a Mind Mage whose WP is 25 and a Sense Danger chance of 55%. The WP difference is 15 in the wearer's favour, so the chance of the ambush being detected is reduced by 30 to 25%.
Adventure
Season
Plane of Origin
Aura
Nature of Magic
Value
Cursed etc.?
GM
Immortal Longings
Spring 810
Tanuel
Magical
Undetectability
7,500sp
Jim Arona 021 076 9376
Miscellaneous
Collar of Beast Speaking x 2
This spiked collar weighs ¼ lb. Any mundane beast able to wear it is a legal target of the Mind Speech spell cast by the collar's owner and may become a member of such a community. This does not increase their intelligence or otherwise give them a language, but it does allow the owner to communicate with them as if they were the subject of a Converse with Animals spell or similar magic.
While the beast wears the collar, they are not entitled to a Magic Resistance Check to avoid the effects of a Binding Will Ritual cast upon them by the owner of the collar.
Adventure
Season
Plane of Origin
Aura
Nature of Magic
Value
Cursed etc.?
GM
Immortal Longings
Spring 810
Abyss
Formerly living
Sorceries of the Mind
6,000sp
Jim Arona 021 076 9376
Carta Arcana-The Lovers
This image is painted on a slim plaque of marble and weighs 4 oz. The card becomes effective if the owner becomes 'romantically engaged' on the occasion of a festival. The owner must choose either Critical Choice or Passion at the moment of climax, and is not reversible. The card can hold only one of these results at any given time.
Critical Choice
Whenever confronted by a critical choice, it may be played the card to choose the best decision in the DM's judgment.
Obviously, from time to time the DM may be unable to determine the best course, and may have to resort to dice etc. For that reason, they are encouraged to always flip a coin or roll dice, whenever Critical Choice is played.
Passion
They may gather 1 Passion.
Adventure
Season
Plane of Origin
Aura
Nature of Magic
Value
Cursed etc.?
GM
Immortal Longings
Spring 810
Tanuel
Formerly Living
Trump
Quest
Jim Arona 021 076 9376
Carta Arcana-The Moon
This image is painted on a slim plaque of marble and weighs 4 oz. The owner may collect a moonbeam on a night of the Full Moon. A moonbeam can be discharged at any time other than noon, and requiring no Action at all, to:
subtract 5 from all their die rolls if Lunar Aspected for 12 Pulses.
add the owner's WP value to their PC on occasions when their psychic sensitivity is being tested. This applies to Sense Danger or any PC check that the DM deems is psychical in nature.
Up to two wolves or wolf-like beasts may be passed into the card while under the light of the Full Moon.
Up to two fish, crabs or lobsters or similar may be passed into the card while under the light of the Full Moon.
Creatures inside the card do not experience the passage of time. Only one creature can be passed into or drawn from the card a day, and the process takes about five minutes.
The card can hold no more than 3 moonbeams at any given time.
Adventure
Season
Plane of Origin
Aura
Nature of Magic
Value
Cursed etc.?
GM
Immortal Longings
Spring 810
Tanuel
Formerly living
Trump
Quest
Jim Arona 021 076 9376
Allies
Lore
Abilities
As a result of bathing in chaos-touched alchemical fluids, one of his primary stats has a new maximum value of 21.
The stat is: MA
Adventure
Season
Nature of Magic
Signature
Value
GM
Where Angels Fear to Tread
Autumn 810
Alchemy
Chaos
Quest
Jim Arona 021 076 9376
Adrenal Surge
Mario can spend 1 Passion to add 1/2 (round down) his WP to PS and AG. This will require a Pass Action. The Surge lasts for 1 Pulse for every point of WP over 13. and at the end of this time, his FT will be reduced to zero if it is not already. He cannot recover FT by Healing, even if he has taken damage to FT but must rest it back, this reduction representing a state of preternatural exhaustion.
Should he be gathered by those learned in the arts of Alchemy, his heart blood may be harvested for 3 Passion.
Adventure
Season
Nature of Magic
Value
GM
Immortal Longings
Spring 810
Chaos
Quest
Jim Arona 021 076 9376
Phylactery of Spark
This scroll has had the power word Spark inscribed upon it. The language it is written in bears a striking similarity to Volksprach. It has been itemised and remembles an iridescently green pin, weighing 4 oz. Whoever wears it openly above their heart knows this Power Word.
Inflicts 2D10 fire damage or ignite a flammable object.
Inflicts 1D10 fire damage or ignite a flammable object.
Inflicts 1 fire damage or ignite a flammable object.
Adventure
Season
Plane of Origin
Aura
Nature of Magic
Value
Cursed etc.?
GM
Immortal Longings
Spring 810
Tanuel
Magical
Power Word
8,000sp
Jim Arona 021 076 9376
Sense Danger (T-3) v 1.1
Range: Self
Experience Multiple: 300
Storage: Potion
Effects: The Adept may sense the presence of a hazard to the Adept's life or wellbeing. Generally this may be interpreted as a 'bad feeling' about a person or an object, or a sense of foreboding about a situation.
This talent operates continuously and unconsciously. The Adept may also add 2 + 2 / Rank to the chance of detecting an ambush (see Ranger) and to the chance of detecting a trap (see Spy/Thief).
In combat, the Adept has the ability to see a moment or two into the future and may modify their actions so as to avoid harm. This can only be attempted once per pulse. Usually, the harm must emanate from a source that is adjacent to the Adept so the workings of this Talent are rarely helpful against ranged attacks, although the DM may rule otherwise on a case-by-case basis. The Adept must 'Break 100' by rolling percentiles and adding 5 (+1 per Rank) to the result. If that number is equal to or greater than 100, they avoid the harm.
Enchantments, bonuses to base chance and subtractions from die rolls do not apply to attempts to Break 100.
In addition, they may add their Rank in this Talent to their Agility for the purposes of avoiding tramples and attacks of a similar nature that the DM deems appropriate.
Adventure
Season
Nature of Magic
Value
GM
Immortal Longings
Spring 810
Precognitive
Quest
Jim Arona 021 076 9376
Resist Pain (T-1) v 1.1
Range: Self
Experience Multiple: 300
Storage: Potion
Effects: The Adept is largely immune to pain. They
cannot be tortured or stunned by physical means. In
addition, if there is a chance that their concentration
may have been broken, 5 (+ 1 / Rank) is always added
to their Concentration Check. No matter what the circumstances
the Adept will always have a chance of maintaining
concentration. Like all magic, this talent is affected by cold
iron. However, for a weapon to affect the talent, the weapon
must be made of cold iron, must have done endurance damage,
and must remain in contact with the body. If cold iron is used
in the torture of a mind mage, the Adept adds their
concentration bonus to the base chance of resisting the
torture attempt.
The Adept adds 10 (+2/Rank) to their chance to resist magic that
causes pain (Harming Entity, Agony, Torment and similar magic).
If the MR check is less than or equal to half their modified
resistance, then they are entirely unaffected by the magic. Thus,
if they roll low enough, they will not be slowed or penalised by
Agony or Torment, for example.
Finally, damage that the Adept has taken, up to a maximum of 5
(+1/Rank), is added to a special record called a Grudge Pool. This
in no way avoids the damage. However, the Grudge Pool may be reduced
by 1(+1 per 3 or fraction Ranks) and added to any successful Strike
Check. Only attacks delivered in melee or close may be so enhanced
and does not stack with the damage bonus of weapon spells.