Network of Sin - Mordrin's Award
Morden's Treasure list:
Black Iron Grenado
Rank 4 Alchemy
This grenado contains an alchemical incendiary device. It is 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.
On a 1, it was thrown 1D10 feet beyond the target hex.
On a 2, it was hrown 1D10 feet beyond and to the right of the target hex.
On a 3, it was thrown 1D10 feet to the right of the target hex.
On a 4, it was thrown 1D10 feet short and to the right of the target hex.
On a 5, it was thrown 1D10 feet short of the target hex.
On a 6, it was thrown 1D10 feet short and to the left of the target hex.
On a 7, it was thrown 1D10 feet to the left of the target hex.
On an 8, it was thrown 1D10 feet beyond and to the left of the target hex.
On a 9, it was thown 2D10 feet beyond the the target hex.
On a 0, it was thrown 1D10 <bold>hexes</bold> 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.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Like the Night | Autumn 814 | Reich | Alchemy | Incendiarism | 1,000sp | Jim Arona 021 076 9376 |
Agate Amulet
This amulet of agate weighs 4 oz and must be worn openly around the neck to be effective.
This amulet will cure the bearer of any non-magical diseases as if they were being treated by a Rank 7 Healer. The necklace always tries to cure diseases in the order in which they were acquired. It has three charges. In the event that the amulet succeeds in its Cure Disease check, no charge is used. If the roll fails, a charge is used and the bearer is cured anyway.
Charges | ||
---|---|---|
3 | 2 | 1 |
Once all of the charges are used, the amulet fades to a greenish dust.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed? | GM |
Network of Sin | Winter 814 | Hell | Formerly living | Affliction | 3,000sp | Jim Arona 021 076 9376 |
Treasure Map
This trump may be played to create a map to the nearest treasure, once. Note that this is a map to the nearest treasure, not the richest treasure, and the distance, in any case, can be no further than 300 metres.
Once played, the map draws a map outlining the physical shape of the place. It does not indicate in any way the inhabitants or obstacles, all doorways will be described as closed unless it is an open archway. Traps are similarly not identified, although open pit traps will be.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Network of Sin | Winter 814 | Malkuth | Formerly living | Trump | Quest | Jim Arona 021 076 9376 |
Ally Trump
This trump may be played to create a loyal knight who is a Rank 4 Warrior, with the appropriate skills for such a person.
PS: | 20 | MD: | 19 | AG: | 15 | MA: | 10 | EN: | 24 | FT: | 23 |
---|---|---|---|---|---|---|---|---|---|---|---|
WP: | 20 | PC: | 18 | PB: | 12 | TMR: | 6 | NA: | 5 |
Attack | IV | SC | DM | Class | Use | Rk |
---|---|---|---|---|---|---|
Bastard Sword | 38 | 111% | +8 | B class | M | 5 |
Large Round Shield | 37 | 68% | +2 | C class | M | 4 |
His Defence is 43 and his Magic Resistance is 40%.
He will fight loyally, always succeeding when forced to make a morale check.
Otherwise it may be played upon an ally, which will offer it some advancement, and this will have to be negotiated with the DM.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Network of Sin | Winter 814 | Malkuth | Formerly living | Trump | Quest | Jim Arona 021 076 9376 |
Star Trump
You subtract 10 from the die roll result when rolling for the Agility.
This does not apply for results which are generated from the stat either in part or wholly, so, for example, it cannot be used to modify Magic Resistance die rolls. It could be used to recover from infection or disease, however.
The only non-primary stats that may be chosen are PB or PC.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Network of Sin | Winter 814 | Malkuth | Formerly living | Trump | Quest | Jim Arona 021 076 9376 |
Potion of Greater Healing 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.
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 |
Network of Sin | Winter 814 | Tanuel | Formerly living | Healing | 5,000sp | Jim Arona 021 076 9376 |
Potion of Restoration
Rank 10 Alchemy
The potion has one of two possible effects:
- If the imbiber has no deficit to EN or FT, then they will increase their maximum FT by one but not beyond racial maximum, unless their FT cap has been removed.
- If the imbiber is alive but has taken harm, then it will restore half the damage they have taken. Sum ALL deficit to EN and FT then halve to generate the amount the imbiber will be restored by. It will, however, permanently reduce the imbiber's FT value by 1. It will not cure EN lost to Specific Grievous injuries or Afflictions but will restore FT lost to exhaustion and spell casting.
The FT may be bought back in the usual way.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Network of Sin | Winter 814 | Lands of Chaos | Formerly living | Enhancement | 15,000sp | Jim Arona 021 076 9376 |
Circle of Protection
This potion weighs 4 oz, is stored in a robust vial and must be Prepared before it can be used.
The imbiber is surrounded by a field that will flare into a glowing arc of green when it's protection is called upon. The imbiber ignores the first 20 points of damage from any source per Pulse. In addition, 5 is added to the result of any attack roll against the imbiber.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Network of Sin | Winter 814 | Tanuel | Formerly living | Witchcraft | 5,000sp | Jim Arona 021 076 9376 |
Hydragyrum x 2
This potion weighs 5 lbs, is stored in a heavy glass vial and must be Prepared before it can be used.
If this potion is taken as a function of Casting a spell of transformation, the effect becomes permanent if it is not already. This does not have an effect on spells of enhancement, unless this is a function of a transformation, e.g. Trollskin would not become permanent (unless the target were transformed into a troll).
Taking Hydragyrum drives one inevitably closer and closer to madness. Madness Quotient is increased by 1 the first time taken, doubling each time thereafter. When Madness Quotient exceeds base WP, the imbiber become irrevocably unhinged, spending their time drinking tea with hallucinations and developing a fanatical devotion to hats.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Network of Sin | Winter 814 | Nualis | Magical | Transfiguration | 78,000sp | Jim Arona 021 076 9376 |
Runed Intaglio
value: 4,500 sp
Once this gem has been used, it may be made into a Greater Amulet of Luck. In addition to the standard benefits, the wearer will have a 3 point Luck Pool. When the pool is exhausted, the amulet will crumble into greenish dust.
Banishment
Chance: 75%
Effects: This spell may banish any one entity back to its own plane of origin. In order to do so the target must be touched by the gem at the moment the spell is completed. If successful, the spell results in the entity immediately returning to its own plane unless they successfully resists.
The touch is automatic unless the target is actively avoiding being touched, in which case the target must
make a successful strike at the moment of casting.
The target returns to a random spot, in an appropriate medium, on its own plane. The exact whereabouts is GM's discretion, however, entities banished at approximately the same time will appear in approximately the same area.
Binding Earth
Chance: 45% + MA
Effects: The wielder gains control of 8,500 lbs of earth for a period of 30 minutes. This will take a single Pulse to take effect, and they may do anything with the element except form an elemental.
This magic may not be used over an area occupied by an elemental and cannot be used in any
way to control an elemental.
Rune Wall
Chance: 65%
Effects: This spell creates up to a 50 ft radius, transparent, shimmering wall of force 1 inch thick, centered on the gem.
The wall can be of any orientation and need not be anchored. It will expand around solid objects but will
not pass through them and will not form touching an entity (the spell will fail immediately if it comes in
contact with an entity while forming).
Any entity who comes into contact with the wall must resist or be thrown back prone and will suffer [D - 2]
+ 20 damage.
Incantations:
Rune Wall - Rune Bridge
Effects: This incantation of Rune Wall allows the Adept to create a surface which will support entities and objects up to a weight of 1,000 lbs (+ 500/Rank). The dimensions of the bridge are a square 10' by 10'. This may be increased at a rate of 3'/Rank, applied wholly or partially to either dimension. Dimensions which occupy less than a yard require 3 feet of measurement.
It is not a wall spell, and may not be used like one.
The bridge must be anchored at each end, otherwise it will dissipate.
Cost: 500 Experience.
Constraints: Unracks the spell, reduces FT value by 1.
This incantation is not teachable.
Sacrifice - Death Field
Effects: The Adept first draws the Death Rune across their forehead and then activates it. Upon releasing it, the Adept immediately drains all current FT And EN from every living entity who shares their megahex. The Adept may repair an amount of EN & FT lost to damage by the Rank of this spell. Nothing is gained from a victim whose FT or EN is zero or less.
This incantation cannot directly kill an entity, but most who are reduced to zero or less are at least unconscious and often bleeding to death.
Cost: 3500 Experience.
Constraints: Unracks the spell, reduces FT value by 4.
This incantation is not teachable.
Runelock - Explosive Runes
Effects: A Lock rune must be drawn onto a door, portal, window or other lockable thing. When the incantation is cast,
either damage equal to Rank x Rank is applied against whatever the rune was drawn on, and if this exceeds its structural capacity, this will create a breach large enough for an individual of size 6.
or it will detonate when an illicit attempt is made to open what the rune has entrapped, inflicting Rank x 5 damage against anyone within a hex. The Adept is always considered out of range of this attack although they may set it off at will. The damage may exceed the structural capacity of the object, destroying it.
Cost: 750 Experience.
Constraints: Unracks the spell, reduces FT value by 1.
This incantation is not teachable.
Rod of the Dwarf Lords
This rod weighs 5 lbs. It may be used to store up to four hafted weapons in a space only accessibly to those with dwarven blood. Each weapon may be deployed with a Free Act. Each Weapon is associated with a particular spell:
Weapon | Spell |
---|---|
Battle-axe | Weapon of Cold |
Mace | Weapon of Flames |
War pick | Spectral Weapon |
Spear | Enchant Weapon |
Activating the spell requires a Pass Action, and its effective Rank 5 + the wielder's Rank in Mechanician.
The rod can hold 10 charges, each spell drawing a charge when it is activated. The rod can be charged by the arts of an Alchemist of at least Rank 5 who will need to spend at least 3 days on the task. It requires a scroll each of Weapon of Cold, Weapon of Flames, Spectral Weapon and Enchant Weapon. The Rank of the spells must be 10 or more. The number of charges that the Alchemist adds to the rod's reservoir is equal to their Rank.
The rod contains these tools, which do not require charges:
- a battering ram with a spike to set into the ground, capable of exerting a force equal to a PS of 120.
- a climbing rod which can extend up to 20 feet in length
- a dial which indicates how far below sea level the wielder is, the accuracy of which is tested by Breaking 100 -> PC + 5 x Mechanician Rank.
- a dark torch that increases the range of a dwarf's vision in darkness by 100 feet and is therefore visible to another dwarf at up to 100 feet further than they can normally see. The torch may also be used to reduce the Rank of a Light spell by 5 + the wielder's Rank in Mechanician. It may only be used once per day, resetting at midnight.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Network of Sin | Winter 814 | Sparlainth | Formerly living | Deep Lore | Quest | Jim Arona 021 076 9376 |
Incubus Dagger
This dagger is made from cold iron, weighs 1 lb 8 oz and contains a reservoir for poison in the hilt. Whoever bears this weapon will be unable to access magic that is not Racial.
The dagger inflicts + 6 damage, has a base Strike Chance of 53%, and venom can be injected into the wound on any Strike that inflicts EN damage.
The reservoir recently contained a hex venom which shifted the quality of the wielder's blow so that a miss became a Strike to FT, a Strike to FT became a blow directly to EN, a blow directly to EN became a possible Specific Grievous Injury and a possible Specific Grievous Injury allowed the wielder to make 2 rolls and apply both if they were A Class injuries.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Network of Sin | Winter 814 | Hell | Magical | Malediction | 12,335sp | Jim Arona 021 076 9376 |
Incubus Main Gauche
This main gauche is made from cold iron and weights 2 lbs. Whoever bears this weapon will be unable to access magic that is not Racial.
The main gauche has a base Strike Chance of 58%, has a base DM of +3, but ignores the first 3 points of Protection per successful Strike.
In addition, the defence the weapon provides applies against ranged or missile attacks if the wielder's AG is 20 or more. The wielder may Strike with this weapon and still benefit from its defence value.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Network of Sin | Winter 814 | Hell | Magical | Lust | 14,650sp | Jim Arona 021 076 9376 |
Dwarven Rotary Axe
This rotary axe weighs 7 lbs and is 1- or 2-handed. It has a base Strike Chance of 67% and inflicts D + 9 damage. It may be enhanced by weapon spells.
A dwarf with a PS of 14, a gnome with a PS of 18 or a hobbit with a PS of 21 may wield it, if they have the Mechanician profession.
Whenever the axe successfully Strikes an opponent, some of the force is transferred into the weapon's movement. In the case of a dwarf, 14 is subtracted from the PS value the wielder used, 18 if a gnome and 21 if a hobbit. The result is added to the tension on its mainspring and may be applied as exceptional damage.
- For example
- The wielder is a dwarf and has a PS of 20. Every time they successfully Strike their opponent, they increase the tension on the mainspring by 6. After four successful Strikes, the tension has now climbed to 24,and the wielder decides to release the energy coiled within the axe and so will Strike as if their PS is 24 (from the mainspring) + 20 = 44. This causes the axe head to spin frantically and translates into (44 - 14 = 30 / 5) = 6 extra clockwork damage on that blow.
If the blow misses, the tension will be released unless the wielder Breaks 100 + PS + MD + Mechanician Rank to conserve it.
Tension cannot be transferred to the mainspring when the Strike misses or if it has been released.
No more clockwork damage than the wielder's Rank in Mechanician can be released from the mainspring in a single blow.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Network of Sin | Winter 814 | Tanuel | None | Clocks | 14,500sp | Jim Arona 021 076 9376 |
Scale Mail
This armour is covered in thick, heavy scales of an azure blue colour and is considered to be chain mail. It has a weight factor of 4, penalises AG by 1 and has been crafted for a person of size 6. It may be cut down to fit someone of smaller size by retaining an Armourer of Rank 7 who has the leather armour, chain and scale proficiencies. It will cost them 2,500sp pper size factor reduced, and they will likely charge more for their time.
This armour provides 9 Protection, 9 Spell Armour vs Lightning damage, reduces all damage by 3. and improves the wearer's Magic Resistance vs Lightning by 9.
The wearer's PS and MD are increased by 3, and they acquire a Claw (base Strike Chance 50%, +6, B Class, MC, inflicts an additional D10 of Lightning damage + an additional D10 of Thunder damage). This may be Ranked as a Cestus.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Network of Sin | Winter 814 | Tanuel | Formerly living | Dragon | 17,400sp | Jim Arona 021 076 9376 |
Bracers of Armour
This bronze bracer weighs 2 lbs and must be worn on the left forearm for it's magic to take effect.
While it is worn, it provides 7 Protection and 7 Spell Armour, to a maximum of 23. A wearer with 20 Protection and 10 Spell Armour would have 23 Protection and 17 Spell Armour if they were to wear it.
If any Specific Grievous Injury is taken, Protection and Spell Armour is reduced by 2. The bracer may never be repaired.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Network of Sin | Winter 814 | Tanuel | Magical | Protection | 8,750sp | Jim Arona 021 076 9376 |
Cenobite Robes
These robes are the bruised colour of headaches and have a weight factor of 2. They are sized for a human but may be cut down for smaller races, and this will cost 3,000sp per size category.
A coat or jacket of fabric or leather, may be worn on top but the robes lose their special abilities if armour (including leather armour) is worn over them.
Unless their Rank in the Resist Pain Talent is 20 or more, the wearer may always be Stunned if they receive damage which is greater than 1/3rd of their modified EN. This value is increased by 1 for every 2 Ranks in the Talent. In addition, the wearer subtracts the same number from the die roll when making Magic Resistance checks versus magic that inflicts damage or causes pain. The wearer automatically resists Necrosis, Disruption, Torment, Agony or similar magic, and if they succeed in a Magic Resistance check, then they are entirely unaffected by any secondary effect (i.e. half damage is ignored, the target is not slowed).
The robes make the wearer's sense of touch more acute to pain or pleasure so that the wearer must sleep or rest for 3 extra hours before beginning to recover FT, and even then they recover 1 less FT per hour. On the other hand, if the wearer is slept or rendered unconscious by non-curse magic, they are entitled to an extra Magic Resistance check on every Pulse that is a prime number (i.e. 2, 3, 5, 7, 11, 13, 17, 19 etc).
The robes provide 4 points of Protection and Spell Armour. If the wearer has the Resist Pain Talent, then it will reduce damage by 1 point for every Rank that is prime. A wearer whose Rank in the Talent is 19 will ignore a FT blow that inflicts 12 damage points.
At a cost of 1 FT, the wearer may use their TMR up to a number of feet above the ground equal to their base WP, and this effect lasts for 1 Pulse per base MA/5 (rounding down). If this function is used while falling, their base WP is subtracted from the height, and in any case, the maximum height that they are considered to have fallen from 100 ft (from which they can, similarly, subtract their base WP).
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Network of Sin | Winter 814 | New Terra | Formerly living | Sorceries of the Mind | 22,500sp | 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 |
Network of Sin | Winter 814 | Lands of Chaos | Magical | Spell Storage | 5,000sp | Jim Arona 021 076 9376 |
Belt of Giant Strength
This belt has been made with links of Cold-forged Iron, and weighs 10lbs. It increases the wearer's PS by 6 but prevents the wearer from using any non-Racial magic.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Network of Sin | Winter 814 | Tanuel | None | Iron | 12,000sp | Jim Arona 021 076 9376 |
Greater 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 bearer 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 bearer with 11 unseeable pentagonal planes of protection that float around the wearer on all sides. These will protect the wearer so that the first 12 physical damage points the wearer takes per Pulse are ignored. This does not work vs magical damage except for spells like Diamond Javelins, Ice Bolt or Ice Projectiles. It will even protect against blows directly to EN or Specific Grievous Injuries.
If the wearer has some similar means of protection, then the greatest effect will apply.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Network of Sin | Winter 814 | Tanuel | Magical | Protection | 22,350sp | Jim Arona 021 076 9376 |
Gyro-stablised Dwarf Harness
Mechanician Rank 8
An Ethereal Flywheel is the primary component of this advanced mechanism. It is attached to a battleframe of heavy leather straps which go over their shoulders and cross their breast, a cincture around their waist connects to which another strap passing between their legs. These straps must be treated with Liquors of Increased Gravity, which will take 3 days.
While quiescent, the Ethereal Flywheel is a barely visible silver smear around the dwarf's waist. It quickly becomes unseeable, except to Second Sight or similar magic, as it acquires momentum (or Flywheel points).
To a limited degree, the Flywheel is an extremely efficient store of physical force, but is somewhat prone to the vagaries of daily tides. Any charge it contains is entirely lost at dawn, dusk, noon and midnight. Physical energy or force may be stored in the Flywheel to a maximum of Mechanician Rank x 2 by stressing the battleframe or thumping the dwarf. The Ethereal Flywheel converts the first Mechanician Rank / 2 (rounding fractions down) physical damage per Pulse that the dwarf receives into Flywheel points, thus avoiding harm, although the excess may be applied as normal.
When attached to the Gyro-Stabilised Dwarf Harness, the Ethereal Flywheel allows the dwarf to channel the direction of gravity while they are in motion and their feet are on or proximate to a surface. This costs 1 Flywheel point per hex so traveled.
Adventure | Season | Plane of Origin | GM |
Network of Sin | Winter 814 | Tanuel | Jim Arona 021 076 9376 |
Ethereal Flywheel
Enough hydrargyrum to fill a wine cup is required, which will cost 100 tg. It must be seived carefully through a Dark Sphere, which will leaven it of its grosser properties, leaving but a faint, silvery smear hanging in the air. Unless this is bound in a Recursive Net of Strange Glass, this will fade away into another dimension. If it is successfully trapped therein, it will stabilise, and an attempt may be made to bind it to an artefact, requiring a Reaction roll + Rank in Mechanician. If 3 Charm points are used, this is automatic.
Adventure | Season | Plane of Origin | GM |
Network of Sin | Winter 814 | Tanuel | Jim Arona 021 076 9376 |
Liquors of Increased Gravity
Midnight wine must be poured into a large cup of obsidian under the dark of the moon, which will become a legal target of the the Increased Gravity spell. The effect on the wine will endure until it is exposed to light or when the moon next appears in the sky, whichever comes first.
Adventure | Season | Plane of Origin | GM |
Network of Sin | Winter 814 | Tanuel | Jim Arona 021 076 9376 |
Plans: Mechanical Gauntlet Winch
The Mechanician must create five brass gears as wide as the wearer's thumb and each finger. Two more gears, each as wide as the wearer's thumb is long must also be crafted but from bronze, steel or cold-forged iron. Steel alloyed with truesilver must be pulled into lengths of fine wire, which should be braided into delicate but strong cables. The metal for the gauntlet must be left in a bath of 4 cups of dwarf blood, 2 cups of naphtha and 1 cup of the distilled waters of a virgin. Black coal must be finely powdered into the bath after a day, and then the mass Sublimated which will burnish the metal and place it in a receptive state for tempering.
The hollowed out stock of a heavy crossbow must be slaved to a bracer, and adjoined to the gauntlet so that impetus may be transmitted thereto.
Mechanical Gauntlet Winch
This gauntlet for the left hand must be made from bronze, steel or cold-forged iron and weighs 3 lbs. It may be wielded as a Cestus, has a base Strike Chance of 50% and the Damage Modifier is +4. The launch assembly weighs another 10 lbs, comprised of the main parts of a heavy crossbow and 60 ft of silken line on a spool. The line costs 300 sp, has a breaking strain of 500lbs and is wound onto a cold iron spool.
The gauntlet may be fired at a target which it will attempt to grasp. If it successfully latches onto a projection (by Breaking 100 + 2 * MD + PC), then the winch will pull the wielder in, 1 Flywheel point per Hex drawn
Adventure | Season | Plane of Origin | GM |
Network of Sin | Winter 814 | Tanuel | Jim Arona 021 076 9376 |
Plans: Gauntlet Bolter
The Mechanician must beat steel into a thin, flat ribbon 37 inches long and 1/2 an inch wide, winding it onto an armature. The ribbon must be heated just beyond the red of cherries, and then plunged into a bath of pitch oil which has been thinned with the gall of 17 hares. The ribbon must be kept moving in the oil for a Dwarven count of 43, and then withdrawn to be laid upon hematite stones.
Once it has cooled, the steel must be reheated until the second blue colour is achieved, and kept at this temperature for a Dwarven count of 61. It must be left to cool on stones of flint. This process takes 6 days and must be started on a Saturday, the materials costing 550 silver pennies.
This will form the spring of the device, and it will sit inside a circular case attached to the inside of the wearer's elbow. Five lengths of sinew from the groin of a white bear of the north, each at least 31 inches in length must attach the mainspring to the wearer's shoulder, and from the elbow to the gauntlet itself, thus to form the arming movement of the device. These sinews will cost 53 gold shillings each.
A magazine of bronze will lie upon the wearer's forearm and will act as a vambrace, the efficiency of which will be determined by the Skill of the Mechanician. 1 bullet (+1 bullet per Rank) may be stored in the magazine. This will take 3 days and must be begun on the stroke of midnight of an equinox. The materials will cost 250 silver pennies.
A slider extends from the wrist to the elbow armature, and when properly deployed, will wind somewhat around the forearm. A cup may be drawn back along these tracks by means of a claw carved from the horn of a narwhal which will put tension on the mainspring. Two bronze stanchions the width of a Dwarven thumb and as tall as six silver pennies must be built into the gauntlet on the point of the first and third knuckle, and bear sinew laid down the track to the elbow armature. When armed, the projectile will travel down the track, acquiring a twisting movement that the projectile will recollect once it has been launched increasing its accuracy thereby. Once loosed, the next available bullet falls into place and is drawn by the power of the mainspring assembly. This process will take 7 days, but no work may be done on a Sunday, so a day of rest is enforced. The cost of the materials is 300 gold shillings.
Gauntlet Bolter
This gauntlet for the right hand weighs 3 lbs. It may be wielded as a Cestus, has a base Strike Chance of 50% and the Damage Modifier is +4. The launch assembly weighs another 7 lbs.
Once the gauntlet has been armed, it may be fired a number of times per Pulse equal to 1 per 2 full Ranks in Dart. The base Strike Chance is 53%, and it inflicts D10 + 2 damage directly to EN on a successful strike. A possible Specific Grievous Injury is also rolled at the time, and if the result is an A or C Class injury, it is applied as well. If the wielder rolls in the range of a blow directly to EN, damage is increased by 5. If the roll is in the range of a Possible Specific Grievious Injury, damage is increased by 5 and two Possible Specific Grievous Injuries are rolled for, applying both if they are A or C Class.
Protection from armour does not apply, although EN armour and Damage Reduction does.
Adventure | Season | Plane of Origin | GM |
Network of Sin | Winter 814 | Tanuel | Jim Arona 021 076 9376 |
Pale Dwarf Psionics
Pale Dwarves are a race of Earth Dwellers inimical to almost any other kind of human-like people. They are resilient, cunning and ruthless, rarely cavilling at the vilest inhumanity. Claims of cannibalism have never been denied.
As their name suggests, they are pale grey of skin and hair but amber of eye, and are claimed to possess psionic abilities that let them reduce their size, change the temperature of metals and know something of the minds of others (similar to ESP).
Pale Dwarf Reduction
Range: Self
Duration: (WP + EN + Rank) / 2 minutes
Base Chance: Break 100 -> base WP + base EN + 2 / Rank
Experience Multiple: 175
Storage: Potion
Effects: The Dwarf may reduce their size, which affects their EN & PS value, mass, TMR / Movement Rate and Damage. Consult the table below to determine what fraction height and mass are multiplied by and what impact that has on other stats:
Ft cost | Ht | Wt |
---|---|---|
2 | 1/2 | 1/4 |
4 | 1/4 | 1/8 |
8 | 1/8 | 1/16 |
16 | 1/16 | 1/32 |
32 | 1/32 | 1/64 |
etc... |
EN, PS, Damage and movement are multiplied by the Ht Fraction, as well. Although this applies to effects which provide bonuses to these stats, Stun Factor (alone) is unaffected.
Defense is increased by 5 for each halving of height, until height is less than 6 inches, at which point FT blows become Misses, Strikes directly to EN become FT blows and Possible Specific Grievous Injuries are considered Strikes directly to EN.
Stealth is increased by 10 per halving of size, and the bonus from each Rank in the Adventuring Skill is increased by 1. So, an entity Reduced to half their size whose Rank in Stealth is 5 would have their Stealth bonus increase from 25 to 40. If they had been quartered in size, their Stealth bonus would be 55. While this does not, in and of itself, allow the use of Stealth in plain sight, at heights of less than 6 inches, most environments provide convenient cover.
A Reduced entity can make a vertical or horizontal leap equal to their base PS divided by 2 feet if height is halved. If height is quartered, they can leap their base PS feet horizontally or vertically. Because of diminishing returns, this is the maximum leap that the entity can make. This movement does not count as TMR.
Although it does not count as College Magic and is not affected by contact with cold iron, it is advanced as a Talent.
Adventure | Season | Plane of Origin | GM |
Network of Sin | Winter 814 | Tanuel | Jim Arona 021 076 9376 |
Mordrin's Regeneration
Exp. Mult.: 350
Effects: This Racial Talent allows Mordrin to restore herself as if she practised the Healer profession at Rank 10. The number of Ranks she may apply to herself in any given day is equal to her Rank in this Talent to a maximum of 10. This does not cost any FT, requires no Action but takes as much time as if she were a Rank 10 Healer. She may not, however, Transfer Fatigue, Preserve the Dead, Resurrect, nor may she Regenerate Vital Organs when they are her heart or brain. Indeed, she may not use this Talent at all if she is dead, although it will work if she is unconscious.
- Example
- Mordrin has the Talent at Rank 10, has taken 17 points of EN damage, had a hand amputated and is suffering from a bleeder. The bleeder requires Rank 1 Healer to cure, reattaching the hand requires Rank 7, the lost EN will require Rank 3, so Mordrin cannot cure the EN loss until the next day.
Beyond this, the Talent gives her increased resilience against Death. The amount of EN loss needed to kill her is increased by its Rank.
Adventure | Season | Plane of Origin | GM |
Network of Sin | Winter 814 | Tanuel | Jim Arona 021 076 9376 |
Racial Talent of Resist Pain
Experience Multiple: 300
Effects: This character has learnt a racial Talent from the Prince of Demons that makes them somewhat resistant to pain. They may add 1 for every 2 Ranks they have in this Talent to the amount of damage needed to stun them. At Rank 20, damage greater than 1/3rd their EN does not, by itself, Stun them.
They cannot easily be tortured or stunned by physical means. In addition, if there is a chance that their concentration has been broken, 5 + 1 per Rank is always added to their chance to make the Concentration Check. No matter what the circumstances they will always have a chance of maintaining concentration.
Adventure | Season | Plane of Origin | GM |
Network of Sin | Winter 814 | Abyss | Jim Arona 021 076 9376 |