Pent's Treasure

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Consumables

Rank 9 Suspension of Fire onto Water

Rank 9 Alchemy

This phial is robust and requires a Pulse to prepare. It weighs 4 oz.

If the contents are poured onto
-the surface of about a pint of water, it will produce a view of a place they know that is within 5 miles + 15 miles per Rank in Alchemy and which will last for a minute.
-into the right eye so that any visual obscurement (mist, fog, dust or smoke), 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
The Face of the Deep Summer 811 Malkuth Magical Alchemy 8,000sp Jim Arona 021 076 9376

Cobalt Chaos Grenado

Rank 6 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.

Result # of Spec. Griev. 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
The Face of the Deep Summer 811 Hell Alchemy Incendiarism 2,000sp px50 Jim Arona 021 076 9376

Cobalt Chaos Grenado

Rank 6 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.

Result # of Spec. Griev. 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
The Face of the Deep Summer 811 Hell Alchemy Incendiarism 2,000sp px50 Jim Arona 021 076 9376

Cobalt Chaos Grenado

Rank 6 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.

Result # of Spec. Griev. 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
The Face of the Deep Summer 811 Hell Alchemy Incendiarism 2,000sp px50 Jim Arona 021 076 9376

Cobalt Chaos Grenado

Rank 6 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.

Result # of Spec. Griev. 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
The Face of the Deep Summer 811 Hell Alchemy Incendiarism 2,000sp px50 Jim Arona 021 076 9376

Red Iron Grenado

Rank 8 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 3 Specific Grievous Injuries on anyone up to 3 hexes away. Targets who are between 4 and 6 hexes away suffer 2 Specific Grievous Injuries, while those between 7 and 9 only suffer one. 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
The Face of the Deep Summer 811 Hell Alchemy Incendiarism 3,000sp px50 Jim Arona 021 076 9376

Remorse

Pent may play this Trump as if it were Remorse.

Adventure Season Nature of Magic Value GM
The Face of the Deep Summer 811 Trump Quest px50 Jim Arona 021 076 9376

Fortitude

When he plays this Trump, Pent's PS, WP and EN are raised by 20 points which will stack with any other magic. The effect of this Trump lasts for the next dusk, dawn, noon or midnight.

Adventure Season Nature of Magic Value GM
The Face of the Deep Summer 811 Trump Quest px50 Jim Arona 021 076 9376

Waters of Vision Potion

This phial is robust and requires a Pulse to prepare. It weighs 4 oz.
The contents of this phial are poured onto a bowl of water or ink, whereupon it will function as a Rank 15 Crystal of Vision.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Malkuth Magical Water 2,000sp Jim Arona 021 076 9376

Potion of Diminuition

This potion is contained in a robust container and requires a Pass Action to prepare. It weighs ½ lb.
When drunk, it will reduce whoever drinks it to 1/12th their normal height. Thus, if they were 6 ft tall, they would become 6 inches tall.

This has the following implications
original weight is divided by 144
PS & EN are divided by 12 (round up)
a 5 ft hex is 60 ft across from the drinker's perspective
Stealth is doubled
the drinker takes no more damage from falling than their weight in lbs. Fractions are truncated

The duration is a maximum of 55 minutes. If the drinker uses a Magical Pass Action, they can end the effect earlier.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Malkuth Magical Folding 6,000sp px50 Jim Arona 021 076 9376

Ice Cube

This cube is about 2 ½ cms across and weighs 4 oz. It may be affixed to a surface, and the gauge will drop 1 per Pulse for 10 Pulses. The cold will spread to fill a volume of about 2 x 2 x 2 hexes, and the temperature will not drop below -30°C. The coldness will last until sunlight touches the volume affected or the cube is moved, which will destroy it.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Malkuth Magical Ice 1,600sp px50 Jim Arona 021 076 9376

Last Stand Charm

This scrap of parchment weighs ¼ lb and contains three charges of the Last Stand Charm. It does not need to be read out, in fact the phrase must be memorised and uttered once a Pulse for 3 Pulses. This will require a Free Act. The parchment itself might be kept in the owner's backpack, or even at home and it may not be uttered again until after the next dawn.
When the charm is spoken aloud for the third time, the number of charges is reduced by 1 wherever they are. The phrase must be spoken by the character's player in a clear voice without hesitation, stumbling or unnecessary pause. The phrase is:
'Though all about me fall, yet shall I endure!'
If it works, the utterer may not be stunned and can only be slain if their head is separated from their body. This effect lasts for a number of Pulses equal to one half their base EN (rounding up). All damage should be recorded, including Specific Grievous Injuries, but no matter how negative their EN drops, they will not die until the charm expires. Bonuses from items and magic are not considered at all for the purposes of calculating the duration of the effect.

4 3 2 1
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Hell Formerly living Charm 4,500sp px50 Jim Arona 021 076 9376

Healing Potion

This potion is contained in a fragile container for quick use. It weighs 4oz.

3 2 1

When drunk, it will heal D+12 EN damage.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Hell Magical Healing 600sp px50 Jim Arona 021 076 9376

Restoration Potion

This potion is contained in a fragile container for quick use. It weighs ½ lb.
When drunk, it will inflict 14 EN damage, and restore 28FT. A moment later, it will heal D+12 EN damage.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Hell Magical Restoration 8,000sp px50 Jim Arona 021 076 9376

Restoration Potion

This potion is contained in a fragile container for quick use. It weighs ½ lb.
When drunk, it will inflict 14 EN damage, and restore 28FT. A moment later, it will heal D+12 EN damage.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Hell Magical Restoration 8,000sp px50 Jim Arona 021 076 9376

Contagious Anti-Venom Potion

This potion is contained in a robust phial and requires a Pulse to prepare. It weighs 4oz.
When drunk, its effects last until the Hour of the Wolf has passed. If the imbiber should be poisoned within that time, it will attempt to Neutralise it as if they were a Rank 15 Healer (but requiring no Action to do so). If the potion succeeds the imbiber is spared the effects of the poison.
Whether or not the potion works, the benefit is passed to the next sentient entity capable of learning the Healer Skill after the Neutralise Poison attempt is made. The effective Rank drops by 1 on each occasion it is so passed . It loses its virtue when Rank drops below 4 or the duration expires, whichever comes first.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Hell Formerly living Transformation 6,000sp px50 Jim Arona 021 076 9376

Weapons

Serpent's Tooth

This dagger is made from a serpent's tooth and weighs 14 oz. The Base Strike Chance is 50 being 10 more than normal, and base damage is 2 rollup D10. It is not balanced for throwing, and in that circumstance, the Strike Chance is halved before applying the target's Defence. In any case, it only inflicts D10+2 damage when thrown.
It is a legal target for Warping and Animating Body Parts and will accept weapon spells. If it is animated, it has a TMR of 4 and a movement rate of 150 yards per minute.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Nualis Formerly living Serpent 9,600sp px50 Jim Arona 021 076 9376

Wand of the Angry Bees

This wand uses the wielder's skill in Dart and is treated as if it were a Missile Weapon, not Thrown. MA replaces MD for the purposes of calculating strike chances or the ability to wield it.
Little figurines of bees made out of an Alchemical death metal are fired at such speed as to be unseeable, although the whine of their wings can be heard as they pass. As many as 1 bee for every 2 Ranks in Dart may be fired from the wand. The wielder may shoot all the bees at a single target, or one single bee for each target or any combination thereof.
The bees do no damage if they hit, but there is a chance they will inflict a Specific Grievous Injury. Roll on the Spec. Griev. table. If the result is for an A class injury, then it is applied, otherwise the result is ignored. This can reduce the Protection value of armour, but because the bees are so small, the reduction is just 1 per Spec. Griev.
The wielder must utter a phrase to trigger the device, and it must be very loud, for it is well known that the calcinatory sprites that drive the bees on are nearly deaf.
The wand contains 30 bees when it is full.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 810 Assyuria Magical Mechanical 10,000sp px50 Jim Arona 021 076 9376

Improved Frost Spear

This heavy spear weighs 7 lbs and has a long jagged blade capable of delivering wicked blows. It requires PS of 16 and MD of 18 to wield. The base Strike Chance is 75 and the Damage Modifier is +7. If thrown, the Strike Chance drops to 25% although damage is unaffected. It is considered an A AND B Class weapon. It may deliver Specific Grievous Injuries from either category.

Weapon of Cold
It is a legal target for weapon enhancement spells. If Weapon of Cold is cast on the spear, then it may be stored to be released at a later time. The enhancement spell is invoked by uttering a special phrase and this is a Free Act.
In addition, the Rank of the spell is increased by 10.
Cold Steel
The wielder subtracts the sum of their Heavy Spear Rank and Warrior Rank from the die roll when making Strike Checks with this weapon.
Cold Light
When the temperature of the spear drops below 0°C, it will shed a light only visible to those whose temperature is the same or less. Thus, if the spear was -10°C cold, then only those whose temperatures were -10°C or colder would be able to see by it.
The light is shed over a diameter of 25 feet, centred on the spear. Alternatively, it may be directed in a cone 30 feet long and 20 feet wide, emanating from the point of the spear. This light penetrates Darkness of any Rank. Volumes of mist and smoke will be cleared by the Cold Light in a Pulse or two depending on the density of the obscurement.
Extinguish Flames
The wielder may thrust the spear into a fire and Cast Extinguish Flames without having to Prepare the spell. Walls of Fire or other forms of magical incendiarism may also be Extinguished, the chance of the magic being dispelled is 40% [(+ 3 / Rank with Extinguish Fire)(- 3 /Rank of the target magic)].
Cool Under Fire
The wielder ignores the first 15 points of fire or heat damage per Pulse. In addition, the wielder subtracts 15 from their die roll when making a MR check versus magic that harms by smoke, fire or heat. This applies to most Fire College magic, but also Smoking Magma and Wiccan Hellfire.

Although the weapon is a spear, it is Ranked as if it were a Glaive.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Sparlainth Formerly living Ice 17,500sp px50 Jim Arona 021 076 9376

Armour

Glace

Glace is a silvery breastplate with a mirrored, icy finish. It weighs 8 lbs in addition to any other armour it may be worn with and has no AG modifier. It provides 1 Protection, but becomes a more effective when worn with other armour. It does not impede casting.

  • The wearer can create a Mirror Image by taking a Pass Action. This has the defence of the wearer as if they were evading and the same TMR and resistances. If it takes any damage it will dissipate.
  • The wearer can swap places with the image as long as it is within range and this requires the use of a Pass Action.
  • The wearer can capture an image of any person that is in front of them and within 5 feet for at least one pulse. This takes a pass action per image. The image will remain in the armour for 24 hours and may be DA'ed as if it was the actual person.
  • Glace protects the wearer's torso and the organs contained therein. If they fail to Resist Hand of Death or receive a Specific Grievous Injury to the chest, abdomen, hip, pelvis or heart, they may avoid these effects by Breaking 100 + 1 x EN.The wearer also subtracts 10 from the die roll when they are attempting to resist light-based or energy attacks, e.g. Flash of Light, Bolt of Energy and similar magic. If the die roll is modified thereby to 01 or less, the wearer may reflect the attack to the source.
  • If worn over any armour type greater than cloth armour, it will provide 2 Protection, and 2 Damage Reduction., otherwise it will only provide an additional 1 Protection and no Damage Reduction. E.g. If Glace is worn over 4 pt leather armour, it will completely protect against a FT blow that inflicts 8 damage or less, if worn over cloth armour of 3, it will provide 4 Protection.
  • Glace will reduce the temperature (for the wearer only) to -5 C. This has no effect on their hex, although the wearer will feel very cold to the touch, and may be mistaken for undead unless they bleed rhythmically.
  • Glace is a legal target for Ice Armour. The AG modifier and Weight of the spell are replaced by those listed for Glace. Since the spell is cast on Glace, other armour may be worn with it. However, only the greatest Protection applies. If the Ice Armour provides 7 Protection and their leather armour gives them 4 Protection, then the Ice Armour's Protection is used.
  • If Ice Armour is cast on Glace, then the wearer gains 1 EN per Rank, minimum of 1 for the duration of the spell. Thus, at Rank 20, they could add 20 to their EN. This does not stack with increased EN from the Strength of Stone spell, the greatest effect applies.
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Feralie Magical Mirror Quest px50 Jim Arona 021 076 9376

Jewellery

Improved 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.
Whoever attacks the bearer by spell or weapon adds 5 to their die roll, making it less likely that they will hit.
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 9 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. Nor does it protect against hits directly to EN or Specific Grievous Injuries.
If the wearer has some similar means of protection, then the greatest effect will apply.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Abyss Magical Protection 30,000sp px50 Jim Arona 021 076 9376

Ring of Ice

This plain silver ring weighs 2 oz. It must be worn on the fourth finger of the right hand to be effective. It protects the wearer from the damage arising from cold or ice magic.
The bearer of the ring takes no damage if the amount is a number that ends in 6, 7, 8 , 9, or 0. E.g. 16, 28...1,000 etc.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Abyss Magical Ice 6,000sp px50 Jim Arona 021 076 9376

Phylactery of Luck

This scroll has been itemised and remembles an iridescently green pin, weighing 4oz. Whoever wears it openly above their heart knows this Power Word.

  1. Subtract 4 from all percentile dice rolls for one pulse
  2. Subtract 2 from all percentile dice rolls for one pulse
  3. Subtract 1 from all percentile dice rolls for one pulse
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Hell Magical Power Word 12,000sp px50 Jim Arona 021 076 9376

Miscellaneous

Sharpening Stone

This stone may be used to sharpen an A or B class weapon so that they subtract 5 from the die roll when making Strike Checks. In addition, the first 3 points of Protection from any kind of armour are ignored, however Damage Reduction is not affected.
The effect of the sharpening will last for the first 3 successful Strikes before the enhancement is lost.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Feralie Magical Enhancement Quest px50 Jim Arona 021 076 9376

Allies

Koch

Koch is a snowflake with the following stats:

PS: 1 MD: None AG: 26 MA: 1 EN: 6 FT: 6
WP: 21 PC: 14 PB: 23 TMR: 10 NA: None

He is not a legal target for most spells, even though he is a sentient entity. Nevertheless, he can be harmed by spells that attack objects, volumes or areas.
Generally speaking, Koch will follow or be borne by Pent depending on the situation. He may reduce the temperature to 0°C over his megahex or reduce Pent's temperature by 1 gauge (+1 per 4 or fraction Ranks) in the Cold Affinity Talent.
When Pent is this cold, he is much slipperier than normal, and may escape from restraint by rolling a D10, adding his PS + (Rank in Cold Affinity/2) and subtracting his opponent's MD + (Rank in Cold Affinity/2). A roll of 1 always fails whereas a roll of 10 always succeeds.
Koch can also cast a Minor Telekinesis which operates as a Talent. This requires concentration and so Koch can only have one Minor Telekinesis in effect at a time. It will lift an object or entity of 3 lbs or less and move it at up to 5 TMR. The range is 15 feet.
If Koch dies or is sacrificed (requiring a Free Act), Pent may choose to replace any one of his stats with Koch's for the next 15 seconds. If, for example, Pent has taken Specific Grievous Injuries that reduce his AG to 14, he may sacrifice Koch and take his AG value of 26 for the next 15 seconds, after which time his AG will return to 14.
Koch reforms at dawn on Sunday if he has died or been sacrificed. Being a little unimaginative, he does not mind sudden, frequent or violent deaths.
Except for MD which cannot be raised at all, FT, which can be raised to 18 and PC which can be raised to 25, all other stats may be raised 5 more points. Pent pays the normal cost for these increases. No stat can be increased more than once per adventure or season, whichever is less.

Adventure Season Plane of Origin Aura Signature GM
The Face of the Deep Summer 810 Sparlainth None Entropic px50 Jim Arona 021 076 9376

Lore

Abilities

Enhanced Weapon of Cold

If Pent's Rank in Weapon of Cold is 20, he may advance it to 21 by spending 5,250 Experience and 21 days of Magical Training.

Adventure Season Nature of Magic College of Magic Value GM
The Face of the Deep Summer 811 Tanuel Ice Quest px50 Jim Arona 021 076 9376

Karma Pool

Name Karma
 
 
 
 
 
 
 

Pent's relationships with people he has adventured with may be enhanced to assist them if they fail by using Karma. Current Karma is ______________. He may buy 6 more at a cost of 1 EN, which can be bought back in the usual way.
Once per adventure or season, whichever is least, he may nominate an entity and spend Karma to reflect his relationship with them. No more than 3 may be spent on an entity per adventure, and in any case, the maximum he can raise the relationship to is 5.
Pent can allow such an entity a 're-roll' whenever he is aware that they have failed percentile roll. It takes Pent no more than a Free Act to provide this special ability, and doing so reduces the Karma in the relationship by 1. If he has used his Free Act earlier in the Pulse, he can use a Pass Action if he has one available. When all of the Karma has been exhausted, this ability may not be used any more.
Pent can petition the DM to award Karma directly, and if the 're-roll' was, in the judgment of the DM, significant in some way, he may gain as many as 5. Pent can petition as many times as he likes until the DM gets fed up, in which case no further attempts will succeed.

Adventure Season Nature of Magic College of Magic Value GM
The Face of the Deep Summer 811 Abyss Karma Quest px50 Jim Arona 021 076 9376


Passing Attack

Pent may swap the Pass Action he is entitled to as a result of high AG for an Attack. Whenever he does this, he must roll under 3 x WP. If this roll fails, he becomes dazed and may even begin to snore softly with boredom. While he is dazed, he loses an attack for each failed 3 x WP roll.

Adventure Season Nature of Magic Value GM
The Face of the Deep Summer 811 Martial technique Quest px50 Jim Arona 021 076 9376

The Iris and the Bough

This martial technique allows the practitioner to increase their damage by feinting and drawing their opponent into a position where they are more vulnerable. The practitioner must succeed in a Strike Check but choose to inflict no damage. If they forget and roll damage, then the technique automatically fails. If their next Strike Check is successful, then their damage is multiplied by 1.5, rounding fractions up.
This technique takes a week to learn, and costs 800 Experience. It may not be taught.

Adventure Season Nature of Magic Value GM
The Face of the Deep Summer 811 Martial technique Quest px50 Jim Arona 021 076 9376