Sabrina's Treasure
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Afflictions
Prince of Swords
Sometime in the future, Sabrina is destined to become corrupted or possessed by some force of dire evil. If she is slain while evil or possessed, she will be reborn a Pulse later relieved of this burden. She will reappear in all of her gear (that has not been destroyed) anywhere within 10 hexes of her place of death, and she will be fully healed. Although death will relieve her of any curses, Dooms will still afflict her on resurrection.
Even though she has only been dead for a few seconds, from her perspective 26 weeks will pass in a grey and ash-ridden valley. She earns an extra 12,500 Experience (after Racial Tax) on arrival in this valley which she can add to her available Experience.
Her gear will not travel to the valley with her and she will not be able to determine the exact moment of her return to life, although she will know the day.
Adventure | Season | Nature of Magic | College of Magic | Value | GM |
The Face of the Deep | Summer 811 | Malkuth | Trump | Quest | Jim Arona 021 076 9376 |
Consumables
Nine of Pentacles
Sabrina may play this Trump to increase the value of any treasure in the form of coin, bullion or jewellery discovered on an adventure. The value of the treasure is increased by 10%.
This can only be applied to Sabrina's treasure, no one else's will be affected.
Adventure | Season | Nature of Magic | College of Magic | Value | GM |
The Face of the Deep | Summer 811 | Malkuth | Trump | Quest | Jim Arona 021 076 9376 |
The Lovers
Sabrina may play this Trump to know something of the consequences of a choice she is about to make. It must concern the kind of choice where alternatives are exclusive. She learns the consequences of the choice she nominates up to 1 day in the future. The Trump provides no information about the choice not taken.
If she accepts the future laid out before her, then Sabrina gains 'the benefit of the doubt' from the DM while behaving in a manner congruent with the prediction. This lasts until the final moment of the choice is played out, or the DM rules that the prediction has failed.
If, having seen the consequences of one choice, she chooses the other, no penalty applies. Of course, she does not gain the 'benefit of the doubt' effect in this case.
Adventure | Season | Nature of Magic | College of Magic | Value | GM |
The Face of the Deep | Summer 811 | Malkuth | Trump | Quest | Jim Arona 021 076 9376 |
Scroll of Whitefire
This scroll is blank and weighs 8 oz. It is made out of Whitefire, and will destroy anything written on it (unless it is written with Blackfire Ink) and anyone who comes into contact with it must successfully resist vs Celestial Special Knowledge magic. If they fail, they and the scroll will be subjected to a heat so intense nothing will remain except ashes.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Face of the Deep | Summer 811 | Beyond the Veil | Magical | Celestial | Quest | Jim Arona 021 076 9376 |
Blackfire Ink
This phial is robust and weighs 8 oz. It contains sufficient ink to write [D10-4] Laws, if a surface can be found that will not be destroyed by the acting of writing upon it.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Face of the Deep | Summer 811 | Beyond the Veil | Magical | Celestial | Quest | Jim Arona 021 076 9376 |
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 |
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 |
The Face of the Deep | Summer 811 | Hell | Alchemy | Incendiarism | 1,000sp | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | Jim Arona 021 076 9376 |
Blank Phylactery
This is a scroll that appears to be itemised so as to form a brooch. A spell may be invested in the phylactery at five times the normal cost. From that point on, the phylactery can be read as a scroll (taking two full pulses), but instead of being used up, the spell will become reinvested on the following dawn.
The cast chance of the invested spell is the Base Chance plus three times the Rank. Bonuses from Enchantment and College modifiers are only applied when the cast check is made, the investor's Enchantment or situational modifiers have no effect. No bonus (or penalty) for Magical Aptitude is ever considered.
If the roll of the Cast Check should ever fall on a number fully divisible by 10 (e.g. 10, 20, 30, etc), then whoever is reading the phylactery must resist versus a Backfire, or the phylactery will be destroyed. If that number would be a success, then the spell is cast even if the MR versus Backfire fails destroying the phylactery.
Cast Chance:_______% Range:____________ Duration:____________ Rank:_______ Effects:________________
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Face of the Deep | Summer 811 | City of Brass | Previously living | Spell storage | 10,000sp | Jim Arona 021 076 9376 |
Blank Phylactery
This is a scroll that appears to be itemised so as to form a brooch. A spell may be invested in the phylactery at five times the normal cost. From that point on, the phylactery can be read as a scroll (taking two full pulses), but instead of being used up, the spell will become reinvested on the following dawn.
The cast chance of the invested spell is the Base Chance plus three times the Rank. Bonuses from Enchantment and College modifiers are only applied when the cast check is made, the investor's Enchantment or situational modifiers have no effect. No bonus (or penalty) for Magical Aptitude is ever considered.
If the roll of the Cast Check should ever fall on a number fully divisible by 10 (e.g. 10, 20, 30, etc), then whoever is reading the phylactery must resist versus a Backfire, or the phylactery will be destroyed. If that number would be a success, then the spell is cast even if the MR versus Backfire fails destroying the phylactery.
Cast Chance:_______% Range:____________ Duration:____________ Rank:_______ Effects:________________
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Face of the Deep | Summer 811 | City of Brass | Previously living | Spell storage | 10,000sp | Jim Arona 021 076 9376 |
Potion of Pentecost
This potion is contained in a heavy glass vial and requires a pulse to prepare. It weighs 4 oz and does not break easily.
A flame appears on the brow of the imbiber as soon as it is drunk. Its effects will last until the next end of season festival (Samhain) or until the flame is extinguished. For the duration, the imbiber acquires the language of whoever they speak with at one Rank less. They may use the time speaking that language as 'immersion' for the purposes of calculating training time if they choose to Rank that language.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Where Angels Fear to Tread | Autumn 810 | City of Brass | Magical | Communication | 5,000sp | Jim Arona 021 076 9376 |
Potion of Pentecost
This potion is contained in a heavy glass vial and requires a pulse to prepare. It weighs 4 oz and does not break easily.
A flame appears on the brow of the imbiber as soon as it is drunk. Its effects will last until the next end of season festival (Samhain) or until the flame is extinguished. For the duration, the imbiber acquires the language of whoever they speak with at one Rank less. They may use the time speaking that language as 'immersion' for the purposes of calculating training time if they choose to Rank that language.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Where Angels Fear to Tread | Autumn 810 | City of Brass | Magical | Communication | 5,000sp | Jim Arona 021 076 9376 |
Weapons
Shield Boss of Bronze
This bronze boss may be attached to the face of a shield, whereupon it will increase its weight by 1 lb. This will increase its prowess against ranged attacks.
- Arrow Ward
- Whenever the wielder is attacked by ranged or missile weapons, they may roll under their Rank in Shield on D10 to completely avoid all harm, and they can make this roll as many times as they are attacked.
- Intercepting Throw
- In addition, the wielder can throw the shield 1 hex for every 5 or fraction PS to intercept arrows meant for another target. The intercepting throw may only be attempted once per Pulse, and the wielder must Break 100: MD + PC + Warrior Rank + Shield Rank - Opponent's Unengaged Initiative. This ability requires no Action. In fact, it may even be attempted before their Initiative. The shield will return just before the end of the Pulse.
- If the bossed shield has been thrown, then the wielder may not benefit from its Defence until it returns.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Face of the Deep | Summer 811 | Feralie | Magical | Ward Lore | 18,000sp | 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 | Jim Arona 021 076 9376 |
Armour
Robes of Woven Dreams
Size 6, weight factor 1.
They provide 10 points of Protection vs normal damage, and 12 points of Protection vs spell damage. It will not stack with any other armour, except Natural Armour.
It has the following functions:
- The wearer may raise their MA and WP to racial maximums, whatever their current maximum, and FT may be bought without limit. They lose one PS for every characteristic so advanced. This may be bought back at a cost of 5,000 Experience. FT should be recorded in a separate track, since it cannot be used to absorb damage, and in fact, can only be expended in the performance of magic.
- Once a day, the robes can be transformed into clothing suitable to the occasion, increasing the wearer's PB by 1 for every 3 Ranks in Courtier. Racial maximums cannot be exceeded.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Face of the Deep | Summer 811 | Sparlainth | Formerly living | Dream Weaving | 14,500sp | Jim Arona 021 076 9376 |
Copper Scroll: Pattern of a Namer's Bracer
This copper scroll contains instructions on how to enchant a bracer for the left forearm. It will take a Rank 6 Artisan Leatherworker or a Rank 4 Armourer six days to make a bracer sufficient to the task. The bracer will weigh 1 ½ lbs, and the craftsman will charge 800sp for their time.
Once it is crafted, the rite inscribed on the scroll must be performed on a Sunday, and 4,000 sp of exotic alchemical ingredients used in the process. The rite is so taxing that no other activity is allowed.
Once empowered, the bracer has the following functions:
- Spell rack - In addition, if it is worn by a Namer, then it allows them to learn the General Knowledge spells of the College of Binding & Animating Magic.
- Allows the wearer to benefit from an extra counterspell if it is cast upon the bracer.
The spells must be embedded into the matrices of the spell rack by means of Ritual Spell Preparation before the wielder can cast them. They attract no constraints unless associated with a special incantation. This means that casting one of these spells will not unrack it, unless, as noted, it has been associated with an incantation.
They behave in all ways as Special Knowledge spells of the College of Naming Incantations.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Face of the Deep | Summer 811 | Malkuth | Magical | Naming Incantations | 25,000sp | 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 | Jim Arona 021 076 9376 |
Phylactery of Stagger
This scroll has been itemised and remembles an iridescently green pin, weighing 4oz. Whoever wears it openly above their heart knows this Power Word.
- Break 100: percentile dice + 3 x Adept's WP - target's WP. The target loses a non-magical pass action until they recover. This requires a 2 WP at the end of the Pulse, followed by a 3 x WP roll next Pulse, then a 4 x WP roll. Recovery is automatic after that.
- Break 100: percentile dice + 2 x Adept's WP - target's WP. The target loses a non-magical pass action until they recover. This requires a 2 WP at the end of the Pulse, followed by a 3 x WP roll next Pulse, then a 4 x WP roll. Recovery is automatic after that.
- Break 100: percentile dice + Adept's WP - target's WP. The target loses a non-magical pass action until they recover. This requires a 2 WP at the end of the Pulse, followed by a 3 x WP roll next Pulse, then a 4 x WP roll. Recovery is automatic after that.
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 | Jim Arona 021 076 9376 |
Phylactery of Shatterwill
This scroll has been itemised and remembles an iridescently green pin, weighing 4oz. Whoever wears it openly above their heart knows this Power Word.
- Break 100: percentile dice + 3 x Adept's WP - target's WP. If the result is greater than 100, subtract 100. Reduce the target's MR by this amount for the rest of the Pulse.
- Break 100: percentile dice + 2 x Adept's WP - target's WP. If the result is greater than 100, subtract 100. Reduce the target's MR by this amount for the rest of the Pulse.
- Break 100: percentile dice Adept's WP - target's WP. If the result is greater than 100, subtract 100. Reduce the target's MR by this amount for the rest of the 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 | 15,000sp | Jim Arona 021 076 9376 |
Miscellaneous
Terpsichore
This Trump is a focus for some of Sabrina's abilities that are Dance-related.
It serves as a record for her Karma Pool. If she knows the Individual True Name of a member of her Karma Pool, she may add 1 Karma per 10 Ranks in the name per year if that name is recorded on the Trump.
In addition, certain special abilties of the Karma Pool become available to her. Some of these abilities are already accessible, but others require her to complete a Quest before she can use them.
These abilities work only on members of her Karma Pool.
- Cross Body Lead
- If a member of her Karma Pool is adjacent to her, Sabrina can use this ability to take a blow intended for them. Requires a Pass Action. Cost: 1 Karma.
Quest: Sabrina must discover a natural environment (glade, grove or grotto) that is sacred to dance. If she finds such a place, she may learn Stealing the Lead. This will take 4 weeks and cost 5,500 Experience.
- Stealing the Lead
- Sabrina becomes the target of magic that is meant for a member of her Karma Pool. This cannot be magic that affects an area or volume. Requires a Pass Action. Cost: 2 Karma
Quest: Sabrina must discover the Individual True Name of the person who previously held the Terpsichore Trump. If she is successful, she may learn Enchufla. This will take 5 weeks to learn and cost 7,500 Experience.
- Enchufla
- Sabrina can castle with a member of her Karma Pool. She can castle a number of hexes equal to or less than her Rank in the previous Trump holder's Individual True Name. Requires a Pass Action. Cost: 1 Karma per hex travelled.
These abilities may be used on opponents.
Quest: Sabrina must discover how the previous Trump holder died.
- Lock Step
- Sabrina forces her opponent to stay adjacent and engage her. Requires a Pass Action, opponent must be adjacent. Cost: 3 FT. This cost doubles every Pulse that the opponent is forced to remain engaged with Sabrina and resets when she uses it on a new one.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Face of the Deep | Summer 811 | Tanuel | Magical | Trump | Quest | 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 |
The Face of the Deep | Summer 811 | City of Brass | Magical | Spell storage | 5,000sp | Jim Arona 021 076 9376 |
Allies
Ajax' Immotlation Spell
Ajax has leartn the following spell:
Immorlation
Range: 5 feet
Duration: 30 minutes(+30/rank)
Experience Multiple: 200
BC: 15%
Target: Self
Effects: Ajax gains the grace and form of a dancing flame, without in anyway altering their physical nature, but increasing their defence by 2 (+ 3 / 2 Ranks). Any entity that is within 5 feet of him must resist or take 1 / 2 (or fraction) Ranks Fire damage per pulse. Ajax will glow with the same degree of brightness as a Firelight spell 5 Ranks lower, (minimum 1).
He will have his normal shape but appear to be composed of flame. If he hides in a fire, he may only be detected by witchsight or by infravision.
Although Ajax must spend the time to advance Ranks in this spell, the Experience cost is paid from Sabrina's reserve.
Adventure | Season | Signature | GM |
The Face of the Deep | Summer 810 | Fire | Jim Arona 021 076 9376 |
Terry the Transvestite Street
Terry is an Immortal whose signature is Paths. He manifests as a street. The display windows of many shops line each side of the street, and in these windows are such things as mannequins wearing lumberjack shirts and colourful boas, or hardware tools swathed in metres of bright pink ribbons and bows. At the end of the street, there is a cabaret. On its facade there are pictures of a handsome, if heavily made up and scantily clad torch singer whose fishnet stockinged leg rests upon a chair.
Terry is truly alien, and conversations with him are usually stumbling and stilted. Over the millenia, he has shown himself to be gentle, brave, and about as useful in a fight as an open wound. He does seem to understand others, and with continued contact, can make himself understood. Sometimes.
Once a year, Sabrina can call upon Terry's services. It may take as long as 24 hours for Terry to respond to her call. If he does hear it, Terry will transport Sabrina and her companions to a place of their desire, if he can. The journey will take a day, and in general, can cross planes.
- Two conditions must be met
- He may only travel to or from places that are accessible by road, path, street or way. Places that are only accessible by trails or worse are inaccessible to him.
- He can only transport people to or from places that are proximate to the Astral. The Seventh Plane, for example, is not proximate to the Astral.
Date |
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Adventure | Season | Plane of Origin | Aura | Signature | GM |
The Face of the Deep | Summer 810 | Beyond the Veil | Avatar | Paths | Jim Arona 021 076 9376 |
Lore
Abilities
Karma Pool
Name | Karma |
---|---|
Sabrina's relationships with people she 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, whicshever is least, she 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 she can raise the relationship to is 5.
Sabrina can allow such an entity a 're-roll' wshenever she is aware that they have failed percentile roll. It takes Sabrina no more than a Free Act to provide this special ability, and doing so reduces the Karma in the relationship by 1. If she has used his Free Act earlier in the Pulse, she can use a Pass Action if she has one available. Wshen all of the Karma has been exhausted, this ability may not be used any more.
Sabrina can petition the DM to award Karma directly, and if the 're-roll' was, in the judgment of the DM, significant in some way, she may gain as many as 5. Sabrina can petition as many times as she 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 |
Tshe Face of the Deep | Summer 811 | Abyss | Karma | Quest | 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 | Jim Arona 021 076 9376 |