South Gate Rot Award: Raseri
Return to Southgate Rot
Raseri returns to the Guild on the 7th Harvest 817wk with 19, 233 Experience, has earnt
95tg
6gs
9sp
after Guild Taxes.
He has earnt these Spots:
3 | 4 | 6 | 6 | 6 | 7 | 7 |
He had 11 days available for training on the adventure and spent 37 days away from the Guild.
- He may
- advance any Talents four Ranks.
- advance his Rank in Climbing as if he had 4 weeks of training time and at only 90% of the cost.
- advance his Rank in Stealth as if he had 4 weeks of training time and at only 90% of the cost.
- advance his Rank in Sailor as if he had 4 weeks of training time and at only 90% of the cost.
- advance his Rank in Black Speech as if he had 9 weeks of training time and at only 90% of the cost.
- advance his Rank in Goblin as if he had been immersed in it for 3 weeks.
He has been afflicted with pregnancy from a black annis, and be delivered of a boy on the 22nd day of Meadow 818wk at 9:00am after 13 hours of labour. He will be so gravid as to be unable to adventure over the Spring and Summer seasons, unless special precautions are taken or the adventure is unusually sedentary. The birth will kill Raseri who may be resurrected although any repair of his womb will be unnecessary. The boy will have an unusually close relationship with Raseri and on his 16th birthday, will have the following characteristics:
PS: | 22 | MD: | 14 | AG: | 14 | MA: | 13 | EN: | 22 | FT: | 21 |
---|---|---|---|---|---|---|---|---|---|---|---|
WP: | 13 | PC: | 5 | PB: | 8 | TMR: | 5 | NA: | Skin absorbs 1 DP |
His nails are thick and wickedly sharp, so that he gains a Claw attack that inflicts B Class damage. The value of the damage dice is improved by 1 and it is considered rollup to that any result that modifies to 10 is rolled again and added until there are no more 10s. His primary characteristics may be raised 5 more than his original stats, racial maximums are the same as for human, except for PS, which is 32 and EN which is 27. He may advance his FT to 24.
Depending on whether or not Raseri assumes the form of a heifer with wide, calf-bearing hips, then the boy will be able to assume the shape of a black, wickedly-horned bull with the following stats:
PS: | 32 | MD: | 14 | AG: | 14 | MA: | son | EN: | 29 | FT: | son |
---|---|---|---|---|---|---|---|---|---|---|---|
WP: | son | PC: | son | PB: | 8 | TMR: | 8 | NA: | Skin absorbs 4 DP |
- Horns: BC 50%, [rollup D + 5], Melee, Rank 0-5.
- Kick: BC 40%, [D + 3], Close, Rank 0-4.
The horn attack gains +20 when Charging and may be delivered against any entity adjacent to its path of travel. If the Charge is delivered to a single target, damage increases by an additional rollup D10 and will knock prone a biped of size 6 or less on a failed 1 x AG check.
The bull form may only be assumed for a number of Pulses equal to the boy's WP value which will reset at lunchtime on Tuesdays. The form may only be assumed once a day.
Consumables
Grenadoes
Enhanced Siege Grenado x 2
Requires Rank 10 Alchemy & Rank 10 Arithmetician
This grenado contains an incendiary device contrived by an Alchemist who was assisted in their calculations by an Arithmetician. It is not usually thrown by hand, mostly being deployed by means of a perriere or other siege engine. It will not normally detonate when subjected to sudden sudden shocks. It has a fuse that must be lighted and when it burns down, it will detonate inflicting damage according to this schedule:
Result | Damage |
---|---|
1 | 5 |
2 or 3 | 25 |
4 - 6 | 125 |
7-0* | 625 |
The damage is applied to everything in the hex where the grenado detonated, 1/5th being done to everything else a hex distant, 1/25th being done to everything two hexes distant, 1/125th to everything three hexes distant, and so on until the damage falls below 1.
If it is thrown by hand, it always leaves a parabolic ballistic arc. The backlash of the energies travel back down this path, inflicting one fifth of the damage done to their primary target.
Targets are allowed to Break 100 + 2 x AG + Rank in Sense Danger to avoid the damage.
*If the D10 result is from 7 - 10, and it was thrown at a terrain feature, it will blow a hole about 10 ft in diameter into anything with the structural integrity of a 10 ft curtain wall or less.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Cursed? | GM |
Southgate Rot | Autumn 817 | Alusia | Alchemy | Incendiariasm | Jim Arona 021 076 9376 |
Red Iron Grenado
Rank 8 Alchemy
This grenado contains an alchemical incendiary device. It will not be set off by sudden blows. It is lighted and then usually thrown at a hex within range (15 hexes). The hex has no Defence, but the thrower's SC is reduced by 3 per hex beyond the first. Any Strike Check greater than 70 + MD means that the thrower dropped the grenado at their feet, or, if the roll is 99 or 100, has gone off prematurely.
If the Strike Check result is high enough to indicate a miss but not high enough for a catastrophe, then a scatter D10 is rolled.
D10 | Destination hex |
---|---|
1 | D10 ft beyond the target hex |
2 | D10 feet beyond and to the right of the target hex |
3 | D10 feet to the right of the target hex |
4 | D10 feet short and to the right of the target hex |
5 | D10 feet short of the target hex |
6 | D10 feet short and to the left of the target hex |
7 | D10 feet to the left of the target hex |
8 | D10 feet beyond and to the left of the target hex |
9 | 2D10 feet beyond the target hex |
10 | D10 hexes short of the target hex |
On detonation, the grenado inflicts 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 | Cursed? | GM |
Southgate Rot | Autumn 817 | Alusia | Alchemy | Incendiariasm | Jim Arona 021 076 9376 |
Amulets
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 | Cursed? | GM |
Southgate Rot | Autumn 817 | Hell | Formerly living | Affliction | Jim Arona 021 076 9376 |
Trumps
Queen of Pentacles
You may Bless an Unborn Child as if you cast the spell at Rank 20.
Queen of Swords
This trump may be played to penetrate one lie or deception and requires an accusation from the player. This must be a lie or deception that creates an injustice. If it is not a lie or it is one that causes no injustice, the player will be disdained by people generally. All reaction rolls are penalised by 20 for a year and a day.
Knight of Swords
This trump may be used to double the Actions of the player for the next six Pulses.
Ten of Swords
This trump may be used by their character's player when their character is about to die. The player Breaks 100 + 3 x EN which, if successful, stops all bleeder conditions, even if below 0, and all observers will believe they have fallen dead. The player is, however, conscious, even if their EN value is sub-zero. Should an observer check the player's health, they will be deceived into believing them dead, and if an attempt is made to deliver a coup-de-grace, they will miss but not be aware of it. They must end the effect by the end of the third day, and this counts as bed rest, providing the environment could reasonably said to support human life. Upon rising, the player rolls 1 rollup D10 and applies this as healing.
Scrolls
Strength of Stone x 4
Base Chance: 80% + Reader's MA bonus & Enchantment | Duration: 21 hours | +20 to PS or EN |
Potions
Restorative Potion x 3
This potion weighs 4 oz and may be used without Preparing if it is kept in some easily accessible place (bandolier or belt, etc).
This Restorative is Rank 1, inflicts 3 EN and restores 6 FT.
Restorative Potion
This potion weighs 4 oz and may be used without Preparing if it is kept in some easily accessible place (bandolier or belt, etc).
This Restorative is Rank 2, inflicts 4 EN and restores 8 FT.
Love Philtre
This potion weighs 4 oz but must be Prepared before it may be used. The Rank of the Philtre is 10.
Fertility Potion x 2
This potion weighs 4 oz but must be Prepared before it may be used. The Rank of the Potion is 10.
Potion of Healing x 2
This potion weighs 4 oz but must be Prepared before it may be used. The Rank of the Potion is 15
The imbiber may draw upon the power of shadow 4 times within 8 1/2 hours of drinking it to heal their wounds. They must be standing in at least 60% Darkness, and take a Pass Action. This will cure them of 6 Damage Points but not the extra EN points associated with a Specific Grievous Injury, nor will it "cure" tiredness fatigue (including that lost to spell casting). The Pass Action can also be used to cure as a Healer of Rank 3.
Potion of Night x 4
This potion weighs 4 oz but must be Prepared before it may be used.
This potion turns the imbiber into night, removing them from the normal world until dawn, they move, or the light level of their hex increases to 60% or higher. Vision is impossible by any means other than Night Vision, no other senses may be employed.
Oil of Blade of Darkness x 3
This oil may be applied to any weapon on the Swords table of Section 56 Weapons, Shields and Armour Charts.
The oil improves the weapon damage by 6, and the wielder subtracts 8 from the result of a Strike Check. The oil will only last for 20 minutes.
The Consummation of Fire and Water
This 8oz phial contains a fluid that is vividly orange/red in colour. When the phial is thrown at an object or entity it will rapidly spread to cover a surface of about two square metres, large enough to cover a man. This will make the target as flammable as paper to the point where it can be ignited with Pyrogenesis or like magic. A cantrip would be incapable of generating sufficient heat. A lighted match would do just fine, however.
Usually, entities who catch on fire will burn from the legs up, but obviously if other body parts have been exposed to an open flame, they will start burning from the point of contact. It is extremely unusual for the head not to burn last, unless the victim snorts a lighted candle or something.
This is a curious spectacle to observe, the victim experiencing nothing more than an unusual sensation of warmth and perhaps some alarm. It takes about two pulses for the legs to burn off, about two pulses for the arms, and another three pulses for the torso. Their head will burn up at the end of the pulse. Until that time, the victim can move, attack, cast spells and so on. If the Consummation is somehow stopped short of death, then the victim's body will gradually reappear over a like number of pulses. Items that were subject to the Consummation, i.e. those that were worn on the parts burnt off, have a good chance of being destroyed. They are considered to be made of paper and must save versus normal fire. The chance of the item surviviving is 10% plus any magical bonus inherent to the item, plus the value of the wearer's enchantment. Only items made of orichalcum or those that are bound to the victim's soul are immune to this destruction.
Since the residue of the Consummation does not constitute a torso-sized lump, then dying by this method is likely to be permanent barring unusual defenses of some kind.
If the fluid is applied to an inanimate surface it will quickly spread over an area that would be easily big enough to fit a man. If this area is lighted it will burn for 4 pulses before guttering, burning through¼ inch of metal or stone per pulse.
- 1 inch of material like wood or bone per pulse.
- 1 foot of ice per pulse.
- It will not burn through orichalcum.
If the ash and smoke are collected, dissolved into a solution, and all of the corruption filtered from it (requiring an Alchemist of Rank 8 or better), abstract properties may be decanted off (at the G.M.'s discretion). The Alchemist might collect Wood from the remains of a door, for example.
The Sublimation of Water into Fire
When drunk, the imbiber's body is transformed into an explosive ball of fire inflicting 4 roll up D10 damage on everything in the same hex, minus 10 for every 5 feet distant. The imbiber will find themselves transformed into smoke covering the volume of a megahex. Treat them as if Gaseous Form has been cast on them at the creator's Rank in Alchemy. They will smell strongly of burning wherever they drift.
Melian Healing Potion x 3
This draught weighs 9oz and is very robust. It must be Prepared before it may be taken. It cures 1 rollup D10 + 8 damage.
Poisons
Invested Gems
Other Invested Items
Crystals
Charms
Other
Pint of Red Beer x 5
This pint of beer weighs, inclusive of the bottle, 1lb 14 oz. When it is drunk after a long day's march, it leads to a state of satisfaction lasting 15 minutes. In this time, anything other than conversation and eating is too much trouble. All perentile values have 20 added to the result on the die inside this period. Those who retire within an hour of drinking this beer will recover 1 point of EN per hour of sleep to a maximum of 8.
Pint of Pale Ale x 2
This pint of ale weighs, inclusive of the bottle, 1lb 14 oz. It has a strong, yeasty taste, and makes whoever drinks it more alert, adding 15 to their PC checks until they would likely have their next meal (i.e. no more than 4 hours). In addition, upon first drinking the ale, they take 7 EN damage, restoring 15 FT.
Pint of Dark Ale x 5
This pint of ale weighs, inclusive of the bottle, 1lb 14 oz. It is quite bitter, tastes strongly of molasses and hops and increases EN by 4. This lasts until they would likely have their next meal (i.e no more than 4 hours). This will not stack with Strength of Stone, but while duration remains it will immediately heal 3 EN when the first EN damage is taken.
Copper Rose
This strip of copper is 1/2 an inch wide and 3 inches long. It has a rose embossed onto it. An entity may benefit from a given copper rose once, after which it will never work for them again. Other copper roses will, however. When touched to an entity and their name uttered, they will be healed of 1 rollup D10 damage.
This copper rose will last until the winter solstice 818 WK.
Translucent Clay x 120 lbs
Ceramics made of this clay will be translucent. If the ceramic is fired again, it will be transparent.
Reduced Shadow Wine x 2
Shadow wine may be created from the reduction by adding 3 parts of water. However, the resultant product will spoil in a week unless used.
Distillate of Bronze
This metallic fluid is an intense metallic yellow/orange, and is otherwise similar to mercury. Although it is the size of a standard crystal phial, it weighs 3 1/2 lbs.
Pyrites of Iron
These golden metal flakes are iron although they do not impede spell casting. They are held in a delicate glassware bulb about the size of a man's fist and weigh 1 lb.
When used in the Casting process, they increase the base chance of any illusory magic by 10.
When exposed to water, the flakes will bubble noxiously for 3 Pulses then generate toxic fumes over the megahex (3 x MD + 2 x Alchemist Rank to avoid) or suffer 3 rollup D10 acid damage. Fume production continues for 3 more Pulses, whereupon the pyrites will burst into flame, igniting the fumes which will inflict 3 rollup D10 fire damage and 3 rollup D10 impact damage. Protection from armour applies against both of these attacks, although Magic Resistance is not allowed.
Humour of Melancholy
This crystal phial weighs 4 oz and contains an aqueous humour of melancholy.
Melian Healing Salve x 2
This small stoneware pot contains an amber unguent and weighs 8 oz. No Skill is required to apply the ointment. It will cure 1 point of damage per Pulse for 1 rollup D10 + 8 Pulses.
Skin Changes
The user of the skin may use any Skill or Ability that the form would naturally allow. While this includes most Talent magic, unless the form is human-like, spells and rituals may not be performed. If an animal has a range of Ranks next to one or more of their natural weapons, then the user may apply their Unarmed Combat up to the maximum listed.
Eel
- Description
- Eels are long, thin, grayish fish up to 7 feet in length.
- Abilities
- Eels have no special talents, skills, or magic.
- Movement Rates
- Swimming: 300
PS: | 18 | MD: | None | AG: | 14 | MA: | User | EN: | 8 | FT: | User |
---|---|---|---|---|---|---|---|---|---|---|---|
WP: | User | PC: | User | PB: | 6 | TMR: | 6 | NA: | Skin absorbs 3 DP |
- Weapons
- Eels may bite.
- Bite: BC 50%, [D + 2], Close, Rank 0.
Mouse x 3
- Description
- Mice are small brown, white or grey rodents. They are shy of almost all creatures, most especially cats, dogs and men.
- Abilities
- Mice have no special talents or skills, and they are not tool users.
- Movement Rates
- Running & Climbing: 150
PS: | 1 | MD: | 12 | AG: | 18 | MA: | User | EN: | 1 | FT: | User |
---|---|---|---|---|---|---|---|---|---|---|---|
WP: | User | PC: | User | PB: | 4 | TMR: | 3/3 | NA: | Fur absorbs 1 DP |
- Weapons
- Mice may bite.
- Bite: BC 20%, [D - 7], Close, Rank 0.
Cow with big hips
- Description
- A middle-aged domestic cow
- Abilities
- Large hips for easier hag-child birth
Remnants
Witchskin
This is enough witchskin to make 8 sizes of leather armour with these properties:
- This armour has a Weight Factor of 2. It provides 6 points of Protection, no penalty to AG and no penalty to Stealth. In fact, in levels of darkness greater than 60%, it provides +10 to Stealth. However, when it is worn, it always makes the wearer appear similar to a Flesh Golem whatever the nature of their clothing, unless it provides magic similar to the Illusions of Seeming or Disguise. This, in most cases, negatively affects normal people (-20 to the Reaction Roll). However, necromancers and the undead may find themselves drawn to the wearer in a much less predatory way. This property will not be affected by afore-mentioned Illusions.
Weapons
Goblin Dagger
This black steel tulwar is sized for a goblin and weighs 1 lb. It may be advanced as a Dagger by humanoids larger in size than goblins to Rank 9. The base Strike Chance is 50%, the base Damage is 1 rollup D10 + 4, inflicts A & B class injuries , and may only be wielded in Melee or Close. An entity carrying this weapon may not make use of non-racial magic.
Bronze Goblin Short Sword
This bronze two handed sword is sized for a goblin and weighs 2lbs. It may be advanced as a 1 handed shortsword by a human and a 1-2 handed cleadh mor for a race of size greater than three and less than six.It has a base Strike Chance of 55%, a base Damage Modifier of 2 rollup D10 + 1 and inflicts A & B Class injuries.
Heavy Mace
This mace weighs 6 lbs. It has a Base Strike Chance of 65% and the Damage is 1 rollup D10 + 5.
It is a legal target for the Increased Gravity spell. When this spell is cast upon the mace, it increases its Damage Modifier by 1 for every 2 Ranks in the spell. However, the Strike Chance is reduced by 1 (+1 per Rank in the spell) as the mace becomes heavier and harder to wield.
Even when the mace is enhanced in this way, it is still a legal target for the Creating Dark Sword spell, and in this case, the effects of both spells stack.
Ascalon
This glaive is made of a broadsword attached to an ebon haft. The Individual True Name of the blade is Ascalon, and it is under the effects of a permanent Rank 20 Weapon of Cold. The base Strike Chance is 76% and inflicts A & B Class damage of 1 rollup D10 + 13. Beyond this effect and it's name, no other property may be Divined or Detected on it.
If it is removed from the haft, or if it is attached to an ashen haft, then it is either a lance or broadsword with a base Strike Chance of 67%, the lance inflicting A Class injuries, whereas the broadsword inflicts B Class injuries. Base damage is 1 rollup D10 + 6, rising to 3 rollup D10 + 6 when wielded against a dragon, drake, wyvern or other dracoform (but not serpents or lizards). Those entites against which it inflicts greater damage will know that it is a dragonbane weapon once they see it.
If the wielder is human, then
- the wielder's Rank in broadsword and lance are cumulative
- the wielder may switch between lance and broadsword as a Free Act
- the lance or broadsword inflicts A & B Class injuries
- the wielder reduces any fire damage by their Rank in Warrior
- the wielder increases their Magic Resistance versus magic cast by dragons by their Rank in Warrior
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Cursed etc.? | GM |
Southgate Rot | Autumn 817 | Alusia | Various | Blades | Jim Arona 021 076 9376 |
Malice Blade
A Weaponsmith who is an Adept of Necromantic Conjurations will charge 1,100 sp to make each of these blades, and it will take 1 week each.
These bones from a green hag's finger, hand and thumb have been worked into the wooden armature of a boomerang. This will increase the weight of the weapon to 1 1/2 lbs, the base Strike Chance to 53% and the base damage to 1 rollup + 2. However, if 1 is rolled on the damage dice, this is considered 9. The weapon inflicts A, B & C Class damage but amputations, eviscerations, hamstringings, chest, hip or pelvis wounds are ignored.
If the weapon misses, it will automatically return to the wielder.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Cursed etc.? | GM |
Southgate Rot | Autumn 817 | Alusia | Formerly living | Ghoulcrafting | Jim Arona 021 076 9376 |
Armour
Sea Silk Undershirt
This pale golden undershirt weighs 1 oz. I can be worn by anyone of size 6 or smaller. It provides 1 point of Protection to a maximum of 8. Additionally, if an A Class weapon lodges in the wearer, they may withdraw it as a Free Act, and this will not inflict any additional damage on them.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Cursed etc.? | GM |
Southgate Rot | Autumn 817 | Alusia | Formerly living | Weaving | Jim Arona 021 076 9376 |
Miscellaneous
Spell Racks
Baby Rattle
This rattle has been made from the tiny skull of a human baby. It is a spell rack
Three times a week, resetting at dusk on Saturday, the Adept may Cast the Darkness spell without paying the FT cost.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Cursed etc.? | GM |
Southgate Rot | Autumn 817 | Alusia | Formerly living | Shamanism | Jim Arona 021 076 9376 |
Rabbit Mask
This mask is made from rabbit fur over boiled leather and weighs 1 lb. It covers the head and penalises PC for hearing, seeing and Initiative by 10 to a minimum of 5.
It is uncomfortable to wear and reduces FT by 1 per hour is it worn. However, while it is worn, it allows the wearer to commune with a rabbit. Rabbits have a fairly earthy and straightforward view of most things, and there interests focus largely on edible vegetation, breeding and not being eaten. Their memories can be accessed by means of the mask, although their view of humanoids tapers off above the knees. Their view of predators is either as claws from the sky (hawks etc), large teeth in a long snout (dogs, wolves, bears etc), large teeth in a wide face (wildcats etc), biting frenzies (ferrets etc) and so on. They cannot count beyond two, and with respect to time, they can only tell if something happened recently (i.e. before the last dusk, dawn, noon or midnight) or a long time ago (i.e. after the last dusk, dawn, noon or midnight).
They can be given an instruction which is not life threatening and doesn't interfere with their main drives. In any case, they will forget it or lose interest by the next dusk, dawn, noon or midnight.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Cursed etc.? | GM |
Southgate Rot | Autumn 817 | Alusia | Formerly living | Shamanism | Jim Arona 021 076 9376 |
Patience
Patience is a hooded cloak who detects as a non-sentient creature of darkness and seems to be made from black felted wool. However, she feels more like leather and weighs 10 lbs. The hood (only) is lined with something that looks like black velvet. She will keep off the rain, sleet and snow but will not protect against cold any better than an ordinary cloak. She may be worn as a full cloak by a human or a shoulder cape by a hill giant.
For every Pulse that the wearer does not deliver one or more strikes from a rear position, 2 is subtracted from the die roll when it is/they are made.
She may be wielded as a whip, lariat or net, requiring PS of - and MD of 18. The wearer does not need hands to wield her. Ranks in whip, lariat and net are cumulative with respect to Initiative, Strike Chance and Damage Modifier. However, bonus damage from great PS is never applied.. The base Strike Chance is 40% and base Damage is -2. She may only benefit from a Creating Dark Sword, Enchanted Weapon, Weapon of Cold or Spectral Weapon spell.
Patience may be wielded as a garotte, but Ranks in this weapon are not cumulative with any others.
She is always on the alert for danger, so the wearer's chance of detecting a surprise attack or ambush is equal to their PC. This is improved by their cumulative Ranks in whip, net and lariat, as is their chance of detecting traps, if they have one.
Stealth is increased by the wearer's cumulative Ranks in whip, lariat and net.
Patience is treated as a shield, increasing Defence by the wearer's cumulative Ranks in whip, lariat or net. Defence arising from shields or mains-gauche are ignored unless they are greater.
The wearer may move and remain under the effects of a Blending spell, so long as their TMR is reduced by 3. The reduction to TMR becomes -2 when the cumulative Ranks in whip, lariat and net equal 10, and -1 when they are 20. In any case, TMR cannot exceed 4. Moving faster than the allowed TMR causes the Blending effect to end, but not its duration. However, Patience must be able to enter an area of at least 60% Darkness before the Blending effect may be re-established.
Patience' hood is a spell anchor for the Darkness spell so that the magical darkness created will move with her but will never leave her folds. This means:
- the wearer's aura may not be detected unless the Adept's Rank in Night Vision is greater than the Rank of the Darkness.
- Patience' folds may extend up to 6 hexes away to be used as a whip, net or lariat..
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Cursed etc.? | GM |
Southgate Rot | Autumn 817 | Alusia | Formerly living | Darkness | Jim Arona 021 076 9376 |
Book of Darkness
This large tome is 18 inches x 12 inches by 2 inches and weighs 4lbs. It has wooden covers and the pages are made from baby vellum. It is written in Blackspeech, an orcish language, which must be Ranked to 8 before it may be understood.
It is a spell rack, but only for Dark Magic spells. Matrices created for a general spell rack are not counted for this one.
Those who can read this language will be able to learn a subtly different version of the Celestial College of Darkness
Speak to Creatures of Darkness (T-1)
Range: 10 feet + 10 / Rank
Duration: Immediate
Experience Multiple: 50
Resist: None
Effects: This talent allows the adept to communicate non-sentient creatures of darkness. In addition, 1 + the Rank of this Talent is added to the Reaction Roll, making it more likely for such creatures to be positively disposed towards them. At Rank 20, 30 is added, instead.
Fear (G-2) replaces Light (G-2)
Range: 15 feet + 15 / Rank
Duration: 15 seconds + 15 / Rank
Experience Multiple: 250
Base Chance: 20%
Resist: Active, Passive
Storage: Investment, Ward, Magical Trap
Target: Entity
Effects: The target of this spell is seized by uncontrollable fear and must roll on the Fright table. At the time of casting, the Adept may choose to modify the Fright Table roll up or down by an amount up to the rank of the spell. On a double or triple effect this modification may be doubled or tripled respectively.
Armour of Darkness (G-4) replaces Shadow Form (G-4)
Range: Self
Duration: 30 minutes + 30 / Rank
Experience Multiple: 150
Base Chance: 10%
Resist: None
Storage: Investment, Ward, Potion
Target: Entity
Effects: The Adept is enveloped in dark, fearsome baroque armour which increases their defence versus physical Ranged, Melee or Close attacks by 2 (+ 3 for every 2 Rank). and if they are struck by weapon that is not magical or silvered, 1 point per three full Ranks is subtracted from the damage. In addition, the monstrous nature of the armour penalises any entity who is a target of the Adept's Fear or Blackfire spells by their Rank with Armour of Darkness.
Eye Worms (G-5) replaces Wall of Starlight (G-5)
Range: 15 feet + 15 / Rank
Duration: Special
Experience Multiple: 200
Base Chance: 20%
Resist:' Active, Passive
Storage: Investment, Ward, Magical Trap
Target: Entity
Effects: Unless successfully resisted, the Adept summons nightworms to infest the victim's eyes and blind them. They will remain blind until they take 2 Pass Actions (+1 per 5 Ranks) to clear their vision. If the spell is successfully Resisted, the target must spend a Pass Action shuddering before they can do anything else.
Binding Darkness (Q-1) replaces Reading the Night Sky (-1)
Experience Multiple: 150
Base Chance: MA + 4% / Rank
Cast Time: 1 hour
Effects: The Adept may gain control of a volume of darkness by using this ritual. They may bind all darkness within a 10 foot radius (+ 15 feet / Rank). They may do anything with it except form an elemental. This ritual may not be used over an area occupied by an elemental and cannot be used in any way to control an elemental
Summoning and Binding Creatures of Darkness (Q-2)
Experience Multiple: 200
Base Chance: 20% + 4% / Rank
Cast Time: 1 hour
Effects: This ritual may only be attempted during the hours of darkness. The Adept may Summon and Bind 1 (+1 for every 5 or fraction Ranks) non-sentient creature of darkness. Any creature summoned must be native to the area. If the ritual succeeds, the creature will arrive Bound to the Adept. In this state the creature will try to protect and aid them to the utmost of its ability (but it does not automatically know what the Adept wishes it to do). If the ritual backfires then the creature will arrive and immediately attack the Adept. The creature will arrive after (20 - D10 - Rank) minutes (minimum of 0). Bound creatures will continue to serve the Adept until dawn.
Multiple Summons may be attempted but the Base Chance of each subsequent ritual is reduced by 10. If the Adept has only Summoned one cohort of night creatures and loses consciousness or is stunned, then the Binding is not lost. If more than one cohort has been summoned in a night, then the Adept must succeed in, a 3 * Willpower ( + 2 / Rank) Willpower check. If the Binding is broken the creature will immediately attack the Adept. The Adept may at any time release any of the creatures, in which case the creature concerned will immediately flee from the Adept's presence.
Creatures that may be summoned using this ritual are dark-aspected, non-sentient beings from the following categories: 66.2 Felines; 66.4 Small Land Mammals; 67.1 Common Avians; 69.1 Lizards and Kindred (except Hydras); 69.2 Snakes; 69.3 Insects and Spiders; and 72 Creatures of Night and Shadow.
Note: Weres can only be affected by this ritual while they are in their beast form.
Bolt of Darkness (S-3) replaces Bolt of Starfire (S-3)
Range: 40 feet (+15 feet per Rank)
Duration: Immediate, during Pulse
Experience Multiple: 200
Base Chance: 40%
Resist: Passive
Storage: Investment, Magical Trap, Ward
Target: Entity, Object or Volume
Effects: The Adept casts a bolt of darkness towards any target within range. The target may be a volume of air. The first entity or object that the bolt hits along its flight path suffers [D - 4] (+ 1 / Rank) damage unless the target successfully resists. If fired at figures in Close Combat the bolt will hit a random target (based on their relative sizes). In volumes of darkness greater than 60%, the bolt is unseeable.
Wings of Darkness (S-5) replaces Star / Shadow Wings (S-5)
Range: Self
Duration: 30 minutes + 30 / Rank
Experience Multiple: 250
Base Chance: 25%
Resist: None
Storage: Potion, Ward
Target: Sentient Entity
Effects: The Adept receives wings comprised of the element of darkness These wings will carry them through the air at their TMR (+1 per 4 Ranks). Encumbrance is calculated using their PS or Rank + 5, whichever is worse. The Adept may summon a wind of darkness once they have climbed to height of 15 metres off the ground which will carry them at a movement rate of 30 mpy (+1 mph per Rank). (NB : 1 mph approximately 1.5' / sec = 1.5 hexes / pulse. A speed of at least 4 TMR must be maintained or the Adept will stall and begin to fall. If the Adept's TMR is less than 4 then they can only take off by launching themselves from a high place, or somehow be thrown into the air. Similar problems arise when attempting to land, as well.
Normally, Flying checks are not required for landing or taking off, but if the Adept has insufficient TMR, then these will be required.
The wings have a span of 30' and are substantial but not strong. Any Specific Grievous injury to an arm or hand has a 50/50 chance of having struck a wing, which will cause them to instantly dissipate. Neither do the wings fold. Instead they shrink to 5 feet accross, but remain obvious and batlike with every appearance of the diabolic. Nevertheless, 30' of open ground is usually necessary in order to start using them).
Note that normal precipitation (i.e. rain, mist, snow and hail) will not cause the wings to cease functioning. Nor will they become invisible or unseen if the wearer does but are barely visible at night. During the last 5 seconds of the duration of the wings they will automatically try to land. There is no earlier warning of the end of duration of the wings. Only sentient creatures can control the wings.
Web of Darkness (S-6) replaces Web of Darkness/Light (S-6)
Range: 30 feet + 15 / Rank
Duration: Concentration (Maximum of 15 minute + 15 / Rank)
Experience Multiple: 250
Base Chance: 25%
Resist: Passive
Storage: Investment, Ward, Magical Trap
Target: Area
Effects: A five foot wide web of shadows is projected from the Adept's finger tips to a target hex, object or entity. Any entity or object in the area will be ensnared by the web. The web may only ensnare six sizes of entities per Rank, or one man-sized object per Rank, stopping at the hex where this limit is reached (or at maximum range).
Entities ensnared in the web suffer 1 drain (+1 per 3 or fraction Ranks) (halved if they successfully resist) each Pulse. PS is drained first, then FT, then EN. This is applied at the moment of contact with the web, and at the beginning of each Pulse, thereafter.
Necrogeny protects against this drain, Damage Reduction may, but Protection and Spell Armour do not. Undead, constructs, objects and creatures of mana may be ensnared by the web but are never drained by it.
Any ensnared entity must roll 1 x Physical Strength (2 x if they successfully resisted) in order to move themselves to an adjacent hex (which may be free of the web), or to perform an action within the web. A similar check is required for any entity attempting to remove an object from the web. If an entity receives aid in removing themselves from the web, the PS of the aiding character may be combined with their own. Rank or more points damage from a single blow from a B-class weapon will destroy the entire web. Treat the web's defence as being equal to its Rank.
Hand of Darkness (S-7)
Range: Self
Duration: 15 minute (+15 / Rank)
Experience Multiple: 250
Base Chance: 25%
Resist: None
Storage: Potion, Ward
Target: Entity
Effects: The Adept creates a second primary hand (and arm) which emerges from their upper back. This limb has the same PS and MD as the Adept's normal primary limb but, obviously, does not benefit from any itemry. It may be used as a primary hand/arm, and where a check that substantially depends on PS or MD, the Rank of this spell is added as a bonus. This does not apply to Weapon skills. The Adept may deliver a dual attack with this limb as if it were another primary arm/hand. At Rank 10, the limb may deliver an attack as a Free Act and as a Reflex Action when the spell is Rank 20. The arm/hand may not deliver more than 1 attack a Pulse.
The arm/hand is not obvious until called upon but its emergence from around the Adept's back is not at all calming and will force a Fear check (3 * WP) on people whose WP value is less than 12.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Cursed etc.? | GM |
Southgate Rot | Autumn 817 | Alusia | Magical | Enchantment | Jim Arona 021 076 9376 |
Jewellery
Amulets
Amulet of Luck
This amulet of an alligator's tooth, when worn openly, adds 3 to the wearer's Magic Resistance and 2 to their Defence.
Enhanced Amulet of Diamonds
This amulet of diamonds increases the Strike Chances of any weapon used in Melee or Close by 2 and increases the Damage Modifier by 1
Enhanced Amulet of Aquilegius
This amulet of a tiny violet flower, when it is worn openly on the breast as a lapel or cloak pin, adds 10 the wearer's chance to avoid succumbing to the effects of Fear, and also reduce the Fright Check result by 10.
Amulet of Elder Flowers
This amulet of tiny, preserved yellow flowers, when it is openly on the right wrist makes the wearer' proof from the Evil Eye.
Allies
Obligations
Special Abilities
Ancient Cantrip
Ancient cantrips are similar in many ways to standard ones: they must be Prepared, cost 1 FT normally and the base Cast Chance is 3 x MA.
Shadow Shape
Range: Self
Duration: MA minutes
Effects: The Adept may alter their shadow so that it can be sculpted into various shapes and animated or to increase their Stealth by their MA - 15 for the duration. This effect will end when the Adept enters an area of 80+% Darkness or 95+% Light
Incantations
The Appreciation of Beauty
Experience Factor: 200
Effects: By visiting places where great art is displayed or attending performances of surpassing grace and wonder, an adventurer may be deeply moved by the experience so that, at a later time, they will be able to draw upon their recollection and find the fortitude to shrug off the twisted and insidious blandishments of Horrors and their ilk.
The Experience Factor of this particular exhibition is 200, and the viewer multiplies this number by the Rank they wish to know it at. The maximum Rank is 20.
If they should be attacked by such things that the DM believes the recollection of art may be of use, then the adventurer may spend the points until there are none left, each point providing a 5 point bonus to resist effects which target their personality, spirit or will. This takes no Action, but must be declared before they have made the die roll.
If this appreciation has not been used before the next solstice or equinox, the binder recovers 20% of the Experience spent. This keeps happening unless they invoke it or until they recover 80% of their initial expenditure, whichever comes first.
Ranks
20 | 19 | 18 | 17 | 16 | 15 | 14 | 13 | 12 | 11 |
10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 |
The Gift of Jing Wei
Raseri has heard the song of Jing Wei, a great power of the east. This has raised his MA & FT by 2, exceeding personal and, if high enough, racial limits. His Magic Rsistance is permanently reduced by 5.