The Exodus Agenda - Mordrin
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Mordrin returns to the Guild with 58,879.55 Experience, has earnt, after Guild Taxes:
- 92,546sp
and these Spots:
5 | 5 | 9 | 9 | 9 | 10 | 10 | 12 | 12 | 12 |
She spent 72 days away from the Guild, and spent 14 days training.
- She may
- advance any Talent nine Ranks.
- advance her Rank in Stealth either as if she had spent 42 days in training or by 1 Rank at only 90% of the cost and no time.
- advance her Rank Flying either as if she had spent 42 days in training or by 1 Rank at only 90% of the cost and no time.
- advance her Rank in Climbing by 1 at only 90% of the cost and no time.
- advance her Rank in Thari as if she had been immersed in it for 2 weeks.
- advance her Rank in the Infernal Language as if she had been immersed in it for 6 weeks.
- advance her Rank in Warrior by 1 to a maximum of Rank 10 at 90% of the Experience cost.
- She has earnt 10,000sp worth of Healing from the orc, Boris Corpse Toucher, for trading him the Bone Wand spell rack.
- She has earnt three vials of Holy Water from the elf, Ithilmor Nightsinger, for trading her the compass, Pathfinder.
Holy Water of Varda Inflicts 4 rollup D10 damage to the unholy when thrown on them +20 when used as part of a ritual to Remove Curses, cure or resist poisons or diseases +2D10 damage bonus vs the unholy, their servants or those pacted to them when applied to a weapon for 1 day 3 2 1
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Exodus Agenda | Winter 815 | Alusia | Magical | Night & Stars | Quest | Jim Arona 021 076 9376 |
Consumables
Grenadoes
Potions
Race Potion
This elixir is contained in a heavy brass bottle and requires a Pulse to Prepare. It weighs 9 oz and does not break easily.
If this potion is drunk by a non-human, the imbiber increases some of their racial bonuses. Thus, a dwarf would gain +2 PS, +2 EN, +2 WP, and +1 PC unless this would increase a stat beyond race maximum, in which case they would only gain +1 to PS, EN & WP. Their Dark Vision extends to 75 feet under the open sky, 150 feet inside man-made structures and 225 feet in caverns and tunnels. Their tolerance for alcohol is 3 x that of a human and if they do not have this ability already, they acquire it:
They may subtract 10 from the die roll to dodge the trample attacks of any large humanoid creature, e.g. ogres, giants, trolls and the like.
Their movement rate or TMR is never penalised for moving over Rough terrain (i.e. ground that is broken or steep). If the terrain is so steep it has to be climbed, they gain no benefit.
They can smell metal and ore at a range of 50 feet (assuming still air) or gems up to 10 feet, by rolling under PC + 2 x Merchant Rank. If they roll 10% or less, they may even recognise currency.
A shapechanger would gain +1 PB, 1 extra change per day per quarter of the moon, in other words from 2 to 5 changes, dawn to dawn. The duration of the change during the day can be extended by an extra hour. They would also regenerate 1 point every 30 seconds, their Magic Resistance is increased by a further 5% and they reduce damage when shape-changed by 8 instead of 5.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed? | GM |
Exodus Agenda | Winter 815 | Cocytus | Magical | Intensification | 30,000sp | Jim Arona 021 076 9376 |
Ticking Bottle
This heavy brass bottle weight 12 oz, is empty and has a winding key attached to the stopper. It takes up to 9 Pulses to Prepare and does not break easily.
A spell that may be stored in a Magical Trap may be Cast into the bottle, and the stopper reapplied. The spell will be quiescent until the stopper is opened, whereupon it will be released 9 Pulses later.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed? | GM |
Exodus Agenda | Winter 815 | Cocytus | Magical | Trap Mastery | 14.500sp | Jim Arona 021 076 9376 |
Potion of Greater Healing x 2
This potion weighs 4 oz, and need not be Prepared before it can be used if it is attached to a convenient belt or strap.
Once taken, the potion heals 3 rollup D10 + 12 damage to EN and 8 to FT.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Exodus Agenda | Winter 815 | Tanuel | Formerly living | Healing | 5,000sp | Jim Arona 021 076 9376 |
Yellow Potion of Health x 2
This potion weighs 4 oz and need not be Prepared before it can be used if it is attached to a convenient belt or strap. The potion will break if the DM decides that the owner may have unsuccessfully avoided a powerful blow, and a percentile roll to avoid destruction exceeds 70.
This potion can only be used once in a 5 second period of time, cures 2 rollup D10 points of damage, does not require a Pass Action, and in fact can only be taken during the Military Scientist Time Out phase. If there is no Military Scientist to provide a Time Out, the potion does nothing.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Exodus Agenda | Winter 815 | New Terra | Magical | Mind | 4,000sp | Jim Arona 021 076 9376 |
Pot of Flesh x 2
This pot contains a pinkish, oozing mass and weighs 4 oz. When it's contents are applied to a wounded entity, up to 3 Specific Grievous Injuries will be cured. If there is only one such injury, it will be cured at the end of the next Pulse. If there are three, then none of them will be cured until the end of the third Pulse after the mass has been applied.
No particular Skill is required to place the mass, it will slither around the target's body and infiltrate the wounds.
In addition, D+5 EN damage is cured.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed? | GM |
Exodus Agenda | Winter 815 | Perfidious Albion | Formerly living | Regeneration | 5,000sp | Jim Arona 021 076 9376 |
Stab-Curing Potion
This potion will cure 1 A Class Specific Grievous Injury. In addition, it will restore 3 D10, healing EN deficit first, then FT.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed? | GM |
Exodus Agenda | Winter 815 | City of 7 Walls | Formerly living | Regeneration | 1,500sp | Jim Arona 021 076 9376 |
Bash-Curing Potion
This potion will cure 1 C Class Specific Grievous Injury. In addition, it will restore 3 D10, healing EN deficit first, then FT.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed? | GM |
Exodus Agenda | Winter 815 | City of 7 Walls | Formerly living | Regeneration | 2,000sp | Jim Arona 021 076 9376 |
Slash-Curing Potion
This potion will cure 1 B Class Specific Grievous Injury. In addition, it will restore 3 D10, healing EN deficit first, then FT.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed? | GM |
Exodus Agenda | Winter 815 | City of 7 Walls | Formerly living | Regeneration | 3,000sp | Jim Arona 021 076 9376 |
Rose Wine x 12
This small bottle of wine is 8 inches high and weighs 8 oz. Drinking this wine provides a delicate and socially fulfilling degree of relaxation but does not inebriate. It counts as a meal and restores 7 points of FT.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed? | GM |
Exodus Agenda | Winter 815 | Sparlainth | Formerly living | Restoration | 3,600sp | Jim Arona 021 076 9376 |
Rose Brandy x 12
This small hip flask of brandy is 6 inches high and weighs 4 oz. Drinking this brandy will not inebriate, although if it is poured into a bulbous glass and the heady fragrance sniffed, then it will quickly overpower the sensibilities of all but a giant or dwarf.
Otherwise, when it is drunk, it inflicts 6 EN and restores 24 FT.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed? | GM |
Exodus Agenda | Winter 815 | Sparlainth | Formerly living | Restoration | 4,800sp | Jim Arona 021 076 9376 |
Other
Sweet Regret
Regret that is sweet
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed? | GM |
Exodus Agenda | Winter 815 | Seventh Plane | - | - | Quest | Jim Arona 021 076 9376 |
Clockwork Eggs
This white enamel ovoid is about the size of a hen's egg. A small panel opens on the side to reveal a hole into which a key can be inserted. Once it has been wound up and closed, it may be swallowed, where it will work for 72 hours. Over this period of time, the person who swallowed it will be somewhat protected by magic that attacks consciousness or personality. If they are Charmed, Hypnotised, Bound or otherwise Controlled, on a Pulse by Pulse basis, they may accept the instruction given to them, in which case nothing unusual happens. if they choose otherwise, then they do not obey the instruction, but are Slowed until they begin obeying.
If they are rendered asleep or unconsciousness but are otherwise alive, they may take Actions as normal, except that they are Slowed.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed? | GM |
Exodus Agenda | Winter 815 | New Terra | Magical | Mental Reboot | 10,000sp | Jim Arona 021 076 9376 |
Black Dragon Scale
7 Inch Scale
This inky black scale is matte, 7 inches across and weighs 11 oz. It may be made into a pauldron by an Armourer who can work Dragon Scale. There is only one, so a decision must be made as to which shoulder it will protect.
The work must be begun on a Thursday and will take 6 days without interruption, and this will cost 2,750 sp in materials.
Once completed, the pauldron will protect that shoulder from the Specific Grievous Injury results 68 & 69, and either 85-87 or 88 & 89 depending on which shoulder was protected.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed? | GM |
Exodus Agenda | Winter 815 | Cocytus | Formerly living | Dragon | Quest | Jim Arona 021 076 9376 |
Green Dragon Bits
Green Dragon Grenadoes x 4
These green scales are 5 inches across and weigh 14 oz each. They may be forged to resemble tiny maces and thrown as if they were grenadoes. This require the arts of a Rank 7 Weaponsmith, and each require 600sp of Flowers of Sulphur. It will take 3 days to make 10 grenadoes.
If a grenado hits a wooden object, it will release a noxious fluid that will convert a hex of it (about 300 lbs) to a black slime. If the wood is part or all of an entity that can move, they may attempt to dodge out of the way by rolling under their AG. Multi-hex creatures made of wood will likely lose one of their hexes.
If a grenado impacts the ground, then it will convert it to a boggy swamp with a diameter of 10 hexes. Movement across the swampy area is by turns slippery (requiring a 2 x AG check for each hex passed through) or fall prone and grasping (requiring a PS check to escape if prone).
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed? | GM |
Exodus Agenda | Winter 815 | Cocytus | Formerly living | Green Corruption | 650sp | Jim Arona 021 076 9376 |
Green Dragon's Teeth x 8
Each of these teeth weigh an oz. They may be sown on a battlefield, whereupon each will grow into a warrior with the following stats:
PS: | 20 | MD: | 18 | AG: | 15 | MA: | 10 | EN: | 24 | FT: | 23 |
---|---|---|---|---|---|---|---|---|---|---|---|
WP: | 20 | PC: | 18 | PB: | 12 | TMR: | 6 | NA: | 5 |
Attack | IV | SC | DM | Class | Use | Rk |
---|---|---|---|---|---|---|
Spear | 38 | 96% | +5 | A class | M | 5 |
Large Round Shield | 37 | 68% | +2 | C class | M | 4 |
Their Defence is 35 and their Magic Resistance is 40%.
The warriors will fight loyally under the command of whoever sowed them, always succeeding when forced to make a morale check but will last no longer than a minute.
It takes a Pass action to sow the dragon's teeth, and as many as (Military Scientist Rank - 2) may be sown on any given day. The teeth may be sown in one action or one at a time.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed? | GM |
Exodus Agenda | Winter 815 | Cocytus | Formerly living | Calling | 500sp | Jim Arona 021 076 9376 |
Hellfire Wyrm Bits
Hellfire Wyrm's Teeth x 5
Each of these teeth weigh an oz. They may be sown on a battlefield, whereupon each will grow into a warrior with the following stats:
PS: | 20 | MD: | 20 | AG: | 15 | MA: | 10 | EN: | 24 | FT: | 23 |
---|---|---|---|---|---|---|---|---|---|---|---|
WP: | 20 | PC: | 18 | PB: | 12 | TMR: | 6 | NA: | 5 |
Attack | IV | SC | DM | Class | Use | Rk |
---|---|---|---|---|---|---|
Glaive | 38 | 105% | +7 | B class | M | 5 |
Their Defence is 20 and their Magic Resistance is 40%.
The warriors will fight loyally under the command of whoever sowed them, always succeeding when forced to make a morale check but will last no longer than a minute.
It takes a Pass action to sow the dragon's teeth, and as many as (Military Scientist Rank - 2) may be sown on any given day. The teeth may be sown in one action or one at a time.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Exodus Agenda | Winter 815 | City of 7 Walls | Formerly Living | Calling | 500sp each | Jim Arona 021 076 9376 |
Fallen Throne Componentry
These parts constitute the remains of a pair of Fallen Thrones, who know doubt are missing them and may be developing a feeling of resentment for the new users as time goes by.
Throne Jewels x 51
These gems are living rubies and sapphires which have been ground to perfect spheres so that they may act as bearings at the point where metal connects to metal and without any requirement for lubrication.
With respect to a clockwork device of a Mechanician's making, this will increase its efficiency and accuracy while reducing friction to a movement. 17 jewels will reduce such a device from about the size of a large mantle clock to a cameo brooch.
An enterprising Mechanician may find other uses for them.
They are of poor gem quality, because, except for the perfect sphericality, they have little ornamental value (700sp each) although they are of substantial interest to Summoners and Mechanicians (2,100sp each).
Bridge & Movement x 2
Each bridge provides the framework on which each movement sits and is made from living brass, silver and elemental bronze. Each bridge is a semi-circle about a metre across at the base, weighs 18 lbs, the movement being mechanical componentry, also made from living brass, silver and elemental bronze, weighing a further 7 lbs.
Currently, such an automaton might have a PS of 13 and either an MD of 8 or an AG of 9, but not both. The maximum these values may be increased is Rank in Mechanician.
Only a Mechanician who can Repair Muscle can modify or repair the movement, only one who can Repair Bone can modify or repair the bridge.
Mainspring x 2
This mainspring weighs 2 lbs and may be attached to an automaton to give it a FT reserve of 17. The maximum this value may be raised to is 2 x the Mechanician's Rank. When this reserve is exhausted, the device becomes inactive. The FT reserve may be restored by a Mechanician who can Transfer Fatigue.
Only a Mechanician who knows how to make Tempers and can Repair Muscle can modify or repair the mainspring.
Cogs & Gears x 87
Cogs and gears increase the PS, MD and AG of an automaton or the FT value of a mainspring. Inevitably, however, they create points of friction in the device where metal grinds against metal. The law of diminishing return applies and the ensuing inefficiency quickly makes a device impractical. Throne jewels may be used to offset this inefficiency. The first point of PS, AG or MD costs 1 cog or gear, mainsprings increasing the first point of FT value by 2. This doubles for each further point of increase. Each cog (and attendant assembly) will increase the weight by 7.5 lbs and the size by 1 cubic foot, similarly doubling for each point of increase. Each throne jewel set into the device will reduce the weight by 7 lbs and the size by 1 cubic foot.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed? | GM |
Exodus Agenda | Winter 815 | Cocytus | Avatar | Throne | Quest | Jim Arona 021 076 9376 |
Weapons
Prime Darts x 3
These darts weigh 6 oz each. Their base Strike Chance is 40%, however they ignore penalties for range and their target's Defence, except for their base AG. It requires 1,000 Experience to bond with each dart. If the dart hits, a D10 is rolled and the following table is consulted to calculate damage:
Die Roll | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 0 |
Damage | 2 | 3 | 5 | 7 | 11 | 13 | 17 | 19 | 23 | 29 |
Bonus damage from Skill or Magic may only be applied if this would result in a prime value.
Once thrown, the darts will return to the wielder at midnight.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Exodus Agenda | Winter 815 | Cocytus | Magical | Chaos | 1,650sp | Jim Arona 021 076 9376 |
Spear of Wounding
This spear weighs 5 lbs and has a serrated blade made of iron. The base Strike Chance is 60% and the base Damage is 2 rollup D10. It inflicts possible Specific Grievous Injuries on 10% of the modified Strike Chance and blows directly to EN on 20%. In the case of a blow directly to EN, damage is increased by 3, and a further 3 in the case of a possible Specific Grievous injury, whether or not one is rolled.
The spear inflicts A Class wounds and B Class wounds, although amputations are ignored.
The spear accepts weapon spells.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Exodus Agenda | Winter 815 | City of 7 Walls | Formerly living | Wounding | 11,000sp | Jim Arona 021 076 9376 |
Silver Hammer
This light hammer encumbers as if it weighed 2 lbs. It is treated as if it were a war hammer and a war pick, but is advanced as a war pick. It requires 10 PS but 16 MD to wield and it inflicts A or C Class injuries. It is a 1 or 2 handed weapon that may be thrown up to 6 hexes. The base Strike Chance is 75% and the damage is determined by rolling a D10 and consulting the following table:
Die Roll | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 0 |
Damage | 2 | 3 | 5 | 7 | 11 | 13 | 17 | 19 | 23 | 29 |
Bonus damage from Skill, PS or Magic may only be applied if this would result in a prime value.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Exodus Agenda | Winter 815 | City of 7 Walls | Magical | Chaos | 11,000sp | Jim Arona 021 076 9376 |
Pale Dwarf Pike x 2
This weapon can be a pike, spear, javelin or dart at the will of the wielder, requiring a PS of 18 and an MD of 16 to wield. Extra damage from excess PS will not break the weapon if it is 60 or less. Base Strike Chance is 55% and base Damage is D10 + 6, and may be further enhanced with Weapon spells.
A Free Act is required to change the size of the weapon.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Exodus Agenda | Winter 815 | Sparlainth | Animate | Will | Quest | Jim Arona 021 076 9376 |
Armour
Cold Iron Plate Armour
This armour provides 17 points of Protection and 8 points of EN armour. Magic Resistance and Spell Armour are increased by 17 points as well. It has a weight factor of 8, penalises AG by 3 and Stealth by 30. The wearer cannot be Banished by any means unless they accept it, which does not require any kind of Action, although such acceptance may not be made when the wearer is surprised, unconscious, dead, etc.
It has been made for a creature whose legs bend backwards and whose size is variable. Although it will adjust to the wearer's size, it will require substantial retooling to fit someone with knees. This will cost 13,000sp and take 28 days to adust, halving both if the wearer and Armourer are the same entity.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Exodus Agenda | Winter 815 | Judecca | Nonel | ? | 17,000sp | Jim Arona 021 076 9376 |
Jewellery
Mechanician's Timepiece
This heavy bronze brooch weighs 10 oz has a crystal covering an ivory dial 3 inches across. It may be used to tell the time and will be increasingly more accurate as the wearer's Rank in Mechanician increases.
In addition, if it is worn on their breast over the the wearer's heart, their Rank in Mechanician increases by 1 with respect to operations of a clockwork nature.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Exodus Agenda | Winter 815 | Lands of Chaos | Magical | Artifice | Jim Arona 021 076 9376 |
Miscellaneous
Allies
Lore
Books
Blueprints of the Perpetuum Mobile v11.7
This book is illegible unless it is thrown into a fire, and even then it is only readable by the person who threw it in. The flames will burn for no more than 1 hour.
Once this is done, the reader learns how to make a perpetuum mobile device which makes use of an ethereal flywheel. It will take about 4 hours per day for nine weeks to build the device, and if successful, the Mechanician may advance their Rank in the Skill to 9 at 90% of the Experience.
The Mechanician must collect the tears of a cloud on an iron mountain sufficient to fill a large copper bath. Then, must they press sufficient juice of the olive to fill a barrel made of juniper wood. Then must they take a hogshead of blackest dwarf beer, innocent of the sun. Each of these must be spun into a thread by one who can Bind Water, which will be 45 metres of Paris long, and which must be no thicker than a skeleton's lips.
The thread must be worked into a lace using a silver needle, and this will take seven days. If it is successful, a goose egg may be placed in the lace and it will hold it securely.
Half a teacup each of copper, tin, arsenic and silver must be melted together in equal amounts and stirred using a cold-forged iron rod. Once the alloy has combined, it must be poured into a mold of the same shape as the goose egg. A hole must be drilled into the centre of the metal and a gill of aqua regia poured into the hollow, which must be sealed with gold. The metal must be quickly transferred to the lace, which should hang upon a frame and the building exited in good order. If the operation is performed on the dark of the moon, the magnetic influences of the night will trap the alloy which has been volatilised by the vitriol into the lace. Usually, without harm to the structure the operation was performed in.
If the Mechanician investigates once the metal stops reacting, then they should find the lace has taken on some of the properties of the metals as well as the fluids that make it up and is now stable. As much as can be expected. The lace may be attached to a harness that supports an ethereal flywheel, which will create the device described below.
Perpetuum Mobile v 11.7
This is an enhancement to the Gyro-Stablised Dwarf Harness.
The alloy and Bound fluid lace may draw 1 Flywheel point and extend itself out into an inertial sphere of 1 foot radius per Master Rank in Mechanician. This will interact directly with the moment of gravity, allowing the dwarf to move at an enhanced rate. The dwarf may jump and absorb the impact of landing, storing it at a rate of 1 Flywheel point per Pulse until the assembly is fully charged. This allows the dwarf to use the Gyro-Stablised Dwarf Harness in the following ways:
- The harness allows the dwarf to absorb falling damage so long as it has sufficient capacity. Falling damage in excess of the storage capacity of the Flywheel is applied to the dwarf
- The dwarf may make bounds that cover 1 hex per Flywheel point spent. Care must be taken since the dwarf will rise 1 hex per 3 hexes leapt. If there is insufficient clearance then this may inflict harm and will, at the very least, attract a Ricochet Check. If this is attempted in Combat and TMR is exceeded by this movment, then the dwarf is considered to have no Defence or Magic Resistance.
- The dwarf may make a vertical leap which will cost 2 Flywheel points per hex.If there is insufficient clearance then this may inflict harm and will, at the very least, attract a Ricochet Check. If this is attempted in Combat and TMR is exceeded by this movment, then the dwarf is considered to have no Defence or Magic Resistance.
- The dwarf's TMR while bounding is increased by 1 for every Master Rank they have in Mechanician.
- They may absorb the impact of a bound if it is less than their modified TMR in the following manner: The dwarf bounds 15 feet but uses their TMR of 5 (in other words, they use all of their TMR but only move 3 hexes), then they charge the Flywheel by 2 points.
- They may enhance their Movement Rate by powering up the Flywheel in the approved manner and spending 1 FT per hour. They may travel at a rate of 880 yards per minute (+ 30 yards/minute per Rank in Mechanician) or 30 MPH (+1 MPH per Rank in Mechanician). Aside from terra firma, this will allow them to travel across swamps, lava, marshes and even water so long as they do not stop.
- They acquire this Adventuring Skill:
Personal Ricochet
Experience Multiple: 150
Base Chance: (base EN + PC) + 12 x Rank
Effects:This Skill lets the dwarf to manoeuvre as they bounce around, From time to time, the DM may require the dwarf to make a Ricochet Check to determine if they could have avoided obstacles, landed upright or executed a particularly difficult activity while careening around terrain features. In general, the Ricochet Check is penalised by the dwarfs movement rate in MPH. Further penalties may be assigned depending on how difficult the task seems.
In addition, it allows the dwarf to deliver a Charge attack by bouncing off terrain features in a bewildering and acrobatic bewildering way. This increases their Strike Chance and Defence while executing a Charge attack. Penalties for not using a weapon rated for Charge are ignored, although bonuses are not, and they may move their full TMR and deliver the Charge with any weapon. They must bounce off a number of different surfaces, each such bounce increasing their Strike Chance and Defence by +5. Subsequent bounces on the same surface do not count, the dwarf must bounce off different ones. For example, they bounce off the floor (1) then the left-hand wall (2), the ceiling (3) and the right-hand wall (4) for a bonus to Strike Chance and Defence of +20. They could bounce off these surfaces again, provided they have the TMR, but they no longer contribute to the bonus.
The chance of executing the first bounce is the Base Chance listed above, subject to any penalties the DM believes are appropriate. This chance is halved for each subsequent bounce, x 1 for the first bounce, x 0.5 for second bounce, 0.25 for the third, and so on. The dwarf's course is plotted before they execute it, and if any bounce fails, the entire attempt fails, potentially quite catastrophically, depending on the sadism of the DM (who is encouraged to be vindictive).
The dwarf's Movement Rate with the Perpetuum Mobile v 11.7 is increased by 30 yards per minute per Rank in this Adventuring Skill (1 MPH per Rank).
Adventure | Season | Value | GM |
Exodus Agenda | Winter 815 | Quest | Jim Arona 021 076 9376 |