The Exodus Agenda - Treasure
Back to The Exodus Agenda
Consumables
Grenadoes
Casting Grenado x 3
This glowing crystal phial containing a a swirling blue and white fluid that weighs 3 oz. It is fragile, may be crushed as a Free Act if it is worn obviously, and counts as a Prepare Action for a spell that the user knows.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed? | GM |
Exodus Agenda | Winter 816 | Lands of Chaos | Magical | Calculus | 6,750sp | Jim Arona 021 076 9376 |
Red Iron Grenado x 2
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 |
Exodus Agenda | Winter 815 | Hell | Alchemy | Incendiarism | 3,000sp | Jim Arona 021 076 9376 |
Amulets
Trumps
Sticks
Potions
Elixir of Resurrection
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 elixir is poured on a toe or finger, the owner will immediately spring to life with full EN and half their FT. Any injuries will have been cured as if by a Rank 15 Healer.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed? | GM |
Exodus Agenda | Winter 816 | Cocytus | Magical | Resurrection | Quest | Jim Arona 021 076 9376 |
Race Potion x 2
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 816 | Cocytus | Magical | Intensification | 30,000sp | Jim Arona 021 076 9376 |
Polyglot 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.
Whoever drinks from it learns languages according to this schedule:
Either
- 3 languages, Rank 8 and literate, Rank 6 and Rank 4
Or
- 3 languages, Rank 8 and literate, Rank 7 and literate and Rank 1
Or
- 2 languages, Rank 9 and literate, Rank 6 and literate
They must, however, have encountered the languages in person.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed? | GM |
Exodus Agenda | Winter 816 | Cocytus | Magical | Tongues | 15.000sp | Jim Arona 021 076 9376 |
Brass Bottle of the Winds
This elixir is contained in a heavy brass bottle and requires a Pulse to Prepare. It weighs 9 oz and does not break easily.
This bottle may be opened once a day, resetting at dawn. When it is open, it creates a connection to a place where the winds blow freely. While it is held, the Adept is considered to be in the megahex of an Air Spring which reduces penalties for Adepts of the College of Air Magic by 15, although it provides no bonuses.
In addition, when the Adept casts the Windwhistle spell, the wind is only delayed by 1 Pulse.
The bottle may be kept open no longer than an hour before its magic is exhausted.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed? | GM |
Exodus Agenda | Winter 816 | Cocytus | Magical | Secrets | 17.000sp | Jim Arona 021 076 9376 |
Potion of the Ruinwyrm
This elixir is contained in a heavy brass bottle and requires a Pulse to Prepare. It weighs 9 oz and does not break easily.
This is the Individual True Name of a unique entity. There are only 21 Ranks available. In other words, every Rank this Name is raised by one individual, reduces someone else's Rank by the same amount amount.
However, if the Spell of Name Change is known, and their Rank in the Generic True Name 'Snake' is Ranked to 10 or higher, then they may assume this shape:
- The Ruinwyrm of the Spotted Jungle
- This creature has the upper body of the Adept, although with an extra pair of arms. Their lower body is the thick, heavy green-scaled tail of a snake which extends into their rear hex for 15 feet, and ends in a metre long horn-like blade.
PS: | 45 | MD: | 23 | AG: | 23 | MA: | Adept's | EN: | 30 | FT: | Adept's |
---|---|---|---|---|---|---|---|---|---|---|---|
WP: | Adept's | PC: | Adept's | PB: | 5 | TMR: | Special | NA: | Special |
- Weapons
- The ruinwyrm can wield weapons as normal, and also deliver Claw attacks with the secondary arms. These are not dexterous (MD 13) enough to wield weapons, but they are strong (PS 55). The base Strike Chance for the Claws is 50%, base Damage Modifier is 2 rollup D10, delivering B or C Class injuries. The Tail may deliver a Sweep attack against anyone in their rear hex with a base Strike Chance of 45% and which will inflict 2 rollup D10 C Class damage. In addition, anyone struck by the tail must roll 1 x AG or fall prone.
The Sting may attack into a rear hex or over the Adept's shoulder as a Sabre. The base Strike Chance is 65% and inflicts 2 rollup D10 A or B Class damage. It may be envenomed, depending on whether or not the Adept has consumed the appropriate substances. If the Sting does effective damage, an attempt to Constrict is allowed by throwing loops of the tail around the victim. Constriction has a base Strike Chance of 55%, and inflicts 2 rollup D10 C class damage. Once Constriction is successfully applied, the Adept automatically rolls damage each Pulse.
The ruinwyrm has a Claw/Claw/Sting routine, a Claw/Claw/Sweep routine or a Claw/Claw/Constrict routine. These are without penalty. A Claw attack may be swapped for a weapon attack, but this attracts the usual penalties.
Claws may be used in Close or Melee, the Sweep and Sting can only be used in Melee and Extended (up to 15 feet into a rear hex) and the Constriction attack can only be delivered in Close. A case may be made for delivering a Close attack with the Sting when an opponent is held by the forelimbs, the Sting being driven into them, but the DM may rule otherwise if it seems unreasonable.
Claw may be advanced to Rank 10 as Unarmed Combat, the Sting may be advanced to Rank 7 as if it were a Sabre, the Sweep may be advanced to Rank 7 as Unarmed Combat. Constriction may not be advanced beyond Rank 0.
- Every 4 Ranks in this Name increases PS, MD, AG and EN by 1. This stacks with bonuses for the Generic True Name of 'Snake'.
- The Protection value of the scales is 3 (+1 per 4 Ranks in the Name) or the Adept's Armour, whichever is greater.
- The shape provides 1 point of Damage Reduction + 1 against all known forms of damage for every 10 Ranks in the Name.
- The ruinwyrm has a TMR of 6 on land, water and when climbing (movement rate: 300 yards / minute). TMR is increased by 1 per 4 Ranks in the Name (movement rate increased by: 50 yards / minute / 4 full Ranks). At Rank 20, an additional point of TMR is awarded (similarly raising movement rate by an additional 50 yards / minute).
- The scales provides a bonus of 10 when an attempt to use Stealth in ruins, forests, woods or jungles is made.
To envenom the Sting, the Adept must prepare a poison that they know how to make and imbibe it as if it were a potion while they are in the battleform. The next time the Sting inflicts damage to an opponent's EN, the poison will be injected.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed? | GM |
Exodus Agenda | Winter 816 | Cocytus | Magical | Naming Incantations | Quest | 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 816 | Cocytus | Magical | Trap Mastery | 14.500sp | Jim Arona 021 076 9376 |
Potion of Passion in Action
This elixir is contained in a heavy brass bottle and requires a Pulse to Prepare. It weighs 9 oz and does not break easily.
Whoever drains this potion has ONE extra Action of their choice. This may be applied at any time at the discretion of the Character's player. Once used, the Action will not reset until they have lain with a living entity who admires their performance.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed? | GM |
Exodus Agenda | Winter 816 | Cocytus | Magical | Seduction | 30,000sp | Jim Arona 021 076 9376 |
Potion of Greater Healing x 12
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 816 | Tanuel | Formerly living | Healing | 5,000sp | Jim Arona 021 076 9376 |
Yellow Potion of Health x 12
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 816 | New Terra | Magical | Mind | 4,000sp | Jim Arona 021 076 9376 |
Pot of Flesh x 12
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 816 | Perfidious Albion | Formerly living | Regeneration | 5,000sp | Jim Arona 021 076 9376 |
Stab-Curing Potion x 7
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 816 | City of 7 Walls | Formerly living | Regeneration | 1,500sp | Jim Arona 021 076 9376 |
Bash-Curing Potion x 8
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 816 | City of 7 Walls | Formerly living | Regeneration | 2,000sp | Jim Arona 021 076 9376 |
Slash-Curing Potion x 5
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 816 | City of 7 Walls | Formerly living | Regeneration | 3,000sp | Jim Arona 021 076 9376 |
Health Potion x 2
This potion is contained in a crystal phial, weighs 4 oz, and if it is attached to a belt, armour or other cincture, it may be drunk without being prepared.
Once consumed, EN and FT lost to damage is completely healed except for the special damage of Specific Grievous Injuries. Once this potion has been drink, the imbibe cannot benefit from another of its kind until 4 Pulses have passed.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed? | GM |
Exodus Agenda | Winter 816 | City of 7 Walls | Magical | Healing | 15,000sp | Jim Arona 021 076 9376 |
Potion of Blink
This potion is contained in a crystal phial, weighs 4 oz, and if it is attached to a belt, armour or other cincture, it may be drunk without being prepared.
When it is drunk, the imbiber gains a combat teleport with a Blink Pool of 15 hexes. No more than 5 hexes may be used in a Pulse, however, whenever they are or might be the target of an attack, they are allowed to teleport up to 5 hexes in any direction to avoid harm. This is a Reflex Action which may only be used to avoid harm and does not count as an Action or Free Act. However, only 1 Reflex Action is allowed per Pulse, so any others that the imbiber may have access to become inaccessible until the next Pulse.
The duration of the Blink is 10 minutes or until the Pool has been exhausted, whichever comes first.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed? | GM |
Exodus Agenda | Winter 816 | City of 7 Walls | Magical | Phantasm | 8,000sp | 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 Solstice or Equninox, whichever comes first, 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? | GM |
Exodus Agenda | Winter 816 | Lands of Chaos | Magical | Communication | 5,000sp | Jim Arona 021 076 9376 |
Mal'eboniran Curse Removal Emetic
This potion weighs 4 oz, comes in a sturdy phial and must be Prepared before it can be taken.
It tastes wickedly nasty, and once taken will visit bone-twisting pain to the imbiber over a period of 18 hours, at which point they will vomit the effects of any curse, Major or Minor, that is not a doom and the MA of which is 33 or less.
This ejecta may be sold back to Mal'ebonirans for another Curse Removal Emetic or as many silver pennies as can be bargained from them.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed? | GM |
Exodus Agenda | Winter 816 | Lands of Chaos | Magical | Restoration | Special | 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 816 | 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 816 | Sparlainth | Formerly living | Restoration | 4,800sp | Jim Arona 021 076 9376 |
Poisons
Invested Gems
These gems have the listed Base Chance. It is modified by the user's Enchantment and MA not the investor's, and if subject to environmental bonuses, then the ones that pertain when it is Triggered are the ones that apply. This may prevent an invested item from discharging.
Each gem is Triggered with a Magical Fire Action, and discharges on the wielder's Unengaged Initiative.
A gem may have different spells invested in it.Once the last Invested spell is used, it becomes a gem of its valuation.
Doombinder's Sard
value: 3,000 sp
Once this gem has been used, it may be made into a Greater Amulet of Bloodstone. However, this amulet will not protect against infection. Instead, it will be destroyed on the next occasion that their soul would have been.
Damnum Magnatum
Chance: 41%
Effects: The target of this spell is transformed into any small creature of the wielder's whim. In addition, they add 36 to the results of all of their die rolls.
If the Magical Fire Action is failed, then the spell takes effect on the wielder. Backfires will attract truly fiendish consequences.
This is a Major Curse.
Spectral Victim
Chance: 45%
Effects: This spell is a special version of the Spectral Warrior spells, except that it summons a Spectral Victim with a FT value of 25. The spell has no range, the victim staying in attendance on the wielder except that they are in the Astral. The wielder may drain the victim to repair FT lost from any source, and doing so requires a Free Act. The spell ends if the victim no longer has any FT or if the wielder loses concentration for any reason.
Opal
value: 9,250sp
Once this gem has been used, it may be made into a Greater Amulet of Aquilegius. The wearer subtracts 10 from die roll result to avoid Fear or Awe, and in any case subtracts 10 from the result of a Fright or Awe check
Fire Storm
Chance: 80%
Effects: The wielder Casts three Rank 20 Fireballs which must overlap each other by at least 1 cubic foot.
Hellfire
Chance: 60%
Effects: The wielder Casts Rank 20 Hellfire.
Timefires
Chance: 46%
Effects: This spell burns the time out of an object or entity of no greater volume than 32 cubic feet, which need not be flammable in any way. This leaves a pale ash, which will fade away within D10 Pulses.
The universe grows a little smaller when this spell is used.
Quench
Chance: 55%
Effects: This spell is cast over an area with a diameter of 75 feet centred on the gem at the time it was Triggered. The effect lasts for no longer than a minute, but during that period, Extinguish spells need not be Prepared, and may be Cast with a Free Act. In addition, any magic that causes damage by fire or flames (but not heat by itself) may be dispelled if:
- it is targeted with a successful Extinguish spell and
- the Adept who cast the attack spell fails to Break 100 + MA + Rank + Mana Sense.
Amber Cabochon
value: 9,250sp
Once this gem has been used, it may be made into a Greater Amulet of Amber, which will alert the wearer if they have crossed the path of an unnatural creature by making a 1 x Perception check (+ Rank in the Tracking spell).
Earth Transformation
Chance: 55%
Effects: This spell transforms 32 contiguous hexes of stone into mud to a depth of 10 ft or 32 contiguous hexes of mud into stone, similarly, to a depth of 10 ft. Mud reduces the movement rate of a humanoid biped by 150 yards per minute or their TMR by 3. If movement is reduced to zero or less, they may crawl at 50 yards per minute. Similarly, if their TMR is reduced to 0 or less, they may crawl at 1 TMR.
This change is instantaneous and permanent.
In addition, it may be cast at 16 Ranks of Earth elemental, which must Resist to avoid having it's body torn apart. To resolve damage, roll 3 D10 and square each one, applying this as damage against the elemental. If desired, the wielder may, instead, heal the elemental of a similar amount of damage.
Gem Creation
Chance: 55%
Effects: This spell creates 16 gems, each of a value of around 160gs. They last for 17 days.
Trollskin - Cannibalise
Effects: This incantation of the Trollskin spell can only be cast on the Adept. It will immediately inflict 1 Damage Point directly to EN (which cannot be avoided) and restore 2 FT until the spell ends.
Since the Adept is already under the effects of Trollskin, they cannot benefit from another casting of the spell (even a normal one), nor may the incantation be made into a potion.
Cost: 500 Experience.
Constraints: Unracks the spell, reduces FT value by 2.
This incantation cannot be taught.
Other Invested Items
Crystals
Charms
Other
Wind-Sharpened Temper
Mebh may apply a temper to 1 (only) A or B Class weapon which will let it ignore the first 3 points of Protection from Armour or Natural Armour.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed? | GM |
Exodus Agenda | Winter 816 | Feralie | Magical | Wind | Quest | Jim Arona 021 076 9376 |
Heart of an Infernal Black Dragon
This heart may be drained of the rank, seething, chancreous blood of an infernal black dragon.
An Alchemist who takes 3 days and Breaks 100 -> 3 x MD + Alchemist Rank may extract from it 37 Corruption.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed? | GM |
Exodus Agenda | Winter 816 | Seventh Plane | Formerly living | Corruption | Quest | Jim Arona 021 076 9376 |
Sweet Regret x 3
Regret that is sweet
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed? | GM |
Exodus Agenda | Winter 816 | Seventh Plane | - | - | Quest | Jim Arona 021 076 9376 |
Clockwork Eggs x 3
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 816 | New Terra | Magical | Mental Reboot | 10,000sp | Jim Arona 021 076 9376 |
Black Dragon Scale x 13
There are a number of Dragon Scales of varying sizes and properties, which are listed below:
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.
5 Inch Scale x 3
These inky black scales are matte, 5 inches across and weigh 7 oz each. They may be forged into crescent discs with wicked edges which may be thrown as if they were darts. This require the arts of a Rank 7 Weaponsmith, and each require sufficient aqua regia to cover a gold shilling which will cost 600sp. It will take 3 days to make each crescent disk.
The base Strike Chance of the first disc is 47%, the second disc is 53% and the third disc is 57%. The base Damage of the first disc is D10 +11, of the second disc D10 +13 and the third disc D10+17. They inflict B Class Injuries, but are otherwise treated as darts. The discs will return to whoever they have bonded with on the stroke of the next midnight.
It requires 1,000 Experience to bond with each disc. If three people bond to the discs, they are always treated as first discs. If two people bond to the discs, 1 person has a first while the other has a first and a second disc.
3 Inch Scale x 2
These inky black scales are matte, 3 inches across and weigh 5 oz each. They may be made into brooches and attached to the left forearm of the wearer. This will requires the arts of a Rank 7 Jeweller who will take 3 days to craft them and each will require 300 sp in materials.
A spell of the College of Rune Magic may be written on these scales in the blood of the wearer. This will cost the same amount as if the Rune Mage were Investing a scroll, although they need not know the Ritual. The Rune Mage's MA and Enchantment bonuses are ignored, as are bonuses for using blood. Instead, the wearer's MA and Enchantments are applied, as well as any other College bonuses that apply when the scale is used.
Finally, the scale only requires that the wearer use a Cast Action to Trigger it, not 10 seconds as is usual with Invested Scrolls.
These scales may be re-Invested.
2 Inch Scale x 7
These inky black scales are matte, 2 inches across and weigh 3 oz each. They may be set into clothing or armour with little effort and no cost. Using these scales marks the wearer's soul in a way that is obvious to any dragon. The wearer may use them as a Free Act to absorb damage. The first time a scale is used by a character, it will reduce damage they take from any source by 2. The next time, it will reduce it by 3, then 5, 7, 11, 13 until the 7th scale is used, when it will reduce damage by 17.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed? | GM |
Exodus Agenda | Winter 816 | Cocytus | Formerly living | Dragon | Quest | Jim Arona 021 076 9376 |
Green Dragon Bits
Green Dragon Grenadoes x 23
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 816 | Cocytus | Formerly living | Green Corruption | 650sp | Jim Arona 021 076 9376 |
Green Dragon's Teeth x 44
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 816 | Cocytus | Formerly living | Calling | 500sp | Jim Arona 021 076 9376 |
Green Dragon's Eye x 2
This eye must be Enchanted by the Ritual of Creating Crystal of Vision of the College of Ensorcelments & Enchantments. Range and Duration are calculated as normal, however this eye allows the viewer to cast the following spells through it:
- Blessing/Curse on Crops
- Blessing/Curse on Livestock
- Converse with Plants
- Converse with Animals
- Enchanting Plants
- Herbal Lore
- Control Animals
- Binding Animals
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed? | GM |
Exodus Agenda | Winter 816 | Cocytus | Formerly living | Forests | 15,000sp | Jim Arona 021 076 9376 |
Hellfire Wyrm Bits
Hellfire Wyrm Eye
This eye must be Enchanted by the Ritual of Creating Crystal of Vision of the College of Ensorcelments & Enchantments. Range and Duration are calculated as normal, however this eye allows the viewer to use the following magic through it:
- Infravision
- Speak to Fire Creatures
- Malignant Flames
- Hellfire
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed? | GM |
Exodus Agenda | Winter 816 | Phlegethon | Formerly living | Infernalism | 15,000sp | Jim Arona 021 076 9376 |
Hellfire Wyrm's Teeth x 34
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 816 | City of 7 Walls | Formerly Living | Calling | 500sp each | Jim Arona 021 076 9376 |
Hellfire Scale Mail
There are 11 sizes of hellfire scale mail which has a weight factor of 6, penalises AG by 2 and Stealth by 10. It will provide 12 points of Protection, 3 points of Spell Armour, 1 point of Damage Reduction. The wearer subtracts 10 from the result of a Magic Resistance check (making it easier) versus Hellfire.
It cost 10,000 sp to make and required the arts of a Rank 7 Armourer (Scale Mail).
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Where Angels Fear to Tread | Autumn 810 | Lands of Chaos | Formerly living | Sand Dragon | 22,500sp | 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 value 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 816 | Cocytus | Avatar | Throne | Quest | Jim Arona 021 076 9376 |
Metal
Weapons
Prime Darts x 9
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 816 | Cocytus | Magical | Chaos | 1,650sp | Jim Arona 021 076 9376 |
Heavy Mace of Misrule
This heavy mace requires 22 PS and 9 MD to wield. It encumbers as if it weighed 11 lbs. The base Strike Chance of this weapon is 60% and the base Damage is 2 rollup D10 + 5. For every master Rank in Warrior, the wielder may add 1 to each D10. If this would modify the roll to a 10, another D10 is rolled and added to the damage until no more 10s result.
In addition, if the wielder rolls low enough to inflict a Possible Specific Grievous injury but the result is too low to apply, then roll 2 D10 and add the result added to 80. Refer to the Backfire table and apply the result if the target does not roll under half their Magic Resistance - the wielder's Rank in Warrior.
This weapon has an unholy interest in the mind of its wielder and will probe at it even when they do not have it with them. Each week, the wielder must succeed in a Magic Resistance check or lose 1 WP. However, for every 3 WP lost, their MA increases by 1 to a maximum of 25. WP lost to the mace can only be recovered when they no longer possess it.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Exodus Agenda | Winter 816 | Cocytus | Magical | Chaos | 28,700sp | Jim Arona 021 076 9376 |
Mace of Light
This delicate and extremely well-balanced orichalcum mace is capped with a large clear crystal. It encumbers as if it weighed 1 lb, has a base Strike Chance of 75% and the base Damage is 1 rollup D10 + 9. If it is wielded against unholy creatures, the base damage becomes 3 rollup D10 + 9.
It may not be wielded by an unholy creature nor those Pacted to an unholy creature.
Weapon spells may be cast upon it, however should a Diamond Weapon be cast upon it:
- then the spell will last for 3 minutes after it has first struck a target and the damage modifier is +1 (+ 1 per 4 Ranks).
- it will shed as much light as if it had had Firelight cast upon it. This may be covered to conceal it.
- once a Pulse for every Rank in Mace above 0, the wielder may take a Fire Action to deliver a searing ray of light that inflicts 1 rollup D10 + 5 (+1 per 4 Ranks in Diamond Weapon) on a target up to 5 hexes away, or 3 rollup D10 + 5 (+1 per 4 Ranks in Diamond Weapon) if they are unholy.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Exodus Agenda | Winter 816 | Firmament | Magical | Light | 16,750sp | 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 816 | 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 816 | City of 7 Walls | Magical | Chaos | 11,000sp | Jim Arona 021 076 9376 |
Sword and Sheath
The Apostate Blade
This bastard sword has been made from Hubert of Cyrenaica, an abbot who sold his soul to Murmur to further his investigations into the spiritual effects of pain and suffering. Upon his death, he was raised as a spectre to serve his patron, but unfortunately could not keep his attention focused on the task at hand, being drawn inexorably towards his previous studies. As a result, he was reformed as a weapon and given to a more effective servant.
As a weapon, it weighs 6 lbs, the PS requirement to wield it is 17 and the MD requirement is 16. However, Hubert contributes its PS and MD to the wielder, which varies from 0 at noon to 30 at midnight. Hubert's base Strike Chance is 60% and his base Damage is 2 rollup D10. In addition, he drains D10 + 3 damage whenever he hits or the wielder is hit, which, if drain is inflicted, can be used to repair EN and FT lost to damage. Drain cannot be restored back except by use of the Rank 3 Healer ability to Cure EN, neither does Protection, EN Armour or Spell Armour apply. Damage Reduction, Necrogeny and magic or itemry which specifically applies against drain will apply, however.
Hubert will relentlessly attempt to drain a wielder who is not racially immune to the touch of the undead.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Exodus Agenda | Winter 816 | Cocytus | Undead | Necromantic Conjurations | 23,750sp | Jim Arona 021 076 9376 |
The Sheath of the Full Moon
This sheath is made to hold a claidh mor or a bastard sword, weighs 3 lbs and is made from ebony and black bronze. A circular moonstone as wide across as both thumbs of a man is set into sheath near the bronze embouchure at the top. Once a bonding cost of 1,000 Experience is paid, and the sheath is borne in vigil for 3 days, the following benefits apply:
- any sword carried in this sheath weighs only 1 lb.
- whatever the light level or astrological conditions, the wearer and the megahex they are standing in always count as if it is a night of the full moon. Light level or time of day are not affected by this, although abilities that are affected by the phase of the moon may well be.
- Note
- This means that abilities that are reset at a specific point in the day, i.e. dawn, dusk, noon or midnight, can never be satisfied until the sheath has been set aside. If it is set aside, it must be borne in vigil for another three days before its magical abilities manifest again.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Exodus Agenda | Winter 816 | City of 7 Walls | Formerly living | Malebolge | 14,250sp | Jim Arona 021 076 9376 |
Pithing Estoc
This estoc weighs 4 lbs and requires 24 PS to wield. It has a base Strike Chance of 61% and the base Damage is 2 rollup D10 + 2. It inflicts A Class Possible Specific Grievious Injuries on any blow directly to EN. For every Warrior Rank in excess of 7, the wielder may re-roll the Possible Specific Grievous Check until an A Class injury is generated.
Bonus damage as a function of great strength may be applied in addition to other bonuses without risk of breaking the weapon so long as PS does not exceed 70.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Exodus Agenda | Winter 816 | Judecca | Magical | Hardness | 16,500sp | Jim Arona 021 076 9376 |
Pale Dwarf Pike x 12
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 816 | Sparlainth | Animate | Will | 7,750sp | Jim Arona 021 076 9376 |
Dread
This heavy mace weighs 5 lbs but encumbers as if it weighed 12. It requires a PS of 27 and an MD of 26 to wield, and although it is unbreakable, strength greater than this does not increase damage. It has an Individual True Name, is intelligent, and clearly will not reveal it to just anyone.
It will know the Generic True Name of anyone who touches it, and will acquire the Individual True Name of whoever wields it. It will keep a watchful eye upon them to better collect their secrets.
The base Strike Chance of this heavy mace is 34%. This will vary depending on the wielder's ethical and moral position. Those who are happy to break their given word receive a penalty of 10, those who strive to keep their word get a bonus of 10. Those who are oath-keepers gain a bonus of 20. Those who delight in spreading death, bloodshed, murder and mayhem gain a further 20 point bonus. Those who do not consider this appropriate behaviour receive a 20 point penalty.
On any successful Strike, this weapon inflicts 3 D10 + 15 damage and a possible Specific Grievous Injury is rolled. If this results in a C Class injury, it is applied. If it is thrown, it will return at the end of the Pulse.
The weapon will whisper to the bearer's mind, encouraging them to dreadful acts of violence at every turn, and bringing into doubt the values they hold dear. Every week the mace is borne, the bearer must Break 100 -> WP x 2 or acquire a Corruption point. These may be spent by the DM as if they were curse points, to reflect, for example, bad luck or the withdrawal of the benefit of the doubt in difficult situations.
Those who share the ethical and moral position of the mace, of course, need not worry about attracting Corruption points.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Exodus Agenda | Winter 816 | Seventh Plane | Magical | Terror | 24,750sp | Jim Arona 021 076 9376 |
Rod of Thunder & Lightning
This rod is made of rectangular plates of violet metal 15 cms long and 3 cms wide. It is rigid and weighs 3 lbs. There is no chance of weapon breakage if PS used with this weapon is less than 60.
With a flick of the wrist (requiring a Free Act), it may be folded out to a sectional staff, which has a base Strike Chance of 60%, inflict D10 + 4 C class damage, and may be wielded one or two-handed. The wielder ignores any of their opponent's non-magical defence that is generated from shields is ignored. It is a flexible weapon, and can be used to Trip or Entangle.
The wielder may Cast the Lightning Bolt spell without preparing it, even if they are in melee combat, although this may attract a Concentration Check at the DM's discretion. The volume of effect of the Lightning Bolt is 1 hex (+1 hex per 5 full Ranks) and the damage is 1 D10 (+ 1 D10 per 10 Ranks). All hexes must be contiguous, and no hex may be targeted more than once.
With another flick of the wrist (also requiring a Free Act), the wielder may transform the weapon into a standard quarterstaff. This is a two-handed weapon that can be used to deliver thunderous attacks. If the Strike Check is successful, the wielder may, as a Free Act, Cast Thunderclap, and add half the spell's Rank to its damage. Thus, if the spell were Rank 10, they would inflict D10 + 4 + 5 (10 / 2 = 5).
In addition, 3 times per day, the butt of the staff may be slammed against the ground and Cast without Preparing, a Thunderclap spell in the shape of an equilateral cone with sides equal in length to the diameter of the standard spell. Other than this, the spell is typical.
All damage is increased by 1 for every 4 Ranks in quarterstaff and the wielder may subtract their Rank in Quarterstaff from the die roll result of any Cast Check.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Exodus Agenda | Winter 816 | Feralie | Magical | Storm | 17,000sp | Jim Arona 021 076 9376 |
Armour
Cold - Forged Iron Plate Armour
This heavy plate armour is cold-forged from iron, and magic that is not racial in nature may not be used while it is worn. It has a Weight Factor of 10, penalises AG by 4 and Stealth by 30.
It provides 17 Protection, 17 Spell Armour and 8 points of EN Armour. In addition: the wearer increases their Magic Resistance by 17and always succeeds when making a Magic Resistance check to avoid being Banished.
It is size 15 and may be cut down to fit someone smaller at a cost of 700sp per size category. The Protection, Stealth penalty and Weight Factor of the armour may not be reduced by use of the Armourer Skill, but AG penalty may be.
This armour is a legal target for the Mountain Blood Temper, which, if applied to it, will ignore any B Class Specific Grievous Injury result that is odd. The Mountain Blood Temper is an Armourer Process and counts as a Rank 9 Masterwork.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Exodus Agenda | Winter 816 | City of 7 Walls | None | - | 17,000sp | Jim Arona 021 076 9376 |
Pale Dwarf Armour x 12
This non-metallic armour is made up of long, flexible scales, about an inch wide tapering to a point over about 3 inches which have been woven together. It is sized for a dwarf and weighs 8 lbs, provides 6 points of Protection, 4 points of Spell Armour and has an AG penalty of 1. It will slowly colour shift in a minor way, and is not particularly noisy, so will provide a 10 point bonus to Stealth.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Exodus Agenda | Winter 816 | Sparlainth | Animate | Will | 11375sp | Jim Arona 021 076 9376 |
Miscellaneous
Rod of Revival
This mace weighs 8 lbs, requires 22 PS and 9 MD to wield. The base Strike Chance is 60% and the base Damage is 2 rollup D10.
It holds 7 charges of Revival, which will raise any humanoid except giant, giantkin or elves at a touch. The Base Chance is the target's EN + 8 x the wielder's Rank in Mace. If the wielder is a Healer, they may add 8 x these Ranks as well. Each attempt to Revive the fallen reduces their EN by 1, even if this would be a failure. If the roll is higher than 90 + the wielder's combined Rank in Mace and Healer, an otherworldly Phantasm will appear immediately and reduce their EN value by D-5, minimum of 1, then disappear. This may be bought back in the normal way.
Those who have been Revived have 1 EN and 0 FT, and will need help to recover.
Once all of the charges have been drained, the mace may serve as a reservoir for Healing FT. Seven FT may be stored in it, which the wielder can recover with rest, restoratives or meals. If, at a later time they would like to use the FT in the mace to pay some or all of the cost to Heal, then they may do so.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Exodus Agenda | Winter 816 | Lands of Chaos | Formerly living | Revival | 18,750sp | Jim Arona 021 076 9376 |
Lightning Wand
This gnarled, battle-scarred and twisted piece of wood has been taken from a lightning-struck hazel. It is 19 inches long and weighs 7 oz.
If the Lightning spell is cast through it, increases the damage of the spell by the Adept's Rank. Thus, at Rank 10, the spell would inflict D+19 damage, saving for half.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Exodus Agenda | Winter 816 | Lands of Chaos | Formerly living | Enhancement | 12,750sp | Jim Arona 021 076 9376 |
Hex Wand
This slender wand is made from pink wood with a delicate bulb at the base. It is 17 inches long and weighs 6 oz. The wielder must have one hand on their hip and the little finger of the hand holding the wand must be delicately curled as if holding a tea cup.
Up to 1 Spell per Rank in Spell Hex may be stored in this wand by means of the Ritual of Spell Preparation. These may be the same spell or different ones, but only spells that the wielder knows may be thus Prepared.
Rank | Spell Name | Abilities |
---|---|---|
1 | ||
2 | ||
3 | ||
4 | ||
5 | Wielder need not have hand on hip | |
6 | ||
7 | ||
8 | ||
9 | Wielder need not curl the little finger of the hand that wields the wand | |
10 | Wielder may roll under 3 x MA to flourish with the wand and look competent |
The wielder will be aware if a spell or Incantation of this spell that remains in the wand is being cast within range of the Adventuring Skill. They may release this spell from the wand to hex the other, causing it to automatically fail. This is a Reflex Action which may only be used to hex spells and does not count as an Action or Free Act. However, only 1 Reflex Action is allowed per Pulse, so any others that the imbiber may have access to become inaccessible until the next Pulse. Once the hex has been cast, that spell is removed from the wand. It makes this Adventuring Skill available to the wielder:
Spell Hex
Experience Multiple: 225
Range: 5 ft x Rank
Resist: None
Effects: The Adept may store a number of spells in this wand equal to or less than their Rank in this Skill.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Exodus Agenda | Winter 816 | Lands of Chaos | Formerly living | Hes | 8,000sp | 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 |
Exodus Agenda | Winter 816 | Lands of Chaos | Formerly living | Spell Storage | 10,000sp | Jim Arona 021 076 9376 |
- Strength of Stone (+10,000sp)
- Cast Chance: 80% Range: 10 feet Duration: 21 hours Rank: 20 Effects: +20 Endurance or Strength
- Armour of Earth (+10,500sp)
- Cast Chance: 80% Range: 10 feet Duration: 11 hours Rank: 21 Effects: +44% Defence -2 Damage
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 |
Exodus Agenda | Winter 816 | Lands of Chaos | Magical | Spell Storage | 5,000sp | Jim Arona 021 076 9376 |
Spell Racks
Spell Rack - Bracelet of Beads
This bracelet of beads encumbers as if it weighed 2 lbs and is a Spell Rack,
The bracelet holds 3 amber beads, which Nikola can pass to her friends. These beads are legal targets of Nikola's Lesser Enchantment spell, and stack with it. This version increases their bearer's chance to resist Fear from any source and their Strike Chances by the Rank of the spell (minimum 1). This enchantment lasts until the next dusk or dawn, whichever comes first.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Exodus Agenda | Winter 816 | Nualis | Magical | Meta-magic | 4,000sp | Jim Arona 021 076 9376 |
Bone Wand
This bone wand has been made from a human ulna. It has been polished to the colour of old ivory, weighs 7 oz and is fragile.
It counts as a spell rack, and three times a month, resetting at midnight on the final day, the Adept may force their target(s) to halve their Magic Resistance vs a Spell of the College of Necromantic Conjurations.
It contains these incantations:
- Necrosis - Cause Wounds
Name: Cause Wounds
Spell: Necrosis
Effects: This incantation of Necrosis allows the Adept to inflict as many Specific Grievous Wounds as they have targets with this spell. A target who fails to Resist takes the full damage of the Spell, and as many Specific Grievious Injuries as the Adept wishes to assign to them. Those who fail take half damage and half the number of Specific Grievious Injuries.
- Note
- It is possible for the Adept to assign all of the wounds to 1 target of this spell, although the magical damage is otherwise standard. On the other hand, an Adept with Rank Rank 16 in Necrosis could assign 4 wounds to 1 target, and 1 wound each to two other targets. To be valid, a target must have at least 1 wound assigned to them.
Cost: 2000 Experience.
Constraints: Unracks the spell, reduces FT value by 3.
- Spectral Hand - Battering Fist
Name: Siege Damage
Spell: Spectral Hand
Duration: 6 Pulses
Effects: This incantation of Spectral Hand allows the Adept to smash a hole about a hex across and up to 3 feet thick according to the following schedule:
Rank | Reinforced wood | Compacted earth | Stone | Reinforced Stone | Bronze | Iron |
---|---|---|---|---|---|---|
0-5 | 6 Pulses | - | - | - | - | - |
6-11 | 5 Pulses | 6 Pulses | - | - | - | - |
12-15 | 4 Pulses | 5 Pulses | 6 Pulses | - | - | - |
16-17 | 3 Pulses | 4 Pulses | 5 Pulses | 6 Pulses | - | - |
18, 19 | 2 Pulses | 3 Pulses | 4 Pulses | 5 Pulses | 6 Pulses | - |
20 | 1 Pulse | 2 Pulses | 3 Pulses | 4 Pulses | 5 Pulses | 6 Pulses |
Cost: 500 Experience.
Constraints: Unracks the spell, reduces FT value by 1.
- Spectral Hand - Digging Hand
Name: Spectral Hand
Spell: Digging Hand
Duration: 10 seconds (+ 10 seconds per Rank)
Effects: This incantation of Spectral Hand allows the Adept to dig and move 10 lbs (+10 lbs per Rank) of earth, sand, stone or similar material per Pulse.
Cost: 1000 Experience.
Constraints: Unracks the spell, reduces FT value by 3.
- Spectral Warrior - Spectral Swarm
Name: Spectral Swarm
Spell: Spectral Warrior
Effects: This incantation of Spectral Warrior to call a swarm of spectral entities to attack a target of the Adept's choosing. The spell is identical in all ways to Spectral Warrior, except that the entities are much harder to hit. Any blow in the range of a Specific Grievous Injury or directly to EN inflicts normal damage, all other blows miss.
Cost: 750 Experience.
Constraints: Unracks the spell, reduces FT value by 2.
- Wraithform - Damage Reduction
Name: Wraithform
Spell: Damage Reduction
Effects: This incantation is similar in all ways to Wraithform, except that Damage Reduction applies to all damage types.
Cost: 4,500
Constraints: Unracks the spell, reduces FT value by three.
- Life Draining - Lich Field
Name: Lich Field
Spell: Life Draining
Target: Self
Duration: Special
Resistance: None
Effects: This incantation of Life Draining is cast on the Adept (only), and provides them with 1 (+ 1 for every 4 Ranks) charge(s) of Life Draining. This will last for 30 minutes (+ 30 minutes per Rank) or until all of the charges have been used. Whenever the Adept is struck in combat, they may discharge Life Draining (requiring no Action on their part at all), and their striker will suffer the normal damage of this spell, except that it may not be Resisted. Protection from armour does not apply against this damage, neither does EN armour, although Damage Reduction may at the DM's discretion and Necrogeny will. Damage may not be doubled or tripled, although duration may be. Life Drained in this fashion may be used to repair EN or FT lost to damage, curing EN first, then FT.
Cost: 3000 Experience.
Constraints: Unracks the spell, reduces FT value by 4.
- Agony - Spell Penetration
Name: Agony
Spell: Spell Penetration
Effects: Halves the Magic Resistance of all targets of the spell. Halving is applied first, then subtractions to MR.
Cost: 1,500
Constraints: Unracks the spell, reduces FT value by three.
- Animating Bodily Parts - Sentinel Skull
Name: Animating Bodily Parts
Spell: Sentinel Skull
Effects: This incantation of Animating Bodily Parts must be cast upon the skull of a sentient entity. This will lower the Adept's EN by 1. No amount of Healing will restore this lost EN, it may only be recovered by crushing the skull to dust and then consuming it. Until the skull is destroyed, it will be enchanted by the Adept's spell, and whenever they cast it subsequently, then they may see out through the eye holes. This will work over a Range of Rank x Rank miles. The skull will be able to look around as the Adept sees fit, but cannot usually move from its location unless it has been mounted on a mobile platform of some kind.
Cost: 5500 Experience.
Constraints: Unracks the spell, halves the Adept's FT when Cast.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed? | GM |
Exodus Agenda | Winter 816 | Seventh Plane | Formerly Living | Necromantic Conjurations | 7,750 sp | Jim Arona 021 076 9376 |
Hand of Spell Deflection
This ornate and delicate construction of brass and crystal fits over the wearer's right hand and weighs 6 oz. It does not impede spell-casting or wand use in any way but no weapon can be held in that hand and will not work if any armour made of scale, chain or plate is worn. It must be worn openly to be effective and is obviously magical (and expensive).
The wearer may take a Reflex Action , briefly gesture and create a field in front of them that will increase their Spell Armour by 5 until the end of the Pulse. This does not count as an Action or Free Act and may be performed ahead of the wearer's initiative in response to a spell attack. However, only 1 Reflex Action is allowed per Pulse, so any others that are available to the wearer become inaccessible until the next Pulse.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed? | GM |
Exodus Agenda | Winter 816 | City of 7 Walls | Magical | Ensorcelment | 13,750 sp | Jim Arona 021 076 9376 |
Crystal Finger
This crystal and wire replica of a finger bone may be used as a prosthetic replacement by the arts of a Rank 6 Healer who has the appropriate Mechancian skills. It will always be present whatever shape is taken. In the case of birds, one of the talons will appear to be crystalline, in the case of creatures without claws, i.e. snakes, fish, etc, it will appear as a crystalline fang.
- The finger is a legal target for a weapon spell
- A magical ring on this finger will be present across all of the bearer's shape changes.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed? | GM |
Exodus Agenda | Winter 816 | City of 7 Walls | Magical | Binding & Animating | 14,250 sp | Jim Arona 021 076 9376 |
Bracelet of Charms
This bracelet is made of elemental bronze and weighs 9 oz. It has 3 settings which are empty. A second amulet crafted by the Special Alchemy Talent of the College of Wiccan Magic maybe placed in the settings to the benefit of the wearer. If the wearer already has a second amulet of that type, setting a third one in the bracelet will not attract any benefit.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed? | GM |
Exodus Agenda | Winter 816 | Seventh Plane | Formerly Living | Charms | 13,750sp | Jim Arona 021 076 9376 |
Spell Caster's Mantle
This heavy cloak is a creature from another plane, only part of which extends into this realm. It weighs 1 1/2 lbs, is sized for a human, has 7 EN, and may not be altered to fit someone of a smaller size without slaying it. It must be reasonably close to the wearer's skin, and cannot abide the touch of scale, chain or plate armour.
The wearer must sacrifice a point of MA to the the mantle, which can be bought back in the normal way, and this will allow the mantle to understand the wearer. Insofar as it can, and while its appetites have been satisfied, it will follow the wearer's instructions.
It must be fed at least 1 hour of the wearer's dream in any 24 hour period or it will reduce its EN value by 1 each day it is not fed. If it is reduced to zero, it does not die, but it will abandon them. The wearer does not recover any FT for any hour of dreams they feed to the mantle, so it is not wise to sleep in it. However, the mantle will begin to recover 1 lost EN per hour after the first hour of feeding.
- The mantle does not have FT in the normal sense, not being part of the material world. However, it has 3 Spell Points, and more may be bought for it at a rate of 1 per season or adventure, whichever is less, at a cost of 2,500 Experience. The mantle will allow the wearer to use its Spell Points to Cast their own spells, and they work in every way as if they were spell casting FT. However, the mantle only recovers Spell Points at a rate of 1 per dusk or dawn.
- The mantle can carry an extra set of counterspells to the benefit of the wearer.
- If the wearer's Magic Resistance check versus a hostile spell can be modified to 01, then no part of the spell affects them or the hex in which they are standing. For example, this would mean that they would not take half damage from Dragonflames, or be affected in anyway by the Torment Spell.
- In the special case of the Agony spell, if the wearer rolls half their Magic Resistance or less, they change the ownership of the spell so that they are treated as the Adept who Cast it.
- It cannot see directly into the real world, but it can see the forces at work when a spell is being Prepared within the wearer's line of sight. It will display this for its wearer, and is, therefore, a focus for this Discipline:
- Spell Sight
Requires: Reflex Action & 1 Spell Point
Range: 50 ft
Duration: Immediate
Base Chance: MA + PC + 3 x Rank
Experience Multiple: 75
Effects: This is a Reflex Action which may only be used when a spell is Cast within 50 ft and does not count as an Action or Free Act. However, only 1 Reflex Action is allowed per Pulse, so any others that the wearer may have access to become inaccessible until the next Pulse. If the wearer Breaks 100 + the MA of the target => MA + PC + 3 x Rank of this Discipline, they may identify its name and college of the spell being Prepared. This may not be very helpful if the spell is non-standard, of course.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed? | GM |
Exodus Agenda | Winter 816 | Unknown | Long living sentient | Meta-magic | 23,850sp | Jim Arona 021 076 9376 |
Cloak of Night
This cloak is the colour of midnight, and weighs 10 oz. It is cowled and on a human will reach all the way to the floor. When the hood is raised, the wearer may not be DAed, although the cloak can be, unless the attempt is made by staring directly into their face.
The wearer subtracts 5 from the die roll when the make Magic Resistance checks, and increases their Defense by 5.
The cloak has 7 pockets, each of which will hold up to 3 lbs of objects, so long as they are no bigger than 7 inches in any single dimension. These will not count against the wearer's ENC at all.
At night, the cloak protects the wearer from the first 12 points of damage per Pulse.
The cloak holds night terrors so the wearer will only gain half the FT they would expect to recover for each hour of sleep, and in fact will not recover any FT at all until they have been asleep for 2 hours.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed? | GM |
Exodus Agenda | Winter 816 | Cocytus | Formerly Living | Night | 19,750sp | Jim Arona 021 076 9376 |
Belt of Actorios
This belt is made of irregular but thin slices of stone of Actorios. There are 10 plaques, about 3 inches across connected by thin hoops of ithildin, the whole thing weighing about 14 oz.
If the Individual True Name or Rune of a devil or demon is engraved into a plaque, a path between worlds sufficient to open negotiations will open to them. If an agreement is agreed to, or somehow enforced, then the wearer may summon the entity to satisfy the contract it has agreed. In return, the wearer must honour their part or the compact is considered broken. This may end badly for the wearer depending on the nature of the entity summoned.
Some knowledge in High Compellings is useful, although Ranks in Binding Will, Compelling Obedience or Controlling Entity may suffice if the entity is not too dreadful.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed? | GM |
Exodus Agenda | Winter 816 | Abyss | Magical | High Compellings | Quest | Jim Arona 021 076 9376 |
Venice
Venice is a robe made from lace of pale green silk, ithildin and orichalcum. Under moonlight, the ithildin glows a pure silver-white colour. She weighs 5lbs and refuses to be worn by anyone except a human woman. She provides 8 points of Protection, 10 points of Spell Armour and 3 points of Damage Reduction.
She will not let herself be worn to bed because this is unseemly.
She is considered a Rank 7 Courtier with respect to Court Etiquette, and Courtly Dance only. Although she does not confer this Skill upon her transport, when in a courtly environment, she will whisper to her things like the appropriate terms of address, which fork to use, etc.
If she is worn to a ball or similar evening entertainment where the noble classes might be encountered, she will hold a Masque point for her transport. If the Masque point is used, the transport's identity is concealed, although they need not be masked in any way. This does not make them hard to detect, so it does not help with Stealth. It may stop them from being identified as the person who tried to slip past the guard, however. Where, in this case, the guard is directly questioned about who it was that attempted to slip past, they must roll under half their Magic Resistance or be unable to recollect who it was. If they are presented with the person or a likeness thereof, then they will recognise them.
Venice can store no more than 3 Masque points per season, and, in any case, 1 will fade each season. This is her claim, in any case.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed? | GM |
Exodus Agenda | Winter 816 | Venice | Formerly living | Arcane | 17,150sp | Jim Arona 021 076 9376 |
Jewellery
Amulets
Blue Pearl
This pearl is attached to a silver pin (costing 100sp) which is worn at the throat, weighs 3 oz. Once a day, the wearer may Cast the spell that they Cast the previous Pulse (without Preparing it). If the pin is made of ithildin (multiplying the cost by 1,000), then a third such Cast is allowed.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Exodus Agenda | Winter 816 | City of 7 Walls | Magical | Binding & Animating | Special | Jim Arona 021 076 9376 |
Dodging Ring
This bare golden ring must be worn on the middle finger of the left hand, and encumbers as if it weighed 2 oz.
The ring allows the bearer to avoid being struck by a physical attack or a bolt spell although they must have at least some TMR available to them. They must Break 100 + AG + 5 x their unused TMR that Pulse. If they have 7 TMR and have moved 4 hexes and attacked with a melee weapon, they may add at most 15 to the Break 100 result.
If the roll fails, no TMR is used, however the ring can only be used once per Pulse.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Exodus Agenda | Winter 816 | City of 7 Walls | Magical | Meta-magic | 12,000sp | Jim Arona 021 076 9376 |
Ring of Green Silences
This bare jade ring must be worn on the ring finger of the left hand, and encumbers as if it weighed 2 oz.
The ring allows the bearer to gradually match the colours of their surroundings. This will allow them to:
- use their Ranger Stealth in places other than a natural environment
- increase the Bonus from the Adventuring Skill: Stealth from 5 per Rank to 7 per Rank
- allow them to make an attempt to use Stealth in plain sight:
- The bearer halves their Stealth Base Chance and informs the DM who subtracts the highest PC of any observer and then rolls percentiles. If the number is less than or equal to the modified Stealth Chance, the bearer has managed to sneak past without being seen or heard. Witchsight, Wizardsight or Enhanced Vision will not reveal the bearer's presence, either. However, any attempt to deliver an attack, cast a spell, dance naked on a table in front of them or move faster than half (rounding down) the bearer's TMR will break Stealth. Once revealed, another attempt to use Stealth in plain sight is not possible unless the bearer has broken line of sight for long enough to perform a Pass Action.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Exodus Agenda | Winter 816 | Tanuel | Magical | Green Silences | 16,250sp | Jim Arona 021 076 9376 |
Wire Loupe
This monocles has no lens. Instead, hundreds of fine, barbed wires the thickness of a hair are embedded in the amber frame. Once set in the wearer's eye socket, the wires slither frantically slither their way into the brain. This causes debilitating pain, which will render the wearer insensible for a day, and upon arising will find that whenever they take damage equal to 1/4 their modified EN they will be Stunned.
If they possess the Resist Pain Talent, then they will Stun on 1/3rd of their modified EN (+ 1 per 2 Ranks). Once the Talent has been advanced to Rank 20, then they will not be Stunned by excessive damage, although the DM may rule differently in exceptional cases.
The wearer may see physical pain but not emotional, mental or spiritual distress. Things that do not suffer physical pain will not reveal anything special to the wearer, and this, largely, includes automata (golems etc) and the undead unless the DM rules otherwise.
Pain does not directly correlate with damage taken. For example, a Sorceror of the Mind may take substantial damage but because of the arts of their College, reveal very little to the wearer. In particular, the wearer may only determine whether or not their opponent has suffered significant pain from an attack. Nevertheless, in most cases they will be able to determine if their opponent has taken a small amount of damage (10% or less of their modified FT value), a significant amount (20% - 30% of their modified FT value) or a large amount (30% - 50% of their modified FT value).
In addition, a volume affected by the Agony spell will be obvious to the wearer, and anyone DAed by them will reveal if they are suffering from pain, be it from disease, injury or magic.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Exodus Agenda | Winter 816 | New Terra | Magical | Artifice | Jim Arona 021 076 9376 |
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 816 | Lands of Chaos | Magical | Artifice | Jim Arona 021 076 9376 |
Allies
Pathfinder
Pathfinder is the spirit of a mage bound into a bronze compass weighing 4 oz.
He knows these spells:
Spell | Rank | % |
---|---|---|
Location | 5 | 30 |
Tracking | 8 | 39 |
Ventriloquism | 8 | 84 |
Base chances are improved by the MA bonus of the person bearing Pathfinder, and Enhancing Enchantment, only. Itemry or magic that increases their MA will stack unless otherwise stated. Other enhancements to Cast Chance will have no effect and any backfires are applied to the bearer, not Pathfinder.
Pathfinder may be bound to a bearer if they sacrifice 1 EN to it, which may be recovered in the normal way. Instructing the bound spirit requires a Pass Action. If a further 2 EN is sacrificed, then the instruction only requires a Free Act.
Pathfinder must declare which spell is being Prepared, which must happen in the Pulse immediately before the Cast check is made.
Spells Ranked lower than 5 count against the MA of the person bearing him.
He has 8 Spell Points and when exhausted, cannot cast until sufficiently rested, recovering 1 point a day (at dawn).
In addition, he has some Ranger abilities, which he practices at Rank 5. His PC value for these purposes is the same as his bearer:
- Bump of Direction
- Estimate Distances
- Map Reading
- Orientation
- Route Finding
- Tracking
He has no terrain specialisation.
The bound spirit's magic or Skills may not be Ranked.
Adventure | Season | Plane of Origin | Aura | GM |
Exodus Agenda | Winter 816 | Nualis | Magical | Jim Arona 021 076 9376 |
Ioan the Herald
Ioan is a small round shield who believes he should be a tower shield. He was, perhaps, created by a Binder whose ambition exceeded their expertise, but in a happy way on this occasion.
He weighs 5 lbs, provides 3% Defence per Rank in Shield and penalises MD by 2. The wielder holds the shield by a strap and a gauntlet which is built into its back.
Base chances are improved by the MA bonus of the person bearing Ioan, and Enhancing Enchantment, only. Itemry or magic that increases their MA will stack unless otherwise stated. Other enhancements to Cast Chance will have no effect, and any backfires are applied to the bearer, not Ioan.
Ioan may be bound to a bearer if they sacrifice 1 EN to him, which may be recovered in the normal way. Instructing him requires a Pass Action. If a further 2 EN is sacrificed, then the instruction only requires a Free Act.
Ioan's Spells | ||||
---|---|---|---|---|
Spell | Rank | % | Non-Standard Effects | |
Animating Objects | 5 | 35 | Increases the Def / Rank from 3% to 6%, provides MD bonus | |
Mending | 4 | 56 | Repairs himself | |
Durability | 5 | 50 | Provides 5 Protection vs attacks that a shield could hinder |
Ioan must declare which spell is being Prepared, which must happen in the Pulse immediately before the Cast check is made.
Spells Ranked lower than 5 count against the MA of the person bearing him.
He has 8 Spell Points and when exhausted, cannot cast until sufficiently rested, recovering 1 point a day (at dawn).
Ioan may survive being cloven if the wielder Breaks 100 =>2 x MD + Rank in Durability. If he does, and he has a Spell Point, he may attempt to repair himself.
- When Animated
- Ioan increases the wielder's MD by his Rank in the spell
- changes the Def / Rank % from 3 to 6 (from a maximum of 15 Def to a maximum of 30 Def).
- When Durability is cast upon himself, he provides an additional 5 Protection vs physical attacks if a shield could hinder them.
The spells may also be cast for their usual effects.
He is a reasonably talented Artisan Painter (Rank 6).
Languages | ||||
---|---|---|---|---|
Language | Rank | Understand? | Speak? | Literate? |
Common | 8 | |||
Draconic | 6 | |||
Church Latin | 5 | |||
Infernal | 4 |
Most of his Skills and magic may not be Ranked.
For all of his delusions of grandeur, he is an intensely loyal entity, and as honest as the day is long. On his first acquaintance with a scoundrel, he may not discern deceptions, but should they be revealed to him, he will trust the blackguard very little unless they somehow redeem themselves in his rather narrow view. He will be deeply shocked by cruelty and disgusted by cowardice. A strong case will have to be made before he would countenance torture. Should his sensibilities be assaulted beyond his ability to bear, he will bend every effort to slip away, regardless of the degree of binding. However, in general, should he be separated from the one who has bonded to him, returning will become his consuming passion.
He has Heraldic Lore (2) and is treated as a Rank 2 Philosopher when trying to answer a question about Heraldry. His Realm is the Social World and his Field is Heraldry. He may not answer a question about the Social World, it is there simply to represent the path of knowledge he takes to learn about Heraldry.
If Ioan has made significant use of this Lore in an adventure, the player may petition the DM to advance a further Rank. If they agree, the DM may allow an increase in the Lore generally, or in one or more sub-fields. In any case, it will cost 1,000 Experience to advance the Lore or each sub-fields.
Adventure | Season | Plane of Origin | Aura | GM |
Exodus Agenda | Winter 816 | Nualis | Magical | Jim Arona 021 076 9376 |
Lore
Books
Tome of Puissant Skill at Arms
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, they may advance their Rank in the Warrior Skill by 1 to a maximum of 15. This will take a number of weeks equal to the Rank they are going to, however, they only need expend 90% of the Experience required. Should they be advancing to Ranks in excess of 10, then the Experience cost is 90% of the sum of the two previous Ranks.
Adventure | Season | Value | GM |
Exodus Agenda | Winter 816 | Quest | Jim Arona 021 076 9376 |
Tome of Leadership and Command
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, they may advance their Rank in the Military Scientist Skill by 1 to a maximum of 15. This will take a number of weeks equal to the Rank they are going to, however, they only need expend 90% of the Experience required. Should they be advancing to Ranks in excess of 10, then the Experience cost is 90% of the sum of the two previous Ranks.
Adventure | Season | Value | GM |
Exodus Agenda | Winter 816 | Quest | Jim Arona 021 076 9376 |
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 816 | Quest | Jim Arona 021 076 9376 |
Copper Scroll: Of Discipline & Mental Fortitude
4 hours after this scroll is opened, it will crumble to a greenish dust.
Whoever reads from this scroll for 4 hours must permanently sacrifice 3 EN (which may be bought back in the usual way). From then on, they may advance their FT by 1 per Adventure or Season, whichever is less.
There is no upper limit to which their FT value can ascend.
Adventure | Season | Plane of Origin | GM |
Exodus Agenda | Winter 816 | City of 7 Walls | Jim Arona 021 076 9376 |
Obligations
Grendel's Atonement
Grendel has been afflicted with a thoughtworm as a result of drinking the heartblood of an infernal black dragon. It will, from time to time, tempt him to perform an evil deed, or, if that would be more evil, to refrain from acting. He is offered an Experience Award in the range of 500 - 5000, although the DM may award values as high or as low as they like:- 75,000 Experience has been offered in the past. If Grendel accepts the award, he may spend the Experience in any way he likes. If he does not accept the award, he does not receive the Experience and rolls for a Possible Specific Grievous injury. This may kill him.
He has repented of his sin and petitioned his deity, Iti-manuka, who, in Her mercy, has seen fit to allow him to offer the Experience he has declined to Her. This will reduce his own Experience reserve by the same amount. When She has received a total of 60,013, and Grendel has established a faith community in Her name, his atonement will be seen as complete and She will remove the thoughtworm.
Whoever DM's Grendel (aside from me) is encouraged to be, well, fiendish and will earn 1,500 Experience every time the thoughtworm offers its deadly suggestions, which they may spend on any of their characters.
Adventure | Season | GM |
Exodus Agenda | Winter 816 | Jim Arona 021 076 9376 |
Special Abilities
Incantations
Mist - Mist Gate
Range: Special
Duration:30 minutes (+30 minutes per Rank)
Resist: None
Target: Self
Effects: When the Adept casts this incantation of the Mist spell they receive a Mist Pool of 1 + Rank hexes, which resets after they have Purified at dawn. If they succeed in a Mist Gate Check (i.e. roll under their Cast Chance with this spell) and spend 2 FT, then they may teleport up to Rank / 3 or fraction hexes away by fading away in the space they currently occupy, and appearing out of a cloud of mist at their destination. This is a Free Act, not a Cast Action, and behaves in many ways as if it were part of their normal movement, but with the following properties:
- This teleport is additional to their TMR but is not considered TMR movement.
- They can teleport in any direction, i.e. up, down, sideways, backwards.
- This teleport does not attract penalties that using TMR can. For example, the wearer could specifically choose not to use their TMR but teleport up to, say, 5 hexes to deliver a melee attack with a non-pole weapon yet not attract a penalty.
The Adept may teleport to a hex that they do not have a clear line of sight to, but the distance that they cover by means of the spell, must, in principle, be one that air or mist could travel to. In other words, if a door is sealed so that mist cannot pass through it, the Misty Step will automatically fail. If, however, there is a keyhole through which air or mist might pour, then this is allowed. In such cases, however, the Adept must Break 100: PC + AG + WP. If they roll 125 or higher, they succeed. If they roll less than 125 but more than 99, they succeed but are disoriented until the end of that Pulse.
Using Misty Step to pass through obstacles which radically change the temperature has grave implications for the Adept. Their Magic Resistance against heat, fire, ice or cold damage is halved, and any damage they take is doubled.
The incantation can be racked, even if the Mist Pool is emptied, but the Mist Gate Check automatically fails unless the reset condition has been met.
Cost: 3000
Constraints: Unracks the spell, reduces FT value by 4.
This incantation is not teachable.
Gliding - Enhanced Duration
Range: None
Duration:30 minutes (+30 minutes per Rank)
Resist: None
Target: Self
Effects: This spell is the same in always as the Gliding spell, except the Duration is as listed above and the Adept can only target themselves.
Cost: 750
Constraints: Unracks the spell.
This incantation is not teachable.<br
Gliding - Multi-Target
Range: 30 ft (+ 30 ft per Rank)
Duration:" 5 minutes (+ 5 minutes per Rank)
Resist: None
Target: Entity
Effects: This incantation of the Gliding spell allows the Adept to target 1 per 3 or fraction of the spell's Rank entities within Range. The wearer may take a Reflex Action and Cast the spell without Preparing it. This does not count as an Action or Free Act and may be performed ahead of the wearer's initiative in response to a sudden fall. However, only 1 Reflex Action is allowed per Pulse, so any others that are available to the wearer become inaccessible until the next Pulse.No other properties of the spell are changed.
Cost: 5000
Constraints: Unracks the spell, reduces FT value by 3.
Flying - Minor Area of Effect
Effects: All legal targets that share the caster's megahex at the time of casting benefit from Flying for the duration of the spell.
Cost: 750 Experience.
Constraints: Unracks the spell, reduces FT value by 1.
Herbal Lore - Fairy Blossom
Range: Touch
Duration: 1 hour (+ 1 hour per Rank)
Resist: None
Target: Flower
Effects: This incantation of the Herbal Lore spell gives whimsical life to a flower that the Adept touches as a part of the Spell Casting process. A small, delicate fairy-like creature which shares something of the flower's likeness will appear and flit around, traveling, perhaps, as much as 15 feet away, and will chatter to anyone who comes near it. Aside from its ability to prattle on endlessly, it is harmless.
It can reveal something of the nature of the plants that are within in 15 feet of its flower (15% chance) and it may know a substantial amount about its own plant (35% chance).
It will willingly watch over the Adept while they sleep and wake them if danger threatens. If the spell is greater than Rank 10, the Adept will recover 1 extra FT point per hour of rest or sleep. If Rank 20, the Adept is considered to have received an extra hour of sleep once per night.
Cost: 500
Constraints: Unracks the spell.
Warp Gate - Stable Wyrmhole
Range: Special
Resist: None
Target: Volume
Effects: This incantation of the Warp Gate spell gives requires a Complex Matrix and an Enhanced Port Crystal. If the spell is less than 10, the Range calculation is 10 feet (+10 feet per Rank). If the spell is higher than this but less than 15, the Range calculation is 15 feet (+ 15 feet per Rank), if the spell is higher than this but less than 20, the Range calculation is 20 feet (+ 20 feet per Rank). When the Rank is 20, the Range is 1 mile.
When the Adept casts this incantation, a 'Stable Wyrmhole' opens through which they and their companions may travel to a Port Crystal that is within range. After they have spent at least one Pulse at that location, the Adept may return them to their Enhanced Port Crystal. Keeping the Wyrmhole open is possible, but requires that the Adept Break 100 => WP + Rank x 2. The Adept's WP is reduced by 1 for the first Pulse, this cost doubling each Pulse the Wyrmhole is kept open. This may be restored with Hypnotism (restores D-5 + 1 per 3 or fraction Ranks, and may only be attempted once per day). Otherwise, it takes 3 days of rest to recover 1 point of WP.
Each entity traveling by this means must pay 22 FT less the Rank of the spell. If FT is exhausted, this will track to EN. This is drain damage, and may not be restored by anything other than a Restorative or the arts of a Healer.
Cost: 3,000
Constraints: Unracks the spell, reduces FT value by 4.
Heartblood of the Green Dragon
Mebh has drunk of the heartblood of a green dragon and may speak to and understand non-magical, non-fantastical beasts.
Magic Fang
Range: Self
Duration: Special
Resist: None
Storage: Potion
Target: Entity
Effects: This spell affects one (only) natural weapon of the Adept, increasing Strike Chance by 5( + 1 per Rank) and Damage by 1 (+1/ 4 full Ranks). This natural weapon is considered magical for the purposes of determining what it can hit, and the duration is 3 minutes after the first attack has been made, or the next dusk, dawn, noon or midnight, whichever comes first.
This spell replaces Diamond Weapon and is not teachable.
Adventure | Season | Plane of Origin | Nature of Magic | Value | Cursed etc.? | GM |
Exodus Agenda | Winter 816 | Land of Nod | Beasts | 2,500sp | Jim Arona 021 076 9376 |
Enhanced Shapechange
Nikola's racial ability to shapechange has been enhanced so that there is no chance of her losing her identity if she should change during the day. Additionally, she may assume her hybrid lupine form as a natural ability. Itemry she is wearing in one form is not accessible in other forms, although they are available when the form is re-assumed later.
She has, however, permanently lost the ring finger of her left hand. This will be reflected in all of her forms where possible, and no amount of healing or regeneration will restore it.
In addition, she has acquired the following form:
Large Satanic Nightjar
- Description
- A large satanic nightjar (or nighthawk) is a greyish-brown nocturnal or crepuscular bird with long wings that span 9 feet, short legs and a very short bill.
- Talents, Skills, and Magic
- Nightjars possess no special skills or talents, and are not tool or magic users. They can catch small birds on the wing after dark, as they have Rank 10 Night Vision and excellent manoeuvrability in the air.
- Movement Rates
- Flying: 800
PS: | 9 | MD: | 18 | AG: | 22 | MA: | Nikola's | EN: | 10 | FT: | Nikola's |
---|---|---|---|---|---|---|---|---|---|---|---|
WP: | Nikola's | PC: | Nikola's | PB: | 7 | TMR: | 16 | NA: | Feathers absorb 3 DP |
- Weapons
- A Nightjar can attack only in Close Combat with its beak
- Beak BC 60%, [D10], Close, A Class, Rank 0-6.
A Satanic Eared Nightjar will inflict a Specific Grievous Injury #13 on any successful attack from surprise, and may attack twice in a surprise pulse.
- Comments
- The Nightjar is a near-soundless flyer, although not as quiet as an owl. The Satanic Eared Nightjar likes to tear out the eyes of sleeping people and animals, and is often first detected by the "wet" plopping sound, repeated twice, that may be heard in the night-time in its habitat.
Nikola may advance PS, MD, AG and EN once per Adventure or season, whichever is less, and no more than 5 higher than where they started.
She may apply all of the usual bonuses that her race entitles her to with this form.