The Sixteen Quarters of Time: Treasure
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Consumables
Liquor of Spirits
This container holds about 3 lbs of a Herbalist draught that, when appropriately weaponised, will drift with the wind as a cloud of bubbles. Each lb of draught can produce a cloud about 10 feet high, which will cover an area of around 1,000 sq feet. The shape will depend largely on the speed of the prevailing wind, gentle winds making cloud wider in general.
Anyone who makes contact with a bubble will succeed in Breaking 100 + PC + WP + EN or find their soul is no longer distinctly attached to them.
This does no direct harm to the victim, but should they die, their spirit will join with their soul upon death. This is true even if they are Resurrected. Entities without access to a soul may find themselves attractive to the denizens of Hell.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 812 | Perfidious Albion | Magical | Herbalism | Quest | Jim Arona 021 076 9376 |
Brimstone
This pot weighs 4 oz and contains a reddish-brown dust.
If the Brimstone dust is scattered when a teleportation effect is invoked, then, so long as the destination is off-plane, range limits are ignored.
It may be used with Rune Portal, the Translocation incantation of Fire Arc, the Torc of Teleportation and similar magic.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 812 | 7th Plane | Magical | Portals | Quest | Jim Arona 021 076 9376 |
Avoid Fate Trump
This trump may be played by the character's player to avoid any situation they choose, once. It may be played just before, during or directly after the event. In addition, no more than 5 minutes of real time must have passed (not time inside the game world) before it is played.
In general, no more than a Pulse of game time should have passed, but this is at the discretion of the DM, who should be aware that this is already a powerful effect and allowing it to be used beyond the scope of a few seconds increases its usefulness even further.
This will not simply restore an entity to life, should they have died, the magic of the trump will seek to change the situation so that they will not automatically die yet again. On the other hand, it is a second chance, not automatic success. The ability calls upon many of the DM's reserves, who should take a very dim view of its use, with the only positive thing to be said about it is that it is gone, now.
As a general guideline, the DM is advised to make the smallest and fewest changes to the situation as possible which would damage the suspension of disbelief.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 811 | Land of Fable | Magical | Trump | Quest | Jim Arona 021 076 9376 |
Dilemma Trump
This trump may be played to answer any question they choose, once. The querent is advised to consider their question beforehand, since questions like "Can I ask whether or not opening this box will kill me?" will be answered in the affirmative.
Only one question may be answered, however, the querent may use it to gather such information as any single, standard, information-gathering ability will return, and this will be executed as a Pass Action. Abilities such as Divination, Sending, Waters of Vision (duration of 20 minutes), Location, etc. Telepathy is not allowed, however.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 811 | Land of Fable | Magical | Trump | Quest | Jim Arona 021 076 9376 |
Rune Stela
This vaguely rectangular stone is about 1 metre high and about 30 centimetres wide. It is hollow and weighs 12 lbs. The geode must be split in half and carved with runes representing the current location, the destination and the gate rune. An Adept whose Rank in Runes of Sight or similar magic is equal to or higher than the Rank of Creating Rune Portal successfully Divines the destination of the stela. If the ritual is successful, anyone touching the stela will travel to the matching half of the geode, such travel reducing their FT to 0. This is lost to exhaustion and cannot be healed back.
Adventure | Season | Plane of Origin | Aura | Nature of Magic
|
Value | Cursed | GM |
16 ¼ s of Time | Summer 812 | Perfidious Albion | Magical | Rune
|
1,000sp | Jim Arona 021-076 9376
|
Potions
Healing Potion x 4
This potion weighs 4 oz. It will restore D10 + 8 EN lost as a result of taking damage.
This potion is fragile, and if it is worn openly on a belt or similar attachment, it may be Prepared and imbibed in 1 Pass Action.
Adventure | Season | Plane of Origin | Aura | Nature of Magic
|
Value | Cursed | GM |
16 ¼ s of Time | Summer 812 | Perfidious Albion | Magical | Regeneration
|
400sp | Jim Arona 021-076 9376
|
Tincture of Aconite and Passionflower
This aromatic tincture is contained in a glass bottle that weighs four ounces. It changes the perceptions of whoever drinks it so that everything they see is more beautiful for Rank hours. Add two times the rank of the Herbalist who prepared the tincture to the PB of anything that they look upon. It can be added to wine or other liquor, thus diluting it's effect. Adding it to a bottle of wine would reduce the effects to about a quarter of the usual bonus and a quarter of the duration. Thus, a Rank 8 Tincture (+16 to PB) diluted in this way would increase PB by 4 for 2 hours. All fractions are truncated.
The Rank of this draughts is 7.
Adventure | Season | Plane of Origin | Aura | Nature of Magic
|
Value | Cursed | GM |
16 ¼ s of Time | Summer 812 | Alusia | Formerly living | Beautification
|
400sp | 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 |
16 ¼ s of Time | Summer 812 | Lands of Chaos | Magical | Communication
|
5,000sp | Jim Arona 021-076 9376
|
Pot of Flesh
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 |
16 ¼ s of Time | Summer 812 | Perfidious Albion | Formerly living | Regeneration
|
5,000sp | Jim Arona 021-076 9376
|
Stab-Curing Potion
This potion will cure 1 A Class Specific Grievous Injury. In addition, it will restore 3 D10, healing EN deficit first, then FT.
Adventure | Season | Plane of Origin | Aura | Nature of Magic
|
Value | Cursed | GM |
16 ¼ s of Time | Summer 812 | Perfidious Albion | Magical | Regeneration
|
1500sp | Jim Arona 021-076 9376
|
Bash-Curing Potion
This potion will cure 1 C Class Specific Grievous Injury. In addition, it will restore 3 D10, healing EN deficit first, then FT.
Adventure | Season | Plane of Origin | Aura | Nature of Magic
|
Value | Cursed | GM |
16 ¼ s of Time | Summer 812 | Perfidious Albion | Magical | Regeneration
|
2000sp | Jim Arona 021-076 9376
|
Slash-Curing Potion
This potion will cure 1 B Class Specific Grievous Injury. In addition, it will restore 3 D10, healing EN deficit first, then FT.
Adventure | Season | Plane of Origin | Aura | Nature of Magic
|
Value | Cursed | GM |
16 ¼ s of Time | Summer 812 | Perfidious Albion | Magical | Regeneration
|
3000sp | Jim Arona 021-076 9376
|
Lilac Wine
Each dose allows the imbiber to see or sense whatever they want to for about half an hour.
Whenever the imbiber stops drinking lilac wine, they add +5 to their die rolls until they get over it by rolling 3 x EN or less on percentiles.
They are entitled to make this roll once a day at dawn.
All additions to the die roll arise from the withdrawal effects of not taking lilac wine and are cumulative.
Drinking lilac wine removes all of these additions to the die rolls (but not those that arise from other causes) for about 8 hours.
Adventure | Season | Plane of Origin | Aura | Nature of Magic
|
Value | Cursed | GM |
16 ¼ s of Time | Summer 812 | Tanuel | Formerly living | Beguilement
|
300sp | Jim Arona 021-076 9376
|
Remnants
Eye of Flame
This eye can be exchanged for 5 Fire.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 811 | Land of Fable | Formerly living | Fire | 200sp | Jim Arona 021 076 9376 |
Shunning Eye
This eye is an antagonistic eye.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 811 | Land of Fable | Formerly living | Shunning | 400sp | Jim Arona 021 076 9376 |
Dragon's Blood Ink
This small pot weighs 4 oz, and contains enough ink to draw 5 Runes drawn within 1 minute of opening. Empty, it will weigh 3 oz.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 811 | Pefidious Albion | Formerly living | Dragon | 300sp | Jim Arona 021 076 9376 |
Forest Dragon's Teeth
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 |
16 ¼ s of Time | Summer 812 | Perfidious Albion | Formerly living | Calling
|
500sp each | Jim Arona 021-076 9376
|
Shriveled Heart of Resurrection
This dried and shriveled heart weighs less than 4 oz.
When it is powdered and sprinkled on the body of a dead human or humanoid, then they are treated as if they were Resurrected by a Rank 8 Healer. If the dust is used by a Healer, then they must spend the FT, but 5 is added to their Rank for the purposes of calculating success chance, and what Rank of Healer is required to heal the victim.
Adventure | Season | Plane of Origin | Aura | Nature of Magic
|
Value | Cursed | GM |
16 ¼ s of Time | Summer 812 | Perfidious Albion | Formerly living | Healing
|
7000sp | Jim Arona 021-076 9376
|
Venoms
Jabberwock Blood
This venom is incredibly corrosive, and will etch through a glass container half an inch thick in about a fortnight.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 811 | The Lands of Fable | Formerly living | Death Curse | Quest | Jim Arona 021 076 9376 |
Investeds
Ice Wand of Ray of Cold
Range: 255 feet
Duration: Immediate
Cast Chance: 75%
Resist: Passive
Target: Entity, Object
Effects: Triggering this wand projects a blast of intense magical cold at the target. The ray of cold will impact either on the target or on the first obstruction blocking the path from the Adept to the target. Anything struck
by the ray must either resist or suffer [D + 16] damage (resist for half damage).
The Cast Chance is modified by the MA and Enchantment(s) of the wielder, not the investor, and any situational modifiers that affect Ice College magic.
Charges
6 | 5 | 4 | 3 | 2 | 1 |
The wand is 30 cms long and will drip constantly but not change its length substantially. However, whenever a charge is used, the length will diminish by 5 cms. It encumbers as if it weighed 12 oz.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 811 | Urania | Magical | Cold | 13,500sp | Jim Arona 021 076 9376 |
Weapons
The Blazing Kris
This kris weighs 10 oz. It is a dagger with a base Strike Chance is 45% and the base DM is +1. It may not be thrown.
While wielding this weapon, Bleyze may Cast Bolt of Fire which will have the following characteristics:
- The spell need not be Prepared
- The spell may be cast in Close without penalty
- The spell may not be Resisted
- The range of the spell changes to Touch
- Bleyze subtracts his Rank in Dagger from the result of the Cast Check when casting the spell
These properties only apply while Bleyze has Prepared the kris.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 811 | Perfidious Albion | Magical | Fire | Quest | Jim Arona 021 076 9376 |
Fire Lance
This long, slender weapon weighs 7 lbs. It require PS 14 and MD 15, and is treated in as if it were a Crossbow.
It takes all the standard penalties that apply for missile weapons, base Strike Chance being 50%, but damage is calculated by rolling 2 D10 and multiplying them. As it happens, the weapons are misnamed, and do not inflict Fire damage. Instead, it is a form of searing light which ignores Fire Armour and Fire Protection. However, Resistance to Light entirely protects against this damage.
Whenever the wielder rolls greater than 60 + MD, then they have rolled a Fumble. They must roll beneath their Initiative with this weapon or roll 2 D10 and multiply the results, applying it to everyone in the wielder's hex. If this damage is 20 or more, this is halved and applied to everyone up to 1 hex distant from the wielder, and so on until the damage falls below 10.
If the roll hits, but is in the range of a Fumble, then damage is applied first, then the Fumble is resolved.
Charges
10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 |
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 811 | Perfidious Albion | Magical | Alchemical | 8,000sp | Jim Arona 021 076 9376 |
Baron Meliadus' Fire Lance
This long, slender weapons weigh 7 lbs. It requires PS 14 and MD 15, and may be Ranked using the same Experience for Crossbow.
It taks all the standard penalties that apply for missile weapons, base Strike Chance being 50%, but damage is calculated by rolling 2 D10 and multiplying them. As it happens, the weapons are misnamed, and do not inflict Fire damage. Instead, it is a form of searing light which ignore Fire Armour and Fire Protection. However, Resistance to Light entirely protects against this damage.
Whenever the wielder rolls greater than 70 + MD, then they have rolled a Fumble. They must roll beneath their Initiative with this weapon or roll 2 D10 and multiply the results, applying it to everyone in the wielder's hex. If this damage is 20 or more, this is halved and applied to everyone up to 1 hex distant from the wielder, and so on until the damage falls below 10.
If the Fumble roll also hits, then damage is applied first, then the Fumble is resolved.
Charges
10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 |
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 811 | Perfidious Albion | Magical | Alchemical | 12,000sp | Jim Arona 021 076 9376 |
Joyeuse
This broadsword is larger than usual and weighs 5 lbs. It provides a bonus of 17 to Strike Chance and provides enlightenment of 2 rollup D10 + 1 on a successful strike. It requires PS and MD of 15 to wield, and if the owner can wield it, they may achieve Rank with broadsword or hand-and-a-half. It is considered a 1 or 2-handed sword.
Joyeuse enlightens rather than harm, and so does not cause pain, although the enlightenment may be posthumous. If the force of the enlightenment is greater than 1/3rd of the victim's EN, then they are stunned. The workings of the Resist Pain Talent of the College of the Sorceries of the Mind (or similar magic) are ignored in this case.
This is a Named weapon and Charlemagne is believed to be the owner.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 811 | Lands of Fable | Magical | Enlightenment | 17,500sp | Jim Arona 021 076 9376 |
Light Broadsword and Sheath
This light broadsword has a large cairngorm inset through the blade just above the quillons. It weighs 2 lbs.
Rank may be advanced with this weapon as if it were a broadsword. If the owner wishes to advance their Rank further with this weapon, they may and the experience cost is:
Rank 7 | Rank 8 | Rank 9 | Rank 10 |
2000 | 4000 | 4000 | 3000 |
The Base Strike Chance with this weapon is 65% and the base damage is 2 rollup D10.
Once a day, from mignight onwards, the cairngorm is a legal target for a Light spell, which will cause it to blaze with an unearthly light.
If the wielder is subject to a drain attack, then the damage is applied to the cairngorm first, each point of damage reducing the Rank of the Light spell (thus, it will protect against 21 points of drain damage if the Rank of the Light spell is 20.)
It accepts any weapon spell except Weapon of Darkness, and can inflict A or B Class Specific Grievous Injuries.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 811 | Perfidious Albion | Magical | Light | 16000sp | Jim Arona 021 076 9376 |
Mace of Disruption
This mace weighs 5 lbs. The Base Strike Chance is 60% and it inflicts D+5 damage.
It has been touched by the midday sun, and has the following properties:
- Any lesser undead who receive a blow directly to EN must Break 100 + EN or be instantly destroyed.
- Any roll lower than 25 will hit undead of any kind.
- If the opponent is undead, any damage roll that is less than a 6 is a 6.
- The mace is a focus for Sunray
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 811 | Perfidious Albion | Formerly living | Light | 12000sp | Jim Arona 021 076 9376 |
Rod of Resurrection
This rod may be used to store a Resurrection from a Healer (which will cost them 1 permanent EN. It may be bought back in the usual way). The Rank of the Resurrection is the Rank of the Healer, and different Healers may store a Resurrection into the stone. Therefore, each charge must have the Rank recorded.
When the Rod of Resurrection is to be used, the possessor places it against the body of the fallen, and spends an amount of FT equal to the Rank of the Resurrection, regardless of the actual cost of Resurrection. The operation takes at least as long as it would take a Healer normally.
Refer to 37.3 Healer, page 113 of the Rules to determine the base chances and effects. No bonuses or penalties from Aspect apply.
There are, at the moment, six empty slots and three charged slots.
Healer | Rank |
Flesh Crafter | 11 |
Flesh Crafter | 9 |
Flesh Crafter | 8 |
Once each charged slot is used, it is gone, and may not be used again. After nine Resurrections, the rod will lose all enchantment and become a mundane stick.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 812 | Perfidious Albion | Magical | Flesh Crafting | 15000sp | Jim Arona 021 076 9376 |
Heavy Broadsword
This heavy broadsword weighs twenty-five lbs.
The base Strike Chance is 63%, and base DM is +15. Although the MD required to wield this broadsword is 15, only those who have PS of 35 or higher can strike with it.
The sword is made almost entirely of cold iron, and prohibits the wielder from using magic while they are wearing or wielding it.
It accepts no weapon spell except Weapon of Darkness, and can inflict B or C Class Specific Grievous Injuries.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 811 | Perfidious Albion | Magical | Substantiality | 5000sp | Jim Arona 021 076 9376 |
Armour
Winged Helm
This helm encumbers as if it weighed 6lbs. It does not provide any armour.
It does provide the following defensive properties:
- If the wearer is subject to a possible Specific Grievous Injury, then whoever inflicted this blow may not modify the roll in any way.
- Possible Specific Grievous Injuries in the following ranges are ignored whenever they are inflicted upon the wearer, and thus the blow does no damage at all:
13 | Your opponent's weapon has entered your eye. |
31-34 | A minor wound. Your face is slashed open |
41-42 | A glancing blow lays open your scalp and severs an ear |
43 | A savage slash rips open your cheek and jaw |
70-74 | A crushing blow smashes your helmet and causes a concussion. |
95-97 | Your opponent's weapon has come crashing down on your head and fractured your skull. |
The helm is a legal target for a Coruscade spell. It provides these benefits:
- While the duration remains, the wearer may release the spell or conceal it (in the helm). This requires a Free Act.
- Coruscade will Reduce Damage from any source by 1 (+1 per 10 Ranks).
The interior of the helm is a legal target for a Light spell. The light will not propagate beyond the interior. While the helm is under the effects of a Light spell, it provides these benefits:
- PS is increased by 1 (+1 per 2 Ranks)
- The wearer will be blind if the Rank of the Light spell is 20 or higher, unless they have some special means of avoiding this.
- The wearer is not a legal target for effects that require eye contact if the Rank of the Light spell is 20 or higher.
If the wearer is under the effects of Star Wings, then these manifest as 3 separate pairs that circle the Adept at shoulder, hip and knee height. The largest pair (that circle the hips) extend into the hex on either side. They provide the following benefits:
- The wearer may fly in spaces with only a megahex clearance. Smaller volumes may require a Flying Skill check at the DM's discretion.
- +1 aerial TMR (+1 per 4 Ranks)
- They may ascend or descend vertically or hover in place. However, climbing reduces TMR or movement to a third, and climbing vertically costs 1 FT per Pulse.
- With respect to Encumbrance, the Adept's PS is considered to be their Rank (in Star Wings) +5, if that is less than their actual PS.
- If they have climbed to a height greater than 15 metres or so, the Adept can ride a solar wind which will carry them in the direction of their preference at up to 30 miles per hour (+1 mile per hour per Rank).
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 811 | Perfidious Albion | Avatar | Angelic | 20000sp | Jim Arona 021 076 9376 |
The Lacedaemon Breastplate
This breastplate weighs 8 lbs. It can be worn with any armour except Plate, Improved Plate or Platemail. Wearing this breastplate counts as wearing Plate armour.
- The wearer gains an additional 5 Protection, stackable with Durability or Rune Shield, etc.
- Each round, the first 9 points of damage are intercepted by one of 11 unseeable, pentagonal planes of force which surround the wearer on all sides. Sorcerors of the Mind can always see these planes.
- Whoever attacks the wearer adds 3 to their die roll
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 811 | Sparlainth | Magical | Sorceries of the Mind | 16000sp | Jim Arona 021 076 9376 |
Forest Dragonskin Armour
This armour has a weight factor of 4.5, reduces AG by 1 and provides no penalty to Stealth. It is considered Leather armour, not Scale. If the wearer is in an forest, woodland, jungle or similar environment, their Stealth is increased by 10. It provides an amount of Protection equal to the wearer's base EN (not modified by Strength of Stone or similar magic) or 12, whichever is less. This will apply versus normal blows. They also gain 6 Damage Reduction (regardless of EN value) vs any spell (or spell-like ability).
If the wearer changes shape, and the Rune of that creature is inscribed into a scale, then the wearer will still benefit from the Protection of the armour up to the maximum of their EN as noted above). However,they will appear to be a green-scaled example of that creature, which may raise eyebrows from time to time.
In addition, the wearer may assume the shape of multiple creatures of the same type. This applies only to those creatures that naturally form groups, e.g. packs of dogs, troops of monkeys, gaggles of geese, prides of lions etc. The EN of each creature is determined by the Adept, who must have enough EN to account for them all. All creatures must have the same EN, and they must meet the minimum for their creature type (refer to the Bestiary).
All creatures must have a neighbour that is within 7 hexes of them. If creatures A, B and C are spread 7 hexes from each other(A is 35 feet from B who is 35 feet from C, and A is farther than 35 feet from C), and B is destroyed or removed, all three will be destroyed. If all of the creatures are destroyed, this will force the Adept to appear, dead and evenly distributed over the distance separated.
If at least 2 shapes survives, then the Adept may reform alive, but with his maximum EN reduced by the EN lost to the creatures destroyed. Thus, if he formed into 7 creatures with EN values of 3, and all but two were destroyed, his EN would be reduced by 15. Only Healers who can Regenerate can cure this EN loss.
As noted above, the scales may have Runes permanently engraved into them. This means that the Adept does not need to draw a new Rune each time they wish to cast a spell on themselves. Spells that have their Runes engraved on scales are not immediately obvious nor do they wash off (unless special or magical means are employed).
Scale | Rune | Scale | Rune | Scale | Rune | Scale | Rune |
1 | 2 | 3 | 4 | ||||
5 | 6 | 7 | 8 | ||||
9 | 10 | 11 | 12 |
Once a scale has been assigned a Rune, only a Ritual of Rune Erasure may remove it.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 811 | Perfidious Albion | Formerly living | Forest | 20000sp | Jim Arona 021 076 9376 |
Wolf Armour of Meliadus
This plate mail armour is sized for a human, weighs 36 lbs and prevents any attempt to cast in it. It provides 8 points of Protection, and reduces all incoming damage by 3 such that the wearer would ignore a FT blow of 11 damage or less. It penalises Stealth by 5.
The wearer's PS and MD are increased by 5, while their AG is increased by 1. TMR (on the ground, only) is increased by 3 to a maximum of 8. These bonuses will stack with other effects.
The armour has a reservoir of power which it draws upon to sustain it's special abilties. In the event that the reservoir is empty, the armour weighs 48 lbs, penalises Stealth by 25, and any bonuses to PS, MD, AG and TMR no longer apply.
Whenever the armour is activated (which will last until the end of the season), the reservoir is reduced by 25. It can hold a maximum of 200, and at the moment has
______________
It can be recharged by Galvinism, or magic that gives life to things.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 811 | Perfidious Albion | Magical | Flesh Crafting | 12000sp | Jim Arona 021 076 9376 |
Meliadus' Helm
This helm weighs 3 lbs, and prevents any attempt to cast magic while wearing it. If the wearer is a Ranger, they may subtract their Rank in that Skill from any PC check made to listen or identify sounds. The ears of the mask focus the wearer's hearing so that if they make this check (at the discretion of the DM), they may even target an entity or object so long as it is making some noise. This attracts the usual penalty for attacking blind, but it may be applied to thrown, missile attacks or spells that manifest their effects as a bolt or projectile (i.e. Diamond Javelins, Starfire, etc).
The jaws of the mask are articulated and will bite at the direction of the wearer. The Strike Chance is calculated from the wearer's Rank in Unarmed Combat, and the base Damage Modifier is D+3. The jaws inflict B Class damage. If the bite is successful, regardless of whether any damage is done, the mask will automatically shake their target, inflicting 2 rollup D10 per Pulse. Bonuses from PS and Rank may be applied. Preparing or loosing spells is impossible if the mask is shaking.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 811 | Perfidious Albion | Magical | Flesh-crafting | 5500sp | Jim Arona 021 076 9376 |
Mr Wulf's Fur Coat
This fur coat counts as cloth armour and provides six points of protection. It has a weight factor of 2.5, and will adjust itself to its wearer. It is very cool and the wearer subtracts five from the gauge. It can quickly become dangerously cold. For every point that the wearer's gauge is below seven, they will lose one point of FT per hour. Magical abilities may reduce or remove these penalties.
At a cost of two FT, the wearer may take the general appearance of a type of creature they have studied. This study is treated as an Adventuring Skill with an Experience Multiple of 125. Each creature type is learnt and advanced separately and is considered to be the Rank of the disguise. They must have had an opportunity to examine the creature's behaviour reasonably closely.
The wearer may disguise themselves as a creature of the same size or a creature larger in size by up to Rank feet in any dimension, whichever is greater. They may not disguise themselves as something smaller than themselves. The disguise can be sustained for as long as the wearer maintains concentration.
At least four points of FT must be surrendered to the coat each day or it will starve, dying in seven days.
Adventure | Season | Plane of Origin | Aura | Nature of Magic
|
Value | Cursed | GM |
16 ¼ s of Time | Summer 812 | Uranus | Living non-sentient | Disguise
|
12,000sp | Jim Arona 021-076 9376
|
Forest Dragon Scale Armour
This armour has a weight factor of 4, reduces AG by 2 and penalises Stealth by 10, except in a Forest, Wood or Jungle environment, where it provides a bonus of +15.
It is considered Mail armour, and does not allow the wearer to access a spell rack if they own one.
It provides 8 points of Protection.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 811 | Perfidious Albion | Formerly living | Forest | 10000sp | Jim Arona 021 076 9376 |
Forest Dragon Leather Armour
This armour has a weight factor of 1.5, and increases the wearer's Stealth by 5, except in a Forest, Wood or Jungle environment, where the bonus is +20.
It provides 6 points of Protection.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 811 | Perfidious Albion | Formerly living | Forest | 7500sp | Jim Arona 021 076 9376 |
Jewellery
Great Ring of Plants
This ring encumbers as if it weighed 4 oz, and must be worn on the ring finger of the left hand.
It provides these special abilities:
- The bearer's Rank in Herbalist is increased by 1. Unranked increases to 0, Rank 10 increases to 11.
- They know the spell Converse with Plants of the College of Earth Magics, and may Rank it.
- They know the spell Enchanting Plants of the College of Earth Magics, and may Rank it.
- They may, by sacrificing 1 EN, Awaken a plant so that it is sentient. This EN loss may be recovered in the usual way. Such a plant will feel great loyalty to the bearer (unless they are betrayed) and be loyal to their interests.
- No other Great Ring may be borne at the same time.
- Unless the bearer allows it, no plant may move closer to them than 5 feet unless they succeed in a Magic Resistance check.
- The ring will store up to 15 FT. This can only be used for casting magic and the abilities of the Herbalist profession count in this regard (if they cost FT). The ring's store may be replenished by committing FT to it, the process taking an hour. However, until the bearer is completely rested, they only recover FT at half the normal rate (2 FT per hour of sleep, Restoratives only give half their FT value, etc).
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 811 | Perfidious Albion | Living plant | Plant | 20000sp | Jim Arona 021 076 9376 |
Amulet of Karistocles
This amulet must be worn openly to be effective, although anywhere on the chst will do. It weighs 4 oz.
The wearer subtracts 5 from the result of their die roll when making a Magic Resistance check. This will not stack with other subtractions from the die roll, the greatest subtraction will apply, however.
Note: This does not increase Magic Resistance. Since Magic Resistance is not increased, neither is Active Magic Resistance. On the other hand, the 5 point subtraction from the die roll is not affected if the wearer's Magic Resistance is halved etc.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 811 | Perfidious Albion | Construct | Galvanism | 12000sp | Jim Arona 021 076 9376 |
Miscellaneous
Chain of Astrological Movement
This chain is 6 metres long and weighs 20 lbs.
If the chain is held by an Astrologer, and attached to an object or entity stasised or otherwise frozen in time, then they may adjust their position by sliding them along the Hours of the Day or Night.
The maximum rate of movement possible while negotiating the Hours is 25 yards per minute per Rank in Astrology (1 TMR per 2 Ranks). The FT cost per hour of movement is reflected in the table below:
Hour | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|
FT Cost | 0 | 2 | 2 | 4 | 6 | 10 | 16 | 26 | 42 |
This schedule will reset at dawn so breaking the movement into smaller periods does not avoid the greater FT cost.
Adventure | Season | Plane of Origin | Aura | Nature of Magic
|
Value | Cursed | GM |
16 ¼ s of Time | Summer 812 | Perfidious Albion | Magical | Astrology
|
12000sp | Jim Arona 021-076 9376
|
Witch Gauntlet
This gauntlet is made for the right hand appears to be made from leather and bronze. It weighs 1 lb.
To activate the gauntlet, the wearer's right hand must have 5 fingers and a thumb. This may achieved by curse, birth defect or witch mark. However, in the last case, such a person will count as a witch, regardless of their gender. They are vulnerable to witch salt, having copper nails driven into their footprints and can be detected by witch smellers etc. The Witch Gauntlet magically raises the paranoia level of the common folk so that any oddity may be looked upon with gnawing suspicion.
Note that, while it is worn, the wearer's hand appears only to have four fingers and a thumb, although of somewhat menacing aspect. Largely, the existence of the appropriate number of fingers will not likely dissuade the suspicions of most observers.
When the gauntlet is active, the wielder may charge the gauntlet with any Pass Action that they could reasonably execute with that hand (and the arm associated with it). This can be executed, for example, when the wielder is stunned, unconscious or otherwise unable to normally execute such a Pass Action.
Specific Grievous Injuries which attack the hand or arm will be deemed to render the gauntlet inoperative until the wound is cured.
The wielder must perform a Witch Rite under the Dark of the Moon to charge the gauntlet, whereupon they will be unable to change it until the next Dark of the Moon.
Pass Actions that the wielder might charge the gauntlet with:
- take a Potion (from the wielder's belt, and consume it)
- draw a weapon
- set off a grenado
- anything else that the DM will allow
Adventure | Season | Plane of Origin | Aura | Nature of Magic
|
Value | Cursed | GM |
16 ¼ s of Time | Summer 812 | Perfidious Albion | Formerly living | Witchcraft
|
12000sp | Jim Arona 021-076 9376
|
Portable Athanor
This alchemical device weighs about 20 lbs. While an Alchemist uses it, they are considered to be in their laboratory and can prepare any product that they have the resources for.
If they are actually in their laboratory, their effective Rank in Alchemy is increased by 1 and they can produce alchemical products in half the normal time. This does not allow a Rank 4 Alchemist to learn how to make products that they do not know how to create. It does improve the virtue of these products where appropriate.
Adventure | Season | Plane of Origin | Aura | Nature of Magic
|
Value | Cursed | GM |
16 ¼ s of Time | Summer 812 | Perfidious Albion | Magical | Alchemical
|
12000sp | Jim Arona 021-076 9376
|
Drake Coach
This appears as a coach drawn by a pair of black horses. On close examination, the coach and the horses are revealed to be covered in scales. There is a maker's mark under the seat which says 'Meliadus of Kroiden'.
There are shuttered openings and a door on each side of the coach.
This sign is posted on the wall and cannot be removed:
- Abstinence from liquor is requested, but if you must drink share the bottle. To do otherwise makes you appear selfish and unneighbourly.
- If ladies are present, gentlemen are urged to forego smoking cigars and pipes as the odour of same is repugnant to the gentler sex. Chewing tobacco is permitted, but spit with the wind, not against it.
- Gentlemen must refrain from the use of rough language in the presence of ladies and children.
- Furs are provided for your comfort in cold weather. Hogging the furs will not be tolerated and the offender will be made to ride with the driver.
- Don't snore loudly while sleeping or use your fellow passenger's shoulder for a pillow; he or she may not understand and friction may result.
- Weapons may be kept on your person for use in emergencies. Do not use them for pleasure or shoot at wild animals out the window. This can rile the horses.
- In the event of runaway horses remain calm. Leaping from the coach in panic will leave you injured, at the mercy of the elements, hostile locals and hungry beasts.
- Forbidden topics of conversation are: highway robberies and uprisings by hostile locals.
- Gents guilty of unchivalrous behaviour toward lady passengers will be put off the coach. It's a long walk back. A word to the wise is sufficient.
In the normal course of events, it can travel thirty miles a day over flat, easy terrain, perhaps a little more if the roads are good, less if the going is hard. If more speed is desired, then a driver can increase the movement rate of the coach to Rank in Horsemanship miles per hour. Unless they have specifically trained in driving a team of horses, then they suffer a penalty of 3 to their Rank. This ability costs a point of FT per hour of travel.
The coach is an object but is a legal target for these spells: Wildfires, Ice Traversal, Fire Armour, Heat Shield and Rune Shield. Its PS is considered 40 minus 5 per passenger (and luggage) carried.
The coach has four defensive panels: the top, the right side, the left side and the back. Each panel has 10 points of armour from the scales and can absorb 100 points of damage before it is breached. A breach is a hole large enough for a man to climb through. The horses cannot be harmed since they are some peculiar form of unreality.
The size of the coach and pair is about 20 feet long by 8 feet across. It can be itemised (triggered by a keyword) to a model 12 inches long by 5 inches across and will be adored by children everywhere.
Adventure | Season | Plane of Origin | Aura | Nature of Magic
|
Value | Cursed | GM |
16 ¼ s of Time | Summer 812 | Perfidious Albion | Formerly living | Transformation
|
37,500sp | Jim Arona 021-076 9376
|
Ephemeral Chalice
This chalice only assumes solidity in Bleyze' hands, at which time it weighs 1 lb. Changing the chalice from a solid to ephemeral state and vice versa requires a Pass Action.
- While the chalice is physically manifest, it may hold a Bound Fire, which may be used in all of the usual ways of such things.
- Fire Bound in the chalice does not require concentration,
- The Fire Bound in the chalice may be used in the place of FT when casting magic of the College of Fire Magic, and the Adept is considered to be in contact with Fire. Talents do not inflict a reduction but General Knowledge magic reduces the Bound Fire by 1 Rank, Special Knowledge magic reduces it by 2.
- The Fire Bound in the chalice may be used to change the damage type of a spell that causes damage through heat and fire to inflict damage as if by cold. Whenever the Adept changes damage type, the Rank of the Bound Fire is reduced by 1(this is cumulative with the reduction noted above). When the Rank is less than 0, the Bound Fire is extinguished.
- Finally, the Adept pays half the EN cost when extending the duration of the Bound Fire.
Adventure | Season | Plane of Origin | Aura | Nature of Magic
|
Value | Cursed | GM |
16 ¼ s of Time | Summer 812 | Lands of Fable | Magical | Ephemera
|
Quest | Jim Arona 021-076 9376
|
Cube of Earth
This solid cube is formed from flaking greenish stone which is bound by four straps of black metal. Something turgidly fluid roils at the centre of the. Each edge is about 12 cms long, and it weighs 14oz.
By casting the Ritual of Binding Wills, the bearer may Bind Earth as if they were a member of the College of Earth Magic.
Adventure | Season | Plane of Origin | Aura | Nature of Magic
|
Value | Cursed | GM |
16 ¼ s of Time | Summer 812 | Lands of Fable | Magical | Earth
|
Quest | Jim Arona 021-076 9376
|
Bandersnatch Pot
This small pot will hold a volume of about 4 oz of water. It weighs 3 oz additional to the weight of the material carried inside.
It is extremely non-reactive, being able to contain aqua regia or jabberwock blood without degrading.
It will hold Form Without Substance for one week.
Adventure | Season | Plane of Origin | Aura | Nature of Magic
|
Value | Cursed | GM |
16 ¼ s of Time | Summer 812 | Lands of Fable | Formerly living | Resistance
|
300sp | Jim Arona 021-076 9376
|
Phylactery of Strength of Stone
This is a scroll that appears to be itemised so as to form a brooch. Strength of Stone has been invested in the phylactery at five times the normal cost. 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: 80% Range: 10 feet Duration: 21 hours Rank: 20 Effects: +20 Endurance
Adventure | Season | Plane of Origin | Aura | Nature of Magic
|
Value | Cursed | GM |
16 ¼ s of Time | Summer 812 | Lands of Chaos | Formerly living | Spell Storage
|
20,000sp | 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 |
16 ¼ s of Time | Summer 812 | Lands of Chaos | Formerly living | Spell Storage | 10,000sp | Jim Arona 021 076 9376 |
A Stone from a Plover's Nest
This stone may have one charge of Invisibility invested in it at no cost. When the spell is discharged, it may be reinvested in the same way.
Cast Chance:_______% Duration:_______ Range:_______ Rank:______
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 812 | Lands of Chaos | Magical | Spell Storage | 5,000sp | Jim Arona 021 076 9376 |
Well of Ice
This ?? Description ??. In fact, it is a Well of Ice. For every point of EN sacrificed to the well, 1 Ice is returned each year on the occasion of the next Vernal Equinox. If the well has had no EN sacrificed to it, it will simply hold whatever Ice remains until it is either emptied, which will destroy it, or EN is sacrificed to it.
- The well is now installed in Kerberoth where it will be used by Lord Tirwh and his people.
- The following adventurers are permitted free access to it and have invested in it:
Adventurer | Aryan | Bleyze | Grendel | Kilroy | Michael |
---|---|---|---|---|---|
EN (Date) | 1 - 05/02/812 | 1 - 05/02/812 |
Adventure | Season | Plane of Origin | Aura | Nature of Magic
|
Value | Cursed | GM |
16 ¼ s of Time | Summer 812 | ? | Magical | Ice
|
Quest | Jim Arona 021-076 9376
|
Allies
Brightleaf
Brightleaf is an ent who is also, permanently the terminus of a Rune Portal. He is not the terminus of a Permanent Rune Portal, however. Indeed, he can be connected to a temporary network of Rune Portals.
He is known to wander the western edges of Perfidious Albion, through the hag-infested forest that runs between the coast (which forms the barrier with the Deep Green) and Xantabri. He does not stay in any one location for longer than a fortnight, since he is constantly looking for Ent-wives. When he is moving, he covers on average 50 kms per day.
- Description
- Brightleaf is a large, vaguely humanoid being who shares some of the appearance of great trees. He has bark-like skin, is long-limbed and appears to be made out of wood. He stands 13 feet tall and is a 3-hex creature.
- Comments
- Brightleaf is wary of fire and those who use axes and may react poorly to people that use them. He actively dislikes people who wear mask and may well stomp on them before asking any questions.
- Abilities
- Brightleaf is interested in Herbalism, the forest, and would like to advance Ranger. He is of a dissertatious nature, and should he be given the opportunity, he would learn Philosopher in half the time. Although he doesn't meet the College requirements yet, one day he would like to learn Earth Magic.
- Brightleaf, like all Ents, possesses the ability to shatter stone by laying his hands upon it. This requires a Pass Action. He may tear holes in a stone structure of about 8 cubic ft if he uses both of his hands.
- Movement Rates
- Running: 400
PS: | 110 | MD: | 14 | AG: | 16 | MA: | 12 | EN: | 42 | FT: | 51 |
---|---|---|---|---|---|---|---|---|---|---|---|
WP: | 18 | PC: | 20 | PB: | 10 | TMR: | 8 | NA: | Bark absorbs 8 DP |
- Weapons
- Brightleaf may attack with both hands (and a stomp against anything 2 hexes tall and smaller) without penalty. He may use a giant club if he has the time to fashion one.
- Club: BC 78%, [D + 8], Melee, 9 Hexes, Rank 3.
- Hands: BC 85%, [D + 11], Melee, Close, Rank 4.
- Stomp: BC 75%, [D + 15], Melee, Close, Rank 4.
Adventure | Season | Plane of Origin | GM |
16 ¼ s of Time | Summer 812 | Perfidious Albion | Jim Arona 021 076 9376 |
Mark
Aryan has agreed to serve Mark, Death's Champion.
Mark is an Immortal, not a god, and will not respond to appeals for aid nor may he be summoned. Serving him, or more accurately, the quest he pursues, is a dangerous and taxing task. Although he is a patron, he behaves more like a comrade in arms and expects his companions to serve with honour. He is always sad when worthy comrades fall.
Those in his service gain two benefits:
Traverse the Valley of Death
In the Shadow of Death
Mark expects a standard of behaviour congruent with honour and decency. He takes a final approach to people who are actively dishonourable. If he grows unsure of the rectitude of someone in his service, he will end the relationship directly. If he is certain that there has been impropriety or worse, his response will be swift and unilateral.
He is somewhat sentimental, and has a soft spot for lovers, so his approval can be won if star-crossed lovers are united.
Adventure | Season | Plane of Origin | GM |
16 ¼ s of Time | Summer 812 | Land of Fable | Jim Arona 021 076 9376 |
Helm
Helm is a sentient and telepathic colony of microscopic, astral worms currently living inside Michael since they apparently are kindred spirits. Both are weasels who describe themselves as 'simple entities trying to make their way in a rough multiverse'. Helm's view of the world is that their host is a system of connected pathways it must chart in preparation for the Rhapsody. Helm considers theirself a nation, not an individual.
Helm splits food (and the FT received from food) with their host until Helm is replete at full FT. Helm and their host may share/use each others FT. At 0 FT Helm is starving and largely uncooperative until fed.
The host may explore this unique relationship by Ranking of the Beastmaster Skill. As the Skill is advanced the distinction between the host and Helm becomes more and more blurred. At rank 10 they would no longer consider themselves as separate beings but, rather, something new. For most game purposes, they are a single entity (just twoish minds). However Helm can be detected by healers and will be harmed by attempts to 'cure' their host of them.
- Unranked- basic communication
- Helm and their host may communicate with each other laying the foundations of a beautiful friendship, insofar as each of them can concieve of the concept 'friend'. The host may use Helm's FT instead of eating normally and has double the capacity for food / and or alcohol. Helm aggressively seeks out and eliminates other competitors from their host's system. Helm may attempt to Cure Disease as a Healer of equal Rank to their host's Rank in Beastmaster.
- Helm has 2 EN and 2 FT. This may be raised once per adventure or season, whichever is less, in the usual way, except there is no cap to Helm's FT.
- Rank 1- Helm begins to understand the senses
- Helm gains 1 EN per Rank (they grow).
- The host's effective PC is raised by their Rank in Beastmaster.
- Rank 2- Helm's understanding of fleshling culture increases
- The nuances of humour becomes transferrable (particularly anything scatological).
- The host may use Helm's FT for exertion.
- Rank 3- Helm begins to understand the workings of the body.
- Helm may substitute the functions of one vital organ except the skin and brain should it have become damaged and, in this way, keep the system functioning. An extra non-brain, non-skin organ is allowed at Rank 5. Yet another organ is allowed at Rank 10, and this can include the brain.
- For 1 EN & 1 FT each (i.e. 1 EN & 1 FT from Helm, and 1 EN & 1 FT from the host), Helm may create a 'Forlorn Hope', a small, independent thing in the shape of a silken strand about 15 centimetres in length. It has 1 EN & 3 FT and moves like a silverfish. This can explore the surroundings (at 1 TMR) its experiences relayed back to Helm and its host to varying degrees. Michael and Helm can both communicate with the Forlorn Hope when within Range of Michael's Talent of Speaking with Creatures of Light, even if there is no line of sight.
- At ranges beyond that, but within 1 mile, Helm can tell if the Forlorn Hope is dead or alive and something of its emotional state (afraid, confused, curious etc). It has half its host's PC for purposes of making PC checks and is a legal target for Witchsight.
- Each hour it is separate from Helm, the Forlorn Hope loses 1 FT, EN when FT is exhausted. It is dead when its EN is exhausted.
- EN lost because the Forlorn Hope was destroyed may be 'rested back' (taking 3 days per point of EN lost) or if the host's body has the EN Regenerated back by a Rank 8 Healer or better.
- Rank 4- Helm understands the body as a system
- Helm may attempt to Neutralise any Poisions their host is subject to as if they were a Healer of their host's Rank in Beastmaster. Note that Helm will not normally be affected by poison unless it is specifically targeted at colonies of their kind.
- Helm may spin silken filaments to form a garotte for their host
- Rank 5- Personalities begin to blur noticeably.
- Responsibilities for running the body/bodies becomes shared. The host does not need to sleep, but benefits from the enhanced rate of FT recovery by doing so. Should they actually sleep, Helm and their host are always aware at some level and so are considered alert but at 1/2 PC.
- Forlorn Hope gains +1 TMR
- Rank 6- Sexual reproduction is fully understood.
- The libido of Helm and their host is dialed up to 11 in a burst of 'adolescent' experimentation.
- A Forlorn Hope may infect another entity. This does not provide any control, but does allow the infected entities senses to be shared with Helm and their host.
- Virility increased by 5 x rank.
- The garotte's base Strike Chance is increased by 5, and the damage is increased by 1.
- Rank 7- Helm understands aging and change in their host's body.
- Their host does not effectively age. If they are magically aged, their host's body will return to the prime of their physical condition at a rate of 1 year / week (although this uses 1/2 of Helm's FT).
- Helm's undertsanding allows them to maximise the value of Healing magic when it is cast upon their host. Thus, they may cure Specific Grievous Injuries as if they were a Healer of their host's Rank in Beastmaster, or half their host's Rank in the Healing Spell, whichever is least.
- Rank 8- Total body sharing.
- Helm provides their host with a second Magic Resistance against spells that attack his consciousness: Enchanted Sleep, Mental Attack, Hibernation, Knockout Gas, Century Long Sleep from any source.
- If Helm takes a Pass Action and spends FT, Helm's host may Break 100 + WP + Rank in Beastmaster. If they succeed, they recover. The initial FT cost is 1, but doubles for each attempt, thus 2 then 4 then 8 then 16 etc.
- Rank 9- Total mind sharing.
- Mental processes are no longer confined to one mind, instead flowing between Helm and their host, making them very difficult to target with abilities that attack the mind, the personality or the functioning of the body. This includes Charm, Mass Charming, Control Person, Binding Will, Control Entity, Love Philtres, Hypnotism, Compelling Obedience
- The garotte is animate, and will inflict damage without requiring an Action from Helm's host.
- The Forlorn Hope gains +1 TMR
- Rank 10- Transformation.
- An entirely new entity rises and adopts a new name. They may alter their appearance and, with time, species and gender.
- The value of physical stats may be added to or subtracted from a pool calculated by summing their host's unmodified PS, MD, EN, AG and PB and adding 10. No stat can be enhanced more than 10 points, although they can be reduced down to 5. No stat can be raised beyond 25.
- Shifting these takes 5 FT and 1 day per point moved.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 812 | Perfidious Albion | Long lived sentient | Worm | Quest | Jim Arona 021 076 9376 |
Prestige
Prestige is a deck of playing cards, and weighs 4 oz. Each card displays an eye on the back.
Whoever owns Prestige (which requires the sacrifice of 1 EN, that can be bought back in the usual way), may cast magic as if they were an Adept of the College of Illusions.
MA requirements must be met, however, and the deck must be held in the owner's hands when casting. Any Talent, Spell or Ritual may be advanced in all ways as if the owner were, in fact, an Adept of that college.
At the moment, only the General Knowledge Magic is available to the owner, but should they wish, they may buy Special Knowledge magic, or acquire it on their adventures.
Prestige does not have any other abilities, and being a deck of cards, does not have stats. Should the need arise, however, it is capable of moving at a modest shuffle, covering about 1 Hex every Pulse. Decks are not terribly athletic, however, and prefer to lie around on tables.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 811 | Land of Fable | Long lived sentient | Chance | 25000sp | Jim Arona 021 076 9376 |
Lore
------------------------
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 811 | Tanuel | Magical | Resurrection | Quest | Jim Arona 021 076 9376 |
Abilities
Bleyze' Ritual of Binding Fire (Q-1)
Range: 10 feet + 10 / Rank
Duration: 1 hour + 1 / Rank
Experience Multiple: 500
Base Chance: 10%
Resist: None
Target: Fire
Material: Fire source + Endurance (optional)
Actions: Chanting and spinning
Concentration Check: Standard
Effects: The Adept gains complete control over a fire source as large as 10 (+ 10 / Rank) cubic feet. This fire may then be moulded and shaped as desired but with a minimum of one foot thickness in any dimension.
Regardless of the shape created, the fire retains its normal heat and damaging properties. Damage is as per a large bonfire or [D - 3] if the entity is within
one hex. Bound fire is unaffected by normal rains and winds short of hurricane conditions, but may be extinguished by a dousing of water of similar or greater
volume than the fire.
If the Adept sacrifices 2 points of Endurance from a sentient as part of the ritual, the duration of the Ritual of Binding Fire is enhanced to 1 year (+ 1 / Rank).
If the Adept sacrifices 4 points of Endurance from a sentient creature the duration of the Ritual of Binding Fire is permanent. This Fire is bound to a specific non-movable item from which the fire appears to issue (e.g. a ruby set in a wall, a line of runes on a floor etc). Permanent Bound Fire can be suppressed for [21 - Rank] minutes by a dousing of water of similar or greater volume than the fire, attack with magical cold for more damage than the damage rating of the fire etc. To disippate a permanent Bound Fire the object to which it is bound must be broken, destroyed or seriously defaced.
The Adept may instil basic intelligence in a Bound Fire if desired and give the entity thus created simple commands.
- Special
Bleyze may spin shimmering silk from fire he is Binding in any of the colours of flame. This silk may be threaded into robes (as part of the Ritual process) which, for Blezye only, will provide 5 Protection and Spell Armour (+1/4 Ranks). Any Protection value from cloth armour is ignored, unless it is magical, and the DM rules that it will stack. If the robes are made with Rank 20 Flamesilk, then Bleyze may subtract 5 from his die roll when Resisting Magic (making it easier) and his Defence versus all missile or thrown attacks will increase by 20.
Anyone wearing clothing with Flamesilk threaded into it may increase their PB by one for every Rank of the Artisan Tailor in excess of 7 (to a maximum of +5 or their Racial Maximum, whichever is lowest).
An Artisan Tailor of at least Rank 7 is required to make the robes, who will need a month to make them. It will cost them 30sp per day. The cost will double to 60sp per day if the robes are Rank 9, 120sp per day for Rank 10, and so on.
They may be reduced by A and B class Specific Grievous Injuries, but not C class, unless, in the opinion of the DM, this is warranted. The robes are destroyed when reduced to 0 or less and a new set will have to created. Otherwise, they may be repaired, taking 3 days, the cost being reflected above.
Adventure | Season | Value | GM |
16 ¼ s of Time | Summer 811 | Quest | Jim Arona 021 076 9376 |
The Appreciation of Beauty
Experience Factor: 200
Effects: By visiting places where great art is displayed or attending performances of surpassing grace and wonder, an adventurer may be deeply moved by the experience so that, at a later time, they will be able to draw upon their recollection and find the fortitude to shrug off the twisted and insidious blandishments of Horrors and their ilk.
The Experience Factor of this particular exhibition is 200, and the viewer multiplies this number by the Rank they wish to know it at. The maximum Rank is 20.
If they should be attacked by such things that the DM believes the recollection of art may be of use, then the adventurer may spend the points until there are none left, each point providing a 5 point bonus to resist effects which target their personality, spirit or will. This takes no Action, but must be declared before they have made the die roll.
If this appreciation has not been used before the next solstice or equinox, the binder recovers 20% of the Experience spent. This keeps happening unless they invoke it or until they recover 80% of their initial expenditure, whichever comes first.
Ranks
20 | 19 | 18 | 17 | 16 | 15 | 14 | 13 | 12 | 11 |
10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 |
Adventure | Season | Value | GM |
16 ¼ s of Time | Summer 811 | Quest | Jim Arona 021 076 9376 |
Wall of Force
Range: 10 feet + 10 ft / Rank
Duration: 10 minutes + 10 mn / Rank
Experience Multiple: 450
Base Chance: 20%
Resist: None
Storage: Investment
Target: Area
Effects: This spell conjures a wall of shimmering force that is 10' high, 20' long and 2' thick, or a dome 15' high with a 10' diameter. The wall is visible, but does not obstruct vision. The Adept may choose to increase the height, diameter or length of the wall by 1' for each Rank the Adept possesses in the spell.
The wall may not be created on top of an entity, and is subject to the usual restrictions as physical walls (even though it is not a physical wall spell).
The wall affects those attacks that must pass through the wall itself. The Rank of the Wall of Force is subtracted from the damage, and the remainder is reduced by 10%(+ a further 10% for every 5 Ranks in the spell).
The wall acts as a barrier to any attack, magical or otherwise, which must physically cross it, e.g. missile and thrown weapons, bolt spells, Fireball, Dragonflames, a basilisk's gaze, a dragon's breath, Telekinetic Rage. It does not have an effect on Hellfire, Disruption, Putrid Wound, Necrosis, Hand of Death, Phantasm, Spectral Warrior or Nightmare Illusions.
In addition, it hinders the passage of any entity trying to pass through it so that they must use up as many hexes of TMR as the Adept has Ranks before they can pass through it.
Adventure | Season | Value | GM |
16 ¼ s of Time | Summer 811 | Quest | Jim Arona 021 076 9376 |
Combat Teleport
Experience Multiple: 300
Effects: Each day, dawn to dawn, Grendel is entitled to teleport Rank + 1 hexes (thus, 21 hexes at Rank 20) but no more than 1 hex per 3 (or fraction) Ranks in a Pulse. This requires no Action and behaves in many ways as if it were part of his 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 5 hexes to deliver a melee attack with a non-pole weapon and not attract a penalty.
If the bearer should choose to teleport to a hex that they cannot see, then they 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.
Adventure | Season | Value | GM |
16 ¼ s of Time | Summer 811 | Quest | Jim Arona 021 076 9376 |
Penetrating Vision
Experience Multiple: 225
Effects: Michael may see through any obscurement such as smoke, dust, water, fog, cloud or rain though not darkness) to a distance of 10 feet (+ 10
/ Rank) as if unobscured. Normal penalties then accrue from this range.
He has a Base Chance of PC (+ 5 / Rank) of Detecting Illusions if he takes a Pass Action — each Illusion may only be checked once. Detecting an Illusion allows Michael to see (only) through it. No other part of the illusion is penetrated.
This Talent replaces Enhanced Vision, and cannot be taught.
Adventure | Season | Value | GM |
16 ¼ s of Time | Summer 811 | Quest | Jim Arona 021 076 9376 |
Traverse the Valley of Death
Range: Self
Duration: Varies
Experience Multiple: 300
Base Chance: 10%
Effects: This Talent allows Aryan to enter the Valley of Death, a realm inimical to mortals, who will instantly die upon entering it. Only those who are immortal, or of the undying (as Aryan and Elves in general are) have any chance of surviving this realm.
Even then, there is a price to travel in this way, which must be paid in blood. Whoever travels through the Valley of Death loses all of their FT and reduces their EN by 10. The amount of EN doubles on each subsequent trip, resetting on the Season-end festival.
The Valley of Death is proximate to any mortal realm, 'though only very rarely contiguous to two or more. It is most definitely not proximate to the Abyss, the Void, Hell, the Firmament, or indeed any realm that is empty of mortals. In general, Aryan cannot travel from plane to plane with this ability, although he can travel from point to point within a mortal realm.
The distance covered is not a factor, but he must travel from one Death Node (burial place, graveyard, cemetery or cenotaph) to another that he has recorded. The first burial place costs nothing, the second costs 1 permanent point of EN, the third point costs 2 , the fourth costs 3, incrementing by 1 each time. This value resets to 0 on planes where he has no Death Nodes established.
Travel through the Valley of Death has a downside or two.
- Any Specific Grievous Injury not completely treated before entering the Valley will re-open, all of the repair work being undone.
- No Healing can be attempted while in the Valley of Death, these effects always fail, whether by use of Skill, Magic or Divine Boon.
- Anyone who dies while in the Valley of Death will die without hope of resurrection unless they are immortal or have powerful allies.
Adventure | Season | Value | GM |
16 ¼ s of Time | Summer 811 | Quest | Jim Arona 021 076 9376 |
In the Shadow of Death
Aryan does not lose consciousness unless his EN is reduced to a negative number less than half his modified EN. If he has 25 EN and a Rank 20 Strength of Stone, he will not lose consciousness until his EN reaches -23.
If he is slain outright (for example, if he is decapitated), then he will likewise not sustain consciousness.
Adventure | Season | Value | GM |
16 ¼ s of Time | Summer 811 | Quest | Jim Arona 021 076 9376 |
Mental and Physical Fortitude
This character 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.
This costs 3 EN which may be bought back in the usual way.
Adventure | Season | Value | GM |
16 ¼ s of Time | Summer 811 | Quest | Jim Arona 021 076 9376 |
Forest Passage
As a result of drinking the blood of a Forest Dragon, naturally occurring plant life will courteously bow to allow Kilroy to pass them by. This applies to any plant life that might be found in a forest, wood or jungle. After he has passed, they will smoothe away the marks of his path.
Plant-based obstructions that arise from the unnatural workings of Alchemists in their laboratories or the unclean manipulations of magery are substantially less affected if they are affected at all.
In most cases, Kilroy will not be inconvenienced by obstructions caused by naturally overgrown plants. He can pass through a Wall of Thorns in 3 Pulses without having to cut a hole first, nor will he suffer any damage from it.
Anyone attempting to follow his tracks will suffer a 20 point penalty in a forest, wood or jungle.
Kilroy's Stealth in a forest, wood or jungle is, likewise, increased by 20.
Adventure | Season | Value | GM |
16 ¼ s of Time | Summer 811 | Quest | Jim Arona 021 076 9376 |
Hellfire - Spell Magazine
Spell: Hellfire.
Effects: This incantation of the spell makes the spell last for a number of available Cast Actions equal to the number of targets that the spell can normally affect. Each Cast need not be prepared, and Cast Checks which result in Double or Triple Effects can only be used to increase damage or range. If the Cast Check is high enough it can cause Backfires.
The duration of the effect is in available Cast Actions, even if the Adept chooses not to use them. Triggering an invested, moving, drinking a potion, etc, will all reduce the spell magazine.
Cost: 3000
Constraints: Unracks the spell, reduces FT value by 3.
Adventure | Season | Value | GM |
16 ¼ s of Time | Summer 811 | Quest | Jim Arona 021 076 9376 |
Fire Arc - Translocation
Spell: Fire Arc
Effects: When the Adept casts this incantation of Fire Arc, they are consumed in a ball of fire, only to appear anywhere within range and line of sight. If the Rank of Fire Arc is Rank 20, they may return to their original location the following Pulse.
Cost: 3000
Constraints: Unracks the spell, reduces FT value by 2.
Adventure | Season | Value | GM |
16 ¼ s of Time | Summer 811 | Quest | Jim Arona 021 076 9376 |
Fire Ball - Fire Blast
Spell: Fire Ball
Effects: When the Adept casts this incantation of Fire Ball, the fire manifests explosively and will expand to fill a volume. The table below outlines its properties, where diameter refers to the volume in an open area, whereas length refers to how long a volume it will travel down, assuming 10 ft by 10 ft corridors.
Rank | Diameter | Length |
---|---|---|
0 - 4 | 1 hex | 8 inches |
5 - 9 | 2 hexes | 5 ft |
10 - 14 | 3 hexes | 18 ft |
15 - 19 | 4 hexes | 40 ft |
20 | 5 hexes | 80 ft |
The Fire Blast inflicts the normal fire damage of a Fire Ball of its Rank. In addition, however, anything in the volume of effect must Break 100 + PS (+2 x PS if they made their Resistance Check) or be thrown back or to the ground by the blast. Regardless of whether they fall, they take overpressure damage. This is counted in feet from their position to the extent of the range which is closest. They may take more damage if they are thrown violently against an obstruction.
Firearmour does not protect against this damage.
Cost: 3000
Constraints: Unracks the spell, reduces FT value by 2.
Adventure | Season | Value | GM |
16 ¼ s of Time | Summer 811 | Quest | Jim Arona 021 076 9376 |
Control Person - Dominate Will
Spell: Control Person
Effects: When the Adept casts this incantation of Control Person, the target must be conscious, and the duration becomes 1 hour + 1 hour per Rank. The victim is compelled to obey the Adept if they had been subjected to a Ritual of Binding Will.
Victims of this spell are never in any doubt that they have been controlled, and if they were not hostile before, they will almost certainly be afterwards.
Cost: 3000
Constraints: Unracks the spell, reduces FT value by 2.
Adventure | Season | Value | GM |
16 ¼ s of Time | Summer 811 | Quest | Jim Arona 021 076 9376 |
Hypnotism - Suggestion
Name: Suggestion
Spell: Hypnotism
Effects: This incantation of Hypnotism allows the Adept to target and make a single Suggestion verbally or by means of the Telepathy spell. If Telepathy is used, the projection of the Suggestion is entirely mental, and the Adept need not meet their victim's gaze nor speak their language.
The Suggestion is implanted at the time of Casting, and the duration is Immediate, although its effects may last for 3 hours (+3 hours per Rank).
Note: Because of the indirect nature of this magic, the DM may rule that hostile targets may be affected by this incantation.
Cost: 3000
Constraints: Unracks the spell, reduces FT value by 2.
Adventure | Season | Value | GM |
16 ¼ s of Time | Summer 811 | Quest | Jim Arona 021 076 9376 |
Waterproofing - Minor Area of Effect
Spell: Waterproofing
Effects:The spell affects all legal targets within a megahex.
Cost: 500
Constraints: The spell must be cast at a single hex, unracks the spell.
Adventure | Season | Value | GM |
16 ¼ s of Time | Summer 811 | Quest | Jim Arona 021 076 9376 |
Empathy - Guardian Angel
Spell: Empathy
Effects:The effects of this incantation persist for 1 Pulse (+1 per 5 Ranks). Instead of healing damage, the spell prevents the target from taking damage until the effect expires or they receive sufficient damage to exhaust it's magic. The Guardian Angel can absorb twice the FT spent by the Adept during the casting of the incantation.
Cost: 1500
Constraints: Reduces FT value by 3, unracks the spell.
Adventure | Season | Value | GM |
16 ¼ s of Time | Summer 811 | Quest | Jim Arona 021 076 9376 |
Sunray
Range: 30 feet + 5 / Rank
Duration: Immediate
Experience Multiple: 350
Base Chance: Rank in Mace%
Resist: Passive
Storage: Magical Trap
Target: Area
Effects: From the Adept's fingertips erupts a column of searing light which travels to the extent of the spell's range, and is 5 feet wide. The Adept may increase the width by one foot per rank. All entities occupying hexes through which the Sunray passes must resist or suffer [D - 2] ( + 1 per Rank) damage. Entities vulnerable to light or sunlight (vampires, wights, etc) will take half damage even if they successfully Resist. Any entities wholly within the area of the Sunray must also roll under 1 x Perception (2 x Perception if they successfully
resisted) or be dazzled.
Dazzled entities have their strike chances, cast chances and perception checks
reduced by 1 (+ 2 / Rank) and this effects lasts until D10 Actions (of any kind) have been executed. Entities that do not normally have organs of vision are immune to this effect, except for the undead
Adventure | Season | Value | GM |
16 ¼ s of Time | Summer 811 | Quest | Jim Arona 021 076 9376 |
Burning Bones
Range: Self
Duration: 30 minutes (+30 minutes per Rank)
Experience Multiple: 200
Base Chance: 20%
Resist: Passive
Storage: Potion
Target: Entity
Effects:Bleyze' skin is replaced by Astral flames which are visible only to those whose Rank in Wizard Sight, Fire College Infravision, Enhanced Vision, Witchsight or Second Sight is the same or greater than his Rank in this spell. For the duration of the spell or until dispelled, his defense is increased by 2 (+ 3 / 2 Ranks). Any entity that is within 5 feet must resist or take 1 / 2 (or fraction) Ranks Fire damage per pulse if Bleyze takes a Free Act to force the flames to manifest physically. The target will glow with the same degree of brightness as a Firelight spell 5 Ranks lower, (minimum 1) for those who have sufficient Rank to see them.
He is somewhat resilient with respect to magic that inflicts wounds or physical damage. This would apply to Putrid Wound, Necrosis, Disruption, Life Draining, Hand of Death, Sacrifice, Torment or similar magic. Each Pulse, the flames will consume the first Ranks of damage from any or all of these sources up to the rank of the spell (0 at Rank 0, 20 at Rank 20). Note that Maul of Stone would not be affected by this magic.
When he is in a fire, Bleyze can take the appearance of burning wood or embers and may only be detected by Witchsight or by Infravision of equal or higher Rank.
When Bleyze casts this spell, he is considered to have removed his skin.
Adventure | Season | Value | GM |
16 ¼ s of Time | Summer 811 | Quest | Jim Arona 021 076 9376 |