Walk a Crooked Mile: Clementine
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Clementine returns to the Guild on the 16th of Harvest 813 WK and has earnt:
- The Duke's Favour
which amounts to:
- one ducal favour worth 30,000 sp
or
- three ducal favours worth 15,000 sp each, but no more than one per season.
but not both.
This favour reflects the good graces that his Grace holds Clementine, and the DM is expected to consider things generously. On the other hand, the Duke is a man with many obligations upon his time and a duchy to administer...
- 445 tg
- 1 gs
- 1 sp
sp, after Guild Taxes, being 50 truesilver guineas.
- 28,725 Experience
She spent 42 days away from the Guild.
- she may
- advance any Talent six Ranks.
She may advance her Rank in Stealth by 1 at 90% of the normal cost and no time.
Weapon
The Key of Anubis
This is a rod about the size of a walking stick and weighs 3lbs. It is made from a pale wood and is quite light. Carved into the side of the cane are cartouches. Many of these show images of a jackal-headed man in various positions and attitudes. One, in particular, shows him weighing a heart in a set of scales against a feather. The handle of the cane is the head of a jackal carved from silver. The eyes are a pair of bright rubies.
- The Key may be used as a weapon. It will accept weapon spells. The Damage Modifier is +7 (being 2 greater than normal) and the base Strike Chance is 60% (being 10 greater than normal). This improves by 5 per Rank in Mace instead of the usual 4 and whenever a Strike Check is made, the wielder's Rank in Mace is subtracted from the die roll. If the weapon is thrown, it has none of these special abilites and is considered a normal mace.
- The rod has a ferrule made from a very hard, very sharp crystal. If the Strike Check is 5% of the modified Strike Chance then A and C class Specific Grievous injuries may be applied.
- If the owner knows the Opening spell they may cast it through the rod, increasing their base chance by 10. If they do not know the spell, they may cast it at Rank 0.
- The wielder can find North as if they were a Rank 0 Ranger.
- Once per season or adventure (whichever is less), the owner may sacrifice a permanent point of EN to the rod which they may buy back in the normal way. For each point so sacrificed, they may store a point of FT in the rod to be used for any purpose. If the owner has sacrificed three points of EN to the rod for this purpose, then they may store three points of FT in the rod. For example, the wielder may use the FT reserve to pay some or all of the cost of a spell that they want to cast or to survive an attack of massive damage. Recharging the rod's FT reserve takes 30 minutes and must be completed at midnight. The rod is recharged at a rate of 2 for every point of FT stored. The FT spent on recharging the rod is tiredness FT loss and cannot be healed back.
At Ranks 10 or higher in Divination, this information is revealed:
- Upon discovering the meaning of the magical phrase Mene mene tekel upharsin, they may sacrifice a point of EN to the Key. From that point on if they utter the phrase (requires a Free Act which cannot be combined with most Magical Fire actions) when they roll 5% of their modified Strike Chance with the rod, they roll 2D10 and sum the result to check for a possible Specific Grievous injury. This ability recharges if the wielder writes the phrase on a wall after dawn on a subsequent Sunday, Tuesday or Friday. The phrase must be legible from a distance of 4 hexes.
- Upon discovering how to bathe the Key in the blood of nightfall, the wielder may sacrifice a point of EN to it. Once a day, they can cast the rod to the ground whereupon it will become Shadowfoot:
- Appearance
Shadowfoot is a jackal with moon-coloured speckles on a dark blue coat. Her eyes are large, dark and glitter under starlight. The fur on her legs becomes darker so that her feet are almost completely black.
- Abilities
She is loyal and of human intelligence. She can follow a scent on a roll of 69 or less if the moon is in the sky. However, as everyone knows, moonscents fade under the dark of the moon. Nevertheless, she will always be able to find her owner's scent and, if separated, will attempt to return to them.
- Special
If Shadowfoot dies for any reason, she will once again become a rod and cannot be called again until the next full moon. If the rod is lost and not found by then, it will spontaneously assume jackalform and look for her owner.
- Movement Rate
Running: 300
PS: | 7 | MD: | 20 | AG: | 24 | MA: | None | EN: | 8 | FT: | 12 |
---|---|---|---|---|---|---|---|---|---|---|---|
WP: | 9 | PC: | 23 | PB: | 9 | TMR: | 6 | NA: | Fur absorbs 3DP |
She may bite in close, but her Base Chance, DM, Initiative Value and Rank are the same as her wielder's.
Bite: BC _____%, DM [______],A Class, Close, Rank_____.
At Ranks 15 or higher in Divination, this information is revealed:
The Key may devour another rod, mace, maul or club (but not flails). The process takes about an hour or so.
If the devoured rod's bonus to Strike Chance is greater than the Key's SC, then the SC bonus is replaced. The same process is applied to bonuses to Damage Modifier.
Special abilities of rods, maces, mauls or clubs may be devoured, the process proving somewhat draining on the wielder. For a special ability to be gained, the following conditions must be met:
- the DM agrees
- the wielder agrees to pay the cost
If the DM agrees that the Key can devour a rod's, mace's, maul's or club's special ability, then they should levy a cost that the wielder will have to pay. This might be trivial or exacting depending on how powerful they judge the ability to be. In general, special abilities will cost somewhere between 2,500 and 7,500 Experience in the most appropriate stat points (most commonly EN). These can be bought back in the usual way.
The wielder's Rank with the Opening spell increases by 1 for every Rank in Mace.
At Rank 20 in Divination, this information is revealed:
- The rod was crafted by two Immortals, Oberon, the Lord of Wands and Mane, the Lord of Charms, who is no more.
- Whenever a new ability is added to the rod, the DM rolls a D10. If the result is 10, then the rod transforms on the next occasion when an opportunity presents itself, where it will make its way to either of its creators.
- This particular state of the rod will not be revealed in its Aura, nor by Divination of any Rank.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Crooked Mile | Autumn 813 | Feralie | Magical | Wands/Charms | Quest | Jim Arona 021 076 9376 |
Abilities
Predict Weather v 1.1
Range: Special
Effects: The DM rolls percentile dice, and if the result is less than PC + 3 per Rank, then Clementine will be aware if weather magic is Prepared, and she is within range. Such spells include Rainstorm, Whirlwind Vortex, Lightning Bolt, Ball of Lightning, Freezing Wind, Windstorm, Thunderclap, or Waterspout.
Adventure | Season | Nature of Magic | Value | GM |
Crooked Mile | Autumn 813 | Chaos | Quest | Jim Arona 021 076 9376 |
Storm Calling - Rain Storm
Effects: This incantation of Storm Calling behaves exactly as if it were a Rain Storm spell of the same Rank.
Experience Cost: 1500
Constraints: Unracks the spell, reduces FT value by 2
This incantation may not be taught.
Adventure | Season | Nature of Magic | Value | GM |
Crooked Mile | Autumn 813 | Chaos | Quest | Jim Arona 021 076 9376 |