Like the Night - Treasure: Difference between revisions

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The base Strike Chance is 68%, the base Damage is 2 rollup D10 + 3. Once a century, the weapon allows a single wielder to advance their Rank in Broadsword to Rank 8. The cost to advance to Rank 7 is 2,200 Experience and 10 weeks training time, 3,700 Experience and 12 weeks for Rank 8.<br>
The base Strike Chance is 68%, the base Damage is 2 rollup D10 + 3. Once a century, the weapon allows a single wielder to advance their Rank in Broadsword to Rank 8. The cost to advance to Rank 7 is 2,200 Experience and 10 weeks training time, 3,700 Experience and 12 weeks for Rank 8.<br>
A multi-hex Strike is allowed at the standard penalty of 20 to the Strike Check, and this is a one-handed attack. It may not be combined with another special attack, however.<br>
A multi-hex Strike is allowed at the standard penalty of 20 to the Strike Check, and this is a one-handed attack. It may not be combined with another special attack, however.<br>
When rolling on the Specific Grievous Injury table, a result of "08", "18" or "88" is treated as if it were "68"
When rolling on the Specific Grievous Injury table, a result of "08", "18", "78", "88" or "98" is treated as if it were "68"
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== Armour ==
== Armour ==
=== Bracer of Feeling ===
=== Bracer of Feeling ===

Revision as of 16:07, 4 June 2014

Back to Like the Night.


Consumables

Black Iron Grenado

Rank 4 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 2 Specific Grievous Injuries on anyone who it shares a hex with, while those in the surrounding hexes suffer 1. 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
The Face of the Deep Summer 811 Hell Alchemy Incendiarism 1,000sp px50 Jim Arona 021 076 9376

Cobalt Chaos Grenado

Rank 6 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.

Result # of Spec. Griev. Injuries
1-4 1
5-7 2
8 or 9 3
0 4

Those who share the same hex as the grenado suffer the indicated number of Specific Grievous Injuries. Those one hex further out suffer one less Specific Grievous Injury, and so on until there are no Specific Grievous Injuries left. 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
The Face of the Deep Summer 811 Hell Alchemy Incendiarism 2,000sp px50 Jim Arona 021 076 9376

Tommy Gun

This weapon may be used by the wielder as if it were a crossbow of any kind. It does not provide any special bonus to SC or Damage. Indeed, this weapon does not inflict Damage directly. Rather, for every Rank in Crossbow, the wielder may take a Fire Action. If the Strike Check is low enough to generate a success, %ile dice are rolled, and the Specific Grievous Injury table is consulted. Any A or C Class injury may be applied.
The magazine of this weapon holds 50 bullets.

Weapons

Broken Glass

File:BrokenGlass.jpg

This broken bottle weighs 1 lb and is wielded with the Rock skill. The base Strike Chance is 50%, the base Damage Modifier is D+6 unless it is thrown, in which case if it hits a target, it will inflict 5 rollup D10 + 30 which will destroy it.
Specific Grievous Injuries are inflicted on 10% of the modified Strike Check and damage directly to Endurance is applied on 20%. This weapon inflicts Specific Grievous Injuries on %ile dice rolls from 01 - 80, ignoring any result which is an amputation.
This weapon has 7 charges which take no time to use (they are Free Actions) and may be used in a number of ways:

  • attach a rear hex to an adjacent entity that does not normally have one. This effect will last for a minute.
  • automatically inflict a Specific Grievous Injury on the next succesful Strike Check, additional to any others that may have been inflicted.
  • dispel one non-curse magic on their opponent by rolling their Rank or less in Rock on a D10.
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Like the Night Autumn 814 Victoria Magic Cruelty px50 Jim Arona 021 076 9376

The Sword of Tiglath - Pileser

This broad sword weighs 6 lbs and, except at the point, the blade is no less than 4 cms wide.
The base Strike Chance is 68%, the base Damage is 2 rollup D10 + 3. Once a century, the weapon allows a single wielder to advance their Rank in Broadsword to Rank 8. The cost to advance to Rank 7 is 2,200 Experience and 10 weeks training time, 3,700 Experience and 12 weeks for Rank 8.
A multi-hex Strike is allowed at the standard penalty of 20 to the Strike Check, and this is a one-handed attack. It may not be combined with another special attack, however.
When rolling on the Specific Grievous Injury table, a result of "08", "18", "78", "88" or "98" is treated as if it were "68"

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Like the Night Autumn 814 Tanuel Magic Handspan px50 Jim Arona 021 076 9376

Armour

Bracer of Feeling

This bronze bracer weighs 2 lbs, and must be worn on the right forearm.
If they known the spell, the wearer need not Prepare ESP to Cast it, nor must they use a Cast Action. Instead, they need only use a Magical Pass Action. If the spell is not known or is known at less than Rank 6, then it will take 10 seconds to Trigger a Rank 6 ESP, Base Chance: 58%.
This may be modified by an Enchantment Ritual and MA of the wearer.

Jewellery

Enhanced Ring of Protection

This plain ring weighs about 2oz. Its magic will only be effective if it is worn on the ring finger of the right hand.

It surrounds the bearer with 11 unseeable pentagonal planes of protection that float around the wearer on all sides. These will protect the wearer so that the first 12 damage points the wearer takes per Pulse are ignored. This does protect against blows directly to Endurance. If the total damage of a blow that inflicts a Specific Grievous Injury is avoided, then it is entirely avoided.
If the wearer has some similar means of protection, then the greatest effect will apply.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Face of the Deep Summer 811 Abyss Magical Protection 15,000sp px50 Jim Arona 021 076 9376


Ring of Identity

This ring must be worn on the middle finger of the right hand to be effective and it weighs 2 oz.
The magic of the ring allows the bearer to pass as a practitioner of medicine when in any city called London or which is a cognate of London. They will be able to converse with other people, even to their fellows, as if they were a well-respected members of the profession. However, this provides them with no actual Skill in this area at all and they may, with time, find their deception revealed.
However, for the purposes of measuring the effectiveness of the magic, it is a Disguise of Rank 24. Note that although no part of the wearer's appearance is altered in any way, while in the precincts of London or her cognates, the wearer may not be Located unless the spell is Rank 25 or higher.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Like the Night Autumn 814 Victoria Magical Deception px50 Jim Arona 021 076 9376


Miscellaneous

Allies

Lore

Abilities

Dream Walk (Q-2)

Range: Rank x Rank x 10 miles Duration: Conc. Max: 10 mintues x Rank, min. 10 Experience Multiple: 350 Base Chance: 10% + 4% / Rank Cast Time: varies Effects: The Adept must spend three hours (-10 minutes per Rank, min. 10) walking, although not necessarily towards their destination. They must, however, know where their destination is in the Land of Dreams. The Adept may allow to 1 person (+1 per 2 Ranks to travel with him. If the Ritual is successful, he and all of his companions will travel to their destination by means of the whimsical Paths of Dream. From their perspective, they will be traveling at a walking pace through a representation of the kind of terrain they might normally pass through, but in reality their movement rate will be Rank miles per minute, min. 1. The point of arrival will be somewhat haphazard, except that it will
a) be known to the Adept and on the ground.
b) be a "public" place (i.e. the Ritual cannot be used to invade a boudoir, treasury, armoury or the like)
c) near where sentient entities have been sleeping
The Ritual always fails if no one has slept within 50 ft (+50 ft per Rank) of the destination within the last 24 x Rank hours. Learning the Dream Image of a place is an Adventuring Skill available to Mario. It takes a week to learn, which must be spent in the location. Time spent adventuring in an area may count at the discretion of the DM. The cost is 1,000 Experience. It reflects an awareness of the way that dreams flow around the area at different times of the night and day. Dream Images may never be collected of a place where no sentients have ever slept.
Some locations are so large that several Dream Images may have to be recorded to cover it entirely. The Adept may choose to "cash in" a Dream Image which they no longer have a use for and recover 1,000 Experience per image. The time spent, however, may not be recovered.