Like the Night - Treasure: Difference between revisions
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==Consumables== | == Consumables == | ||
===Black Iron Grenado=== | === Black Iron Grenado x 12=== | ||
Rank 4 Alchemy | Rank 4 Alchemy | ||
[[Image:grenado.jpg|right|80px]] | [[Image:grenado.jpg|right|80px]] | ||
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===Cobalt Chaos Grenado=== | === Cobalt Chaos Grenado x 4 === | ||
[[Image:Blue_grenado.jpg|right|80px]] | [[Image:Blue_grenado.jpg|right|80px]] | ||
Rank 6 Alchemy | Rank 6 Alchemy | ||
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=== Tommy Gun === | === Tommy Gun x 3 === | ||
[[Image: TommyGun.jpg|right|100px]] | [[Image: TommyGun.jpg|right|100px]] | ||
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.<br> | This weapon weighs 12 lbs and 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.<br> | ||
The magazine of this weapon holds 50 bullets. | The magazine of this weapon holds 50 bullets. | ||
{| border=0 cellspacing=2 | | |||
|width="180px" Align="Center"| Adventure | |||
|width="100px" Align="Center"| Season | |||
|width="100px" Align="Center"| Plane of Origin | |||
|width="100px" Align="Center"| Aura | |||
|width="120px" Align="Center" | Nature of Magic | |||
|width="50px" Align="Center" | Value | |||
|width="80px" Align="Center" | Cursed etc.? | |||
|width="250px" Align="Center" | GM | |||
|- | |||
|align="center"| Like the Night | |||
|align="center"| Autumn 814 | |||
|align="center"| Reich | |||
|align="center"| - | |||
|align="center"| - | |||
|align="center"| | |||
|align="center"| {{No-I}} | |||
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376 | |||
|} | |||
=== Pistol === | |||
This weapon weighs 3 lbs and may used by the wielder as if it were a crossbow f any kind. It does not provide any special bonus to SC or Damage. Indeed, this weapon does not inflict Damage directly, Rather, for every 2 full Ranks 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 Class injury may be applied.<br> | |||
The magazine of this weapon holds 17 bullets. | |||
{| border=0 cellspacing=2 | | |||
|width="180px" Align="Center"| Adventure | |||
|width="100px" Align="Center"| Season | |||
|width="100px" Align="Center"| Plane of Origin | |||
|width="100px" Align="Center"| Aura | |||
|width="120px" Align="Center" | Nature of Magic | |||
|width="50px" Align="Center" | Value | |||
|width="80px" Align="Center" | Cursed etc.? | |||
|width="250px" Align="Center" | GM | |||
|- | |||
|align="center"| Like the Night | |||
|align="center"| Autumn 814 | |||
|align="center"| Reich | |||
|align="center"| - | |||
|align="center"| - | |||
|align="center"| | |||
|align="center"| {{No-I}} | |||
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376 | |||
|} | |||
==Weapons== | ==Weapons== |
Revision as of 16:24, 4 June 2014
Back to Like the Night.
Consumables
Black Iron Grenado x 12
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 | Jim Arona 021 076 9376 |
Cobalt Chaos Grenado x 4
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 | Jim Arona 021 076 9376 |
Tommy Gun x 3
This weapon weighs 12 lbs and 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.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Like the Night | Autumn 814 | Reich | - | - | Jim Arona 021 076 9376 |
Pistol
This weapon weighs 3 lbs and may used by the wielder as if it were a crossbow f any kind. It does not provide any special bonus to SC or Damage. Indeed, this weapon does not inflict Damage directly, Rather, for every 2 full Ranks 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 Class injury may be applied.
The magazine of this weapon holds 17 bullets.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Like the Night | Autumn 814 | Reich | - | - | Jim Arona 021 076 9376 |
Weapons
Broken Glass
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 | 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 | 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 | 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 | 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.