A Walk in the Black Forest: Treasure: Difference between revisions
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== Potions == | == Potions == | ||
=== Potion of Refined Wolves Blood x 23 === | |||
This potion weighs 4 oz and need not be Prepared before it can be used if it is attached to a convenient belt or strap. The potion will break if the DM decides that the owner may have unsuccessfully avoided a powerful blow and a percentile roll to avoid destruction exceeds 70.<br> | |||
The imbiber receives a special enhancement to their Actions so that | |||
* a Strike Check in excess of 70 + MD is a miss | |||
* a miss is otherwise a FT blow | |||
* a FT blow is treated as a blow directly to EN | |||
* a blow directly to EN is considered a possible Specific Grievous Injury | |||
in the event of a possible Specific Grievous Injury, 2 are checked for and applied if possible. | |||
This potion has a special enhancement which allows it to apply to Actions of a largely mental nature, so they may be applied to spell Casting checks with some differences: | |||
* a roll in excess of 70 + MA is a backfire. | |||
* a failure is a success | |||
* a success is a double effect | |||
* a double effect is a triple effect or two different double effects | |||
* a triple effect is two different triple effects | |||
Casting under the effects of this potion requires some blood from the Adept. In general, they must match the amount of FT spent, minimum of 1. | |||
Taking the potion does not ''require'' the imbiber to take advantage of its special properties. | |||
{| border=0 cellspacing = 0 | | |||
|width="180px" Align="Center"| Adventure | |||
|width="100px" Align="Center"| Season | |||
|width="150px" Align="Center"| Plane of Origin | |||
|width="100px" Align="Center"| Aura | |||
|width="120px" Align="Center" | Nature of Magic | |||
|width="50px" Align="Center" | Value | |||
|width="100px" Align="Center" | Cursed etc.?? | |||
|width="250px" Align="Center" | GM | |||
|- | |||
|align="center"| Black Forest | |||
|align="center"| Summer 815 | |||
|align="center"| New Terra | |||
|align="center"| Formerly living | |||
|align="center"| Blood | |||
|align="center"| 9,000sp | |||
|align="center"| {{No-I}} | |||
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376 | |||
=== Potion of Strength of Stone x 8 === | |||
This potion weighs 4 oz, and must be Prepared before it can be used.<br> | |||
Once taken, the potion increases the imbiber's EN by 15 for 16 hours. | |||
{| border=0 cellspacing = 0 | | |||
|width="180px" Align="Center"| Adventure | |||
|width="100px" Align="Center"| Season | |||
|width="150px" Align="Center"| Plane of Origin | |||
|width="100px" Align="Center"| Aura | |||
|width="120px" Align="Center" | Nature of Magic | |||
|width="50px" Align="Center" | Value | |||
|width="100px" Align="Center" | Cursed etc.?? | |||
|width="250px" Align="Center" | GM | |||
|- | |||
|align="center"| Black Forest | |||
|align="center"| Summer 815 | |||
|align="center"| Tanuel | |||
|align="center"| Formerly living | |||
|align="center"| Earth | |||
|align="center"| 4,000sp | |||
|align="center"| {{No-I}} | |||
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376 | |||
|} | |||
=== Potion of Greater Healing x 15 === | === Potion of Greater Healing x 15 === | ||
This potion weighs 4 oz, and need not be Prepared before it can be used if it is attached to a convenient belt or strap.<br> | This potion weighs 4 oz, and need not be Prepared before it can be used if it is attached to a convenient belt or strap.<br> | ||
Revision as of 12:09, 30 January 2015
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Consumables
Grenadoes
Amorphous Water Balloons
This small sack is woven from glass and magically kept in a fluid state so that temperature exchange cannot take place. It weighs 1 lb, and may be wielded as a grenado or rock.
If wielded as a rock, the balloon must strike an opponent.
If wielded as a grenado, the balloon must strike the hex an opponent is standing in. If successful, anyone in the hex must roll under 1 x AG or have their temperature reduced so low that ice crystals do not form. This places them in a state somewhere between unconsciousness and death. If the ambient temperature is 20 C, it will take 3 Pulses for the target's body to warm to the point that it ice will form in their cells, and this will kill them. The DM may increase or decrease the onset time at their discretion to reflect environments which are much warmer or much colder.
Any miss causes the amorphous water payload to spill onto the wielder, who must Break 100 -> MD x 2 or be subject to the same attack.
Cobalt Chaos Grenado x 3

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.
The formula is teachable, but whoever teaches it must expend 8,650 Experience for each Alchemist taught.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| Black Forest | Summer 815 | New Terra | Alchemy | Incendiarism | 2,000sp |
Amulets
Trumps
Sticks
Potions
Potion of Refined Wolves Blood x 23
This potion weighs 4 oz and need not be Prepared before it can be used if it is attached to a convenient belt or strap. The potion will break if the DM decides that the owner may have unsuccessfully avoided a powerful blow and a percentile roll to avoid destruction exceeds 70.
The imbiber receives a special enhancement to their Actions so that
- a Strike Check in excess of 70 + MD is a miss
- a miss is otherwise a FT blow
- a FT blow is treated as a blow directly to EN
- a blow directly to EN is considered a possible Specific Grievous Injury
in the event of a possible Specific Grievous Injury, 2 are checked for and applied if possible. This potion has a special enhancement which allows it to apply to Actions of a largely mental nature, so they may be applied to spell Casting checks with some differences:
- a roll in excess of 70 + MA is a backfire.
- a failure is a success
- a success is a double effect
- a double effect is a triple effect or two different double effects
- a triple effect is two different triple effects
Casting under the effects of this potion requires some blood from the Adept. In general, they must match the amount of FT spent, minimum of 1. Taking the potion does not require the imbiber to take advantage of its special properties.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Black Forest | Summer 815 | New Terra | Formerly living | Blood | 9,000sp | Potion of Strength of Stone x 8This potion weighs 4 oz, and must be Prepared before it can be used.
Potion of Greater Healing x 15This potion weighs 4 oz, and need not be Prepared before it can be used if it is attached to a convenient belt or strap.
Counterspell Potion x 3This small phial weighs 3 oz and is as long as a man's index finger. So long as it is worn outside of clothing, it need not be Prepared to use. If the DM deems that harm to the bearer may have broken the phial, it will survive on an unmodified Base Chance of 70%.
Phial of Poison Inversion x 6This small phial weighs 3 oz and is as long as a man's index finger. So long as it is worn outside of clothing, it need not be Prepared to use. If the DM deems that harm to the bearer may have broken the phial, it will survive on an unmodified Base Chance of 70%.
Potion of PentecostThis potion is contained in a heavy glass vial and requires a Pulse to Prepare. It weighs 4 oz and does not break easily.
SanctuaryThis potion weighs 4 oz, and need not be Prepared before it can be used if it is attached to a convenient belt or strap.
PoisonsBlade Venom of the Marsh Cobra x 3This robust phial weighs 3 oz. Its contents must be Prepared before anointing a blade, arrow or bolt with it. The effect of this blade venom is to halve the PS, MD, AG and EN value of the victim on a blow that inflicts damage to EN. The process is gradual, taking about half an hour, and is not resistable. It will take at least an hour for the victim's body to fight off the toxins, at which time they must roll under 3 x their base EN to recover. This will take about half an hour or so.
Bullet Venom x 4This robust phial weighs 3 oz. Its contents must be Prepared before anointing a lead bullet. The effect of this venom is to cause the bullet to splinter on contact with blood, inflicting D10 damage per Pulse for 3 Pulses. This will stack with other envenomed bullets and is independent of any other damage the bullet may do.
Invested GemsOther Invested ItemsRaygun of Cold x 4This long, staff-like weapon weighs 3 lbs and has a Base Chance of 60% + the wielder's MA of shooting out a blue-white ray of cold that will inflict D + 15 damage on the first object or entity that intersects its path. A Strike Check in the range of a blow directly to EN inflict double damage, ones in the range of a possible Specific Grievous Injury inflict triple damage.
Nazi Zombie Retro-VirusThis ampoule contains a blue fluid which, when DAed, has an aura strength of formerly living and is a legal target for the Animation of the Dead spell.
CrystalsCharmsPureheart CharmThis scrap of parchment weighs ¼ lb and contains three charges of the Pureheart Charm. It does not need to be read out, in fact the phrase must be memorised and uttered, requiring a Free Act, the parchment itself might be kept in the owner's backpack, or even at home. WeaponsViridian WingThis fan is folded from the wing of an enormous butterfly. The pleats are iridescent and alternately dark green and dark blue. Indeed, by holding it at the appropriate angle to the light or moving it just so, it may appear to be any shade between the two colours.
Bone SawThis surgical bone saw weighs 18oz, has a sharp point and a serrated edge. It may only be wielded by a Healer as a dagger, although a physician or barber can use it to cut bone. This weapon may not be thrown.
Dusk Blades & SheathThis scaled leather sheath contains three Dusk Blades and the entire thing weighs 1 lb. These Dusk Blades are daggers but may only be thrown, and have the following properties:
ArmourTransuranian Fur Coat x 3This 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.
Snakeskin Leather JacketThis light leather jacket is sized for a human and weighs 3 lbs. It provides 7 points of Protection and 3 Spell Armour.
MiscellaneousTransuranian Pocket RobeThis white robe is sized for a creature of size 7 but may be cut down by an Artisan Tailor of Rank 8. it will take 7 days per size category to cut it down to fit someone of smaller size, and they will charge 2,000 sp per week for their labour. The size factor is 1. It inflicts a penalty to Stealth of 30 in any environment except Arctic, where it provides a 10 point bonus.
Tranuranian BeltThis belt weighs 5 lbs and is made from five 5 inch by 2 inch sections of a pale blue transparent glass, joined by dark green opaque links, also made of glass. It may be draped over a shoulder by threading through a sturdy epaulette, or worn around the neck like a stole and strapped into position on armour, but must be securely attached. The glass is as tough as steel and as flexible as willow.
Crown of MentaclesThis appears to be a crystal diadem but is, in fact, an organ ripped from the body of a creature not known to mortal men. It weighs 2 lbs. If it is worn then it provides the following bonuses:
The Adept may manifest tentacles of telekinetic force, or mentacles, by casting Telekinesis on the crown. There are five of these mentacles and they are unseeable to anyone except a Mind Mage, to whom they likely appear rather unnerving. The mentacles have a reach in feet up to the Adept's Rank in Telekinesis.
An Adept has 21 WP, so one mentacle has 21 PS for the purposes of lifting a stone block, two mentacles raise the PS to 32 (+11), three raise it to 38 (+6), four raise it to 41 (+3) and the fifth mentacle would make PS 43(+2).
Crown of Telepathic MentaclesThis appears to be a crystal diadem but is, in fact, an organ ripped from the body of a creature not known to mortal men. It weighs 2 lbs. If it is worn then it provides the following bonuses:
The Adept may manifest telepathic tentacles, or mentacles, by casting ESP on the crown. There are five of these mentacles and they are unseeable to anyone except those who know the ESP or Telepathy spell, and likely appear rather unnerving. The mentacles have a reach in feet up to the Adept's Rank in ESP + WP feet.
SevereThis is a mail gauntlet for the left hand made of truesilvered orichalcum and weighs 1 ½ lbs. It has five fingers and one thumb. All are functional.
If, by reason of curse, birth defect or witch mark, the wearer actually has six digits on their left hand, then two other special abilities become available to them.
Crane EmbroideryThis circular, 20 cm wide patch of a crane embroidered in white and red on a black background must be sewn onto the back of a silk over-robe or kimono of any colour except yellow. This may be worn over metal armour. It is a legal target for the Ritual of Enchantment. Instead of Black Myrrh, however, lotus oil costing 200 sp per Rank must be burnt.
Blank PhylacteryThis 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.
A Stone from a Plover's NestThis 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.
Spell RacksJewelleryRing of ProtectionThis plain ring weighs about 2oz. Its magic will only be effective if it is worn on the ring finger of the right hand. The wearer subtracts 10 from the die roll whenever they attempt to resist magic, making it more likely that they will succeed. It does not increase Magic Resistance.
Equestrian BroochThis amulet appears as a simple intaglio brooch made of jasper and brass has been carved to represent a figure mounted on a horse. It is well - made with an apparent value of 50 sp. When used to pin a cloak to the bearer's right chest, it has the following properties:
The amulet provides no advantage if the wearer is flying or swimming, unless they are riding a flying or swimming mount.
Sun BroochThis brooch of a large topaz in a gold, sunray setting weighs 5 oz. It has a jewel value of $3,500sp Charges __3__2__1
AlliesZygoteZygote is a care-free and happy testicle who likes nothing more than to hang out with his friends. He enjoys colourful surroundings and breezy, tropical climes and any opportunity to meet other organs of generation in a variety of convivial exchanges.
Unfortunately, not everyone finds encountering Zygote all that pleasant, and this has repercussions when procuring entertainment from people who rent their passion, and they will charge a minimum of 50% more than the going rate. LoreAdventuring Skill: GlidingExp. Mult: 125
Gliding into an obstacle causes up to [D + (relative speed in miles per hour / 10) squared] endurance damage. The nature of the obstacle may reduce the damage. Specific Grievous injuries (normally C class) may also be incurred. See Climbing (§29.1) for falling (as opposed to gliding) damage. Special AbilitiesDiscriminating Sense of Taste & SmellExperience Multiple: 150
Telekinesis - Triple StrengthSpell: Telekinesis
Lesser CelerityBy taking a Free Act and 2 EN damage, the character is allowed to combine a Pass Action with any other Action for the next 12 Pulses. Subsequent uses of Celerity double the EN damage, and the ability resets at dawn on Tuesdays.
Advancement of AgilityDellith may advance her Agility 2 points by spending 5,000 Experience per point. This may be done once per adventure or season, whichever is less, and may exceed racial maximums.
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