Where Angels Fear to Tread:Merco's Loot: Difference between revisions
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Effects: Because he has drunk of the blood of a sand dragon within an hour of its death and survived, Merco knows something of the secrets of the sands. This operates as a non-racial Talent with the following properties:<br> | Effects: Because he has drunk of the blood of a sand dragon within an hour of its death and survived, Merco knows something of the secrets of the sands. This operates as a non-racial Talent with the following properties:<br> | ||
'''The Kindness of Strangers''' - If he is lost in a sandy desert, he has a percentage chance equal to the Rank of this Talent (minimum 1%) of being found by poor but hospitable travelers who will take him to the nearest place of safety.<br> | '''The Kindness of Strangers''' - If he is lost in a sandy desert, he has a percentage chance equal to the Rank of this Talent (minimum 1%) of being found by poor but hospitable travelers who will take him to the nearest place of safety.<br> | ||
'''Animate Sand''' | '''Animate Sand''' - Merco can target (with the spell) 1 cubic foot for every 20lbs he can normally lift with Telekinesis of loose, non-sentient sand (which has a specific gravity of 1.44). The sand must all be within a hex or two of him, and he can move it at his TMR. Whenever the sand is to be moved, Merco must take a Pass Action.<br> | ||
'''Form of Sand''' - For up to a minute (12 pulses) at a time, he (and up to 35 lbs of his gear) can assume the form of loose sand of the same mass (occupying a volume of about half a cubic foot). This requires a Magical Pass Action. It will cost him all his current FT but will not change form unless he spends at least 4. At Rank 10, it costs up to half his maximum FT (minimum 2 FT) and at Rank 20 it costs up to one quarter his maximum FT (minimum 1 FT). This is tiredness FT and may not be healed back. | '''Form of Sand''' - For up to a minute (12 pulses) at a time, he (and up to 35 lbs of his gear) can assume the form of loose sand of the same mass (occupying a volume of about half a cubic foot). This requires a Magical Pass Action. It will cost him all his current FT but will not change form unless he spends at least 4. At Rank 10, it costs up to half his maximum FT (minimum 2 FT) and at Rank 20 it costs up to one quarter his maximum FT (minimum 1 FT). This is tiredness FT and may not be healed back. | ||
*His senses contintue to work normally, however his TMR is no more than 1 and his Movement Rate is no more than 50 yards per minute. | *His senses contintue to work normally, however his TMR is no more than 1 and his Movement Rate is no more than 50 yards per minute. |
Revision as of 17:56, 8 February 2024
Consumables
Pinch of Sunlight
This pinch of golden dust can be thrown up in the air to create a cylinder of golden sunlight about 10 hexes high and 15 feet in diameter. The sunlight lasts for 5 pulses and creates a condition of Light that is at least 95%. Creatures vulnerable to sunlight in the area will be treated as being in contact with sunlight.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Where Angels Fear to Tread | Autumn 810 | Land of Chaos | Magical | Solar | 2,800sp | Jim Arona 021 076 9376 |
Sweet Regret
Regret that is sweet.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Where Angels Fear to Tread | Autumn 810 | Lands of Chaos | Magical | Sweet Regret | Quest | Jim Arona 021 076 9376 |
Potion of Greater Healing
This green potion is contained in a fragile phial and takes a Pass Action to prepare and drink. It weighs 4oz. It will cure one Specific Grievous Injury that is not an amputation and heal 4 rollup D10 + 8 damage, curing EN loss before FT deficit. It will not cure spell-casting or tiredness FT loss.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Where Angels Fear to Tread | Autumn 810 | Tanuel | Magical | Tronim | 18,000sp | Jim Arona 021 076 9376 |
Salve of Restore Life
This salve is contained in a heavy container. It takes a pulse to prepare it and a pulse or more to apply it. It weighs 4oz.
When applied, it will Resurrect the Dead as if the person using the salve were a Rank 13 Healer.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Where Angels Fear to Tread | Autumn 810 | Tanuel | Magical | Tronim | 10,000sp | Jim Arona 021 076 9376 |
The Consummation of Fire and Water
Rank 9 Alchemy
The fluid is vividly orange/red in colour is contained in a fragile glass bottle for quick use. It weighs 4oz.
When the phial is thrown at an object or entity it will rapidly spread to cover a surface of about two square metres, large enough to cover a man. This will make the target as flammable as paper to the point where it can be ignited with Pyrogenesis or like magic. A cantrip would be incapable of generating sufficient heat. A lighted match would do just fine, however.
Usually, entities who catch on fire will burn from the legs up, but obviously if other body parts have been exposed to an open flame, they will start burning from the point of contact. It is extremely unusual for the head not to burn last, unless the victim snorts a lighted candle or something.
This is a curious spectacle to observe, the victim experiencing nothing more than an unusual sensation of warmth and perhaps some alarm. It takes about two pulses for the legs to burn off, about two pulses for the arms, and another three pulses for the torso. Their head will burn up at the end of the pulse. Until that time, the victim can move, attack, cast spells and so on. If the Consummation is somehow stopped short of death, then the victim's body will gradually reappear over a like number of pulses.
Items that were subject to the Consummation, i.e. those that were worn on the parts burnt off, have a good chance of being destroyed. They are considered to be made of paper and must save versus normal fire. The chance of the item surviving is 10% plus any magical bonus inherent to the item, plus the value of the wearer's enchantment. Only items made of orichalcum or those that are bound to the victim's soul are immune to this destruction.
Since the residue of the Consummation does not constitute a torso-sized lump, then dying by this method is likely to be permanent barring unusual defenses of some kind.
If the fluid is applied to an inanimate surface it will quickly spread over an area that would be easily big enough to fit a man. If this area is lighted it will burn for 4 pulses before guttering, burning through
- ¼ inch of metal or stone per pulse.
- 1 inch of material like wood or bone per pulse.
- 1 foot of ice per pulse.
It will not burn through orichalcum.
If the ash and smoke are collected, dissolved into a solution, and all of the corruption filtered from it (requiring an Alchemist of Rank 8 or better), abstract properties may be decanted off (at the G.M.'s discretion). The Alchemist might collect Wood from the remains of a door, for example.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Where Angels Fear to Tread | Autumn 810 | Tanuel | Magical | Disintegration | 13,000sp | Jim Arona 021 076 9376 |
50 lbs of Invisible Water
This bottle contains Invisible Water. Anything that can hold wetness may be covered in the stuff and is treated as if under the effects of a Rank 20 Invisibility spell. Metals, ceramics and glasses do not hold wetness. Some stone, and any other material that the DM so rules, may not hold wetness, as well.
The Invisibility effect lasts until the object dries, whereupon it will fade into view. This usually takes about twenty-five minutes, but will vary depending on humidity and temperature. Heads will appear first, followed by other areas of exposed skin. Clothing tends to dry last, encouraging the use of underwear in the modest. It takes about two pints to cover a human or elf-sized creature, six pints to cover a giant, 1 1/2 pints to cover a dwarf and 1 pint to cover a hobbit. Each pint will weigh about 1 lb once it has been bottled.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Where Angels Fear to Tread | Autumn 810 | Sands of Time | Magical | Refraction | 1,000sp/lb | Jim Arona 021 076 9376 |
A Lie
This is the abstract property of 'Lies'. Amongst other things, if it used while telling a lie, those who hear it will believe it to be true until or unless circumstances reveal it to be a deception.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Where Angels Fear to Tread | Autumn 810 | Seventh Plane | Formerly living | Gate | 500sp | Jim Arona 021 076 9376 |
Allies
The Children Dressed in the Clothes of Poppies (Rank 20)
This is a free sending which appears as a multitude of children dressed in brightly coloured clothes, some wearing masks, some holding toys in their sticky little hands. They will run screaming riotously to their targets. They have the following ability when invoked:
They can cause up to (Rank/5, minimum 1) targets to become confused. The duration of the confusion is indefinite, lasting until they successfully make a WP check according to the schedule below:
Rank | Difficulty |
---|---|
0-4 | 4 x WP |
5-9 | 3 x WP |
10-14 | 2 x WP |
15-19 | 1 x WP |
20 | ½WP |
The victims may not attempt to recover for one Pulse after they are afflicted. Once they make their WP check, the target is unaffected by the magic.
Confusion is contagious to all members of a Mind Speech community and to the caster of an active Telepathy spell. A D10 is rolled for each confused target. On a roll of 1-4, they continue doing whatever they did last round, whether or not it is sensible. On a roll of 5-7, they move a hex to the left, then two to the right. On an 8 or 9, they pick flowers or admire the decor, and on a 10, they will attack their nearest ally, believing them to be possessed or replaced by a face-dancer.
It requires no more than a Free Act to invoke a sending, but may not performed in a Pulse that they have made or plan to make a Magical Fire Action. The free sending is not available to be bound again until at least the season has changed after they were invoked, and possibly longer.
Legal targets of the free sending are considered to be anything that can plan. This will not include automata, non-sentient undead, lower order animals and most constructs.
To bind a free sending, a character must offer Experience, no other currency is of interest to them. To reflect this, each sending has an Experience Factor, in this case 200. The effective Rank at which the sending will operate when released is determined by how much Experience surrendered to it. The cost of binding is the Experience Factor x effective Rank of the sending. The maximum Rank is 20.
If they have not used the sending before the next solstice or equinox, they recover 20% of the Experience so spent. This keeps happening unless they invoke the Children or until they recover 80% of their initial expenditure, whichever comes first.
- Example
Merco has decided to spend 3,000 Experience to bind the free sending to him at Rank 15. If he does not invoke it before the next solstice or equinox, he will recover 600 Experience. If he has still not used it by the following solstice or equinox, he will recover another 600 Experience. This will continue until he invokes the sending or he receives 80% of the Experience spent, in this case, 2,400.
The location of the free sending is personal and cannot be shared. Other people can find it, and it may even be in the same place, but it is still a discovery personal to them.
Knowing the location of a free sending does not provide any ability to get there.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Where Angels Fear to Tread | Autumn 810 | The Fields of Serioth | Magical | Free sending | Quest | Jim Arona 021 076 9376 |
Items
Dragon Rider Brooch
This copper cloak pin has a figure of a dragon in bas relief.
The wearer may trigger the brooch by spending a point of FT. For an hour, they are replaced by a tiny simulacrum of an armoured knight no more than five or six centimetres in height mounted on a dragonfly. The dragonfly has a wingspan of 20cms and is just over 15 cms long. It is scarlet and yellow in colour.
The simulacrum has a movement rate of 880 yards per minute (30 miles per hour) and a TMR of 10.
The simulacrum cannot cast spells although it may attack with it's lance (Strike Chance: 70% Damage: D10, A class damage, Close).
The simulacrum has a Defence of 45 (20+25 from flying). However, because of it's small size, normal blows miss. If the roll for the attack is between 5% and 15% of the modified Strike Chance, the blow inflicts normal FT damage. If the roll is less than this, it inflicts damage directly to EN. If the simulacrum dies, the wearer will instantly return having taken no damage but will likely start to fall. In situations where the simulacrum has been killed, the brooch may not be used again until noon of the next Sunday.
The wearer may dissipate it at any time, returning the dragonfly to it's brooch form.
Dragon Rider Simulacrum:
PS: | 1 | MD: | Rider's MD | AG: | 20 | MA: | Rider's MA | EN: | 4 | FT: | Rider's FT |
---|---|---|---|---|---|---|---|---|---|---|---|
WP: | Rider's WP | PC: | Rider's PC | PB: | 12 | TMR: | 10 | NA: | None |
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Where Angels Fear to Tread | Autumn 810 | Feralie | Magical | Summoning & Binding | 8,000sp | Jim Arona 021 076 9376 |
Dragon Suede Armour
This soft dragon skin armour is size 3 and weighs 9 lbs. It provides 8 points of Protection, with no penalty to AG or Stealth. It required the arts of a Rank 4 Armourer to create, and cost 5,000 sp.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Where Angels Fear to Tread | Autumn 810 | Lands of Chaos | Formerly living | Sand Dragon | 10,000sp | Jim Arona 021 076 9376 |
Dragonskin Scale Mail
This scale mail has been cut to fit a humanoid of size 3 and weighs 18 lbs. It will provide 12 points of Protection and 1 point of Damage Reduction. The wearer reduces their AG by 2 and their Stealth by 10.
It cost 10,000 sp to make and required the arts of a Rank 7 Armourer (Scale Mail).
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Where Angels Fear to Tread | Autumn 810 | Lands of Chaos | Formerly living | Sand Dragon | 22,500sp | 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 etc.? | GM |
Where Angels Fear to Tread | Autumn 810 | Uranus | Living non-sentient | Disguise | 12,000sp | Jim Arona 021 076 9376 |
Phylactery of Spark
This scroll has had the power word Spark inscribed upon it in ink made from the liquor of a Great Emerald. The language it is written in bears a striking similarity to Volksprach. It has been itemised and remembles an iridescently green pin, weighing 4oz. Whoever wears it openly above their heart knows this Power Word.
- Inflicts 2D10 fire damage or ignite a flammable object.
- Inflicts 1D10 fire damage or ignite a flammable object.
- Inflicts 1 fire damage or ignite a flammable object.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Where Angels Fear to Tread | Autumn 810 | Reich | Magical | Power Word | 8,000sp | Jim Arona 021 076 9376 |
Merco's House of Friends
This is an itemised figurine of a pet house. It is 4 inches deep x 3 inches wide x 3 inches high, and weighs 4 lbs. By tapping the house three times and whistling, it will grow twelve times larger in all dimensions and will weigh about 64 lbs. This can only be done once a day.
By sacrificing one EN, Merco may bind a pet to the house. This must be done for each pet separately. The EN may be bought back in the normal way. If Merco wishes, he can put all of the pets so bound into the house in one Pass Action. However, he can only draw forth one pet per day (also requiring a Pass Action).
This item will only hold pets. If the pets are carrying gear or equipment, then they must be unloaded before putting them in the house.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Where Angels Fear to Tread | Autumn 810 | Tanuel | Formerly living | Itemisation | Quest | Jim Arona 021 076 9376 |
Boons
Merco has provided service to House Mal'Ebonir who are deeply grateful. No contract of assassination or intrigue will be entered into by a member of the House unless the reward is in excess of 100,000sp.
Adventure | Season | GM |
Where Angels Fear to Tread | Autumn 810 | Jim Arona 021 076 9376 |
Abilities
Sense Danger (T-3) v 1.1
Range: Self
Experience Multiple: 300
Storage: Potion
Effects: The Adept may sense the presence of a hazard to the Adept’s life or wellbeing. Generally this may be interpreted as a 'bad feeling' about a person or an object, or a sense of foreboding about a situation.
This talent operates continuously and unconsciously. The Adept may also add 2 + 2 / Rank to the chance of detecting an ambush (see Ranger) and to the chance of detecting a trap (see Spy/Thief).
In combat, the Adept has the ability to see a moment or two into the future and may modify their actions so as to avoid harm. This can only be attempted once per pulse. Usually, the harm must emanate from a source that is adjacent to the Adept so the workings of this Talent are rarely helpful against ranged attacks, although the DM may rule otherwise on a case-by-case basis. The Adept must 'Break 100' by rolling percentiles and adding 5 (+1 per Rank) to the result. If that number is equal to or greater than 100, they avoid the harm.
Enchantments, bonuses to base chance and subtractions from die rolls do not apply to attempts to Break 100.
In addition, they may add their Rank in this Talent to their Agility for the purposes of avoiding tramples and attacks of a similar nature that the DM deems appropriate.
Adventure | Season | Nature of Magic | Value | GM |
Where Angels Fear to Tread | Autumn 810 | Precognitive | 12,000sp | Jim Arona 021 076 9376 |
Merco's Eye for Pawn
Merco's left eye has been replaced by a geometric pattern of alternating black and white squares, four squares to the row. There are three rows.
The eye does not impede his vision in any way.
While the eye is whole, he has the following talent:
Detect Aura
Range: Special
Duration: Immediate
Experience Multiple: 75
Base Chance: Perception + 5% / Rank
Resist: Active
Effects:As described in �9.1 of the current rule book.
If the eye is damaged, then he will not be able to Detect Auras until it has been repaired.
Merco's Affinity with Sand
Range: Self
Experience Multiple: 300
Storage: None
Effects: Because he has drunk of the blood of a sand dragon within an hour of its death and survived, Merco knows something of the secrets of the sands. This operates as a non-racial Talent with the following properties:
The Kindness of Strangers - If he is lost in a sandy desert, he has a percentage chance equal to the Rank of this Talent (minimum 1%) of being found by poor but hospitable travelers who will take him to the nearest place of safety.
Animate Sand - Merco can target (with the spell) 1 cubic foot for every 20lbs he can normally lift with Telekinesis of loose, non-sentient sand (which has a specific gravity of 1.44). The sand must all be within a hex or two of him, and he can move it at his TMR. Whenever the sand is to be moved, Merco must take a Pass Action.
Form of Sand - For up to a minute (12 pulses) at a time, he (and up to 35 lbs of his gear) can assume the form of loose sand of the same mass (occupying a volume of about half a cubic foot). This requires a Magical Pass Action. It will cost him all his current FT but will not change form unless he spends at least 4. At Rank 10, it costs up to half his maximum FT (minimum 2 FT) and at Rank 20 it costs up to one quarter his maximum FT (minimum 1 FT). This is tiredness FT and may not be healed back.
- His senses contintue to work normally, however his TMR is no more than 1 and his Movement Rate is no more than 50 yards per minute.
- He may move through openinings that sand could pass through, but he cannot use any Skill that would require the use of a normal hobbit form, and neither can he cast.
- Most magical and racial talents may be used in this form.
While in sand form, he is not a legal target for healing magic, but neither is he affected by most forms of damage, including falling damage. However, sand holds a temperature well, so if he has been targeted by effects that cause damage by heat or cold, then the damage is recorded. Each point of cold damage counters each point of fire/heat damage and vice versa. Each pulse that he remains in sand form, the damage is reduced by one. When the ability expires, he will be forced back to hobbit form, whereupon he will take the remaining damage at once.
If he has cast Telekinesis on himself, when he assumes sand form he can manifest as a dust devil of about man size. In this case, he has whatever TMR the spell confers upon him.
This talent is inherently chaotic so the DM may rule on a case by case basis without much concern for consistency.
Adventure | Season | Nature of Magic | Value | GM |
Where Angels Fear to Tread | Autumn 810 | Affinity with Sand | Quest | Jim Arona 021 076 9376 |
Wizardsight
Experience Multiple: 150
Effects: The Adept may see objects or entities that are invisible. They appear to have a slight blue sheen around them. If the invisibility effect (excluding
Walking Unseen) is of a higher Rank than the Wizardsight, the object or entity may not be clearly identified or directly magically targeted