A Walk in the Black Forest Treasure - Bishop
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Bishop returns to the Guild on the 17th day of Breeze 815 WK with 44,111.25 Experience and has earnt, after Guild Taxes, 102,915 silver pennies. He has 30 points of Fire in 30,000sp worth of rubies. The contents of his heart have increased by 3 Will (to 18).
He spent 182 days away from the Guild of which 126 days were spent in training.
He may:
- advance any Talent eight Ranks.
- advance his next Rank in Stealth by 1 at only 90% of the cost and no time.
- advance his next Rank in Climbing by 1 at only 90% of the cost and no time.
- advance his next Rank in Flying by 1 at only 90% of the cost and no time.
- advance his next Rank in Horsemanship (motor vehicles) by 1 at only 90% of the cost
He has been immersed in these languages:
- Folksprach - 40 days
- Destinian - 18 days
He may include the time associated with each language as part of his training time.
She spent 182 days away from the Guild of which 126 days were spent in training.
He has has earnt Spots, which may be used once per Pulse to restore FT lost from any cause except Life Drain or FT reduction, and require a Free Act. This table indicates how many "spots" he has, and how much FT they restore.
6 | 6 | 7 | 7 | 7 | 8 | 8 | 9 | 9 | 9 | 10 | 12 | 20 |
He has been given the Individual True Name of a demon of the Abyss working for the Lord of Similarities known as Legion.
As a result of trying to pilot a Calamari heavy void cruiser under combat conditions, he has learnt the Artisan Skill: Spaceship Piloting to Rank 0, and although he has no one to teach him, he may progress on his own at an Experience Multiple of 156.25.
As a consequence of taking the Nazi Zombie Anti-Virus, he cannot become a zombie and has + 20 to resist any disease, magical or otherwise, borne by zombies, ghouls and ghasts.
He may increase the Strike Chance of 1 sword that he owns by 10 and improve it's damage by 1.
If he is assailed by despair or self-doubt, he may call upon the Lady of the Lake and he will automatically succeed, even if he has previously failed or there is no resistance available. Once used, this boon is gone.
Consumables
Grenadoes
Amorphous Water Balloons x 5
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.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Black Forest | Summer 815 | New Terra | Alchemy | Void Crafting | 3,000sp | Jim Arona 021 076 9376 |
Amulets
Trumps
Sticks
Potions
The Suspension of Fire upon Water Rk 14 x 2
This phial is robust, weighs quarter of an oz and must be Prepared before it can be used. The oil inside is vividly orange/red in colour. The oil may be poured:
- onto the surface of about a pint of water and it will produce a view of a place they know that is within 5 miles + 15 miles per Rank in Alchemy which will last for a minute.
- into the right eye so that any visual obscurement, illusion or deception will be penetrated. This effect will last for a minute.
- into the left eye so that the emotions or spiritual state of an entity can be observed. This may reveal curses, geasa, afflictions of the soul and other obligations (i.e. pacts, bloodthirst, etc). This effect will last for a minute.
Whenever the oil is used, a D10 is rolled. If the result is less than the Alchemist's Rank, then it works perfectly. Otherwise, the thing it is poured onto catches on fire and is burnt up within a pulse. Losing an eye reduces MD by 1, PB by 2 and PC by 4.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Black Forest | Summer 815 | New Terra | Magical | Fire & Water | 16,000sp | Jim Arona 021 076 9376 |
The Consummation of Fire and Water x 3
This phial is robust, weighs quarter of an oz and must be Prepared before it can be used. The fluid is vividly orange/red in colour. 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 surviviving 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 |
Black Forest | Summer 815 | New Terra | Magical | Fire & Water | 13,000sp | Jim Arona 021 076 9376 |
Yellow Potion of Health x 2
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.
This potion can only be used once in a 5 second period of time, cures 2 rollup D10 points of damage, does not require a Pass Action, and in fact can only be taken during the Military Scientist Time Out phase. If there is no Military Scientist to provide a Time Out, the potion does nothing.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Black Forest | Summer 815 | New Terra | Magical | Mind | 4,000sp | Jim Arona 021 076 9376 |
Slap x 2
This bottle is sturdy and, if it is on a belt or otherwise easily accessible, requires but a Free Action to use. Otherwise, the DM must determine how many Prepare Actions must be spent before it can be used. It encumbers as if it weighed 4 oz.
When the seal is broken beneath someone's nose, they automatically and immediately recover from being Stunned or waken from any effect (magical or otherwise) that causes them to sleep or lose consciousness, except that caused by a Major Curse. This includes Enchanted Sleep, Hypnotism, Mental Attack, Hibernation, Petit Mort, Knockout Gas, Backfire effects and similar magic.
It does not rouse the dead.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Black Forest | Summer 815 | New Terra | Magical | Restoration | 1,000sp | Jim Arona 021 076 9376 |
Healing Potion x 2
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 is cured of 22 damage points, EN first, then FT, but having no effect on losses as a function of spell casting or exhaustion.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Black Forest | Summer 815 | Transurania | Magical | Sorceries of the Mind | 7,500sp | Jim Arona 021 076 9376 |
Potion of Refined Wolves Blood x 4
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. If this is also a success, both are applied
- a failure is a success unless it is a backfire, in which case it's just a backfire
- 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, but they must declare that they are not before rolling dice.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Black Forest | Summer 815 | New Terra | Formerly living | Blood | 9,000sp | Jim Arona 021 076 9376 |
Potion of Greater Healing x 3
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.
Once taken, the potion heals 3 rollup D10 + 12 damage to EN and 8 to FT.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Black Forest | Summer 815 | Tanuel | Formerly living | Healing | 5,000sp | Jim Arona 021 076 9376 |
Phial of Poison Inversion
This 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%.
When it is taken, the effects of the last poison to effect the imbiber are inverted - Damage is subtracted instead of added, stats are increased rather than decreased, and in general the opposite effect applies than the one intended. However, no more may be added than is subtracted, regardless of the method used to calculate it.
The effects of this potion last for 24 Pulses, at which time both it and the poison inverted will be burnt from the their system.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Black Forest | Summer 815 | Sparlainth | Magical | Poison | 6,000sp | Jim Arona 021 076 9376 |
Poisons
Bullet Venom x 4
This 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.
Unless handled by someone who is bleeding, the venom may be anointed by anyone without requiring an MD check, not just Assassins.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Black Forest | Summer 815 | New Terra | Weird Science | Fractals | 2,000sp | Jim Arona 021 076 9376 |
Invested Gems
Other Invested Items
Raygun of Cold
This 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.
The target's Defense is never consulted, although entities are entitled to a Magic Resistance check, which will halve their damage.
It can fire 3 such rays before becoming depleted, however, when each ray fires, a bulb of liquid, super-cooled ice is created on the stock.
The weapon can be swung like a light war hammer or military pick at the wielder's discretion. It has a base Strike Chance of 55% and the DM is D10 + 1. If a bulb of super cold liquid ice has formed, then the weapon inflicts D100 cold damage + a possible Specific Grievous Injury, any result applying, as the bulb ruptures and eplosively forms spikes of solid ice.
The weapon may be reloaded by using a Pass Action and an Amorphous Water Balloon
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Black Forest | Winter 815 | New Terra | None | Weird Science | Jim Arona 021 076 9376 |
Crystals
Charms
Firearms
Luger
This pistol weighs 2 lbs and is about 9 inches long.
Rank with Crossbow of any kind may be used with this weapon. The base Strike Chance is 50%, base Damage is D10 + 1 + Specific Grievous Injury (any Class applying, except for amputations), maximum range is 30 hexes.
The magazine holds 8 9 mm parabellum rounds.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Black Forest | Summer 815 | New Terra | None | None | Jim Arona 021 076 9376 |
Mauser C96
This submachine pistol weighs 2.5 lbs and is about 12 inches long.
Rank with Crossbow of any kind may be used with this weapon. The base Strike Chance is 50%, base Damage is D10 + 1 + Specific Grievous Injury (any Class applying, except for amputations), maximum range is 40 hexes. For every Rank in Crossbow, the wielder may Fire another bullet per Pulse.
The magazine holds 30 9 mm parabellum rounds.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Black Forest | Summer 815 | New Terra | None | None | Jim Arona 021 076 9376 |
Other
Substance Without Form
This bottle contains Substance without Form, which can contain things which are normally uncontainable, e.g. universal solvents, Form without Substance, etc.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Black Forest | Summer 815 | Transurania | Alchemy | Void Crafting | Quest | Jim Arona 021 076 9376 |
Metal
- Octahedrite has its own Magical Resistance of 70%. If it succeeds in a MR Check against a particular magic, it will always resist it afterwards. If it fails, it will always fail. A record must be kept of which magic it will resist or fail against.
It may be made into weapons that are a bane to the Hounds of Tyndallos, who may not bend space to avoid an attack, and whose Defence will only be their Agility, unless they have been enchanted in some other way.
Such weapons must be straight, curved or weapons with angles less than 120 degrees may still be avoided by them.
Itemisable Octohedrite
5 lbs of octohedrite blade blanks, which may be made into any weapon with a straight edge or point. The damage is base DM + 1, plus any bonuses from Weaponsmith.
Barbed Mithril
1 lb of barbed mithril
Barbed Ithildin
1 lb of barbed ithildin
Balrog Bits
Balrog Tail
The cord from the balrog's tail may be extracted to make a whip which extends out fifteen feet and weighs 3 lbs.
The base Strike Chance is 47%, base Damage is 2 rollup D10. If the Strike Check result is a prime and a successful Strike, the whip cracks for an extra rollup D10 damage.
The hand wielding the whip has its MD increased by 16 and the wielder may extend their sense of touch down its length.
Bonuses to PS do not increase the damage of this weapon.
Balrog Scale
The cracked and friable hide of this balrog has formed into irregular but horn-like scales. Each is about 2 centimetres thick, are vaguely half-moon shaped, and vary in size from 1 foot by 18 inches to 2 feet by 3.
They may be made into bucklers, small round or large round shields of the following properties:
Shield | Weight | DEF per Rank | MD penalty |
---|---|---|---|
Buckler | 1.5 lbs | 3% | 0 |
Small Round Shield | 2.5 lbs | 4% | -1 |
Large Round | 5 lbs | 5% | -2 |
Balrog Teeth x 4
These teeth are very hard, and each one weighs half a pound.
They may be thrown to the ground and crushed under heel. This has a chance of 83%, which may double, triple, or backfire. The following Pulse, a Rank 20 Wall of Fire will spring up centred on the crushed tooth, but having the proportions that the user wishes as outlined by the spell (Section 21.6 S-13).
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Black Forest | Winter 815 | New Terra | Formerly living | Flame of Udun | 2,500sp | Jim Arona 021 076 9376 |
Weapons
Armour
Miscellaneous
Fabergé Eggs
Cinderella Egg
This Fabergé egg is midnight blue, is 8 cms long and weighs 10oz.
It may only be used after midnight, whereupon it transforms into a pumpkin carriage drawn by six white mice, and driven by a cricket. They will draw the carriage until just before the first rays of dawn paint the sky. They are capable of covering 100 leagues in that time, and need not use roads. However, they must use bridges to cross water barriers. Fords are an insurmountable barrier.
The pumpkin carriage can carry six people, who must take a Pass Action to enter or leave. Upon entering, they will be small enough to fit inside, whatever their normal displacement would be and will return to full size on leaving.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Black Forest | Summer 815 | New Terra | Magical | Artifice | 12,250sp | Jim Arona 021 076 9376 |
Cockerel Egg
This Fabergé egg is the colour of garnets, is 8 cms long and weighs 10oz.
If it is opened at night, a cockerel will burst forth and 1 Pulse later, there is a 30% chance it will crow and call the dawn D10 hours earlier. Whether or not it crows, it will climb back into the egg and go to sleep, and will not come out until after the next dusk.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Black Forest | Summer 815 | New Terra | Magical | Artifice | 12,250sp | Jim Arona 021 076 9376 |
Egg Timer
This Fabergé egg is red with a green, enameled ribbon motif around it. It is 8 cms long and weighs 10 oz.
Once a season, it can be opened as a Free Act and there is a 30% chance it will give the bearer and his allies an extra Pulse. This may be attempted each Pulse until the extra Pulse has been delivered, whereupon the egg may not be opened again until the next equinox or solstice, whichever comes first.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Black Forest | Summer 815 | New Terra | Magical | Artifice | 15,000sp | Jim Arona 021 076 9376 |
Spell Racks
Crystal Spell Rack
This collection of crytal rods is 8 inches long and looks like a set of wind chimes. It weighs 7 oz.It is a spell rack.
It increases the WP of the bearer by 2 with respect to the College of the Sorceries of the Mind
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Black Forest | Summer 815 | Transurania | Magical | Meta-magic | 3,250sp | Jim Arona 021 076 9376 |
Jewellery
Amulets
Enhanced Amulet of Amethyst
This amethyst may be made into an amulet that, when it is worn openly around the neck or on the forehead, wards against dreams and nightmares. They may not be interrogated by the Ritual of Sending, and are entitled to an extra Magic Resistance roll vs Nightmares (taking the best). If they are not normally entitled to one, this amulet provides one.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Black Forest | Summer 815 | New Terra | None | Stone Lore | 6,000sp | Jim Arona 021 076 9376 |
Enhanced Amulet of Elder Flowers
These tiny yellow flowers may be preserved and made into an amulet that, when itis worn openly about the neck or the right wrist makes the wearer' proof from the Evil Eye. In addition, they make an additional Magic Resistance check against any Curse magic. If the Curse magic does not normally allow any, they are entitled to one. If the result of either Magic Resistance check is under half what is needed, the Curse magic reflects onto its caster.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Black Forest | Summer 815 | New Terra | Formerly living | Herb Lore | 800sp | Jim Arona 021 076 9376 |
Allies
Lore
Tome of Abysmal Lore
Divining this tome will reveal the tragic tale of a nameless Kerberite Chaos Lord who was tortured and tormented by the loss of his woman and children. Eventually, after being promised to be reunited with them, he revealed this secret lore by writing them in this book.
It weighs 7 lbs, the covers being made from the hide of an adult Kerberite, the pages made from the skin of infants.
Anyone carrying the book will reduce their WP by 1 per day for a maximum loss of 7 as nameless grief fills them. This WP will recover 1 point every 3 days. Hypnotism can cure this loss once per day, restoring (D-5) (+1 per 3 or fraction Ranks).
Once a section has been read, it is learnt but the writing vanishes from the pages. No more than 10% of the reader's Experience can be spent on these abilities.
Damage Squares
Experience Multiple: 1,000
This ability takes no time to train, but the reader must have at least 7 consecutive days in which training might take place. It can be advanced one Rank per season or adventure, whichever is least to a maximum of Rank 10.
The reader acquires the ability to avoid damage according to the following schedule:
Rank | Squares |
---|---|
1 | 1 |
2 | 1,4 |
4 | 1,4,9 |
6 | 1,4,9,16 |
8 | 1,4,9,16,25 |
10 | 1,4,9,16,25,36 |
A single Damage Square can be played against damage from one single attack as a Free Action in a Pulse. They may be played before the reader's Initiative or even when they are stunned. They may not usually be played when they are surprised, asleep, unconscious or dead.
All Damage Squares are restored after the reader returns from having spent at least 24 hours in the Abyss.
Obligations
Special Abilities
A Penetrant, Illumininant Eye
Once a day, requiring a Free Act, Bishop may add his PS to his WP for 12 Pulses, for as long as he is not in 90% or greater darkness.
Once a week, Saturday to Saturday, and requiring a Pass Action, he may drink 10,000 cubic feet of darkness into the pupil of his left eye. This will cause the entire orb to turn black. He may take another Pass Action to release the darkness, which will emanate around him.
Should he be gathered by those capable of such things, his heartblood may be collected for 15 Will.
Adventure | Season | Nature of Magic | Value | GM |
Black Forest | Summer 815 | Meta-magic | Quest | Jim Arona 021 076 9376 |
Mental Attack - Multi-Target
Effects: This incantation allows the Adept to assign 1 per 3 or fraction of the spell's Rank with Mental Attack as targets, instead of one.
Cost: 2000
Constraints: Unracks the spell, reduces FT value by 3.
Adventure | Season | Nature of Magic | Value | GM |
Black Forest | Summer 815 | Meta-magic | Quest | Jim Arona 021 076 9376 |