Fallen Ocelotepec: the Bishop's wages

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Consumables

Other

Whitethorn Stakes x 6

These stakes have been grown into the shape of a short spear-like stake. They may be wielded as if they were daggers with a base Strike Chance of 45%, inflicting D+3 A Class damage. Against vampires, the stakes inflicts the Specific Grievous Injury: 11 Your aorta is severed and you are quite dead on 10% of the modified Strike Chance. Blows directly to EN are inflicted on a Strike Check of 20% of the modified Strike Chance. Experience has taught that a mallet is quite useful.
While the stake remains within the chest cavity of the vampire, there is no way to resurrect it.

Grenadoes

Charms

Herbs

Herbal Draughts

Rank 8 Marian Rosehip Tea x 6

Each serving of this restorative tea will repair the morale of up to six entities whose hope and joie de vivre have been drained by exposure to the unholy. On the first sip of the tea, 8 points of drain are healed, then 1 point of FT per minute for eight minutes is restored. Once the cup has been set aside and a deep sigh heaved (requiring a Pass Action) those who have partaken will have their resistance to fear increased by the Rank until the next dawn, dusk, noon or midnight.

Potions

Scrolls

Invested Items

Amulets

Gems

Weapons

Armour

Jewellery

Ring of Lemures

This silver ring has a polished jade stone of palest green and weighs 1/8th of an oz. It must be worn on the little finger of the right hand to be effective. When it has been worn for a year, the bearer's AG is increased by 1. When it has been worn for 2 years, the bearer's gains another +1 to AG. . When it has been worn for 3 years, the bearer gains another +1 to AG. This may exceed personal maximums but not racial ones. The ring may be removed for as long as 1 week per season without losing its special properties. However, if this period is exceeded, all benefits are lost and the bearer must start all over again.

Miscellaneous

Winter Silk

This silk is very fine and is a metallic gold in colour. It has been spun from special spiders who live in the wintry north, and woven into an impermeable fabric. The silk covers 900 square metres and it weighs 35 lbs. It can be folded into a large pack. It is, unfortunately, highly flammable, and will burst into flames if it is subjected to a heat of 70° C or higher or denature if exposed to even quite a mild acid or base. It is not warm, but it is water proof and stops wind handily enough.

Allies

Lore

Template of Shaping Trident Golem

An Adept who knows this template of the Ritual of Shaping Iron Goelms may create a template for an autonomous trident. The material cost is 1,000sp. The base stats are:

PS: 14 + 1/ Rank MD: 17 + 1/2 Ranks AG: 13 + 1/2 Ranks MA: None EN: 8 + 1/ Rank FT: 8 + 1/2 Ranks
WP: 18 PC: 15 PB: 8 TMR: Special NA: Plating absorbs 8 DP

Trident BC 45% (+2 per Rank), [1 rollup D10 + 2], delivered as a Charge
Once launched, a trident golem will fly towards its target and delivers Charge attack for each tine without penalty. The trident gains +20 to Strike Chance on each attack and each one that hits inflicts 1 rollup D10 + 2 damage. However, Protection, Endurance Armour and Damage Reduction are only counted once, and if any of the attacks inflicts a blow directly to EN, they all do. Only one specific grievous injury is applied, however,. Once one has been inflicted, no other rolls are made.
The template must contain a reservoir for Twilight Oil, which will weigh 1lb. This will provide the motive force for the golem since it is a legal target for the Instilling Flight spell. Durationis 1 Pulse per 2 Ranks, and does not require Concentration. This allows the trident golem to fly at a TMR equal to the Rank of the spell.
A template may be created with optional extras: If special targeting magic is to be used, this is added to the template as if it were a potion, i.e Witchsight, Infravision, Enhanced Vision, Detecting Fumes etc.
If special resistance magic is to be used, this is added to the template as if it were a potion: i.e. Counterspell(s), Resistance to Light, If a warhead is to be included, this is added to the the template as if it were a trap or a stored spell. See Mechanician 40.5 & 40.6 for details.

Once the template has been completed, trident golems may be created by casting the Ritual of Shaping Iron Golems at a cost of 1/10th of the template cost + the cost in Twilight Oil and the cost of the payload, if any. They weigh 6lbs + the weight of the payload, if any. They may be Itemised.

Note

Trident golems may not be upgraded, although the templates can be.

Trump Artistry

For someone who has the appropriate card stock and magic, Trump Artistry provides a means to moderate the uncertain forces of luck.
A deck contains 78 cards: no more than 22 trumps, 16 face cards and 40 lesser cards: the ace through to 10 of each suit. The suits are cups, pentacles, swords and wands and are considered complete when a deck contains the ace through to the king. A deck is complete when all of the suits are complete and it contains 22 trumps. A deck does not have to be complete, however, to be useful. It cannot contain images of invisible things or things surrounded by ineffable light, impenetrable mist or stygian darkness. The ability to draw a clear and unambiguous picture is key to this magical calling.
An artist's total collection of higher cards may exceed 38, but their active deck must contain no more than 16 face cards and 22 trumps. Once it has been determined, the contents of an active deck cannot be changed until after the next equinox or solstice.
The Trump Artist may choose to begin anywhere their muse takes them with their deck, but for the purposes of clarity is explained in order, thus:

The Lesser Cards

These cards may be used to modify a die roll, either increasing or decreasing the result. It may be played in response to an opponent's attack, either directly against the opponent (who may Resist versus Backfire) on behalf of an ally or to defend themselves against an attack, then it requires but a Reflex Action. Only one Reflex Action, however, is allowed per Pulse. When it is played in support of themselves or an ally, it requires a Free Act, therefore two cards may be played in a Pulse. Die roll results are modified in terms of the following categories:

Wands
Spell Casting, Courtier when used to garner position and favour, or any attempt to win fame and political power
Cups
Healing, Alchemy, Herbalism, Courtier when used to seduce, Troubadour, Swimming, Stealth, Illusion magic & Spy
Swords
Ranged & Melee combat, those who practice Philosophy, Flying, Military Science, Law, Warrior & Navigation,
Pentacles
Close combat, Defensive abilities, Shield, Magic Resistance, Merchant, Ranger, Mechanician & Thief

They must be drawn in order from ace to ten. The ace costs 1,600 Experience, the others cost their value times 100, so a two of cups will cost 200 Experience, a three will cost 300 Experience, and so on.
The ace may only be played on the Trump Artist, but can be used once a day. The other lesser cards can be played on anyone or anything they can see but are removed from the deck until the next equinox or solstice.

The Face Cards

These cards may be used to create a contact with a sentient entity and require a way of Linking Life Force. Largely speaking, it is the artist's choice as to which position in the courts they place the subject, but gender, at least should be preserved. People who are predominantly political or spell casters or just plain bossy would most likely fall into the court of wands. Those who are coldly logical, warrlike or disputatious should fall into the court of swords. Those who practice Healing, Alchemy, Herbalism, seduction or who focus on the home should be candidates for the court of cups. Finally, those who deal with money, practical things and protections should be set into the court of pentacles.
Each face card is advanced separately with an Experience Multiple of 200. The artist can use the card once a day to make contact with the subject which will usually take a minute or two. If Rank is less than 6, then only a vague intimation of their near future is possible. From Rank 6 - 10, the artist can reach out to them if they are within 5 miles (+15 miles per Rank) and observe them for 10 minutes (+1 minute per Rank). Unless dead, unconscious or deeply concentrating, the subject will know that contact has been made but will not be able to distinguish who has initiated the contact.

The Trump Cards

Generally speaking, the artist will focus on trumps of place. These are similar to face cards, except the Experience Multiple is 400 and at Rank 10 they may open a portal to a destination that is co-planar. The Cast Chance is MA (+5 per Rank) - 1 for every 5 miles distant and requires 4 Pass Actions. If the portal is successfully opened. up to ten entities may travel to the destination which will discharge the trump until the next solstice or equinox. The FT of all travelers is set to 0 upon arrival.
Other trumps can be for situations, events or powers, but generally require some special negotiation. While it is well known that Death himself likes a good portrait, he has been known to exercise a certain sense of humour with respect to particularly avant garde artists.
The DM will assign an Experience Multiple to and define the properties of such trumps.
The total number of Ranks in a deck is 420, and the Trump Artist should keep a record of how many they have advanced.

Ancient Cantrip

Ancient cantrips are similar in many ways to standard minor magicks: they must be Prepared, cost 1 FT normally and the base Cast Chance is 3 x MA.

Aid

Range: 10 feet
Duration: Rest of the Pulse
Effects: The Adept may add their MA bonus (i.e. MA - 15) to the Cast Chance of another's spell. In other words, if the Adept's MA is 20, they may increase the Cast Chance of another's spell by 5. In addition, they may pay all or part of the FT cost for the other Adept.

Message

Range: MA hexes
Duration: 2 Pulses
Effects: The Adept points their finger toward a creature within range and whispers a message. The target (and only the target) hears the message and can reply in a whisper that only the Adept can hear. The message may be sent out of line of sight if the Adept is familiar with the target and knows where they are. Magical silence or a solid wall blocks the cantrip.

Mothwings Go Spinning

Range: MA feet
Duration: MA seconds
Effects: The Adept points their finger at 1 object (only) that weighs less than or equal to their WP in lbs and causes it to spin over the area of a hex. The Adept may accelerate the object at a rate of 10 MPH each Pulse to a maximum of MA MPH. The object may be hurled at a target no further away from its original position than twice their MA in feet. It automatically hits the target and inflicts 1 rollup D10 - 9 + 1 for every 2 lbs that it weighs, minimum 1, can stun but never inflicts quality blows. Unless the target is unaware of the object being lofted at them, they will avoid it on a percentile roll equal to or less than 3 x AG.
The cantrip may be used to turn a handle or rotate a discrete object either vertically, horizontally or, indeed, in any orientation.