Fallen Ocelotepec - Mario's Award

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Return to Fallen Ocelotepec

Mario returns to the Guild on the 11th Snow 817wk with 83, 320 Experience

He has earnt these Spots:

3 3 3 5 6 6 7 8 8 9 10

He may

advance any Talent six Ranks.
advance his Rank in Stealth 1 Rank at only 90% of the cost and no time.
advance his Rank in Oaxacan as if he had been immersed in it for 4 weeks.
advance his Rank in Climbing 1 Rank at only 90% of the cost and no time.


Consumables

Other

Alchemical Products

Grenadoes

Charms

Herbs

Herbal Products

Enhanced Willpower Draught

This herbal draught increases the imbiber's WP by 18 for 9 hours.

Potions

Potion of Walk on Water

This phial weighs 4 oz. The contents are applied to the feet so will normally taking 4 Pass Actions. The Rank of the magic is 11.

Potion of Enhanced Healing

This phial weighs 4 oz and may be taken without Preparing if it is attached to a belt or bandolier, etc. If the bearer is struck for a massive blow or a Specific Grievous Injury to any part of the torso (including shoulders and hips), then they must roll 30 or less on percentile or be shattered. The potion heals 3 rollup D10 + 20 damage.

Staunch Potion of Healing

This phial weighs 4 oz and may be taken without Preparing if it is attached to a belt or bandolier, etc. If the bearer is struck for a massive blow or a Specific Grievous Injury to any part of the torso (including shoulders and hips), then they must roll 30 or less on percentile or be shattered. The potion heals 40 damage and renders the drinker immune to damage for the rest of that Pulse and the next.

Potion of Curing

This phial weighs 4 oz and may be taken without Preparing if it is attached to a belt or bandolier, etc. If the bearer is struck for a massive blow or a Specific Grievous Injury to any part of the torso (including shoulders and hips), then they must roll 30 or less on percentile or be shattered. The potion heals 1 rollup D10 damage that Pulse, then another at the end of the next Pulse, and a last rollup D10 at the end of the third Pulse.

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. If the bearer is struck for a massive blow or a Specific Grievous Injury to any part of the torso (including shoulders and hips), then they must roll 70 or less on percentile or be shattered. 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.

Jazz

This bottle is fragile but if it is on a belt or otherwise easily accessible, the potion can be drunk without requiring a Prepare Action. Should the bearer be struck for a massive blow or a Specific Grievous Injury to any part of the torso (including shoulders and hips), then they must roll 30 or less on percentile or be shattered. It encumbers as if it weighed 4 oz.
Whoever drinks Jazz gains an extra Action at their normal Initiative Value + 20. However, their EN value is halved. Four Pulses after taking it, the Jazz effect will wear off, at which point their EN loss may be cured.
Taking two potions of Jazz does not give the imbiber 2 extra Actions a Pulse. Instead, the duration queues, while EN value is halved yet again. In other words, if Tsayoi were to take Jazz in Pulse 1, in Pulse 2 he would have 2 Actions and his EN value (25), is reduced to 13. His second Action in Pulse 3 is to take yet more Jazz (meaning that it will wear off in Pulse 9, not Pulse 5) and now his EN value is reduced to 7. Note that EN value is affected, so any attempt to restore it will either fail or cause the Jazz effect to dissipate.
Although the imbiber may benefit from the effects of a Strength of Stone spell before they take Jazz, they are no longer a legal target for this spell until the Jazz effect has worn off.
When Jazz has worn off, the imbiber's maximum EN value is restored but not their EN value. To continue the example with Tsayoi, he will have to be restored of 18 points (to take him from 7 to 25) before his EN value is fully recovered.


Potion of Waters of Healing

This phial contains:

Waters of Healing.
Rank 20

Potion of Heat Shield

This phial contains:

Heat Shield
Rank 20

Potion of Gaseous Form

This phial contains

Gaseous Form
Rank 20


Scrolls

Cast Chances are modified by the reader's MA and Enchantment.

Scroll of Thaumaturgy

Cast Chances are further modified by WP & Troubadour bonuses, where appropriate

Opening (Rank 7)
base Cast Chance 51%
Illusion of Multiple Images (Rank 7)
base Cast Chance 41%
Levitation (Rank 7)
base Cast Chance 46%
Web of Entanglement (Rank 7)
base Cast Chance 56%


Mechanical Storage Devices

Tile of Wall of Stone

These six shale tiles are 6" x 6' x 2" and weigh 1 lb each. They must all be set into a rough square over an area of 10' x 10'. When the area is entered, there is a 82% chance of setting off a Rank 15 Wall of Stone.The area of effect must be determined at the time the trap is set.


Invested Items

Wands

Wand of Disguise

This 9" wand weighs 4oz and is made from silvered glass. It is very fragile. If the wielder receives a C Class Specific Grievous injury, they must roll under 30% flat on percentile dice..
It contains 21 charges of Rank 7 Disguise Illusion spells. The base Cast Chance is 41% modified by the wielder's MA, WP, Rank in Troubadour and Enchantment.

21 20 19 18 17 16 15 14 13 12 11
10 9 8 7 6 5 4 3 2 1


Gems

Amulets

Mind Shield - Undetectable Mind

Effects: This incantation of Mind Shield prevents the Adept's mind or emotions from being detected or read either by Telepathy or ESP.
Cost:700
Constraints:Unracks the spell, reduces FT value by 1.
This incantation is not teachable.
Learning the incantation uses up a charge.

Weapons

The Incubus Glaive

The haft of this weapon is a Quarterstaff made from Infernal cedar weighing 2 lbs which inflicts 1 point of fire damage on the wielder per Pulse and the blade is a Broad Sword carved from Cainite crystal weighing 3 lbs which inflicts 1 point of cold damage on the wielder per Pulse. Each weapon has a base Strike Chance of 67% and inflicts 2 rollup D10. The Broad Sword inflicts B Class damage +2 versus creatures of fire The Quarterstaff inflicts C Class damage + 2 versus undead and creatures of ice, cold or water. It may be Ranked and wielded as a Broad Sword or a Quarterstaff. In fact, the Cainite Broad Sword will teach a wielder to advance from Rank 6 to Rank 7 at an Experience Cost of 3,600 and 98 training half-days.
Although it is not Ranked as one, it may be wielded as a Glaive, in which case both Ranks are summed and it inflicts 2 rollup D10 B & C Class damage.
As a Glaive, it is a legal target for the Telekinesis spell which must be cast on it using Ritual Spell Preparation to store 1 (+ 1 per Rank6) Poltergeist Strikes. These will last until used and do not require Concentration. Should a blow be successful, a Strike is released, detonating for [D + 1] (+ 1 / Rank) impact damage. If the Poltergeist Blow is Rank 10 or above, they are thrown prone and may take impact damage. At Rank 15+, they are thrown (Rank - their Size factor) feet, fall prone and may take impact damage.. At Rank 20, they are also thrown back (20 - their Size factor) feet, fall prone, are Stunned and may take impact damage. If the target Resists, they ignore the impact damage.
These weapons will not accept weapon spells.

Armour

Void Robes of the Qalamari

These robes are the colour of migraines and nausea. They weigh 2 lbs, provide 5 points of Protection, 7 Spell Armour and may not worn with other armour. The wearer's Magic Resistance to Annihilation or Dark Sphere contact is increased by 10.
If the wearer sleeps in these robes, their dreams are visited by images of twisted things from beyond the void so the first four hours of sleep return no FT. However, in this circumstance, there is a flat 7% chance that they may learn something of the void upon waking, at the DM's whim.


Jewellery

Amulets

Greater Amulet of Beryl

This amulet weighs 4 oz and must be worn as pendant over the wearer's left ear, or as a pin through the left ear. .
It provides a bonus of 5 to the wearer's ability to Detect Traps and Snares and Sense Danger. It also increases the size of a Blink Pool by 1.
This will not stack with any other Amulet of Beryl.


Spell Racks

Crystal Rod

This spell rack is a light mace with a head made from crystal that weighs 2 lbs. It has a base Strike Chance of 55%, base damage of 1 rollup D10 + 3, and the PS required to wield it is 14. It adds 2 to the bearer's WP with respect to the Sorceries of the Mind. It may not accept weapon spells.
While wielding the rod, the FT cost of Telekinesis is reduced by 1, and the mace will maintain one Telekinesis spell for each odd Rank the wielder has in the weapon.

Ring of Fangs

This ring is made of wood into which fangs and teeth have been set. It weighs 2 oz and must be worn on the smallest finger of the left hand to be effective.
The wearer may speak with dogs. They may add another kind of animal "language" by taking a day and sacrificing 1 EN point to the ring, 2 EN if the creature is magical/enchanted, etc.. If the ring is passed from the bearer's ownership, then all of the languages they have learned (except dog) will immediately fade and will not be restored even if the ring is recovered. The ring can only be used to learn the languages of creatures with teeth.


Climbing Ring

This plain bronze ring weighs 7 oz and must be worn on the thumb of the left hand for its magic to be effective. It provides no bonus to the Adventuring Skill: Climbing, but allows the bearer to move at an enhanced rate or to climb surfaces that cannot normally be scaled, for example ceilings or perfectly smooth surfaces but at half their Climbing Chance. If they succeed, they may move at (base TMR + their Rank in Climbing) / 3, rounding all fractions down. Failing a Climbing check indicates the bearer's position is unstable and they will fall unless they secure themselves in some way.


Miscellaneous

Belt of the Qalamar

This belt weighs 1/2 lb. If Telekinesis is cast on the wearer, their weight is considered 1/3rd their original value.
Although the belt does not allow the wearer to change the orientation of gravity, they can reverse it when they are in contact with a surface. This doesn't let them fall up, just that they can change their orientation once they touch the ceiling. If they do it while they're on the ground, then they can stand on the head.


Trumps

These trumps have been drawn onto plaques of ivory and each weighs 5 oz.

The Prisoner in Torment

The Prisoner in Torment
The Prisoner in Torment

This Trump may be played when casting Spectral Warrior, or Phantasm.

Description
The Prisoner was a living humanoid creature who has been experimented upon by unhinged Mechanicians who have spent too long gazing upon the mysteries of the Void. It is pain made material in iron and flesh. It is not impeded by any barrier except prison walls.
Abilities
The horror of the Prisoner's suffering slows the target (i.e. they lose their Action next Pulse, and each alternate Pulse) and imposes a penalty of 30 to Strike and Defence upon the target of this spell if they succeed at a 2 x WP check. If they fail, they can only take Pass Actions.
Movement Rates
Three Dimensional Movement: 50 (+50 yards per minute / Rank)
PS: 18+Rank MD: 22 AG: 24 MA: 0 EN: 18 FT: 18+Rank
WP: 20 PC: 20 PB: -7 TMR: Rank NA: Implants reduce damage by 8
Weapons
Phantasmal Wound: Strike Chance: Automatic, 1 rollup D10 + 1 Rank, Melee
Defences
The Prisoner always hits last in the Pulse, unless it is in a rear hex, in which case it will always strike first. Because of its high AG value, it is allowed 1 hex of movement after it has attacked, and it will always choose to position itself behind its target when it can.
It is not prevented from entering a couterspelled hex, nor may it be dissipated by having a counterspell cast upon it. It may be Banished, however, special abilities notwithstanding, it may not be interacted with by anyone except its target.
Defence: 24, MR: 40%

Once used, the image on the trump fades until it receives 5 Pain & 3 Chain


Forgotten Love

Forgotten Love
Forgotten Love

This Trump may be played in two ways as a Pass Action on an entity within 6 hexes.

False Love Revealed
The scales fall away from the target's eyes and the one they love will be revealed as false
False Love Reversed
An entity feigning love will find themselves in love with their target unless they Break 100 + target's PB => PC

Once used, the image on the trump fades until it receives 5 Heart

Red Stone

This bright red stone weighs ½ lb. Once a day, the bearer may throw the stone away, whereupon it will return and orbit them for as many Pulses as they have Ranks in Rock. While it orbits them, their Agility is increased by 1, which may exceed personal and racial maximums.


The Phial of Neferkare

This hollow tube of malachite is a12 inch in diameter and 3 inches long. It holds a special oil and weighs 4 oz.
The wearer may store the mental signature of an entity whose mind they have read, either by Telepathy or Mind Speech. Each signature will cost 1 PC.
While trying to make contact by Telepathy or Mind Speech with these entities, their range is calculated by squaring the Rank This is the distance in surface miles over which the wearer may make contact. The phial also allows an entity to be targeted so long as they are within range and who are in the direct line of sight to the wearer's communicant or who is within range of the wearer's Telepathy.
If the phial is worn openly over the heart, and the wearer takes a Specific Grievous injury to the shoulder or chest, then the wearer must Break 100 > +30. If it is worn underneath their clothing, then they must Break 100 > Total Protection + 30. Failure indicates that the phial is shattered and the memories lost. If the phial is worn beneath clothing, it takes 3 Pass Actions to Prepare it for use. If it worn openly, it takes 1 Pass Action.
PC sacrificed to the phial may be recovered but only at a rate of 1 per Adventure or Season, whichever is least.

Aspect Figurines

Allies

Lore

Abilties

Incantations

Mental Attack - Mind Blast x 4

Name: Mind Blast
Spell: Mental Attack
Effects: This incantation of Mental Attack fills a volume that is 5 ft wide (+1 per Rank) and 15 ft long (+5 per Rank). Entities in the area are not knocked unconscious, but any who fail to resist find themselves confused and disorganised, and may not act until they have spent 1 Pass Action for every 3 or fraction Ranks. At Rank 20, this increases to a maximum of 8 Pass Actions.
If victims of this effect are attacked even if no damage is done, then they may Break 100: PC + WP + Sense Danger to recover their senses.
Cost: 1000 Experience.
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.

Phantasm - Enhanced Damage

Name: Enhanced Damage
Spell: Disruption
Effects: This incantation of Phantasm changes the Damage equation to 1 rollup D10 (+ 1 per Rank) and an additional rollup D10 at Rank 10 and Rank 20.
Cost: 1000 Experience.
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.

Phantasm - Enhanced Rank

Spell: Phantasm
Effects: The Adept's Rank in the Phantasm spell is increased by 6. This applies to all aspects of the spell EXCEPT Base Chance.
Cost: 1500
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.

Phantasm - Phantom Armour

Target: Self
Duration: Concentration, no maximum
Effects: The Adept dresses in the phantasm form of a knight in heavy, baroque plate wielding a pennanted lance. The armour is not Dissipated by having a Special Knowledge Counterspell of the Sorceries of the Mind Special Knowledge Counterspell cast on them or the area it occupies and may happily such an area. It will absorb 20 (+4 / Rank, 150 at Rank 20+) damage on behalf of the Adept before it is Dissipated. This is applied before any other damage mitigation is applied, except a Circle of Protection. The Phantom Armour, itself, can only be harmed by magic that directly targets it, i.e. magic that affects a volume will have no direct affect and it is not affected by spells that attack the personality, mind or spirit with the exception of magic that Banishes. However, it is normally unseeable except at the end of the Pulse if the Adept directs it to attack an adjacent entity. The lance always hits and inflicts [D10 - 4 + Rank] (D + 16 at Rank 20) damage. Spell Armour and Damage Reduction apply against this damage, but no Magic Resistance check is allowed..
The incantation does not allow the Adept to move as a Phantasm does, however, they can move up to their TMR into the air on alternate Pulses. It provides no protection from falling damage.
Cost: 2000 Experience.
Constraints: Unracks the spell, reduces FT value by 1.

Phantasm - Wall of Force

Target: Volume
Range: 10 feet (+5 feet per Rank)
Duration: 10 minutes (+5 minutes per Rank)
Effects: Creates a 10' high, 1" thick, 20' long Wall of Force, or a 10' high, l" thick, 5' internal radius ring of force, or a 15' high, 5' diameter pillar of force. The adept may increase any dimension except thickness by 1' / Rank. Each Pulse, the wall will absorb an amount of ranged physical damage equal to its Rank. It will also impede the passage of entities moving through it as if they must pass through Rank "hexes" before the exit the other side. Damage that is intercepted causes spider's web like cracks to appear in that 5 foot section. Exceeding the wall's damage capacity will cause a breach to appear in that section, which will repair by the beginning of the next Pulse. Attacks that affect a volume or area will damage the appropriate number of 5 foot sections. The wall does not protect against, nor is it damaged by spell damage except from Diamond Javelins, Ice Projectiles or similar.
The wall cannot be cast so as to include any entity within it, other than the Adept. The entirety of one edge must be affixed to a surface. This means that a wall can be created with a smaller dimension than would otherwise be possible. For example, casting a Wall of Force on a stepping stone that is 3' square will result in a wall which is only 3' long. Any edge may be affixed but, for the purposes of this spell, this does not include either face. For example, a wall could not be placed flat on a large open surface. The surface or surfaces that the Wall of Force is affixed to do not need to be flat, but the length of the wall is measured from the deepest depression on the surface that the wall fills. For example, a circularly concave wall of 5' radius, with a rank 0 wall affixed to it will end in a flit edge 15' beyond the end of the curvature. The entire anchoring edge must be visible to the Adept. The wall itself cannot be moved. Should an entire cross-section of the last remaining anchoring edge be removed then the wall will immediately dissipate. Example An Adept casts a wall 1' off the ground, attached to a door. As soon as the door is opened the wall is dissipated. If, however, the Adept had cast it so that it overlapped the door frame, and it projected slightly above the top of the door, then it would not have been dissipated because no entire cross-section of the anchoring edge has been removed. In this case somebody with a sharp implement (and quite a bit of patience) could scratch away at the stone wall until they had created a groove through the entire cross-section of the Wall of Force in order to make it dissipate..
Cost: 1200 Experience.
Constraints: Unracks the spell, reduces FT value by 2.

Mario's Telekinetic Rage

Mario has had an insight into the working of Telekinetic Rage that, with time and experience, has led him to a new way of casting the spell.
When he has acquired sufficient knowledge he may learn how to internalise the magic so that he is thrown violently around. For every 3 or fraction Ranks, Mario will be thrown D100 feet in a random direction. For every 10 feet thrown after the first 10, he takes 1 rollup D10 damage to EN. He may halve this if he rolls 1 x AG + 5 + Sense Danger Rank or less on percentile dice. Feather Falling stops the spell from working, whereas exhausting EN, losing consciousness or death will cause the spell to come to a natural conclusion.


Mario's Unremarkable Appearance (G 8)

Range: Touch
Duration: 1 hour (+ ½ hour per Rank), 12 hours at Rank 20
Experience Multiple: 200
Base Chance: 40%
Resist: None
Storage: Potion or Investment
Target: Entity
Effects: Mario is not concealed by the magic, however he is less noticeable. This does not entitle him to use Stealth in plain sight directly, but it does mean that if he does nothing to attract attention, anyone who has seen him will have to Resist or forget that they have. This MR check is penalised by the Rank of the Unremarkable Appearance spell. An observer who successfully Resists does not recall Mario any more clearly.
So long as he begins the attempt from a place of concealment, Mario may attempt Stealth in plain sight at half his normal chance. The bonus from Enchantment is applied after Stealth has been halved, however.
The Stealth or Unremarkability effects always ends if Mario were to do anything that would attract attention to himself like drawing weapons or preparing spells. So will whistling, dancing naked on tables, or generally behaving inappropriately to the situation as determined by the DM. However, this does not end the spell itself. So long as Mario can somehow break observation, he may initiate a new Stealth attempt.