Full Metal Breastplate - Treasure

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Consumables

Potion of Ophan Blood

Rank 10 Alchemy
This potion bottle is chased in an alloy of lead and tin and will not break easily. It must be prepared before imbibing. It weighs 4 oz.
The effects lasts for 12 pulses. For that period, the imbiber can decide which of their percentile dice are the tens and which are the units. For example, if 91 were rolled it could be read as 19 instead.

Adventure Season Plane Aura Nature Value Cursed etc.? GM
Full Metal Breastplate Summer 818 Previously living Fortune 8,000sp px50 Jim Arona 021 076 9376

Pot of Flesh

This pot contains a pinkish, oozing mass and weighs 4 oz. When it's contents are applied to a wounded entity, up to 3 Specific Grievous Injuries will be cured. If there is only one such injury, it will be cured at the end of the next Pulse. If there are three, then none of them will be cured until the end of the third Pulse after the mass has been applied.
No particular Skill is required to place the mass, it will slither around the target's body and infiltrate the wounds.
In addition, D+5 EN damage is cured.

Adventure Season Plane Aura Nature Value Cursed etc.? GM
Full Metal Breastplate Summer 818 Magic Healing ?,000sp px50 Jim Arona 021 076 9376

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.

Adventure Season Plane Aura Nature Value Cursed etc.? GM
Full Metal Breastplate Summer 818 Magic Healing ?,000sp px50 Jim Arona 021 076 9376

Yellow Potion of Health

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 Aura Nature Value Cursed etc.? GM
Full Metal Breastplate Summer 818 Magical Mind 4,000sp px50 Jim Arona 021 076 9376

Zaganatic Potion

This potion weighs 5 oz and must be Prepared before it is drunk. It is quite robust.
Whoever drinks this potion will have their PC increased by 5 and their MA by 10.
The potion's effects last for 15 hours, and the imbiber must eat grass or hay once every 2 hours they are awake.

Adventure Season Plane Aura Nature Value Cursed etc.? GM
Full Metal Breastplate Summer 818 7th Plane Formerly living Witchery Quest px50 Jim Arona 021 076 9376

Armour

Jewellery

Enhanced Amulet of Luck

This ancient tooth amulet, when it is worn openly around the neck or from the left ear adds 3 to the wearer's Magic Resistance and 2 to their Defence. In addition, if 1,000 Experience is sacrificed to it, then it holds a luck charge allowing the wearer to reroll a failed success chance or saving throw. This tooth will hold up to 3 luck charges and may only be recharged on the solstice or equinox.

Adventure Season Plane Aura Nature Value Cursed etc.? GM
Full Metal Breastplate Summer 818 New Terra None Stone Lore 6,800sp px50 Jim Arona 021 076 9376

Enhanced Amulet of Jade

This green jade amulet, when it is worn openly around the neck, increases the wearer's Initiative by 8 versus the undead. In addition, any Cast or Strike check vs the undead that ends in an 8 will be treated as ending with a 1 and any damage roll of 1 on a D10 becomes 8.

Adventure Season Plane Aura Nature Value Cursed etc.? GM
Full Metal Breastplate Summer 818 New Terra None Stone Lore px50 Jim Arona 021 076 9376

Hematite Amulet

This hematite amulet, when it is worn openly around the neck, increases the wearer's Initiative by 8 versus Hags and Witches. In addition, any Cast or Strike check vs Hags or Witches that ends in an 8 will be treated as ending with a 1 and any damage roll of 1 on a D10 becomes 8.

Adventure Season Plane Aura Nature Value Cursed etc.? GM
Full Metal Breastplate Summer 818 None Stone Lore px50 Jim Arona 021 076 9376


Other

Tsayoi

Enhanced Healing

Exp. Mult.: 350
Effects: This Racial Talent allows someone to restore themself as if they practised the Healer profession at Rank 10. The number of Ranks they may apply to herself in any given day is equal to their Rank in this Talent to a maximum of 10. This does not cost any FT, requires no Action but takes as much time as if they were a Rank 10 Healer. They may not, however, Transfer Fatigue, Preserve the Dead, Resurrect, nor may they Regenerate Vital Organs when they are their heart or brain. Indeed, they may not use this Talent at all if they is dead, although it will work if they are unconscious.

Example
Tsayoi has the Talent at Rank 10, has taken 17 points of EN damage, had a hand amputated and is suffering from a bleeder. The bleeder requires Rank 1 Healer to cure, reattaching the hand requires Rank 7, the lost EN will require Rank 3, so Tsayoi cannot cure the EN loss until the next day.

Dissipation

Three times a week, Tsayoi may dissipate a spell by means Preparing and Casting an Extinguish spell at a target within range. The spell to be Dissipated must be named and he must be wielding a holy weapon at the same time. The target may avoid the effect by Breaking (100 + Rank in Extinguish) => 2 x MA. This ability resets at noon on Sunday.

Fire Gate

Range: Rank2 x 10 miles (min 10 miles)
Duration: 10 mins x Rank (min 10 mins)
Experience Multiple: 550
Base Chance: 1% (+ Rank in Second Sight, if known)
Resist: None
Storage: None
Target: Area
Effects: This spell allows the Adept to travel to a fire gate that they have set up and that is within range. A roaring column of fire appears in front of the Adept, twisting off in the direction of the fire gate, fading after about 30 feet or so.
The gate is one hex wide. The Adept can increase this by spending three FT per additional hex. In general, a multi-hex creature will need a gate as wide as the number of hexes they occupy, although the DM can rule otherwise. Entering the gate strips all travellers of FT.
The aperture of the gate closes after Rank number of entities enter it or the Adept does, whichever comes first. The Adept can dismiss the gate at any time. Travellers exit in the order they entered. There must be space for them to do so, otherwise they and all subsequent travellers will be instantly returned to their point of origin.
For ease of calculation, the distance is covered at a rate of 60 miles per hour x Rank (Rank miles per minute). However, although the travel takes time, the distance is not actually traversed. Nevertheless, the wormhole's path must be unimpeded, it cannot pass through barriers like closed doors or windows, etc. Nor may it intersect or become adjacent to any ferrous metal.
This spell will not cross bodies of water, solid matter, vacuum or voids.
The Adept will need to sacrifice 1,000 Experience to be able to return to a fire gate which is not alight at the time the spell is cast.
This spell is not teachable.

Rahne

Enhanced Healing

Exp. Mult.: 350
Effects: This Racial Talent allows Rahne to restore herself as if she practised the Healer profession at Rank 10. The number of Ranks she may apply to herself in any given day is equal to her Rank in this Talent. This does not cost any FT, requires no Action but takes as much time as if she were a Rank 10 Healer. She may not, however, Transfer Fatigue, Preserve the Dead, Resurrect, nor may they Regenerate Vital Organs when they are her heart or brain. Indeed, She may not use this Talent at all if she is dead, although it will work if she is unconscious.

Example
Rahne has the Talent at Rank 10, has taken 17 points of EN damage, had a hand amputated and is suffering from a bleeder. The bleeder requires Rank 1 Healer to cure, reattaching the hand requires Rank 7, the lost EN will require Rank 3, so she cannot cure the EN loss until the next day.