Network of Sin - Aryan's Award

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Aryan returns to the Guild on the 30th day of Snow 814 WK with 66,087.5 Experience and has earnt, after Guild Taxes

He spent 60 days away from the Guild and spent 22 days in training. As a result of using Comet Trump, he has had the following training:

336 days advancing his Rank in Broadsword from 6-9
126 days advancing his Rank in Scimitar from 3-5
98 days advancing his Rank in Grenado from 2-4
56 days advancing his Rank in Courtier from 7-8
63 days advancing his Rank in Navigator from 8-9
15 days advancing his Rank in the Navigation spell from 6-8
7 days advancing his Rank in Herbal Lore from 6-7
6 days advancing his Rank in Tracking from 5-6
25 days learning these Power Words: Vitality, Speed, Shield, Spell Surge, and Attract

He may:

advance any Talent seven Ranks.
advance his Rank in Stealth by 1 at only 90% of the cost and no time.

As a result of the party's actions:

he never appears in any book read by any Dantalion.
he subtracts 10 from the die roll when making Perception (only) stat checks.
he has earnt one service from Serifan, the Lord of Patterns, to the tune of 100,000sp or 2 immortal crowns.
he has been impregnated with a hag child by a Black Annis. This may only be removed by a Life Aspected Healer who suffers a penalty of 7 Ranks. If Aryan is slain and resurrected, there is a 30% his spirit will be devoured by the hag child who will take control of his body. This may be detected by a Sorceror of the Mind who has Binding Wills, Hypnotism and Telepathy at Rank 15 or higher.


Consumables

Black Iron Grenado

Rank 4 Alchemy This grenado contains an alchemical incendiary device. It is usually thrown at a hex within range (15 hexes). The hex has no Defence, but the thrower's SC is reduced by 3 per hex beyond the first. Any Strike Check greater than 70 + MD means that the thrower dropped the grenado at their feet, or, if the roll is 99 or 100, has gone off prematurely.

If the Strike Check result is high enough to indicate a miss but not high enough for a catastrophe, then a scatter D10 is rolled.


On a 1, it was thrown 1D10 feet beyond the target hex.
On a 2, it was hrown 1D10 feet beyond and to the right of the target hex.
On a 3, it was thrown 1D10 feet to the right of the target hex.
On a 4, it was thrown 1D10 feet short and to the right of the target hex.
On a 5, it was thrown 1D10 feet short of the target hex.
On a 6, it was thrown 1D10 feet short and to the left of the target hex.
On a 7, it was thrown 1D10 feet to the left of the target hex.
On an 8, it was thrown 1D10 feet beyond and to the left of the target hex.
On a 9, it was thown 2D10 feet beyond the the target hex.
On a 0, it was thrown 1D10 <bold>hexes</bold> short of the target hex.
On detonation, the grenado inflicts 2 Specific Grievous Injuries on anyone who it shares a hex with, while those in the surrounding hexes suffer 1. The grenado inflicts A, B or C Class injuries, so all results are applied.
Targets are allowed to Break 100 + 2 x AG + Rank in Sense Danger to avoid each wound.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Reich Alchemy Incendiarism 1,000sp px50 Jim Arona 021 076 9376

Amulets

Agate Amulet

This amulet of agate weighs 4 oz and must be worn openly around the neck to be effective.
This amulet will cure the bearer of any non-magical diseases as if they were being treated by a Rank 7 Healer. The necklace always tries to cure diseases in the order in which they were acquired. It has three charges. In the event that the amulet succeeds in its Cure Disease check, no charge is used. If the roll fails, a charge is used and the bearer is cured anyway.

Charges
3 2 1
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Westover Magical Witchcraft 2,000sp px50 Jim Arona 021 076 9376

Huorn Stick

This wooden stick is about a metre long and weighs about 1.5 lb.
It may be snapped or, perhaps more wisely, it may be thrown as a javelin, but with a Base Chance of 30%. A successful strike upon the hex it is targeted at means that it has broken. When the broken halves hit the ground, a huorn rises up:
Huorn

Description
Huorns are large, vaguely humanoid beings who share some of the appearance of great trees. They have bark-like skin, are long-limbed and appear to be made out of shadow-covered wood. A huorn may stand 15 feet or higher and are 3-hex creatures.
Comments
There is much discussion about where huorns come from. They bear clear resemblances to ents, and indeed, ents often keep a watchful eye upon them, although they rarely interfere with them. By and large, they are quiet creatures, although not peaceful in any way. Some philosophers offer that they are ents who have gone feral, but no one has ever asked an ent about this, and the prospect of speaking to a huorn makes wise men blench. They harbour deep resentment over the wrongs done to the great forests, and this makes them Hostile to everyone except Ents and the blessed of Kementári.
Abilities
Huorns possess the Ranger and sometimes, other Skills. They are never Adepts, but, in a wooded environment, may use their Stealth in plain sight. They may use simple weapons, but rarely bother to achieve significant Rank.
Huorns possess the ability to shatter stone by laying their hands upon it. This requires a Pass Action. It is possible for a Huorn to tear holes in a stone structure of about 8 cubic ft if they are working 2-handed at it.
Huorns may engage in Brooding at any time, where they may focus on all of the wrongs done to the forests. This makes them immune to magic that Compels, Controls, or Binds nor may they be rendered unconscious in anyway.
Movement Rates
Running: 500
PS: 120 MD: 12 AG: 14 MA: 8 EN: 50 FT: 55
WP: 22 PC: 25 PB: 8 TMR: 10 NA: Bark absorbs 8 DP
Weapons
A huorn may attack with both hands (and a stomp against anything 2 hexes tall and smaller) without penalty. They may use weapons, but usually only to avoid bending down, therefore preferring swinging weapons. Misses are considered successful FT blows, successful FT blows are considered blows directly to EN, blows directly to EN are considered possible Specific Grievous Injuries, and where possible Specific Grievous Injuries are scored, two are rolled for and applied if feasible. A roll of 82 or higher is a clean miss.
Club: BC 74%, [D + 8], Melee, Rank 3.
Hands: BC 91%, [D + 10], Melee, Close, Rank 6.
Stomp: BC 73%, [D + 14], Melee, Close, Rank 4.

They may not be summoned inside a structure, upon water or in the air. Nor may they be summoned where the ground is paved or covered over in some way. They will last for no longer than an hour or until they get bored, whichever comes first. While they may be given as many instructions as the summoner likes, they will likely tear apart the nearest thing which looks like it might have been responsible for despoiling a forest. Dwarves and orcs appear high on that list.
Like ents, huorns are always considered a native of the plane they occupy and therefore cannot be banished.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Tanuel Formerly living Wands 9,000sp px50 Jim Arona 021 076 9376

Beads

Dark Sphere Bead

This bead is about a centimetre across and so black it appears two-dimensional. It has no encumbering weight although it feels like it weighs 8 oz and behaves like it weighs that much when it is thrown.
It may be thrown at a target (using the Grenado or Rock Skill) and if this is not successful, they must Break 100 + MD, failure indicating that the bead has shattered and released a Dark Sphere 5 feet in diameter upon them, with the usual consequences. If it is thrown at a hex, then the thrower must Break 100 + 2 x MD, success indicating that the bead has broken, releasing the Dark Sphere.
The Pulse after the bead has been broken, any entity who is not dead, unconscious, Stunned or Prone may attempt to take control of the Dark Sphere by Breaking 100 + 2 x WP. Once the sphere is controlled, it will remain in that entity's control so long as a Pass Action is spent each Pulse.
The Banishment spell of the College of Naming Incantations will have no effect on this Dark Sphere, although Expulsion or other Banishment magic will.
There is no duration on this magic. Unless the Dark Sphere is returned to the Abyss, it will move around the world laying waste and destruction to whatever it encounters.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Abyss None 9,000sp px50 Jim Arona 021 076 9376

Singularity Bead

This bead is about a centimetre across and so black it appears two-dimensional. It has no encumbering weight although it feels like it weighs 8 oz and behaves like it weighs that much when it is thrown.
It may be thrown at a target (using the Grenado or Rock Skill) and if this is successful, they must Break 100 + MD, success indicating that the bead has shattered and released a Singularity. If it is thrown at a hex, then the thrower must Break 100 + 2 x MD, success indicating that the bead has broken, releasing a Singularity.
A D10 is rolled and squared. This is the radius of the Singularity in feet.
Everything inside this area instantaneously winks out of existence. Anyone on the edge of the Singularity is drawn towards it with a PS equal to the radius. This PS halves with each hex distant from the edge.
Everyone within 4 hexes of the edge must roll percentile dice and add their PS to the result. If it is less than the PS value of the Singularity, then they slide the difference in feet towards the event horizon. If this puts them inside the Singularity, then no other rolls need be made. Those who have made the roll may move half their TMR away from the edge. Moving towards the Singularity is a Free Action and does not cost any movement at all if within 4 hexes of the edge.
Each Pulse the Singularity shrinks by 1 hex, which has no effect on the PS of the attraction.
The universe is diminished each time one of these beads is used.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Abyss None 11,000sp px50 Jim Arona 021 076 9376

Trumps

Treasure Map

This trump may be played to create a map to the nearest treasure, once. Note that this is a map to the nearest treasure, not the richest treasure, and the distance, in any case, can be no further than 300 metres.
Once played, the map draws a map outlining the physical shape of the place. It does not indicate in any way the inhabitants or obstacles, all doorways will be described as closed unless it is an open archway. Traps are similarly not identified, although open pit traps will be.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Malkuth Formerly living Trump Quest px50 Jim Arona 021 076 9376

Star Trump

You subtract 10 from the die roll result when rolling for PC only.
This does not apply for results which are generated from the stat either in part or wholly, so, for example, it cannot be used when rolling under Engaged Initiative for example, but could be used to notice something unusual, however.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Malkuth Formerly living Trump Quest px50 Jim Arona 021 076 9376

Sun Trump

You have 50 points which you may spend against damage inflicted upon you.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Malkuth Formerly living Trump Quest px50 Jim Arona 021 076 9376

Potions

Potion of Virility

This potion is contained in a heavy glass vial and requires a Pulse to Prepare. It weighs 4 oz and does not break easily.
If taken by a male humanoid, their virility will be increased by 105 for 21 hours. Any child conceived within that duration will have their EN permanently and naturally raised by 7.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Tanuel Formerly living Witchcraft 2,000sp px50 Jim Arona 021 076 9376

Potion of Recurring Restorative

This potion is contained in a heavy glass vial and requires a Pulse to Prepare. It weighs 4 oz and does not break easily.
Once taken, this potion inflicts 7 EN and restores 14 FT at the end of the Pulse for 5 Pulses.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Tanuel Formerly living Witchcraft 2,000sp px50 Jim Arona 021 076 9376

Potion of Greater Healing

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
Network of Sin Winter 814 Tanuel Formerly living Healing 5,000sp px50 Jim Arona 021 076 9376

Potion of Restoration

The potion has one of two possible effects:

  • If the imbiber has no deficit to EN or FT, then they will increase their maximum FT by one but not beyond racial maximum, unless their FT cap has been removed.
  • If the imbiber is alive but has taken harm, then it will restore half the damage they have taken. Sum ALL deficit to EN and FT then halve to generate the amount the imbiber will be restored by. It will, however, permanently reduce the imbiber's FT value by 1. It will not cure EN lost to Specific Grievous injuries or Afflictions but will restore FT lost to exhaustion and spell casting.

The FT may be bought back in the usual way.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Malkuth Formerly living Trump 15,000sp px50 Jim Arona 021 076 9376

Unction of Blessed Weapon

This oil weighs 4 oz, is stored in a robust vial and must be Prepared before it can be used.
If it annoints a weapon, it will become "holy", increasing Strike Chance by 10, and doubling damage vs unholy creatures. The magic of the oil will fade an hour after application.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Tanuel Magical Benediction 9,000sp px50 Jim Arona 021 076 9376

Hydrargyrum

This potion weighs 5 lbs, is stored in a heavy glass vial and must be Prepared before it can be used.
If this potion is taken as a function of Casting a spell of transformation, the effect becomes permanent if it is not already. This does not have an effect on spells of enhancement, unless this is a function of a transformation, e.g. Trollskin would not become permanent (unless the target were transformed into a troll).
Taking Hydragyrum drives one inevitably closer and closer to madness. Madness Quotient is increased by 1 the first time taken, doubling each time thereafter. When Madness Quotient exceeds base WP, the imbiber become irrevocably unhinged, spending their time drinking tea with hallucinations and developing a fanatical devotion to hats.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Nualis Magical Transfiguration 78,000sp px50 Jim Arona 021 076 9376

Wolves Blood x 2

This unusually large draught weighs 12 oz, requires a Pulse to Prepare and a Pulse to drink.
The effects lasts for D10 + 10 minutes if the imbiber is size 8 or greater, otherwise D10 + 10 Pulses. For that period, the imbiber's Strike Checks are modified according to the following table:

Result Effect
Miss Hit
Hit Blow directly to EN
Blow directly to EN Possible Spec. Griev. Inj.
Possible Spec. Griev. Inj. Possible Spec. Griev. Inj. x 2

Two Possible Specific Grievous Injuries may be inflicted unless the DM rules such a resolution makes no sense.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Nualis Formerly living Blood/Wolf 8,000sp px50 Jim Arona 021 076 9376

Invested Items

Amber Cabochon

Once this gem has been used, it may be made into a Greater Amulet of Amber, which will alert the wearer if they have crossed the path of an unnatural creature by making a 1 x Perception check (+ Rank in the Tracking spell).

Earth Transformation
Chance: 55%
Effects: This spell transforms 32 contiguous hexes of stone into mud to a depth of 10 ft or 32 contiguous hexes of mud into stone, similarly, to a depth of 10 ft. Mud reduces the movement rate of a humanoid biped by 150 yards per minute or their TMR by 3. If movement is reduced to zero or less, they may crawl at 50 yards per minute. Similarly, if their TMR is reduced to 0 or less, they may crawl at 1 TMR.
This change is instantaneous and permanent.
In addition, it may be cast at 16 Ranks of Earth elemental, which must Resist to avoid having it's body torn apart. To resolve damage, roll 3 D10 and square each one, applying this as damage against the elemental. If desired, the wielder may, instead, heal the elemental of a similar amount of damage.

Gem Creation
Chance: 55%
Effects: This spell creates 16 gems, each of a value of around 160gs. They last for 17 days.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Nualis Magical Earth 9,250sp px50 Jim Arona 021 076 9376

Weapons

Incubus Dagger

This dagger is made from cold iron, weighs 1 lb 8 oz and contains a reservoir for poison in the hilt. Whoever bears this weapon will be unable to access magic that is not Racial.
The dagger inflicts + 6 damage, has a base Strike Chance of 53%, and venom can be injected into the wound on any Strike that inflicts EN damage.
The reservoir recently contained a hex venom which shifted the quality of the wielder's blow so that a miss became a Strike to FT, a Strike to FT became a blow directly to EN, a blow directly to EN became a possible Specific Grievous Injury and a possible Specific Grievous Injury allowed the wielder to make 2 rolls and apply both if they were A Class injuries.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Hell Magical Malediction 12,335sp px50 Jim Arona 021 076 9376

Incubus Main Gauche

This main gauche is made from cold iron and weights 2 lbs. Whoever bears this weapon will be unable to access magic that is not Racial.
The main gauche has a base Strike Chance of 58%, has a base DM of +3, but ignores the first 3 points of Protection per successful Strike.
In addition, the defence the weapon provides applies against ranged or missile attacks if the wielder's AG is 20 or more. The wielder may Strike with this weapon and still benefit from its defence value.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Hell Magical Lust 14,650sp px50 Jim Arona 021 076 9376

Flametongue Athame

This dagger weighs 10 oz. The base Strike Chance is 45% and the base DM is +1. It may not be thrown except as a normal, non-magical rock.
While in the wielder's hand, they may Cast Bolt of Fire if they know it.

The spell
need not be Prepared
may be cast in Close or Melee without penalty
may not be Resisted
has a range of Touch

The wielder's Rank in dagger is subtracted from the Cast Check of the Bolt of Fire spell.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Feralie Magical Fire 13,250sp px50 Jim Arona 021 076 9376

Grim

This runeblade is an extremely heavy broadsword which bears an Individual True Name. Grim weighs 5 lbs, but whoever bears or wields him is encumbered by 15 lbs. The gravity of this weapon will cross dimensions to make himself felt, and so will apply even when he is kept in a bag of holding or similar item. There are two spaces on the hilt which are currently occupied by pewter placeholders, one on the pommel and the other is just beneath the quillons. These placeholders may be replaced with gems.

The base Strike Chance is 60% and the base damage is 2 rollup D10 + 8. A PS of 22 is required to wield him without penalty. If the wielder's PS is less, then the damage will be according to this schedule:

PS Damage
21 D10 + 8
20 D10 + 8
19 D10 + 7
17 D10 + 6
16 D10 + 5
15 D10 + 4

The higher the wielder's Rank, the greater their prowess with the blade. The wielder adds the number of each Rank to their Strike Chance, so that at Rank 1, their Strike Chance is increased by 1, at Rank 2, it is increased by 3, at Rank 3, by 6 and so on. Any Strike Check die roll result which falls on an unmodified value of 20 or less will hit, regardless of the opponent's Defence.
He is not affected by magic that adds a value to a Strike Check result.
He inflicts B & C Class Specific Grievious Injuries, and any blow upon a shield may cleave it unless the opponent rolls under their Initiative with Shield. A blow upon a shield is considered to be one where the Strike Check is a miss and falls between 40 - 70, inclusive.
Any entity slain by Grim will be permanently destroyed if the wielder will support the cost and entails some negotiation between the bearer's player and the DM to determine exactly how much EN they will have to sacrifice. This applies to the true form of summonable entities but not their avatars.
Grim issues a low, hair-raising moan whenever he is drawn and will be heard over a range of 8 hexes. Anyone who hears him and whose PC value is less than 13 must roll on the Fright Table, adding 25 to the result. Those whose PC falls in the range 13 to 22 (inclusive) must Break 100 + 3 x WP to avoid rolling on the Fright Table (similarly, adding 25). This moaning will continue, even when sheathed, until his unholy thirst for blood has been slaked.
Grim is sentient but doesn't have much to say unless it is to counsel mayhem, bloodshed and destruction, and the word "Kill!" features heavily in his dialogue. He purrs when anointed with blade venom.
Grim can speak with all kinds of spiders, sentient or otherwise, and the wielder enjoys a +20 Reaction bonus when ever they are encountered. He is happy to act as an interpreter for his wielder, and provides them with a 20 point bonus to die rolls to avoid being entangled in webs, magical or otherwise. He also allows them to see in Darkness. If the Darkness is less than Rank 20 the visual range is 60 feet, otherwise 30 feet.
24,650sp

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Outer Darkness Magical Rune 24,650sp px50 Jim Arona 021 076 9376

Armour

Witchskin Armour

This skin may be made into armour that has a Weight Factor of 2 by an Armourer of Rank 6 or more. This will cost 7,500sp and take 7 half days to prepare, and must be cured for 21 days. It provides 6 points of Protection, no penalty to AG and no penalty to Stealth. In fact, in levels of darkness greater than 60%, it provides +10 to Stealth.
However, when it is worn, it always makes the wearer appear similar to a Flesh Golem whatever the nature of their clothing, unless covered by Illusions of Seeming or Disguise. This, in most cases, negatively affects normal people (-20 to the Reaction Roll). However, necromancers and the undead may find themselves drawn to the wearer in a much less predatory way. This property will not be affected by afore-mentioned Illusions.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Faerie Formerly living Annis 9,000sp px50 Jim Arona 021 076 9376

Jewellery

Miscellaneous

Blank Phylactery

This is a scroll that appears to be itemised so as to form a brooch. A spell may be invested in the phylactery at five times the normal cost. From that point on, the phylactery can be read as a scroll (taking two full pulses), but instead of being used up, the spell will become reinvested on the following dawn.
The cast chance of the invested spell is the Base Chance plus three times the Rank. Bonuses from Enchantment and College modifiers are only applied when the cast check is made, the investor's Enchantment or situational modifiers have no effect. No bonus (or penalty) for Magical Aptitude is ever considered.
If the roll of the Cast Check should ever fall on a number fully divisible by 10 (e.g. 10, 20, 30, etc), then whoever is reading the phylactery must resist versus a Backfire, or the phylactery will be destroyed. If that number would be a success, then the spell is cast even if the MR versus Backfire fails destroying the phylactery.


Cast Chance:_______% Range:____________ Duration:____________ Rank:_______ Effects:________________

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Network of Sin Winter 814 Lands of Chaos Formerly living Spell Storage 10,000sp px50 Jim Arona 021 076 9376

A Stone from a Plover's Nest

This stone may have one charge of Invisibility invested in it at no cost. When the spell is discharged, it may be reinvested in the same way.

Cast Chance:_______% Duration:_______ Range:_______ Rank:______

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
Network of Sin Winter 814 Lands of Chaos Magical Spell Storage 5,000sp px50 Jim Arona 021 076 9376

Incubus Thong x 2

This leather posing pouch can be worn by anyone but will only be convincing if worn by a man who is wont to stand in a certain way.
Whoever wears the thong for more than five minutes will become certain that some small, noxious and improperly curious vermin is crawling around inside it. And, it will begin to smell in a way that can only be described as warmly organic. After an hour the wearer will have to Break 100 + 3 x WP. After 2 hours, Break 100 + 2 x WP, after 3 hours, Break 100 + WP. After that, rolls of 100 are required, a fail indicating that the wearer has snatched the garment from their loins.
Any denizen of Hell who finds the wearer to be convincing (as noted above) will come to the conclusion that they are an Incubus who has used Matter Transformation to better work their way into the affections of a mortal woman.
Unfortunately, this deception will not hold up to close scrutiny.
Fortunately, there is the warmly organic smell.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Hell Formerly living Lust 6,425sp px50 Jim Arona 021 076 9376

Hob-nailed Boots

These boots are made from Cold Iron, have a Weight Factor of .5, and adjust to their wearer's size. They prevent the wearer from using any non-Racial magic.
They provide 1 point of Protection and 1 point of Spell Armour, to a maximum of 18.
In addition, the wearer subtracts their Rank in Armourer from the die roll result when they make Magic Resistance checks. If the result is 01 or less, then the magic has no effect upon the wearer or the hex they occupy.

Note
This means that the wearer may attempt a Magic Resistance check versus magic, even if one is not normally allowed, although in that case, they would have to roll quite low.
Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Network of Sin Winter 814 Tanuel None Iron 23,825sp px50 Jim Arona 021 076 9376


Lore

What They Are Wearing in Hell This Season

Courtier/Courtesan Rank 8

This masterwork lets the practitioner disguise themselves as someone who has every right to be seen in Hell. It does not give them the ability to manifest any special abilities of denizens of the Seventh Plane, or even to appear as those who are manifestly inhuman. It will, however, let them pass as a mortal humanoid with business in these realms or a devil whose diabolical features are not particularly pronounced (i.e. no legs that bend backwards, tusks, cloven hooves or wings etc).
Neither will this disguise provide concealment versus magic that Locates/scrys etc.

Adventure Season Nature of Lore Value Cursed etc.?? GM
Network of Sin Winter 814 Courtier Quest px50 Jim Arona 021 076 9376

Abilities

Aryan's Blademastery

Aryan may advance his Rank in Broadsword to Rank 10 according to the schedule below:

Rank Experience Training time
7 2200 14 weeks
8 3700 16 weeks
9 5900 18 weeks
10 9600 20 weeks
Adventure Season Nature of Lore Value Cursed etc.?? GM
Network of Sin Winter 814 Broadsword Quest px50 Jim Arona 021 076 9376