Network of Sin - Treasure: Difference between revisions
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;Example: | ;Example: | ||
: Mordrin 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 the Cure Endurance ability which is Rank 3, so Mordrin cannot do this until after the next dawn. | : Mordrin 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 the Cure Endurance ability which is Rank 3, so Mordrin cannot do this until after the next dawn. | ||
== Kementari's Gift == | |||
''Exp. Mult.:'' 1000<br> | |||
''Effects:'' This Talent has been given to Tari so that she may champion Kementari's cause to protect the wild and nature. She gains these Abilities according to this schedule as her Rank increases: | |||
{| cellspacing = 1 border = 1 | |||
!colspan = 2 align = "Left"|Guardian of the Wild: | |||
!colspan = 2 align = "Left"|Colleges Known | |||
!colspan = 2|Spells per day | |||
|- | |||
!Rank | |||
!align = "Left"|Ability | |||
!GK | |||
!SK | |||
!GK | |||
!SK | |||
|- | |||
|align = "Center"|0 | |||
|Animal companion, Nature Sense, Wild Empathy | |||
|align = "Center"|1 | |||
|align = "Center"|0 | |||
|align = "Center"|1 | |||
|align = "Center"|0 | |||
|- | |||
|align = "Center"|1 | |||
|Woodland Stride | |||
|align = "Center"|1 | |||
|align = "Center"|0 | |||
|align = "Center"|1 | |||
|align = "Center"|0 | |||
|- | |||
|align = "Center"|2 | |||
|Trackless Step | |||
|align = "Center"|1 | |||
|align = "Center"|0 | |||
|align = "Center"|1 | |||
|align = "Center"|0 | |||
|- | |||
|align = "Center"|3 | |||
|Resist Nature's Lure | |||
|align = "Center"|1 | |||
|align = "Center"|0 | |||
|align = "Center"|1 | |||
|align = "Center"|0 | |||
|- | |||
|align = "Center"|4 | |||
|Wild Shape 1/day | |||
|align = "Center"|1 | |||
|align = "Center"|0 | |||
|align = "Center"|2 | |||
|align = "Center"|0 | |||
|- | |||
|align = "Center"|5 | |||
|Wild Shape 2/day | |||
|align = "Center"|2 | |||
|align = "Center"|0 | |||
|align = "Center"|2 | |||
|align = "Center"|1 | |||
|- | |||
|align = "Center"|6 | |||
|Wild Shape 3/day | |||
|align = "Center"|2 | |||
|align = "Center"|1 | |||
|align = "Center"|2 | |||
|align = "Center"|1 | |||
|- | |||
|align = "Center"|7 | |||
|Wild Shape (Large beast) | |||
|align = "Center"|2 | |||
|align = "Center"|1 | |||
|align = "Center"|2 | |||
|align = "Center"|1 | |||
|- | |||
|align = "Center"|8 | |||
|Resist Poison | |||
|align = "Center"|2 | |||
|align = "Center"|1 | |||
|align = "Center"|3 | |||
|align = "Center"|1 | |||
|- | |||
|align = "Center"|9 | |||
|Wild Shape 4/day | |||
|align = "Center"|2 | |||
|align = "Center"|1 | |||
|align = "Center"|3 | |||
|align = "Center"|1 | |||
|- | |||
|align = "Center"|10 | |||
|Wild Shape (Small beast) | |||
|align = "Center"|3 | |||
|align = "Center"|1 | |||
|align = "Center"|3 | |||
|align = "Center"|2 | |||
|- | |||
|align = "Center"|11 | |||
|Wild Shape (Plant) | |||
|align = "Center"|3 | |||
|align = "Center"|1 | |||
|align = "Center"|3 | |||
|align = "Center"|2 | |||
|- | |||
|align = "Center"|12 | |||
|Face Dancing | |||
|align = "Center"|3 | |||
|align = "Center"|1 | |||
|align = "Center"|4 | |||
|align = "Center"|2 | |||
|- | |||
|align = "Center"|13 | |||
|Tree Door 1/day | |||
|align = "Center"|3 | |||
|align = "Center"|2 | |||
|align = "Center"|4 | |||
|align = "Center"|2 | |||
|- | |||
|align = "Center"|14 | |||
|Wild Shape (2 hex beast) | |||
|align = "Center"|3 | |||
|align = "Center"|2 | |||
|align = "Center"|4 | |||
|align = "Center"|2 | |||
|- | |||
|align = "Center"|15 | |||
|Wild Shape 5/day | |||
|align = "Center"|3 | |||
|align = "Center"|2 | |||
|align = "Center"|4 | |||
|align = "Center"|3 | |||
|- | |||
|align = "Center"|16 | |||
|Tree Door 2/day | |||
|align = "Center"|4 | |||
|align = "Center"|2 | |||
|align = "Center"|5 | |||
|align = "Center"|3 | |||
|- | |||
|align = "Center"|17 | |||
|Wild Shape (Fae/Enchanted beast) | |||
|align = "Center"|4 | |||
|align = "Center"|2 | |||
|align = "Center"|5 | |||
|align = "Center"|3 | |||
|- | |||
|align = "Center"|18 | |||
|Wild Shape 6/day | |||
|align = "Center"|4 | |||
|align = "Center"|2 | |||
|align = "Center"|5 | |||
|align = "Center"|3 | |||
|- | |||
|align = "Center"|19 | |||
|Tree Door 3/day | |||
|align = "Center"|4 | |||
|align = "Center"|2 | |||
|align = "Center"|5 | |||
|align = "Center"|3 | |||
|- | |||
|align = "Center"|20 | |||
|Wild Shape (3 hex beast) | |||
|align = "Center"|4 | |||
|align = "Center"|3 | |||
|align = "Center"|6 | |||
|align = "Center"|4 | |||
|} | |||
;Nature Sense: | |||
: The Rank of this Talent is subtracted from the die roll result when making Ranger checks. | |||
;Wild Empathy: | |||
: Either the Rank of this Talent is subtracted from the die roll result when making Beast Master checks or it is added to the Reaction Result of the attitude of beasts towards them. It does not having any effect at all againt sentient entities. | |||
;Woodland Stride | |||
: The Adept is not impeded by natural ground clutter and may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at normal speed and without taking damage or suffering any other impairment. This does not work against thorns, briars, and overgrown areas that have been magically manipulated to hinder movement. | |||
;Trackless Step | |||
:The Adept leaves no trail in natural surroundings and cannot be tracked although they may choose to leave a trail if they so desire. | |||
;Resist Fae | |||
: The Adept subtracts the Rank of this Talent from the die roll result when attempting to Resist the magic of fae creatures. | |||
;Wild Shape | |||
: The Adept may assume the shape of a creature they know. They acquire minimum PS, MD, AG & EN and other characteristics of the creature, adding 1 for every 4 Ranks in the Talent. However, they retain their own MA, WP, PC and FT. The size of the beast can be as small as a house cat or as large as a black bear. When the Talent is Ranked to 7, they choose a creature as large as a horse or a grizzly bear. At Rank 10, they may choose a creature as small as a mouse. Similarly, they may learn to the shape of a plant at Rank 11. <br> | |||
The Adept is entitled to learn 1 beast per Rank, 2 hex beast and fae/enchanged beasts requiring two slots, 3 hex beasts requiring 3. These costs are cumulative, so a 3 hex enchanted beast would cost 5 slots. | |||
;Resist Poison | |||
: The Adept subtracts the Rank of this Talent from the die roll result whenever they are attempting to Resist Poison. | |||
;Face Dancing | |||
: The Adept may alter their body and features to change their appearance. They may add or subtract 1 to their size for every 10 Ranks, and may not be Located unless the spell is greater than the Rank of this Talent. | |||
;Tree Door | |||
: The Adept may enter a tree and pass to another tree that is within sight and range or which is within range and that they have memorised (which requires 1,000 Experience). Range is Rank x Rank miles. | |||
;Colleges | |||
: The Adept may learn the magic of other elemental and celestial colleges. The cost to learn the magic is equal to 10 x the Experience Multiple and takes the normal amount of time to learn. If the Adept wishes to be able to use this magic more than once a day they must learn it again, which doubles both the time to learn it and the Experience cost. | |||
: The number in the GK column indicates the number of colleges they may learn the General Knowledge magic of, the number in the SK column indicates the number of colleges they may learn the Special Knowledge magic of. | |||
: The Adept may only learn the Special body of knowledge if they have learnt its General Knowledge. Once they have acquired its Special Knowledge, they need not keep the General Knowledge. However, unless the college's General Knowledge sphere is known, this magic is treated as if it were Special Knowledge. | |||
: Once chosen, the Special Knowledge of a college may not be abandoned except by extraordinary means. The General Knowledge of a college may be abandoned at will, however. Such abandonment does not mean the Adept has lost access to that magic, either. | |||
: The number and type of magic the Adept wishes to use in a day is defined by the number of GK or SK magic at that Rank. Rank 17 allows the Adept to use 5 General Knowledge and 3 Special Knowledge magics that day. These must be chosen by the Adept at sunrise. Talents and Spells require one slot, Rituals require two. | |||
: General Knowledge magic where the Adept has abandoned that body of knowledge is treated as a Special Knowledge magic, and so using it counts against the number of Special Knowledge magic that they know a day. | |||
;Example | |||
: Tari has advanced the Talent to Rank 13. She can learn the General Knowledge magic of Solar, Water and Fire colleges and the Special Knowledge of Air and Water colleges. From Air, she knows Vapour Breathing & Flying, From Water, she knows Water Breathing, Create Fog & Waters of Vision, from the Solar college she knows Resist Light. She had learnt Vapour Breathing (costing 1,500 Experience and taking 3 weeks to learn) when she knew the General Knowledge of the Air college, but has since abandoned it. She has only just started working on Fire magic, so has not learnt anything from that college yet. | |||
: She wants to hang Vapour Breathing today so she must use up a Special Knowledge slot (of which she only has two) because she doesn't have any General Knowledge slots available for Air college. Now, she can hang Flying or Waters of Vision in the other Special Knowledge slot, but not both. She can hang Water Breathing | |||
Revision as of 03:09, 13 June 2014
Consumables
Potions
Remove Curse Potion
This potion weighs 4 oz, is stored in a robust vial and must be Prepared before it can be used.
When it is drunk, it will remove any minor Curse or a major Curse where the MA is less than 28.
Non-Detection x 2
This potion weighs 4 oz, is stored in a robust vial and must be Prepared before it can be used.
When it is drunk, this potion will make the unfindable by Location or Whispering Wind spell.
Bludgeon Oil
This oil weighs 4 oz, is stored in a robust vial and must be Prepared before it can be used.
If a stone, rock or bullet is annointed with this oil, it will inflict 6 rollup D10 damage in addition to the damage the weapon would normally do.
The weapon which it was annointed with will be destroyed in the process, and the magic of the oil will fade an hour after application.
Circle of Protection
This potion weighs 4 oz, is stored in a robust vial and must be Prepared before it can be used.
The imbiber is surrounded by a field that will flare into a glowing arc of green when it's protection is called upon. The imbiber ignores the first 20 points of damage from any source per Pulse. In addition, 5 is added to the result of any attack roll against the imbiber.
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.
Sanctuary
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.
It will only work for an imbiber who has an honourable reputation.
Once drunk, the magic of the potion inflicts honourable behaviour on their opponents insofar as they must refrain from attacking them while they are not making a Strike Check, Casting or Triggering magic. This is not Resistable. If the imbiber would allow the hostile sanctuary, then they will similarly be granted sanctuary, otherwise it has no effect.
Resist Temperature
This potion weighs 4 oz, is stored in a robust vial and must be Prepared before it can be used.
For the next 15 hours, the imbiber is considered to have the Resist Temperature Talent of the College of the Sorceries of the Mind at Rank 15.
Magic Fang
This potion weighs 4 oz, is stored in a robust vial and must be Prepared before it can be used.
For the next week, any natural attack (bite, claws etc) will be a legal target for a Weapon spell.
Pact Cloak x 4
This potion weighs 4 oz, is stored in a robust vial and must be Prepared before it can be used.
For the next day, any attempt to detect if the imbiber has a Pact of any kind will return the answer "No answer".
Elixir of Enhancing Enchantment x 3
This potion weighs 4 oz, is stored in a robust vial and must be Prepared before it can be used.
Whoever drinks this potion will have one Talent of their choice increased by 3 Ranks to a maximum of 20, 4 Ranks to a maximum of 15 or 10 Ranks to a maximum of 10, whichever would generate the lowest Rank, until the Twelfth Night of the Days of Chaos 814 WK.
Armour
Image Folding Armour
This armour is covered in fine, colour shifting scales, has a weight factor of 2, penalises AG by 1 and has been crafted for a person of size 6. It may be cut down to fit someone of smaller size by retaining an Armourer of Rank 6 who has the leather armour and scale proficiencies. It will cost them 2,500sp per size factor reduced, and they will likely charge more for their Skill.
The armour provides 9 Protection, Spell Armour of 4, Spell Armour of 9 vs cold damage. The scales increase the wearers Stealth by +10 and their MR by +10 vs cold magic. If the wearer is grappled, they may attempt to slip out of their opponents grasp by Breaking 100 + AG + MD (+any Rank in Escape Artist) and this is a Free Act.
Once a day, the armour may take on the appearance of any clothing the wearer likes. The Rank of this clothing is equal to their Rank in Courtier.
Scale Mail
This armour is covered in thick, heavy scales of an azure blue colour and is considered to be chain mail. It has a weight factor of 4, penalises AG by 1 and has been crafted for a person of size 6. It may be cut down to fit someone of smaller size by retaining an Armourer of Rank 7 who has the leather armour, chain and scale proficiencies. It will cost them 2,500sp pper size factor reduced, and they will likely charge more for the Skill.
This armour provides 9 Protection, 9 Spell Armour vs Lightning damage, reduces all damage by 3. and improves the wearer's Magic Resistance vs Lightning is increased by 9.
The wearer's PS and MD are increased by 3, and they acquire a Claw (base Strike Chance 50%, +6, B Class, MC, inflicts an additional D10 of Lightning damage + an additional D10 of Thunder damage). This may be Ranked as a Cestus.
Miscellaneous
Caster's Shield
This shield weighs 5 lbs, reduces MD by 3 and provides 5 Def per Rank.
The shield may be Prepared with an Invested Scroll, which takes 5 minutes, by carefully fitting it into the back of the shield. The Scroll may be Triggered subsequently and only takes a Magical Fire Action. No other Invested magic can be Triggered from the shield until it has been prepared again.
Heavy Shield
This shield weighs 10 lbs, reduces MD by 3 and provides 6 Def per Rank.
The wielder increases their Protection by half their Rank in Warrior vs attacks that come through their front hexes.
Tower Shield
This shield weighs 15 lbs, reduces MD by 4 and provides 7 Def per Rank.
The shield may be cast onto the ground, whereupon it will grow over a period of 6 Pulses into a round stone tower 10 metres high. The tower is 9 metres wide, the walls 50 cms thick, windowless, and the door is seasoned oak reinforced with bronze. It is two storeys high, and in the upper floor, there are 12 arrow slit windows, 3 for each compass bearing.
The walls have a Protection value of 20, and a combined EN & FT of 1,000. The roof has a Protection value of 10 and a combined EN & FT of 250. However, walls and ceiling are legal targets for Armour of Earth and Strength of Stone (EN). Damage to the combined EN & FT of the walls and ceiling may be repaired with Earth Transformation, 1 point of Protection or combined EN & FT (but not both) may be thus repaired.
This ability may not be used again until the shield has been exposed for three nights of the full moon.
Hamsa Amulet
This amulet of a two-thumbed hand weighs 2oz. It is made from wrought silver wire and lapis lazuli.
While it is worn around the neck, three times a day, the Adept need only Cast a spell by uttering, gestures are not required.
Belt of Giant Strength
This belt has been made with links of Cold-forged Iron, and weighs 10lbs. It increases the wearer's PS by 6 but prevents the wearer from using any non-Racial magic.
Dodging Ring
This bare golden ring must be worn on the middle finger of the left hand, and encumbers as if it weighed 2 oz.
The ring allows the bearer to avoid being struck by a physical attack or a bolt spell although they must have at least some TMR available to them. They must Break 100 + AG + 5 x their unused TMR that Pulse. If they have 7 TMR and have moved 4 hexes and attacked with a melee weapon, they may add at most 15 to the Break 100 result.
If the roll fails, no TMR is used, however the ring can only be used once per Pulse.
Special Abilities
Mordrin's Regeneration
Exp. Mult.: 350
Effects: Mordrin may Heal herself as if she practised that 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 to a maximum of 10, from sunrise to sunrise. This does not cost any FT, 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 she 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
- Mordrin 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 the Cure Endurance ability which is Rank 3, so Mordrin cannot do this until after the next dawn.
Kementari's Gift
Exp. Mult.: 1000
Effects: This Talent has been given to Tari so that she may champion Kementari's cause to protect the wild and nature. She gains these Abilities according to this schedule as her Rank increases:
| Guardian of the Wild: | Colleges Known | Spells per day | |||
|---|---|---|---|---|---|
| Rank | Ability | GK | SK | GK | SK |
| 0 | Animal companion, Nature Sense, Wild Empathy | 1 | 0 | 1 | 0 |
| 1 | Woodland Stride | 1 | 0 | 1 | 0 |
| 2 | Trackless Step | 1 | 0 | 1 | 0 |
| 3 | Resist Nature's Lure | 1 | 0 | 1 | 0 |
| 4 | Wild Shape 1/day | 1 | 0 | 2 | 0 |
| 5 | Wild Shape 2/day | 2 | 0 | 2 | 1 |
| 6 | Wild Shape 3/day | 2 | 1 | 2 | 1 |
| 7 | Wild Shape (Large beast) | 2 | 1 | 2 | 1 |
| 8 | Resist Poison | 2 | 1 | 3 | 1 |
| 9 | Wild Shape 4/day | 2 | 1 | 3 | 1 |
| 10 | Wild Shape (Small beast) | 3 | 1 | 3 | 2 |
| 11 | Wild Shape (Plant) | 3 | 1 | 3 | 2 |
| 12 | Face Dancing | 3 | 1 | 4 | 2 |
| 13 | Tree Door 1/day | 3 | 2 | 4 | 2 |
| 14 | Wild Shape (2 hex beast) | 3 | 2 | 4 | 2 |
| 15 | Wild Shape 5/day | 3 | 2 | 4 | 3 |
| 16 | Tree Door 2/day | 4 | 2 | 5 | 3 |
| 17 | Wild Shape (Fae/Enchanted beast) | 4 | 2 | 5 | 3 |
| 18 | Wild Shape 6/day | 4 | 2 | 5 | 3 |
| 19 | Tree Door 3/day | 4 | 2 | 5 | 3 |
| 20 | Wild Shape (3 hex beast) | 4 | 3 | 6 | 4 |
- Nature Sense
- The Rank of this Talent is subtracted from the die roll result when making Ranger checks.
- Wild Empathy
- Either the Rank of this Talent is subtracted from the die roll result when making Beast Master checks or it is added to the Reaction Result of the attitude of beasts towards them. It does not having any effect at all againt sentient entities.
- Woodland Stride
- The Adept is not impeded by natural ground clutter and may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at normal speed and without taking damage or suffering any other impairment. This does not work against thorns, briars, and overgrown areas that have been magically manipulated to hinder movement.
- Trackless Step
- The Adept leaves no trail in natural surroundings and cannot be tracked although they may choose to leave a trail if they so desire.
- Resist Fae
- The Adept subtracts the Rank of this Talent from the die roll result when attempting to Resist the magic of fae creatures.
- Wild Shape
- The Adept may assume the shape of a creature they know. They acquire minimum PS, MD, AG & EN and other characteristics of the creature, adding 1 for every 4 Ranks in the Talent. However, they retain their own MA, WP, PC and FT. The size of the beast can be as small as a house cat or as large as a black bear. When the Talent is Ranked to 7, they choose a creature as large as a horse or a grizzly bear. At Rank 10, they may choose a creature as small as a mouse. Similarly, they may learn to the shape of a plant at Rank 11.
The Adept is entitled to learn 1 beast per Rank, 2 hex beast and fae/enchanged beasts requiring two slots, 3 hex beasts requiring 3. These costs are cumulative, so a 3 hex enchanted beast would cost 5 slots.
- Resist Poison
- The Adept subtracts the Rank of this Talent from the die roll result whenever they are attempting to Resist Poison.
- Face Dancing
- The Adept may alter their body and features to change their appearance. They may add or subtract 1 to their size for every 10 Ranks, and may not be Located unless the spell is greater than the Rank of this Talent.
- Tree Door
- The Adept may enter a tree and pass to another tree that is within sight and range or which is within range and that they have memorised (which requires 1,000 Experience). Range is Rank x Rank miles.
- Colleges
- The Adept may learn the magic of other elemental and celestial colleges. The cost to learn the magic is equal to 10 x the Experience Multiple and takes the normal amount of time to learn. If the Adept wishes to be able to use this magic more than once a day they must learn it again, which doubles both the time to learn it and the Experience cost.
- The number in the GK column indicates the number of colleges they may learn the General Knowledge magic of, the number in the SK column indicates the number of colleges they may learn the Special Knowledge magic of.
- The Adept may only learn the Special body of knowledge if they have learnt its General Knowledge. Once they have acquired its Special Knowledge, they need not keep the General Knowledge. However, unless the college's General Knowledge sphere is known, this magic is treated as if it were Special Knowledge.
- Once chosen, the Special Knowledge of a college may not be abandoned except by extraordinary means. The General Knowledge of a college may be abandoned at will, however. Such abandonment does not mean the Adept has lost access to that magic, either.
- The number and type of magic the Adept wishes to use in a day is defined by the number of GK or SK magic at that Rank. Rank 17 allows the Adept to use 5 General Knowledge and 3 Special Knowledge magics that day. These must be chosen by the Adept at sunrise. Talents and Spells require one slot, Rituals require two.
- General Knowledge magic where the Adept has abandoned that body of knowledge is treated as a Special Knowledge magic, and so using it counts against the number of Special Knowledge magic that they know a day.
- Example
- Tari has advanced the Talent to Rank 13. She can learn the General Knowledge magic of Solar, Water and Fire colleges and the Special Knowledge of Air and Water colleges. From Air, she knows Vapour Breathing & Flying, From Water, she knows Water Breathing, Create Fog & Waters of Vision, from the Solar college she knows Resist Light. She had learnt Vapour Breathing (costing 1,500 Experience and taking 3 weeks to learn) when she knew the General Knowledge of the Air college, but has since abandoned it. She has only just started working on Fire magic, so has not learnt anything from that college yet.
- She wants to hang Vapour Breathing today so she must use up a Special Knowledge slot (of which she only has two) because she doesn't have any General Knowledge slots available for Air college. Now, she can hang Flying or Waters of Vision in the other Special Knowledge slot, but not both. She can hang Water Breathing