South Gate Rot Treasure
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Consumables
Grenadoes
Amulets
Trumps
Scrolls
Elfskin Scroll x 4
These scrolls are a cubit wide and two cubits long. Each weighs 1/4 lb, and is a delicate vellum made from the skin of elves.
Each scroll contains an ancient cantrip. Once read, they decay into a pale organic slime.
Potions
Restorative Potion x 9
This potion weighs 4 oz and may be used without Preparing if it is kept in some easily accessible place (bandolier or belt, etc).
This Restorative is Rank 1, inflicts 3 EN and restores 6 FT.
Restorative Potion x 4
This potion weighs 4 oz and may be used without Preparing if it is kept in some easily accessible place (bandolier or belt, etc).
This Restorative is Rank 2, inflicts 4 EN and restores 8 FT.
Love Philtre x 3
This potion weighs 4 oz but must be Prepared before it may be used. The Rank of the Philtre is 10.
Fertility Potion x 8
This potion weighs 4 oz but must be Prepared before it may be used. The Rank of the Potion is 10.
Potion of Strength of Darkness x 2
This potion weighs 4 oz but must be Prepared before it may be used. The Rank of the Potion is 7.
Potion of Healing 2
This potion weighs 4 oz but must be Prepared before it may be used. The Rank of the Potion is 15
The imbiber may draw upon the power of shadow 4 times within 8 1/2 hours of drinking it to heal their wounds. They must be standing in at least 60% Darkness, and take a Pass Action. This will cure them of 6 Damage Points but not the extra EN points associated with a Specific Grievous Injury, nor will it “cure†tiredness fatigue (including that lost to spell casting). The Pass Action can also be used to cure as a Healer of Rank 3.
Potion of Iron Skin x 2
This potion weighs 4 oz but must be Prepared before it may be used.
It improves the imbiber's Natural Armour by 2 or gives the imbiber Natural Armour of 1 if they do not have any. The effects of the potion last until the next dusk or dawn but turn their skin a matte blue/black, increasing Stealth by 10 at night, but in social situations, making them quite noticeable.
Potion of Night x 4
This potion weighs 4 oz but must be Prepared before it may be used.
This potion turns the imbiber into night, removing them from the normal world until dawn, they move, or the light level of their hex increases to 60% or higher. Vision is impossible by any means other than Night Vision, no other senses may be employed.
Oil of Blade of Darkness x 3
This oil weighs 4 oz but must be Prepared before it may be used.
This oil may be applied to any weapon on the Swords table of Section 56 Weapons, Shields and Armour Charts.
The oil improves the weapon damage by 6, and the wielder subtracts 8 from the result of a Strike Check. The oil will only last for 20 minutes.
Poisons
Invested Gems
Other Invested Items
Crystals
Charms
Other
Pint of Red Beer x 6
This pint of beer weighs, inclusive of the bottle, 1lb 14 oz. When it is drunk after a long day's march, it leads to a state of satisfaction lasting 15 minutes. In this time, anything other than conversation and eating is too much trouble. All perentile values have 20 added to the result on the die inside this period. Those who retire within an hour of drinking this beer will recover 1 point of EN per hour of sleep to a maximum of 8.
Pint of Pale Ale x 6
This pint of ale weighs, inclusive of the bottle, 1lb 14 oz. It has a strong, yeasty taste, and makes whoever drinks it more alert, adding 15 to their PC checks until they would likely have their next meal (i.e. no more than 4 hours). In addition, upon first drinking the ale, they take 7 EN damage, restoring 15 FT.
Pint of Dark Ale x 7
This pint of ale weighs, inclusive of the bottle, 1lb 14 oz. It is quite bitter, tastes strongly of molasses and hops and increases EN by 4. This lasts until they would likely have their next meal (i.e no more than 4 hours). This will not stack with Strength of Stone, but while duration remains it will immediately heal 3 EN when the first EN damage is taken.
Dwarf Bread x 57
Each slab of dwarf bread weighs 1 oz and does not decay. Theory suggests that an enterprising cobbler may use it to repair leather goods.
While dwarf bread is a nutritious and filling meal, it cannot be said to be enjoyable, except by those dwarves who have, perhaps, been away from home so long that nostalgia has coloured their remembrance. No one knows for certain what goes into dwarf bread, although it is rumoured that rye and wheat feature in the recipe. Philosophers opine that schist and gravel may feature heavily in its construction, and very few believe that it can be prepared in anything other than a foundry or kiln.
Nevertheless, if it is eaten for breakfast (well, any meal really, but it's usually best to try and get it out of way as quickly as possible) for three days in a row, then from the third meal, those who have partaken increase their WP and EN by 1 for the rest of the day, even beyond racial maximums.
Unfortunately, and even with the most open mind with respect to other cultures, once an entity has tried dwarf bread, they must make a 2 x WP check to consume it on successive days, a failure indicating that they would rather eat their own arm. Dwarves, as it happens, need only make 3 x WP checks.
Lightning Jars x 2
This cylindrical earthenware jar weighs 1 1/2 lbs, is 3 inches across and 12 inches long. and contains 4lbs of galvanic fluid.
These do not protect the wearer in any way, but any lightning damage inflicted on the bearer will also increase the galvanic value of the fluid at a rate of 1:2 taken. When the galvanic value of the jars increases to 30, the berarer must make a Magic Resistance check versus Backfire to avoid the jar catastrophically releasing its entire galvanic value as lightning damage. A successful Magic Resistance check means that the galvanic value has been increased and the jar has held.
Remnants
Witchskin
This is enough witchskin to make 8 sizes of leather armour with these properties:
- This armour has a Weight Factor of 2. 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 it provides magic to the 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.
Weapons
Goblin Dagger x 15
This black steel tulwar is sized for a goblin and weighs 1 lb. It may be advanced as a Dagger by humanoids larger in size than goblins to Rank 9. The base Strike Chance is 50%, the base Damage is 1 rollup D10 + 4, inflicts A & B class injuries , and may only be wielded in Melee or Close. An entity carrying this weapon may not make use of non-racial magic.
Bronze Goblin Short Sword
This bronze two handed sword is sized for a goblin and weighs 2lbs. It may be advanced as a 1 handed shortsword by a human and a 1-2 handed cleadh mor for a race of size greater than three and less than six.It has a base Strike Chance of 55%, a base Damage Modifier of 2 rollup D10 + 1 and inflicts A & B Class injuries.
Fir Staff
This staff is smaller than usual and may be wielded 1-2 handed by anyone of size 5 or greater. It is made from the twisted branch of a fir tree, stands 4 and a half feet high and weighs 3 lbs. The base Strike Chance is 55% and base Damage is 1 rollup D10 + 2.
- The wielder increases their Defence by 2 (+2 per Rank in quarterstaff). This will not stack with Defence from other weapons or shields.
- The wielder reduces damage by 1 at Rank 4 and Rank 8 in quarterstaff. This applies to all incoming damage, but excludes damage caused by curses, poison, disease, Putrid Wound, Disruption, Necrosis, Hand of Death or the like.
When the wielder has reached Rank 5 in quartersaff, they may bleed onto it, causing green fir needles to sprout from the top at a rate of 1 per Rank in excess of 4, to a maximum of 5 at Rank 9. Each needle may be spent in the place of 2 FT points to cast a spell. This means that casting a General Knowledge spell is not as efficient unless in a low mana area.
When the wielder has reached Rank 8 in quarterstaff, they may bleed onto it, causing green fir cones to sprout from the top at a rate of 1 per Rank in excess of 7 to a maximum of 2 at Rank 9. Each cone may be spent in the place of a Prepare Action and requires a Free Act.
EN lost to bleeding on the staff may not be recovered by the use of Skills or Magic. It must be recovered at the base rate of 1 for every 3 days of rest (being defined as a day where no more than half FT is spent).
Once a bonding cost of 1 EN has been paid, the staff has these functions:
- The wielder subtracts their Rank in quarterstaff from the die roll when making MR checks and if the modified result of the MR check is '01' or less, then they (and the hex they occupy) are not affected by any aspect of the magic. Thus, half-damage spells or magic that is not resistable may be entirely avoided. If the magic does not normally allow a MR Check, then the wielder must roll under their Rank in quarterstaff.
- The staff amplifies the effectiveness of
- the Windwhistle spell so that the wind arrives 1 Pulse after the spell is cast. This costs 1 EN instead of the normal 1 FT cost, doubling each successive Cast, resetting at dawn.
- the Storm Calling spell so that it will arrive in half the normal time, to a minimum of 1 Pulse. This costs 1 EN instead of the normal 1 FT cost, the EN cost doubling with each successive Cast, resetting at dawn.
Once the wielder's PC has risen to 10 and a further bonding cost of 1 EN has been paid, the staff has these functions:
- The wielder's Unengaged Intiative while casting spells is the same as their Initiative with this weapon, so long as it is Prepared.
- The staff amplifies the effectiveness of
- the Air Blast spell so that it may be Cast without Preparing and as a Free Act. This costs 1 fir needle as well as the usual 2 FT.
- Incantations
- Rainstorm - Storm Calling
Range: 20 feet (+10 feet per Rank)
Target: Volume of Effect
Effects: This incantation of the Storm Calling spell summons a miniature rainstorm, 5 feet accross (+ 10 feet per 10 full Ranks), that appears over the target hex(little dark rain cloud, tiny lightning bolts and all). Anyone who fails to Resist will be drenched by the storm which will completely soak anything not waterproof in sixty seconds (-5 per Rank). Anyone in the volume who has not resisted adds 2 per Rank to any percentile rolls (making them more difficult), and those who leave the area will have any percentile checks penalised by 1 per Rank until they are dry. Those who resist will have their percentile checks penalised by 1 per Rank until they leave the volume of effect, whereupon they are no longer affected.
Attacking into or through the Rainstorm incurs a soft cover penalty of 20, magical attacks using fire or heat, fiery breath weapons and alchemical weapons with effects similar to methane will have the first Rank points of damage ignored per Pulse if it would pass into or through the volume. Casting the Lightning spell into the Rainstorm will make it propagate throughout the entire volume.
Cost: 1,000 Experience.
Constraints: Unracks the spell, reduces FT value by 2.
This incantation is not teachable.
- Gliding - Progressive Duration
Duration: Special
Effects: This incantation of the Gliding spell is the same in all respects except that the duration is calculated at 5 minutes + 15 minutes per Rank if the Rank is less than 10, 5 minutes + 20 minutes per Rank if the Rank is less than 20 and 5 minutes + 30 minutes per Rank if the Rank is equal to or greater than 20.
Cost: 1,000 Experience.
Constraints: Unracks the spell, penalises AG checks by 20 when Cast, lasting 12 Pulses (-1 per Rank.)
This incantation is not teachable.
Heavy Mace

This mace weighs 6 lbs. It has a Base Strike Chance of 65% and the Damage is 1 rollup D10 + 5.
It is a legal target for the Increased Gravity spell. When this spell is cast upon the mace, it increases its Damage Modifier by 1 for every 2 Ranks in the spell. However, the Strike Chance is reduced by 1 (+1 per Rank in the spell) as the mace becomes heavier and harder to wield.
Even when the mace is enhanced in this way, it is still a legal target for Weapon of Darkness spells, and in this case, the effects of both spells stack.
Skyfall
Skyfall has been Weapon-smithed so that it also has the properties of a war hammer and a war pick. It weighs 5 lbs, the haft being 1 1/2 feet long attaching to a stone head. One face is flat and round while the other is a sharp, wickedly curved beak. While it is cold it is as hard and as robust as steel. The base strike chance is 57%, base damage is 1 rollup D10 + 4, inflicts A and B Class injuries, and Skyfall can be wielded 1 or 2-handed. Bonuses from having greater than required PS may be added at a cost of 1 FT per Strike Check. The PS required to wield this weapon is 17 and it may be thrown up to 12 hexes away, whereupon it will return on the next Pulse, requiring a 3 x MD check to catch. if 3 points of WP are spent, the weapon inflicts 1 rollup D10 for every 5 points of WP over 10. WP lost in this fashion recover at a rate of 1 every 3 days.
- If it is wielded by a dwarf, then
- they automatically catch Skyfall on its return
- the WP loss is reduced to 2
- Ranks in war hammer and war pick are cumulative with respect to Strike Chance and Damage Modifier. Bonuses from having greater than required PS may be added at a cost of 1 FT per Strike Check. :once the wielder has achieved 8 Ranks, they may Multi-Hex Strike at the usual penalty.< br>
- when wielded against a large humanoid of size 8 or greater, they may subtract their Rank in Skyfall from the die roll result of the Strike Check
- unleash a lightning bolt equal to their Rank in Skyfall and at a cost of 2 WP. This need not be Prepared but requires a Magical Fire Action
- unleash a thunderclap equal to their Rank in Skyfall and at a cost of 2 WP. This need not be Prepared but requires a Magical Fire Action
Skyfall may benefit from weapon spells.
Armour
Miscellaneous
Spell Racks
Baby Rattle
This rattle has been made from the tiny skull of a human baby. It is a spell rack
Three times a week, resetting at dusk on Saturday, the Adept may Cast the Darkness spell without paying the FT cost.
Rabbit Mask
This mask is made from rabbit fur over boiled leather and weighs 1 lb. It covers the head and penalises PC for hearing, seeing and Initiative by 10 to a minimum of 5.
It is uncomfortable to wear and reduces FT by 1 per hour is it worn. However, while it is worn, it allows the wearer to commune with a rabbit. Rabbits have a fairly earthy and straightforward view of most things, and there interests focus largely on edible vegetation, breeding and not being eaten. Their memories can be accessed by means of the mask, although their view of humanoids tapers off above the knees. Their view of predators is either as claws from the sky (hawks etc), large teeth in a long snout (dogs, wolves, bears etc), large teeth in a wide face (wildcats etc), biting frenzies (ferrets etc) and so on. They cannot count beyond two, and with respect to time, they can only tell if something happened recently (i.e. before the last dusk, dawn, noon or midnight) or a long time ago (i.e. after the last dusk, dawn, noon or midnight).
They can be given an instruction which is not life threatening and doesn't interfere with their main drives. In any case, they will forget it or lose interest by the next dusk, dawn, noon or midnight.
Badger Mask
This mask is made from badger fur over boiled leather and weighs 1 lb. It covers the head and penalises PC for hearing, seeing and Initiative by 10 to a minimum of 5.
It is uncomfortable to wear and reduces FT by 1 per hour is it worn. However, while it is worn, it allows the wearer to commune with a badger. Badgers are territorial, grumpy and brave. They have a fairly earthy and straightforward view of most things, and there interests focus largely on worms, insects, small mammals and birds, breeding and not being eaten. Their memories can be accessed by means of the mask, although their view of humanoids tapers off above the knees. They will recognise threats to their territory in a way that is easily recognisable by a humanoids. They cannot count beyond two, and with respect to time, they can only tell if something happened recently (i.e. before the last dusk, dawn, noon or midnight) or a long time ago (i.e. after the last dusk, dawn, noon or midnight).
They can be given an instruction that doesn't interfere with their main drives. It will readily fight if asked, unless an opponent is bigger than an individual wolf. In any case, they will forget it or lose interest by the next dusk, dawn, noon or midnight.
Yew Mask
This mask is made from yew wood and covered with yew leaves and berries. It weighs 1 lb. It covers the head and penalises PC for hearing, seeing and Initiative by 10 to a minimum of 5.
It is uncomfortable to wear and reduces FT by 1 per hour is it worn. However, while it is worn, it allows the wearer to neutralise vegetable or herbal poisons at a cost of 5 FT. In addition, the wearer may commune with yew trees. Yew trees live a very long time and have no grasp of things which happen faster than a year, although they may recognise climatic changes if they lasted more than a decade. Otherwise, they can generally only tell if the sun is up or if it's raining.
The Tarot of Alys Kyteler
This deck of cards allows the reader to advance Ranks in these abilities as if it were a Talent with an Experience Multiple of 300:
- Divine Aspect
- The reader may use the Tarot to attempt to divine the Aspect or Aspects of an entity that is present for the entire ritual and within 5 feet (+1 / Rank) The entity may actively but not passively resist the reading. The Base Chance of the reading is 40% and if successful, the Tarot will tell the Adept the entity’s basic Aspect (autumn air, lunar, death, etc), and whether the entity is light or dark aspected. Failure will result in no sensible answer and Backfire in an incorrect reading.
- Divining Enchantment
- The readert may use the Tarot to attempt to determine if an entity or object is currently, or had been recently, under the effects of magic. The object or entity must be present for the entire duration of the ritual, and be within 5 feet (+ 1 / Rank). The ritual may not be resisted. The Base Chance of the ritual being successful is 45%. The Base Chance is reduced by 5 for every week or part thereof since the spell that is being divined was cast. Permanent magic (e.g. invested items still with charges, shaped or magical items) or magic currently in effect carry no modifier. Rank is an important factor in the working of this "talent" . The DM may judge that the reader has insufficient expertise in this "talent" for some or all of the magic to be revealed. The Adept gains knowledge of those spells or magic that fall within their cast chance.
- If the Adept can divine the magic, its exact name and college are revealed. If the magic is non-colleged, its general effects are revealed.
Toolbox of Holding
This small wooden box is 6 inches x 4 inches by 2 inches and weighs 1lb. It may contain up to 20 lbs of non-magical tools, so long as each tool can pass through a 6 inch by 4 inch aperture.
Patience
Patience is a hooded cloak who detects as a non-sentient creature of darkness and seems to be made from black felted wool. However, she feels more like leather and weighs 10 lbs. The hood (only) is lined with something that looks like black velvet. She will keep off the rain, sleet and snow but will not protect against cold any better than an ordinary cloak. She may be worn as a full cloak by a human or a shoulder cape by a hill giant.
For every Pulse that the wearer does not deliver one or more strikes from a rear position, 2 is subtracted from the die roll when it is/they are made.
She may be wielded as a whip, lariat or net, requiring PS of - and MD of 18. The wearer does not need hands to wield her. Ranks in whip, lariat and net are cumulative with respect to Initiative, Strike Chance and Damage Modifier. However, bonus damage from great PS is never applied.. The base Strike Chance is 40% and base Damage is -2. She may only benefit from a Creating Dark Sword, Enchanted Weapon, Weapon of Cold or Spectral Weapon spell.
Patience may be wielded as a garotte, but Ranks in this weapon are not cumulative with any others.
She is always on the alert for danger, so the wearer's chance of detecting a surprise attack or ambush is equal to their PC. This is improved by their cumulative Ranks in whip, net and lariat, as is their chance of detecting traps, if they have one.
Stealth is increased by the wearer's cumulative Ranks in whip, lariat and net.
Patience is treated as a shield, increasing Defence by the wearer's cumulative Ranks in whip, lariat or net. Defence arising from shields or mains-gauche are ignored unless they are greater.
The wearer may move and remain under the effects of a Blending spell, so long as their TMR is reduced by 3. The reduction to TMR becomes -2 when the cumulative Ranks in whip, lariat and net equal 10, and -1 when they are 20. In any case, TMR cannot exceed 4. Moving faster than the allowed TMR causes the Blending effect to end, but not its duration. However, Patience must be able to enter an area of at least 60% Darkness before the Blending effect may be re-established.
Patience' hood is a spell anchor for the Darkness spell so that the magical darkness created will move with her but will never leave her folds. This means:
- the wearer's aura may not be detected unless the Adept's Rank in Night Vision is greater than the Rank of the Darkness.
- Patience' folds may extend up to 6 hexes away.
Book of Darkness
This large tome is 18 inches x 12 inches by 2 inches and weighs 4lbs. It has wooden covers and the pages are made from baby vellum. It is written in Blackspeech, an orcish language, which must be Ranked to 8 before it may be understood.
Those who can read this language will be able to learn a subtly different version of the Celestial College of Darkness
Speak to Creatures of Darkness (T-1)
Range: 10 feet + 10 / Rank
Duration: Immediate
Experience Multiple: 50
Resist: None
Effects: This talent allows the adept to communicate non-sentient creatures of darkness. The talent is limited to a range of 10’ (+ 10’ / Rank)
Fear (G-2) replaces Light (G-2)
Range: 15 feet + 15 / Rank
Duration: 15 seconds + 15 / Rank
Experience Multiple: 250
Base Chance: 20%
Resist: Active, Passive
Storage: Investment, Ward, Magical Trap
Target: Entity
Effects: The target of this spell is seized by uncontrollable fear and must roll on the Fright table. At the time of casting, the Adept may choose to modify the Fright Table roll up or down by an amount up to the rank of the spell. On a double or triple effect this modification may be doubled or tripled respectively.
Armour of Darkness (G-4) replaces Shadow Form (G-4)
Range: Self
Duration: 30 minutes + 30 / Rank
Experience Multiple: 150
Base Chance: 10%
Resist: None
Storage: Investment, Ward, Potion
Target: Entity
Effects: The Adept is enveloped in dark, fearsome baroque armour which increases their defence versus physical Melee or Ranged attacks by 2 (+ 3 for every 2 Rank). and if they are struck by weapon that is not magical or silvered, 1 point per three full Ranks is subtracted from the damage. In addition, the monstrous nature of the armour penalises any entity who is a target of the Adept's Fear or Blackfire spells by their Rank with Armour of Darkness.
Eye Worms (G-5) replaces Wall of Starlight (G-5)
Range: 15 feet + 15 / Rank
Duration: Special
Experience Multiple: 200
Base Chance: 20%
Resist:' Active, Passive
Storage: Investment, Ward, Magical Trap
Target: Entity
Effects: Unless successfully resisted, the Adept summons nightworms to infest the victim's eyes and blind them. They will remain blind until they take 2 Pass Actions (+1 per 5 Ranks) to clear their vision. If the spell is successfully Resisted, the target must spend a Pass Action shuddering before they can do anything else.
Binding Darkness (Q-1) replaces Reading the Night Sky (-1)
Experience Multiple: 150
Base Chance: MA + 4% / Rank
Cast Time: 1 hour
Effects: The Adept may gain control of a volume of darkness by using this ritual. They may bind all darkness within a 10 foot radius (+ 15 feet / Rank). They
may do anything with it except form an elemental. This ritual may not be used over an area occupied by an elemental and cannot be used in any way to control an elemental
Summoning and Binding Creatures of Darkness (Q-2)
Experience Multiple: 200
Base Chance: 20% + 4% / Rank
Cast Time: 1 hour
Effects: This ritual may only be attempted during the hours of darkness. The Adept may Summon and Bind 1 (+1 for every 5 or fraction Ranks) non-sentient creature of darkness. Any creature summoned must be native to the area. If the ritual succeeds, the creature will arrive Bound to the Adept. In this state the creature will try to protect and aid them to the utmost of its ability (but it does not automatically know what the Adept wishes it to do). If the ritual backfires then the creature will arrive and immediately attack the Adept. The creature will arrive after (20 - D10 - Rank) minutes (minimum of 0). Bound creatures will continue to serve the Adept until dawn
.
Multiple Summons may be attempted but the Base Chance of each subsequent ritual is reduced by 10. If the Adept has only Summoned one cohort of night creatures and loses consciousness or is stunned, then the Binding is not lost. If more than one cohort has been summoned in a night, then the Adept must succeed in, a 3 * Willpower ( + 2 / Rank) Willpower check. If the Binding is broken the creature will immediately attack the Adept. The Adept may at any time release any of the creatures, in which case the creature concerned will immediately flee from the Adept’s presence.
Creatures that may be summoned using this ritual are dark-aspected, non-sentient beings from the following categories: 66.2 Felines; 66.4 Small Land Mammals; 67.1 Common Avians; 69.1 Lizards and Kindred (except Hydras); 69.2 Snakes; 69.3 Insects and Spiders; and 72 Creatures of Night and Shadow. Note: Weres can only be affected by this ritual while they are in their beast form.
Wings of Darkness (S-5) replaces Star / Shadow Wings (S-5)
Range: Self
Duration: 30 minutes + 30 / Rank
Experience Multiple: 250
Base Chance: 25%
Resist: None
Storage: Potion, Ward
Target: Sentient Entity
Effects: The Adept receives wings comprised of the element of darkness These wings will carry them through the air at their TMR (+1 per 4 Ranks). Encumbrance is calculated using their PS or Rank + 5, whichever is worse. The Adept may summon a wind of darkness once they have climbed to height of 15 metres off the ground which will carry them at a movement rate of 30 mpy (+1 mph per Rank). (NB : 1 mph approximately 1.5’ / sec = 1.5 hexes / pulse. A speed of at least 4 TMR must be maintained or the Adept will stall and begin to fall. If the Adept's TMR is less than 4 then they can only take off by launching themselves from a high place, or somehow be thrown into the air. Similar problems arise when attempting to land, as well.
Normally, Flying checks are not required for landing or taking off, but if the Adept has insufficient TMR, then these will be required.
The wings have a span of 30’ and are substantial but not strong. Any Specific Grievous injury to an arm or hand has a 50/50 chance of having struck a wing, which will cause them to instantly dissipate. Neither do the wings fold. Instead they shrink to 5 feet accross, but remain obvious and batlike with every appearance of the diabolic. Nevertheless, 30’ of open ground is usually necessary in order to start using them).
Note that normal precipitation (i.e. rain, mist, snow and hail) will not cause the wings to cease functioning. Nor will they become invisible or unseen if the wearer does but are barely visible at night. During the last 5 seconds of the duration of the wings they will automatically try to land. There is no earlier warning of the end of duration of the wings. Only sentient creatures can control the wings.
Web of Darkness (S-6) replaces Web of Darkness/Light (S-6)
Range: 30 feet + 15 / Rank
Duration: Concentration (Maximum of 15 minute + 15 / Rank)
Experience Multiple: 250
Base Chance: 25%
Resist: Passive
Storage: Investment, Ward, Magical Trap
Target: Area
Effects: A five foot wide web of shadows is projected from the Adept's finger tips to a target hex, object or entity. Any entity or object in the area will be ensnared by the web. The web may only ensnare six sizes of entities per Rank, or one man-sized object per Rank, stopping at the hex where this limit is reached (or at maximum range).
Entities ensnared in the web suffer 1 drain (+1 per 3 or fraction Ranks) (halved if they successfully resist) each Pulse. PS is drained first, then FT, then EN. This is applied at the moment of contact with the web, and at the beginning of each Pulse, thereafter.
Necrogeny protects against this drain, Damage Reduction may, but Protection and Spell Armour do not. Undead, constructs, objects and creatures of mana may be ensnared by the web but are never drained by it.
Any ensnared entity must roll 1 x Physical Strength (2 x if they successfully resisted) in order to move themselves to an adjacent hex (which may be free of the web), or to perform an action within the web. A similar check is required for any entity attempting to remove an object from the web. If an entity receives aid in removing themselves from the web, the PS of the aiding character may be combined with their own. Rank or more points damage from a single blow from a B-class weapon will destroy the entire web. Treat the web’s defence as being equal to its Rank.
Hand of Darkness (S-11)
Range: Self
Duration: 15 minute (+15 / Rank)
Experience Multiple: 250
Base Chance: 25%
Resist: None
Storage: Potion, Ward
Target: Entity
Effects: The Adept creates a second primary hand (and arm) which emerges from their upper back. This limb has the same PS and MD as the Adept's normal primary limb but, obviously, does not benefit from any itemry. It may be used as a primary hand/arm, and where a check that substantially depends on PS or MD, the Rank of this spell is added as a bonus. This does not apply to Weapon skills. The Adept may deliver a dual attack with this limb as if it were another primary arm/hand. At Rank 10, the limb may deliver an attack as a Free Act and as a Reflex Action when the spell is Rank 20. The arm/hand may not deliver more than 1 attack a Pulse.
The arm/hand is not obvious until called upon but its emergence from around the Adept's back is not at all calming and will force a Fear check (3 * WP) on people whose WP value is less than 12.
Jewellery
Amulets
Amulet of Luck
This amulet of an alligator's tooth, when worn openly, adds 3 to the wearer's Magic Resistance and 2 to their Defence.
Enhanced Amulet of Diamonds
This amulet of diamonds increases the Strike Chances of any weapon used in Melee or Close by 2 and increases the Damage Modifier by 1
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.
Enhanced Amulet of Iron
This amulet of iron, when it is worn openly around the neck, increases the wearer's Initiative by 8 versus the devils and demons. In addition, any Cast or Strike check vs devils and demons that ends in an 8 will be treated as ending with a 1 and any damage roll of 1 on a D10 becomes 8.
Enhanced Amulet of Amethyst
This amulet of amethyst, when worn openly around the neck or on the forehead, wards against dreams and nightmares. The wearer may not be interrogated by the Ritual of Sending, and are entitled to an extra Magic Resistance roll vs Nightmares (taking the best). If they are not normally entitled to a Magic Resistance check against dreams and nightmares, this amulet provides one.
Enhanced Amulet of Luck
This amulet of a polished tiger's fang when it is worn openly from the left ear adds 2 to the wearer's Magic Resistance and 3 to their Defence. This stacks with one other Amulet of Luck. In addition, if 1,500 Experience is sacrificed to it, then the wearer may reroll a failed success chance or saving throw. Another 1,500 Experience may be sacrificed to it after the next solstice or equinox to recharge it.
Enhanced Amulet of Aquilegius
This amulet of a tiny violet flower, when it is worn openly on the breast as a lapel or cloak pin, adds 10 the wearer's chance to avoid succumbing to the effects of Fear, and also reduce the Fright Check result by 10.
Enhanced Amulet of Elder Flowers
This amulet of tiny, preserved yellow flowers, when it is openly on the right wrist makes the wearer' proof from the Evil Eye. In addition, they make an additional Magic Resistance check against any Curse magic, choosing the best. If the Curse magic does not normally allow any, they are entitled to one.
Allies
Peanuts the Monkey
Peanuts is a shy and reclusive creature of the forest, perhaps because of the hand that has been attached to the end of his tail. Once upon a time, he was an innocent creature of the woods, but he has been the subject of magical, Herbalist, Alchemical and Healer enquiries and is, these days, pretty suspicious of anything that comes in a bottle or a needle. On the other hand, if there are nuts to be had, he is a might hunter and relentless warrior.
- Description
- He is 11 inches tall, weighs 4lbs and has a hand on the end of his 12 inch tail. His diet is generally vegetarian, although he will eat small insects and rodents from time to time.
- Comments
- Peanuts is quiet and watchful. In most cases, he is entirely biddable except if he perceives a threat to himself, in which case he becomes extremely excitable and quite noisy. He may become disaffected if he is not provided with peanut brittle from time to time, which may lead to dire results, considering his weapon skills.
- He knows the Danger Sense Talent at Rank 3
- He is a familiar and acts as a Spell Rack, which means he can act as a matrix for 1 (only) Incantation. This does not count against the bonder's available matrices.
- He counts as an extra hand for the person who bonded him. This does not give them any more MD, but it means that they can, for example, wield a 2-handed weapon with one hand and one Peanuts.
- He speaks the languages of monkeys and apes, and counts as an Enchanted Creature, so may be Summoned, but note below.
- He may not be targeted by any magic (including magic that affects a volume) while he shares the same hex as the person who has bonded him as a familiar.
- Whoever has bonded him as a familiar may draw upon his EN as FT for the purposes of spell casting. Peanuts does not enjoy this process and will be extremely aggressive in pursuing peanut brittle compensation. And stroking.
- Movement Rates
- Running: 250; Climbing: 350
| PS: | 8 | MD: | 26 | AG: | 28 | MA: | 7 | EN: | 8 | FT: | 15 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| WP: | 12 | PC: | 23 | PB: | 15 | TMR: | 5/7 | NA: | Fur absorbs 1 DP | ||
- Weapons
- Bite: BC 88%, [D – 5], Close, Rank 0, Max Rank 10 as Unarmed Combat.
- Poo: BC 48%, [Special], Ranged, Range 7 hexes, Rank 0, Max Rank 6 as Rock.
- Yes, Peanuts can throw his own poo. His ammunition on any given day is equal to his EN value. Poo does no damage, but it is 1) smelly and 2) disgusting. Anyone who has been successfully struck by Peanut's poo must spend a number of Pass Actions equal to D10 - 5 Pulses ( minimum 1) to clean up. Otherwise, Peanut's poo will reduce their Strike Chances, Defence, Cast Chances and Magic Resistance by 10.
The person that binds Peanuts can spend no more than 10% of their Experience on him. A separate Ranking record must be maintained for him.
Spare the Rod
Spare is a light mace that weighs 3lbs. The wielder adds Spare's PS and MD to their own while wielding him. The base Strike Chance is 50%, base Damage is 1 rollup D10 + 4, and there is no chance of him being broken as a result of being "overstrengthed" unless PS climbs higher than 40. He has these characteristics:
| PS: | 16 | MD: | 9 | AG: | - | MA: | 22 | EN: | - | FT: | 9 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| WP: | 20 | PC: | 18 | PB: | 7 | TMR: | - | NA: | - | ||
He may Detect Aura but can only determine if an object/entity has a magical aura.
He may cast the Illusion of Seeming at Rank 0 at a cost of 2 FT (32% Cast Chance).
If his wielder has Purified with him, he may increase the Rank of a spell by 1. This can only be done 3 times, resetting at the next Purification at dawn..
Spare will never ally himself with someone who he perceives as evil or even merely callous. He will, at the very least, withdraw his services from such a person, and may actively work towards their end. He is an astute judge of character and can read his wielder's empathic state so it is hard to convince him of a lie.
Any Primary Characteristic may be advanced 5 points at the usual cost except for those marked with "-", PC may be raised to 25 and FT to 13. The talent and spell may also be Ranked at the usual costs, but with no reduction in Experience Multiple for high MA. No more than 10% of the ally's Experience may be spent on Spare, and a separate Rankin record must be maintained for him.
Lore
Obligations
Special Abilities
Ancient Cantrip
Ancient cantrips are similar in many ways to standard ones: they must be Prepared, cost 1 FT normally and the base Cast Chance is 3 x MA.
Deep Breath
Range: Self
Duration: MA Pulses
Effects: The Adept does not begin to suffer the effects of anoxia until the duration ends. It may be cast underwater, but not until they have taken another breath.
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.
Lumen
Range: MA feet
Duration: MA minutes
Effects: The Adept may conjure to their hand a light source of about the same size and brightness as a lantern in the central hex (20% light) a torch in each hex surrounding it (10% light) and a candle in each hex surrounding those (5% light). The lumen may be moved a number of MA feet, and will travel with them.
Shadow Shape
Range: Self
Duration: MA minutes
Effects: The Adept may alter their shadow so that it can be sculpted into various shapes and animated or to increase their Stealth by their MA - 15 for the duration. This effect will end when the Adept enters an area of 80+% Darkness or 95+% Light