Loot - Naimon: Difference between revisions

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:'''Antlers''': BC 30%, [D + 5], Melee & Close, Rank 1-4.<BR>
:'''Antlers''': BC 30%, [D + 5], Melee & Close, Rank 1-4.<BR>
:'''Kick''': BC 50%, [D + 3], Melee Rear, Rank 0.
:'''Kick''': BC 50%, [D + 3], Melee Rear, Rank 0.
==== Ginger Tom ====
; Description: Ginger Tom is 24 inches long and weighs 12 pounds. He is a large, muscular, somewhat disreputable tom cat, who holds the world in cynical disregard.
; Abilities: Ginger Tom's Stealth is 120% (+ 5 per User's Rank).
; Movement Rates : Running: 450
{{BeastStats| 4 | 21 | 24 | User | 5 | User | User | User | 7| 9 | Fur absorbs 1 DP* }}
; Weapons: Ginger Tom cannot Melee, but he will happily enter Close where he gets 1 Bite and 4 Claw attacks.
:'''Bite''': BC 45%, [D10+1], Close, Rank 0.
:'''Claw''': BC 40% [D10-1], Close, Rank 0-4


==== Mouse x 2 ====
==== Mouse x 2 ====
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These robes have been made from canvas boiled in the oil of a singing whale then bound to a frame of thin laths of spruce to form a corset. It provides 4 Prot and Spell Armour 5. It has a weight factor of 2 but inflicts an AG penalty of 1 and increases the wearer's PB by 3 to a maximum of 19, but only with respect to male humanoids.<br>
These robes have been made from canvas boiled in the oil of a singing whale then bound to a frame of thin laths of spruce to form a corset. It provides 4 Prot and Spell Armour 5. It has a weight factor of 2 but inflicts an AG penalty of 1 and increases the wearer's PB by 3 to a maximum of 19, but only with respect to male humanoids.<br>
It may be cut down by an artisan tailor of Rank 6 or higher who will charge at least 10 gold shillings.
It may be cut down by an artisan tailor of Rank 6 or higher who will charge at least 10 gold shillings.
=== Silver Cap ===
This brocaded skull cap is made from dark blue velvet heavily embroidered with truesilver and weighs 7 oz. The truesilver thread bears traces of hydrargyrum, and the magic will not work if the wearer carries iron.<br>
: Adds 1 to the capacity of a Moon aspect pool, if the wearer has one
: Adds 1 to the aspect pool for every four Moon recovered
: Subtracts 4 from the die roll result when Resisting or Casting lunar magic
: If the wearer spends 8 FT, the cap assumes the appearance of solid truesilver,  increasing Protection by 1, Spell Armour by 1 and Damage Reduction vs incoming damage by 1  for an hour. In addition, if the wearer should take a Specific Grievous injury to the head or face, then a D10 is rolled. If the result is a prime number, the injury is entirely ignored. Note: This will not prevent decapitation, no matter what prime number is rolled.


== Miscellaneous ==
== Miscellaneous ==
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=== Totem Figurine ===
=== Totem Figurine ===
This figurine is made of hardened, frosted glass and weighs 1lb 6oz. It must be attached to a rod, whereupon it will assume the shape of the wielder's totem over the period of a week. For every prime Rank (2, 3 & 5) the Smite spell may be cast as another Ranged Blot spell, and which do not require a Magical Prepare Action. \
This figurine is made of hardened, frosted glass and weighs 1lb 6oz. It must be attached to a rod, whereupon it will assume the shape of the wielder's totem over the period of a week. For every prime Rank (2, 3 & 5) the Smite spell may be cast as another Ranged Blot spell, and which do not require a Magical Prepare Action. \




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=== Jewellery ===
=== Jewellery ===
==== Obsidian Rod ====
This rod of jewel-quality obsidian is a round cylinder 45 centimetres long and two centimetres in diameter. It is fragile and weighs 21 oz.
Divination reveals that it plays some part in channelling Void.
==== Ring of Jasper ====
==== Ring of Jasper ====
This gold band has a bezel holding a lozenge of jasper and weighs 1 10<sup>th</sup> of an ounce. It must be worn on the middle finger of the right hand for its magic to be effective.<br>
This gold band has a bezel holding a lozenge of jasper and weighs 1 10<sup>th</sup> of an ounce. It must be worn on the middle finger of the right hand for its magic to be effective.<br>
While it is worn, the wearer experiences no discomfort if the temperature drops as low as -40 &deg; and they halve damage from cold (but not the impact of ice).
While it is worn, the wearer experiences no discomfort if the temperature drops as low as -40 &deg; and they halve damage from cold (but not the impact of ice).
==== Crown of Mentacles ====
[[Image:Crown_of_mentacles.jpg|right|120px]]
This appears to be a crystal diadem but is, in fact, an organ ripped from the body of a creature not known to mortal men. It weighs 2 lbs. If it is worn then it provides the following bonuses:
*+5 to the Base Chance of any spell of a telekinetic nature (Telekinesis, Levitation, Telekinetic Rage, Force Shield, Disruption, Transmutation).
*Telekinesis costs 1 less FT to cast.
*5 is subtracted from the die roll when casting Disruption.
*Telekinetic Rage may be cast as a cone 15 feet + 5 feet per Rank long, 5 feet + 5 feet per 3 or fraction Ranks wide. Anyone caught in the area must resist versus Mind College Special  or take D10 + 2 per Rank damage. Those that resist take half damage. Those who fail but are still alive must roll under PS + AG or fall prone.
*Force Shield gains an extra point of Defence for every two Ranks.
;'''Mentacles'''
The Adept may manifest tentacles of telekinetic force, or mentacles, by casting Telekinesis on the crown. There are five of these mentacles and they are unseeable to anyone except a Mind Mage, to whom they likely appear rather unnerving. The mentacles have a reach in feet up to the Adept's Rank in Telekinesis.
*By means of the mentacles, the Adept can levitate up to a  height equal to the reach of the mentacles. TMR is calculated replacing AG with MA and PS with WP, and any racial bonuses or penatlies are ignored.
*The Adept may climb at up to half this TMR. The DM may apply any other penalty to climbing TMR they see fit.
*If an attempt is made to grapple or to get out of close, then the Adept may improve their chances by adding their WP to their PS.
*Mentacles lack the dexterity to wield weapons effectively, but they can easily manipulate solid objects about the size of a cigar box or bigger. For the purpose of calculating their maximum lifting capacity, the PS of a mentacle is the same as the Adept's WP. If a second mentacle is used then half the Adept's WP is added to the PS, and so on.
;Example
An Adept has 21 WP, so one mentacle has 21 PS for the purposes of lifting a stone block, two mentacles raise the PS to 32 (+11), three raise it to 38 (+6), four raise it to 41 (+3) and the fifth mentacle would make PS 43(+2).


=== Amulets ===
=== Amulets ===
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== Lore ==
== Lore ==
=== Hand of Tyndalos ===
Naimon's primary forearm and hand (Left) has been replaced with the angular and foreshortened head and neck of a vaguely dog-like creature from before Time. This means that he is considered clumsy with both hands, attracting a 20 point penalty to any act involving Manual Dexterity. If he should dual wield, then both attacks will attract a penalty of 30. The PS of that arm is considered twice his base PS.<br>
It offers these abilities:<br>
On a successful Unarmed Combat Strike with his Tyndalos Hand he:
* inflicts 2 rollup D10 A and B Class Damage (but cannot decapitate)
* inflicts a Blow Directly to Endurance on 20% of the modified Strike Chance, and Specific Grievous injuries on 10%
* ignores the first 5 points of Protection when rolling for Damage
=== Book of Shadows ===
=== Book of Shadows ===
This book has been written on the skin of a cat's shadow, and can only be read in a single sun-cast shadow. Reading is difficult and removes the reader's Literacy in one language each week spent studying it. Literacy recovers if the book is not read for two consecutive Mondays and all the days in between.<br>
This book has been written on the skin of a cat's shadow, and can only be read in a single sun-cast shadow. Reading is difficult and removes the reader's Literacy in one language each week spent studying it. Literacy recovers if the book is not read for two consecutive Mondays and all the days in between.<br>

Revision as of 09:14, 16 June 2021

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Consumables

Potions

Love Philtre Rk 12 x 2

When drunk, Resist or fall in love with the first entity you gaze upon. Effects lasts for 8 weeks.

Fertility Potion Rank 18 x 4

When drunk, a female entity must Resist or have their fertility increased by 85% for 19 weeks.

Toadsweat Potion Rank 13 x 2

When drunk, an entity can remove 14 blemishes. This may increase their PB if it has been detrimentally affected by the blemishes.

Witch Skins

The underside of the witch skin must be held against an entity for 30 seconds before the transformation will take effect.
The user of the skin may use any Skill or Ability that the form would naturally allow. While this includes most Talent magic, unless the form is human-like, spells and rituals may not be performed. If an animal has a range of Ranks next to one or more of their natural weapons, then the user may apply their Unarmed Combat up to the maximum listed.

Asp

Description
The asp measures up to 2½ feet in length. It has a triangular head, flattened towards the rear, and a short, thin tail.
Abilities
Asps have no talents, skills or magic.
Movement Rates
Crawling: 150
PS: 2 MD: None AG: 16 MA: User EN: 1 FT: User
WP: User PC: User PB: 8 TMR: 3 NA: None
Weapons
Asps may bite. Poison occurs after effective damage.
Bite: BC 65%, [D – 3] penetration only, Close, Rank 0.
Poison: 2 DP per pulse.

Eel

Description
Eels are long, thin, grayish fish up to 7 feet in length.
Abilities
Eels have no special talents, skills, or magic.
Movement Rates
Swimming: 300
PS: 18 MD: None AG: 14 MA: User EN: 8 FT: User
WP: User PC: User PB: 6 TMR: 6 NA: Skin absorbs 3 DP
Weapons
Eels may bite.
Bite: BC 50%, [D + 2], Close, Rank 0.

Red Stag

Description
Stags are wild creatures, like thin, agile horses with large racks of antlers.
Abilities
Stags have no special talents or skills and use neither tools nor magic.
Movement Rates
Running: 750
PS: 20 MD: 19 AG: 22 MA: User EN: 15 FT: User
WP: User PC: User PB: 12 TMR: 15 NA: Hide absorbs 3 DP
Weapons
Stags may either use their antlers or kick into their rear hex.
Antlers: BC 30%, [D + 5], Melee & Close, Rank 1-4.
Kick: BC 50%, [D + 3], Melee Rear, Rank 0.

Mouse x 2

Description
Mice are small brown, white or grey rodents. They are shy of almost all creatures, most especially cats, dogs and men.
Abilities
Mice have no special talents or skills, and they are not tool users.
Movement Rates
Running & Climbing: 150
PS: 1 MD: 12 AG: 18 MA: User EN: 1 FT: User
WP: User PC: User PB: 4 TMR: 3/3 NA: Fur absorbs 1 DP
Weapons
Mice may bite.
Bite: BC 20%, [D – 7], Close, Rank 0.

Scrolls

Charms

Justice Charm x 3

This scrap of parchment weighs ¼ lb and contains three charges of the Justice Charm. It does not need to be read out, in fact, the phrase must be memorised and uttered, requiring a Free Act, the parchment itself might be kept in the owner's backpack, or even at home.
When the charm is spoken aloud, the number of charges is reduced by 1 wherever they are, and it may not be uttered again until after the next dawn. The phrase must be spoken by the character's player in a clear voice without hesitation, stumbling or unnecessary pause. The phrase is:
"Let justice be done though Heaven falls!"
A number of thunderbolts fall from the sky equal in number to the utterer's base EN. No thunderbolt may be more distant than the utterer's Size Factor x 10 Hexes. Each thunderbolt inflicts 5 x the utterer's base WP Lightning damage (Spell Armour and Damage Reduction protect against this) upon everything in each of the target Hexes, unless they Break 100 + AG + WP. Everything within 5 Hexes must Break 100 + PS + AG or take 2 x utterer's base WP Thunder damage (Protection and Damage Reduction protect against this) and be thrown prone. Finally, they must Break 100 + PC + MD or be deafened for 4 Pulses.
No thunderbolt may fall within 10 Hexes of another.
Although a truly frightening display, the Charm does no direct harm to innocents (most children and animals) but adults, even the saintly, are not, similarly, immune.

Black Dragon's Teeth x8

Each of these teeth weigh an oz. They may be sown on a battlefield, whereupon each will grow into a warrior with the following stats:

PS: 20 MD: 18 AG: 15 MA: 10 EN: 24 FT: 23
WP: 20 PC: 18 PB: 12 TMR: 6 NA: 5
Attack IV SC DM Class Use Rk
Spear 38 96% +5 A class M 5
Large Round Shield 37 68% +2 C class M 4

Their Defence is 35 and their Magic Resistance is 40%.
The warriors will fight loyally under the command of whoever sowed them, always succeeding when forced to make a morale check but will last no longer than a minute.
It takes a Pass action to sow the dragon's teeth, and as many as (Military Scientist Rank - 2) may be sown on any given day. The teeth may be sown in one action or one at a time.

Adventure Season Plane of Origin Aura Nature of Magic

Value Cursed GM
16 ¼ s of Time Summer 812 Perfidious Albion Formerly living Calling

500sp each
Jim Arona 021-076 9376

Weapons

Gorgon Talons

These brazen talons weigh 1 oz each and are attached to a crow's feet. This will penalise Stealth by 5, increases the base Strike Chance 11 and the DM by 3 to the creature's claw attack. It increases the Rank of a weapon spell cast upon them by 3.

Bec de Corbin

This war pick is lighter than normal, weighing 3 lbs, requires 15 PS and 13 MD to wield. Its base Strike Chance is 53% and base Damage 1 rollup D10 + 4 A Class damage. It may be thrown 6 hexes.
It is a cumulative weapon. When it is mounted on top of a staff, then the wielder's Ranks in quarterstaff, war pick and war hammer are combined. The base Strike Chance is 57% and base Damage becomes 1 rollup D10 + 6 A or C Class damage.
If a bonding cost of 1 Permanent Power is paid:
Attaching the bec to a Runestaff automatically adds the Darkness and Air Rune to it and do not count against the wielder's total.
They attract a Crow spirit as their totem which provides +5 bonus to spells that deal in Secrets, Knowledge or Crows and improves their chance of attracting luck by 5.This spirit is not native to the region around Unterkiel.
The Adept may learn this Special Knowledge spell of the College of Rune Magic.

Miniature Noldorin Crossbow

This miniature crossbow is of Noldorin manufacture out of ithilden and weighs 10 oz. It may be wielded one-handed, requires PS 9 and MD 14. It has a base Strike Chance of 71%, and inflicts 1 roll up D10 + 3 A Class damage.
It is considered a Crossbow for the purposes of determining Rank.
It may be armed four times in a day, but if it is not fired within 12 Pulses, it will become "unarmed".
While it is borne obviously about the wielder's person, they increase their AG by 2 and their WP by 1. They may see into the ultra-violet, so that they can see in up to 99% darkness as if it were dusk out to a range of 120 feet. They may not be affected by magic that makes them sleep, although they may still be knocked unconscious. If they fail a Magic Resistance check against magic that Charms, they are entitled to a second check, the lowest applying. While they are in direct sunlight (or similar effect) if they succeed on a Perception check, they must roll again, taking the worst roll. If they are attacking something in direct sunlight (or similar effect), then if they succeed on the attack roll, they must roll again, taking the worst check.

Rune Blade of Arioch

This short, broad, bronze, rune-etched blade is a cumulative Broadsword and Shortsword, weighing 2 lbs. It has a base Strike Chance of 57% and inflicts 2 rollup D10 + 1 A and B Class damage.
It is a legal target for the Rune Weapon spell, causing the weapon to burst into flames, increasing the wielder's Strike Chance with it by 5% (+1 per Rank of the spell), and damage by 1 (+1 per 4 Ranks of the spell).
The bonus damage doubles vs creatures of ice and/or cold.
The blade acts as an additional Runewand, holding 1 FT (+1 for every two Ranks in the Ritual) and providing a +5 bonus to casting Weapon spells (this includes Smite). The weapon also holds an armoured spell matrix that is dedicated to this incantation:

Rune Weapon - Soul Blade
Target: Rune Blade of Arioch
Range: Touch
Duration: 10 minutes (+1 minute per Rank)
Effects: While duration remains, the weapon may also strike undead entities that are wholly or partially insubstantial.
Cost: 200 Experience.
Constraints: Reduces FT value by 2.

Armour

Bronze Buckler Vambrace

This bronze vambrace weighs 1 lb but replaces 2 lbs of the wearer's left forearm armour if that armour is scale, chain or plate. A buckler 8 inches in diameter is attached to the back of the wearer's wrist, and provides 2 points of Defence for each Rank in Shield, although leaving their left hand free to hold a weapon.

Witch Robes

These robes have been made from canvas boiled in the oil of a singing whale then bound to a frame of thin laths of spruce to form a corset. It provides 4 Prot and Spell Armour 5. It has a weight factor of 2 but inflicts an AG penalty of 1 and increases the wearer's PB by 3 to a maximum of 19, but only with respect to male humanoids.
It may be cut down by an artisan tailor of Rank 6 or higher who will charge at least 10 gold shillings.

Silver Cap

This brocaded skull cap is made from dark blue velvet heavily embroidered with truesilver and weighs 7 oz. The truesilver thread bears traces of hydrargyrum, and the magic will not work if the wearer carries iron.

Adds 1 to the capacity of a Moon aspect pool, if the wearer has one
Adds 1 to the aspect pool for every four Moon recovered
Subtracts 4 from the die roll result when Resisting or Casting lunar magic
If the wearer spends 8 FT, the cap assumes the appearance of solid truesilver, increasing Protection by 1, Spell Armour by 1 and Damage Reduction vs incoming damage by 1 for an hour. In addition, if the wearer should take a Specific Grievous injury to the head or face, then a D10 is rolled. If the result is a prime number, the injury is entirely ignored. Note: This will not prevent decapitation, no matter what prime number is rolled.

Miscellaneous

Black Dragon Scale x 13

3 Inch Scale x 2

These inky black scales are matte, 3 inches across and weigh 5 oz each. They may be made into brooches and attached to the left forearm of the wearer. This will require the arts of a Rank 7 Jeweller who will take 3 days to craft them and each will require 300 sp in materials.
A spell of the College of Rune Magic may be written on these scales in the blood of the wearer. This will cost the same amount as if the Rune Mage were Investing a scroll, although they need not know the Ritual. The Rune Mage's MA bonus is ignored, as are bonuses for using blood. Instead, the wearer's MA bonus (or penalty) is applied.
Finally, the scale only requires that the wearer use a Cast Action to Trigger it, not 10 seconds as is usual with Invested Scrolls.
These scales may be re-Invested.

Totem Figurine

This figurine is made of hardened, frosted glass and weighs 1lb 6oz. It must be attached to a rod, whereupon it will assume the shape of the wielder's totem over the period of a week. For every prime Rank (2, 3 & 5) the Smite spell may be cast as another Ranged Blot spell, and which do not require a Magical Prepare Action. \


Palm Leaf Scroll

This scrap of palm leaf has writing in an odd script on it and weighs 2 oz.
It must be memorised, although it is not necessary to understand the language. The owner of the scrap may learn a Discipline that is similar in many ways to a Talent. It doesn't require a Prepare Action and neither does it cost FT. The Experience Multiple is 50 and is Ranked in all ways as if it were a Talent.
To activate this magic, the leaf must be wrapped around the hand in the same kind of way that a bandage might be tied to protect a wound on the palm. The script must be legible and read as the hand is passed across the user's field of view requiring a Magical Cast Action. This will create an immobile pane about 2 feet wide and as high as the user's hand. Walking Unseen of any Rank is revealed, as is Invisibilty, Blending and similar magic of equal Rank or less to anyone looking through the pane.
In addition, viewers may Break 100 + PC +3/Rank to see distortions of reality like middlemarches, dimensional portals, nexes, gates and similar magic.
The pane will last for a number of Pulses equal to the owner's MA or until they create another one, whichever comes first.

Black Scale

This scale is the size of a baby's palm. It must be openly displayed for its virtue to be effective.
The wearer reduces the damage from each corrosive attack by 1 roll up D10.

Crystal of Vision

This crystal sphere is 4 inches across and weighs 2.5lbs. It may be used to experience visions (usually precognitive in nature) concocted by the DM, or to spy into an area up to 140 miles distant for 19 minutes. The Adept must remain in the same place and take no other action. The crystal ball will only look at the location specified. It can not then be commanded to move around. If the user cannot form a clear mental image for the ball to focus on or command it to focus on an unambiguously defined point in space, then it is the DM’s discretion as to what the ball will show. These are mystical devices, not telescopes or x-ray machines. It is not possible to use detection talents (such as Detect Aura) through a crystal of vision.

Wand of the Ogress

This wand is made from the thigh bone of a hill giant and is 30 inches long. It is dry but has been preserved so that it is as strong as oak. It weighs 4lbs. A hobbit may treat this as a quarterstaff.
In the hands of a witch, it is a spell rack that will hold three one-use spell matrices at no cost.
In the hands of a wizard, mage or sorceror, it is a spell rack that can hold a single one-use spell matrix, which must be a General Knowledge attack spell. If the spell does not have range, then it will gain range of 15 feet (+5 feet for every 2 Ranks in the spell). The spell matrix resets at midnight except on nights of the new moon.

Jewellery

Obsidian Rod

This rod of jewel-quality obsidian is a round cylinder 45 centimetres long and two centimetres in diameter. It is fragile and weighs 21 oz. Divination reveals that it plays some part in channelling Void.

Ring of Jasper

This gold band has a bezel holding a lozenge of jasper and weighs 1 10th of an ounce. It must be worn on the middle finger of the right hand for its magic to be effective.
While it is worn, the wearer experiences no discomfort if the temperature drops as low as -40 ° and they halve damage from cold (but not the impact of ice).

Crown of Mentacles

This appears to be a crystal diadem but is, in fact, an organ ripped from the body of a creature not known to mortal men. It weighs 2 lbs. If it is worn then it provides the following bonuses:

  • +5 to the Base Chance of any spell of a telekinetic nature (Telekinesis, Levitation, Telekinetic Rage, Force Shield, Disruption, Transmutation).
  • Telekinesis costs 1 less FT to cast.
  • 5 is subtracted from the die roll when casting Disruption.
  • Telekinetic Rage may be cast as a cone 15 feet + 5 feet per Rank long, 5 feet + 5 feet per 3 or fraction Ranks wide. Anyone caught in the area must resist versus Mind College Special or take D10 + 2 per Rank damage. Those that resist take half damage. Those who fail but are still alive must roll under PS + AG or fall prone.
  • Force Shield gains an extra point of Defence for every two Ranks.
Mentacles

The Adept may manifest tentacles of telekinetic force, or mentacles, by casting Telekinesis on the crown. There are five of these mentacles and they are unseeable to anyone except a Mind Mage, to whom they likely appear rather unnerving. The mentacles have a reach in feet up to the Adept's Rank in Telekinesis.

  • By means of the mentacles, the Adept can levitate up to a height equal to the reach of the mentacles. TMR is calculated replacing AG with MA and PS with WP, and any racial bonuses or penatlies are ignored.
  • The Adept may climb at up to half this TMR. The DM may apply any other penalty to climbing TMR they see fit.
  • If an attempt is made to grapple or to get out of close, then the Adept may improve their chances by adding their WP to their PS.
  • Mentacles lack the dexterity to wield weapons effectively, but they can easily manipulate solid objects about the size of a cigar box or bigger. For the purpose of calculating their maximum lifting capacity, the PS of a mentacle is the same as the Adept's WP. If a second mentacle is used then half the Adept's WP is added to the PS, and so on.
Example

An Adept has 21 WP, so one mentacle has 21 PS for the purposes of lifting a stone block, two mentacles raise the PS to 32 (+11), three raise it to 38 (+6), four raise it to 41 (+3) and the fifth mentacle would make PS 43(+2).

Amulets

Amulet of Amethyst

Wards bad dreams and assists the wearer in achieving a restful sleep. Increases the wearer’s Fatigue recovery during sleep periods by 10% (round down).

Amulet of Beryl

Increases the wearer’s ability to detect traps and ambushes by 5.

Amulet of Betony

Decreases the Base Chance of infection by 15.

Amulet of Bloodstone

Prevents miscarriage and decreases Base Chance of infection by 20

Amulet of Carbuncle

Decreases damage done by poison by 2 points of damage per pulse or day.

Enhanced Amulet of Chalcedony

This amulet, when it is worn openly around the hilt of a dagger, will glow with a pale blue light that only the wielder can see when they are within 25 feet of the lesser undead. This light makes it possible to see in total darkness out to a range of 3 hexes, but is too dim and indistinct to make out colours or normal text.

Amulet of Diamonds

Increases all of the wearer’s Strike Chances by 2

Amulet of Elder Flowers

Makes the wearer proof against the Evil Eye

Amulet of Hypericum

Increases the wearer’s Magical Resistance by 10 to any magical act performed by a Demon or Daemonic being

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 Jet

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

Amulet of Luck

Made from tiger’s or alligator’s teeth. It increases the wearer’s Magical Resistance by 3 and adds 2 to the wearer’s defense

Amulet of Black Amber x 2

This amulet when it is worn openly in the left ear increases the wearer's Initiative Value by 7.

Allies

Glaukus

.

Description
Glaukus is a slate crow, 18 inches in length with a wingspan is of 2 ½ feet. His plumage ranges from dark grey to pale grey to blue and weighs 20 oz.
Talents, Skills, and Magic
1 Glaukus can colour shift his feathers so that he is less noticeable against the sky, clouds, mists or stone. This means that he can attempt Stealth so long as he can match the colour of his background and he has not been observed. H his movement rate drops to 450 yards per minute, however.
2 Twice a week, resetting at dawn on Saturdays, Glaukus can increase his size.
3 Crows tend to go for the eyes, so Glaukus' beak attack adds 4 points to the damage calculation, purely for the purposes of determining armour Penetration.
Movement Rates
Flying: 1,000
PS: 4 MD: 19 AG: 20 MA: 13 EN: 5 FT: 14
WP: 17 PC: 21 PB: 11 TMR: 18 NA: Feathers absorb 1 DP
Weapons
Glaukus can only attack in Close Combat with his beak (BC 50%, D10-5 damage). This attack adds 4 points to the damage calculation, purely for the purposes of determining armour Penetration.
Increased Size
As a Pass Action, Glaukus grows to 26 inches in length, 5 foot wingspan, and weighing 70 oz. This effect lasts for 17 Pulses.
Movement Rates
Flying: 800
PS: 9 MD: 20 AG: 19 MA: 13 EN: 9 FT: 14
WP: 17 PC: 21 PB: 10 TMR: 16 NA: Feathers absorb 2 DP
Weapons
Glaukus may attack with beak and two talons without penalty.
Beak: BC 55%, [D – 2], Close, Rank 0. This attack adds 4 points to the damage calculation, purely for the purposes of determining armour Penetration.
Talons: BC 75%, [D – 1], Close, Rank 0, max Rank 4, advances as Unarmed Combat.

Glaukus has these Skills at Rank 0, which may be advanced at the usual cost:

Stealth
Thief
Spy

Swedish Axemen

Cenno

PS: 19 MD: 19 AG: 15 MA: 7 EN: 24 FT: 23
WP: 16 PC: 12 PB: 12 TMR: 5 NA: Chain absorbs 6 DP
Attack SC DM Rg Class Use Rk
Battle Axe 108% +6 6 B class RM 5
Crossbow 79% +3 80 A class R 0
Large Round Shield 68% +2 - C class M 4

His Defence is 47 and his Magic Resistance is 36%.
He will fight loyally, always succeeding when forced to make a morale check.

Ogre Oarsmen

Number
8
Description
Ogres are large, ugly, 8-foot tall humanoids. They have flattened noses and large, sharp teeth. These ones wear leather armour and wield Giant Clubs.
Comments
Ogres eat those travellers that they waylay and take their treasure. These have been trained as oarsmen and have Rank 4 in the Sailor Artisan Skill and the Adventuring Skill: Swimming. Part of their ongoing training has been to break them of the habit of eating people and are trying to learn Common when they can be bothered.
Abilities
Ogres generally shun magic, although these may acquire a college if forced to advance a language to Rank 8 and become literate in it but must meet its other requirements. They wield small round shields as if they were bucklers: 3 Def per Rank, 5lbs, no MD penalty.
Movement Rates
Running: 450
PS: 28 MD: 12 AG: 10 MA: 10-15 EN: 23 FT: 30
WP: 20 PC: 14 PB: 9 TMR: 9 NA: Armour & skin absorbs 9 DP
Weapons
Giant Club: BC 50%, [D + 8], Ranged & Melee, 9 hexes, Rank 0 - 5.
Bite: BC 65%, [D + 4], Close, Rank 0.
Punch: BC 45%, [D], Melee & Close, Rank 0 - 10.
Shield: BC 40%, [D - 4], Melee, Rank 0 - 4.

Lore

Hand of Tyndalos

Naimon's primary forearm and hand (Left) has been replaced with the angular and foreshortened head and neck of a vaguely dog-like creature from before Time. This means that he is considered clumsy with both hands, attracting a 20 point penalty to any act involving Manual Dexterity. If he should dual wield, then both attacks will attract a penalty of 30. The PS of that arm is considered twice his base PS.
It offers these abilities:
On a successful Unarmed Combat Strike with his Tyndalos Hand he:

  • inflicts 2 rollup D10 A and B Class Damage (but cannot decapitate)
  • inflicts a Blow Directly to Endurance on 20% of the modified Strike Chance, and Specific Grievous injuries on 10%
  • ignores the first 5 points of Protection when rolling for Damage

Book of Shadows

This book has been written on the skin of a cat's shadow, and can only be read in a single sun-cast shadow. Reading is difficult and removes the reader's Literacy in one language each week spent studying it. Literacy recovers if the book is not read for two consecutive Mondays and all the days in between.
Invoking one of these demons is an utterance that requires a Free Act and cannot be combined with Casting a spell unless such a spell is Silent.

Cormanthanet

This demon's name takes 10 days to learn. If a brooch is made from bloodstone weighing at least 1 ounce, a Rune of Control and the Name carved into it, then it can be invoked for one hour in twenty-four to increase the protection of the wearer versus A or B Class weapons. The improvement to protection is 5 and stacks with other armour. Once used, the ability is lost until the next dusk. Invocation requires a Free Act and either an utterance if the ITN is used or a gesture in the case of the Rune.
The demon has no Magic Resistance versus spells that Compel, Bind, Charm or Control from a caster who pours the juice from seventeen poppies over the gem on Sunday at dusk. If this is not done, it is allowed to resist the magic that binds it, MR being 25. If it succeeds, it will instantly vanish back to the Abyss.
When the demon is Called, the summoner increases their Abyss mark by 1.

Morgol

This demon's name takes 7 days to learn. If a bezel is made from sardonyx and set into a silver ring weighing ⅓ ounce, a Rune of Control and the Name carved into it, then it can be invoked for 5 Pulses from dusk to dawn or dawn to dusk. It forms a snake 30 centimetres long with bands of orange, black and ochre, weighing 1 lb. It will wrap itself around the Caller's hand that is holding a dagger, main gauche or sword. If that weapon inflicts damage, then it will inflict 5 damage from venom each Pulse until it is forced back to the Abyss.
The demon has no Magic Resistance versus spells that Compel, Bind, Charm or Control from a caster who bleeds 5 EN of their own blood over the sardonyx bezel at noon on Tuesdays, Thursdays and Saturdays. If this is not done, it is allowed to resist the magic that binds it, MR being 20. If it succeeds, it will instantly vanish back to the Abyss.
When the demon is Called, the summoner increases their Abyss mark by 1.

Juldranaq

This demon's name takes 15 days to learn. If a black pearl the size of a baby's thumb is hung from a golden earring weighing ¼ ounce, a Rune of Control and the Name carved into it, then once the demon has been invoked, it cannot be used again until dusk of a Monday, Wednesday or Friday. It appears as a dark vortex around the Caller, who may instantly move to a position within direct line of sight that is fewer than fifty feet away, without covering the intervening space.
The demon has no Magic Resistance versus spells that Compel, Bind, Charm or Control from a caster who sprinkles the ash of a cat's heart over the pearl at midnight each Saturday. If this is not done, it is allowed to resist the magic that binds it, MR being 35. If it succeeds, it will instantly vanish back to the Abyss.
When the demon is Called, the summoner increases their Abyss mark by 1.

Copper Scrolls

Scroll of Building a House of Life

This building contains a resurrection chamber. Although those who are Death-aspected can build such a chamber, they may never return to life by means of one, their spirit being drawn off to the Valley of Death.
The House itself is octagonal in shape and must have a diameter equal to 10 feet per chamber and cost 500sp per ft of the radius. It will take two weeks per chamber to construct. The time to build the House is reduced by one week per Rank of the most advanced Artisan: Mason and one week per Rank of the most advanced Artisan: Carpenter. The minimum time may be no less than a month.

Each chamber must be built by the hand of the intended user, and no particular skill is required, the process happening magically to some degree (although still requiring the time and hard work of the user). It will take a month to build the chamber itself and cost 10,000sp in materials. Counter-intuitively, the more money spent on the appointments of the chamber, the faster it will be built. If an extra 1,000sp is spent on decorating it, the chamber will be completed in one less day. The time taken, however, can never be less than a week, although, of course, it can be made ever more beautiful.
Once completed, then the user may prepare the chamber to receive their spirit and regenerate their form should they be so unfortunate as to require it. The following conditions apply:

  • The user must sacrifice 3 EN to the chamber. Once sacrificed, the EN are converted to points of their Aspect (the most unusual part, otherwise it will be the Element part).
  • Subsequently, if they die, then their spirit will travel back to the House of Life, resurrecting uninjured a year and a day later unless they are resurrected earlier by other means.
  • Obviously, the resurrectee's itemry will be lost unless other means supervene.
  • In the event that the resurrectee has succumbed to a Dark Sphere (not a Light Sphere), then a number between 1 and 10 is nominated by the player, and a D10 is rolled. If the number is equal to a 1, 2, 3 or the one nominated, then they will be resurrected. Otherwise not.
  • The place of death must be proximate to a plane that is proximate to a plane that is proximate to the location of the House of Life for the spirit to be able to find its way to the resurrection chamber.
For example
if the resurrectee dies on Tanuel, which is adjacent to the Astral, which is adjacent to the Abyss, which is adjacent to Alusia, then they are close enough to resurrect.

If this special resurrection is used, the House of Life and the chamber itself remains. However, until 1 EN is sacrificed it is simply magical architecture.

Note
Upon Resurrection, a point of EN is not lost, since the House will not work unless it is charged with the appropriate life energy (1 EN).

Formula of the Black Iron Grenado

Rank 4 Alchemy
This operation may only be begun on a Thursday or a Sunday and takes at least three days.
This means it can only be attempted twice a week, and sometimes only once.
The Alchemist must gather 3 lbs of wood from a lightning-struck tree. The wood must be steeped in sufficient drake's urine to completely cover it, and left to stand over a slow fire from noon until dusk (the process being somewhat swifter in winter by virtue of the well-known property of drake's urine to capture fire as the sun falls from the sky).
The wood must be steeped for two consecutive dusks, and then the wood transmuted to charcoal by slowly burning it over sufficient flowers of sulphur to fill a giant's tankard of ale and takes at least two consecutive dawns to complete. A cup of iron ore must be finely ground and the powder thus obtained vigorously mixed with the still-hot embers. Many Alchemists prefer a bronze pestle in a stone mortar, but the passionate use iron pestles on flint mortars. This labour will produce enough reagent to fill [D10 + Rank - 5] grenados. If the result is less than 1, no reagent is produced at all. Results less than -1 indicate that there has been a catastrophe, and the smaller the number, the greater the catastrophe. If the result is -2, 1 Specific Grievous Injury is rolled and applied, if the result is -3, then 2 such injuries are inflicted, and so on. They may avoid harm by Breaking 100 + MD versus each such catastrophe.
The formula is teachable, but whoever teaches it must expend 4,350 Experience for each Alchemist taught.

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.

Scroll of Finding Familiar

This copper scroll teaches the reader this ritual as if it were part of the General Knowledge of their College:

Ritual of Finding a Familiar

Range: 1 mile + 1 mile / Rank
Duration: Concentration: No maximum
Experience Multiple: 250
Base Chance: 40% + 4 / Rank
Resist: None
Storage: Investment
Target: Entity
Cast Time: 1 hour
Material: A piece of food acceptable to the familiar being summoned
Concentration Check: Standard
Effects: The Adept may attempt to summon a small animal that will serve them as a familiar. The type of animal is chosen by the Adept and may be a small creature about the size of a cat, dog, bat, rat, toad, weasel, falcon, owl, goat, monkey, trout, etc, and must be native to the area where the summoning is performed. If the summoning is successful, the potential familiar will arrive at the Adept’s location in (25 - Rank) minutes. The ritual allows the Adept to communicate with it when it first arrives. The Adept must promise to feed and protect the familiar. The GM should roll a reaction check for the creature. If the result is Enraged, it attacks, if Belligerent it leaves immediately.
If neither of these results are achieved, the familiar agrees to serve the Adept. Regardless of the result, the Ritual confers no further ability to communicate with the animal. If the Adept fails to feed the familiar on a regular basis, or mistreats it in any way, the familiar may run away, and a new familiar must be found. The familiar will serve the Adept to the best of its ability, warning them of danger, and so forth. If the Adept is unable to communicate with the familiar magically it will attempt to warn them by tugging at their cloak, whimpering, or whatever, as appropriate. If the familiar is killed, the Adept suffers [D + 5] points of damage in the form of a magical backlash. This damage may not be resisted. An Adept may only have one familiar at any one time. A familiar is not an enchanted creature. The range of the summoning caused by this ritual is 1 mile (+1 / Rank).
As the ritual is Ranked, the familiar gains abilities according to the following schedule:
Rank 0 - While it is in contact with the Adept, the familar is considered out of range of most magic and beneficial spells that are cast on the Adept apply to the familiar as well
Rank 2 - The Adept may cast spells that target themselves on their familiar
Rank 4 - The Adept may see through the familiar's eyes once a day
Rank 6 - The Adept may draw upon the FT of their familiar to pay the FT cost of a spell or ritual. In addition, they can add to their familar's FT at a rate of 2:1
Rank 8 - The Adept must spend 10 minutes communing with their familiar to store the Prepare Action of a spell, which they may use as a Free Act at a later time
Rank 10 - The familiar can hold 1 spell matrix. This will not unrack unless the spell or incantation specifies that it will. The Adept must be in contact with the familiar to use the matrix
Rank 12 - The Adept may now sense through their familiar twice a day, plus they can hear as well as see
Rank 14 - The Adept must spend an additional 10 minutes communing with their familiar to store a second Prepare Action
Rank 16 - The Adept may see & hear through the familiar's eyes a third time a day
Rank 18 - The familiar stores a special pool with a maximum capacity of 5. This may be used to reroll a failed Magic Resistance or Casting check. It costs 1,000 Experience to add 1 to the pool
Rank 20 - The spell matrix becomes a spell lock, which the familar can Cast on the Adept's behalf. This will not unrack unless specified by the spell or incantation

Murder of Crows

Range: Sight
Duration: Concentration: No maximum
Experience Multiple: 400
Base Chance: 5%
Resist: None
Storage: Investment
Target: Entity
Effects: The Adept conjures to this plane a spectral murder of crows, and directs them to hunt down and slay one target, who must be within sight when the spell is cast. The murder is completely insubstantial and invisible except to its intended victim. It may be seen by others with Witchsight. It appears as a darksome flock of night-winged horrors with beady red eyes and flashing beaks. The murder will continue with its mission until the Adept’s concentration is broken, its intended victim dies, or it is dissipated or slain. The murder can unerringly locate its intended victim and will always move towards them at its full movement rate, and engage them in melee combat. The murder has a single, combined, Endurance and Fatigue Characteristic with a value of 20 (+ 5 per 3 full Ranks). It automatically hits every Pulse for [D - 4] (+ 1 / Rank) damage. Its Initiative is 30 (+ 2 / Rank) but has no defence or armour value, although it may not be Stunned. The murder’s movement rate is 650 yards per minute, and its TMR is 13. The murder may move in any direction without restriction, including through the air, walls, water, etc. Upon first encountering a Rune Special Counterspell cast on an area, the murder must spend a Pass Action to dissipate it before it can enter. The murder may not be dissipated by having a Rune Special Counterspell cast on the area it occupies.

Moonfire

Range: Range: 60 feet + 15 / Rank
Duration:Immediate, during Pulse
Experience Multiple: 200
Base Chance: 10%
Resist: Passive
Storage: Investment, Ward, Magical Trap
Target: Volume
Effects:When the moon is in the sky (not necessarily visible), the Adept may call down from the heavens a beam of pale, silvery light which will affect a volume 5 feet across (+10 feet at Rank 10 & Rank 20) and 60 feet high (+15 feet / Rank) which will arrive at the end of the Pulse. Anything within the volume must Resist or take [D10 - 4] (+1 / Rank) damage and suffer a penalty of 10 (+10 at Rank 10 & Rank 20) to Magic Resistance (vs magic that affects the personality only) and Strike Chance. The targeted hex will have a magical aura until the beam arrives (or is counterspelled by the Adept). This spell will have no effect if it is targeted on a hex which is already a target of this spell. Note that a solid surface (such as 10’ of earth) will prevent the moonfire from reaching its target hex.

Incantations

Murder of Crows - Spectral Armour

Target: Self
Duration: Concentration, no maximum
Effects: The Adept dresses in the spectral form of a knight in heavy, baroque plate wielding a pennanted lance. The armour is not Dissipated by having a Special Knowledge Counterspell of the Rune College 'Counterspell cast on them or the area it occupies and may happily such an area. It will absorb 20 (+4 / Rank, 150 at Rank 20+) damage on behalf of the Adept before it is Dissipated. This is applied before any other damage mitigation is applied, except a Circle of Protection.
Cost: 1,500 Experience.
Constraints: Unracks the spell, reduces FT value by 1.

Murder of Crows - Chariot of Crows

Spell: Murder of Crows
Duration: 30 minutes (+30 minutes per Rank)
Effects: The Adept summons a chariot and murder of crows to draw it for the duration of the spell or until they dismiss it, which requires a Free Act. The chariot has a movement rate of 650 yards per minute on the ground, and 860 yards per minute (+30 yards per minute per Rank) or 30 miles per hour (+1 mile per hour per Rank) in the air. TMR is 8 whether aerial or on the ground, rising to 9 at Rank 10 and 10 at Rank 20. It's Defence and Magic Resistance are the same as the Adept's, but its combined EN and FT is 20 (+5 per 3 full Ranks). Although it is not Dissipated by having a Sorceries of the Mind Special Knowledge Counterspell cast on it or the area it occupies, it will not enter such an area.
The chariot may move in three dimensions, it does not fly in the accepted sense so Horsemanship is used instead of Flying, and this incantation provides the Adept with a bonus of 1 + 1 per 10 full Ranks of the spell for these purposes.
Cost: 2000 Experience.
Constraints: Unracks the spell, reduces FT value by 1.

Murder of Crows - Oxen Force

Spell: Murder of Crows
Duration: 30 minutes (+30 minutes per Rank)
Effects: This incantation of the the spell allows the Adept to summon a visible force construct in the shape of a pair of oxen that will pull or push an object for the duration of the spell. Its TMR is 4, it's Movement Rate is 200 yards per minute and it exerts a force as if it had a PS value of 60 (+1 per Rank).
Cost: 1500 Experience.
Constraints: Unracks the spell, reduces FT value by 1.

Spell Components

Each of these copper scrolls shows the reader how to make use of particular spell components. They must be bought from the appropriate artisan who will charge the base price plus whatever else the market will bear. Once it has been made, an Alchemist will treat the product and similarly charge what the market will bear. The Adept, Artisan and Alchemist may be the same person, to the Adept's pecuniary advantage

Material Components

Each component will take the appropriate craftsman the indicated amount of time to produce. An Alchemist will take 8 hours to empower it.

Dark Oil

Rank 3 Miner 3 days
Cost 250sp
Weight 4 oz
Rank 4 Alchemist 200sp

Oil that has never been exposed to sunlight may be processed by a Rank 4 or higher Alchemist who will charge no less than 200sp. It must, thereafter, be stored in opaque containers. If it is attached openly to a belt or bandolier, then it need not be produced from a pocket or pack etc, which normally require 1 or more Pass Actions to prepare. However, if the Adept receives a blow to the torso, then a %ile roll greater than 70 indicates that the phial is shattered and the contents lost.
If it is used, then the entire process of Casting a Spell of Darkness is silent, although the Adept may make noise by other means (e.g. dropping the phial, sneezing, tripping noisily down a flight of stairs etc.).

Blackshield

Rank 4 Armourer 10 days
Cost 16gs
Weight 5lbs
Rank 5 Alchemist 3tsg

A small round shield by an Armourer of at least Rank 4 must be covered with a thin layer of blackened silver. An Alchemist of Rank 4 or higher may prepare the shield and will charge no less than 200sp. If the Increased Gravity spell is Cast upon whoever bears the shield, then the shield will absorb 30 points of damage (+3 for every 2 Ranks). At Rank 20, the absorption is 70. A record must be kept of this damage, which may be of any kind. When the spell ends, all of the damage is applied to the target instantaneously.
The shield need not be replaced, but the Alchemist's preparation will have to be.

Obsidian Hand

Rank 6 Jeweller/Sculptor 10 days
Cost 12tsg
Weight 8oz
Rank 5 Alchemist 3tsg

A figurine of a hand six inches long carved from obsidian costing at least 12 tsg must be anointed with the Adept's blood and rose of attar by a Rank 5 or better Alchemist, for which they will charge 3tsg. It may be worn about the neck on a length of string but when detected, will attract inquisitorial attention. If the Adept receives a Specific Grievous Injury to the torso, shoulder or neck, then a %ile roll greater than 60 indicates that it has been shattered. If it is carried in a pocket or pack, at least 1 Pass Action (if it is in a pocket, four if in a pack) but must be spent to produce it. If the Adept receives a Specific Grievous Injury in the region where the figurine is held, then a %ile roll greater than 90 indicates that the figurine is destroyed.
If it is used, then the Rank of a spell of Sacrifice is increased by three, the figurine shattering into shards of black glass whatever the result of the Cast Check.

Ring of Flint

Rank 3 Jeweller 3 days
Cost 12gs
Weight 4oz
Rank 4 Alchemist 200sp

A ring knapped from flint by a Rank 3 Jeweller must be prepared by a Rank 4 or better Alchemist. They will charge at least 200 sp to etch the band with glyphs of fire. It may only be worn on the smallest finger of the Adept's left hand. If the Adept receives a Specific Grievous Injury to the arm or hand where the ring resides, then a %ile roll greater than 90 indicates that the ring is destroyed. Even if not destroyed, the component will not be useable if the limb is not.
When it is used, the ring bursts into flame and inflicts five points of unavoidable fire damage but the entire process of Casting a Bolt of Fire spell is silent, although the Adept may make noise by other means (e.g. by sneezing, tripping noisily down a flight of stairs etc.).