Red Laughter - Treasure: Difference between revisions

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<B>Distribution</B>
<B>Distribution</B>
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Latest revision as of 07:01, 22 April 2024

Back to Red_Laughter

Distribution

1 Name Kel Jedburgh Uzi
2 Enhanced_Amulet_of_Chalcedony 1
3 Enhanced_Amulet_of_Jade 1
4 Black Amber 1 1
5 Skin Change Mouse 4 4 3
5 Shield_of_Chaos 1
6 Winged_Helm 1
7 Eye_Serum 1
8 Brain_Serum_x2 1
9 Flesh_Pot 1 1 1
10 Falcon 1
11 Revification_Injection 1
12 Oil_of_Stone 1
13 Oil_of_Levitation 4 4 2
14 Crystal_of_Ectoplasm 1
15 Drop_of_Psychic_Venom 7 8

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.

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 Black Amber x 2

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

Skin change Mouse x 11

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.

Shield of Chaos

This octagonal shield weighs 5 lbs and is made of some iridescent, shell like material. It penalises MD by 2 but provides 5 Defence (+5 per Rank). If it can be presented against an attack (i.e. a visible attack that approaches through the bearer's front hexes), then a D20 is rolled. If the result is a prime, then this amount is deducted from the damage.
Note: 1 is not a prime.

Winged Helm

This helmet has wide, wing-like flanges on either side, and the face is open. It weighs 2 lbs, and allows the wearer to roll 2 x MD percentile chance to avoid a specific grievous injury to the skull (but not the eyes). The "wings" can store 3 points of the wearer's TMR to be used at a later time. Increasing the TMR reservoir costs 1,000 Experience each and takes the morning half of a week of Skill Training Time.

The reservoir may be replenished one at a time by reducing the wearer's TMR by one for ten minutes, once per day. The TMR stored can be transferred directly to the wearer,. For so long as TMR remains in the reservoir, the wearer can increase their own by one or more, once per Pulse.

The helmet must be worn under the open sky for at least eight consecutive days to attune it.

Eye Serum

This brass ball is four centimetres across with a screw on cap, and weighs four ounces. It contains a greenish, soupy liquid which, when poured into the eye sockets of a single entity, cure blindness from any cause except those that require complete regeneration taking five minutes.

Brain Serum x2

This brass ball is four centimetres across with a screw on cap, and weighs four ounces. It contains a grey, soupy liquid which, when taken, cures any injury to the mind or brain, except those that require complete regeneration taking five minutes.

Flesh Pot

This brass ball is four centimetres across with a screw on cap, and weighs four ounces. It contains a pinkish, oozing mass. When its contents are applied to a wounded entity, up to 3 Specific Grievous Injuries will be cured. If there is only one such injury, it will be cured at the end of the next Pulse. If there are three, then none of them will be cured until the end of the third Pulse after the mass has been applied.

No particular Skill is required to place the mass, it will slither around the target's body and infiltrate the wounds.

In addition, D10+5 EN damage is cured.

Kaarearea the Falcon

This tiercel's call is "kaarearea", he is dark brown of colour and the size of a magpie. His Genetic True Name is "Merlin Falcon", as opposed to "falcon". He is Summer/Wind aspected.

He was born in the Spring of 823 WK. Each year on the Summer Solstice his AGE will increase by one and die when it reaches seven unless some means is found to prolong his life.

He is a legal target for the Binding Wills ritual, against which he has no resistance if it is cast by his trainer.

Normally, he is considered a wild creature but while his will is Bound, he is treated as domesticated with respect to his Binder.

Special Abilities:
His vision is so acute that a target a mile away appears no further distant than 10 metres. He can also see far enough into the ultra violet that urine trails shine.
In addition, his reaction time is about one third that of a human's, so that when he is traveling at 60 mph, it would be as if a human were traveling at 20 mph.

Movement Rate
Flying: 1000

Weapons
Kaarearea may attack with his beak and two talons without penalty. He will Charge and Close from hundreds of feet above without warning.

Beak: BC 45%, D10! + (-4 + AGE), Close, Rank: AGE
Talons: BC 60%, D10! + (-3 + AGE), Close, Rank: AGE

His Characteristics are improved according to the following schedule:
PS: 3+ AGE, MD: 19+AGE, AG: 22+AGE, MA: N/A, EN: 4+AGE, FT: 21
WP: 16+ AGE, PC: 16+AGE, PB: 14+AGE, TMR: (6+AGE*2]/3, NA: 1 feathers + AGE

Revification Injection

This hypodermic syrinx is made from surgical brass. It weighs fifteen oz, the ampoule being twelve cms long by three cms across, with the syrinx an extra ten cms long. The aperture of the syrinx is five mm across and is in the shape of a cuboid cylinder with rounded vertices. Instead of a plunger, a brass gear and crank mechanism is attached. Some people believe they hear woeful moaning coming from it.

The action of delivery is to drive the syrinx into the breast of the dead entity, and then to turn the handle, crushing the contents and forcing them into the target's heart, which will bring them back to life. The injection must be administered within 24 hours after death or it does not function at all. Further, for each hour that elapses after death(minimum one), the patient suffers 1 point of drain from each Primary Characteristic and Fatigue. This loss can only be restored by Natural Recovery (one point every three days of rest).

Further, the injection does not heal wounds, neutralize poisons, or cure diseases, so if proper healing is not administered immediately (or beforehand), the patient may simply die upon being revivified.

The subject need not be willing and does not normally get any opportunity to Resist

The action of delivery is to drive the syrinx into the breast of the dead entity, and then to turn the handle, crushing the contents and forcing them into the target's heart, which will bring them back to life. The injection must be administered within 24 hours after death or it does not function at all. Further, for each hour that elapses after death(minimum one), the patient suffers 1 point of drain from each Primary Characteristic and Fatigue. This loss can only be restored by Natural Recovery (one point every three days of rest).

Further, the injection does not heal wounds, neutralize poisons, or cure diseases, so if proper healing is not administered immediately (or beforehand), the patient may simply die upon being revivified.

The subject need not be willing and does not normally get any opportunity to Resist.

Oil of Stone

This ceramic pot is pale brown, weighing 2 lbs 11 oz. It is a cylinder fifteen cms across and twelve centimetres high with a lid of the same material.

It contains 23 SIZEs of a hyper-fluid unguent that will spread across the surface of a discrete object or entity at a single touch. This will reduce the contents by the SIZE of the target.

Note: Three SIZEs is equal to about a square metre of surface area.

Without changing any of its other properties, the anointed ignores the first thirty points of damage which does not work against electrical, vibratory or sonic damage.
Once applied, the protection lasts until exhausted or the Hour of the Mill, which can be found by an Astrologer of Rank 4 or higher who succeeds at a Specific Prediction and spends five FT {roll [(6 × Rank) + (4 × Perception) + Enchantment] then roll D12}.

Oil of Levitation Rank 10

This ceramic pot is decorated with geometrical figures in black and red, weighing 2 lbs 11 oz. It is a cylinder fifteen cms across and twelve centimetres high with a lid of the same material.

It contains 29 SIZEs of a hyper-fluid unguent that will spread across the surface of a discrete object or entity at a single touch. This will reduce the contents by the SIZE of the target.

Note: Three SIZEs is equal to about a square metre of surface area.

Without changing any of its other properties, the annointed becomes the subject of a Levitation Spell of the College of Enchantments & Ensorcelments, the caster being the one who applied the unguent.

Once applied, the magic lasts until dawn, dusk, noon or midnight, whichever comes first.

Crystal of Ectoplasm

This crystal is about the size of an orange and weighs 7 oz. It is transparent but of a pale, bilious colour, somewhere between yellow and green. At the centre is a more opaque mass of the same hue.

The surface of the crystal may be crumbled off until only the opaque centre remains, which will grow back over the course of a day, so long as it is not the dark of the moon.

When this residue is mixed with two gallons of Ash of Ashwater and one gill of aqua regia is added after, then it will produce 1 SIZE (or about 9,000 cubic centimetres) of ectoplasm over the period of five minutes.

Ectoplasm is a legal target for the:
Telekinesis Spell and has a WP of one. It can be moulded into a two- or three-dimensional shape, the least dimension of which is a centimetre. A proportion that is less than a centimetre uses 1 cubic centimetre. The quality of the shaped product will be 30% (+6 times the appropriate Mechanician or Artisan Skill). Objects must remain within the Adept's range but do not require Concentration to maintain and can be dismissed with a Free Act. The ectoplasm is destroyed when the spell ends.

Binding Will Ritual, and has a WP of one. In this case it is treated as being subject to the Animating Objects spell of the College of Binding & Animating Magics, except that maximum TMR is calculated at one third the Rank of the Ritual, TMR 8 at Rank 20. Base Strike Chance is calculated at 40+3/Rank.

Ectoplasm dissipates if it is exposed to a minute of sunlight.
Note: The Protection (Prot) and Structural Damage Capacity (SDC) of the ectoplasm is determined by the Rank of the Telekinesis spell. When Structural Damage Capacity is exhausted, the ectoplasmic object has been destroyed.

These properties are assigned according to the following schedule:
Rank Example Proc SDC
0-5 Linen 1 2
6-11 Bone 3 4
17-19 Stone 7 16
20 Bronze 9 32

Ash of Ashwater

Take ashwood and water in equal weights. Burn the ashwood to ash while the water is being boiled. Combine the ashen remains to the water half an hour before noon and leave boiling until the sun is at its height, adding more water if necessary. Allow the ash to settle out and skim off the rest.

Drop of Psychic Venom x 29

This poison is barely substantial and will eventual sublimate away unless captured in moonstone phials which will cost the cube root of the number of drops contained times 100 sp to have made.

A drop of psychic venom may be used in the Manufacturing Poison Dust ritual of the College of Enchantments and Ensorcelments. In addition to its usual effect, the dust will inflict 1-5 mental damage per Pulse for every even-numbered Rank. This is applied to Fatigue first, then Willpower once Fatigue has been exhausted. This damage is reduced by a Mind Shield in accordance with (Rank divided by five )+1. Protections versus poison or magic do not usually apply.

Subsequent applications do not increase the damage, instead restarting the duration of the poison effect.

If it is used as part of the Mental Attack spell of the College of the Sorceries of the Mind, then even if the target Resists, they suffer a confusion of the mind which lasts for one hour, reducing Magical Aptitude and Willpower by two. Subsequent applications of this effect stack.

Mind Crystal

This crystal disc weighs 10 oz and is about 5 cms across. It is a spell rack.
If it is inside the area of an ESP, Telepathy or overlapped by a Mind Speech spell, it will begin to glow. The brightness of the light will depend on the Rank of the spell. Treat the Rank of the light equal to the Rank of ESP, Telepathy or Mind Speech spell, less five.