⌈Special Powers⌉⌈Priest Abilities⌉⌈Blessings⌉⌈Prayers⌉⌈Miracles⌉⌈Demi-God⌉
GRIGNAK
Demi-God of Slavery and Freedom
Troll Shaman, Priest of Bast
Description:
Grignak is an imposing brute of a Troll. His height is only one part of his menace. The kind smile that is never far from his lips and the joy dancing in his eyes as he cleaves his foes asunder with his huge blades, which are also rarely far from his side.
He is well built and has smooth grey skin and red eyes. His hair is stringy, but whether this is a fashion statement or natural is not clearly known. He was never allowed to wear anything more than a loincloth, even in the depths of winter, so he has of necessity grown accustomed to wearing next to nothing. His skin is a visible collection of scars both old and new that crisscross his body in random knife edged patterns. There is very little open unscarred skin left on his torso.
Picture from AZ_Rune.
BIOGRAPHY
A transcript of a conversation had on the floor of the gladiatorial arena:‘’Simul Incipiamus.’’
“Ah, friends. Well met. Before we get down to the business of rending each other limb from limb, and attempting to deprive one another of the very essence of life, I would deign to speak to you for a moment.
“Not to worry, I will be the vicious troll that the crowd so adores, but before that…
“I am called Grignak. If I ever had another name, I have long since forgotten in amidst the blood and pain that these arenas inflict upon the mind, body and soul. When I was a strapping lad of eight and twenty years I thought myself above the warnings that my parents had impressed upon me and went out of a morning to throw rocks at the soldiers of this empire while they worked.
“I doubt that the fortification still rises into the Yin Sloth these two and forty years hence, but then it was their desire to conquer even the wilds of my homeland. It was a test of my boyish might to throw the largest boulder that I could into the camp. I was never that accurate, but it was a game that young trolls played…one moment.”
The Troll swings his left sword through the air and takes off the legs of one of the gladiators who was facing him at the knees. “It isn’t very polite to attempt to interrupt someone while he is telling a story,” the troll says with a smile that is terrifying for how pleasant it is.
“Where was I, oh yes. I’d made a habit of sneaking into the camp at dawn and throwing my boulder at their most recent wall in an attempt to see how much of it I could knock down with a single blow. This morning, however, they were there, waiting for me. Before I could call for help I was laid down by a cloud of slumber cast by their mage.
“Oh how I cried for my family during the long trip back to their city. How I wailed and begged for them to release me so I could go home. At that time it never occurred to me to use my strength to attempt to break free, and I often wonder if I would have lived through this torture…” this time the right sword swings. This time the man slips back just out of reach of the sword. Seeing what he thinks is an opening another of the men charges forward only to be cleaved in two with the backswing. The troll continues as if nothing had happened. “had I attempted to break out during that journey. That is of little consequence now, but my young self would have been happy to learn the outcome.
‘’When I arrived, an old Orc shaman took me under his wing and taught me the ways of the chant, and the duty that a Shaman holds before his charges. I know that you are all itching to fight, and put forth a good showing before my goddess on her festival day. I salute you, my brethren, and commend you to the afterlife. Terminus Est .’’
With that he begins to sing one of the songs of praise to Bast that is too bawdy to relay here and charges into the opponents with his swords flying.
Rank 22nd Level
OCC: 16th Level Shaman 6th Level Priest
Race: Troll
Land of Origin: Yin Sloth Jungles
Citizenship: None
VITAL STATISTICS | ATTRIBUTES | SAVING THROWS | COMBAT BONUSES | |||||||
HT | 14’ | IQ | 25 | Save vs Magic | +6 | Strike | +6(+13) | |||
WT | 700 lb | ME | 20 | Save vs Psionics | +5 | Parry | +9(+16) | |||
PPE | 239/239 | MA | 22 | Save vs coma | +22% | Dodge | +13(+20) | |||
PS | 33 | Save vs poison/disease | +8 | Roll | +11 | |||||
HP | 118/118 | PP | 16 | Save vs horror | +7 | Pull | +7 | |||
SDC | 234/234 | PE | 27 | Save vs possession | +8 | Initiative | +5 | |||
Exp | 1,469,300 | PB | 8 | Save vs
Insanity |
+3 | Damage | +19 | |||
Sex | M | SPD | 33(66) | Trust/
Intimidate |
70% | Disarm | +3 | |||
Birthday | 6/12/43 | HF | 12 | Knockdown/Stun | 18-20 | Critical 3x | 18-20 | |||
HTH: | Expert | Death Blow | 20 | Attacks | 9 | |||||
Alignment | Scrupulous | Passive Percept |
10 | Perception | +7 | |||||
Gold |
Weapon Proficiencies | Level Acquired | Strike | Parry | Thrown/Rate | Range |
Sword | 1 | +9 | +8 | +4 | |
Paired Swords | 7 |
Weapons: | Damage | Notes |
Itomas II | 2D6+3 | Invisible. If lead with this weapon. +3 init. +2 strike/Parry. Indestructible. |
Trigom the Chaotic | Chaotic | Rune Sword. Chaos sword. Wooden. Has a very random damage dealing capability. |
Holy Sword of Antioch | 4D6 | You must count to 3…see sword page for more information. |
Bennu’s Torch | Unknown |
Armor | AR | SDC | Notes |
Special Attacks: | Damage | Notes |
Claw | 2D6 | |
Kick | 3D6 | |
Bite | 2D4 | |
Body Flip | 3D6 | |
Karate | 3D6+4 | |
Roundhouse | 5D6 | No other kicks after using this for remainder of melee. |
Snap | 3D6+2 | |
Crescent | 4D6 | |
Back Sweep | – | No damage. Trips target behind character |
Body Throw | 1d6 | Must be weaponless. Target: Lost initiative. Lose 1 attack. Can be used with a partner without damage for exhibition (someone with tumbling). |
Back Flip | +4 to dodge. Both attacker and defender loose next attack |
Special Powers | Description | Notes |
Nightvision | 60’ | |
Leap | Long Jump: | Current: 27 feet. 12 feet +2.5 feet per 2 levels (round down) Acquired level 6 |
High Jump: | Current: 21 feet. 10 feet +2.5 feet per 3 levels (round down) Acquired level 6 |
|
Pole Vault | Roll skill on use. Under Secondary Skills. | |
Height | Current: 52.5 Feet. 20 feet + 2.5 feet per level (round down) Acquired level 6 |
|
Immune:Fire | Immune to all forms of fire, including Hellfire. Protects all clothing and equipment. |
PRIEST ABILITIES | |||
Power | Frequency | Time req | Notes |
Healing Touch | 2 melees | Instant | 4D6 HP or SDC |
Exorcism | No limit | 1D6 hrs of prayer | Banished for 6 months minimum. 86% chance of permanent banishment. 21% chance of success (7%/level) |
Remove Curse | 1/curse | 1D6 hrs of prayer | People + Animals. No Rune items/weapons, magic items, or in sacred/supernatural places. 21% chance (7%/level) |
Resurrection | 1/person | Instant | All parts required, w/in 2-4 weeks. -3%/month after 4 weeks. Over 1 yr 5% chance. 5th level required. 10%+3%(after level 5) |
Turn Dead | No limit | 2 melees | Affects: Animated Skeletons and Corpses, Mummies, Ghouls. Short term affects: Vampires, Wraiths, Ghosts, Spectres (2 melees at most). 20% +5% |
Resist Hunger | 3 days/lvl | Ignores it, still suffers effects | |
Resist Thirst | 2 days/lvl | Ignores it, still suffers effects |
PRIEST BLESSINGS | |
Blessings take 1 melee of prayer. 1 person or item/blessing. Lasts 2D4 weeks. Each blessing can be done twice/day. | |
Blessing | Description |
Water | Turns into holy water. Does 3D6 damage to vampires and ghouls |
Person | + 1 save disease and possession |
Home | Inside home + 1 save possession Entities & faeries save 14 to get in home |
Food | + 1 save spoiling magic & disease/decay. Food stay fresh 1 extra day |
PRIEST PRAYERS | |||
Prayers take 1D4 attacks while in attacks, and 2D4 melees while at peace. 1 person or item/prayer. Each prayer can only be done twice/day. | |||
Prayer | Duration | Success Ratio | Description |
Strength | 2 min/lev | 48%(20+ 7/lvl) | Endows priest with +6 save HF, +1 all other saves, +10% turn dead, +20% exorcism, +1 spell strength, +1 parry & dodge 2/24hrs |
Communion | Instant | 49%(21+ 7/lvl) | Vision or dream, 60% chance divination 2/24hrs |
Contagious Scripture | 40%(20+ 5/lvl) | Phrase passed on by worshipers for next few weeks in conversation | |
Dream | 50%(30+ 5/lvl) | Vision from a god gives clues, ideas or hints to solve current problem | |
Sanctified Vestaments | 2 min/lev | 35%(15+ 5/lvl) | Awe factor of 13 for those not of that faith, followers automatic awe |
PRAYERS OF INTERVENTION | |||
These are prayers that grant special powers to the priest. Each prayer can only be done once/day. | |||
Prayer | Duration | Success Ratio | Description |
Spell Intervention | 24 hrs | 49%(21+ 7/lvl) | Cast any one spell, that his god knows. Cast 5 levels higher than priests level PPE provided by god |
Healing Intervention | 2 touches | 49%(21+ 7/lvl) | 2D4x10+priests normal healing touch SDC and/or HP |
Knowledge Intervention | Permanent | 45%(9/lvl) | Creates a single magic scroll. Spell level same as priest. Any spell the priest’s god knows. Note on Scroll Creation: See Scroll Conversion. |
MIRACLES – 16% (8+2%/Level) | ||||
Miracles, including great miracles, typically happen only once every 7 years for a priest. If the priest is involved in a quest the deity deems important, they may occur as often as once/year. | ||||
Miracle | PPE Cost | Duration | Range | Description |
Consecration | 40 | 1 day/lev | Temple floor or 30′×30′ | Makes Holy Ground. Cast in temple, duration permanent |
Holy War | 50 | 1 Hour/lev | All Church Warriors | Init + 1, All saves + 1, Roll + 3, Save HF +3,Mind Control Possession Drugs + 7 |
Luck | 40 | 1 Minute/lev | Self +1 other/lev | Init + 4, Roll + 10, Save HF + 10, Poison + 8, Magic + 3, Dodge + 8, Impervious to curses & charms |
Purification | 20 | Instant | 3’ | Purify food or water 50lbs of food 10 gallons water |
Supernatural PS/PE | 60 | 1 Minute/lev | Self | HP & SDC tripled, PS + 2D4, PE & PS supernatural, Init, Strike, Parry, Dodge, and all Saves + 1 |
GREAT MIRACLES – 16% (8+2%/Level) | ||||
The most flexible ability. All PPE is provided by the Deity! | ||||
Miracle | Duration | Range | Description | |
Increased Power | 1 Minute/lev | Self | All known spells or prayers double duration & strength | |
Control Nature | Varies | Varies | See notes | |
Healing | 1 Melee | Glance | Heal crippled, blind, mute, deaf, etc. Dispel curses, sickness, poison, full HP/SDC | |
Control Magic | 1 Melee/lev | 60’ | Dispel any magic barrier, curse, spell except spells of legend & rune magic See notes |
Date | God on Duty | Notes | ||
7/1/114 | Thoth | Elf and Dwarf disguise for getting into Crystal Kingdom |
Demi-God powers | |||||
Power | PPE Cost | Range | Dur. | Save | Description |
Escape | 8 | Self, Touch or 5′ | Instant | None | Magically escape any normal bonds or open locking mechanisms. Includes rope, handcuffs, prison cells, locks, straitjackets, etc. One per invocation. Magic restraints/locks are unaffected. 1 Action in Combat (Level 5 spell) |
Deaden Emotional Pain | 8 | Touch | Perm. | None | Grignak is able to take the pain of past events from a person, so that they no longer feel the emotional pain of an event. It doesn’t remove the event, but allows the person to confront it without the emotional baggage they normally have to deal with. |
Bind | 100 | Touch | 24 hours | Normal | Can be used once per day for free with no save.
Grignak is able to bind someone such that they are unable to get free. Grignak is the only one capable of removing the binding, and it will even remain should he die. Grignak must consciously remove the binding for it to leave, which returns the PPE to him. The day is based on a solar day so if Grignak were to bind someone at 11:59 PM and then release them at 12:01 AM, he would have used the ability twice, once for each day. Grignak must have rope or chains in order to accomplish this. The specific binding will be one or two (no more than two) of the following bindings: Hobbling (maximum run speed reduced to 5), Cuffed (maximum arm strength reduced to 10), Confinement (person is tied to an object and may not move further than the length of the chain or the rope from the object, and neither can the object be moved or destroyed. If used on part of an object normally in motion (wagon bed, ship’s mast) then the object can’t be moved in relation to the rest of the object, but the rest of the object can be moved. The object they are tied to is considered destroyed if the rest of the object is destroyed). Pinioned (arms and legs are moved to their maximum possible distance from one another.) Can’t be used on Gods. 3 Actions in combat (Level 12 spell) |
Blood of the Innocent | 6 | 10′ per level | – | Normal | Can be used once per day for free.
Able to make another individual relieve any pain they have caused to another creature. The target is lost in a world of pain. They are stunned for 1D8 actions if they fail. Any physical action taken against the stunned individual will immediately break them out of the trance and allow them an action before their aggressor. Can’t be cast on the same individual twice in the same melee round, or in any melee round they suffered the effect of this spell. Can’t be used on Gods. 2 Actions in combat (Level 6 Spell) |
Magic: | Spell Strength:15 |
Power | PPE Cost | Range | Duration | Save | Description |
Chants | In Battle take 1D4+1 attacks. Normal 2d4 Minutes | ||||
Chant of Blessing | 25 | 20’ radius | 24hr/level | None/Will of recipient | +1 Save vs magic, +2 Save vs. poison and disease all kinds. +1 initiative. Ceremony all participants. Chant 1 target. |
Chant of Divination | 30 | Self | 1d6 melee rounds | None | Glimpses of Future. Can fortell the immediate general outcome of action (opening door, meeting someone, or taking an object.) See book for details. |
Chant of Dreaming | 40 | Self or Touch | Usually lasts about 10 minutes | Std for others | See notes |
Chant of Exorcism | 50 | Touch or 30’ radius | As long as chant continues | Standard | Drives away poss. entities or spirits. Also drives away undead to edge of the range. Successful chant completely expells entity and forced to leave region for 6 months. |
Chant of Healing | 40 | Self or Touch | Special | N/A | Up to 40 points healed at 1 SDC or HP per Melee Round. 1 target for chant. |
Ceremonial Chant of Healing | 60+ | 20’ radius | Special | N/A | Notes below |
Chant of Nexus | Varies | 10′ around Shaman | See Notes | None | Notes Below |
1 Action Spells | |||||
Make Weapon Holy | 10 first, 5 each additional | Touch | Instant | none | Makes an ordinary weapon Holy. One of following: 1). Sense Evil. The presence of evil is indicated by the weapon turning black. 20 foot (6 m) radius. 2). Magic Bonus. The weapon user is +1 to save vs magic (all types),+2 to save vs Horror Factor, and +2 to save vs poison and disease. 3). Monster Slayer. Inflicts +6 damage to mortals, but full double damage (the +6 becomes +12) to supernatural beings and creatures of magic (including dragons). 4). Damage Bonus. Inflicts 2D6 additional damage. |
Negate Poison/Toxin | 20 | Self or Touch | Instant | none | negates poison |
See the Invisible | 4 | 200′ (Self) | 1 min/lev | none | The character can see forces, objects and creatures which can turn invisible or are naturally visible. Even if the creature has no form per se. This includes, but not limited to, Ghosts, entities, elementals and Astral bodies. |
Breathe W/Out Air | 6 | Self or Touch | 12 melee/lev | None | All natural gases, h2o, etc |
Eyes of Thoth | 8 | Self or Touch | 10 min/lev | None | Read any language |
2 Action Spells | |||||
Mystic Portal | 120 | 20’ | 4 mel/lev | None | See Main p 209 |
Purification | 40 | 3’ | Instant | None | Purify food/water of disease, poison, bacteria. 50lbs food 10 gal water |
Tongues | 12 | Self | 5 min / lev | None | All Spoken Languages, speak and understand, at 98% |
Call Lightning | 30 | 300’ | Instant | Dodge Nat 20 or mod 24 | 1D6/lev Must be in line of sight |
Water to Wine | 80 | 12’ | Instant | None | 10 gal/lev permanently changed. 10+5% quality/lev |
Detect Poison | 20 | 15’ | Instant | None | Particular object, liquid, food etc. |
Wink-Out | 40 | Varies | Varies | None | See Main p.203 |
Invulnerability: Limited | 50 | Self or touch | 2 melee/level | None | See Main p.201 |
Metamorphosis: Human | 40 | Self, other by ritual | 20 min/level | None | Ultimate disguise. Including Gender. |
3 Action Spells | |||||
Remove Curse | 280 | 10’ | Instant | None | D20+5 as spell, D20+10 as ritual 4D4 minutes Must roll over curse power |
Summon & Control Storms | 520 | 10 mi | 1 hr/lev | None | See Main p.214 |
Calm Storms | 400 | 1 mi/lev | 1 hr/lev | None | Downpour to light rain, wind 1/2, waves 1/2, lighten skies. |
MAGIC JEWELRY | Location | |
Ring of Fleet Feet | 10 minutes 3x/day | Right Index Finger |
Eternal Torch Ring | AR 17 | Left Ring Finger |
Bracelet of Cat metamorphosis | 2x daily 30 minutes each | Shoulder Bag |
Amulet of Diminish | 6″ tall 2x daily 15 minutes each | Shoulder Bag |
Sekti Abtu Amulet | Teleport to Sekti Abtu | Neck |
Bracelet of Dope Seeing | See those blessed by Anubis. | Backpack – Used and useless |
Gantrium Totem Piercing | 1/2 cost to all spells. Double restoration of PPE | Totem |
Ring of Shedim Illusion | 1x Per day. 6 hours. | Left Index Finger |
SKILLS | Base % | Bonus | Start | Current | Total % |
Language Skills | |||||
Language: Giantese | 1 | 22 | 98% | ||
Language: Western | 51+5 | 20 | 1 | 22 | 98% |
Language: Elven | 51+5 | 20 | 1 | 22 | 98% |
Language: Eastern | 51+5 | 15 | 17 | 22 | 86% |
Literacy:Elven | 41+5 | 10 | 1 | 22 | 98% |
Public Speaking | 30+5 | 3 | 22 | 98% | |
Sign Language | 36+5 | 5 | 1 | 22 | 98% |
Writing | 31+5 | 10 | 9 | 22 | 96% |
Medical Skills | Base % | Bonus | Start | Current | Total % |
Biology | 41+5 | 20 | 17 | 22 | 86% |
Surgery/ Medical doctor | |||||
-Diagnose | 41+5 | 20 | 17 | 22 | 86% |
-Treat | 31+5 | 20 | 17 | 222 | 76% |
Holistic Medicine | |||||
-Diagnose | 41+5 | 10 | 1 | 22 | 98% |
-Treat | 31+5 | 10 | 1 | 22 | 98% |
Brewing | |||||
-Ability | 36+5 | 30 | 17 | 22 | 91% |
-Quality (higher better) | 41+5 | 30 | 17 | 22 | 96% |
Knowledge Skills | Base % | Bonus | Start | Current | Total % |
Research | 46+5 | 10 | 1 | 22 | 98% |
Math: Basic | 56+5 | SEC | 2 | 22 | 98% |
Math: Advanced | 56+5 | SEC | 1 | 22 | 98% |
Lore:Religion(L&D perfect) | 41+5 | 20 | 17 | 22 | 96% |
Lore: Demons/Monsters | 36+5 | 10 | 1 | 22 | 98% |
Lore Culture/Customs Caer Itom | 41+5 | 10 | 7 | 22 | 98% |
History: Elves, Dwarves, Humans | |||||
Trolls, Wolfen, Giants | 41+5 | 15 | 7 | 22 | 98% |
Lore:Magic | 36+5 | 10 | 11 | 22 | 98% |
-Recog Wards Runes Circles | 26+5 | 10 | 11 | 22 | 91% |
-Recog Enchant | 21+5 | 10 | 11 | 22 | 86% |
Ceremonies and Rites | 21+7 | 1 | 22 | 98% | |
Use/Recog Poison | 40/32+4 | SEC | 1 | 22 | 98/98% |
Survival Skills | Base % | Bonus | Start | Current | Total % |
Wilderness Survival | 41+5 | 10 | 1 | 22 | 98% |
Dowsing | 31+5 | 10 | 1 | 22 | 98% |
Seamanship | 33+4 | 10 | 3 | 22 | 98% |
Entertainment Skills | Base % | Bonus | Start | Current | Total % |
Impersonation | – | – | 1 | 22 | – |
-Voice: Regional | 47+4 | – | 1 | 22 | 98% |
-Voice: Person | 27+4 | – | 1 | 22 | 98% |
-Impersonate: Generic | 23+4 | – | 1 | 22 | 98% |
-Impersonate: Specific | 21+4 | – | 1 | 22 | 98% |
Sex | 15+5 | 10 | 1 | 22 | 98% |
Dance | 41+5 | 9 | 22 | 98% | |
Juggling | 46+5 | SEC | 1 | 22 | 98% |
Stilt Walk | 50+5 | SEC | 6 | 22 | 98% |
Merchant Skills | Base % | Bonus | Start | Current | Total % |
Recog Weapon Quality | 36+5 | 5 | 1 | 22 | 98% |
Bartering | 36+5 | 10 | 5 | 22 | 98% |
Appraise Goods | 41+5 | 10 | 5 | 22 | 98% |
Sculpting & Whittling(prof) | 41+5 | 20 | 15 | 22 | 86% |
Physical Skills | Base % | Bonus | Start | Current | Total % |
Gymnastics | SEC | 1 | 22 | ||
Acrobatics | SEC | 1 | 22 | ||
Climb | 61+5 | SEC | 1 | 22 | 98% |
-Rapelling | 61+5 | SEC | 1 | 22 | 98% |
Balance | 56+5 | SEC | 1 | 22 | 98% |
Tightrope | 41+3 | SEC | 1 | 22 | 98% |
Back Flip | 56+5 | SEC | 1 | 22 | 98% |
Parallel Bars | 41+3 | SEC | 1 | 22 | 98% |
Somersault | 51+5 | SEC | 1 | 22 | 98% |
Prowl | 36+5 | SEC | 1 | 22 | 98% |
Swimming | 61+5 | SEC | 4 | 22 | 98% |
Tumbling | SEC | 6 | 22 | ||
Pole Vault | 50+5 | SEC | 6 | 22 | 98% |
Wrestling | SEC | 8 | 22 | ||
Body Building | SEC | 10 | 22 | ||
Climb | SEC | ||||
Running | SEC | 12 | 22 | ||
WP:Sword | 1 | 22 | |||
HtH :Expert | 1 | 22 |
Inventory | ||||
Name | Count | Location | Description | |
Cloak | 1 | Backpack | ||
Shirt | 1 | Backpack | ||
Loincloth | 1 | Backpack | Symbol of Bast prominently in front. | |
Kilt of the Abundance of Bast’s Embrace | 1 | Worn | Wooden symbol of bast hung in front. Belt buckle and 3 clips whittled of wood found around the Millenium Tree. The vines that grow upon the Millenium Tree were used as a belt, locked together with the buckle, and the three clips were hung upon it. Leaf of Healing wrapped around as the primary ‘cloth’ of the kilt and locked into the clips and the buckle. | |
Bonus Power | Slow fall like Psionic Float. Considered level 20 | |||
Bonus Power | Auto-crit, once per day, if rub the sword through the crotch area. | |||
Bonus Power | Protection from heat, including the hottest desert. | |||
Leggings | 1 | Backpack | ||
Shoes | 1 | Worn | ||
Belt | 1 | Worn | ||
Bright Scarf | 1 | Shoulder Bag | For Ceremonies | |
Gourd w/ Pebbles | 1 | Shoulder Bag | Noisemaker for ceremonies | |
Jar of Colored Clay | 1 | Shoulder Bag | For Ceremonial Painting | |
Bedroll | 1 | Worn | ||
Backpack | 1 | Worn | ||
Shoulder Bag | 1 | Worn | ||
Water Skin | 1 | Worn | ||
Agreement | 1 | Backpack | ||
Toga | 1 | Backpack | ||
Rations | 2 Weeks, 5 days | Backpack | Troll amount. 9 used | |
Member of Bes | 1 | Backpack | ||
Medallion of Willpower | 1 | Worn Neck | Impervious to the mind control of all undead while wearing the medallion (+6 to save even without it) and +4 to save vs psionic mind control and illusions of any kind (+2 without the medal). By focusing on the medallion and the will to live, the character is +4 to save vs poison and disease, and +20% to save vs coma! | |
Magic Manacles | 1 | Belt | Prevent Wizard escape skill and any sort of metamorphosis | |
Scroll: Magic Eagle | 6 | Shoulder Bag | This scroll is an updated version of the spell Magic Pigeon. With the advent of the Magic Hawk spell a much more powerful carrier bird was needed. | |
Uhonap Potion | 1 | Thong, Neck | Charges: 6, One max per day. If character falls below 0 hit points, prevents coma. | |
Coin of Safe Passage: Cynopolis | 1 | Shoulder Bag |
Drama Cards, Luck Points, Ace in the Hole | |||
Ace in the Hole | 0 | ||
1st Ace Played | Gained: 12/5/15 | Spent: 12/5/15 | Spent to make sure that Az had a bracelet of supernatural strength. |
2nd Ace | Gained: 4/9/16 | Spent: 4/9/16 | Spent to aid Indaris’ ventriloquism of Gwydion |
3rd Ace | Gained: 12/17/16 |
Spent: 1/14/16 | Spent to ensure a Miracle: Shapechange Grignak and Silent Dream into Elf and Dwarf |
4th Ace | Gained: 06/17/17 | Played: 06/17/17 |
Spent to destroy the tentacle of a Sea Demon |
Spent | Unspent | Expired | |
Luck Points | 24 | 1 | |
Spent Luck Point | 1 | Given to No Name to save life from Legolimp | |
Spent Luck Point | 1 | Given to No Name to parry Soul Drinker | |
Spent Luck Point | 1 | Given to No Name to banish Ratel | |
Spent Luck Point | 1 | Given to Xerx’ses to dispell magic trap on book | |
Spent Luck Point | 1 | Given to No Name to Soul Drink Ratel | |
Spent Luck Point | 1 | Given to No Name to Soul Drink Kirgi | |
Spent Luck Point | 1 | Given to No Name to Save vs Magic | |
Spent Luck Point | 2 | Given to GM to Prevent the Breaking of Duke’s nose. | |
Spent Luck Point | 1 | Given to Dream to remember Sign Language. | |
Spent Luck Point | 1 | To cause the troll to knock himself out rolling into the wall. | |
Spent Luck Point | 1 | Spent to perceive Emperor Itomas | |
Spent Luck Point | 1 | Spent to give pleasure on streets of Caer Itom | |
Spent Luck Point | 1 | Given to No Name to try to parry. Failed. | |
Spent Luck Point | 1 | Given to Torrun to try to Parry. Failed. | |
Spent Luck Point | 1 | Used to Magic Save on 8th hour of Labyrinth. Success | |
Spent Luck Point | 1 | Given to Willy to Save vs Magic. Success. | |
Spent Luck Point | 1 | Given to Xer’xses to parry first spell orb. | |
Spent Luck Point | 1 | Given to Willy to save brother goblin. | |
1 | 1 luck religion. | ||
Spent Luck Point | 1 | Spent to improve gains on chest. Nat 20 after. | |
Spent Luck Point | 1 | For a possibility of Azariel being able to make a Ujonap Potion | |
Spent Luck Point | 1 | To make the Invisibility to the Blessing of Anubis potion | |
Spent Luck Point | 1 | To increase the number for said potion. | |
1 | 1 luck for Seamanship. Merkl used it to seduce Omen. | ||
Drama Card | Played? | ||
Secret Identity | Yes | Play when you want to conceal your identity. Your true identity will remain hidden in relation to the current situation. If another character ruins this for you he will lose all experience gains for the game session and suffer other badness as determined by the Game Master. | |
Played in the jail of the dark. Became a Troll Jailer of the Dark named Hurk. | |||
Love Interest | Yes | Play this card when you meet someone for the first time. They will take a romantic interest in you. This could lead to benefits or trouble or perhaps both. | |
Played on the King of the Crystal Kingdom. | |||
Scream | Yes | Play this card when your character becomes afraid. He overcomes his fear for the entire scene. | |
Played to eliminate all Horror rolls against CrIsis while fighting ReSet | |||
Specialty Scrolls | Played? | ||
Spellcaller | Yes | This spell, whether meant to be a curse or meant to be a feat of endurance when originally concocted, we will never know, but this spell can be absolutely deadly, or extremely beneficial. All spells cast within a 50′ radius for the next three rounds are automatically directed at the one that has had Spellcaller cast upon them, whether this was originally intended or not. All spells that affect multiple targets will still do so, but all other spells will center on the subject of this spell. | |
Played on Fala in the castle in Byzantium City |
New Spell Notes: |
Ceremonial Chant of Healing
Range: Up to 20 foot radius.
Duration: Special
P.P.E: 60/40 HP to be healed + 10 PPE per person above 2
Much like the normal Chant of Healing, this chant takes time to complete, healing 1 HP or SDC per participant in the ceremony per melee round.
While the basic version of this chant will heal the Shaman and one additional participant for 40 HP per 60 PPE expended, they are able to expand chant to as many people who can stay within the range. Usually this is no more than forty or fifty individuals, as some amount of dancing is required to participate in the ceremony.
Chant of Nexus
Cost: Varies
Range: 10’ radius around the Shaman
Duration: Does not take effect until after the chant is completed. Shaman may continue chanting after the initial time, or may immediately cast a new spell w/o suffering consequences.
Saving Throw: None
This chant creates a temporary Nexus point around the shaman with the following limitations: The additional PPE that can be drawn out of the Nexus is equal to twice the PPE put into the chant, all additional PPE must be used before Shaman completes chanting or all the additional PPE is released explosively doing 1 damage per PPE remaining in the chant to the Shaman and everyone within 10’ of the shaman. Only the shaman can pull more than 20 PPE per melee from the spell. He can pull all of the PPE out of the spell, as long as he uses anything above his normal PPE maximum immediately. The temporary nexus neither increases power/duration of spells, nor does it add additional PPE recovery.
At the completion of this chant, and before using any of the additional mana, the Shaman rolls on the following table. GM Note: You may choose to roll this secretly:
- 01-15 Possession: The shaman is attacked by a possessing entity and must try to prevent them from taking over. Save vs. Possession at a -2. Failure results in the Shaman being possessed. Success results in the entity being cast out of the Shaman, but he does not flee the immediate area.
- 16-43 Drained: The spell draws a Syphon Entity toward the Shaman. He is unbound and will join with an item held by anyone within 10’ of the shaman, including the shaman. He may remain dormant for months, or choose to make his presence known immediately.
- 44-56 Tectonic: Summons a tectonic entity that attacks the Shaman and everyone within 100’ of the Shaman.
- 57-60 Hellgate: Instead of casting the spell, a portal opens through with either Demons (01-75) or Deevils (76-00) begin coming through. The portal will remain open for 1d4 minutes and 1d10 entities will come through every melee.
- 61-00 No effect: The spell completes without adverse effects.