Difference between revisions of "EPC"

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* ''Extra Arm'': an extra arm
* ''Extra Arm'': an extra arm
* ''Hidden Pocket'': a fur-lined pocket in the torso, suitable for hiding a modestly-sized item
* ''Hidden Pocket'': a fur-lined pocket in the torso, suitable for hiding a modestly-sized item
* ''Third Eye'': a hidden third eye in the lower forehead
* ''Prehensile Tail'': a long, thick tail capable of grasping or holding
* ''Pouched Cheeks'': This mutant’s cheeks are elastic and its mouth may be used to carry a great deal of food or other objects.
* ''Telescopic Vision'': This mutant can see clearly for up to two miles (3km) and still distinguish individuals.


'''Tribe of Wondrous Goats:''' A set of four goat figurines in a blue silk pouch. Each may be used to summon an obedient and untiring riding mount, though they lack the intelligence to perform independent tasks. Minor injuries may be reversed by re-summoning, though grievous or deadly injury causes the goat to vanish and be unavailable for summoning for a period of one week.
'''Tribe of Wondrous Goats:''' A set of four goat figurines in a blue silk pouch. Each may be used to summon an obedient and untiring riding mount, though they lack the intelligence to perform independent tasks. Minor injuries may be reversed by re-summoning, though grievous or deadly injury causes the goat to vanish and be unavailable for summoning for a period of one week.
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'''Handy Haversack:''' A well made and seemingly quite ordinary backpack of finely tanned leather and brass buckles. Both the primary central potion of the pack and each of the two side pouches are, in fact, bags of holding and can hold a great deal more weight and volume than would appear. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Each of the side pouches may hold up to 2 cubic feet in volume or 20 pounds in weight.  Even when so filled, the backpack always weighs only 5 pounds. While such storage is useful enough, in addition, when the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains.
'''Handy Haversack:''' A well made and seemingly quite ordinary backpack of finely tanned leather and brass buckles. Both the primary central potion of the pack and each of the two side pouches are, in fact, bags of holding and can hold a great deal more weight and volume than would appear. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Each of the side pouches may hold up to 2 cubic feet in volume or 20 pounds in weight.  Even when so filled, the backpack always weighs only 5 pounds. While such storage is useful enough, in addition, when the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains.
'''Deck of Illusions''': This set of parchment cards is usually found in an ivory, leather, or wooden box. A full deck consists of thirty-four cards. When a card is drawn at random and thrown to the ground, a major image of a creature is formed. The figment lasts until dispelled. The illusory creature cannot move more than 30 feet away from where the card landed, but otherwise moves and acts as if it were real. At all times it obeys the desires of the character who drew the card. When the illusion is dispelled, the card becomes blank and cannot be used again. If the card is picked up, the illusion is automatically and instantly dispelled. The cards in a deck and the illusions they bring forth are summarized on the following table.
{| class="wikitable" style="text-align: center; style="margin-left: auto; margin-right: 0px;"
|-
|style="background:#eaecf0"| '''Playing Card''' ||style="background:#eaecf0"| '''Tarot Card''' ||style="background:#eaecf0"| '''Creature'''
|-
| Ace of hearts || IV. The Emperor || Red dragon
|-
| King of hearts || Knight of swords || Male human fighter and four guards
|-
| Queen of hearts || Queen of staves || Female human wizard
|-
| Jack of hearts || King of staves || Male human druid
|-
| Ten of hearts || VII. The Chariot || Cloud giant
|-
| Nine of hearts || Page of staves || Ettin
|-
| Eight of hearts || Ace of cups || Bugbear
|-
| Two of hearts || Five of staves || Goblin
|-
| Ace of diamonds || III. The Empress || Glabrezu (demon)
|-
| King of diamonds || Two of cups || Male elf wizard and female apprentice
|-
| Queen of diamonds || Queen of swords || Half-elf ranger (female)
|-
| Jack of diamonds || XIV. Temperance || Harpy
|-
| <s>Ten of diamonds</s> || <s>Seven of staves</s> || <s>Male half-orc barbarian</s>
|-
| Nine of diamonds || Four of pentacles || Ogre mage
|-
| Eight of diamonds || Ace of pentacles || Gnoll
|-
| <s>Two of diamonds</s> || <s>Six of pentacles</s> || <s>Kobold</s>
|-
| Ace of spades || II. The High Priestess || Lich
|-
| King of spades || Three of staves || Three male human clerics
|-
| Queen of spades || Four of cups || Medusa
|-
| <s>Jack of spades</s> || <s>Knight of pentacles</s> || <s>Male dwarf paladin</s>
|-
| Ten of spades || Seven of swords || Frost giant
|-
| Nine of spades || Three of swords || Troll
|-
| Eight of spades || Ace of swords || Hobgoblin
|-
| Two of spades || Five of cups || Goblin
|-
| Ace of clubs || VIII. Strength || Iron golem
|-
| King of clubs || Page of pentacles || Three male halfling rogues
|-
| Queen of clubs || Ten of cups || Pixies
|-
| Jack of clubs || Nine of pentacles || Female half-elf bard
|-
| Ten of clubs || Nine of staves || Hill giant
|-
| Nine of clubs || King of swords || Ogre
|-
| Eight of clubs || Ace of staves || Orc
|-
| <s>Two of clubs</s> || <s>Five of cups</s> || <s>Kobold</s>
|-
| Joker || Two of pentacles || Illusion of deck’s owner
|-
| Joker || Two of staves || Illusion of deck’s owner (sex reversed)
|}


==Grabit Beardpuller==
==Grabit Beardpuller==

Revision as of 05:58, 6 July 2022

Genghis Pecan

MA: 9
ST: 2
AG: 4
AV: 7

Combat Skills: Block

Movement Skills: Dodge, Leap

Low-light Vision: skaven naturally have excellent night vision

Mutations:

  • Very Long Legs: enables quick, precise, and lengthy jumping
  • Extra Arm: an extra arm
  • Hidden Pocket: a fur-lined pocket in the torso, suitable for hiding a modestly-sized item
  • Prehensile Tail: a long, thick tail capable of grasping or holding
  • Pouched Cheeks: This mutant’s cheeks are elastic and its mouth may be used to carry a great deal of food or other objects.
  • Telescopic Vision: This mutant can see clearly for up to two miles (3km) and still distinguish individuals.

Tribe of Wondrous Goats: A set of four goat figurines in a blue silk pouch. Each may be used to summon an obedient and untiring riding mount, though they lack the intelligence to perform independent tasks. Minor injuries may be reversed by re-summoning, though grievous or deadly injury causes the goat to vanish and be unavailable for summoning for a period of one week.

  • The Goat of Traveling: This long-legged brown goat is particularly suited to extended travel, making good time over long distances.
  • The Goat of Traversal: This stocky, grey goat can surmount difficult obstacles.
  • The Goat of Travail: This muscular white goat is built for combat, with wicked horns for goring opponents.
  • The Goat of Terror: This fiendish black goat can be induced to produce an aura of fear, terrifying enemies.

Handy Haversack: A well made and seemingly quite ordinary backpack of finely tanned leather and brass buckles. Both the primary central potion of the pack and each of the two side pouches are, in fact, bags of holding and can hold a great deal more weight and volume than would appear. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Each of the side pouches may hold up to 2 cubic feet in volume or 20 pounds in weight. Even when so filled, the backpack always weighs only 5 pounds. While such storage is useful enough, in addition, when the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains.

Deck of Illusions: This set of parchment cards is usually found in an ivory, leather, or wooden box. A full deck consists of thirty-four cards. When a card is drawn at random and thrown to the ground, a major image of a creature is formed. The figment lasts until dispelled. The illusory creature cannot move more than 30 feet away from where the card landed, but otherwise moves and acts as if it were real. At all times it obeys the desires of the character who drew the card. When the illusion is dispelled, the card becomes blank and cannot be used again. If the card is picked up, the illusion is automatically and instantly dispelled. The cards in a deck and the illusions they bring forth are summarized on the following table.

Playing Card Tarot Card Creature
Ace of hearts IV. The Emperor Red dragon
King of hearts Knight of swords Male human fighter and four guards
Queen of hearts Queen of staves Female human wizard
Jack of hearts King of staves Male human druid
Ten of hearts VII. The Chariot Cloud giant
Nine of hearts Page of staves Ettin
Eight of hearts Ace of cups Bugbear
Two of hearts Five of staves Goblin
Ace of diamonds III. The Empress Glabrezu (demon)
King of diamonds Two of cups Male elf wizard and female apprentice
Queen of diamonds Queen of swords Half-elf ranger (female)
Jack of diamonds XIV. Temperance Harpy
Ten of diamonds Seven of staves Male half-orc barbarian
Nine of diamonds Four of pentacles Ogre mage
Eight of diamonds Ace of pentacles Gnoll
Two of diamonds Six of pentacles Kobold
Ace of spades II. The High Priestess Lich
King of spades Three of staves Three male human clerics
Queen of spades Four of cups Medusa
Jack of spades Knight of pentacles Male dwarf paladin
Ten of spades Seven of swords Frost giant
Nine of spades Three of swords Troll
Eight of spades Ace of swords Hobgoblin
Two of spades Five of cups Goblin
Ace of clubs VIII. Strength Iron golem
King of clubs Page of pentacles Three male halfling rogues
Queen of clubs Ten of cups Pixies
Jack of clubs Nine of pentacles Female half-elf bard
Ten of clubs Nine of staves Hill giant
Nine of clubs King of swords Ogre
Eight of clubs Ace of staves Orc
Two of clubs Five of cups Kobold
Joker Two of pentacles Illusion of deck’s owner
Joker Two of staves Illusion of deck’s owner (sex reversed)

Grabit Beardpuller

MA: 6
ST: 3
AG: 4
AV: 7

Combat Skills: Wrestle, Tackle

Movement Skills: Dodge, Stunty

Special Skills: Right Stuff, Strip Ball

Low-light Vision: goblins naturally have excellent night vision

Tinkerer's Bird: A mechanical crow, a fairly convincing fake. Comes with a control box etched with an arrow on top. Aim the box and turn a wheel on its side, and the crow will hop or fly to a perch within 10-15 feet in the direction the arrow is pointing. The crow will transmit the sound that it hears to the control box in a system based on that used for CabalTV. A gift from Boss Wetnose in congratulations for Mercato's victory over the city of Kavzar.

The Six Fingers of Chaos: Ulsinlis prepared a rosewood box with six rings inside, each of a different precious metal or stone. Once permanently bonded to a particular master by Ulsinlis, each ring may be consumed to produce a different one-time magical effect. Inspired by The Ballad of Sutable the Worthy and the Six Fingers of Chaos, a skaven poem from before the Scourge, likely known to Grabit by one of its stage adaptations.

  • Platinum, Prismatic Spray: Seven shimmering, intertwined, multicolored beams of light spray from your hand. Every mortal creature within sixty feet of you (excluding yourself) is randomly subjected to at least one of seven effects, as determined by the following table (roll 1d8 for each):
    1) They burn to cinders.
    2) They melt.
    3) They electrocute to ash.
    4) They die.
    5) They turn to stone.
    6) They’re driven permanently insane.
    7) They’re banished to another plane of existence.
    8) Two of more of these things happen: roll twice and apply all.
  • Gold, Baleful Polymorph: You permanently transform one mortal within your line of sight into a modestly-sized animal (e.g., a dog, lizard, monkey, toad). The subject of the spell retains some shades of its personality and physicality, subject to the limits of its new form.
  • Silver, Private Sanctum: A large area (e.g., a town or neighborhood) is subtly cut off from all outside it for twenty-four hours. While passage in and out is not obstructed, no mortal sense or magic gleans any information from within it for the duration of the effect, including the existence of this spell.
  • Sapphire, Freedom of Movement: For one hour, no mortal obstacle can obstruct your movement.
  • Ruby, Delayed Blast Fireball: An immovable glowing bead appears within one thousand feet of you at a point of your specification within your line of sight. When created, a delay of no more than five minutes must be declared, at which point it will ignite into an inferno that destroys everything (excepting elves, dragons, and gods) within twenty feet.
  • Emerald, Mass Endurance: You and up to a few dozen other people do not need to worry about the limitations of stamina, hunger, or thirst for one day.

Ecstasy Orb

  • A light blue bulb of some pliant material, a dark blue ring on one side.
  • When squeezed slightly, a beam—visible only to the wielder—pierces out from the ring to show the target upon which the sphere is focused. When the orb is then squeezed more fiercely, the target’s mind is affected, filling them with an overwhelming sense of pleasure centered on the point of focus.
  • Roll to activate, based on aiming and avoiding depleting it (will recharge over a matter of days).

Rope of Climbing

  • A slim piece of rope found hanging from the belt of the mountaineering gear.
  • Given the proper activation word, can extend to up to fifty feet in length, typically with regularly-spaced knots to aid the user in climbing, and secure itself around an indicated anchor. The rope can later be instructed to detach itself and return to the holder. Able to support up to 3,000 lbs in weight.

Belt of Sure Seating

  • A brown leather belt, stitched with images of skaven riding various mounts, found with the riding gear.
  • All but guaranteed to never fall off your mount.

Amplifying Band

  • A length of silk ribbon, embroidered with trumpets and other horns.
  • If wrapped around the throat, amplifies the speaker’s voice.

Viewing Gem

  • A quartz gem mounted in gold, found in the mistress's closet.
  • When grasped, glows and creates a standing image of oneself that can be walked around and viewed from all angles.

Ring of Luck

  • A silver ring with a disc of warpstone set in it.
  • At most once per session, a free reroll or +1 on a check to see how good a random find is.

Hostess Cards

  • The face cards are all the same skaven women in different alluring outfits.
  • Twice per week, Chrel, a skaven hostess, can be summoned by placing a royal straight in a particular arrangement, a queen in the center, the other cards in a circle around them. Is generally helpful within that area, with the ability to give a bonus (+1 or free reroll) on an attempt to win a game that involves some degree of chance using that deck of cards. The illustrations upon the cards allow a level of customization of her dress.

Mind Imager: A pale blue crystal set in a web of silver wires. When placed on a creature’s head, shows what they are thinking, whether or not they are conscious.

Uncursed Dagger: A blessedly curved dagger set with a ruby at the base of its orc bone handle, a blood gutter along one side of the blade. While effective as an ordinary weapon, it can also be be used to remove a curse from a subject by carving into their skin the sigil of Vestrivan. Uncursing has a 50% chance of success and may only be attempted once on any one person.

Leaf Rustler scroll

  • Prepared in Theran by the Air Warlock Tabor Samila Tabor.
  • One use
  • Range: immediate area; Duration: 30 melees / 1 scene; no saving throw
  • Through this spell the warlock is able to summon and command a simple mischievous air elemental. This air elemental can be assigned an area or told to follow a particular person or group and rustle leaves, make noise, breath heavy, knock over objects, slam doors, tap, thump, blow out candles, etc.
  • Leaf Rustler A.R. 12 Hit Points 20; Invisible, 3 feet tall; IQ 5, Physical Strength 4, Physical Prowess 6 (3d6); Fly speed 20, +4 to dodge
  • The leaf rustler is too puny to steal any item weighing more than 3 pounds and is too dumb to spy or follow complicated orders. It will remain in this world until the spell's duration ends or the warlock sends it back.

Mesmerism scroll

  • Prepared in Theran by the Air Warlock Tabor Samila Tabor.
  • One use
  • Range: 5 feet; Duration: 40 melees / 1 scene; standard saving throw
  • The warlock conjures a nearly invisible swirling mist which creates a hypnotic state on the person who sees it (one intelligent creature at a time). This enables the warlock to induce simple hypnotic suggestions such as "tell about Oscar" or "you like me." The verbal suggestion should be weaved into a sentence or brief conversation. The mesmerized person will respond only to simple suggestions and cannot be forced to do something that is strongly against his nature. Subtlety is the key, using similar methods that one might use to manipulate a drunk.

Hurricane scroll

  • Prepared in Theran by the Air Warlock Tabor Samila Tabor.
  • One use
  • Range: line of sight; Duration: instant; no saving throw
  • This elemental magic conjures a great sea storm. With 100 to 150 mph winds, the sea is lashed into huge waves (4-24 feet) which will batter and destroy all but the largest ships within minutes. Torrential rains, thunder, and lightning accompany these terrific winds. Any person foolish enough to be above decks during this storm will take 1-6 points of damage per melee due to flying debris, wind, and hail.

Foresee the Future potion

  • One use

Karnhage Fleethoof

MA: 6
ST: 5
AG: 2
AV: 9

Combat Skills: Block, Tackle, Grab, Thick Skull

Movement Skills: Sprint, Sure Feet, Break Tackle

Thermovision: like dwarves, centaurs can naturally see in infrared

Armband of Bull's Strength: The wearer gains the mighty blow skill.

Three‑Ringed Necklace: This golden necklace has three interlocking rings hanging from a fine chain. Each ring may be consumed to produce a different one-time magical effect.

  • Protection from Chaos: For the duration of one scene, you can make a 3+ check to ignore any direct mortal magical effect (not including elvish, draconic, or true divine magic). Note that this does not include indirect effects, like a sword wielded by a reanimated skeleton, or a random lightning bolt from a ritually-summoned storm.
  • Hypnotism: For the duration of one scene, you can hold sway over a small group of people (a half dozen or so). You hold their attention against all but the most startling or dire distractions, and your suggestions and requests seem more reasonable, though not to the extent of serious cost to themselves or those close to them.
  • Expeditious Retreat: For the duration of one scene (up to one hour for overland travel), you can run twice as fast and can jump twice as far.

Pocket CabalTV: A black 8” x 6” tablet, a screen on one side, a recessed camera on the other. A series of buttons along the sides allow manipulation of the device. Can be used to both view and broadcast dungeon bowl and blood bowl matches.

Smash Mogwuht

Snotlings
Gort Healthy
Pack 5/6
Grade D Primer 2
Constructed 0/2

MA: 5
ST: 6
AG: 2
AV: 9

Combat Skills: Block, Mighty Blow, Piling On, Grab, Guard, Thick Skull

Movement Skills: Stand Firm

Special Skills: Bone-head, Throw Team-Mate

Staff of Life: Made of thick oak shod in gold. Rather than the typical preparation required for infusing an ogreish practice into a snotling, the staff may be used to impart or withdraw any known practice on contact.

Basket of Plenty: A wicker basket, a red-and-white cloth peeking out from beneath the lid. The basket serves three meals a day for a baker’s dozen of people (though ST 5+, such as ogres and centaurs, eat for two, with Smash’s snotling hive requiring another two portions), with three additional snacks for the same per day. Provides wooden serving pieces and wood utensils, which must be returned to the basket for further service.

Primacy Knowledge

Initiate of Life (●): Knowing, Signifying, and Unveiling

Apprentice of Life (●●): Perfecting, Ruling, and Veiling

Initiate of Matter (●): Knowing, Signifying, and Unveiling

Apprentice of Matter (●●): Perfecting, Ruling, and Veiling

Initiate of Mind (●): Knowing, Signifying, and Unveiling

Initiate of Prime (●): Knowing, Signifying, and Unveiling

Initiate of Spirit (●): Knowing, Signifying, and Unveiling

Familiar Enhancements

  • A life mage and their familiar are always aware of each other’s physical condition.
  • A matter mage can tell if their familiar's position would support their own weight.
  • A mind mage can sense their familiar's emotional state.
  • A prime mage and their familiar can each sense when they are being directly targeted by any type of formal mortal magic.
  • A spirit mage and their familiar automatically recognize spirits on sight.

Stimulate Base Life (Life ●●/Covert/Ruling) A snotling is imbued with the uncanny ability to encourage basic living processes. A plant might be encouraged to open its flowers or a person to feel tired, hungry, or irritable.

Animal Form (Life ●●/Covert/Veiling) The snotling can be rearranged into a living shape that it maintains for one scene, then reverts to its original form. This new form can mimic a natural or fanciful animal of the same mass. An attempt to mimic a specific animal may require a successful skill check.

One-String Puppet (Life ●●/Covert/Ruling) A snotling is imbued with the uncanny ability to trigger a reflex action in a human target. Someone with their finger on a crossbow trigger might be made to pull it, or someone walking a flight of stairs might be made to trip when one leg flails out. Each reflex action is a distinct activation of this ability.

Knock (Matter ●●/Covert/Ruling) This spell ensures that a mechanical lock will lock correctly, or yield when forced. Typically the caster themselves will perform the physical act of opening or closing the door or lid, though this spell can render locks malleable to anyone’s effort if the caster wishes.

Sense Poison (Matter ●/Sensory/Unveiling) This spell detects poisonous substances, whether dripping from a snake’s fang or swirling in a proffered wineglass.

Current Constructs