Difference between revisions of "EPC"

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* ''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):<br>1) They burn to cinders.<br>2) They melt.<br>3) They electrocute to ash.<br>4) They die.<br>5) They turn to stone.<br>6) They’re driven permanently insane.<br>7) They’re banished to another plane of existence.<br>8) Two of more of these things happen: roll twice and apply all.
* ''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):<br>1) They burn to cinders.<br>2) They melt.<br>3) They electrocute to ash.<br>4) They die.<br>5) They turn to stone.<br>6) They’re driven permanently insane.<br>7) They’re banished to another plane of existence.<br>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.
* ''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.
* <s>''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.</s>
* <s>''Sapphire'', '''Freedom of Movement''': For one hour, no mortal obstacle can obstruct your movement.</s>
* <s>''Sapphire'', '''Freedom of Movement''': For one hour, no mortal obstacle can obstruct your movement.</s>
* ''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.
* ''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.

Revision as of 06:21, 27 August 2021

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
  • Third Eye: a hidden third eye in the lower forehead

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.

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

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.

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
Constructed 3/5

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

Familiar Enhancements

Special: A life mage and their familiar are always aware of each other’s physical condition.

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.

Current Constructs

{1} Enhance Vision (Life ●●/Covert/Perfecting) The construct enhances the natural eyesight of its wearer for one scene. While it doesn't allow new forms of perception (e.g., infrared), night vision is significantly enhanced as well as clarity both near and far within the natural limits of what its wearer might be capable of. Embodied as a pair of goggles that press wetly against one's eyes, their exterior shape is the form of a flattened pair of snotling hands.

{1} Air Monitor (Matter ●/Sensory/Unveiling) For the duration of one scene, the construct will monitor the air for dangers, whether for an actively harmful poison or toxin, or the absence of an element necessary for life. Embodiment TBD.

{1} Map Material (Matter ●/Sensory/Knowing) The mage envisions the three-dimensional shape of a substance they can perceive. This spell can pinpoint gaps in seemingly solid walls or the hollows left by swimmers in water. The caster always learns the total size of a contiguous sample of material, but requires size factors to accurately envision an object larger than a car. The snotling is stretched into a paper-like section of skin, on which the map will appear when used.