Questers of the Middleqmr2 Realms - Ten Magic Thingies

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    Written and designed by Tim Gray.

    PDQ Systemby Chad Underkoffler, Atomic Sock MonkeyPress (www.atomicsockmonkey.com), used under licence.

    Art: Some artwork from Fantasy Filler Art copyright RickHershey, All Rights Reserved. Some artwork copyrightOctavirate Entertainment, used with permission.

    2006 Tim Gray.

    PDQ Rules original text 2005 Chad Underkoffler. AllRights Reserved.

    The Prose Descriptive Qualities (PDQ) Systemhas beendesigned for evocative simplicity, speed, and flexibility inplay. Three levels of resolution, suitable for any type ofsituation.The PDQ System is used under license from ChadUnderkoffler; the following materials are not necessarilyendorsed in any way by Chad Underkoffler, nor is he in anyway responsible for the content of these materials unlessspecifically credited.

    Ten Magical Thingies, vol. 1

    Questersof the Middle Realms

    This short PDF contains ten magic items toadd to your game of Questers of the MiddleRealms.

    page Corset of Defence 2

    Delmolios Patent Cure-all 2Disposable Armour 2Divisibility Potion 2Glamour Crystal 3Ninmuzis Guardian 4Peril Protection Pendant 4Portable Steed 4Sixpence People 5

    Stormblade 5

    www.silverbranch.co.uk

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    Corset of Defence

    This item was invented at the behest of court ladies,both the day crowd and the evening shift workers, toaid them in escaping drunken and frisky nobles. It hasfound favour in other milieus too.

    Basically it has a Quality of Defence* [Rank], giving thewearer its MOD benefit to dodge out of the way ofblows, grapples and such. In most cases it is also a[Rank] Corset - that it is, its materials and workmanshipkeep pace with its magical properties.

    Delmolios Patent Cure-all

    The Delmolios brand is known throughout most ofthe civilised Realms, due mainly to energetic andpersistent marketing. Hes a quack and a charlatan, buthis products are just useful enough to keep him from

    being shut down, and keenly priced too. (Of course youget what you pay for, which in this case includesoccasional irritating side-effects.)

    The Patent Cure-all is perhaps the most famous ofall, to the extent that someone might say, But then Idrank a Delmolios. It bills itself as, The sovereignremedy to all ills and mender of all hurts! In reality itmakes you feel a bit better and recover a bit quicker.

    Effects. In game terms its usually ranked Good,though there is an Extra Strength version thatsExpert.

    On drinking it, MOD Damage Ranks arenot eliminated but converted to FailureRanks, making them quicker to get rid ofthrough natural healing or Fortune Points.(An Average version - maybe its past itssell-by date - would be counted as MOD 1as usual.)

    You can add the MOD for resisting diseases andpoisons for the next hour or two.

    Side-effects. Our secret recipe includes many potentherbs and enchantments. Well, it certainly tastes prettyfoul, with a strange tingling sensation going down and atendency to see rainbow auras around things for anhour or so. Sometimes, in addition to the benefits, aminor magical mishap occurs. Roll 2d6: on double 1sthe drinker is afflicted by some magical alteration likedonkeys ears or purple skin. This is generally cosmetic

    with a bit of nuisance value and perhaps a Downshiftin some situations (especially social). It wears off after acouple of hours. The Extra Strength Cure-all version isthe same, but takes effect on any double - the mainreason why its not found very often.

    Disposable Armour

    The ABRA Co. (Ko-Sha, Ong Ong) is an alliance ofmagi and artisans producing labour-saving devices forthe discerning adventurer. In practical terms, theyspecialise in selling you things to fill needs you didnt

    know you had.

    The Disposable Armour is a sort of thin cloth overall,greyish with a pattern vaguely resembling chainmail,easily carried in a corner of a pack. You pull it on overnormal clothing - itd go over a leather jerkin, but notbulky mail or plate - and activate the enchantment. Itthen gives Good [+2] Armour*for a scene, after whichthe magic is exhausted and you simply throw it away.You can, if you wish, take a Downshift to shrug off asingle attack altogether - the attacker lands a lucky blowand burns out the enchantment prematurely.

    Divisibility Potion

    Drinking this potion splits you into a dozen smallreplicas of yourself for a scene - useful for sneakingaround or swarming enemies.

    The replicas can only communicate with each otherby normal speech - often loud argument, in fact.Assign them numbers for keeping track. Number 1

    has a special status as the keystone - theyll bethe one the others recombine into when thespell ends, flashing back as magical energyblobs from wherever they are. The duplicates

    recognise this and might give No. 1 somegrudging deference as the leader.

    Each individual has your original Qualities.Their size is one level smaller, and this is used if

    you send an individual off, for instance to scoutsomewhere. They can also act as a unit, with the SwarmQuality at one level higher than your original size(minimum Average). (Items are a bit tricky. Eachreplica has the Shadow items necessary for practisingskills, but character items and Props, especially Arcane

    Some of these are spells embedded in items, andthose Qualities are explained as separate bullets inthe same format as the rulebook - they could, ofcourse, be found as spells separate from the item.

    Some items could exist as different versions atvarying levels of potency, so instead of specifying

    for each Quality [Rank] is used for the overallRank of the item.

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    items, should be allocated to particular individuals,subject to keeping book-keeping reasonable. You canassume the group as a whole has the same stuff youdid, even if its shrunk.)

    Track damage for any duplicate that acts on its ownand for the Swarm as a whole. For every 5 Failure orDamage Ranks taken by an individual the whole takes

    1, and if an individual zeroes out the whole takes aDamage Rank. The Swarm as a whole inherits anydamage you had when you split, and each replicainherits a fifth of that; when you recombine you keepthe Swarms damage levels.

    There is a greater peril associated with the stones,though: sometimes they have parasites. There is a typeof being labelled ethereal interlopers by scholars,who are pretty sure they originate on a different planeof existence. They are not matter as we understand it,and somehow are able to slip inside the illusion, evenwhile its stored in the crystal. There they lie dormantand wait till the glamour is triggered by potential prey.

    They feed on the negative emotions of living beings,and can use their ability to alter their appearance tolook like an element of the glamour, changing theexperience of those within it to generate the feelingsthey crave. They dont react to contact like the rest ofthe illusion, allowing solids to pass through seamlesslyand giving a cold, tingly feeling. As a hazard, though,they work the same way as the rest of the glamour.

    Ethereal Interloper

    Strengths: Expert [+4] Incorporeal*, Expert [+4]Emotion Feed*, Good [+2] Intelligent, Good [+2]Cruel, Expert [+4] Alter Appearance

    Weaknesses: Poor [-2] Withstand Positive Emotions

    Emotion Feed*: this is kind of a variant of thecreature ability Energy Drain*. If anyone nearbydefinitely feels an emotion (in this case negativeones, especially fear) - taking cues from thereactions of the players, or from explicit influenceslike horrible creatures or spells - the creature canfeed on it. Roll this Quality against a TN from anyQualities the target might have that would helpthem resist the negative emotion: Strong Will,Courage, Unfazeable, etc. If the creature wins itgets just 1 point of energy regardless of the result,or 2 points if the victim took any damage Ranks,balancing the fact that it doesnt have to touch thevictim but can draw from anyone nearby. If theemotional influence actually causes a victim tozero out the creature automatically gets 2 points. Itmay be wise for the GM to note charactersrelevant Qualities ahead of time and make the rollswithout explaining them.

    Alter Appearance: the creatures natural form is ashifting silvery energy field, somewhat two-dimensional, but it can manifest whateverappearance and sound it likes in our reality with abit of concentration.

    Withstand Positive Emotions: if nearby beingsgenuinely feel happiness etc. the GM must assignthat a Rank for intensity, which then becomes ahazard the creature must resist or take FailureRanks. Zeroing out means it departs to its ownplane.

    Glamour Crystal

    These items appear as semi-precious stones, and mighthave material worth based on that alone. But in factthey are storage devices, holding an illusionary scenewith a full complement of senses. When the trigger

    conditions are met the scene springs forth, overlayingthe nearby area in the minds of those within it. Theycan wander through and observe its elements. Thescene can even be a moving, changing tableau, allowinganimated elements or a recording of a brief set ofevents. (You could even use it as a message, but thesecrystals arent trivial to create.) The illusion may be setto remain in existence as a static scene, terminate at theend of a cycle or keep repeating itself.

    The elements of the illusion dont have real substance:they ripple like water if touched, and have the feel ofwater too. Thats not to say theyre totally harmlessthough. The glamour could contain hazards, like an

    attacking knight or a wall of fire. These can be givenwhatever Qualities the GM thinks fit and attack acharacter (and be resisted) in the normal way - but ifthey succeed they inflict just 1 Failure Rank of shockregardless of the actual result. A victim who knows forsure that its only an illusion gets an Upshift to resist. Ifthe crystal is destroyedit releases all its stored senseimpressions in one go, giving everyone nearby a FailureRank of, Whoa!

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    Portable Steed

    This is a sort of wallet that can be carried around in apocket and, when needed, opened up to magicallyproduce a riding animal. Its a Plot Point item. Youcould give it a Rank and use that to determine howlong the steed is maintained - when the time expires itkind of folds up back into the wallet. You can also do

    this deliberately before the times up.

    Unfortunately theres a certain amount of variability inwhat the magic gives you. Its always a suitable thing tocarry the user at a reasonable pace for a reasonableduration. The GM can make stuff up, or use thefollowing chart with a 2d6 roll. The player can, if theywish, spend a Fortune Point to bypass fickle fate andget something appropriate to their current situation.

    2 Bicycle3 Group of goblins carrying chair4 Weasel

    5 Cat6 Dog7 Horse or Pony8 Ox9 Bugra10 Elephant11 Giant12 Dragon

    The creature is defined very simply: it has a pair ofQualities for size at [Rank, usually one level higher thanthat of the items user but possibly different or evenSwarm instead of size] and Poor, and a pair for its typeat Good and Poor, so that positive and negative aspects

    of each will come into play in different circumstances(a bit like Racial Qualities). For example, a humancould use it and get one of the Giant Weasels ofHelongor. Then the steed would be Good [+2] Large,Poor [-2] Large, Good [+2] Weasel, Poor [-2] Weasel.The steed serves well, though it might make a fuss orotherwise act according to its nature.

    Ninmuzis Guardian

    If theres one thing the god/goddess Ninmuzi hates itsstealing life energy. These amulets, made of fine woodscarved with Ninmuzis symbols, are usually owned bythe higher ranking of her/his faithful. They have twoproperties: a permanent protection against such theft,and a retaliatory attack against anyone who tries it (that

    takes a while to recharge).

    Protection Against Energy Drain* [Rank]: EnergyDrain* is listed in the rulebook as a creature ability,but there are certainly spells working the sameway. This Quality simply adds its MOD to resistthe drain, and is permanently on.

    Life-force Retaliation [Rank]: this is an active Arcanepower, triggered by an Energy Drain* attempt onthe wearer. A tendril of green energy attacks thedrainer, doing straightforward damage. It bypassesDead*and Incorporeal*. If the drainer has a pool ofpoints of stolen energy, this effects damage is split

    as equally as possible between punishing them(always the first point) and liberating that energy.

    Peril Protection Pendant

    This is another item from the ABRA catalogue. It has apermanent effect of hooking into the wearers sensesand preventing them from seeing anything that mightalarm them. It does this by overlaying the relevantimpressions with something the wearer will find safeand comforting instead - often something fromchildhood experience or stories. For example, a trollmight appear as a 9-foot bipedal bunny, and anapproaching zombie might look like your grandma andsmell of fresh bread. It doesnt alter things they mightbe carrying - so your grandma might have a meatcleaver. Inanimate hazards are similarly altered but nothidden: a swinging bludgeon trap might look like apillow on a pendulum, and a precipice might appear tohave lots of cushions at the bottom. Theres a certainknack to adapting to the magics logic, and noteverybody can manage it (which can get you intotrouble).

    The reason its worth a try is that the Pendant opposesactively horrifying influences. If the influence is higher

    Rank than the Pendant, the wearer must resist but canadd in the Pendants MOD; but if the influence isnthigher the Pendant blocks it completely. If thenastiness leaks through it manifests as changes in thePendants illusion - maybe the big bunny has big pointyteeth.

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    Sixpence People

    Its not clear where these came from: perhaps theywere created by someone who loved money, or as awarning to someone who did, or by a conman or thief,or someone who wanted to punish one. Anyway, theyare little homunculi that appear as ordinary coins whendormant, but sprout arms and legs and will performtasks for their owner. (Owner seems to be a vague

    term, but based around having them for a while andtreating them well.) They communicate usingexpressive gestures.

    The name comes from early sightings, but in facttheyve been observed in the form of various differentcurrencies. Those early reports had them as rather basiccreatures, emerging from dormancy to follow simplecommands and then subsiding again. But as time goeson they seem to be staying active more of the time andexhibiting more independent behaviour, includingsocial interactions and even building things. Onereliable source has seen a pair of them accompanied bya couple of pennies running around - leading to thestrange and somewhat unnerving conclusion thattheyre minting.

    Sixpence Person

    Strengths: Master [+6] Small, Expert [+4] Coin, Good[+2] Metal Body, Average [0] Darksense

    Weaknesses: Poor [-2] Small

    Coin: this is mainly for looking like a coin to avoid

    detection, but could conceivably be used for othercoin-like things like rolling around. Its not usedfor physical resilience - thats what Metal Bodyisfor.

    Stormblade

    These are the hand-and-a-half, or bastard, swordsgiven to the Paladins of Elal. These mighty andrighteous servants of the ruling god advance the causeof order and authority. Joining their ranks involvesmany tests of prowess and character.

    A Stormblade has an air daemon, a servitor of Elal,bound into it by divine magic. The wielder cannotcommunicate with this entity, but can call upon certainpowers. In game terms, the weapon has the followingQualities.

    At least Good [+2] Bastard Sword to reflect thematerials, workmanship and size. Higherranking folks can have better ones.

    Air Daemon* [varies]: the commonversion has this at Good, but againit can go up (often, but not always,in step with the quality). There are

    two uses. It can absorb elemental airenergy from attacks against thewielder, notably wind and lightning,adding its MOD to defence as apermanent effect. As an active power itcan sheathe the blade in lightning,adding MOD damage to attacks andgiving an Upshift for socialimpressiveness. Note that the daemonhas a veto on the use of its powers andwill not grant them to a wielder whosin poor standing with Elal.

    Poor [-2] Air Daemon: carrying all that

    divinely bestowed air-power around has itsdownside - air-related things love it. Birds want tocome and sit near it or on it, which can be aproblem if youre trying to escape notice. In athunderstorm, lightning tries to arrive close to itsbrother. Winds ruffle your hair when they dontbother anyone else.

    AcknowledgementsThe Sixpence People owe a nod to my favourite crittersfrom Adamant Entertainments Underworldgame ofmodern subterranean fantasy. The Peril ProtectionPendant owes a nod to Douglas Adams HitchhikersGuide To The Galaxy.