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Showing posts with label M'oskqorrg's Oddities. Show all posts
Showing posts with label M'oskqorrg's Oddities. Show all posts

Sunday, August 5, 2012

M'OSKQORRG'S ODDITIES #4

M'OSKQORRG'S ODDITIES
Discoveries from Time in Exile
by David Moskowitz


Celebrating the moments of your death:

Carrion Vision ™  (i.e. troll-marked) Crystals and Ayevories.   


A Carrion Vision  Crystal is an enchanted piece of glass, generally about 3”x6”x3”[1] with at least one face polished and clear.  When placed in the brain, liver or heart of a dead individual, a reaction of kremm and decay fill the glass with images of the being’s final seconds of life. Anyone can perform this operation, and even non-mages (and others sensitive to kremm) will be aware of the process: the crystal will glow slightly, feel warm to the touch. Once full, the crystal maintains the glow but will always feel cooler than its surroundings.

Who commissioned these crystals originally? The top three candidates are legendary swordsmaster Jkornia to help train her troops, the el-Nossad assasins to help with bookkeeping, or the ogre King Ulceinor about who, the less said, the better. 

It’s showtime!
Viewing the contents of the crystal is simply a matter of concentration.  Anyone within view of the activated crystal can watch its contents, but someone must hold and operate it. (This is why regardless of their origin, the crystals are most prized by rulers who didn’t want to soil their hands—literally and figuratively—with essential assassinations).

The individual activating the crystal must make the highest level saving roll possible, up to fourth level, against their WIZ or IQ, whichever is higher.

Level one: Success provides five seconds of viewing time and a picture of the individual only. Each higher level gives another five seconds, an extra meter of view space and the following:
Second level: Replay ability—without saving rolls--as long as the individual holds the crystal.
Third level: Tilting or rotating the crystal moves the “camera” on all three axes. Otherwise, the default view is the “best” perspective.
Fourth level: Zoom functionality, both in and out.
Fifth: Forward, reverse, slow-mo, speed up, freeze.

Ordinary failure yields no AP for the trybut no other penalty. AP can be gained only once per level per crystal.

Fumbles are handled below:

Clearing the contents: The original spell, the one which could be memorized safely, is lost. Existing versions are all written, and must be read

For Necromancers (see Khaydiak’s Book of Specialist Mages http://www.trollmystic.com/pub/) clearing a crystal requires a successful saving roll on IQ at the mage’s level, or that of the being imprinted within, whichever is lower. Ordinary mages must use the higher level. Rogues can only clear crystals containing beings of a lower level.

Fumbles and the crystals: a “life” changing experience:
Clumsiness and necromancy are a bad mix. In the case of a fumble on any action saving roll:

The crystal turns to coal, useless except at a barbecue.

 If the crystal is empty, the holder automatically loses level x 10 AP due to the kremm-energy implosion.

 If the crystal is full, the recorded death is projected deep into the player’s consciousness. It is not pleasant. The character must make a saving roll at his or her level based on the average of the highest and lowest attribute.

If the roll misses (non-fumble), take ½ number missed by (rounding up) off each of the two attributes. Any value reduced to zero kills the character immediately.

For fumbles, if the roll would have succeeded were it not automatically a fumble, reduce each attribute by 3. Otherwise, treat as above, using whichever penalty is higher.

Make or fail the roll, surviving players get 5x the normal AP for the saving roll.

Torturing the Ayevories
Some feel the artistry of a kill is best judged by the victim’s final utterance, be it a baritone gurgle or an alto scream. Best made from the ribs of swans or sirens, Ayevories are the audio analogue of the Carrion Vision ™ Crystals. A simple application of the enchanted bone on the decedent’s tongue will permanently record the otherwise lost sound waves. (Note to GM’s: any pretense or abhorrence of dignity in your campaigns will determine whether it’s appropriate to require the magic trigger words: “Cey-Aaaahh.”)

Play us a scream, Sam
The best way to get a sound from an ayevory, is to touch it with a hot poker or anything that would cause pain to the bone’s “donor”. Any change to the ayevory’s shape will also modify its sound. Craftsmen will take rough ayevories and with a stone grinding wheel shape, buff and whittle them to produce the desired note. Collections of ayevories then find their way into xylophone-like instruments.[2]



It is rumored that the war between Khara Kang and Khazan was almost settled by a battle of the bands using such instruments. However, Khazan heard the distinct squeal of a favorite aunt from Khara Kang’s rehearsing musicians and the contest was off.

Final note to GM’s
These are fun, sick toys, but they do have scenario applications. Consider their use to detectives, bounty hunters, blackmailers (Whose name was on her lips?)


[1] Please note: this is Khazan (the city)-era magic. Those playing in the 9KW will have access to hi-def, widescreen, 3D projectors—something to be dealt with later.
[2] For those interested in such applications, the Goes-To-Eleven amplification spell is slated for publication somewhere in the Trollverse at some point in the future.

Copyright © 2012, David Moskowitz
Free for use clip art.

Sunday, May 20, 2012

M'OSKQORRG'S ODDITIES #3


M'OSKQORRG'S ODDITIES
Discoveries from Time in Exile
by David Moskowitz




Little Known Dwarven Enchantements

Your father’s/mother’s an elf - in the days of the 500 year war, those words were grounds for a fatal duel amongst the dwarves. In the immediate generations following the 500-day celebration ending that war, war fatigue and frequent accuracy kept the brawling pretty much blood-free. But some members of both species never lost the taste for the exotic, and even dominant genetics purged the elvish looks from those of mixed blood, such heritage would reveal itself in the most un-Eleven of locales, the mines. The following spells were (mostly) designed to help them cope.

Casters with at least one-half dwarvish blood may reduce the INT and DEX requirements by 4 as well as the per-level WIZ cost by 2.  Others cast the spells with INT and DEX requirements of a level higher than the spell’s base, and +5 to the basic WIZ cost.

LEVEL 2
Rock Breaker [Combat]
WIZ Cost:  10
Range: Touch. Caster need not be using the tool, but if the user transfers the tool to another user the enchantment ends.
Duration: Eight hours or until the player wielding the tool stops using it--in combat or for mining—for more than 10 minutes (or transfers it as detailed above).
Power up? No.
Description: This enchants any pick, shovel, or hammer-type weapon to gain extra power on the down stroke/follow-through. In addition to making any mining activity 20% more productive, in combat, spite damage occur on any roll of 5 or 6. Additionally, all rolls of 6 will permanently reduce the opponent‘s armor effectiveness by one. (Adjudicate which piece according to relative heights of combatants).

LEVEL 3
Mask Enchantment [Cosmic]
WIZ Cost: 8
Range: That of the enchantment masked.
Duration: If a follow-up spell is not cast within 10 minutes, the protection fizzles, and the WIZ is lost. Otherwise, until the masked enchantment vanishes or the spell is negated. (See below for additional rules regarding negation and power ups).
Power up? Yes, see below:
Description: With the exception of elven heritage , nothing is more shameful than needing performance enhancing magics to perform basic dwarven tasks. If successfully cast, this spell will block the next enchantment cast from Detect Magic and Omnipotent Eye spells. Of course, it will not affect the basic senses, so if the user casts a Hellbomb Burst afterwards, only magic detection will be fooled as to the nature of the destruction.

If an Omnipotent Eye is cast directly at the object of enchantment, the Eye still reveals nothing, but the Mask vanishes. Every level higher level of the spell provides an additional layer of protection. So if a caster uses a fourth-level Mask (i.e. one above base), it will take two Omnipotent Eyes to make the enchantment vulnerable to magical detection.

Burning Beard [Conjuring]
WIZ cost: 8
Range: 20 feet.
Duration: Until the caster—who must be within range--cancels it, or the affected dwarf loses consciousness. (Prevents smoking-in-bed style accidents and is a sure-way of judging who loses a drinking contest.)
Power Up? No.
Description:  What was designed as a permanent and particularly nasty curse for a former lover of Lady S-- now survives in a more utilitarian form. The dwarf’s beard burns, giving off heat and light, but neither consumes the beard nor hurts the dwarf.  Keep in mind only extreme circumstances might cause a dwarf to cast this on himself—or others, for elven magic, if not quite taboo, is certainly gauche.


(Un)fairer Sharer [Conjuring]
WIZ Cost: 10
Range: 50 feet radius +25 per caster’s level.
Duration: Until cancelled or target goes out of sight or hearing range of the caster.
Power Up? Yes, details below:
Description: Designed for the mines but usable on fishing boats, in the fields come harvest time, or when diving into the kind of loot pile seen only in illustrations. This one gleans the wealth from other carts/baskets—spiriting away percentages of a particular element/food item from the target’s container to the caster’s. The base is 5% per hour, at the end of which the target makes a fourth-level saving roll on IQ to see if he notices the missing metal.

In terms of powering the spell up, for every additional level, the caster can:
1.    Add another target.
2.    Increase the gain from one target by 5%, also giving the target a +3 on the saving roll.
3.    Add two levels to any one target’s saving roll.
A wise caster will use these options to maximize gain, minimize risk.

A few notes:
1.    While multiple instances of the spell can co-exist, each must select a single targeted metal/food item.
2.    Because of the potential for taxation without notification and the resultant uprisings, most urban areas invest significant resources insuring the spell is neither cast, nor taught, nor learned.
3.    Accordingly, as severe as the punishment may be for using this spell, in the interest of maintaining civic order, making an unsupported accusation of its use should be a capital offense. (GM’s can adjudicate what defines sufficient support.)

{Thanks to Kopfy, Cartomancer, and the press agent of M’ozzesss for unknowingly providing inspiration. They are not to be held responsible for results of my research.}


Copyright © 2012, David Moskowitz
Artwork free for use clip art

Sunday, April 29, 2012

M'OSKQORRG'S ODDITIES #2

M'OSKQORRG'S ODDITIES
Discoveries from Time in Exile
by David Moskowitz


Hobbtoons

What transformed little people of Floopsyre into a shipbuilder’s holy grail of raw materials? Most theories involve the Floopsyre version of “Bobbing for Kittens” and a litter sacred to the priestesses of Ellehra. But whatever happened, their hobb bodies—lifeless and desiccated- are enchanted so no part will ever go beneath the surface of any liquid. A single hobb can keep a leaking a galleon afloat, but such a ship must have the infrastructure to maintain the balance a hobb body cannot. Many vessels have capsized because their builders failed to accommodate for how this magical buoyancy might alter calculations related to the still applicable laws of physics.

In terms of their weight, toughness—against both physical blows and corrosive elements (they will float on lava and acid for example, but still be affected by the heat and vapors respectively)—treat hobbtoons as petrified wood. The enchantment vanishes when 25% of the mass is gone, and any severed or broken off piece retains no enchantment (and again, once ¼ has been removed, the remaining corpse loses its magic).

The price of a hobbtoon is mostly dependent on its size and the positioning of its limbs. The difference between a spread eagle specimen and one in fetal position—not even good for log rolling contests—is about 15-fold, depending on the market. There are rumors that the Death Empress paid 200,000 gold for one of middling quality, but the credibility ends not with the price, but with the suggestion that Lerotra’hh had to pay for something.


Copyright © 2012, David Moskowitz

Thursday, April 19, 2012

M'OSKQORRG'S ODDITIES #1

M'OSKQORRG'S ODDITIES
Discoveries from Time in Exile
by David Moskowitz


T’annkards


For the tavern master, dawn is never welcome. It is in the first light that one sees how customers may leave more than their wages behind. It is, however, a fine time for the undertaker, the furniture maker and the alchemist, whose foul smelling solutions remove even fouler stains from the ceilings…

Now imagine how it is after the Trollgod and his Champions have spent a night carousing.

But with the destruction, the Trollgod will sometimes favor an establishment with one of his special tankards, often key to such nights. The materials—bone, gold, jewels, iron--vary depending on who has offended him and what said party was carrying, but the enchantments remain constant:

1. The t’annkards are completely spill-proof: even if you turn one upside down, nothing will come out.
2. If one contains any liquid, whoever picks it up will be unable to let go of it until he or she has completely swallowed the contents. The no-spill enchantment prevents spitting out the contents or dribbling.
3. If the drinker decides to drain the tankard in a single effort and the liquid may have harmful effects, the saving roll level is halved, rounding up.
4. If the tankard leaves the tavern, or the keeper yields ownership to anyone but a blood relative (close enough to make breeding inadvisable), the t’annkard turns to wet clay, losing all enchantments.

GM’s are advised to consider drinking contests with hemlock, rrrrum (thick as molasses, and 160 proof), blood, or anything that may be set aflame.

Copyright © 2012, David Moskowitz
Clipart edited by Paul Ingrassia