280 lines
14 KiB
Plaintext
280 lines
14 KiB
Plaintext
MOROCANTH THUMBS: THE QUEST
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by Martin Crim
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Permission granted to copy for non-commercial use as long as
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credit is given
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DESCRIPTION
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Hairy black or grey thumb-shaped lumps of flesh. Usually
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found in pairs, and usually on a Morocanth's paws.
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ORIGIN
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The Morocanth, alone among beasts, won Waha's contest to
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keep their intelligence. They had a disadvantage because of
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their lack of thumbs. Eiritha took pity on them, and showed them
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how to get thumbs.
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KNOWLEDGE
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All Praxians know that Morocanth can get thumbs, and that
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only about 1% of them do. Morocanth know that the priestesses of
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Eiritha keep the knowledge of how to go about getting thumbs.
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They will tell the secret to any Morocanth whom they like and
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whom they believe can survive the quest. Morocanth also know
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that they can take the thumbs off a dead Morocanth with a proper
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prayer to Eiritha.
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POWERS
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With the thumbs, a Morocanth gets normal base chances in all
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Manipulation and non-missile weapon skills. He or she gets a 5%
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base in all missile weapons (except those with a base of 00% for
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humans) and in Throw. He or she gains 5% in all current weapon
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skills except natural weapons and Dodge, to a maximum of 100%,
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and can use melee weapons without the special adaptations for
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Morocanth paws. A Morocanth with thumbs does not have the normal
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species maximums in manipulation and weapon skills.
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PROCEDURE
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The priestesses tell the quester that he or she will relive
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the survival covenant contests. The quester must compete without
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any tools. (Naturally, since this is Prax, cheating is expected.
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There is no penalty for cheating unless the priestesses catch the
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quester at it. The priestesses won't go out of their way to
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detect cheating, but cannot ignore blatant acts in their
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presence. The spirit-judge described below will actively watch
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for cheating.)
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First, the quester must live off the land for a week. This
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represents the time before Waha's pact when all the people of
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Prax were hungry. The quester must live apart from his or her
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clan, without any herd men. This portion of the quest tests such
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skills as Plant Lore, Animal Lore, World Lore, Tracking, Scout
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Plains, Hide, Sneak, Run, and weapon attacks. Smart questers
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make water the first priority: roll World Lore, with a bonus for
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wet seasons and location. (Obviously, no roll is necessary if
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the quester is on the banks of a river.) Finding food takes
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Plant Lore or, in most times and places, the other skills listed
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above. (Morocanth like to hunt from ambush, but can run down
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prey by wearing it out.) Lack of adequate food or water
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subtracts from the Morocanth's FP (or decreases fatigue level).
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Ideally, the Morocanth is hungry but not to the extent of losing
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FP.
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The priestesses then summon a Waha spirit to possess a male
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Morocanth and act as spirit-judge. (The Morocanth host must be
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willing, and it is the quester's job to find someone who agrees
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to it. This is one reason the ritual is rare.) The spirit-judge
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goes and finds the quester, bringing with him a man. If the
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spirit-judge sees either person cheating, he will declare the
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other the winner of that contest.
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The human opponent must be a warrior or hunter. In most
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cases, the human is a recently captured man, but when captives
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are scarce the quester pays an outsider to do the ritual. The
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priestesses of Eiritha handle the transaction.
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While the quester has been fending for himself, the man has
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eaten the best food, exercised and practiced with weapons, and
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not done any chores. (The Morocanth once tried using an old,
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tired slave, but the quest failed.) The idea for a scenario here
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is that the man is a PC, captured by or sold to the Morocanth.
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The contests begin shortly after the spirit-judge finds the
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quester, at the next following dawn or dusk. From the time the
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spirit-judge finds the quester till the end of the contests, the
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Morocanth and man must neither eat nor drink.
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The Waha spirit-judge orders the quester and the human to
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stand beside each other before him. The spirit-judge stands on a
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rock or hillock. He declaims Waha's famous Call to Survival, and
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then announces the terms of the contests. After that, the
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spirit-judge does and says nothing except watch for cheating,
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declare the winner of each contest, and cast Dispel Magic at the
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end of the Magic Contest.
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There are five contests in the ritual: the Race, the
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Throwing Contest, the Firemaking, the Magic Battle, and the
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Fight. The Morocanth almost always wins the Race and loses the
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Throwing Contest. The Morocanth usually loses the Firemaking,
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too. The winner of the ritual is the person who wins three
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contests. It is possible there will be no winner.
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The Race is a sprint of about 500 meters. The contestants
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need to avoid getting too fatigued. The man can make the
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Morocanth work for his victory, or hang back and save his own
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wind.
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The Throwing Contest begins immediately after the race ends.
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Each contestant goes to a five meter wide circle traced in the
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dirt. The circles are about ten meters apart. Then the man
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throws rocks at the quester. Morocanth have no Throw skill, so
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the quester cannot Throw back, but may Dodge (at the usual 1/2
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skill). This contest ends when the man injures the Morocanth
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(this requires a critical hit or a man with a 1d6 damage bonus)
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or runs out of rocks. There are usually 5d10 usable rocks in the
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ring. If the man did not injure the Morocanth, this part is a
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draw, and neither side gets to count it as a victory.
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The Firemaking starts immediately after the Throwing Contest
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ends. The winner is the first person to start a fire. The
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Ignite spell is a good way to win. If neither person has the
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spell, and both try to light a fire the hard way, use DEX x 3 for
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the human and DEX x 1 for the Morocanth. Roll after three melee
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rounds, and each round after that. If both succeed in the same
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round, the one with the lower DEX SR succeeds first; ties in DEX
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SR go to the human.
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The Magic Contest starts next, again with no pause. The
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quester and the man cast spells at each other until one of them
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cannot continue. This usually occurs when one or the other
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succeeds with a Demoralize or Befuddle spell. If each falls to 1
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or 0 MP without affecting the other, the contest is a draw, and
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counts as a victory for neither.
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The Waha spirit-judge Dispels the Demoralize or Befuddle,
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and the Fight begins immediately. Both sides get to use weapons,
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but do not have to. The spirit-judge lets the man pick up his
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usual weapons and strap on a shield, but he gets no armor. The
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winner is the person who can still stand after the fight. (The
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Morocanth can stand on three legs, or even just the hind legs,
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but cannot balance on one hind leg and fewer than two forelegs.)
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If a contestant stays on the ground more than five melee rounds,
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he or she automatically loses. (It is possible that this part
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will also end in a draw.) Weapon magic, Healing, and the like
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are allowed, but offensive magic is against the rules.
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If the man wins three contests, the Waha spirit-judge sets
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him free and gives him a herd animal. (If the man was already
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free, he gets whatever the Eiritha priestesses promised to give
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him.) The ancient law of Waha says that the Morocanth becomes
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the man's slave, but few know about this.
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If the Morocanth wins three contests, he gets the man's
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thumbs, usually by biting them off. (If the Morocanth recruited
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a free man to take part in the quest, they neglect to tell him
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about this aspect of it.) He then sacrifices two points of POW
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and, if he makes a Ceremony roll, the thumbs attach to his paws
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and blend in with the rest of his flesh. For one point of POW,
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the Morocanth gets one thumb, on a paw of his or her choice.
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Because the Morocanth has stolen the man's soul-thumbs along with
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his physical thumbs, the man cannot use Regrow Limb to regain his
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thumbs.
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ALTERNATE PROCEDURE:
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A Morocanth can also take thumbs off a Morocanth who has
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been dead less than ten minutes. The Morocanth sacrifices a
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point of POW per thumb, makes a Ceremony roll, and, if he or she
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is successful, the thumbs graft onto his or her paws. If the
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roll fails, the thumbs are useless.
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The Jewel-Bird
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DESCRIPTION
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A hummingbird made of gems. It is ruby-throated, the green
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of its wings and head is emerald, the black markings and beak are
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obsidian, and the white of its body is white jade with green
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tint, all carved to resemble feathers. Its eyes are clear
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diamonds. It is seven centimeters long, with a twelve centimeter
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wingspan. It weighs about 60 grams.
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ORIGIN
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This was the work of a Second Age Arkati craftsman named
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Wilchia. He lived and worked most of his life in the court of
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the king of Handra. He made several of these birds for his
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patron, who gave them away as gifts to foreign potentates. As a
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result, a jewel-bird could turn up almost anywhere.
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KNOWLEDGE
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Stories of the Marvelous Jewel-Bird, and the sorrow it has
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caused, are popular in some parts of Maniria. In the most common
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version of the story, the bird caused kinstrife which ended with
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a king and his six sons dead, and the kingdom in ruins. A blind
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troll then makes off with the bird, but does not know its command
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word.
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A few people know that there is more than one.
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Yelm, Yelmalio, and other solar cultists see the bird as
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blasphemous. They may try to free the spirit in the bird,
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believing that it must be a bird spirit.
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POWERS
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The bird is primarily a toy. It is said to banish grief and
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despair, but that is not always true. It delights those who can
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appreciate it. It annoys people who can only think about the
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waste of magical resources going into something trivial.
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The bird has a brass frame inside, enchanted to hold a bird
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spirit. A command word activates the bird, and causes it to fly.
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Due to the restrictions in the enchantment, this is the only
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magical effect that can occur. One cannot target spells against
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the spirit without putting a hole in the bird first.
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When someone says the command word, the spirit in the bird
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casts its spells. Animate Brass makes the bird flap its wings as
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fast as a real hummingbird would, but the bird flies through use
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of the sorcerous Fly spell. The spirit sees the world through a
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Sight Projection. The spirit has INT 13, POW 18. It knows its
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three spells at 95%, and knows none of the sorcerous manipulation
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skills. It acts just like a real hummingbird, and has a tendency
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to wander away if it can. In the stories about it, this is how
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the trouble starts.
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There is another spirit in the object, in a POW spirit
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binding enchantment. It has POW 18.
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PROCEDURE
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Make a brass frame and put a magic spirit and a power spirit
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binding enchantment on it. The magic spirit should know Animate
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Brass, Fly, and Sight Projection. Then craft a king's ransom
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worth of gems to look like feathers and attach them to the frame.
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Then make a user restriction on the binding enchantment so that
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no one but the enchanter can use it, and "attack" and "target"
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conditions that cause the spirit to cast its spells when someone
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speaks the command word. Link the magic spirit enchantment to
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the POW spirit enchantment.
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The Cage of Bones
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DESCRIPTION
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A cage about 1.25 meters in each dimension. It is made of
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the long bones of a sentient species, usually human. In most
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cases, lead or iron joins the bones together. One Vadeli
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sorcerer used Form/Set Bone to mold the bones to each other, even
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making hinges for the door that way.
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ORIGIN
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The secret of making these cages comes from the West, but no
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one wants to take the blame for inventing them. Vadeli,
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Brithini, and various heretical Malkioni make them now. In Guhan
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and Halikiv, Zorak Zorani make them, having learned the ritual
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from the Arkati.
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KNOWLEDGE
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In the West, the cages are well known in whispered legend.
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Few admit seeing one, because that raises hard questions. Most
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people know that the cages trap people with magic, but know no
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more than that.
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POWERS
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To force someone into a cage of bones, one must overcome
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that person's MP with one's own. Each attempt takes a melee
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round. If the victim physically resists, the attacker must also
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keep the victim at the door to the cage.
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Once inside the cage, a person has to overcome the cage's MP
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to do anything. The cage's MP are in the 30 point range. The
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prisoner has to roll MP v. MP to cast a spell, to try to break
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out, or to call upon a saint, spirit, or god. Each attempt at
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resistance takes 1 MP. The prisoner's will power fades away, so
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that after an hour, he or she cannot resist the cage. The
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prisoner can not regain MP inside the cage.
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If the prisoner dies inside the cage, his or her spirit
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stays there. Even if the corpse leaves the cage, the spirit
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cannot leave by itself. No psychopomp comes to take the spirit
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away. The spirit can attack any being that enters the cage. A
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person outside can use a spell to order the spirit to leave.
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Once the spirit gets out, it is a ghost or wraith and can regain
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its MP normally.
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If the cage takes more damage than its AP (6 for a basic
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cage), its magic ends. Any being or spirit trapped inside can
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then leave and regain its lost MP, though it will not go to the
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proper afterlife unless someone performs the correct funeral
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ritual over it.
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PROCEDURE
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Make a cage. This takes the bones of at least three
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sentient beings, sacrificed in the ritual of making the cage.
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The magician traps the spirits of the sacrifices, and binds them
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into the cage.
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The magician needs to spend at least 2 POW for each of the
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binding enchantments. The cage ritual takes another point of
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POW. If the magician fails to make at least three binding
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enchantments, or fails in the Cage of Bones Enchanting Ritual,
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the cage does not have the powers listed above. The Ritual is a
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woven magic, which does not require an additional spell, merely
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knowledge of how it is to be performed.
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The POW of the cage equals the total POW of the bound
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spirits that went into making it. The bound spirits function
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only as part of the cage, not as magic spirits or any other kind
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of spirit.
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