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Curses on Talismans

Because Talismans are so powerful, their creators often put curses on them to keep them from being used by the wrong people. Cursed Talismans are considered to bear the Cursed Background. The Rank of the Cursed Background may vary from 1 to 4, although it hardly ever exceeds 3. You may not create a Talisman whose Cursed Background Rank is greater than your Mastery Level plus 1. Hence, an Apprentice may create a Talisman that has Cursed (1) or Cursed (2), an Adept cab create Talismans that have Cursed (3), but only Masters can create talismans that have Cursed (4).

To imbue a Talisman with a Curse, spend one Drama Die per Rank of Cursed Background you are giving it, and roll Resolve + Curses against a TN of 5 + 10 per Rank of Cursed you are imbuing the talisman with. If you succeed, the Talisman gains the Rank of Cursed you wanted to give it. If you fail, you gain a Cursed Background with a Rank equal to the Rank of the Curse you were trying to give the object.

New Character Class

Fu Sorcerer (d20)

Those who are able to create magical Talismans and imbue them with power are called Fu sorcerers.

Requirements

To become a Fu sorcerer, a character must fulfill the following criteria:

Special: Cathayan (any kingdom) nationality. Skills: Craft (Int).

Game Rule Information

Alignment: Any. (Note: While officially recognized schools teach Fu sorcery with the intention to do good, there are always those who use Talisman creation for darker purposes.)

Hit Dice: d6.

Table 3-37: The Fu Sorcerer

 

Base

Fort

Ref

Will

 

Level

Attack

Save

Save

Save

Special

 

 

 

 

 

 

1

+0

+0

+0

+2

Apprentice

 

 

 

 

 

(Trigram #1);

 

 

 

 

 

Creativity

 

 

 

 

 

Attribute

2

+1

+0

+0

+3

Animal Attribute

3

+1

+0

+0

+3

Body Part

 

 

 

 

 

Attribute

4

+2

+1

+1

+4

Direction

 

 

 

 

 

Attribute

5

+2

+1

+1

+5

Adept (Trigram

 

 

 

 

 

#2); Creativity

 

 

 

 

 

Attribute

6

+3

+1

+1

+6

Animal Attribute

7

+3

+2

+2

+7

Body Part

 

 

 

 

 

Attribute

8

+4

+2

+2

+8

Direction

 

 

 

 

 

Attribute

9

+5

+3

+3

+9

Master (Trigram

 

 

 

 

 

#3); Creativity

 

 

 

 

 

Attribute

10

+6

+3

+3

+10

Animal Attribute

11

+7

+4

+4

+10

Body Part

 

 

 

 

 

Attribute

12

+8

+4

+4

+11

Direction

 

 

 

 

 

Attribute

13

+9

+4

+4

+12

Collaboration:

 

 

 

 

 

2 Creativity

 

 

 

 

 

Attributes

14

+10

+5

+5

+12

Collaboration:

 

 

 

 

 

2 Animal

 

 

 

 

 

Attribute

15

+11

+5

+5

+12

Collaboration:

 

 

 

 

 

2 Body Part

 

 

 

 

 

Attribute

16

+12

+5

+5

+12

Collaboration:

 

 

 

 

 

2 Direction

 

 

 

 

 

Attribute

17

+13

+6

+6

+12

Collaboration;

 

 

 

 

 

2 Creativity

 

 

 

 

 

Attributes

18

+14

+6

+6

+12

Collaboration;

 

 

 

 

 

2 Animal

 

 

 

 

 

Attributes

19

+15

+6

+6

+12

Collaboration;

 

 

 

 

 

2 Body Part

 

 

 

 

 

Attributes

20

+15

+6

+6

+12

Collaboration;

 

 

 

 

 

2 Direction

 

 

 

 

 

Attributes

Class Skills

The Fu sorcerer’s skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Knowledge (Arcana or Nature) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis). (See Chapter 4: Skills in the Player’s Handbook™ for skill descriptions.)

Skill Points at Each Additional Level: 4 + Int modifier.

Class Features

The following are class features of the Fu sorcerer:

Weapon and Armor Proficiency: No martial arts are associated with Fu sorcery. A Fu sorcerer may have various levels of martial arts proficiencies but these would be skills he learned separately from his sorcerous training.

Apprentice: As an Apprentice, you may pick any one of the eight Trigrams as the focus of your studies. You know how to use the powers of that Trigram, and only that Trigram. At this level of mastery, you may create a Talisman that has any one of the abilities pertaining to the Trigram you selected.

To make a Trigram Talisman, you make a Craft roll (DC noted for each aspect below). Talismans you create as an Apprentice keep their magic abilities for as long as you are alive.

Your first task as an Apprentice is to select a Trigram and learn one of its Creativity aspects. At level 2, you learn one of the Animal aspects of the Trigram you selected. At level 3, you select a Body Part and at Level 4, a Direction aspect.

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When you became an Adept, you choose another of the eight Trigrams and learn one of its Creativity aspects. You now know how to use the powers of that Trigram, in addition to the one you learned as an Apprentice. If you desire, you may choose the same Trigram again and select the other Creativity aspect.

At this level of mastery, you may create a Trigram Talisman that has both of a Trigram’s abilities or you may make a Hexagram Talisman, which combines aspects from two Trigrams. To create either, you make a Craft roll (DC as noted below). If you fail, the Talisman is ruined.

A Trigram Talisman that you create keeps its magic power as long as the item exists. Any Hexagram Talisman you create keeps its magic as long as you are alive.

As before, at level 6, you learn one of the Animal aspects of the Trigram you selected. At level 7, you learn one of the Body Part aspects and at level 8, one of the Direction aspects .

Upon becoming a Master, you may select a Trigram you do not know and learn both of its Creativity aspects or select two alternate Creativity aspects from two Trigrams you already know. These are in addition to any powers of those Trigrams you learned as an Apprentice and Adept. If you wish to specialize and have already picked the same Trigram twice, you may select it a third time, which enables you to create the Talisman automatically without having to make a check.

A Talisman you create as a Master retains its magic abilities for as long as the item exists, regardless of whether it is a Trigram or Hexagram Talisman, or whether you are alive.

At level 10, you learn two of the Animal aspects of the Trigram you selected, or one from each of two other Trigrams for a total of two. At level 11, you learn two of the Body Part aspects of the Trigram you selected or one from each of two other Trigrams for a total of two.

At level 12, you learn two of the Direction aspects of the Trigram you selected or one from each of two other Trigrams for a total of two.

At the Collaboration level of mastery, you may work with other Fu Masters to create Talismans that bear more than one Hexagram. Each Master contributes a Trigram to the Talisman. You must first make a Concentration check (DC 15). Failure by any participant to concentrate will ruin the Talisman. If all the participants maintain their concentration, each must then roll a Craft check (DC noted below) to create the effect of their Trigram or Hexagram, as described under the rules for the Adept and Apprentice degrees above. More than one participating Master may contribute the same Hexagram or Trigram to a Talisman, but each Master must contribute a different effect from that Hexagram. Masters at varying levels may collaborate.

At level 14, you learn two of the Animal aspects of the Trigram you selected or one from each of two other Trigrams for a total of two. At level 15, you learn two of the Body Part aspects of the Trigram you selected or one from each of two other Trigrams for a total of two. At level 16, you learn two of the Direction aspects of the Trigram you selected or one from each of two other Trigrams for a total of two.

At level 17, in addition to learning two previously unknown Creativity aspects of a Trigram(s), you may contribute either a Trigram or a Hexagram to a collaborative effort with other Fu sorcerers. At level 18, in addition to learning two previously unknown Animal aspects of a Trigram(s), you may contribute either a Trigram or a Hexagram to a collaborative effort with other Fu sorcerers.

At level 19, in addition to learning two previously unknown Body Part aspects of a Trigram(s), you may contribute either a Trigram or a Hexagram to a collaborative effort with other Fu sorcerers.

Finally, at level 20, in addition to learning two previously unknown Direction aspects of a Trigram(s), you may contribute either a Trigram or a Hexagram to a collaborative effort with other Fu sorcerers.

The Trigrams and their Attributes

CHIEN (THE CREATIVE)

Attribute: Creativity

(1)The Talisman adds 10 to any Invention checks the bearer makes (see Swashbuckling Arcana™, Chapter 3: Shamanism — Invention.) (DC 20); or

(2)The Talisman allows the wearer’s unit to have its base attack bonus considered to be 2 higher in Mass Combat (See Swashbuckling Adventures™, Chapter 7: Advanced Rules.) (DC 25).

Animal: Horse (Physical component: representation of a horse in any medium, including drawing or painting.)

(1)The Talisman will transform a full-sized living horse into a War Horse, Riding Horse or Pack Horse (specified at time of creation). (DC 25). If the Talisman is destroyed the horse dies and vice versa; or

(2)The Talisman allows its wearer to command any horses (Cha check, DC 10 plus 3 for each additional horse beyond the first). You cannot command them to do any-

thing a normal horse cannot or will not normally do. (DC 20).

Body Part: Head (Physical component: representation of a human head in any medium including a drawing. A severed human head may not be used for this purpose.)

(1)The Talisman ensures that the wearer can never suffer from any called shots to the eye, head or throat (See Swashbuckling Adventures™, Chapter 7: Advanced Rules.) (DC 20); or

(2)The Talisman gives its wearer the Creative Feat once per adventure, at a time of the GM’s choosing. (DC 30).

Direction: South (Physical component: an arrow in any three-dimensional medium except paper.)

(1)An object enchanted with this Talisman will always point South. (DC 15); or

(2)The Talisman allows the bearer to double the range of any arrows fired from it within ten degrees of South. (DC 20).

K’UN (THE RECEPTIVE)

Attribute: Receptivity

(1)The Talisman allows the wearer to grow viable crops in any soil. (DC 15) (Physical component: actual seed, stem, stalk or other part of the item to be grown); or

(2)The Talisman gives the user an extra Skill point in any Skill he sees someone with a higher rank in that skill use when the user gains a level (note: this does not count

towards the user’s allocation of Skill Points on gaining a level). (DC 30).

Animal: Ox (Physical component: representation of an ox in any medium including a drawing or painting. Horns or hooves by themselves may also be used.)

(1)The Talisman will turn into an Ox, which will be slain if the Talisman is destroyed and vice versa. (DC 20); or

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(2) The Talisman allows it wearer to command any Oxen (Cha check, DC 10 plus 3 for each additional Ox beyond the first). You cannot command them to do anything a normal Ox cannot or will not normally do. (DC 20).

Body Part: Belly (Physical component: A rice bowl made of any material. Human entrails may not be used for this purpose.)

(1)The Talisman insures that its wearer never goes hungry. (DC 25); or

(2)The Talisman grants its wearer immunity to all ingested

poison, including alcohol and afyam. (DC 35) Note that this Talisman may not be used to counteract afyam addiction.

Direction: North (Physical component: representation of an arrow in any medium except paper.)

(1)The Talisman will always point true North. (DC 15); or

(2)The Talisman allows the bearer to double the range of any arrows fired from it within ten degrees of North. (DC 20).

CHEN (THE AROUSING)

Attribute: Movement

(1)The Talisman allows its user one extra attack at his highest attack bonus once per combat. (DC 30); or

(2)he Talisman doubles the running distance of the user or any mount during a chase. (DC 25).

Animal: Dragon (Physical component: representation of a dragon in any medium including a drawing or painting.)

The Talisman turns into a shi lung (stone dragon). (DC 35) (See Monster Manual™, Gargoyle for medium-sized magical beast. GMs should adjust the stats accordingly for larger beasts. Remember — dragons are NOT real creatures in Cathay.) If the dragon is destroyed, the Talisman will be destroyed and vice versa.

(1)The Talisman protects its wearer from the influence of any Dream Dragons that disturb him. He may roll a Will save (DC 20) in order to free himself from Dragon Dreams on any given night. (DC 25) However, it should be noted that if Dream Dragons sense that the dreamer does not wish their presence, they will be loathe to visit

ever again.

Body Part: Foot (Physical component: representation of a human foot in any medium including a drawing or painting. A severed human foot may not be used for this purpose.)

(1)The Talisman gives its user a +4 competence bonus on any Balance, Jump, Run or Tumble checks he makes. (DC 20); or

(2)The Talisman gives its user a +1 Dodge Bonus to AC that stacks with other Dodge bonuses. (DC 20).

Direction: Northeast (Physical component: representation of an arrow in any medium except paper.)

(1)The Talisman will always point Northeast. (DC 15); or

(2)The Talisman allows the bearer to double the range of any arrows fired from it within ten degrees of Northeast. (DC 20).

SUN (THE GENTLE)

Attribute: Regeneration

(1)The Talisman allows its bearer to cast Cure Serious Wounds once per week as a cleric of the same level. (DC 20); or

(2)The Talisman allows its bearer to cast Heal once per adventure. This version of Heal restores lost external body parts. (DC 50)

Shi Lung (Stone Dragon) – Villain (7th Sea)

TN to be Hit: 25

Brawn: 6, Finesse: 4, Wits: 1, Resolve: 5, Panache: 4.

Skills: Footwork 4

Attack Rolls: Bite 4k4, Claw 5k4

Damage Rolls: Bite 6k2, Claw 6k1

Special Abilities: Takes only 1 Dramatic Wound when it fails a Wound Check, and is considered to have the Large Advantage. The statue is immune to Fear Ratings and Repartee Actions.

Animal: Rooster (Physical component: representation of a rooster in any medium including a drawing or painting. A dead rooster may be used as long as it has been slaughtered within the past hour. A rooster lacking a head may not be used.)

(1)The Talisman will turn into a Rooster. (DC 15). If the rooster is killed, the Talisman will be destroyed, and vice versa; or

(2)The Talisman allows it wearer to command any Roosters (Cha check, DC 10 plus 3 for each additional Rooster

beyond the first). You cannot command them to do anything a normal Rooster cannot or will not normally do (like lay an egg.) (DC 20).

Body Part: Thigh (Physical component: representation of the human leg in any medium including a drawing or painting. A severed human leg may not be used for this purpose. However, a jiang (ginger) or ren shen (ginseng) root may be used as long as it has five extensions.)

(1)The Talisman gives its bearer a +4 competence bonus to any Jump or Run rolls he makes. (DC 15); or

(2)The Talisman allows its bearer once per day to suffer no

more than 10 points of damage from any single attack. (DC 20).

Direction: Southwest (Physical component: representation of an arrow in any medium except paper.)

(1)The Talisman will always point Southwest. (DC 15); or

(2)The Talisman allows the bearer to double the range of any arrows fired from it within ten degrees of Southwest. (DC 20).

KAN (THE ABYSS)

Attribute: Water

(1)The Talisman allows its bearer to breathe water. (DC 20); or

(2)The Talisman can create enough water for one person to

sustain him or herself for 24 hours once per day. (DC 15). Animal: Boar (Physical component: representation of a boar in any medium including a drawing or painting. A roasted boar may not be used for this purpose; however, a boar slaughtered within the past hour may be used. A boar’s

head may also be used, but not a body lacking a head.)

(1)The Talisman will turn into a full sized living Boar (DC 25). If the animal is slain, the Talisman will be destroyed, and vice versa; or

(2)The Talisman allows the wearer to command any Boars (Cha check, DC 10 plus 3 for each additional Boar beyond the first). You cannot command the animal to do anything a Boar cannot or will not normally do. (DC 20).

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Body Part: Ear (Physical component: representation of a human ear in any medium including a drawing or painting. A severed human ear may not be used for this purpose.)

(1)The Talisman gives its user a +6 competence bonus to any Listen checks they make. (DC 20); or

(2)The Talisman allows its user to hear anything said in its presence. (DC 25).

Direction: West (Physical component: representation of an arrow in any medium except paper.)

(1)The Talisman will always point West. (DC 15); or

(2)The Talisman allows the bearer to double the range of any arrows fired from it within ten degrees of West. (DC 20).

LI (FIRE)

Attribute: Fire

(1)The Talisman can be commanded to set any object touching it aflame. The flames deal 1d6 damage initially and will persist if they are on a flammable object. (DC 20); or

(2)The Talisman renders its user immune to danger from normal (non-sorcerous) fire. (DC 30).

Animal: Pheasant (Physical component: representation of a pheasant in any medium including a drawing or painting. A cooked pheasant may not be used; however, a bird that has been slaughtered within the past hour may be used as long its head is still attached.)

(1)The Talisman will turn into a Pheasant. (DC 15). If the animal is slain, the Talisman will be destroyed and vice versa; or

(2)The Talisman allows it wearer to command any Pheasants (Cha check, DC 10 plus 3 for each additional Pheasant beyond the first). You cannot command them to do

anything a Pheasant cannot or will not normally do. (DC 20).

Body Part: Eye (Physical component: representation of a human eye in any medium including a drawing or painting, or a semi-precious stone such as agate that appears to have an “eye.” A preserved eye (human or otherwise) may be used for this purpose.)

(1)The Talisman bestows a +6 competence bonus to Spot Checks. (DC 20); or

(2)The Talisman allows its user to see through it as if it were his own eye. (DC 25).

Direction: East (Physical component: representation of an arrow in any medium except paper.)

(1)The Talisman will always point East. (DC 15); or

(2)The Talisman allows the bearer to double the range of any arrows fired from it within ten degrees of East. (DC 20).

KEN (MOUNTAIN)

Attribute: Stillness

(1)The Talisman allows its user to sleep comfortably on any terrain. (DC 15); or

(2)The Talisman allows its user to freeze an entity in place for 1d6 rounds. This person cannot move, be moved, or be harmed. The target must be in line of sight of the user, and can be the user. (DC 35).

Animal: Dog (Physical component: representation of a dog in any medium including a drawing or painting. The Talisman may not be used to bring back a pet who has died.)

(1)The Talisman will transform into a Dog of a breed specified at time of creation. (DC 25). If the dog dies, the Talisman is destroyed and vice versa; or

(2)The Talisman allows it wearer to command any Dogs (Cha check, DC 10 plus 3 for each additional Dog beyond the first). You cannot command them to do anything a Dog cannot or will not normally do. (DC 20).

Body Part: Hand (Physical component: representation of an human hand in any medium including a drawing or painting. A severed human hand may not be used for this purpose. However, a jiang (ginger) or ren shen (ginseng) root may be used as long as it has five extensions.)

(1)The Talisman bestows the Firm Grip feat on its user. (DC 25); or

(2)The Talisman grips objects of its own accord at the user’s command. It is counted as having the Firm Grip advan-

tage. (DC 15).

Direction: Northwest (Physical component: representation of an arrow in any medium except paper.)

(1)The Talisman will always point Northwest. (DC 15); or

(2)The Talisman allows the bearer to double the range of any arrows fired from it within ten degrees of Northwest. (DC 20).

TUI (THE JOYOUS)

Attribute: Pleasure

(1)The Talisman bestows a +2 bonus to any Bluff or Gather Information checks its user makes, and also adds a +1 to the user’s Cha modifier. (DC 20); or

(2)The Talisman adds +4 to any roll made to seduce or Bluff anyone in the house that the Talisman is currently in.

(DC 25).

Animal: Sheep (Physical component: representation of a sheep or yak in any medium including a drawing or painting. A cooked sheep or yak may not be used for this purpose; however, a sheep or yak slaughtered within the past hour may be used as long as its head is still attached.)

(1)The Talisman will turn into a Sheep (or a Yak, if the sorcerer or user is from Xian Bei and wishes to have that animal.) Wool and milk may be taken from it without destroying the Talisman. (DC 25). If the animal is slaughtered, the Talisman will be destroyed and vice versa; or

(2)The Talisman allows it wearer to command any Sheep (or Yak for Xian Bei.) (Cha check, DC 10 plus 3 for each additional Sheep beyond the first). You cannot command them to do anything a Sheep cannot or will not

normally do. (DC 10)

Body Part: Mouth (Physical component: representation of a human mouth in any medium including a drawing or painting. A severed human tongue may not be used for this purpose.)

(1)The Talisman allows the user’s voice to be heard clearly for a mile. (DC 15); or

(2)The Talisman allows its user to use the item as a “surrogate” mouth and be heard from any distance (limitation determined by the GM.) (DC 20)

Direction: Southeast (Physical component: representation of an ox in any medium except paper.)

(1)The Talisman will always point Southeast. (DC 15); or

(2)The Talisman allows the bearer to double the range of any arrows fired from it within ten degrees of Southeast. (DC 20)

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