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Magical Items

In document Deus Vult Core Rulebook (Page 133-136)

Order monks often encounter enchanted weapons and other items. Such items must be returned to the Order, so they can be properly disposed of – no true Christian would put his faith in the prodigies of sorcery or the deceptions of pagan spirits.

Minor

Curse Token: A curse token is a small lead coin or scrap of parchment inscribed with a baleful rune. The bearer of a curse token is most assuredly doomed – he is under the effects of a Curse spell (see page 129) as long as he possesses the curse token. The usual method is to slip the token into a victim’s pocket or hide it among his belongings with a Sleight test.

Like a bad penny, curse tokens keep coming back – the only way to permanently rid oneself of a token is to permanently sacrifice a point of POW, or force the cultist to take the token back. Otherwise, the token will keep turning up amid the character’s belongings.

133 Sacrificial Dagger: A sacrificial dagger is a potent ritual tool.

Anyone ritually murdered using the dagger provides Magic Points equal to their POW to the knife wielder.

Power Store: A power store is an object – a talisman, a crystal, a standing stone, an enchanted weapon – or even a creature that can store Magic Points. The wielder of the power store can store or withdraw up to three Magic Points as a Combat Action. A power store can store up to 18 Magic Points.

Protective Amulet: Protective amulets defend against hostile effects such as spells or poison. The amulet’s wearer may automatically succeed at one Persistence, Resilience or Evade test.

Significant

Cloak of Invisibility: The wearer of this cloak is invisible. This comes with a drawback – the longer you wear the cloak, the more it saps your strength. For every minute spent wearing the cloak, the wearer gains one level of fatigue.

Greater Amulet: A greater amulet allows its wearer to automatically succeed at three Persistence, Resilience or Evade tests.

Power Multiplier: Power multipliers add to the wearer’s ability to use magic. A Power Multiplier gives a +20% bonus to his Sorcery (Grimoire) skill.

Shewstone: Shewstones are crystal mirrors or reflecting pools that allow the user to cast the revelation spell at the cost of one Magic Point.

Wand of the Magus: This ritual wand allows the wielder to apply one Manipulation to a sorcery spell for free, in addition to the normal benefits of a wand.

Major

Cauldron of the Dead: The cauldron of the dead is an ancient Celtic artefact. Any corpse placed in the cauldron is resurrected as a zombie under the control of the cauldron’s master. The cauldron can also revive the mortally wounded;

they return as living men but can no longer speak.

Living Grimoire: Spellbooks are always dangerous but a living grimoire is wilfully malicious. This book contains the spirit of the sorcerer who originally wrote it. The ghost can alter the text of the grimoire, providing different spells and lore. Those who use the living grimoire risk being possessed by the sorcerer.

Bestiary Bestiary

Chapter 10 Chapter 10

The Hieromonks of the Order follow in the tradition of St. George and

The Hieromonks of the Order follow in the tradition of St. George and

St. Michael, crushing the serpent of evil beneath their heel. Privately,

St. Michael, crushing the serpent of evil beneath their heel. Privately,

many monks would sooner compare themselves to the monster-hunter

many monks would sooner compare themselves to the monster-hunter

Beowulf of legend. There are fewer monsters in the world than there

Beowulf of legend. There are fewer monsters in the world than there

once were but there are still creatures in the deep woods that hunger for

once were but there are still creatures in the deep woods that hunger for

the flesh of men and the roots of the mountains are gnawed by things

the flesh of men and the roots of the mountains are gnawed by things

135 The Order is sworn to hunt down all such monsters and

destroy them.

Deus Vult draws a distinction between servitors – creatures who are roughly equal in power to a single Player Character and who usually appear in adventures as servants of sorcerers, cults or greater monsters – and monsters, creatures who can slaughter all the characters with ease in single combat.

Defeating a monster takes a whole adventure. To slay one of these mighty foes, the characters must first gather clues about the nature of their enemy and work out its weaknesses. A monster might be immune to all weapons except a particular blessed sword, or make its lair in a hidden cave which the characters must first locate.

Most ghouls in Europe became Christianised in the fourth and fifth centuries but it is a mocking, heretical form of the true faith. They believe that Christ became a ghoul under the instruction of Lazarus and that he ‘rose again’ to devour human flesh. Their sacraments of the body and blood of Christ are alarmingly literal.

In combat, ghouls use the tactics of the pack – one or two ghouls occupy the defender from the front, while others circle round and attack from the flanks and rear. They never attack without the advantage of numbers if possible. Ghouls are terrified of fire.

In document Deus Vult Core Rulebook (Page 133-136)