[PnP] Ship Project - Water NMIS
Scott Adams
longshot at cybermax.net
Sun Aug 13 02:54:23 CEST 2006
* Natural Magical Items
These Natural Magical items are found in the water or around the
water. These items help in sailor or water based life and society.
To locate these items the Referee can make up a encounter chart
or replace items in the Book 4 Natural Magical item charts. All
of these items have a base chance to find in a store of 1-5% only.
But these stores are in coastal or river towns. For other towns
the chance is half of that. Items listed are in no particular order.
A. Sachranium - Plant
This plant only grows along riverbanks and some swamp areas. They
are common when the water overflows its banks and the seeds of this
plant are unearthed and take root. They will then grow as the water
goes back to its normal level. Each plant grows only about 3 feet
tall but has up to 2D6 red berries. These berries must be enhanced
magically to get their benefit. Each berry itself will give 1D6 Mana
Points for Water Powers. If at least 10 berries are crushed and mixed
together with water and then drunk it will give 10 Mana Points for
Water Powers. This effect will last for 24 hours but a berry once
picked, unless preserved, will only last 48 hours. A berry that is
not enhanced tastes tart but is good for a quick burst of liquid.
B. Sea Giant Heart Stone - Animal
When Sea Giants are killed before their natural time their hearts
will turn into water and melt. But in this process it will create a
round stone the size of a golf ball. This stone is magical and already
enhanced. It gives those who hold this stone or wears it in some
fashion Mana Points for Sea Powers. It will give 10 Mana Points for
Sea Powers per day. It also allows the person who holds it the
ability to shape change (as for the spell) at MEL3/EL3. This ability
to change is only for water based animals (sharks, whales, fish, etc.).
These rare stones are very difficult to obtain as once a giant dies
it will go under the water. So the true trick is getting the stone
or keeping the giant above the water.
One scholar believes a Merman King has such a stone and uses the
stone as a centerpiece of his power. For him its more ceremonial
than functional.
Sea Giants do not get fearful of humans but if a giant sees a
person wearing this stone he may be so stunned into inaction. The
exact response from shock, surprise to inaction will have to be
determined by the Referee. To see the stone is to show their own
mortality. In some cases it can even make the giant so upset in
his anger he will kill without mercy anyone he sees.
C. Casone - Plant Resin
This plant is found in swamps mostly but can be found in rivers
and in some cases the ocean coastline. This plant which looks like
a long pole with a fluffy top in the shape of a torch (like cat of
nine tails). These grow as high as 6 feet tall above the waterline.
The top, if crushed, creates a paste which can be smeared along the
rim of a person's eyes (must circle the eyes completely). Once this
paste is enhanced it allows the wearer to see clearly underwater
without interference from salt water as if wearing a mask. One plant
makes enough paste for 2 eyes only and it will last for 2D6+EL hours.
The EL is the EL of the spell enhancement used. The paste will stay
on the eyes until wiped by a dry cloth or if the person exits the
water for more than an hour. The eyes of the person will not be
affected by pain or fatigue using this paste. Person will still
need to blink but otherwise can keep them open to see underwater.
The only drawback to this paste is that the scent attracts small
fish to inspect the person's head. Most small fish will not get
near the person but a brave one might approach the eyes to inspect
the paste. In most cases the fish are scared off by the movement
of the person's arms.
D. Chi Frog Slime - Animal
The Chi frogs are only found along the rivers in Katai. The
orange frogs create a lot of slime on their bodies as a defense
strategy against predators. The slime is a mild irritant for those
who touch it. But if at least 16 ounces are contained in a metal
flask it can be used in magic. Unenhanced it allows a person to
smear the lotion on their hands (must have enough to completely wash
the hands with it). This prevents a person's hands being shriveled
up for a full day. But if the flask is enhanced it creates
a drinkable liquid which gives a EL3 immunity against any acids or
poisons for 48 hours. This liquid must be drunk in total (16 ounces)
and is not harmful. If not drunk the liquid will stay in its new
form for 24 hours before it reverts to slime and can't be enhanced
again. For fisherman this is good since many fish create poisons and
acids. Most fisherman build a natural immunity up to such by their
daily operations. So this tends to be used by visitors on a ship
not used to the daily grind of fishing.
E. Squid Ink - Animal
If one is good to find squid ink or capture a squid to milk for
its ink they can use it in two different ways. Unenhanced and mixed
with regular ink it gives a +1 EL in using Code/Decode spell in
writing down on scrolls. This mixed ink will last as long as the
regular ink lasts. Mixture should be at least one ounce of squid ink
to every 10 ounces of regular ink to be effective. If enhanced and
there is enough ink to spread around the caster in a full circle it
will give a +15 on success rolls for Sea Powers except Water Breathing.
Once the sea spell is cast the ink evaporates or will then
automatically evaporate within 30 minutes.
Recently a Ticasi scholar has found a new use for the squid ink.
If enhanced as above and mixed with lemon juice (not regular ink)
it can create invisible magical ink. This ink can be used to make
secret scrolls or maps. To uncover the writing one only needs to
apply regular unenhanced squid ink (enough to cover the area of
invisible ink). The mixture of lemon juice and ink should be
2 ounces of lemon juice for every 10 ounce flasks of ink. Pirates
have been known to use this technique for making secret treasure maps.
F. Seal Fur - Animal
If a person can obtain enough fur from a seal to create a vest or
coat the material can be enhanced for magical benefit. If enhanced it
gives the wearer a EL8 Warmth spell effect. This allows a person to
virtually enter cold water with no effects on the body. The magic
covers the entire body in protection. For arctic style water it allows
a wearer to enter arctic water for a short period with no effect.
This coat only works in cold water and not in cold climates from air
so it is only useful in water environments.
G. Aerated Lava - Stone
This stone is rarely found since most of it tends to be on the
bottom of the sea. But in some cases it may float to the surface or
taken to shore near the sea coastline by storms or currents. Otherwise
this stone material is found on the sea floor near underwater volcanoes
usually mixed with other hard lava or silt. If there is enough stone
of this material (size of a golf ball or larger) to fit in a cloth
covering connected to a tight necklace (one that is tight around the
neck rather than floating freely), it should be fashioned as such. If
this stone which contains air bubbles, is enhanced it will allow the
wearer to float with little difficulty as if wearing a life jacket.
If the stone leaves the contact against the body the effect is gone
but the stone itself will float in full buoyancy. Sailors like this
material especially when storms approach and they have to work on deck.
This stone is formed only in certain situations where a volcanic vent
mixes with underground structures (like caves) where it cools almost
instantly in the air and keeps the bubbles in. Only enough material
can be found for every 30 tons of volcanic lava in a volcanic field.
Most of these stones are trapped in the earth until released by more
volcanic activity, earthquakes, landslides or storms that affect the
sea floor. A powerful wizard might be able to summon a sea
supernatural force to obtain the material. But it could be dangerous
so the wizard should be able to offer the force something in return.
H. Ayan - Herbs
This series of herbs is found only naturally along the coastline of
Lake Cholchara along the Asichi city coastline. Merchants have tried
to export it and grow it in other areas but with limited success.
This herb can be used when grounded into a fine powder and then crushed
together into a solid pill like form through methods only a few know
about. Once in pill form this herb can be magically enhanced to get
its full benefit. Eating one pill will give the person the ability
not to be dehydrated for a full 24 hour period. It is useful for
emergency supplies on board a ship when ship water is gone. The
problem is these pills are hard to make and take a lot of herbal
material. So their price tends to be high and the supply low. This
anti-dehydration effect works for the entire 24 hour period and the
person does not need to drink any water even in the most extreme
climate and temperatures. The person will not suffer from heat stroke
or other heat issues that is caused from dehydration. Only master
herbalist who are specially trained with the knowledge to create pills
can make these items. Otherwise cheap versions are brittle "pill" like
cakes which crumble when touched. Because of this rare technique the
price is MEL+EL SC per pill. For the cakes they are MEL+EL CC per
cake.
I. Blue Seaweed - Plant
Seaweed is common on the shoreline and oceans of the world. Blue
seaweed is unique in two ways. First the name is from its color that
of a light blue not the normal green or brown. The second is this
seaweed is only found in one place, 225 miles due west of Djanesborg
city. The location is a floating virtual island of blue seaweed that
is so packed together light weight animals and birds can walk on it.
Collecting this seaweed can be dangerous however. There are creatures
including Eels, poisonous squid and a whirlpool which hinders this
collection. The whirlpool is ever shifting and can come up without
warning to sink ships nearby this floating seaweed mass. As a result
not many merchants know of this location. Those who do keep the
secret to themselves if they can.
Once collected the unenhanced form, dried and given as a food
(in a single portion, around 25% of a plate) to eat cures joint
pain like arthritis for up to EL+1 days. Usually this portion is
around 3 ounces of plant. The taste is bland but most folks eat
it with orange juice mixed on it to cover the bland taste.
The enhanced form can be used to repel large sea creatures like
squid and sharks. It must be collected into a string or ball of
plant like rope which is tied onto or through a item. This item
is then thrown into the water. The effect is to repel these
creatures around the item at MEL+EL hexes. Sailors use this for
diving operations or for those who fall overboard in shark infested
waters to save them. In this form it stays pure for years. If
it is burnt though it is useless. Intelligent sea creatures like
Merman may also be affected. The chance to affect such creatures
is (EL+1)x10% on a D100. The EL is the EL of the enhancement spell
used on the plant. There must be enough material there must be
enough collected to match the EL of the spell. If the EL is 5
at least 5 feet of blue seaweed must be collected. Then that material
must be tied or balled up in some material which has direct contact
to the sea (seaweed should not be in a bag for example). Common
examples are ropes, necklaces around sailors or stones on a chain
with the seaweed wrapped around it. In either form blue seaweed
floats on the surface of the water. So if it needs to be taken
below the surface it should be weighted with something.
At least one scholar from Fomoria has discovered this rare patch
of sea plant. He has spent several years studying the mystery
of its location and why its there. He believes the patch is actually
magical in its own right and may have been home to some ancient
magical creature or even a god long gone.
J. Pearl - Concretion
Pearls are common items in the Perilous lands. I only mention
the item here as they are already covered by the rules. But the
concretions are common for ship and sailor life. Basically
as Book 4 states they help in aging, death powers and combat.
For full details see Book 4.
K. Toadstone - Gem
This Gem is already covered in the basic rules. For naval and
ship life they are used often. In enhanced form they are known to
detect and cure poisons. The other major benefit of this gem is
that no ship the wearer of this stone rides on can't sink. For the
full effects consult Book 4.
L. Agrimony - Plant
This plant is also covered in Book 4. it is mentioned here as
many sailors use it to help sea related diseases that sailors on
long treks are prone to get.
M. Coral - Concretion
As for the Book 4 description. This water based NMI helps to
prevent diseases sailors tend to get.
N. Blue Emerald - Gem
This emerald must be swirled in a cup of water for 3 seconds
for its effects. The emerald is typically on a chain. A person
can then drink the water to prevent sea sickness while on a ship.
The effect lasts for 24 hours. The gem must be enhanced for
the effect. The stone can be used EL+1 times per day in this
process. The EL is the enhancement spell EL of the wizard. The
person drinking the water has a side effect of losing the sense
of taste for 10-EL hours. All food and drink is bland for this
period. But the person who drinks it does not get sick in the
least even in rough or stormy seas.
------------------------------------------------------------------
Summary
Name Type Notes
Sachranium Plant 2D6 Berries each gives 1D6 Mana for Water Powers
Sea Giant Heart Animal Stone gives 10 Mana - Sea Powers, Shape Changing
Casone Plant Paste allows clear seeing underwater
Chi Frog Slime Animal Prevents drying, EL3 Immunity to acid/poisons
Squid Ink Animal Helps Code/Decode spell, Invisible ink magic
Seal Fur Animal EL8 Warmth effect in cold water
Aerated Lava Stone Allows person wearing stone to float in water
Ayan Herbs Prevents dehydration effects
Blue Seaweed Plant Helps joint pain, repels sea creatures
Pearl Animal Helps in aging, combat and against some spells
Toadstone Gem Helps against poisons, ships can't sink
Agrimony Plant Helps against diseases
Coral Animal Helps against diseases
Blue Emerald Gem Prevents sea sickness effects
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