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Inspired by the famed helmet from Wagner's Ring cycle:
Tarnhelm
When worn this powerful, magical, one-of-a-kind artefact grants three distinct powers, given below in detail. If the SKILL or MAGIC roll fails, there is no effect, with the exception of teleportation. With regard to polymorph, all clothing, gear, arms and armour are changed in the transformation and return when the effect is dispelled at will by the wearer. A polymorphed Hero retains all of his intellectual faculties and personality.
1) invisibility (SKILL or MAGIC at no penalty). Remain invisible until attacking or attacked. On soft, yielding ground (as snow, shallow puddles, sand, or mud) one's footprints may be visible to the perceptive (AWARENESS, at -8 penalty if wearer is still; -6 if moving). Animals or creatures with keen noses may indeed smell the invisible wearer! The helm does not nullify any sounds made -- purposely or accidentally -- by the wearer.
2) teleportation (SKILL or MAGIC at various penalties). Cannot teleport if attacked, in the midst of combat or initiating combat. On a critical failure of 6-6 (=12), the wearer is teleported to a random place, determined by the Director. Teleportation embraces movement in all three physical dimensions.
<1 mile (5000 ft.)...-1 penalty
1-50 miles...-2 penalty
50-100 miles...-3 penalty
100-1000 miles...-4 penalty
1000-5000 miles...-5 penalty
5000-global...-6 penalty
Any plane (demiplane, etc.) outside the Prime Material....-7 penalty
The latter may include the "Land of the Gods", the "Land of the Dead", or any others devised by the Director.
3) polymorph (SKILL or MAGIC at various penalties)
much smaller than man-sized (mouse, rat, cat, bird, fish): -2 penalty
smaller than man-sized (lg. hound): -1 penalty
man-sized: -0 penalty
larger than man-sized (horse, deer, bull): -3 penalty
much larger than man-sized (elephant, dragon): -4 penalty
Statistics: Posted by LordArioch — Wed Nov 02, 2016 1:12 am
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November 1, 2016 at 06:17PM
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