Rank I Cost : 200 Legend Points
Key Knowledge : The character has to know the name of the threaded item, which is - "horn of the ages".
Effect : Subsonic Wail, for the cost of one point of strain the character blowing the horn may cause the horn to emit a sound in a frequency much too low for any humanoid to hear. The character rolls a step number equal to his toughness step plus the horns thread rank.
Compare the result to the spell defense of all creatures within 30 yards of the horn, if the test result would be an average or higher success against their spell defense, they get sick from the low frequency and have to subtract one step per success level above poor from all actions for a number of rounds equal to the horn's thread rank. An extraordinary success level prevents the affected creature to act the next round.
The horn's wielder (and all others who have woven threads to the horn) are protected from this effect, but characters wearing earplugs or deaf creatures are affected nevertheless. (hey it's the vibe)
Rank II Cost : 300 Legend Points
Key Knowledge : None.
Effect : Bat Cry, for the cost of one point of strain the character blowing the horn may cause the horn to emit a sound in a frequency much too high for any humanoid to hear. The character rolls a step equal to his toughness step plus the horn's thread rank and compares this result to the spell defense of all crystalline objects within 50 yards, if he beats the spell defense all those objects and creatures made from crystal suffer the same amount of damage. Possible objects include crystal shields / weapons / box, blood charms, vials and much more. The wielder is exempt from the effect of the horn and the GM may increase the spell defense of objects protected by clothing, wooden or metal boxes by one to five points.
Note that this effect almost always targets the objects spell defense even if a character is wearing or carrying the object, with one exception - blood charms are powered by the wielder's blood and therefore use his or her spell defense.
Creatures whose hearing spectrum lies (from a human point of view) in those high frequency bands like dogs or any other creature the GM desires are affected as if targeted by the fear power (see Dragon Power of Fear) with the same dice used for testing. (TOU+Thread Rank)
(Creatures navigating by echo, like bats, are affected even worse - they have trouble navigating and may stall or crash into other objects)
Rank III Cost : 500 Legend Points
Key Knowledge : The character must learn which type of stone was used in the creation of the horn of the ages. (Iovia - a compressed volcanic mineral, found only underwater and only in saltwater)
Effect : Filter of Life, the character may fill the horn with saltwater and place a plug in the mouthpiece of the horn. After half an hour has elapsed the water will be perfectly drinkable. This "trick" can be performed once a day per thread rank of the horn and the horn itself has a capacity of up to two gallons of water. Unknown to the character the horn can also use this power on any other substance contained in the water, like poison, wine (becomes water), mud, harmful horror constructs (dread iotas), etc. - but to filter those out, the character has to succeed in a toughness plus thread rank test against the substances spell defense. (mud, wine = 2, poison = var, and so on ...)
Rank IV Cost : 800 Legend Points
Key Knowledge : The character must learn the name of the power associated with the fourth thread rank.
Deed : The character must travel on a boat or ship in the heart of a storm. He has to call forth the name of the power four times to charge the horn with the power of the storm. Doing so allows him or her to use this power for a year and a day after which time the horn loses this power until it is recharged again. The first time the horn is charged the wielder gains 1,300 Legend Points.
Effect : Thor's Voice. (Thor can be substituted by any suitable name of a storm god/deity/passion in your campaign) By taking 3 Points of Strain the character may cause the horn to sound a thunderclap of unbelievable might. The character rolls the usual step (TOU+Thread Rank) and may add a maximum number of Karma Points equal to the horns thread rank at a cost of an additional 3 Points of Strain per Karma Point used. He takes all the damage at once and this damage may cause a wound to the character and knock him down. He then compares the result to the Spell Defense of all creatures within 500 yards, (characters wearing earplugs have their Spell Defense raised by 2 to 5 points depending on the type of material used) the success level determines the effect.
- Poor, the affected creature is deafened for six rounds, the exact effect of being deaf is up to the GM, but should include difficulties in spellcasting, thread weaving and similar abilities. 1 Point of Damage.
- Average, Poor effects + the creature has to pass a knock down and a willpower test against the horns test result, if he fails the first he is knocked down, if he fails the second one he is stunned for three rounds and unable to do anything (use talents, even if they require no action) except defend (no defensive stance, giving ground etc.) himself or move at one-quarter normal rate. 2 Points of Damage.
- Good, Poor + Average without any chance to resist, the character acquires a nasty tinnitus (beep sound in your ear) which stays for 30 days, 10 if special precautions (ear plugs) were taken. During this time the character has to subtract 2 Steps from all actions requiring concentration. 4 Points of Damage.
- Excellent, as Good, but the character affected permanently loses some oh his hearing power and must subtract 2 Steps from all Perception Tests requiring hearing in the future. 6 Points of Damage.
- Extraordinary, as Good - ah SILENCE - forever, your character is deaf, a state which can only be undone by powerful healing magic. One Wound and a number of damage points equal to the characters Wound Threshold, one point is lost permanently.
Characters who have woven a thread to the horn are immune to the effect and Thor's Voice may only be used once every six days.
Rank V Cost :1,300 Legend Points
Deed : The character must willingly drown in the ocean. (fastening a stone to your leg works wonders here) He must use his final breath sounding the horn, attracting the strange creatures he may have seen in his dream. Needles to say it would be good for the character if they arrive on time to save him, but this deed is best performed by roleplaying.
After being saved the character has to perform a quest for the mermaids (which is up to the DM). Performing this deed doubles the story award for the character under the quest.
Effect : Siren Call, when on, in or near a large body of salt water (ocean, large sea) the wielder may spend 3 points of strain to emit a low-pitched sound lasting for half a minute (takes three actions). The range of this ability is 2 miles above water and 20 miles below water (don't tell this to the player). The GM decides if there are mermaids nearby. If there are, the wielder rolls a step number equal to his charisma step plus five and compare the result to the Spell Defense of the mermaids. (usually 12) A number of mermaids equal to the difference between the test result and the mermaids' spell defenses will follow the call and arrive in a certain time span determined by the GM. At least one mermaid will come on a successful test. The GM may lower the spell defense of the mermaids at his discretion if he thinks the matter for the call is of great important for the creatures of the sea.
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