This chapter contains new manuals, objects of power, poisons, weapons and a new monster.
THE PERENNIAL WORLD SECT CHRYSANTHEMUM
This Worldly Chrysanthemum (see Poisons and Substances) is a flower inscribed with information on how to perform all but one of The Perennial World Sect’s techniques. It contains details on the following: Abrupt Grasp of the Vine, Alchemy of the Citron, Bark of the Baobab, Blade of Grass, Blazing Rays of the Sun, Enlightenment of Shuixian, The Gentle Footsteps of Timeless Perennial, Hail of Thorns, Lily of the Poisoned Mind, Scales of the Petal Dragon, and Surge of Growth.
THE IMMORTAL CHRYSANTHEMUM
This Worldly Chrysanthemum (see Poisons and Substances) is closely guarded by Timeless Perennial. She has studied it countless times over, and works tirelessly to master the technique inscribed within. This is the only known location to find the Enlightenment of Shuixian technique which turns someone into an Immortal.
THE MOONFLOWER MANUAL
This manual contains the Array of the Moonflower Technique, which is a powerful counter to Blazing Rays of the Sun. It was created by White Chrysanthemum and sealed in Moonflower Cave.
THE PHOENIX ESSENCE MANUAL
This contains the necessary steps for the Phoenix Essence Ritual. It does not contain the Phoenix Essence Techniques that the ritual helps users master. Those are passed down through word of mouth.
NEW WEAPONS AND OBJECTS OF POWER
THE CHRYSANTHEMUM BLADE
This unique weapon is Timeless Perennial’s greatest possession. It has the appearance of a giant chrysanthemum, with a long, broad stalk that is sharpened to a point at the end for its blade and a beautiful flower at the end of its hilt. It is longer than a dagger but shorter than a jian. It hits using the Light Melee skill, with a +1d10 accuracy bonus because it is so nimble. On its own, it inflicts no damage, however the magical flower on the end imbues its wielder telepathically with Kung Fu techniques that can be used with the weapon. These techniques fade from the person’s mind the instant they let go of the blade. While held, the blade confers the following Kung Fu techniques: Deliverance.
CONCH SHELL OF HUO
This is a gorgeous and multicolored conch shell from the coasts of Naqan. It can be used to contain and control one ghost or spirit. If one physically defeats or otherwise subdues such a creature, then holds the shell and makes a Command roll against the creature’s Resolve, it is sucked into the shell but must also serve the owner for 1 year.
THE FLAMING DAO OF PROPRIETY
This magnificent ox tail dao is forged to look like flame and water, having burning red undulations on the sharp side of the blade and soft blue waves on the dull side. It does Muscle+2d10 Fire Damage plus 2 Extra Wounds. However, it will not serve someone who lacks propriety. If the wielder violates any rule of propriety, the sword feels like it weighs 800 pounds (requiring a Muscle roll to use). This lasts one week. Against a Target who has violated Propriety it does Muscle+2d10 Fire Damage plus 3 Extra wounds.
This is a large stick with melted Sulfur on tip. The sulfur ignites in flames when friction is applied (such as by scraping it on a rough surface). The weapon uses the Light Melee Skill and does 3d10 Fire Damage on a successful attack.
This is a bomb made in the shape of a wooden crow. It can be thrown up to 120 feet at targets (because it glides through the air) using the Heavy Melee Skill and explodes on impact for 6d10 Open damage to a 30-foot area. The entire device is consumed by the explosion.
GLOVES OF DIVINE MURDERESS
This pair of embroidered red gloves belong to Divine Murderess. Anyone wearing them can handle an Orb of Spirit without any risk of harm. The gloves also protect the hands from heat and cold. They were given to White Ghost on the promise of ten nights of pleasure and are currently in his possession.
THE GOD-KILLING BLADE
This doesn’t exist in Qi Xien, it exists in Gamandria (see the SERTORIUS rulebook) where it was used to kill the Ogre god Senga. It was crafted from the spine of the snake goddess Sarilla (Senga’s consort). However, most Gamandrian accounts of the weapon are not accurate. The blade looks like a long spine attached to a bony handle. In the hands of a normal user, it seems to be some kind of whip. But in the hands of a person in love the weapon straightens and forms a cruel blade that will kill the target on a successful hit, no matter how powerful the target. If the person struck is a god, it will unleash their energy into the world.
ORBS OF SPIRIT
These round glass globes swirl with red mist and can be used to capture demons, spirits and ghosts. To capture such a creature, you must hold it forth while the creature is either entangled or Incapacitated and perform either the Binding of the Demon or Profound Binding of the Demon Ritual. On a Success it is pulled into the Orb where it is captured until you release it (it cannot escape from the orb like it can with other binding vessels).
Only people who have a tattoo from the Ritual of Spirit can safely handle these Orbs. Anyone else who attempts to touch them takes damage equal to 1d10 per Qi rank of the Spirit/Demon/Ghost (+1 Extra Wound for every rank over ten). If the creature has no Qi simply take 1d10 per every 2 Max Wounds the creature has.
In addition, the Orbs can be used as weapons. You can tap the Qi energy of the bound creature and unleash it. This creates a beam of energy that you can send at people or things using the Small Ranged Skill. The beam does 1d10 Damage per Rank of Qi of the trapped Spirit (and +1 Extra wound for every rank beyond 10).
If the Orb is Shattered, then it releases the creature, however the Orb also encircles the creature in a 3,000 foot circle of thick Red Mist (-2d10 to Detect while inside it). This mist never goes away and is meant to help the Holy Killers track escaped demons.
RIGHTEOUS STAFF OF THE MANTIS
This is a tall wooden staff that has a golden orb on the top. If you look into the Orb you can see the crimes and misdeeds of anyone standing before you.
THE THOUSAND PAINFUL DEATHS FLOWER
The Thousand Painful Deaths Flower looks like a large metal bowl with a bloom of metallic golden flowers. You set it to release its petals in a deadly explosion of blades at your enemies.
It can only be used three times, after which point it no longer has petals to shed. Someone who spends a month examining the device and gets two Total Successes on a Trade (Mechanical) Skill can figure out how to reload the device. The trick is understanding how to shape the petals so they burrow deeply into human flesh. Reloading it requires the use of four ounces of gold crafted into fine petals and a full understanding of the loading mechanism (crafting the petals is a Trade: Metal TN 10 roll).
To activate the device ,you place it on the ground and set the trigger. Make a Trade ( Mechanical) roll TN 6. If you succeed you set it do go off at a time of your choosing (selected in seconds). When it goes off, it opens and its petals fly out at all targets in a 100 foot radius (using your original Trade: Mechanical skill roll against their Evade). Alternatively, you can trigger it while holding the bottom and facing the flower toward your foes (in which case it unleashes a 50 by 100-foot cone away from you).
Anyone struck takes 4d10 Open Damage every round for 5 rounds as the petals burrow deep into their bodies. Petals can be removed with a Medicine TN 9 Roll (takes a round to remove each petal). Each d10 of the open damage roll represents 1 petal that is imbedded in the person.
The device remains inside Iron Temple.
These large maces are wielded in each hand and do 3d10+Muscle Damage. They also add a +1d10 Accuracy bonus. Roll one attack and damage roll.
THE VERMILLION BUTTERFLY SWORDS
These matching Butterfly Swords have red blades and function like normal swords of their type. However, anyone who wields them is immune to the Red Mists of Dee.
POISONS AND SUBSTANCES
A unique plant which must be created through alchemy using human blood, lily flowers, and Qi energy. This plant grows in skin with blood, rather than soil. The moment the bulb is planted, it releases a deadly poison into its host, which it constantly provides treatment for, causing the host to be dependent on it. The host will die within minutes of removing the plant and losing this treatment. The plant cannot be seen for the first month, but then gradually begins growing out of the skin. It is a sinister dark-red in color and grows into a progressively larger lily. One month after it is implanted into a victim, it permanently drains 1 point of Hardiness. This continues every month until the host dies, at which time the plant is considered fully grown. It can only be safely removed by providing someone with Bane of the Blood Bulb.
BANE OF THE BLOOD BULB
An antidote given to the host of a Blood Bulb. It is created by using transformational alchemy to invert the properties of lilies that were used for the Lily of the Poisoned Mind technique, and allows the Blood Bulb to be removed without its host dying to its venom.
This flower appears to be a lotus with a brilliant crimson-colored petal. It is created by infusing a lotus flower with Qi energy and a red dye composed of plant matter. Members of the Perennial World sect are known to place these into their drinks before partaking, a tradition most think to be decorative. The flower has a distinct quality, however: its bright red petals will immediately turn deep blue if any part of the plant encounters poison.
FIVE DRAGON ANTIDOTE
This is a round pill that nullifies Qixia’s Five Dragon Venom. To cure the poison, one must take three doses over three days.
MASTER LAO’S CHILI PEPPER
These red chili peppers* are quite small, about the size of thin snow pea. It is similar to a Bird’s Eye Chili in appearance and taste but much hotter. They are very spicy, causing anyone who eats one to take a wound. They can ward off the effect of any poison (unless the substance in question is celestial in origin or specifically stated otherwise in its entry) for 1 day. These grow on small shrubs found only on the hill of Master Lao.
QIXIA’S FIVE DRAGON VENOM
This is a contact poison that one only need touch to be exposed to. The only person who knows how to make it is Qixia the Candied Fruit Vendor. She uses five varieties of crushed millipede and a number of strange powders derived from rocks she claims are naturally venomous. This forms an oily liquid that can be used to coat surfaces. It takes weeks to kill, shows no symptoms, and death is very sudden. Anyone exposed to it and affected, dies suddenly in 1d10 weeks. During that time the poison can be detected on a TN 10 Medicine roll (which can be made weekly).
An explosive which is placed in the husk of a fruit or vegetable to disguise its nature. When set off, the device shoots out countless seeds, damaging everyone within a 10-foot radius for 2d10 damage. They also suffer -1d10 to all Mental skills out of discomfort until they get treated and remove the seeds that have embedded in their bodies.
A flower which, upon first glance, appears to be like any other chrysanthemum. However, it is created alchemically by infusing a chrysanthemum with Qi energy and a host of other ingredients to give the flower the ability to remember. Rather than scrolls or books, The Perennial World Sect uses these information-storing plants to send messages, as well as to record their techniques.
These are specially designed entities painted or carved onto the surface of entry-ways. They often require some kind of offering in order to let passers through. Some will only allow those with the appropriate talismans to pass. While many buildings in Qi Xien have depictions of Door Gods, only those created from the blood of a dying man or woman are true Door Gods. They are commonly encountered at gates to different realms.
A Door God looks like a painting or carving, of any type of figure (can be human or beast). While each one is unique in appearance, they always have the same basic abilities in terms of harming people (they simply take different forms).
When they sense intruders or when people fail to make offerings, they glow and come to life. Their forms are liberated from their depicted form, as their bodies take on normal dimensions and release into the world to attack.
Defenses: Hardiness 8, Evade 5, Parry 4, Stealth 9, Wits 7, Resolve 6
Key Skills: Attack: 3d10 (6d10 Damage), Magic Blast: 2d10 (3d10 Open), Speed: 4d10, Detect: 2d10, Muscle: 3d10, Deception: 4d10, Language (Any): 3d10
Max Wounds: 16
Attack: This can be a bite, a sword, spear, or whatever fits the Door God’s description. It always does 6d10 Damage. It is always a melee attack.
Magic Blast: This is a forceful Qi energy attack that can strike up to two targets. It looks like a glowing trail of golden light that hits for 3d10 Open Damage. However, the Door God can forgo damage and choose to age the target 6d10 years.
Immunities: Door Gods have no immunities but they can’t be killed by normal means. When they are reduced to zero wounds they simply vanish and return to their painted or carved form, where they must rest for 1d10 days before being active again.
*CHILI PEPPER ANACHRONISM
Wandering Heroes of Ogre Gate is set in a fantasy world inspired loosely by Song Dynasty China. Chili peppers are a New World fruit that didn’t reach Europe until after Columbus and probably came to Asia through Portuguese merchants in the late 15th century. However, anachronisms like tomatoes and chili peppers regularly appear in wuxia film and drama series, so we opted to include them in our setting. Also, this being a fantasy world, it doesn't really matter. This question came up in play, which is why I mention it here.
Post a Comment