TEXT: 1�
  Written and designed� by Tim Gray.�
  PDQ System� by Chad Underkoffler, Atomic Sock Monkey�
  Press (www.atomicsockmonkey.com), used under licence.�
  Art:�Some artwork from Fantasy Filler Art copyright Rick�
  Hershey, All Rights Reserved�.�Some artwork copyright�
  Octavirate Entertainment, used with permission.�
  © 2006 Tim Gray.�
  PDQ Rules original text © 2005 Chad Underkoffler. All�
  Rights Reserved.�
  The�Prose Descriptive Qualities (PDQ) System� has been�
  designed for evocative simplicity, speed, and flexibility in�
  play. Three levels of resolution, suitable for any type of�
  situation.�
  The�PDQ System� is used under license from Chad�
  Underkoffler; the following materials are not necessarily�
  endorsed in any way by Chad Underkoffler, nor is he in any�
  way responsible for the content of these materials unless�
  specifically credited.�
  Ten Magical Thingies, vol. 1�
  Questers�
  of the Middle Realms�
  This short PDF contains ten magic items to�
  add to your game of�Questers of the Middle�
  Realms�.�
  page�
   
  Corset of Defence 
  2�
   
  Delmolio’s Patent Cure-all 
  2�
   
  Disposable Armour 
  2�
   
  Divisibility Potion 
  2�
   
  Glamour Crystal 
  3�
   
  Ninmuzi’s Guardian 
  4�
   
  Peril Protection Pendant 
  4�
   
  Portable Steed 
  4�
   
  Sixpence People 
  5�
   
  Stormblade 
  5�
  www.silverbranch.co.uk�
  
  2�
  Corset of Defence�
  This item was invented at the behest of court ladies,�
  both the day crowd and the evening shift workers, to�
  aid them in escaping drunken and frisky nobles. It has�
  found favour in other milieus too.�
  Basically it has a Quality of�Defence* [Rank]�, giving the�
  wearer its MOD benefit to dodge out of the way of�
  blows, grapples and such. In most cases it is also a�
  [Rank] Corset� - that it is, its materials and workmanship�
  keep pace with its magical properties.�
  Delmolio’s Patent Cure-all�
  The “Delmolio’s” brand is known throughout most of�
  the civilised Realms, due mainly to energetic and�
  persistent marketing. He’s a quack and a charlatan, but�
  his products are just useful enough to keep him from�
  being shut down, and keenly priced too. (Of course you�
  get what you pay for, which in this case includes�
  occasional irritating side-effects.)�
  The ‘Patent Cure-all’ is perhaps the most famous of�
  all, to the extent that someone might say, “But then I�
  drank a Delmolio’s.” It bills itself as, “The sovereign�
  remedy to all ills and mender of all hurts!” In reality it�
  makes you feel a bit better and recover a bit quicker.�
  Effects.� In game terms it’s usually ranked Good,�
  though there is an Extra Strength version that’s�
  Expert.�
  †� On drinking it, MOD Damage Ranks are�
  not eliminated but converted to Failure�
  Ranks, making them quicker to get rid of�
  through natural healing or Fortune Points.�
  (An Average version - maybe it’s past its�
  sell-by date - would be counted as MOD 1�
  as usual.)�
  †� You can add the MOD for resisting diseases and�
  poisons for the next hour or two.�
  Side-effects.� “Our secret recipe includes many potent�
  herbs and enchantments.” Well, it certainly tastes pretty�
  foul, with a strange tingling sensation going down and a�
  tendency to see rainbow auras around things for an�
  hour or so. Sometimes, in addition to the benefits, a�
  minor magical mishap occurs. Roll 2d6: on double 1’s�
  the drinker is afflicted by some magical alteration like�
  donkey’s ears or purple skin. This is generally cosmetic�
  with a bit of nuisance value and perhaps a Downshift�
  in some situations (especially social). It wears off after a�
  couple of hours. The Extra Strength Cure-all version is�
  the same, but takes effect on�any� double - the main�
  reason why it’s not found very often.�
  Disposable Armour�
  The ABRA Co. (Ko-Sha, Ong Ong) is an alliance of�
  magi and artisans producing “labour-saving devices for�
  the discerning adventurer”. In practical terms, they�
  specialise in selling you things to fill needs you didn’t�
  know you had.�
  The Disposable Armour is a sort of thin cloth overall,�
  greyish with a pattern vaguely resembling chainmail,�
  easily carried in a corner of a pack. You pull it on over�
  normal clothing - it’d go over a leather jerkin, but not�
  bulky mail or plate - and activate the enchantment. It�
  then gives�Good [+2] Armour*� for a scene, after which�
  the magic is exhausted and you simply throw it away.�
  You can, if you wish, take a Downshift to shrug off a�
  single attack altogether - the attacker lands a lucky blow�
  and burns out the enchantment prematurely.�
  Divisibility Potion�
  Drinking this potion splits you into a dozen small�
  replicas of yourself for a scene - useful for sneaking�
  around or swarming enemies.�
  The replicas can only communicate with each other�
  by normal speech - often loud argument, in fact.�
  Assign them numbers for keeping track. Number 1�
  has a special status as the “keystone” - they’ll be�
  the one the others recombine into when the�
  spell ends, flashing back as magical energy�
  blobs from wherever they are. The duplicates�
  recognise this and might give No. 1 some�
  grudging deference as the leader.�
  Each individual has your original Qualities.�
  Their size is one level smaller, and this is used if�
  you send an individual off, for instance to scout�
  somewhere. They can also act as a unit, with the�Swarm�
  Quality at one level higher than your original size�
  (minimum Average). (Items are a bit tricky. Each�
  replica has the Shadow items necessary for practising�
  skills, but character items and Props, especially Arcane�
  Some of these are spells embedded in items, and�
  those Qualities are explained as separate bullets in�
  the same format as the rulebook - they could, of�
  course, be found as spells separate from the item.�
  Some items could exist as different versions at�
  varying levels of potency, so instead of specifying�
  for each Quality [Rank] is used for the overall�
  Rank of the item.�
  
  3�
  items, should be allocated to particular individuals,�
  subject to keeping book-keeping reasonable. You can�
  assume the group as a whole has the same stuff you�
  did, even if it’s shrunk.)�
  Track damage for any duplicate that acts on its own�
  and� for the Swarm as a whole. For every 5 Failure or�
  Damage Ranks taken by an individual the whole takes�
  1, and if an individual zeroes out the whole takes a�
  Damage Rank. The Swarm as a whole inherits any�
  damage you had when you split, and each replica�
  inherits a fifth of that; when you recombine you keep�
  the Swarm’s damage levels.�
  There is a greater peril associated with the stones,�
  though: sometimes they have�parasites�. There is a type�
  of being labelled “ethereal interlopers” by scholars,�
  who are pretty sure they originate on a different plane�
  of existence. They are not matter as we understand it,�
  and somehow are able to slip�inside the illusion�, even�
  while it’s stored in the crystal. There they lie dormant�
  and wait till the glamour is triggered by potential prey.�
  They feed on the negative emotions of living beings,�
  and can use their ability to alter their appearance to�
  look like an element of the glamour, changing the�
  experience of those within it to generate the feelings�
  they crave. They don’t react to contact like the rest of�
  the illusion, allowing solids to pass through seamlessly�
  and giving a cold, tingly feeling. As a hazard, though,�
  they work the same way as the rest of the glamour.�
  Ethereal Interloper�
  Strengths:� Expert [+4] Incorporeal*, Expert [+4]�
  Emotion Feed*, Good [+2] Intelligent, Good [+2]�
  Cruel, Expert [+4] Alter Appearance�
  Weaknesses:� Poor [-2] Withstand Positive Emotions�
  †�Emotion Feed*:� this is kind of a variant of the�
  creature ability�Energy Drain*�. If anyone nearby�
  definitely feels an emotion (in this case negative�
  ones, especially fear) - taking cues from the�
  reactions of the players, or from explicit influences�
  like horrible creatures or spells - the creature can�
  feed on it. Roll this Quality against a TN from any�
  Qualities the target might have that would help�
  them resist the negative emotion: Strong Will,�
  Courage, Unfazeable, etc. If the creature wins it�
  gets just 1 point of energy regardless of the result,�
  or 2 points if the victim took any damage Ranks,�
  balancing the fact that it doesn’t have to touch the�
  victim but can draw from anyone nearby. If the�
  emotional influence actually causes a victim to�
  zero out the creature automatically gets 2 points. It�
  may be wise for the GM to note characters’�
  relevant Qualities ahead of time and make the rolls�
  without explaining them.�
  †�Alter Appearance:� the creature’s natural form is a�
  shifting silvery energy field, somewhat two-�
  dimensional, but it can manifest whatever�
  appearance and sound it likes in our reality with a�
  bit of concentration.�
  †�Withstand Positive Emotions:� if nearby beings�
  genuinely feel happiness etc. the GM must assign�
  that a Rank for intensity, which then becomes a�
  hazard the creature must resist or take Failure�
  Ranks. Zeroing out means it departs to its own�
  plane.�
  Glamour Crystal�
  These items appear as semi-precious stones, and might�
  have material worth based on that alone. But in fact�
  they are storage devices, holding an illusionary scene�
  with a full complement of senses. When the trigger�
  conditions are met the scene springs forth, overlaying�
  the nearby area in the minds of those within it. They�
  can wander through and observe its elements. The�
  scene can even be a moving, changing tableau, allowing�
  animated elements or a recording of a brief set of�
  events. (You could even use it as a message, but these�
  crystals aren’t trivial to create.) The illusion may be set�
  to remain in existence as a static scene, terminate at the�
  end of a cycle or keep repeating itself.�
  The elements of the illusion don’t have real substance:�
  they ripple like water if touched, and have the feel of�
  water too. That’s not to say they’re totally harmless�
  though. The glamour could contain�hazards�, like an�
  attacking knight or a wall of fire. These can be given�
  whatever Qualities the GM thinks fit and attack a�
  character (and be resisted) in the normal way - but if�
  they succeed they inflict just 1 Failure Rank of shock�
  regardless of the actual result. A victim who knows for�
  sure that it’s only an illusion gets an Upshift to resist. If�
  the crystal is�destroyed� it releases all its stored sense�
  impressions in one go, giving everyone nearby a Failure�
  Rank of, “Whoa!”�
  
  4�
  Portable Steed�
  This is a sort of wallet that can be carried around in a�
  pocket and, when needed, opened up to magically�
  produce a riding animal. It’s a Plot Point item. You�
  could give it a Rank and use that to determine how�
  long the steed is maintained - when the time expires it�
  kind of folds up back into the wallet. You can also do�
  this deliberately before the time’s up.�
  Unfortunately there’s a certain amount of variability in�
  what the magic gives you. It’s always a suitable thing to�
  carry the user at a reasonable pace for a reasonable�
  duration. The GM can make stuff up, or use the�
  following chart with a 2d6 roll. The player can, if they�
  wish, spend a Fortune Point to bypass fickle fate and�
  get something appropriate to their current situation.�
  2 
  Bicycle�
  3 
  Group of goblins carrying chair�
  4 
  Weasel�
  5 
  Cat�
  6 
  Dog�
  7 
  Horse or Pony�
  8 
  Ox�
  9 
  Bugra�
  10 Elephant�
  11 Giant�
  12 Dragon�
  The creature is defined very simply: it has a pair of�
  Qualities for size at [Rank, usually one level higher than�
  that of the item’s user but possibly different or even�
  Swarm instead of size] and Poor, and a pair for its type�
  at Good and Poor, so that positive and negative aspects�
  of each will come into play in different circumstances�
  (a bit like Racial Qualities). For example, a human�
  could use it and get one of the Giant Weasels of�
  Helongor. Then the steed would be Good [+2] Large,�
  Poor [-2] Large, Good [+2] Weasel, Poor [-2] Weasel.�
  The steed serves well, though it might make a fuss or�
  otherwise act according to its nature.�
  Ninmuzi’s Guardian�
  If there’s one thing the god/goddess Ninmuzi hates it’s�
  stealing life energy. These amulets, made of fine woods�
  carved with Ninmuzi’s symbols, are usually owned by�
  the higher ranking of her/his faithful. They have two�
  properties: a permanent protection against such theft,�
  and a retaliatory attack against anyone who tries it (that�
  takes a while to recharge).�
  †�Protection Against Energy Drain* [Rank]:� Energy�
  Drain* is listed in the rulebook as a creature ability,�
  but there are certainly spells working the same�
  way. This Quality simply adds its MOD to resist�
  the drain, and is permanently on.�
  †�Life-force Retaliation [Rank]:� this is an active Arcane�
  power, triggered by an Energy Drain* attempt on�
  the wearer. A tendril of green energy attacks the�
  drainer, doing straightforward damage. It bypasses�
  Dead*� and�Incorporeal*�. If the drainer has a pool of�
  points of stolen energy, this effect’s damage is split�
  as equally as possible between punishing them�
  (always the first point) and liberating that energy.�
  Peril Protection Pendant�
  This is another item from the ABRA catalogue. It has a�
  permanent effect of hooking into the wearer’s senses�
  and preventing them from seeing anything that might�
  alarm them. It does this by overlaying the relevant�
  impressions with something the wearer will find safe�
  and comforting instead - often something from�
  childhood experience or stories. For example, a troll�
  might appear as a 9-foot bipedal bunny, and an�
  approaching zombie might look like your grandma and�
  smell of fresh bread. It doesn’t alter things they might�
  be carrying - so your grandma might have a meat�
  cleaver. Inanimate hazards are similarly altered but not�
  hidden: a swinging bludgeon trap might look like a�
  pillow on a pendulum, and a precipice might appear to�
  have lots of cushions at the bottom. There’s a certain�
  knack to adapting to the magic’s logic, and not�
  everybody can manage it (which can get you into�
  trouble).�
  The reason it’s worth a try is that the Pendant opposes�
  actively horrifying influences. If the influence is higher�
  Rank than the Pendant, the wearer must resist but can�
  add in the Pendant’s MOD; but if the influence isn’t�
  higher the Pendant blocks it completely. If the�
  nastiness leaks through it manifests as changes in the�
  Pendant’s illusion - maybe the big bunny has big pointy�
  teeth.�
  
  5�
  Sixpence People�
  It’s not clear where these came from: perhaps they�
  were created by someone who loved money, or as a�
  warning to someone who did, or by a conman or thief,�
  or someone who wanted to punish one. Anyway, they�
  are little homunculi that appear as ordinary coins when�
  dormant, but sprout arms and legs and will perform�
  tasks for their owner. (“Owner” seems to be a vague�
  term, but based around having them for a while and�
  treating them well.) They communicate using�
  expressive gestures.�
  The name comes from early sightings, but in fact�
  they’ve been observed in the form of various different�
  currencies. Those early reports had them as rather basic�
  creatures, emerging from dormancy to follow simple�
  commands and then subsiding again. But as time goes�
  on they seem to be staying active more of the time and�
  exhibiting more independent behaviour, including�
  social interactions and even building things. One�
  reliable source has seen a pair of them accompanied by�
  a couple of pennies running around - leading to the�
  strange and somewhat unnerving conclusion that�
  they’re minting.�
  Sixpence Person�
  Strengths:� Master [+6] Small, Expert [+4] Coin, Good�
  [+2] Metal Body, Average [0] Darksense�
  Weaknesses:� Poor [-2] Small�
  †�Coin:� this is mainly for looking like a coin to avoid�
  detection, but could conceivably be used for other�
  coin-like things like rolling around. It’s not used�
  for physical resilience - that’s what�Metal Body� is�
  for.�
  Stormblade�
  These are the hand-and-a-half, or “bastard”, swords�
  given to the Paladins of Elal. These mighty and�
  righteous servants of the ruling god advance the cause�
  of order and authority. Joining their ranks involves�
  many tests of prowess and character.�
  A Stormblade has an air daemon, a servitor of Elal,�
  bound into it by divine magic. The wielder cannot�
  communicate with this entity, but can call upon certain�
  powers. In game terms, the weapon has the following�
  Qualities.�
  †� At least�Good [+2] Bastard Sword� to reflect the�
  materials, workmanship and size. Higher�
  ranking folks can have better ones.�
  †�Air Daemon* [varies]:� the common�
  version has this at Good, but again�
  it can go up (often, but not always,�
  in step with the quality). There are�
  two uses. It can�absorb elemental air�
  energy� from attacks against the�
  wielder, notably wind and lightning,�
  adding its MOD to defence as a�
  permanent effect. As an active power it�
  can�sheathe the blade in lightning�,�
  adding MOD damage to attacks and�
  giving an Upshift for social�
  impressiveness. Note that the daemon�
  has a veto on the use of its powers and�
  will not grant them to a wielder who’s�
  in poor standing with Elal.�
  †�Poor [-2] Air Daemon:� carrying all that�
  divinely bestowed air-power around has its�
  downside - air-related things love it. Birds want to�
  come and sit near it or on it, which can be a�
  problem if you’re trying to escape notice. In a�
  thunderstorm, lightning tries to arrive close to its�
  brother. Winds ruffle your hair when they don’t�
  bother anyone else.�
  Acknowledgements�
  The Sixpence People owe a nod to my favourite critters�
  from Adamant Entertainment’s�Underworld� game of�
  modern subterranean fantasy. The Peril Protection�
  Pendant owes a nod to Douglas Adams’� Hitchhiker’s�
  Guide To The Galaxy�.�
  
SOURCE: textdata/thevault/Questers of the Middle Realms (PDQ)/Questers of the Middle Realms Ten Magical Thingies Vol. 1.pdf