Centrum Security Forces (2100 MB —)
Violince
Van
Bio
Violince - Van was imported from the Character Data sheet. This profile needs a player-facing bio review.
Session Appearances
No story appearances are linked yet.
Related Story Posts
Related Items
Adventurer's Robe
Armor / Light
Light armor robe for adventuring mages. AC 11 + Dex modifier. Disadvantage on Stealth. Grants +1 bonus vs petrification and polymorph effects. Source says can only be worn by those engaged in wizardly profession.
- Status
- Adapted / ready
- Origin
- Unspecified
Argent Shroud Vestment
Wondrous Item / Vestment
Gain +1 AC and radiant resistance. Spend 1 charge to cast Sanctuary. Shrouded Passage 1/short rest: bonus action for 1 minute, attacks against you have disadvantage if you moved 10+ ft. Aegis 1/long rest: reaction when ally within 30 ft drops to 0 HP to grant 1d4 temp HP and keep conscious. Fiends/undead have disadvantage on saves vs first spell each turn targeting only them.
- Status
- Adapted / ready
- Origin
- Unspecified
Astrologian's Bauble
Wondrous Item / Bauble
Gain +2 to Arcana. Spend 1 charge to cast Augury. When casting divination spell, gain advantage on next Intelligence ability check or save. Celestial Bearing 1/short rest for 10 minutes: know true north, detect planar boundaries within 60 ft, advantage on Perception vs illusions. Once per turn on spell attack hit, next attack against that creature deals +1d6 radiant.
- Status
- Adapted / ready
- Origin
- Unspecified
Auric Petal
Wondrous Item / Emblem
Gain fire resistance. Advantage on Insight checks against creatures experiencing heightened emotion. Bloom of Radiance 1/long rest: action creates 1-minute aura; allies within 10 ft gain 1d6 temporary hit points at the start of their turns, and enemies starting their turn in the aura take 1 radiant damage.
- Status
- Adapted / ready
- Origin
- Unspecified
Boost
Consumable / Pill
For 1 hour: +2 to Str/Dex/Cha checks and saves, -2 to Con/Int/Wis checks and saves. When effect ends, DC 13 Con save or gain exhaustion; DC increases by 2 for each failed save in 24 hours. Green shimmer gives disadvantage on Deception to appear sober within 10 ft.
- Status
- Adapted / ready
- Origin
- Gravenhurst; Queefdom
Chained four-lock box
Plot Item / Locked Container
The box has four magical locks. Each lock can be opened with one successful DC 16 Dexterity check using thieves' tools or DC 16 Intelligence (Arcana) check. Each attempt takes 1 minute. On a failed check by 5 or more, the box emits a Dimoggio debt-sigil visible to lawful collectors and bonded goblin couriers for 24 hours. Opening one lock weakens the box but does not reveal the contents; all four locks must be opened within the same hour or the box relocks at dawn. A creature carrying the box has disadvantage on Dexterity (Stealth) checks against creatures actively hunting Dimoggio property.
- Holder / Custody
- Jixie / Dimoggio Clan custody
- Status
- Active / unresolved contents / mechanics drafted
- Origin
- Dimoggio collectors / Jixie courier route
Corelight Bauble
Wondrous Item / Bauble
Sheds bright light 20 ft and dim 20 ft, suppress/resume as bonus action. Advantage on concentration saves and +1 to spell attack rolls. Spend 1 charge when casting radiant/force spell to add 1d8 damage, or 2d8 if single target. Spend 1 charge as reaction when damaged to reduce damage by 1d10 + spellcasting modifier.
- Status
- Adapted / ready
- Origin
- Unspecified
Crown of Etched Forms
Wondrous Item / Crown
Gain +1 AC. Stores one prepared spell of 3rd level or lower. Cast Disguise Self once per long rest and gain advantage on Deception checks to disguise yourself. Echoform Projection 1/long rest creates duplicate within 30 ft for 1 minute; each round choose +1d8 psychic on next attack, +2 AC until start of next turn, or advantage on next ability check; echo dissipates if damaged.
- Status
- Adapted / ready
- Origin
- Unspecified
Featherweight Cuirass
Armor / Medium
While wearing armor, gain +2 bonus to AC, advantage on Dexterity (Acrobatics), and no Stealth disadvantage despite solid appearance.
- Status
- Adapted / ready
- Origin
- Stormcall; Queefdom
Giant Temple Candles
Wondrous Item / Treasure / Temple Candles
Six giant temple candles. Each candle is 6 ft tall, 1 ft thick, weighs 100 lb, and is made of fine white wax rolled in gold dust and set with emeralds. As treasure, each candle is worth 320 gp if sold intact. As ritual components, lighting one candle during a consecration, funeral, exorcism, or temple restoration grants advantage on one Religion check made during that ritual. A candle burns for 8 hours and is consumed after one such ritual use.
- Status
- Adapted / ready
- Origin
- Unspecified
Helm of Unsurvivable Knowledge
Wondrous Item / Helm
As an action, a creature wearing the helm may open its mind to the knowledge inside. The creature makes a DC 15 Intelligence saving throw. On a success, it may ask the DM one question about cosmology, planar truth, divine structure, ancient history, or the true nature of a creature, location, or object; the DM answers truthfully but cryptically. The creature also gains advantage on its next Intelligence check made within 1 hour. On a failure, the creature takes 6d8 psychic damage and is stunned until the end of its next turn. On a failure by 10 or more, the creature instead drops to 0 hit points and gains one level of exhaustion. Once a creature uses the helm, it cannot use it again until 7 days have passed.
- Status
- Adapted / ready
- Origin
- Unspecified
Leather Armor
Armor / Light
Light armor. AC 11 + Dex modifier. No Stealth disadvantage. Breastplate/shoulders are boiled leather; rest softer flexible material.
- Status
- Adapted / ready
- Origin
- Unspecified
Madame Batdorf's Necromancy Draught
Potion / Necromancy
Drink to see final violent injuries for 1 minute and gain advantage on Medicine/Investigation involving bodies; or pour into corpse dead under 24 hours to ask one Speak with Dead-style question. Drinking requires DC 14 Con save or poisoned until end of next turn.
- Status
- Adapted / ready
- Origin
- Madame Batdorf's Chest
Paulus Levius's Death Mask
Wondrous Item / Mask
Advantage on Charisma (Intimidation) checks and Deception checks made to conceal identity. Once per long rest, force a creature within 30 ft to save or become frightened while seeing the face of someone it wronged or killed.
- Holder / Custody
- Turned in to QUEST / Greta Wunsch
- Status
- Removed from party circulation / statblock drafted
- Origin
- Paulus Levius Cathedral / Maine arc
Quiet Edge
Weapon / Shortsword
Silent blade. On hit target takes +1d6 damage; if attack has advantage, bonus becomes 2d6. On critical hit, casts Silence centered on target without concentration until end of your next turn.
- Status
- Adapted / ready
- Origin
- Unknown make, easily overlooked
Rot-Black Venom Vial
Potion / Poison
Apply to one melee weapon or up to three ammunition. Next hit within 1 minute deals +2d6 poison and target must make DC 14 Con save or be poisoned until end of next turn; disadvantage if in/inhaling boost vapor.
- Status
- Adapted / ready
- Origin
- Madame Batdorf's Chest
Staff of Eulosus
Wondrous Item / Staff
Once per day, as an action, choose one Large or smaller creature you can see within 60 ft. The target must succeed on a DC 13 Strength saving throw or be lifted up to 20 ft into the air and restrained by spiraling air currents for up to 3 rounds. At the end of each of its turns, the target may repeat the saving throw, ending the effect on a success and floating safely to the nearest unoccupied space below it. A flying creature has advantage on the saving throw. If the effect ends while there is no surface beneath the target, it falls normally.
- Status
- Adapted / ready
- Origin
- Unspecified
Wand of Animate Boyfriend
Wondrous Item / Wand
While attuned, +1 to ranged spell attack rolls. Spend 1 charge to summon Zombie Boyfriend within 30 ft for 1 hour; zombie has 40 HP, protects/adjacent to you, advantage on grapple checks. Last-charge d20 roll: on 1 loses summoning property.
- Status
- Adapted / ready
- Origin
- Mortellus Vayne
Wand of Hannibal
Wondrous Item / Wand
While attuned and wielding as spellcasting focus, gain +2 to spell attack rolls. When reducing a creature with blood to 0 HP within 5 ft, use reaction to drink blood and regain 1d6 HP. If 2+ HP restored, gain advantage on next attack and resistance to bludgeoning, piercing, slashing, and necrotic until end of next turn.
- Status
- Adapted / ready
- Origin
- Forbidden arcane circles and sanguine cults of Jericha
Linked Pages
Act 5, Episode 3, Scene 9: The New Centrum Security Forces Take the Stage
At VQU's amphitheater, the New Centrum Security Forces are announced through celebrity spectacle, Fallout Bard music, and old security-force legacy.
itemAdventurer's Robe
Light armor robe for adventuring mages. AC 11 + Dex modifier. Disadvantage on Stealth. Grants +1 bonus vs petrification and polymorph effects. Source says can only be worn by those engaged in wizardly profession.
itemArgent Shroud Vestment
Gain +1 AC and radiant resistance. Spend 1 charge to cast Sanctuary. Shrouded Passage 1/short rest: bonus action for 1 minute, attacks against you have disadvantage if you moved 10+ ft. Aegis 1/long rest: reaction when ally within 30 ft drops to 0 HP to grant 1d4 temp HP and keep conscious. Fiends/undead have disadvantage on saves vs first spell each turn targeting only them.
itemAstrologian's Bauble
Gain +2 to Arcana. Spend 1 charge to cast Augury. When casting divination spell, gain advantage on next Intelligence ability check or save. Celestial Bearing 1/short rest for 10 minutes: know true north, detect planar boundaries within 60 ft, advantage on Perception vs illusions. Once per turn on spell attack hit, next attack against that creature deals +1d6 radiant.
itemAuric Petal
Gain fire resistance. Advantage on Insight checks against creatures experiencing heightened emotion. Bloom of Radiance 1/long rest: action creates 1-minute aura; allies within 10 ft gain 1d6 temporary hit points at the start of their turns, and enemies starting their turn in the aura take 1 radiant damage.
itemBoost
For 1 hour: +2 to Str/Dex/Cha checks and saves, -2 to Con/Int/Wis checks and saves. When effect ends, DC 13 Con save or gain exhaustion; DC increases by 2 for each failed save in 24 hours. Green shimmer gives disadvantage on Deception to appear sober within 10 ft.
itemChained four-lock box
The box has four magical locks. Each lock can be opened with one successful DC 16 Dexterity check using thieves' tools or DC 16 Intelligence (Arcana) check. Each attempt takes 1 minute. On a failed check by 5 or more, the box emits a Dimoggio debt-sigil visible to lawful collectors and bonded goblin couriers for 24 hours. Opening one lock weakens the box but does not reveal the contents; all four locks must be opened within the same hour or the box relocks at dawn. A creature carrying the box has disadvantage on Dexterity (Stealth) checks against creatures actively hunting Dimoggio property.
itemCorelight Bauble
Sheds bright light 20 ft and dim 20 ft, suppress/resume as bonus action. Advantage on concentration saves and +1 to spell attack rolls. Spend 1 charge when casting radiant/force spell to add 1d8 damage, or 2d8 if single target. Spend 1 charge as reaction when damaged to reduce damage by 1d10 + spellcasting modifier.
itemCrown of Etched Forms
Gain +1 AC. Stores one prepared spell of 3rd level or lower. Cast Disguise Self once per long rest and gain advantage on Deception checks to disguise yourself. Echoform Projection 1/long rest creates duplicate within 30 ft for 1 minute; each round choose +1d8 psychic on next attack, +2 AC until start of next turn, or advantage on next ability check; echo dissipates if damaged.
itemFeatherweight Cuirass
While wearing armor, gain +2 bonus to AC, advantage on Dexterity (Acrobatics), and no Stealth disadvantage despite solid appearance.
itemGiant Temple Candles
Six giant temple candles. Each candle is 6 ft tall, 1 ft thick, weighs 100 lb, and is made of fine white wax rolled in gold dust and set with emeralds. As treasure, each candle is worth 320 gp if sold intact. As ritual components, lighting one candle during a consecration, funeral, exorcism, or temple restoration grants advantage on one Religion check made during that ritual. A candle burns for 8 hours and is consumed after one such ritual use.
itemHelm of Unsurvivable Knowledge
As an action, a creature wearing the helm may open its mind to the knowledge inside. The creature makes a DC 15 Intelligence saving throw. On a success, it may ask the DM one question about cosmology, planar truth, divine structure, ancient history, or the true nature of a creature, location, or object; the DM answers truthfully but cryptically. The creature also gains advantage on its next Intelligence check made within 1 hour. On a failure, the creature takes 6d8 psychic damage and is stunned until the end of its next turn. On a failure by 10 or more, the creature instead drops to 0 hit points and gains one level of exhaustion. Once a creature uses the helm, it cannot use it again until 7 days have passed.
itemLeather Armor
Light armor. AC 11 + Dex modifier. No Stealth disadvantage. Breastplate/shoulders are boiled leather; rest softer flexible material.
itemMadame Batdorf's Necromancy Draught
Drink to see final violent injuries for 1 minute and gain advantage on Medicine/Investigation involving bodies; or pour into corpse dead under 24 hours to ask one Speak with Dead-style question. Drinking requires DC 14 Con save or poisoned until end of next turn.
itemPaulus Levius's Death Mask
Advantage on Charisma (Intimidation) checks and Deception checks made to conceal identity. Once per long rest, force a creature within 30 ft to save or become frightened while seeing the face of someone it wronged or killed.
itemQuiet Edge
Silent blade. On hit target takes +1d6 damage; if attack has advantage, bonus becomes 2d6. On critical hit, casts Silence centered on target without concentration until end of your next turn.
itemRot-Black Venom Vial
Apply to one melee weapon or up to three ammunition. Next hit within 1 minute deals +2d6 poison and target must make DC 14 Con save or be poisoned until end of next turn; disadvantage if in/inhaling boost vapor.
itemStaff of Eulosus
Once per day, as an action, choose one Large or smaller creature you can see within 60 ft. The target must succeed on a DC 13 Strength saving throw or be lifted up to 20 ft into the air and restrained by spiraling air currents for up to 3 rounds. At the end of each of its turns, the target may repeat the saving throw, ending the effect on a success and floating safely to the nearest unoccupied space below it. A flying creature has advantage on the saving throw. If the effect ends while there is no surface beneath the target, it falls normally.
itemWand of Animate Boyfriend
While attuned, +1 to ranged spell attack rolls. Spend 1 charge to summon Zombie Boyfriend within 30 ft for 1 hour; zombie has 40 HP, protects/adjacent to you, advantage on grapple checks. Last-charge d20 roll: on 1 loses summoning property.
itemWand of Hannibal
While attuned and wielding as spellcasting focus, gain +2 to spell attack rolls. When reducing a creature with blood to 0 HP within 5 ft, use reaction to drink blood and regain 1d6 HP. If 2+ HP restored, gain advantage on next attack and resistance to bludgeoning, piercing, slashing, and necrotic until end of next turn.
GM / Spoiler Notes
Hidden until revealed.