Foe
Actions
Telekinesis (8): 5 Arcana: By means of concentration, the ventriculum is able to move objects within a radius of 10 steps up to a weight of 50 stones. For every one arcana per 3 stones, the weight can also exceed this 50 stones. The object can be moved at any speed, so that objects with great speed can also be hurled against a victim. The damage is determined by the game master and depends on the type and speed of the object. Living beings can also be moved.Mind control (6): 10 Arcana: The ventriculum controls the mind of an intelligent being. Here the ventriculum can completely control the actions of the victim, but must spend one of its actions each combat round to maintain control.
Dyspnoe (6): 5 Arcana/Combat Round: The ventriculum is capable of magically strangling a victim. To maintain the strangle, an action must be expended each combat round. The strangled victim takes a wound in the first combat round. The damage doubles every combat round.
Jump (8): 5 Arcana: Within one action, the ventriculum may jump to any visible position within 10 steps.
Lightning storm (12): 5 arcana/combat round: Lightning streams from the nerve endings of the ventriculum, which in a cone of 90 degrees at a range of 10 paces strikes all living creatures within it according to the successes of this throw per round of combat. To maintain the lightning storm, the ventriculum must expend one action per round.
Foe
Actions
Telekinesis (8): 5 Arcana: By means of concentration, the ventriculum is able to move objects within a radius of 10 steps up to a weight of 50 stones. For every one arcana per 3 stones, the weight can also exceed this 50 stones. The object can be moved at any speed, so that objects with great speed can also be hurled against a victim. The damage is determined by the game master and depends on the type and speed of the object. Living beings can also be moved.Mind control (6): 10 Arcana: The ventriculum controls the mind of an intelligent being. Here the ventriculum can completely control the actions of the victim, but must spend one of its actions each combat round to maintain control.
Dyspnoe (6): 5 Arcana/Combat Round: The ventriculum is capable of magically strangling a victim. To maintain the strangle, an action must be expended each combat round. The strangled victim takes a wound in the first combat round. The damage doubles every combat round.
Jump (8): 5 Arcana: Within one action, the ventriculum may jump to any visible position within 10 steps.
Lightning storm (12): 5 arcana/combat round: Lightning streams from the nerve endings of the ventriculum, which in a cone of 90 degrees at a range of 10 paces strikes all living creatures within it according to the successes of this throw per round of combat. To maintain the lightning storm, the ventriculum must expend one action per round.
One of the strangest creatures in Tirakan is the ventriculum. Although observers of the past centuries classified it as an undead being, it must be considered a purely magical entity. Nevertheless, the ventriculum consists of the dead remains of a human being that have been magically brought to life.
Unlike skeletons, however, it is not the bones that are brought to life, but the pure nerve tracts, still attached to the brain of the unfortunate victim. These nerve tracts roughly trace the humanoid form of the dead person, but float freely in the air, hanging below the flying brain. The ventriculum has no physical attacks or possibilities to move its neural pathways, it can only perform purely magical actions. Here, it mainly masters controlling actions.
Due to the very dangerous nature of the ventriculum, its conqueror is given a particularly high reputation.