Like the Night - Mario's Award
Return to Like the Night
Mario returns to the Guild on the 13th day of Harvest 814 WK with 10,500 Experience and has earnt, after Guild Taxes
- the promise of a pleasant holiday in sunny Rangoon.
- 235tg
- 146gs
- 2sp
He spent 42 days away from the Guild.
- He may
- advance any Talent six Ranks.
- advance his Rank in Stealth by 1 at only 90% of the cost and no time.
- advance his Rank in Flying by 1 at only 90% of the cost and no time. In addition, he may reduce by 24 days the training time for a subsequent Flying Rank.
In addition, he adds, at no cost, an extra Acrobatics proficiency to his Troubadour Skill. Thus, if he is a Rank 4 Troubadour with 1 proficiency in Acrobatics, he will now be considered a Rank 5 Troubadour when executing gymnastic manouevres and the like.
Consumables
Black Iron Grenado x 3
Rank 4 Alchemy
This grenado contains an alchemical incendiary device. It is usually thrown at a hex within range (15 hexes). The hex has no Defence, but the thrower's SC is reduced by 3 per hex beyond the first. Any Strike Check greater than 70 + MD means that the thrower dropped the grenado at their feet, or, if the roll is 99 or 100, has gone off prematurely.
If the Strike Check result is high enough to indicate a miss but not high enough for a catastrophe, then a scatter D10 is rolled.
On a 1, it was thrown 1D10 feet beyond the target hex.
On a 2, it was hrown 1D10 feet beyond and to the right of the target hex.
On a 3, it was thrown 1D10 feet to the right of the target hex.
On a 4, it was thrown 1D10 feet short and to the right of the target hex.
On a 5, it was thrown 1D10 feet short of the target hex.
On a 6, it was thrown 1D10 feet short and to the left of the target hex.
On a 7, it was thrown 1D10 feet to the left of the target hex.
On an 8, it was thrown 1D10 feet beyond and to the left of the target hex.
On a 9, it was thown 2D10 feet beyond the the target hex.
On a 0, it was thrown 1D10 <bold>hexes</bold> short of the target hex.
On detonation, the grenado inflicts 2 Specific Grievous Injuries on anyone who it shares a hex with, while those in the surrounding hexes suffer 1. The grenado inflicts A, B or C Class injuries, so all results are applied.
Targets are allowed to Break 100 + 2 x AG + Rank in Sense Danger to avoid each wound.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Like the Night | Autumn 814 | Reich | Alchemy | Incendiarism | 1,000sp | Jim Arona 021 076 9376 |
Cobalt Chaos Grenado
Rank 6 Alchemy
This grenado contains an alchemical incendiary device. It is usually thrown at a hex within range (15 hexes). The hex has no Defence, but the thrower's SC is reduced by 3 per hex beyond the first. Any Strike Check greater than 70 + MD means that the thrower dropped the grenado at their feet, or, if the roll is 99 or 100, has gone off prematurely.
If the Strike Check result is high enough to indicate a miss but not high enough for a catastrophe, then a scatter D10 is rolled.
On a 1, it was thrown 1D10 feet beyond the target hex.
On a 2, it was hrown 1D10 feet beyond and to the right of the target hex.
On a 3, it was thrown 1D10 feet to the right of the target hex.
On a 4, it was thrown 1D10 feet short and to the right of the target hex.
On a 5, it was thrown 1D10 feet short of the target hex.
On a 6, it was thrown 1D10 feet short and to the left of the target hex.
On a 7, it was thrown 1D10 feet to the left of the target hex.
On an 8, it was thrown 1D10 feet beyond and to the left of the target hex.
On a 9, it was thown 2D10 feet beyond the the target hex.
On a 0, it was thrown 1D10 <bold>hexes</bold> short of the target hex.
Result | # of Spec. Griev. Injuries |
---|---|
1-4 | 1 |
5-7 | 2 |
8 or 9 | 3 |
0 | 4 |
Those who share the same hex as the grenado suffer the indicated number of Specific Grievous Injuries. Those one hex further out suffer one less Specific Grievous Injury, and so on until there are no Specific Grievous Injuries left. The grenado inflicts A, B or C Class injuries, so all results are applied.
Targets are allowed to Break 100 + 2 x AG + Rank in Sense Danger to avoid each wound.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Like the Night | Autumn 814 | Reich | Alchemy | Incendiarism | 2,000sp | Jim Arona 021 076 9376 |
Tommy Gun
This weapon weighs 12 lbs and may be used by the wielder as if it were a crossbow of any kind. It does not provide any special bonus to SC or Damage. Indeed, this weapon does not inflict Damage directly. Rather, for every Rank in Crossbow, the wielder may take a Fire Action. If the Strike Check is low enough to generate a success, %ile dice are rolled, and the Specific Grievous Injury table is consulted. Any A or C Class injury may be applied.
The magazine of this weapon holds 50 bullets.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Like the Night | Autumn 814 | Reich | Formerly living | - | 3,000sp | Jim Arona 021 076 9376 |
Weapons
Armour
Jewellery
Miscellaneous
Man of Reich Disguise
This skein of linen weighs 1 lb. It can be Triggered once a day, taking 5 seconds, over which period the skein will quickly ravel around the user's body to produce the disguise pictured.
The Rank of the Disguise is 12 and will last until the next dusk or dawn, which ever comes next. The person so disguised will appear to be an adult human man, but this will not deceive Detect Aura or similar magic. If a Disguise spell or similar magic is cast on the wearer, then this becomes a physical transformation, and, among other things, will not be penetrated by Enhanced Vision.
The user must be no larger than 5ft 10 in and weigh no more than 180 lbs.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Like the Night | Autumn 814 | Reich | Magic | Enchantment | 12,000sp | Jim Arona 021 076 9376 |
Waiter Disguise
This skein of linen weighs 1 lb. It can be Triggered once a day, taking 5 seconds, over which period the skein will quickly ravel around the user's body to produce the disguise pictured.
The Rank of the Disguise is 12 and will last until the next dusk or dawn, which ever comes next. The person so disguised will appear to be an adult human man, but this will not deceive Detect Aura or similar magic. If a Disguise spell or similar magic is cast on the wearer, then this becomes a physical transformation, and, among other things, will not be penetrated by Enhanced Vision.
The user must be no larger than 5ft 10 in and weigh no more than 180 lbs.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Like the Night | Autumn 814 | Reich | Magic | Enchantment | 12,000sp | Jim Arona 021 076 9376 |
Lore
Abilities
Dream Walk (Q-2)
Range: Rank x Rank x 10 miles
Duration: Conc. Max: 10 mintues x Rank, min. 10
Experience Multiple: 350
Base Chance: 10% + 4% / Rank
Cast Time: varies
Effects: The Adept must spend three hours (-10 minutes per Rank, min. 10) walking, although not necessarily towards their destination. They must, however, know where their destination is in the Land of Dream, and this is represented by its Dream Image. The Adept may allow 1 person per 2 Ranks to travel with him. If the Ritual is successful, he and all of his companions will travel to their destination by means of the whimsical Paths of Dream. From their perspective, they will be traveling at a walking pace through a Looking Glass version of reality, but in reality their movement rate will be Rank miles per minute, min. 1.
The point of arrival will be somewhat haphazard, except that it will be
a) known to the Adept and on the ground.
b) a "public" place (i.e. the Ritual cannot be used to invade a boudoir, treasury, armoury or the like)
c) near where sentient entities have been sleeping
The Ritual always fails if no one has slept within 50 ft (+50 ft per Rank) of the destination within the last Rank x Rank weeks.
Learning the Dream Image of a place is treated as an Adventuring Skill. It takes an hour to learn, which must be spent in the location. Time spent adventuring in an area may count at the discretion of the DM. The cost is 1,000 Experience. It reflects an awareness of how the unconscious minds of those in the area has influenced it. Dream Images may never be collected where no sentients have ever slept.
Some locations are so large that several Dream Images may have to be recorded to cover it entirely. The Adept may choose to "cash in" a Dream Image which they no longer have a use for and recover 1,000 Experience per image. The time spent, however, may not be recovered.
Adventure | Season | Nature of Magic | Value | GM | |
Like the Night | Autumn 814 | Dream Walking | Quest | Jim Arona 021 076 9376 |