Michael's Award Sixteen Quarters of Time
Return to The Sixteen Quarters of Time
Michael returns to the Guild on 13th of Heat 812 WK
He spent 43 days away from the Guild.
- He may
- advance any Talent 7 Ranks.
- He has been immersed in these languages
- Thari - 2 weeks
- Lamethian - 2 weeks
- Albionian - 4 weeks
He may include the time associated with each language as part of his training time.
- Michael has earnt
- 16,000sp cash
- Nett value of loot
- 149,900sp
- Cash adjusted for Guild Tax of 10%
- 1,010sp
Consumables
Brimstone x 2
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This pot weighs 4 oz and contains a reddish-brown dust.
If the Brimstone dust is scattered when a teleportation effect is invoked, then, so long as the destination is off-plane, range limits are ignored.
It may be used with Rune Portal, the Translocation incantation of Fire Arc, the Torc of Teleportation and similar magic.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 812 | 7th Plane | Magical | Portals | Quest | ![]() |
Avoid Fate Trump
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This trump may be played by the character's player to avoid any situation they choose, once. It may be played just before, during or directly after the event. In addition, no more than 5 minutes of real time must have passed (not time inside the game world) before it is played.
In general, no more than a Pulse of game time should have passed, but this is at the discretion of the DM, who should be aware that this is already a powerful effect and allowing it to be used beyond the scope of a few seconds increases its usefulness even further.
This will not simply restore an entity to life, should they have died, the magic of the trump will seek to change the situation so that they will not automatically die yet again. On the other hand, it is a second chance, not automatic success. The ability calls upon many of the DM's reserves, who should take a very dim view of its use, with the only positive thing to be said about it is that it is gone, now.
As a general guideline, the DM is advised to make the smallest and fewest changes to the situation as possible which would damage the suspension of disbelief.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 811 | Land of Fable | Magical | Trump | Quest | ![]() |
Dilemma Trump
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This trump may be played to answer any question they choose, once. The querent is advised to consider their question beforehand, since questions like "Can I ask whether or not opening this box will kill me?" will be answered in the affirmative.
Only one question may be answered, however, the querent may use it to gather such information as any single, standard, information-gathering ability will return, and this will be executed as a Pass Action. Abilities such as Divination, Sending, Waters of Vision (duration of 20 minutes), Location, etc. Telepathy is not allowed, however.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 811 | Land of Fable | Magical | Trump | Quest | ![]() |
Potions
Healing Potion x 4
This potion weighs 4 oz. It will restore D10 + 8 EN lost as a result of taking damage.
This potion is fragile, and if it is worn openly on a belt or similar attachment, it may be Prepared and imbibed in 1 Pass Action.
Adventure | Season | Plane of Origin | Aura | Nature of Magic
|
Value | Cursed | GM |
16 ¼ s of Time | Summer 812 | Perfidious Albion | Magical | Regeneration
|
400sp | ![]() |
Jim Arona 021-076 9376
|
Pot of Flesh
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This pot contains a pinkish, oozing mass and weighs 4 oz.
When it's contents are applied to a wounded entity, up to 3 Specific Grievous Injuries will be cured. If there is only one such injury, it will be cured at the end of the next Pulse. If there are three, then none of them will be cured until the end of the third Pulse after the mass has been applied.
No particular Skill is required to place the mass, it will slither around the target's body and infiltrate the wounds.
In addition, D+5 EN damage is cured.
Adventure | Season | Plane of Origin | Aura | Nature of Magic
|
Value | Cursed | GM |
16 ¼ s of Time | Summer 812 | Perfidious Albion | Formerly living | Regeneration
|
5,000sp | ![]() |
Jim Arona 021-076 9376
|
Stab-Curing Potion x 3
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This potion will cure 1 A Class Specific Grievous Injury. In addition, it will restore 3 D10, healing EN deficit first, then FT.
Adventure | Season | Plane of Origin | Aura | Nature of Magic
|
Value | Cursed | GM |
16 ¼ s of Time | Summer 812 | Perfidious Albion | Magical | Regeneration
|
1500sp | ![]() |
Jim Arona 021-076 9376
|
Bash-Curing Potion
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This potion will cure 1 C Class Specific Grievous Injury. In addition, it will restore 3 D10, healing EN deficit first, then FT.
Adventure | Season | Plane of Origin | Aura | Nature of Magic
|
Value | Cursed | GM |
16 ¼ s of Time | Summer 812 | Perfidious Albion | Magical | Regeneration
|
2000sp | ![]() |
Jim Arona 021-076 9376
|
Slash-Curing Potion x 2
This potion will cure 1 B Class Specific Grievous Injury. In addition, it will restore 3 D10, healing EN deficit first, then FT.
Adventure | Season | Plane of Origin | Aura | Nature of Magic
|
Value | Cursed | GM |
16 ¼ s of Time | Summer 812 | Perfidious Albion | Magical | Regeneration
|
3000sp | ![]() |
Jim Arona 021-076 9376
|
Remnants
Eye of Flame x 2
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This eye can be exchanged for 5 Fire.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 811 | Land of Fable | Formerly living | Fire | 200sp | ![]() |
Shunning Eye
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This eye is an antagonistic eye.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 811 | Land of Fable | Formerly living | Shunning | 400sp | ![]() |
Forest Dragon's Teeth x 25
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Each of these teeth weigh an oz. They may be sown on a battlefield, whereupon each will grow into a warrior with the following stats:
PS: | 20 | MD: | 18 | AG: | 15 | MA: | 10 | EN: | 24 | FT: | 23 |
---|---|---|---|---|---|---|---|---|---|---|---|
WP: | 20 | PC: | 18 | PB: | 12 | TMR: | 6 | NA: | 5 |
Attack | IV | SC | DM | Class | Use | Rk |
---|---|---|---|---|---|---|
Spear | 38 | 96% | +5 | A class | M | 5 |
Large Round Shield | 37 | 68% | +2 | C class | M | 4 |
Their Defence is 35 and their Magic Resistance is 40%.
The warriors will fight loyally under the command of whoever sowed them, always succeeding when forced to make a morale check but will last no longer than a minute.
It takes a Pass action to sow the dragon's teeth, and as many as (Military Scientist Rank - 2) may be sown on any given day. The teeth may be sown in one action or one at a time.
Adventure | Season | Plane of Origin | Aura | Nature of Magic
|
Value | Cursed | GM |
16 ¼ s of Time | Summer 812 | Perfidious Albion | Formerly living | Calling
|
500sp each | ![]() |
Jim Arona 021-076 9376
|
Shriveled Heart of Resurrection
This dried and shriveled heart weighs less than 4 oz.
When it is powdered and sprinkled on the body of a dead human or humanoid, then they are treated as if they were Resurrected by a Rank 8 Healer. If the dust is used by a Healer, then they must spend the FT, but 5 is added to their Rank for the purposes of calculating success chance, and what Rank of Healer is required to heal the victim.
Adventure | Season | Plane of Origin | Aura | Nature of Magic
|
Value | Cursed | GM |
16 ¼ s of Time | Summer 812 | Perfidious Albion | Formerly living | Healing
|
7000sp | ![]() |
Jim Arona 021-076 9376
|
Investeds
Ice Wand of Ray of Cold
Range: 255 feet
Duration: Immediate
Cast Chance: 75%
Resist: Passive
Target: Entity, Object
Effects: Triggering this wand projects a blast of intense magical cold at the target. The ray of cold will impact either on the target or on the first obstruction blocking the path from the Adept to the target. Anything struck
by the ray must either resist or suffer [D + 16] damage (resist for half damage).
The Cast Chance is modified by the MA and Enchantment(s) of the wielder, not the investor, and any situational modifiers that affect Ice College magic.
Charges
6 | 5 | 4 | 3 | 2 | 1 |
The wand is 30 cms long and will drip constantly but not change its length substantially. However, whenever a charge is used, the length will diminish by 5 cms. It encumbers as if it weighed 12 oz.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 811 | Urania | Magical | Cold | 13,500sp | ![]() |
Weapons
Fire Lance
This long, slender weapon weighs 7 lbs. It require PS 14 and MD 15, and is treated in as if it were a Crossbow.
It takes all the standard penalties that apply for missile weapons, base Strike Chance being 50%, but damage is calculated by rolling 2 D10 and multiplying them. As it happens, the weapons are misnamed, and do not inflict Fire damage. Instead, it is a form of searing light which ignores Fire Armour and Fire Protection. However, Resistance to Light entirely protects against this damage.
Whenever the wielder rolls greater than 60 + MD, then they have rolled a Fumble. They must roll beneath their Initiative with this weapon or roll 2 D10 and multiply the results, applying it to everyone in the wielder's hex. If this damage is 20 or more, this is halved and applied to everyone up to 1 hex distant from the wielder, and so on until the damage falls below 10.
If the roll hits, but is in the range of a Fumble, then damage is applied first, then the Fumble is resolved.
Charges
10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 |
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 811 | Perfidious Albion | Magical | Alchemical | 8,000sp | ![]() |
Light Broadsword and Sheath
This light broadsword has a large cairngorm inset through the blade just above the quillons. It weighs 2 lbs.
Rank may be advanced with this weapon as if it were a broadsword. If the owner wishes to advance their Rank further with this weapon, they may and the experience cost is:
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Rank 7 | Rank 8 | Rank 9 | Rank 10 |
2000 | 4000 | 4000 | 3000 |
The Base Strike Chance with this weapon is 65% and the base damage is 2 rollup D10.
Once a day, from mignight onwards, the cairngorm is a legal target for a Light spell, which will cause it to blaze with an unearthly light.
If the wielder is subject to a drain attack, then the damage is applied to the cairngorm first, each point of damage reducing the Rank of the Light spell (thus, it will protect against 21 points of drain damage if the Rank of the Light spell is 20.)
It accepts any weapon spell except Weapon of Darkness, and can inflict A or B Class Specific Grievous Injuries.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 811 | Perfidious Albion | Magical | Light | 16000sp | ![]() |
Mace of Disruption
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This mace weighs 5 lbs. The Base Strike Chance is 60% and it inflicts D+5 damage.
It has been touched by the midday sun, and has the following properties:
- Any lesser undead who receive a blow directly to EN must Break 100 + EN or be instantly destroyed.
- Any roll lower than 25 will hit undead of any kind.
- If the opponent is undead, any damage roll that is less than a 6 is a 6.
- The mace is a focus for Sunray
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 811 | Perfidious Albion | Formerly living | Light | 12000sp | ![]() |
Armour
Winged Helm
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This helm encumbers as if it weighed 6lbs. It does not provide any armour.
It does provide the following defensive properties:
- If the wearer is subject to a possible Specific Grievous Injury, then whoever inflicted this blow may not modify the roll in any way.
- Possible Specific Grievous Injuries in the following ranges are ignored whenever they are inflicted upon the wearer, and thus the blow does no damage at all:
13 | Your opponent's weapon has entered your eye. |
31-34 | A minor wound. Your face is slashed open |
41-42 | A glancing blow lays open your scalp and severs an ear |
43 | A savage slash rips open your cheek and jaw |
70-74 | A crushing blow smashes your helmet and causes a concussion. |
95-97 | Your opponent's weapon has come crashing down on your head and fractured your skull. |
The helm is a legal target for a Coruscade spell. It provides these benefits:
- While the duration remains, the wearer may release the spell or conceal it (in the helm). This requires a Free Act.
- Coruscade will Reduce Damage from any source by 1 (+1 per 10 Ranks).
The interior of the helm is a legal target for a Light spell. The light will not propagate beyond the interior. While the helm is under the effects of a Light spell, it provides these benefits:
- PS is increased by 1 (+1 per 2 Ranks)
- The wearer will be blind if the Rank of the Light spell is 20 or higher, unless they have some special means of avoiding this.
- The wearer is not a legal target for effects that require eye contact if the Rank of the Light spell is 20 or higher.
If the wearer is under the effects of Star Wings, then these manifest as 3 separate pairs that circle the Adept at shoulder, hip and knee height. The largest pair (that circle the hips) extend into the hex on either side. They provide the following benefits:
- The wearer may fly in spaces with only a megahex clearance. Smaller volumes may require a Flying Skill check at the DM's discretion.
- +1 aerial TMR (+1 per 4 Ranks)
- They may ascend or descend vertically or hover in place. However, climbing reduces TMR or movement to a third, and rising straight up costs 1 FT per Pulse.
- With respect to Encumbrance, the Adept's PS is considered to be their Rank in Star Wings + 5, if that is less than their actual PS.
- If they have climbed to a height greater than 15 metres or so, the Adept can ride a solar wind which will carry them in the direction of their preference at up to 30 miles per hour (+1 mile per hour per Rank).
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 811 | Perfidious Albion | Avatar | Angelic | 20000sp | ![]() |
Forest Dragon Leather Armour
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This armour has a weight factor of 1.5, and increases the wearer's Stealth by 5, except in a Forest, Wood or Jungle environment, where the bonus is +20.
It provides 6 points of Protection.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 811 | Perfidious Albion | Formerly living | Forest | 7500sp | ![]() |
Jewellery
Amulet of Karistocles
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This amulet must be worn openly to be effective, although anywhere on the chst will do. It weighs 4 oz.
The wearer subtracts 5 from the result of their die roll when making a Magic Resistance check. This will not stack with other subtractions from the die roll, the greatest subtraction will apply, however.
Note: This does not increase Magic Resistance. Since Magic Resistance is not increased, neither is Active Magic Resistance. On the other hand, the 5 point subtraction from the die roll is not affected if the wearer's Magic Resistance is halved etc.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 811 | Perfidious Albion | Construct | Galvanism | 12000sp | ![]() |
Miscellaneous
Phylactery of Strength of Stone
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This is a scroll that appears to be itemised so as to form a brooch. Strength of Stone has been invested in the phylactery at five times the normal cost. The phylactery can be read as a scroll (taking two full pulses), but instead of being used up, the spell will become reinvested on the following dawn.
The cast chance of the invested spell is the Base Chance plus three times the Rank. Bonuses from Enchantment and College modifiers are only applied when the cast check is made, the investor's Enchantment or situational modifiers have no effect. No bonus (or penalty) for Magical Aptitude is ever considered.
If the roll of the Cast Check should ever fall on a number fully divisible by 10 (e.g. 10, 20, 30, etc), then whoever is reading the phylactery must resist versus a Backfire, or the phylactery will be destroyed. If that number would be a success, then the spell is cast even if the MR versus Backfire fails destroying the phylactery.
Cast Chance: 80% Range: 10 feet Duration: 21 hours Rank: 20 Effects: +20 Endurance
Adventure | Season | Plane of Origin | Aura | Nature of Magic
|
Value | Cursed | GM |
16 ¼ s of Time | Summer 812 | Lands of Chaos | Formerly living | Spell Storage
|
20,000sp | ![]() |
Jim Arona 021-076 9376
|
A Stone from a Plover's Nest
This stone may have one charge of Invisibility invested in it at no cost. When the spell is discharged, it may be reinvested in the same way.
Cast Chance:_______% Duration:_______ Range:_______ Rank:______
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 812 | Lands of Chaos | Magical | Spell Storage | 5,000sp | ![]() |
Allies
Helm
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Helm is a sentient and telepathic colony of microscopic, astral worms currently living inside Michael since they apparently are kindred spirits. Both are weasels who describe themselves as 'simple entities trying to make their way in a rough multiverse'. Helm's view of the world is that their host is a system of connected pathways it must chart in preparation for the Rhapsody. Helm considers theirself a nation, not an individual.
Helm splits food (and the FT received from food) with their host until Helm is replete at full FT. Helm and their host may share/use each others FT. At 0 FT Helm is starving and largely uncooperative until fed.
The host may explore this unique relationship by Ranking of the Beastmaster Skill. As the Skill is advanced the distinction between the host and Helm becomes more and more blurred. At rank 10 they would no longer consider themselves as separate beings but, rather, something new. For most game purposes, they are a single entity (just twoish minds). However Helm can be detected by healers and will be harmed by attempts to 'cure' their host of them.
- Unranked- basic communication
- Helm and their host may communicate with each other laying the foundations of a beautiful friendship, insofar as each of them can concieve of the concept 'friend'. The host may use Helm's FT instead of eating normally and has double the capacity for food / and or alcohol. Helm aggressively seeks out and eliminates other competitors from their host's system. Helm may attempt to Cure Disease as a Healer of equal Rank to their host's Rank in Beastmaster.
- Helm has 2 EN and 2 FT. This may be raised once per adventure or season, whichever is less, in the usual way, except there is no cap to Helm's FT.
- Rank 1- Helm begins to understand the senses
- Helm gains 1 EN per Rank (they grow).
- The host's effective PC is raised by their Rank in Beastmaster.
- Rank 2- Helm's understanding of fleshling culture increases
- The nuances of humour becomes transferrable (particularly anything scatological).
- The host may use Helm's FT for exertion.
- Rank 3- Helm begins to understand the workings of the body.
- Helm may substitute the functions of one vital organ except the skin and brain should it have become damaged and, in this way, keep the system functioning. An extra non-brain, non-skin organ is allowed at Rank 5. Yet another organ is allowed at Rank 10, and this can include the brain.
- For 1 EN & 1 FT each (i.e. 1 EN & 1 FT from Helm, and 1 EN & 1 FT from the host), Helm may create a 'Forlorn Hope', a small, independent thing in the shape of a silken strand about 15 centimetres in length. It has 1 EN & 3 FT and moves like a silverfish. This can explore the surroundings (at 1 TMR) its experiences relayed back to Helm and its host to varying degrees. Michael and Helm can both communicate with the Forlorn Hope when within Range of Michael's Talent of Speaking with Creatures of Light, even if there is no line of sight.
- At ranges beyond that, but within 1 mile, Helm can tell if the Forlorn Hope is dead or alive and something of its emotional state (afraid, confused, curious etc). It has half its host's PC for purposes of making PC checks and is a legal target for Witchsight.
- Each hour it is separate from Helm, the Forlorn Hope loses 1 FT, EN when FT is exhausted. It is dead when its EN is exhausted.
- EN lost because the Forlorn Hope was destroyed may be 'rested back' (taking 3 days per point of EN lost) or if the host's body has the EN Regenerated back by a Rank 8 Healer or better.
- Rank 4- Helm understands the body as a system
- Helm may attempt to Neutralise any Poisions their host is subject to as if they were a Healer of their host's Rank in Beastmaster. Note that Helm will not normally be affected by poison unless it is specifically targeted at colonies of their kind.
- Helm may spin silken filaments to form a garotte for their host
- Rank 5- Personalities begin to blur noticeably.
- Responsibilities for running the body/bodies becomes shared. The host does not need to sleep, but benefits from the enhanced rate of FT recovery by doing so. Should they actually sleep, Helm and their host are always aware at some level and so are considered alert but at 1/2 PC.
- Forlorn Hope gains +1 TMR
- Rank 6- Sexual reproduction is fully understood.
- The libido of Helm and their host is dialed up to 11 in a burst of 'adolescent' experimentation.
- A Forlorn Hope may infect another entity. This does not provide any control, but does allow the infected entities senses to be shared with Helm and their host.
- Virility increased by 5 x rank.
- The garotte's base Strike Chance is increased by 5, and the damage is increased by 1.
- Rank 7- Helm understands aging and change in their host's body.
- Their host does not effectively age. If they are magically aged, their host's body will return to the prime of their physical condition at a rate of 1 year / week (although this uses 1/2 of Helm's FT).
- Helm's undertsanding allows them to maximise the value of Healing magic when it is cast upon their host. Thus, they may cure Specific Grievous Injuries as if they were a Healer of their host's Rank in Beastmaster, or half their host's Rank in the Healing Spell, whichever is least.
- Rank 8- Total body sharing.
- Helm provides their host with a second Magic Resistance against spells that attack his consciousness: Enchanted Sleep, Mental Attack, Hibernation, Knockout Gas, Century Long Sleep from any source.
- If Helm takes a Pass Action and spends FT, Helm's host may Break 100 + WP + Rank in Beastmaster. If they succeed, they recover. The initial FT cost is 1, but doubles for each attempt, thus 2 then 4 then 8 then 16 etc.
- Rank 9- Total mind sharing.
- Mental processes are no longer confined to one mind, instead flowing between Helm and their host, making them very difficult to target with abilities that attack the mind, the personality or the functioning of the body. This includes Charm, Mass Charming, Control Person, Binding Will, Control Entity, Love Philtres, Hypnotism, Compelling Obedience
- The garotte is animate, and will inflict damage without requiring an Action from Helm's host.
- The Forlorn Hope gains +1 TMR
- Rank 10- Transformation.
- An entirely new entity rises and adopts a new name. They may alter their appearance and, with time, species and gender.
- The value of physical stats may be added to or subtracted from a pool calculated by summing their host's unmodified PS, MD, EN, AG and PB and adding 10. No stat can be enhanced more than 10 points, although they can be reduced down to 5. No stat can be raised beyond 25.
- Shifting these takes 5 FT and 1 day per point moved.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 812 | Perfidious Albion | Long lived sentient | Worm | Quest | ![]() |
Prestige
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Prestige is a deck of playing cards, and weighs 4 oz. Each card displays an eye on the back.
Whoever owns Prestige (which requires the sacrifice of 1 EN, that can be bought back in the usual way), may cast magic as if they were an Adept of the College of Illusions.
MA requirements must be met, however, and the deck must be held in the owner's hands when casting. Any Talent, Spell or Ritual may be advanced in all ways as if the owner were, in fact, an Adept of that college.
At the moment, only the General Knowledge Magic is available to the owner, but should they wish, they may buy Special Knowledge magic, or acquire it on their adventures.
Prestige does not have any other abilities, and being a deck of cards, does not have stats. Should the need arise, however, it is capable of moving at a modest shuffle, covering about 1 Hex every Pulse. Decks are not terribly athletic, however, and prefer to lie around on tables.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
16 ¼ s of Time | Summer 811 | Land of Fable | Long lived sentient | Chance | 25000sp | ![]() |
Abilities
The Appreciation of Beauty
Experience Factor: 200
Effects: By visiting places where great art is displayed or attending performances of surpassing grace and wonder, an adventurer may be deeply moved by the experience so that, at a later time, they will be able to draw upon their recollection and find the fortitude to shrug off the twisted and insidious blandishments of Horrors and their ilk.
The Experience Factor of this particular exhibition is 200, and the viewer multiplies this number by the Rank they wish to know it at. The maximum Rank is 20.
If they should be attacked by such things that the DM believes the recollection of art may be of use, then the adventurer may spend the points until there are none left, each point providing a 5 point bonus to resist effects which target their personality, spirit or will. This takes no Action, but must be declared before they have made the die roll.
If this appreciation has not been used before the next solstice or equinox, the binder recovers 20% of the Experience spent. This keeps happening unless they invoke it or until they recover 80% of their initial expenditure, whichever comes first.
Ranks
20 | 19 | 18 | 17 | 16 | 15 | 14 | 13 | 12 | 11 |
10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 |
Adventure | Season | Value | GM |
16 ¼ s of Time | Summer 811 | Quest |
Penetrating Vision
Experience Multiple: 225
Effects: Michael may see through any obscurement such as smoke, dust, water, fog, cloud or rain (though not darkness) to a distance of 10 feet (+ 10
/ Rank) as if unobscured. Normal penalties then accrue from this range.
He has a Base Chance of PC (+ 5 / Rank) of Detecting Illusions if he takes a Pass Action — each Illusion may only be checked once. Detecting an Illusion allows Michael to see (only) through it. No other part of the illusion is penetrated.
This Talent replaces Enhanced Vision, and cannot be taught.
Adventure | Season | Value | GM |
16 ¼ s of Time | Summer 811 | Quest |
Mental and Physical Fortitude
This character may advance their FT by 1 per Adventure or Season, whichever is less.
There is no upper limit to which their FT value can ascend.
This costs 3 EN which may be bought back in the usual way.
Adventure | Season | Value | GM |
16 ¼ s of Time | Summer 811 | Quest |
Creating Light Sword (S-2)
Range: 15 feet + 5 / Rank
Duration:5 minutes (+5 /Rank)
Experience Multiple: 250
Base Chance: 30%
Resist: None
Storage: Investment
Target: Object
Effects: Michael may cause any sword (as listed on the Weapons Table) within range to become a weapon of light. At Rank 10, this spell may be cast on A Class non-sword weapons, at Rank 15, on B Class non-sword weapons and at Rank 20 on C Class weapons. The Strike Chance is increased by 5 (+1 /Rank), and damage is increased by 1 (+1 per 3 Ranks). A weapon so enhanced may hit a creatures vulnerable to sunlight, even if insubstantial and the damage is increased to 1 (+1 per 2 Ranks).
Adventure | Season | Value | GM |
16 ¼ s of Time | Summer 811 | Quest |
Sunray
Range: 30 feet + 5 / Rank
Duration: Immediate
Experience Multiple: 350
Base Chance: Rank in Mace%
Resist: Passive
Storage: Magical Trap
Target: Area
Effects: From the Adept's fingertips erupts a column of searing light which travels to the extent of the spell's range, and is 5 feet wide. The Adept may increase the width by one foot per rank. All entities occupying hexes through which the Sunray passes must resist or suffer [D - 2] ( + 1 per Rank) damage. Entities vulnerable to light or sunlight (vampires, wights, etc) will take half damage even if they successfully Resist. Any entities wholly within the area of the Sunray must also roll under 1 x Perception (2 x Perception if they successfully
resisted) or be dazzled.
Dazzled entities have their strike chances, cast chances and perception checks
reduced by 1 (+ 2 / Rank) and this effects lasts until D10 Actions (of any kind) have been executed. Entities that do not normally have organs of vision are immune to this effect, except for the undead
Adventure | Season | Value | GM |
16 ¼ s of Time | Summer 811 | Quest |