The Mikado Affair - Tsayoi's Award
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Tsayoi returns to the Guild on the 27th Fruit 816wk with 30,000 Experience, has earnt 174,276 sp, after Guild Taxes: 156, 848 sp, and after tithing to a Shinto temple, 139,421 sp. He has spent 101,900 sp on treasure, leaving him with 37,520 sp.
He has earnt these Spots:
5 | 6 | 7 | 8 | 9 | 10 | 10 |
He spent 208 days away from the Guild, 105 days in training, 35 of which may be devoted to weapons and Warrior training.
- He may
- advance any Talent seventeen Ranks.
- advance his Rank in Stealth 1 Rank at only 75% of the cost and no time.
- advance his Rank in Horsemanship 1 Rank at only 90% of the cost and no time.
- advance his Rank in Ruskan as if he had been immersed in it for 4 weeks.
- advance his Rank in Erelheine as if he had been immersed in it for 2 weeks.
The strength of his aura has increased to Long living sentient.
His MA has increased by 2 which will not exceed racial maximums but can be raised five more in the usual way.
As a consequence of taking a geas to tithe 10% of his income to a Shinto temple, Tsayoi has benefited from a Blessing on Unborn Child which has raised his PS by 5, even beyond Racial Maximum. The geas is monitored by a spirit bull, and if, for any reason, the stricture is not kept, the Blessing will fail as the bull leaves Tsayoi's side.
As a result of successfully completing this adventure, Serifan the Lord of Patterns has interceded with the Duke of Carzala to settle Blackshore on Tsayoi, land which is enfeoffed to his grace. He is styled Tsayoi of Blackshore now and his social rank is Gentry.
Blackshore is an abandoned holding 10 miles west of the town of Avoca and about five miles south of it. It is surrounded by hills, which descend to marshy moors, and rise to black sand dunes which face the sea. Without extensive draining, it is unsuitable for agriculture.
A thick copse of oak and beech trees, some five acres in area, stand at the base of the hills to the west bordering the marsh to the north a ways. The marsh on this side flows with clean water, and is particularly fertile, increasing the chance of finding beneficial herbs by +15. This is modified by seasonal modifiers as usual. The clean marsh may be harvested once in Spring, twice in Summer and three times in Autumn.
The eastern side of the marsh leads to a bituminous sump which has tainted the land around it somewhat, which penalises any attempt to gather herbs by 20. Unless the herbs are darksome in nature, when the chance rises by 10. This is modified by seasonal modifiers as usual. The darksome marsh can be harvested once in Summer and twice in Winter.
The sump is a pool about 20 feet long and about 12 feet wide. About 17,500 gallons of bituminous pitch can be distilled from it every year, taking 2 man hours for every 50 gallons, and requiring the services of a Rank 3 Alchemist or better. For every Rank above 3, they may make 10 pints of lantern oil, for ever Rank above 4, they may make enough naphtha for 3 Greek Fire grenadoes per year, and for every Rank above 5, they may produce 3 phials of oil of vitriol per year.
Alchemical Products | ||
---|---|---|
Product | Unit | Price |
Pitch | 50 gal | 60 sp |
Lantern oil | 1 lb | 52 sp |
Greek Fire | Grenado | 600 sp |
Oil of vitriol | 3 oz | ? |
As a rough guide, multiply the length of a ship by its beam and draught then divide by 180. This will give about how many 50 gallon barrels needed to caulk it. Each barrel weighs 480 lbs.
At the eastern end of the beach is a narrow, granite cove, about 75 feet long and 12 - 15 feet wide. The tide varies by as much as nine feet. There is evidence that a caisson was used to close the cove off from the sea to create a graving dock. A Mechanician skilled in marine architecture would be able to build another one, given time and resources. It is, however, a major endeavour and would require hundreds of guineas to complete. It would also draw the attention of the Duke who would want to monitor any military craft that used it.
The bay curves much more sharply at the western end, providing a sheltering harbour for ships and boats. An old, ramshackle jetty, however, is all that remains, although there is a large villa nestled behind the dunes along the estuary where the marsh runs out to sea. It has two floors and a basement, with a tower-like structure on the sea-facing side which climbs another two floors. There are eight bedrooms and a large hall, along with the usual things associated with a large house. There are no servants quarters, although there are two other buildings nearby where servants might stay.
There is another, much rougher building which holds a byre on one side and a barn on the other. This stands next to a stables, a falconer's mews and a dovecote.
Gryphons have been known to come as far south as Blackshore, some of which are intelligent, keep records and practice vindictiveness.
Common Property
Blackshore holds certain properties for the benefit of those of that ilk:
Ichor of a Distant Moon
This confection of glassware comprises a bulb about 12 cms round from which emerge two tubes, one vertical and the other spiraling around it to a height of 60 cms.
It contains a yellow, viscous fluid, which responds to lunar influences of a moon in another dimension and the entire thing weighs about 7lbs.
Using it as part of the process allows an Astrologer to divine:
- what number will lucky for an aspirant this season
- the future on a different plane of existence that they are aware of.
In addition, they may cast a horoscope for an aspirant to predict what influences will bear over the next season. This will cost 17 FT and take a day. The Astrologer draws up a parchment full of dire warnings and imprecations, which the aspirant must carry about them.
The parchment will contain Points of Influence depending on the Astrologer's Rank which may be used to alter, slightly, the aspirant's fate. They may not be applied directly to a Strike Check, Resistance Check or Cast Check, but they may be used to:
- change the reaction roll result of an encounter
- revisit the results in a game of chance
- find a hiding place while pursued by an outraged husband
- discover an unlocked window when "visiting" at night
Influence Points | |
---|---|
Rank | Points |
1 - 3 | 1 |
4 & 5 | 2 |
6 & 7 | 3 |
8 | 4 |
9 | 5 |
10 | 6 |
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Mikado Affair | Summer 816 | Victoria | Living Plant | Herbalism | Quest | Jim Arona 021 076 9376 |
Red Iron Bowl
This bowl of red iron about 20cms across and 4 cms high. It weighs 12 lbs.
If Waters of Strength are made in this bowl, then the Adept only use half the normal ingredients making it cost half as much.
The bowl may be used no more than 20 times before this ability is lost.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Mikado Affair | Summer 816 | Victoria | Formerly living | None | 8,085sp | Jim Arona 021 076 9376 |
Jade Funeral Urn x 6
This urn is a cylinder of turned jade 9 inches long by 4 across. The vessel is 1/4 of an inch thick and weighs 20 oz.
The urn will hold the Tcremated remains of one adult human. While this does not provide the ability to communicate with them, those interred remain sentient within. They may be communicated with by any form of questioning or conversing with the dead, and will be able to pass on such knowledge or teach any Skill, Spell or Ritual they know.
They are most helpful to those who they know to be their descendants.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Mikado Affair | Summer 816 | Victoria | Formerly living | Necromancy | 7000sp | Jim Arona 021 076 9376 |
Bag of Rhinoceros Phallus
This hessian sack weighs 5 lbs and is lumpy in the expected way.
If the bearer holds the image of a mature female rhinoceros in their mind, the bag will become turgid and weigh 40 lbs.
Male bearers may feel some sympathetic discomfort.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Mikado Affair | Summer 816 | Victoria | Formerly living plant | Folding | 3,500sp | Jim Arona 021 076 9376 |
In addition, in return for gifting Sakura to the Lord of Gardens, they receive a year. They are not, however, delivered, the Blackshore community must travel to him to collect this remittance.
Mortal Cherry x 4
These cherries will remain fresh until consumed and will change the state of anyone who eats them from long-living to short-living. Those who are short-living creatures are, by and large, unaffected by this, although if they have been in some manner granted eternal life, that boon will have been terminated.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Mikado Affair | Summer 816 | Edwardia | Living plant | Plant | Quest | Jim Arona 021 076 9376 |
Cherry Blossom x 8
The blossoms must be dried and added to chrysanthemum tea whereupon it will keep indefinitely, one blossom being sufficient for about 6 cups of tea. Whoever drinks this as a part of a tea ceremony will automatically succeed in their next (1) Check to avoid Fear, Horror or Awe, or will automatically recover from their next Stun condition.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Mikado Affair | Summer 816 | Edwardia | Living plant | Plant | Quest | Jim Arona 021 076 9376 |
Consumables
Grenadoes
Flash Grenado
This grenado weighs 1 lb and 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 in their hand.
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.
If the Strike Check is successful, then all entities within the megahex must Break 100 -> + PC + AG to avoid being dazzled by the grenado. Any who fail are blinded for a number of Pulses equal to the 10s die of their Break 100 check.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Mikado Affair | Summer 816 | Victoria | Magical | Alchemy | 250sp | Jim Arona 021 076 9376 |
Smoke Grenado
This grenado is made of lignam vitae and weighs 3 lbs. It contains the Smoke Creation spell invested on a scroll. 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. If the roll is greater than the modified Strike Chance, then the grenado does not go off. If the roll is successful, then a Cast Check is made to see if the spell is successful. The Rank of these scrolls is 11 and the Base Chance is 55%. The volume of effect is determined according to the following schedule:
Rank | Diameter |
---|---|
0 - 5 | 3 hexes |
6 - 10 | 5 hexes |
11 - 14 | 7 hexes |
15 - 17 | 9 hexes |
18 - 19 | 11 hexes |
20 | 13 hexes |
Double and Triple effects will add 2 or 4 hexes respectively to the diameter of the effect.
The smoke will reduce the visual range of anyone inside it to 1 hex, unless they have some means of seeing through it. If their Rank in such an ability is less than the Rank of the Smoke Creation, then their visual range is calculated in inches, not feet.
The grenadoes may be used again if they are collected after they have been used.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Mikado Affair | Summer 816 | Victoria | Formerly living | Mechanician | 2500sp | Jim Arona 021 076 9376 |
Kobold Grenado
This grenado weighs 1 lb and 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 in their hand.
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.
If the Strike Check is successful, then any copper thinner than a sheet of parchment within half a mile will be transformed into talc for 1 Pulse. Any entity that is within 3 hexes of the point of detonation who is carrying 3lbs or more of metal or has 75% or more of their body covered in metal:
- cannot avoid damage from lightning or electricity (i.e. grounding or rerouting lightning or electrical attacks will always fail)
- has their Magic Resistance to fire, heat, cold, lightning or electricity halved
- adds 2 rollup D10 to any damage they receive from fire, heat, cold, lightning or electrical attacks.
This is considered a Minor Curse with an MA of 18, and will last until the next noon or midnight.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Mikado Affair | Summer 816 | Victoria | Short living sentient | Alchemy | 250sp | Jim Arona 021 076 9376 |
Red Iron Grenado
Rank 8 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 3 Specific Grievous Injuries on anyone up to 3 hexes away. Targets who are between 4 and 6 hexes away suffer 2 Specific Grievous Injuries, while those between 7 and 9 only suffer one. 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.
Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Summer 816 | Nualis | Alchemy | Incendiarism | 3,000sp | Jim Arona 021 076 9376 |
Herbs
Green Harmony Tea x 8
This container of tea weighs 36 oz, smells of sage, jasmine and the sea.
If it is drunk as part of a tea ceremony, taking half an hour, then they will gain 1 point of WP for every even Rank in Courtesan, which will last for a number of hours equal to their highest odd Rank in Courtesan (e.g. +5 WP for 9 hours if Rank 10).
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Mikado Affair | Summer 816 | Victoria | Formerly living | Herbalist | 1,000sp | Jim Arona 021 076 9376 |
Herbal Draughts
Annis Draught
This clay bottle is robust and must be Prepared before it may be taken. It weighs 8 oz.
If the entire contents are taken, the imbiber will fall to the ground, writhe spastically around and make blood-curdling screams for about a minute. Upon recovery, their Natural Armour will increase by 5 for 8 hours. This does not increase EN armour or Damage Reduction but it will stack with their current Protection.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Mikado Affair | Summer 816 | Victoria | Formerly living | Annis | 7,750sp | Jim Arona 021 076 9376 |
Potions
Wraithcloak Potion
This phial is robust and must be Prepared before the potion it contains may be taken. It weighs 3 oz.
The potion is a variant on the Wraithcloak spell which provides 26 Defence for 8 1/2 hours. It does not reduce damage. Instead, any living entity within 5 feet of whoever takes this potion must Resist or suffer 8 points of Drain damage. This will repair EN and FT lost to damage, EN being repaired entirely before FT. Drain damage may not be healed by any means other than by the arts of a Healer, or a Restorative potion.
Wraithcloak or other spells that do not stack with Wraithcloak cannot provide any benefit while the potion is in effect.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Mikado Affair | Summer 816 | Victoria | Magical | Necromancy | 5,000sp | Jim Arona 021 076 9376 |
Pureheart Potion
This phial is robust and must be Prepared before the potion it contains may be taken. It weighs 3 oz.
It will not work for anyone whose heart could not be reasonably considered pure, and never for anyone who has any Ranks in Assassin. If it does work, the effect lasts for three Pulses and multiplies the utterer's base PS by 10. Bonuses from magic and items are added after the multiplication. Taking another Pureheart Potion will have no effect until after the next Sunday.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Mikado Affair | Summer 816 | Reich | Magical | Charms | 10,000sp | Jim Arona 021 076 9376 |
Vault Potions
These potions are made by semi-randomly combining coloured reagents and divining the result. They have no valuation, no aura and no clear plane of origin.
Oil of Mental Resistance
This phial weighs 3 oz and is robust. It must be Prepared before it can be used.
This oil is added to water and calamari blood to create a quench for tempering metal. Metal armour tempered in this way reduces the Rank of Phantasm or Nightmare by 5 and, in addition, increases the wearer's WP by 5 with respect to the College of Sorceries of the Mind.
Oil of Flammability x 3
This phial weighs 3 oz and if worn obviously about the person, need not be Prepared before using.
It contains an oil which may be applied to a target of 2 hexes or less, requiring a successful Strike with Grenado or Rock. If this is successful, the target is extremely flammable and does not receive a Resistance Check vs Fire damage. Indeed, if they fail, their body fat will ignite and they will continue to take 1/3rd of the original damage per Pulse. Once the target has received 180 damage from fire, the oil will have been burnt off.
Potion of Violets
This phial weighs 3 oz and is robust. It must be Prepared before it can be used.
It contains a bright violet potion that smells strongly of perfume. Whoever drinks it will shrink to 1/12th their normal size and 1/144th their weight. Their PS and EN will also be reduced to 1/12th, rounding up. Any Strike that may cause a Possible Specific Grievious Injury is, instead, considered a blow directly to EN, a blow directly to EN is considered a normal FT blow and a FT blow is considered a miss.
The effects last for 1 hour or until a Free Act is taken to dismiss it.
Bridging Potion
This phial weighs 3 oz and is robust. It must be Prepared before it can be used.
When it is poured on the ground, a permanent 10 foot wide stone bridge will span a gap of 30 feet. Both ends must be anchored.
Waters of Reflection
This phial weighs 3 oz and if worn obviously about the person, need not be Prepared before using.
Whoever has this potion dashed into their face will experience an hour of peaceful rest and meditation, sitting beside an ornamental pool, drinking warm sake and eating salted plums. This will happen in the blink of an eye.
They will recover 4 points of FT lost from any source except FT reduction, and they are entitled to a new Resistance Check or Stat Roll to avoid any effect that influences their personality (i.e. Fear, Awe, Charm, Courtesan seduction, Compelling Obedience, Binding Will, Control Entity but not curses or Control Person).
Potion of Flatness
This phial weighs 3 oz and is robust. It must be Prepared before it can be used.
Whoever drinks this potion becomes so flat that if they are perpendicular to an observer's sightline, they cannot be seen. On the other hand, they cannot see along that line, either.
For the duration of the magic, which may be ended by a Free Act to dismiss it or an hour, whichever comes first, they:
- are immune to A & C Class damage
- can slide through cracks or under doors if there is enough space for air to pass through
- may hide in pictures large enought to hold them
- are considered flammable, i.e. no Magic Resistance vs Fire, and they will continue to burn until put out.
- halve their Magic Resistance against heat, cold or lightning, and double the damage.
Eye of Newt Potion x 2
This phial weighs 3 oz and is robust. It must be Prepared before it can be used.
Whoever pours the contents into a cup and drinks it with the preserved eye of a newt will be able to see if an object or a surface area of about one megahex is magical, and will know the name of that magic (e.g. Durability, Ritual of Enchantment, etc).
The effects last for an hour.
Potion of Indigo Flame
This phial weighs 3 oz and if worn obviously about the person, need not be Prepared before using.
Whoever drinks this potion will be mute but their speech will be written on the air before them in letters of indigo flame. They shed little light, but can be clearly seen with any kind of infravision.
Obviously, the writing only appears in a language they are literate in.
This effect lasts until dawn or until it is dismissed with 4 uninterrupted Pass Actions.
Potion of Rain
This phial weighs 3 oz and if worn obviously about the person, need not be Prepared before using.
Whoever drinks this potion will transform into rain and coalesce safely when they are on the ground or water.
If they fall on something hotter than 100 degrees Celsius, their body will be vapourised and they will be irresurrectable by Healers.
Amulets
Agate Amulet
This amulet of agate weighs 4 oz and must be worn openly around the neck to be effective.
This amulet will cure the bearer of any non-magical diseases as if they were being treated by a Rank 7 Healer. The necklace always tries to cure diseases in the order in which they were acquired. It has three charges. In the event that the amulet succeeds in its Cure Disease check, no charge is used. If the roll fails, a charge is used and the bearer is cured anyway.
Charges | ||
---|---|---|
3 | 2 | 1 |
Once all of the charges are used, the amulet fades to a greenish dust.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed? | GM |
Mikado Affair | Summer 816 | Hell | Formerly living | Affliction | 3,000sp | Jim Arona 021 076 9376 |
Miscellaneous
Wink of Sleep
This hen's egg weighs 1 oz. It contains Rank 10 Sleep Dust. It has been Enchanted so that if it is dashed against the ground or a surface (requiring but a Free Act, but may not be attempted in Close), the dust will allow the user to pass into the Land of Dreams and move up to 5 hexes in a Pulse. This behaves in many ways as if it were part of their normal movement, but with the following properties:
- The Wink is additional to their TMR but is not considered TMR movement.
- They can Wink in any direction, i.e. up, down, sideways, backwards.
- This Wink does not attract penalties that using TMR can. For example, they could specifically choose not to use their TMR but teleport up to 5 hexes to deliver a melee attack with a non-pole weapon and not attract a penalty.
- If they should choose to teleport to a hex that they cannot see, then they must Break 100: PC + AG + WP. If they roll 125 or higher, they succeed. If they roll less than 125 but more than 99, they succeed but are Stunned. If they roll less than 100, they do not succeed and are Stunned.
Special abilities that increase the bearer's chance of recovering from Stun work as normal.
An Adept of the College of Ensorcelment & Enchantments may attempt to learn this magic as a Special Knowledge Ritual by rolling 15% or less on a Base Chance of MA x 3.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Mikado Affair | Summer 816 | Reich | Magical | Sleep | 3,000sp | Jim Arona 021 076 9376 |
Weapons
Snub-nosed Pistol x 2
This small pistol weighs 1/2 lb and is 4 inches long. The magazine holds 12 rounds.
Rank with Crossbow of any kind may be used with this weapon. The base Strike Chance is 50%, base Damage is D10 + Specific Grievous Injury (any A or B Class injuries applying, excluding amputations), maximum range is 15 hexes.
As a Special Ranged Attack, the pistol may be fired a number of times per Action equal to the number of odd Ranks they have with Crossbow.
It may be only be fired once per Action in Melee or Close. If a pair are used, they may be dual-wielded and this is not considered a Special Ranged Attack.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Reich | Summer 816 | Reich | None | None | Jim Arona 021 076 9376 |
Iron Dagger
This cold iron dagger weighs 1 lb and prevents the bearer from using magic.
The base Strike Chance is 40%, base Damage Modifier is +1. It will accept a weapon spell but will never have an aura, although it may be Divined.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Mikado Affair | Summer 816 | Reich | None | None | 3,000sp | Jim Arona 021 076 9376 |
Obedience Blades
This paired katana and wakazashi may be used individually as normal weapons of their kind. If a point of EN is sacrificed to the blades by one who has no Rank in Assassin, then its special ability, Obedience, may be used. Once this is done, the weapon is inheritable on death by the owner's oldest living legitimate scion.
- The base Strike Chance of the katana is 70%, Damage Modifier is +4 and 3 points of Penetration. Bonuses from Weapon and Warrior Rank increase Penetration not Damage. PS does not increase Damage, however for every 5 points of MD greater than 16, damage may be increased by 1. This weapon inflicts Possible Specific Grievous Injuries on 10% of the modified Strike Check, and blows Directly to EN on 20%.
- The base Strike Chance of the wakazashi is 55%, Damage Modifier is +3 and 2 points of Penetration. Bonuses from Weapon and Warrior Rank increase Penetration not Damage. PS does not increase Damage, however for every 5 points of MD greater than 13, damage may be increased by 1. This weapon is designed to be used in the weilder's secondary hand, so there is no penalty for off hand use aside from the normal -10, and it inflicts Possible Specific Grievous Injuries on 10% of the modified Strike Check, blows Directly to EN on 20%.
- Obedience
- Once per week, resetting on a Tuesday, the weilder may prevent more than 1 entity within 2 hexes of them from attacking them. This may only be done if they are Evading, and lasts for 12 Pulses. Entities outside of the volume of effect, Assassins who are not Warriors, and Warriors of higher Rank than the wielder are immune to this effect. The first entity allowed to attack is, in order, the nearest, the rearest or the leftmost opponent, rotating counter-clockwise if possible.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Mikado Affair | Summer 816 | Victoria | Magical | Necromancy | Quest | Jim Arona 021 076 9376 |
Dipole
This is a length of glass 12 ft long and 4 inches in diameter. It is unreactive to acid or bases and is extremely resilient to damage because it feeds the force of impact back to anything in contact with it. It weighs 170 lbs and may be wielded as a quarterstaff by someone who has a PS of 36. The base Strike Chance is 55 and the base Damage is 3 rollup D10 + 6. Bonuses from PS or Assassin do not apply, but bonuses from Weapon and Warrior Rank do. The wielder reduces their PS by half the amount of damage generated, as does the the target. Creatures of 1 hex recover PS at a rate of 3 per Pulse, 2 hex creatures recover at 6 per Pulse, and son on.
It may be used to void the damage of a weapon by catching the blow athwart the haft. This is automatic, but may destroy Dipole if the wielder does not successfully Break 100 -> MD + Quarterstaff Rank + Warrior Rank. If Dipole is destroyed, all of the forces bound inside are released in a devastating blast of monofilament glass fragments. Damage is calculated normally and multiplied by 10, the wave propagating across the wielder's front hexes, damaging halving per hex traveled. Protection and Spell Protection do not apply, although Damage Reduction and Endurance Armour do.
If the wielder is holding Dipole in two hands, they may use a Strike Action to destroy it to create this effect.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Mikado Affair | Summer 816 | New Terra | None | Folding | 16,150sp | Jim Arona 021 076 9376 |
Armour
Eisenkind Armour v 1.1
This partial plate armour can be worn by anyone of size 9. It had a weight factor of 6 but this has been reduced to 3, reduces AG by 2, and penalises Stealth by 20 except at night when the penalty is 10. The armour may be donned by releasing a special catch and climbing inside (or out). This process takes 1 Free Act and 4 Pass Actions.
It provides 5 Protection, and reduces damage from physical attacks by 5, so that a FT blow of 10 or less is ignored. It also gives the wearer 10 Spell Armour.
The armour protects the wearer's mind and personality (+10 Magic Resistance against magic that Charms, Fears, Compels, Hypnotises, Controls, Binds, reads, alters or attacks the mind). In addition, it adds 5 to the wearer's WP with respect to the Colleges of the Sorceries of the Mind and Illusions, and reduces the Rank of Phantasms and Nightmares by 5.
The glass of the visor has special properties. Tsayoi may infuse his Appreciation of Beauty into the visor so that on the next occasion he encounters a horror or some dread thing from beyond space & time, he may add + 5 / point of Beauty to his chance to avoid fear or terror. When it is lowered over the wearer's eyes, the wearer:
has their PC value reduced by 10Removed by Vitri, the Lord of Glass- becomes immune to the Specific Grievous Injury: 13: Your opponent's weapon has entered your eye...
- the entire armour becomes a sealed environment which will not allow the passage of noxious, corrosive vapours or fluids, and it is proof against a vaccuum, but for no more than 30 minutes.
- may, within 120 feet, see things that are Walking Unseen, Invisible and Blended if Rank in Infravision is equal or greater.*
*Abilities that conceal heat signatures will defeat this, at the DM's discretion.
A handle is attached to an assembly mounted on the right shoulder, which runs about half way down the back. If the handle is pulled, which will require PS of 27 and a Prepare Action spent, this will arm the device, which will load 1 or 2 small stones or bullets from a removable magazine which holds 12 such missiles. It will also hold grenadoes of methand or greek fire, but only 6 of these will fit in the magazine at a time. If the missiles are loosed in the next Pulse, the Damage Modifier is D+4. For every Pulse loosing the missiles is delayed, the Damage Modifier is reduced by 1. Grenadoes are unaffected positively or negatively by this. The base Strike Chance for a single attack is 50 (-10 if two attacks are made), range is 60 Hexes, and it is treated in all other ways as if it were a Sling.
Vitri has made the armour a legal target of the Increase Temperature spell. Heating it in this way increases its fluidity without compromising its ability to deflect blows. This means that when the spell is Rank 10, the AG penalty is reduced by 1, and a further point of AG penalty is reduced at Rank 20. This does not change the temperature of the armour. It just raises the point at which, as a liquid, it is no longer treated as super-cooled.
Although the armour looks metallic, it is, in fact, made from glass, albeit glass that has made the intimate acquaintance of a powerful Alchemist. Repairing it will require a forge, the arts of a Rank 6+ Artisan: Glass Worker and an Armourer who can make Partial Plate. They may be the same person. It will take 3 days to repair a point of Protection, the cost of the materials being 400sp for sand, quicksilver and iron. Tradesmen will charge an amount in excess of this sufficient to make a living.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Lady Vanishes | Autumn 812 | Reich | Magical | Iron & Glass | 22,000sp | Jim Arona 021 076 9376 |
Jewellery
Lucky Charm
This glass charm contains a thimble-full of Calamari blood and a thimble-full of the wearer's blood. It will only work for them, but while it is worn openly on the chest, their WP is increased by 3 and their AG is increased by 2. This will stack with 1 (only) Amulet of Luck, which must be non-standard.
If the wearer should take a Specific Grievous Injury to the chest or shoulder then they must roll 30 or less on %ile dice to avoid having the charm destroyed by the blow.
11 | Your aorta is severed and you are quite dead. Rest assured your companions will do their best to console your widow(er). |
14-18 | Tsk, tsk. A wound of the solid viscera. Usually fatal. Take 3 Damage Points to Endurance immediately and 1 per pulse thereafter until the bleeding is stopped by a Healer of Rank 2 or above or you die. Add 30 to the chance of infection. |
21-25 | A chest wound. Take 2 Damage Points to Endurance immediately and reduce your TMR by 1 until recovered (about 2 months). Look on the bright side, though. Your attacker's weapon is caught in your rib cage and has been wrenched from their grasp. |
35 | Your secondary arm is sliced off at the shoulder. Take 5 Damage Points immediately from Endurance and 1 per pulse thereafter from Fatigue (Endurance when Fatigue is exhausted) until you are dead or the bleeding is staunched by a Healer of Rank 1 or above. Reduce your MD by 2 and your AG by 1. |
36 | The same as 35, except it's your good primary arm that has been lopped off. |
68-69 | A nasty slash in the region of the shoulder and neck. Roll D10. On a roll of 1-3, your head is severed and your corpse tumbles to the ground. On a roll of 4-6, your secondary collar bone is crushed; on a roll of 7-10 your primary collar bone is crushed. If your collar bone is crushed, the results are identical to 53-60, except you suffer 4 Damage Points to Endurance. |
75-80 | A massive chest wound accompanied by broken ribs and crushed tissues. Very ugly, this. Take 5 Damage Points immediately from Endurance. Reduce your MD and AG by 3 each until this wound heals (which should take about 4 months). Increase your chance of infection by 10. |
85-87 | A jarring blow to your primary shoulder inflicts 2 Damage Points immediately to Endurance. Roll D10; the result is the number of pulses the arm is useless. You immediately drop anything held in that hand. |
88-89 | Similar to 85-87 except it is your secondary shoulder. |
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Mikado Affair | Summer 816 | Victoria | Short living sentient | Luck | 14,400sp | Jim Arona 021 076 9376 |
Amulets
Enhanced Amulet of Chalcedony
This amulet, when it is worn openly around the hilt of a dagger, will glow with a pale blue light that only the wielder can see when they are within 25 feet of the lesser undead. This light makes it possible to see in total darkness out to a range of 3 hexes, but is too dim and indistinct to make out colours or normal text.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Mikado Affair | Summer 816 | Victoria | None | Stone Lore | Jim Arona 021 076 9376 |
Saturday Ring
This plain gold ring weighs 1 oz and must be worn on the ring finger of the right hand for its magic to be effective.
One spell whose duration is Immediate may be stored in the ring by means of Ritual Spell Preparation on a Saturday before noon. When this spell is Prepared and Cast, it is treated as 7 Ranks higher. This applies to Base Chance, Range, Damage, volume of effect or number of targets.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Mikado Affair | Summer 816 | Victoria | Magical | E&E | 7000sp | Jim Arona 021 076 9376 |
Miscellaneous
Carpet of Repose
This traveling carpet is just short of a metre wide, just short of 2 metres long and weighs 3 lbs. It is made from fibres combed from a white camel, which have been dyed in brilliant shades of green, blue, yellow and red, the threads of which have been woven into beautiful and intricate geometrical patterns.
Whatever the surface, so long as it is solid, the carpet provides a comfortable platform upon which to sleep. It has no effect on the weather or climate, however.
Nevertheless, once a day, from dawn to dawn, whoever rests on this carpet will receive an extra hour of sleep. This will stack with other methods that improve FT recovery.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Mikado Affair | Summer 816 | Nualis | Formerly living | Oriental | 12,000sp | Jim Arona 021 076 9376 |
Leaves
Leaves not used by Autumn will crumble to a pale blue dust.
Leaf of Physical Prowess
This leaf is 12 cms wide, 24 cms long and weighs 1 oz. It has a mesmerising geometrical pattern painted on it which will lead the viewer on an internal journey. At the end of it, taking about 4 hours, they will realise how to improve their PS, MD, AG or EN a total of 3 advancements. All of them may be made immediately or on a night of the full moon. The cost is standard, and no stat may be advanced beyond racial maximums.
Once used, this leaf will crumble to a pale blue dust.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc? | GM |
The Mikado Affair | Summer 816 | Victoria | Formerly living plant | Enlightenment | Quest | Jim Arona 021 076 9376 |
Chariot of Fire
This toy chariot is 8 inches wide and about 20 inches long, always weighing 3 lbs.
On the utterance of a trigger word, the chariot grows to being 8 feet wide and 6 yards long or thereabouts. At this size, it will carry 18 sizes of humanoids with comfort. Well, comfort is a relative term. The same word will reduce it to toy size.
It improves the driver's Horsemanship Skill by 2 and anyone traveling on the chariot can increase their Protection by 3 which stacks with other armour. Defence is improved by 15 because their hex is considered sheltered, however, the DM may void this bonus when this seems unreasonable (for example, rear attacks).
In a charge, any passenger of the chariot (excluding the driver) may deliver an attack against every entity it passes adjacent to with their preferred weapon. The driver may only attempt to deliver a Chariot attack against each entity they become adjacent to by making Horsemanship check against their Defence. If successful, they inflicts 2 rollup D10 C Class damage.
Any magical/enchanted/summoned creature who has the traces of the chariot thrown over them will know what it means and will likely resist to their uttermost, so in general, such a beast will have to be pacified first.
Upon being bound into the chariot, they will acquire a toy-like appearance, and will have their animation suspended until the triggering word is used again. However, they will not grow any larger than 3 hexes, whatever their original size and this may reduce some of their abilities. In particular, if the Beast of a Thousand Eyes is so bound, its abilities will be modified as follows:
- Description
- This chthonic demon is covered black, translucent bands similar to a centipede or slater. Eyes, or at least glowing corpuscles, can be seen beneath this carapace and are even more obvious along the creatures underbelly. It is 15 feet long and 4 feet wide. The head is wide and surrounded on either side by a pair of large mandibles. It has a scorpion-like sting which can extend back about 5 feet, the barb being 1 yard long. The Protection value of its top carapace is particularly tough, but its underbelly armour is half that, although this can usually only be accessed when in Close.
- Comments
- This is a chthonic demon, and cannot be banished since it's plane or origin changes to reflect where it is currently. It is of animal intelligence, and although not particularly hostile, or, indeed, evil, it will attempt to feast on people if it is hungry enough. It has no fear of people.
- Abilities
- This demon can
- generate a lightning bolt from its head 6 hexes long which inflicts 3 rollup D10 damage. Anyone who fails to Resist this damage is Stunned, those who Resist take half damage. Once used, this attack may not be used for another 4 Pulses.
- ride the lightning, moving 12 hexes and inflicting 3 rollup D10 damage on anyone who fails to Resist, and Stunning them. Those who Resist take half damage. Once used, this ability may not be used until a dusk, dawn, noon or midnight has passed.
- cause all of its eyes to flash brightly, blinding anyone within 10 feet (on all sides) who does not Break 100 -> PC + MD + AG for a number of Pulses according to the following schedule:
Result | Pulses |
---|---|
1 | 1 |
2 or 3 | 2 |
4 - 6 | 3 |
7 - 0 | 4 |
- Vulnerability to Water
- If it is immersed in water, the demon will take 3 rollup D10 damage per Pulse until it gets out. This water damage may never be avoided by armour, EN armour or damage reduction. A bucket of water splashed onto the beast will inflict 1 rollup D10 damage, and even gentle rain inflicts 1 point of damage per Pulse.
- Movement Rates
- Running: 500, Climbing 300 (only on surfaces where it can find handholds)
PS: | 60 | MD: | 19 | AG: | 19 | MA: | 7 | EN: | 40 | FT: | 50 |
---|---|---|---|---|---|---|---|---|---|---|---|
WP: | 22 | PC: | 18 | PB: |
2 |
TMR: | 10/6 | NA: | Top carapace absorbs 10 DP |
- Weapons
- At Range, the demon may use its lightning bolt attack for 3 rollup D10 damage every 4 Pulses.
- In Melee, the demon can attack with two claws, a bite and a tail strike without penalty.
- In a Charge, the demon may deliver 8 claw attacks to everything that it tramples.
- Breath: BC auto, [5 rollup D10], Ranged & Melee.
- Bite: BC 50%, [D + 8], Melee & Close, maximum Rank 7.
- Claw: BC 40%, [D + 5], Melee & Close, maximum Rank 8.
- Sting: BC 70%, [D + 6], Melee Rear, maximum Rank 6. Trip.
The initial Rank of the demon's weapons are 0, although they may be advanced as if they were Unarmed Combat. Bite, Claw and Sting are progressed as separate weapon skills on the creature's own Ranking track. Seven cows cost 1,750 sp.
Any special movement ability that the demon has may be used with the chariot, although the chariot may never been drawn into any environment where fire cannot manifest, like water or a vaccuum.
Allies
Beast of a Thousand Eyes
- Natural Habitat
- Prefers Crypts & Caverns
- Frequency
- Very Rare
- Number
- 1
- Description
- This chthonic demon is covered in black, translucent bands similar to a centipede or slater. Eyes, or at least glowing corpuscles, can be seen beneath this carapace and are even more obvious along the creatures underbelly. It is 30 feet long and 8 feet wide. The head is wide and surrounded on either side by a pair of large mandible. It has a scorpion like sting which can extend back about 10 feet, the barb being 5 ft long. The Protection value of its top carapace is particularly tough but its underbelly armour is half that, although this can usually only be accessed when in Close.
- Comments
- This is a chthonic demon, and cannot be banished since its plane or origin changes to reflect where it is currently. It is of animal intelligence, and although not particularly hostile or evil, it will attempt to feast on people if it is hungry enough. It has no fear of people and, on a day that it is active, will eat as much as a cow.
- Abilities
This demon can
- generate a lightning bolt from its head 12 hexes long which inflicts 5 rollup D10 damage. Anyone who fails to Resist this damage is Stunned, those who Resist take half damage. Once used, this attack may not be used for another 4 Pulses.
- ride the lightning, moving 24 hexes and inflicting 5 rollup D10 damage on anyone who fails to Resist, and Stunning them. Those who Resist take half damage. Once used, this ability may not be used until a dusk, dawn, noon or midnight has passed.
- cause all of its eyes to flash brightly, blinding anyone within 20 feet (on all sides) who does not Break 100 -> PC + MD for a number of Pulses according to the following schedule:
Result | Pulses |
---|---|
1 | 1 |
2 or 3 | 2 |
4 - 6 | 3 |
7 - 0 | 4 |
- Movement Rates
- Running: 500, Climbing 300 (only on surfaces where it can find handholds)
PS: | 70 | MD: | 19 | AG: | 19 | MA: | 7 | EN: | 50 | FT: | 70 |
---|---|---|---|---|---|---|---|---|---|---|---|
WP: | 22 | PC: | 18 | PB: |
2 |
TMR: | 10/6 | NA: | Top carapace absorbs 12 DP |
- Weapons
- At Range, the demon may use its lightning bolt attack for 5 rollup D10 damage every 4 Pulses.
- In Melee, the demon can attack with two claws, a bite and a tail strike without penalty.
- In a Charge, the demon may deliver 8 claw attacks to everything that it tramples.
- Breath: BC auto, [5 rollup D10], Ranged & Melee.
- Bite: BC 50%, [D + 12], Melee & Close, maximum Rank 7.
- Claw: BC 40%, [D + 10], Melee & Close, maximum Rank 8.
- Sting: BC 70%, [D + 6], Melee Rear, maximum Rank 6. Trip.
- Vulnerability to Water
- If it is immersed in water, the demon will take 3 rollup D10 damage per Pulse until it gets out. This water damage may never be avoided by armour, EN armour or damage reduction. A bucket of water splashed onto the beast will inflict 1 rollup D10 damage, and even gentle rain inflicts 1 point of damage per Pulse.
- Movement Rates
- Running: 500, Climbing 300 (only on surfaces where it can find handholds)
Adventure | Season | Plane of Origin | Aura | GM |
The Mikado Affair | Summer 816 | Reich | Long living non-sentient | Jim Arona 021 076 9376 |
Lore
Abysmal Travel
Experience Multiple: 750
This ability takes no time to train, but the reader must have at least 7 consecutive days in which training might take place. It can be advanced one Rank per season or adventure, whichever is least to a maximum of Rank 10.
The reader takes 1 day less to travel across the Abyss for each non-prime Rank of this ability.
The reader reduces the count of the number of entities who travel with them across the Abyss by 1 for each non-prime Rank of this ability.
Adventure | Season | GM |
The Mikado Affair | Summer 816 | Jim Arona 021 076 9376 |
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 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 |
The Mikado Affair | Summer 816 | Quest | Jim Arona 021 076 9376 |
Bolt of Fire - Fusillade of Flames
Spell: Bolt of Fire.
Effects: This incantation allows the Adept to create 1 per 3 or fraction of the spell's Rank Bolts of Fire instead of one. Bolts may be Cast at the same target or different ones that the Adept can see and the bolt can travel to without hindrance. Targets Resist each bolt individually, regardless of how many have hit them.
Cost: 2000
Constraints: Unracks the spell, reduces FT value by 3.
Adventure | Season | Plane of Origin | Nature of Magic | GM |
The Mikado Affair | Summer 816 | Victoria | Spectral Lore | Jim Arona 021 076 9376 |
Cleansing Flame - Dispel Denizen
Name: Dispel Denizen
Spell: Cleansing Flame
Range: Touch
Duration: Special
Resist: Passive
Effects: This incantation may only be cast when the Adept is also under the effects of an Immolation spell, and it will change the colour of the flames to a shimmering white. The effects of the incantation will last for the duration of the Immolation spell or until used, whichever comes first.
The target increases their Defense against devils and undead by the Rank of Cleansing Flames while this magic is in effect.
The Adept can drive a denizen of the Seventh Plane back to their home plane by laying hands upon them. The touch is automatic unless the denizen is actively avoiding being touched, in which case the target must make a successful strike against them. The denizen of the Seventh Plane can negate the effects if they roll under half their Magic Resistance check. Forcing a Magic Resistance check in this way discharges and ends the spell.
In addition, the Adept can automatically dissipate spell magic cast by the undead or a denizen of the Seventh Plane. This use also discharges and ends the incantation.
Exception: The incantation cannot dissipate curses, etc.
Cost: 1500
Constraints: Unracks the spell, reduces FT value by 1.
Adventure | Season | Plane of Origin | GM |
Mikado Affair | Summer 816 | Tanuel | Jim Arona 021 076 9376 |
Firelight - Sun Torch
Name: Sun Torch
Spell: Fire Light
Range: Touch
Duration: 1 Pulse per 5 Ranks
Resist: None
Effects: This incantation of the Firelight spell calls upon the light of the noonday sun. The volume of the effect is 1 hex + 2 hexes by 5 Ranks. This will inflict 1 rollup D10 damage to creatures vulnerable to light or sunlight, creatures of darkness and undead (except for certain mummies). Other entities receive a bonus to Strike Chance and to resist Fear equal to the Rank of this spell.
Adventure | Season | Plane of Origin | GM |
Mikado Affair | Summer 816 | Tanuel | Jim Arona 021 076 9376 |
Cleansing Flame - Curse Burner
Name: Curse Burner
Spell: Cleansing Flame
Range: Touch
Duration: Special
Resist: Passive
Effects: This incantation attempts to weaken the severity of a Curse by drawing it forth. Whenever the character is situation of honest jeopardy, and no more than Rank days for every three weeks, they may petition the DM to draw forth the curse, which will inflict 1 rollup D10 damage to their EN as its poisons erupt from them in searing pain. The target then rolls a result on a D10 according to the following schedule:
D10 | Result |
---|---|
1 - 4 | 1 |
5-7 | 2 |
8 or 9 | 3 |
0 | 4 |
The result is applied against the MA of the curse as a reduction, making it easier to remove. Curse Burner lasts until the Curse is removed or it is counterspelled in the usual ways.
Cost: 3000
Constraints: Unracks the spell, reduces FT value by 4.
Adventure | Season | Plane of Origin | GM |
Mikado Affair | Summer 816 | Tanuel | Jim Arona 021 076 9376 |
Smoking Magma - Phlegethon
Name: Phlegethon
Spell: Cleansing Flame
Range: 30 feet (+5 feet per Rank)
Duration: 10 seconds (+10 seconds per Rank)
Resist: Passive
Effects: A river of smoking magma erupts from the ground at the Adept's feet which travels to the extent of the spell's Range and is 5 feet wide. Anything occupying hexes through which the river passes must resist or suffer D-2 + 1 / Rank damage, those who succeed suffer half damage. Fire Armour protects against this damage.
Adventure | Season | Plane of Origin | GM |
Mikado Affair | Summer 816 | Tanuel | Jim Arona 021 076 9376 |
Water Breathing
Range: Self
Duration: 1 hour + 1 / Rank
Experience Multiple: 100
Base Chance: 25%
Resist: None
Storage: Potion
Target: Entity
Effects: This spell forms a bubble around the mouth and nose of the Adept and covers their eyes with a transparent film. This allows the Adept to breathe and see equally well under water as on land. They may cast spells subject to the restrictions of their College. The spell does not affect the Adept's ability to operate on the surface. This spell allows vocal communication to a range of the Adept's perception in hexes.
This spell is considered part of the Special Knowledge of the Adept's college and may not be taught.
Adventure | Season | Plane of Origin | Nature of Magic | GM |
The Mikado Affair | Summer 816 | New Terra | Waters | Jim Arona 021 076 9376 |
Sword Blessing
This sword has been blessed by the Lady Angharad.
If the Adept Purifies with the blade so that they may Cast Weapon of Flames on it without a Magical Prepare Action, and at the same time that they draw it.
Once the spell has been Cast in this way, the abilitiy is lost until the Adept Purifies with the sword again.
Adventure | Season | Plane of Origin | Nature of Magic | Value | GM |
The Lady Vanishes | Summer 816 | New Terra | Meta magic | Quest | Jim Arona 021 076 9376 |
Pureheart Charm
This phrase must uttered three times in combat, requiring a Free Act. Although not necessarily uttered in consecutive Pulses, if the Charm is not spoken for the third time within a minute of the first, the process must be restarted.
Dellith must speak the phrase in a clear voice without hesitation, stumbling or unnecessary pause. The phrase is:
"My strength is as the strength of ten because my heart is pure!"
It will not work for anyone whose heart could not be considered reasonably pure, and never for anyone who has any Ranks in Assassin. If it does work, the effect lasts for three Pulses and multiplies the utterer's base PS by 10. Bonuses from magic and items are added after the multiplication.
Adventure | Season | Plane of Origin | GM |
The Mikado Affair | Summer 816 | New Terra | Jim Arona 021 076 9376 |