Walk a Crooked Mile: Viola
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Viola returns to the Guild on the 16th of Harvest 813 WK and has earnt:
- The Duke's Favour
which amounts to:
- one ducal favour worth 30,000 sp
or
- three ducal favours worth 15,000 sp each, but no more than one per season.
but not both.
This favour reflects the good graces that his Grace holds Viola, and the DM is expected to consider things generously. On the other hand, the Duke is a man with many obligations upon his time and a duchy to administer...
- 445 tg
- 1 gs
- 1 sp
sp, after Guild Taxes, being 50 truesilver guineas.
- 28,725 Experience
She spent 42 days away from the Guild.
- she may
- advance any Talent six Ranks.
She may advance her Rank in Stealth by 1 at 90% of the normal cost and no time.
As a result of a conversation with Death's Champion, Viola may buy her WP up to 26 at the usual cost, which is 1 beyond her racial maximum.
Weapons
The Savage Gauntlet
This clawed gauntlet of the left hand is treated as a cestus and weighs 3lbs. It is made of bronze and the blades are decorated with ivory. It was made for someone of size 6. Resizing it for a smaller hand requires the arts of an Armourer of Rank 6, and it will cost them 1,000 sp per size category reduced. They will likely charge a premium for their labour, as well.
The base Strike Chance is 52%, which is further modifed by the wearer's PS - 15. This can be a penalty. It allows a left handed strike at a penalty of 10, unless the wearer is, actually, left handed, in which case, no penalty applies at all.
It is particularly well-made and hard, entitling the wearer to Break 100 + 3 x MD to avoid any Specific Grievous Injury (and the damage associated with it) if it would strike at their left hand or wrist.
The wearer may spend EN to change the quality of their Strike. The initial cost in EN is 3, doubling on each subsequent occasion, resetting at midnight. It must be declared before the Strike is attempted. Misses become hits, hits become blows directly to EN, blows directly to EN become Possible Specific Grievous Injuries, and a Possible Specific Grievous Injury result becomes two such wounds.
The Damage Modifier is calculated differently. It is 2 rollup D10 - 5. This is further modified by Rank in Cestus, Rank in Warrior or Assassin (but not both at the same time), and the gauntlet will accept weapon spells.
Damage from PS is calculated like this:
PS | bonus |
---|---|
20 | + 0 |
21 & 22 | + 1 |
23 - 25 | + 2 |
26 - 29 | + 3 |
30 - 34 | + 4 |
35 - 41 | + 5 |
41 - 47 | + 6 |
and so on.
The claw inflicts A class Specific Grievous Injuries. If the wearer's PS is 20 or more, it may inflict B class Specific Grievous Injuries. If the wearer's PS is 26 or more, it may also inflict C class Specific Grievous Injuries. Results that cause amputations or decapitation are always ignored, however.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Crooked Mile | Autumn 813 | Alusia | Magical | Chaos | Jim Arona 021 076 9376 |
Obsidian Dagger
This dagger is made from hardened, dark glass, and is hollow. It weighs 10 oz.
The Base Strike Chance is 50%, and the base Damage Modifier is +4. If the wielder uses their PS to increase the damage, this stacks with other enhancements. However, a D10 is rolled, and the amount of bonus damage from PS is added to the result, and if '10' or more is generated, the dagger is broken.
If attacking with it from behind, the wielder's chance of inflicting a Specific Grievous Injury is doubled.
If a Possible Specific Grievous Injury is awarded, then the wielder rolls 2 D10 and sums the result. If, in the DM's judgement this is appropriate, the Specific Grievous Injury so indicated in inflicted.
Finally, venom may be added to the glass reservoir, and will not be detected by the workings of such magic as Detect Aura. Nor will the venom degrade over time, since the reservoir provides an hermetic environment.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Crooked Mile | Autumn 813 | Alusia | Magical | Chaos | Jim Arona 021 076 9376 |
Miscellaneous
Cape of Retreat
This dark,velvet cape weighs 1 lb.
It must be worn over the left shoulder and arm, whereupon it will increase the wearer's Stealth by 20 for the purposes of concealing a weapon no larger than a short sword under it.
Once a day, it allows the wearer to move backwards at their full TMR without changing facing.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Crooked Mile | Autumn 813 | Alusia | Magical | Shadow | Jim Arona 021 076 9376 |
Allies
Lonely
Lonely is an imaginary friend, who is unseeable to everyone except Viola. Should she feel the need to prove that she is not mad, she may use her Project Image Talent to make him appear.
He is a small, unkempt boy, with tousled, dirty blond hair and enormous brown eyes. His mouth is pinched looking, and he always looks like he needs a decent, home-cooked meal.
Lonely will assist Viola when she is Projecting her own Image, so that she need only use Free Acts or Pass Actions (her choice) to direct it.
In addition, he also lets her Image pick up/move a single object which weighs no more than Rank lbs. The object can be moved 1 Hex per Pulse per Rank - 1 per lb that it weighs.
Adventure | Season | Nature of Magic | Value | GM |
Crooked Mile | Autumn 813 | Chaos | Quest | Jim Arona 021 076 9376 |
Abilities
Maze - Labyrinth of Tyndalos
Range: 1 mile (+ 1 / Rank
Duration: 30 minutes (+30 / Rank)
Effects: This incantation of the Maze spell allows the Adept to weave largely unreal interstitial forces into a mind-bending torsion of space to create a locus. This is an insult to reality such that, with time, it will gradually unravel. The locus, that is. Reality is not likely to unravel in the normal course of events.
While it exists, however, the Adept and her allies (but not friends or associates) may return to the locus by means of another Maze spell. Choosing to travel causes both Mazes to unravel.
Creatures able to see distortions in space will notice the working of this magic, as will creatures from a time when the universe had no curves.
Adventure | Season | Nature of Magic | Value | GM |
Crooked Mile | Autumn 813 | Chaos | Quest | Jim Arona 021 076 9376 |
Walking the Land of the Looking Glass
Range: Rank2 x 10 miles (min 10 miles)
Duration: 10 mins x Rank (min 10 mins)
Experience Multiple: 350
Base Chance: 20%
Resist: None
Storage: None
Target: Mirror
Cast Time: 1 hour
Effects: This Ritual allows an Ilusionist to travel to the location of a prepared mirror, which requires 1 hour and the sacrifice of 1,000 Experience. A record should be kept of the location of mirrors known to the Illusionist.
Opening a mirror for entry into the Looking Glass Land is always attended by a spray of sparkling, jewel-like colour, and creates a portal about one hex wide. The Illusionist can increase this by spending three FT per additional hex. In general, a multi-hex creature will need a portal as wide as the number of hexes they occupy, although the DM can rule otherwise.
The mirror portal will close after Rank number of entities enter it or the Illusionist, whichever comes first. The Illusionist can close the opening at any time. Travellers exit in the order they entered. There must be space for them to do so, otherwise they and all subsequent travellers will be instantly returned to their point of origin.
For ease of calculation, the distance is covered at a rate of 60 miles per hour x Rank (Rank miles per minute). However, the distance is not actually traversed in the real world. Rather, they pass through a strange realm of rocking horse people, tangerine trees, marmalade skies and girls with kaleidoscope eyes.
This ritual will only work in places where there is sufficient light that reflections can be seen: 60-99% Light / 1 - 40% Dark.
This ritual is not teachable.
Adventure | Season | Plane of Origin | Nature of Magic | College of Magic | Value | GM |
Crooked Mile | Autumn 813 | Alusia | Way Finding | Mirrors | Quest | Jim Arona 021 076 9376 |