The Mikado Affair - Dellith's Award: Difference between revisions

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She has taken a similar geas to protect children, which has raised her AG by 5 in the same way. This one is monitored by a small girl with haunted eyes and a shabby doll. Again, should Dellith, for any reason, fail to protect a child, the Blessing will fail and the child will leave her side.
She has taken a similar geas to protect children, which has raised her AG by 5 in the same way. This one is monitored by a small girl with haunted eyes and a shabby doll. Again, should Dellith, for any reason, fail to protect a child, the Blessing will fail and the child will leave her 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 Dellith land which is enfeoffed to his grace. She is styled Dellith of Blackshore now and her social rank is Gentry.<br> [[Image:BlackshoreMap.jpg ‎|right|200px]]
As a result of successfully completing this adventure, Serifan, the Lord of Patterns, has interceded with the Duke of Carzala to settle Blackshore on Dellith land which is enfeoffed to his grace. She is styled Dellith of Blackshore now and her social rank is Gentry.<br> [[Image:BlackshoreMap.jpg |right|200px]]
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.<br>
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.<br>
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.  <br>
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.  <br>
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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.<bR>
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.<bR>
Gryphons have been known to come as far south as Blackshore, some of which are intelligent, keep records and practice vindictiveness.
Gryphons have been known to come as far south as Blackshore, some of which are intelligent, keep records and practice vindictiveness.
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= Common Property =
= Common Property =
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== Red Iron Bowl ==
== Red Iron Bowl ==
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=== Kobold Grenado ===
=== 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.
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. <br>
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:
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)
: 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
: has their Magic Resistance to fire, heat, cold, lightning or electricity halved
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= Jewellery =
= Jewellery =
== Amulets ==
== Amulets ==
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== Lucky Charm ==
== Lucky Charm ==
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| Your aorta is severed and you are quite dead. Rest assured your companions will do their best to console your widow(er).
| Your aorta is severed and you are quite dead. Rest assured your companions will do their best to console your widow(er).
|-
|-
| 14–18
| 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.  
| 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.  
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|-
| 21–25
| 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.  
| 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.  
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|-
| 35
| 35
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|-
|-
| 36  
| 36  
| The same as 35, except it’s your good primary arm that has been lopped off.
| The same as 35, except it's your good primary arm that has been lopped off.
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|-
| 68–69
| 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.
| 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.
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|-
| 75–80
| 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.  
| 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.  
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|-
| 85–87
| 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.  
| 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.  
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|-
| 88–89
| 88-89
| Similar to 85–87 except it is your secondary shoulder.
| Similar to 85-87 except it is your secondary shoulder.
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= Miscellaneous =


== Carpet of Repose ==
== Carpet of Repose ==
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== Leaves ==
== Leaves ==
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== Butterfly Robe ==
== Butterfly Robe ==
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= Allies =
= Allies =
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= Abilities =
= Abilities =
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''Storage:'' Potion<br>
''Storage:'' Potion<br>
''Target:'' Entity<br>
''Target:'' Entity<br>
''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.<br>
''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.<br>
This spell is considered part of the Special Knowledge of the Adept's college and may not be taught.
This spell is considered part of the Special Knowledge of the Adept's college and may not be taught.
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== Pureheart Charm ==
== Pureheart Charm ==
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Experience Multiple: 300
Experience Multiple: 300
Storage: Potion
Storage: Potion
Effects: The Adept may sense the presence of a hazard to the Adept’s life or wellbeing if they roll under their Base Chance with this Talent. Generally this may be interpreted as a “bad feeling” about a person or an object, or a sense of foreboding about a situation. The talent operates continuously and unconsciously. <br>
Effects: The Adept may sense the presence of a hazard to the Adept's life or wellbeing if they roll under their Base Chance with this Talent. Generally this may be interpreted as a "bad feeling" about a person or an object, or a sense of foreboding about a situation. The talent operates continuously and unconsciously. <br>
The Adept may also add their Rank to the chance of detecting an ambush (see Ranger) and to the chance of detecting a trap (see Spy/Thief).
The Adept may also add their Rank to the chance of detecting an ambush (see Ranger) and to the chance of detecting a trap (see Spy/Thief).
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Latest revision as of 00:01, 9 February 2024

Return to The Mikado Affair

Dellith returns to the Guild on the 27th Fruit 816wk with 38,025 Experience, has earnt 174,276 sp, after Guild Taxes: 156, 848 sp. She has spent 108,351 sp on treasure, leaving her with 48,497 sp.
She has earnt these Spots:

5 6 7 8 8 9

She spent 208 days away from the Guild, 105 days in training, 35 of which may be devoted to weapons and Sun Dancer training.

She may
advance any Talent seventeen Ranks.
advance her Rank in Stealth 1 Rank at only 75% of the cost and no time.
advance her Rank in Flying 1 Rank at only 90% of the cost and no time.
advance her Rank in Ruskan as if he had been immersed in it for 4 weeks.
advance her Rank in Erelheine as if he had been immersed in it for 2 weeks.

The strength of her aura has increased to Long living sentient.

As a consequence of taking a geas to be celibate, Dellith has benefited from a Blessing on Unborn Child which has raised her MA by 5, even beyond Racial Maximum. The geas is monitored by a spectral nun whose face is perpetually covered by her cowl. If, for any reason, the stricture is not kept, the Blessing will fail as the nun leaves Dellith's side.
She has taken a similar geas to protect children, which has raised her AG by 5 in the same way. This one is monitored by a small girl with haunted eyes and a shabby doll. Again, should Dellith, for any reason, fail to protect a child, the Blessing will fail and the child will leave her 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 Dellith land which is enfeoffed to his grace. She is styled Dellith of Blackshore now and her 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.

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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 px50 Jim Arona 021 076 9376

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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 px50 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 px50 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 px50 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.

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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 px50 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 px50 Jim Arona 021 076 9376

Consumables

Grenadoes

Flash Grenado x 2

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 px50 Jim Arona 021 076 9376

Smoke Grenado x 2

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 px50 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 px50 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 px50 Jim Arona 021 076 9376


Herbs

Orange Summer Tea

This container of tea weighs 6 oz, smells strongly of bergamot and faintly of cinnamon.
Whoever drinks a cup of this tea will experience 1 (only) extra Summer that year.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Mikado Affair Summer 816 Feralie Formerly living Herbalist 20,000sp px50 Jim Arona 021 076 9376


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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 px50 Jim Arona 021 076 9376

Herbal Draughts

Hellebore Wash

This phial weighs 5 ox, is fragile and must be Prepared before it can be applied to the eyes. It contains 12 drops, the effects of which will last for a minute.
A drop in the right eye will reveal any denizen of the Seventh Plane on a 3 x PC check that is within clear line of sight, even if magically concealed.
A drop in the left eye will reveal any hag on a 3 x PC check that is within clear line of sight, even if magically concealed.
A drop in both eyes will reveal every fear, dread and horrid fantasy that you suffer from, magnified by 10 and then made real.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Mikado Affair Summer 816 Nualis Formerly living Hellebore 1sp px50 Jim Arona 021 076 9376

Potions

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 px50 Jim Arona 021 076 9376


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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 Corrosive 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 human blood to create a quench for tempering metal. Metal armour tempered in this way ignores the first 5 points of Corrosive damage, be it acid or base, per Pulse.

Drowning Waters

This phial weighs 3 oz and if worn obviously about the person, need not be Prepared before using.
It contains a fluid which is extremely cohesive but has almost no surface tension. If even a small part of the fluid contacts the skin of a living entity, the entire contents will spread over the victim by the end of the next Pulse, and from this point on they will begin to drown, unless they can breathe water, somehow.

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.

Potion of Bound Reflection

This phial weighs 3 oz and is robust. It must be Prepared before it can be used.
Whoever drinks this potion will have their reflection pour into the phial, which will be unavailable to them until it is broken. An Illusionist whose reflection is trapped inside the phial cannot cast magic of their College.

Potion of Shadow Trapping

This phial weighs 3 oz and is robust. It must be Prepared before it can be used.
Whoever drinks this potion will have their shadow pour into the phial, which will be unavailable to them until it is broken. A Shadow Weaver whose shadow is trapped inside the phial cannot cast magic of their College.


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Waters of Reflection x 2

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).

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 Turkish Delight

This phial weighs 3 oz and if worn obviously about the person, need not be Prepared before using.
Whoever drinks this pink potion will transform (along with their possessions) into the scent of roses. They may be affected by magic that targets their personality, soul or their gaseous nature. Magical or silvered weapons do not harm them unless specifically designed to strike scents or gases. Iron weapons, however, most certainly do.
Possessions such as weapons may not be used, nor may magic be cast or triggered. On the other hand, Talents may be. Movement is possible in any direction and through obstructions that are not airtight at TMR 2.
At the end of a minute, they will reform in the nearest hollow space large enough to accommodate them.

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.

Scrolls

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Mana Sense

This cammelia has Rank 10 Mana Sense invested into it as if it were a scroll.
The Base Chance is 79%.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Mikado Affair Summer 816 Reich Magical Charms 10,000sp px50 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 px50 Jim Arona 021 076 9376

Butterfly Water

This clay bottle contains a pint of butterfly water and weighs 3lbs.
When it is poured onto 5 metres of fine, quilted raw silk, it may be made into a butterfly robe. This will require the arts of a Rank 8+ Tailor and take 3 exclusive weeks of their time, and will charge 2 tg per day.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Mikado Affair Summer 816 Reich Short living non-sentient Aura Quest px50 Jim Arona 021 076 9376

Weapons

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 px50 Jim Arona 021 076 9376

The Woman Blade

This glaive is non-magical and has been Weaponsmithed so that it also has the properties of a staff and a javelin. It weighs 3 lbs, the shaft being 4 1/2 feet with a curved blade 1 1/2 feet long. The base strike chance is 60%, base damage is D + 5, inflicts injuries of all Classes, and the weapon can be wielded 1 or 2-handed. If it is wielded by a woman, then Ranks in glaive, staff and javelin are cumulative with respect to Strike Chance and Damage Modifier, but bonuses from having greater than required PS are ignored. In addition, the wielder derives no defensive benefit from a shield although main gauche (or similar) defense is unaffected.
This weapon may benefit from having a weapon spell cast upon it.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Mikado Affair Summer 816 Reich None ? 19,475 sp px50 Jim Arona 021 076 9376

Jewellery

Amulets

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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 px50 Jim Arona 021 076 9376

Enhanced Amulet of Luck

This polished tiger's fang amulet, when it is worn openly around the neck or from the left ear adds 3 to the wearer's Magic Resistance and 2 to their Defence. In addition, if 1,500 Experience is sacrificed to it, then the wearer may reroll a failed success chance or saving throw. Another 1,500 Experience may be sacrificed to it after the next solstice or equinox.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.?? GM
Mikado Affair Summer 816 Victoria None Stone Lore 4,800sp px50 Jim Arona 021 076 9376

Topacious Egg

This jewel of a hollow egg made from topaz is about 3 inches high and weighs 3 oz. The top may be unscrewed and a potion poured inside. The egg is then slept with, and overnight it will slowly flow into whoever's heart it is resting on.
That person may take the potion by taking a Free Act. When they wake up next, the topacious egg will reform upon their heart.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Mikado Affair Summer 816 Sparlainth Cockatrice Emergence 6,600sp px50 Jim Arona 021 076 9376

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 px50 Jim Arona 021 076 9376

Leaves

Leaves not used by Autumn will crumble to a pale blue dust.

Leaf of Mental Advancement

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 MA or WP 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 px50 Jim Arona 021 076 9376

Leaf of Skill at Arms

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 a weapon Skill by 1 Rank at half the Experience cost and taking no further time.
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 px50 Jim Arona 021 076 9376

Meridian Needles

This is a collection of 12 fine bronze needles varying in size from 2 - 8 cms long. The whole set comes in a hinged kit of oiled, fine box wood and weighs 7 oz.
A Healer using the needles to Soothe Pain reduces the FT cost by 2.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Mikado Affair Summer 816 Victoria Magical Meridian 3,000sp px50 Jim Arona 021 076 9376

Map of the Anatomy

This map is printed onto silk, is 40 cms wide and 150 cms long, weighing 1 oz.
If an Adept Purifies while gazing at this map, they may use their DA Talent to answer such questions as the Healer Empathy ability might.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Mikado Affair Summer 816 Victoria Magical Meridian 7,475sp px50 Jim Arona 021 076 9376

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Butterfly Robe

This robe is made of raw silk and weighs 10 oz. It has had Butterfly Water poured onto it which has stained quilted tesseracts into the many shapes and colours of butterflies. It has been made into an over-robe that stretches from the shoulders to the ankles with three ties high across the breast and with wide sleeves which reach just past the elbows. It may be worn over other clothing, including any kind of armour except plate or plate mail.
A Sundancer wearing this robe will trail butterflies wherever they go for so long as it is clean.
Once a day, the wearer may form a path made of butterflies while dancing which will support no more than 50 lbs per Rank per hex. Thus, a butterfly path of Rank 5 would support a weight of 250 lbs in each hex. The path's dimensions and the FT cost to sustain it vary depending on circumstance:

Under the open sky during the day the path is
3 hexes wide and up to 512.8 feet long / Rank in Sundancer and costs 5 FT.
Under the open sky at night the path is
1 hex wide and up to 50 feet long / Rank in Sundancer and costs 1 FT / Pulse
In darkness or underground the path is
1 hex wide and up to 25 feet long / Rank in Sundancer and costs 2 FT / Pulse

Unfortunately, the robe shows dirt well, cannot be cleaned with water and Cleansing Flame is not advised. Even when attending a courtly affair, this robe will pick up stains in about 2 hours. On the open road, this will drop to 15 minutes.While it is marked in this way, it loses its magical properties.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Mikado Affair Summer 816 Victoria Formerly living Solar Quest px50 Jim Arona 021 076 9376

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Allies

Oubliette

Oubliette is a petite and dainty middlemarch, about 30 centimetres on a side. She is detectable to those entities that can see portals and into nearby dimensions, but she is terribly shy and will not willingly strike up a conversation with them. In any case, she speaks only Thari (Rank 4) and her native language, which seems to be a mixture of rhythms, beats and pressures.
Ever since she made the acquaintance of a Mind Flayer, she has advanced in her Adventuring Skill of Not Being There to the point where she is no longer sure where she is. If she makes contact with someone who can prove to her that they don't have tentacles, then she may be drawn somewhat out of her "shell".
She is quite taken with lace, which she eats at about a metre a month, costing 25 sp, and she finds it impossible to pass up scarlet tulle, costing 50 sp, which she considers a special treat.
Oubliette will hold up to 40 lbs of stuff inside her, so long as no dimension is greater than 30 centimetres and it only occupies three dimensions. Objects with greater dimensionality make her nauseous and she has been known to vomit everything into the Void. Only someone who can see or reach into extra-dimensional spaces can put things into or take things out of her. Putting things in is always successful, but a 2 x MD check must be made to withdraw things. If she has been given scarlet tulle, this is increased by 20. Extra scarlet tulle does not stack, but queues, so it may be applied against subsequent withdrawals. If Oubliette has not been given any lace, she may entirely forget where the thing is, applying a penalty of 20 to the check.

Adventure Season Plane of Origin Aura Nature of Magic<br Value Cursed etc.? GM
The Mikado Affair Summer 816 Reich No obvious aura Middlemarch Quest px50 Jim Arona 021 076 9376

Mrs Vivacious Pond

Mrs Pond is about 2.5 gallons of water who has clear ideas about social position and rank. She is particularly house proud and will insist upon being housed in a large round bowl about 11 inches high and 10 inches across, appropriately furnished with a bridge, a fairy castle and an aquatic plant of some kind. She is particularly impressed by titles but knows very little about their order of precedence or political importance and cares even less.
If an adventurer sacrifices 1 EN to her, she will consider herself to be their chatelaine and order their servants about. Unfortunately, she has no particular skill at running a household. On the other hand, her pleasure at giving orders is unalloyed and she can give them in Common and Thari. Whoever binds her may advance her Rank in Artisan - Housekeeper if they spend the Experience cost. Mrs Pond has a Ranking track of her own.
If a carp is painted with a Generic or Individual True Name, then Mrs Pond will advance the adventurer's Rank in it by 1, whereupon it will have to be changed. This will take a number of weeks equal to the Rank the Name is being advanced to. The paint is made from gold, white jade and sepia and costs 800sp to make.

Adventure Season Plane of Origin Aura GM
The Mikado Affair Summer 816 Reich Long living sentient px50 Jim Arona 021 076 9376

Lore

The Name of the Wind

This is the Generic True Name of the wind.
An Adept of the College of Naming Incantations may Bind 1,000 cubic feet of air (+500 cubic feet per Rank in the GTN) in the same way as a Rune Mage but by means of Rituall Casting Compelling Obedience.
The spell has the normal duration, which may be doubled or tripled.
This Generic True Name may not be taught.

Adventure Season Plane of Origin Value GM
The Mikado Affair Summer 816 Reich Quest px50 Jim Arona 021 076 9376

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 px50 Jim Arona 021 076 9376

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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 px50 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 px50 Jim Arona 021 076 9376


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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 px50 Jim Arona 021 076 9376

Sense Danger

Base Chance: PC + / Rank Experience Multiple: 300 Storage: Potion Effects: The Adept may sense the presence of a hazard to the Adept's life or wellbeing if they roll under their Base Chance with this Talent. Generally this may be interpreted as a "bad feeling" about a person or an object, or a sense of foreboding about a situation. The talent operates continuously and unconsciously.
The Adept may also add their Rank to the chance of detecting an ambush (see Ranger) and to the chance of detecting a trap (see Spy/Thief).

Adventure Season Plane of Origin GM
The Mikado Affair Summer 816 Alusia px50 Jim Arona 021 076 9376

Battleform Sky Dancing

When she is transformed into her Swan Batteform, Dellith may hover in the air for 1 Pulse, three times a day. These may be consecutive Pulses.

Adventure Season Plane of Origin GM
The Mikado Affair Summer 816 Alusia px50 Jim Arona 021 076 9376