The Mikado Affair - Treasure: Difference between revisions
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|align="center"| 10,000sp | |align="center"| 10,000sp | ||
|align="center"| {{No-I}} | |||
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376 | |||
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== Phylactery of Walk Unremarkably == | |||
[[Image:Phylactery.gif|right|80px]] | |||
This is a scroll that appears to be itemised so as to form a brooch. A spell may be invested in the phylactery at five times the normal cost. From that point on, the phylactery can be read as a scroll (taking two full pulses), but instead of being used up, the spell will become reinvested on the following dawn.<br> | |||
The cast chance of the invested spell is the Base Chance plus three times the Rank. Bonuses from Enchantment and College modifiers are only applied when the cast check is made, the investor's Enchantment or situational modifiers have no effect. No bonus (or penalty) for Magical Aptitude is ever considered.<br> | |||
If the roll of the Cast Check should ever fall on a number fully divisible by 10 (e.g. 10, 20, 30, etc), then whoever is reading the phylactery must resist versus a Backfire, or the phylactery will be destroyed. If that number would be a success, then the spell is cast even if the MR versus Backfire fails destroying the phylactery. | |||
Cast Chance: '''110%''' Range: '''21'''' Duration: '''21 hours''' Rank: '''20''' Effects: [[The Lady Vanishes: Treasure#Walking Unseen - Unremarkable Appearance|Unremarkable appearance]] until you do something remarkable. | |||
{| border=0 cellspacing=2 | | |||
|width="180px" Align="Center"| Adventure | |||
|width="100px" Align="Center"| Season | |||
|width="200px" Align="Center"| Plane of Origin | |||
|width="200px" Align="Center"| Aura | |||
|width="160px" Align="Center"| Nature of Magic | |||
|width="50px" Align="Center" | Value | |||
|width="80px" Align="Center" | Cursed etc.? | |||
|width="250px" Align="Center"| GM | |||
|- | |||
|align="center"| The Mikado Affair | |||
|align="center"| Summer 816 | |||
|align="center"| Lands of Chaos | |||
|align="center"| Formerly living | |||
|align="center"| Spell Storage | |||
|align="center"| 10,000sp<br/>+5,000sp | |||
|align="center"| {{No-I}} | |align="center"| {{No-I}} | ||
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376 | |align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376 | ||
Revision as of 10:39, 13 February 2016
Return to The Mikado Affair
Consumables
Other
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| The Mikado Affair | Summer 816 |
Grenadoes
Flash Grenado x 6
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 |
Smoke Grenado x 6
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 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 |
Kobold Grenado x 6
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 |
Thermite Grenado x 3
This grenado weighs 1 lb and contains an alchemical incendiary device. It is not thrown at all, instead it is attached to metal. It will eat through as much as 1 1/2 lbs of metal in a conical volume 4 inches long and 3 inches across at the base. This will take just under 10 seconds. Anything in contact with the thermite at that point must Break 100 -> MD to pull away from the affected volume. If that is failed, the victim can choose to take 80 points of fire damage or to lose that body part.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| The Mikado Affair | Summer 816 | Victoria | None | Alchemy | 750sp |
Red Iron Grenado x 6

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 |
Charms
Herbs
Orange Summer Tea x 6
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 |
Green Harmony Tea x 36
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 |
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 |
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 |
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 |
Pureheart Potion x 3
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 |
Scrolls
Mana Sense x 3
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 |
Invested Items
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 |
Miscellaneous
Origami Fox
This folded paper sculpture of a fox will unfold (requiring a Free Act) to become a ninja which will last until the next dawn or dusk. The ninja has the following properties:
- Stealth Rank 8, Swimming Rank 8.
- Thief Rank 5, Spy Rank 5, Assassin Rank 5.
- This ninja has a chance of 90% to follow tracks.
- Movement Rates
- Running: 250
| PS: | 17 | MD: | 18 | AG: | 19 | MA: | 5 | EN: | 15 | FT: | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| WP: | 17 | PC: | 19 | PB: | 11 | TMR: | 5 | NA: | Paper absorbs 5 DP | ||
- Weapons
- Naginata: BC 125%, [2 rollup D10] , Melee & Close, Rank 8.
- Dart: BC 120%, [D10 + 4], Ranged, 12 hexes, if EN damage inflicted, Weeping Venom.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| The Mikado Affair | Summer 816 | Feralie | Formerly living | Oriental | Quest |
Origami Crane
This folded paper sculpture of a crane will unfold (requiring a Free Act) to become a ninja which will last until the next dawn or dusk. The ninja has the following properties:
- Stealth Rank 8, Swimming Rank 8.
- Thief Rank 5, Spy Rank 5, Assassin Rank 5.
- This ninja can glide 5 hexes horizontally for every hex it drops.
- Movement Rates
- Running: 250 Gliding: 400
| PS: | 17 | MD: | 18 | AG: | 19 | MA: | 5 | EN: | 15 | FT: | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| WP: | 17 | PC: | 19 | PB: | 11 | TMR: | 5 / 8 | NA: | Paper absorbs 5 DP | ||
- Weapons
- Naginata: BC 125%, [2 rollup D10] , Melee & Close, Rank 8.
- Dart: BC 120%, [D10 + 4], Ranged, 12 hexes, if EN damage inflicted, Weeping Venom.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| The Mikado Affair | Summer 816 | Feralie | Formerly living | Oriental | Quest |
Origami Hare
This folded paper sculpture of a hare will unfold (requiring a Free Act) to become a ninja which will last until the next dawn or dusk. The ninja has the following properties:
- Stealth Rank 8, Swimming Rank 8.
- Thief Rank 5, Spy Rank 5, Assassin Rank 5.
- Once a day, this ninja may triple its TMR for a Pulse and increase it's MR and Def by 20. This does not make the ninja clumsy.
- Movement Rates
- Running: 200
| PS: | 17 | MD: | 18 | AG: | 19 | MA: | 5 | EN: | 15 | FT: | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| WP: | 17 | PC: | 19 | PB: | 11 | TMR: | 6 | NA: | Paper absorbs 5 DP | ||
- Weapons
- Naginata: BC 125%, [2 rollup D10] , Melee & Close, Rank 8.
- Dart: BC 120%, [D10 + 4], Ranged, 12 hexes, if EN damage inflicted, Weeping Venom.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| The Mikado Affair | Summer 816 | Feralie | Formerly living | Oriental | Quest |
Jiangshi Fingernails x 12
These matte black fingernails are 2 inches long and each one weighs an oz.
One Life Draining spell may be stored in each nail by means of Ritual Spell Preparation, It may be released by taking a Magical Cast Action, and the Base Chance is 15+3 x Rank + the MA bonus of the wielder. The MA bonus of the Necormancer who stored it is not used unless they are the wielder.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| The Mikado Affair | Summer 816 | Reich | Formerly undead | Life Drain | 800sp |
Black Marble Sphere x 3
This black marble sphere is 1 inch across, weighs 2 oz but encumbers as if it weighed 3 lbs. It may be triggered, requiring a Cast Action, to release a swarm of Entropy Locusts about 1/2 an inch thick and 3 inches long. It contains negative space, and will annihilate an equal volume of solid or fluid matter upon contact. It is Rank 19 and has the same volume of effect as Stream of Corruption. All in the volume who do not Resist are afflicted by (D10 - 2) + 19 Specific Grievous Injuries, half that if they do. Any C Class Injuries are not applied, however, and neither are amputations.
An Adept of the College of Necromantic Conjurations may attempt to learn this magic as an incantation of the Stream of Corruption spell 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 | Entropy | ? |
Wink of Sleep x 5
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 |
Butterfly Water
This clay bottle contains a pint of butterfly water and weighs 3lbs.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| The Mikado Affair | Summer 816 | Reich | Short living non-sentient | Aura | ? |
Ghoul Dust x 6
A pinch of this dust upon a fresh zombie will increase it's PS, MD, AG and EN to 21 at a rate of 1 per day. MA, WP, FT and PC will similarly rise to their original state, but climb no higher.
The ghoul is intelligent, but will have no Skills or Magic. Its weapon skills will return at 1 Rank per day, and it may advance them higher if the Necromancer wishes to pay the Experience Point cost.
Ghouls of this kind are not destroyed by sunlight, although they prefer to avoid it if they can, nor do they drain. They prize humanoid flesh, live, if possible, and cannot be prevented from hunting for it when they grow hungry enough.
They do not necessarily smell of rotting meat, although they are generally messy eaters and their diet has been known to contest the arrangement, so it is only with care that they may avoid a faint carrion stench.
In appearance, they are emaciated members of their race. But they are in no way weak. Indeed, as their stats indicate, they are quite powerful. Although they have no Natural Armour, they may wear any their Necromancer provides. In particular, they reduce the quality of A Class weapons so that possible Specific Grievous Injuries become blows directly to EN, blows directly to EN become FT blows and FT blows become misses. Other weapon types are not affected.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| The Mikado Affair | Summer 816 | Reich | Sentient undead | Ghoul | 3,000sp |
Weapons
Firearms
Browning ACP & Silencer
This pistol weighs 2 lbs and is about 7 inches long. A silencer may be screwed into the barrel increasing the length by another 3 inches. The magazine holds 7 rounds.
Rank with Crossbow of any kind may be used with this weapon. The base Strike Chance is 50%, base Damage is D10 + 1 + Specific Grievous Injury (any A & B Class injuries applying, excluding amputations), maximum range is 30 hexes.
The silencer increases accuracy by 10 but halves the range and means that a shot can only heard by making a 1 x PC check if further away than 16 hexes.
As a Special Ranged Attack, the pistol may be fired a number of times equal to the the wielder's Rank in Crossbow.
It may only be fired once per Action in Melee.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
| Reich | Summer 816 | Reich | None | None |
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 |
Iron Dagger x 5
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 |
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 |
Void Spines
These three black metal spines are the remains of some unnatural beast of the starways. Each is 30 cms long and weighs 5 oz. They may be used as darts, and all three of them may be targeted by a single Cast of the Animating Bodily Parts spell.
The base Strike Chance of each dart is 50%, range is 12 hexes but penalties are not applied within this distance. Any Strike Check which is 20% of the modified Strike Chance is considered a blow directly to EN, a Strike Check of 10% is a possible Specific Grievious Injury. The base Damage is 1 D10 + 2 A Class damage, but owing to the fineness of the point of each dart, they have 6 Penetration.
Strike Chance is further improved by Rank in the Animating Bodily Parts spell if they have been cast on the spines. Further, should the animated spines inflict EN damage, they will burrow into the living flesh of their victim, inflicting 1 D10 damage, EN when FT is exhausted, and death meaning that 1 or more spines have consumed the target's heart. This damage may not be avoided by Damage Reduction or EN Armour.
Each spine has an eerie sense of where their animator is and will attempt to slither back to them at a TMR of 4 until the duration expires.
As a consequence of their grim mockery of life, the spines must be fed arterial blood each day, costing 1 EN per spine, otherwise they will decay into a brownish slime from which they cannot be restored.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| The Mikado Affair | Summer 816 | Hell | Magical | Necromancy | 12,350 sp |
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 |
Silver Flawlessness 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, Silver Flawlessness, 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%.
- Silver Flawlessness
- If a blow is struck Directly to EN or better, the wielder may make another single attack with that weapon until they stop rolling quality Strikes.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| The Mikado Affair | Summer 816 | Victoria | Magical | Necromancy | Quest |
Armour
Silver Sable Robe
This silk robe is charcoal grey with spectral sables picked out in silver thread. It is sized for a small woman (or hag). It may be cut down for someone of size 5 or less by an Artisan Tailor of Rank 6 and will take 1 week per size category. The tailor will charge a minimum of 600 sp per week, and possibly more depending on the DM. The weight factor is 1/2, it adds 5 to Stealth, increasing to 10 at night, and there is no AG penalty.
The robes provide 1 point of Damage Reduction vs all incoming damage, 6 Protection and 7 Spell Armour. It will, therefore, ignore the first 7 points of FT damage from a blow or 8 damage from a spell, excluding damage from Necrosis, Putrid Wound, Disruption or similar magic.
The Base Chance of Spectral Hand, Spectral Weapon and Spectral Warrior spells are increased by 5.
While the wearer is under the effects of a Dark Vision spell (S-5), they may, in addition to its other effects, see the living or undead but at half the normal range of the spell. This vision will penetrate obscuring mist or darkness of lesser or equal Ranks, but does not reveal inanimate obstacles or the terrain.
Once per season or adventure, whichever is least, the wearer may sacrifice EN to the robe which will increase its Damage Reduction by 1. This doubles each time so that to raise the Damage Reduction to 2 costs 1 EN, to raise it to 3 costs 2 EN, raising Damage Reduction to 4 costs 4 EN and so on. This EN may be bought back in the usual way.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| The Mikado Affair | Summer 816 | Victoria | Formerly living | Spectral Lore | 16350sp |
Quilted Cloth Armour
This armour has a weight factor of 2 and will fit someone of size 6. It has no AG penalty and a Stealth bonus of 10. It provides 5 points of Protection and 1 DR.
DR may be raised once per adventure or season, whichever is least, by sacrificing 1 EN. This cost doubles each time and may be bought bak in the usual way.
Jewellery
Amulets
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 |
Enhanced Amulet of Jade
This green jade amulet, when it is worn openly around the neck, increases the wearer's Initiative by 8 versus the undead. In addition, any Cast or Strike check vs the undead that ends in an 8 will be treated as ending with a 1 and any damage roll of 1 on a D10 becomes 8.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
| Mikado Affair | Summer 816 | Victoria | None | Stone Lore |
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 |
Throne's Heart Fob
This clockwork pendant has no mainspring, weighs 4 oz, and must be worn on the breat above the heart.
If the Telekinesis spell is cast upon it, the heart will tick for the duration. While it is ticking, if the wearer Casts a Bolt of Energy spell, the following modifications apply:
Name:Razor Orb
Base Chance: 20%
Resist: Passive, special
Storage: None
Effects:This spell creates an orb of spinning, curved blades twisted into the shape of an orb about the size of a tennis ball. It inflicts D10 + Rank damage on the first object or entity that it impacts upon. Although the spell does not double or triple damage, a roll of 20% of the modified Cast Chance will inflict damage directly to EN and a roll of 10% entitles the Adept to roll on the Specific Grievous Injury table, applying any A or B Class wound.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| The Mikado Affair | Summer 816 | Hell | Long living sentient | Throne | 13,000sp |
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 |
Miscellaneous
Carpets
Carpet of Repose x 4
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 |
Carpet of Astral Projection
This carpet is just short of a 3 metres wide, just short of 3 metres long and weighs 25 lbs. It is made from fibres combed from an ypotryll, which have been bleached varying shades of blond using prussic acid. The intricate, geometrical pattern made using these fibres is extremely difficult to pick out.
Once a day, from dawn to dawn, the carpet may be used to enter the Astral Plane by moving along the pattern woven into it.
Walking along this pattern takes about 2 hours to complete, less 1 minute for each point of PC and MA, and can be combined with no other Action. It is impossible to travel at more than a walking pace, and in any case, every 3 minutes on the pattern suppresses FT by 1 (EN when FT is exhausted). Suppressed FT and EN may not be Healed or Restored, but return at a rate of 1 per hour of rest, 3 per hour of sleep and the usual amount for meals/broths/teas, with bonuses from Herbalist applying.
This is not salvage and must be returned to Serifan, the Lord of Patterns at the end of the adventure or when he makes it clear he wants it back, whichever happens first.
If, for any reason, the carpet is not returned to him or is returned in an unusable form, he will extract a savage remedy. This carpet is very important to him and he will not forget its loss or the manner thereof.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic<br | Value | Cursed etc.? | GM |
| The Mikado Affair | Summer 816 | Victoria | Formerly living | Patterns | 100,000sp |
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 |
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 |
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 |
Leaf of Gainful Conjuration
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 know 1 previously unknown spell of the their college, so long as it is either the College of Necromantic Conjurations, the College of Conjurations of the Night and Stars or the College of Greater Summoning.
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 |
Leaf of Mysterious Bounty
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 learn something that they did not know before.
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 |
The Star Trump
This ivory plaque weighs 8 oz, is blank, and will remain that way until it is in the hands of an entity who has a Seasonal Aspect, and the equinox or solstice of that equinox has passed.
Upon that occasional, a star will appear in the foreground, and the appropriate constellation of their season in the background.
If the trump is fully Enchanted (per the Ritual of Enchantment), then once per night, the owner may transform into a twinkling star about 15 centimetres across and fly at their normal TMR. When they are able to use their movement rate, this will increase to 20 miles per hour + 1 mile per hour per Rank in Astrology + 1 mile per hour per Rank in their Enchantment ritual.
In this form, they have their MA, WP, FT and PC, but all other stats are 0. They may not interact with the world with their corporeal form, but may use such magic as they know. Their Defence is calculated normally (except that AG is 0, abd they gain bonuses for being aerial). However, because of their small size, any possible Specific Grievous Injury becomes a blow directly to EN, a blow directly to EN becomes a FT blow and a FT blow becomes a miss.
They return to human form when the sun rises, they have 0 FT remaining or they end the effect.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
| Mikado Affair | Summer 816 | Malkuth | Formerly living | Trump | 11,400sp |
Ren Shen Root
This preserved tuberous root is 40 cms long, 12 cms across and weighs 2.5 lbs.
It may be used to make powerful healing unguents, drops to clear the eyes and a draught that will cure lockjaw.
It is a very rare herb and holds as many as 13 uses before it is gone. Each century that it survives untouched increases the number of uses by 1
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| The Mikado Affair | Summer 816 | Victoria | None | ? | Quest |
Crystal of Illumination
This crystal is about the size of a man's thumb, set into a slender staff that is 5 ft long and totally black. It weighs 2 lbs but is too slight to be used as a weapon. The crystal can be rubbed (requiring 3 Pass Actions) to cause the crystal to emit a Fire Light equal to the wielder's Astrologer Rank. This costs the staff 1 FT point and the light may only be seen by Astrologers of equal or greater Rank.
At noon, the wielder rolls a D10. If 1 - 4 is rolled, the staff recovers no FT, 5 - 7, the staff recovers 1 FT, 8 or 9, 2 FT, 0, 3 FT. The staff may hold a maximum of 3 FT. This may be increased by 1, once per season or adventure, whichever is the least. FT sacrificed to the staff may be bought back in the usual way.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| The Mikado Affair | Summer 816 | Nualis | Magical | Fire | 7,750sp |
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 at the front is wide and surrounded on either side by a pair of large mandible. It has a scorpion like sting which can extend back about 5 feet, the barb being 1 yard long. Although the Protection value of its top carapace is particularly tough, 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 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.
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.
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.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| The Mikado Affair | Summer 816 | Victoria | Living Plant | Herbalism | Quest |
Gong of Ascension
This large tam tam is 7 feet in diameter and made of bronze.
A living entity that stands in front of it when struck at noon on the Summer Solstice will have their aura increased 1 step. Thus, someone whose aura is short living sentient would have it raised to long living sentient. An entity may only benefit from this effect once.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| The Mikado Affair | Summer 816 | Victoria | Sun | Enhancement | Quest |
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 |
String of Thorns
This 15 foot length of silken cord weighs 12 oz, has fire-hardened tetrahedral thorns set into it, and may be used to cover three contiguous hexes with a Free Act. Any bidpedal entity that enters the terrain so covered must Break 100 => AG + MD to completely avoid stepping on a single thorn. Those whose modified roll falls between 75 - 99 have stood on one thorn and lose 1 EN and AG which may affect TMR. Those whose modified roll falls between 50 - 74 have stood on 2, lose 3 EN and AG which may affect TMR. Those whose modified roll is less than 50 have stood on 3, lose 6 EN and AG which may affect TMR.
It takes 3 minutes to remove each thorn, or half this if the victim engages in loud and imaginative complaining. It takes 3 days of rest to recover 1 point of EN and AG, although remedies that repair muscle will prove efficacious.
Gathering up the cord takes a Pass Action, and replacing thorns requires the attentions of a Rank 5+ Mechanician who has specialised in traps. It will cost them 200 sp per thorn replaced and they will charge extra for their time as the DM sees fit.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| The Mikado Affair | Summer 816 | Victoria | Formerly living | None | 6,000sp |
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 |
Tea Ceremony Tryptich
Each panel of this tryptich is 15 cms high and 8 cms wide. When folded down it is 3 cms thick, and the total weight is 1 lb. The images are coloured wood block printed onto silk and is framed in a heavy dark wood.
If 1 EN is sacrificed to bond to the tryptich, then once per day they may perform a rite with 3 chrysanthemums, ritually separating them over the space of an hour. Until the next dusk or dawn, they may increase they are considered to have succeeded when resisting magic that causes pain and suffering, and if a Resistance check is made, are entirely unaffected by it.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| The Mikado Affair | Summer 816 | Victoria | Formerly living | Contemplation | 11,750sp |
Wave and Stone Painting

This wall covering is about 100 x 70 cms and weighs 1 lb. It may be rolled along its shortest dimension without due harm, the fabric being somehow dyed rather than covered in oil or water-based pigment.
To activate this painting's special function, 1 point of EN must be sacrificed to it (which may be bought back in the usual way). From then on, once per season, the Adept can Purify while gazing upon the painting to store General Knowledge spells of the Colleges of Earth or Water, the total number not to exceed their free MA. The Rank of this magic is the same as their General Knowledge Counterspell.
Once each spell is successfully Cast, it is lost and may not be recovered until the Adept Purifies while contemplating the painting after the next Equinox or Solstice.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| The Mikado Affair | Summer 816 | Victoria | Formerly living | Contemplation | 17,500sp |
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 |
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 |
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 |
Blank Phylactery

This is a scroll that appears to be itemised so as to form a brooch. A spell may be invested in the phylactery at five times the normal cost. From that point on, the phylactery can be read as a scroll (taking two full pulses), but instead of being used up, the spell will become reinvested on the following dawn.
The cast chance of the invested spell is the Base Chance plus three times the Rank. Bonuses from Enchantment and College modifiers are only applied when the cast check is made, the investor's Enchantment or situational modifiers have no effect. No bonus (or penalty) for Magical Aptitude is ever considered.
If the roll of the Cast Check should ever fall on a number fully divisible by 10 (e.g. 10, 20, 30, etc), then whoever is reading the phylactery must resist versus a Backfire, or the phylactery will be destroyed. If that number would be a success, then the spell is cast even if the MR versus Backfire fails destroying the phylactery.
Cast Chance:_______% Range:____________ Duration:____________ Rank:_______ Effects:________________
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| The Mikado Affair | Summer 816 | Lands of Chaos | Formerly living | Spell Storage | 10,000sp |
Phylactery of Walk Unremarkably

This is a scroll that appears to be itemised so as to form a brooch. A spell may be invested in the phylactery at five times the normal cost. From that point on, the phylactery can be read as a scroll (taking two full pulses), but instead of being used up, the spell will become reinvested on the following dawn.
The cast chance of the invested spell is the Base Chance plus three times the Rank. Bonuses from Enchantment and College modifiers are only applied when the cast check is made, the investor's Enchantment or situational modifiers have no effect. No bonus (or penalty) for Magical Aptitude is ever considered.
If the roll of the Cast Check should ever fall on a number fully divisible by 10 (e.g. 10, 20, 30, etc), then whoever is reading the phylactery must resist versus a Backfire, or the phylactery will be destroyed. If that number would be a success, then the spell is cast even if the MR versus Backfire fails destroying the phylactery.
Cast Chance: 110% Range: 21' Duration: 21 hours Rank: 20 Effects: Unremarkable appearance until you do something remarkable.
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| The Mikado Affair | Summer 816 | Lands of Chaos | Formerly living | Spell Storage | 10,000sp +5,000sp |
A Stone from a Plover's Nest
This stone may have one charge of Invisibility invested in it at no cost. When the spell is discharged, it may be reinvested in the same way.
Cast Chance:_______% Duration:_______ Range:_______ Rank:______
| Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
| The Mikado Affair | Summer 816 | Lands of Chaos | Magical | Spell Storage | 5,000sp |
Allies
Beast of a Thousand Eyes
- Natural Habitat
- Prefers Crypts & Caverns
- Frequency
- Very Rare
- Number
- 1
- 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 30 feet long and 8 feet wide. The head at the front 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. Although the Protection value of its top carapace is particularly tough, 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 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 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 |
- If it is immersed in water, it 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 will inflict 1 point of damage per Pulse.
- 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 |
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.
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 |
Sakura
- Description
- Sakura is an insubstantial spirit who lives inside a 14 inch tall bonsai cherry tree. She can leave her tree and wander about, but may never stray more than a 525 feet from it.
- Comments
- Sakura can only be harmed if her cherry tree is killed or destroyed.

- Abilities
- Sakura is a Rank 7 Courtesan. She knows the tea ceremony very well and can perform it at Rank 10. She plays the Samisen as if she were Rank 9. She has no understanding of bureaucracy or intimidation. She has an interest in genealogy and will record information about the blood lines of all of the people she comes into contact with.
- If she is cared for by a Herbalist, in the month of Harvest she will produce a number of special cherries equal to their Rank in excess of 6 (thus, a Rank 10 Herbalist will produce 3 special cherries). 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.
- If she is cared for by a Herbalist, in the month of Blossom she will produce a number of special cherry blossoms equal to their Rank in excess of 4 (thus a Rank 10 Herbalist will produce 6 special blossoms). 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.
- Movement Rates
- Running: 100
| PS: | None | MD: | None | AG: | None | MA: | 8 | EN: | None | FT: | None |
|---|---|---|---|---|---|---|---|---|---|---|---|
| WP: | 16 | PC: | 15 | PB: | 24 | TMR: | 4 | NA: | None, but see below | ||
- Weapons
- The only weapon Sakura knows is vulnerability, and she has this Ranked to 7.
| Adventure | Season | Plane of Origin | Aura | GM |
| The Mikado Affair | Summer 816 | Victoria | Long living sentient |
Lore
The Name of the Wind
This is the Generic True Name of the wind. A practitioner of the College of Naming Incantations may Compel (per the spell Compelling Obedience) to Bind 1,000 cubic feet of air (+500 cubic feet per Rank in the GTN) in the same way as a Rune Mage would.
The spell be Cast in Ritual fashion and has the standard duration, which may double or triple.
| Adventure | Season | Plane of Origin | Value | GM |
| The Mikado Affair | Summer 816 | Reich | Quest |
Abilities
Spectral Warrior - Improved Damage Capacity
Spell: Spectral Warrior
Effects: The amount of combined EN + FT of the Phantasm generated by the Adept's Rank is doubled.
Cost: 750 Experience.
Constraints: Unracks the spell, reduces FT value by 1.
| Adventure | Season | Plane of Origin | Nature of Magic | GM |
| The Mikado Affair | Summer 816 |
Spectral Warrior - Pale Horse

Spell: Spectral Warrior
Duration: 30 minutes (+30 minutes per Rank)
Effects: The Adept summons a pale horse to bear them for the duration or until they dismiss it, which requires a Free Act. The pale horse has a movement rate of 650 yards per minute on the ground, and 860 yards per minute (+30 yards per minute per Rank) or 30 miles per hour (+1 mile per hour per Rank) in the air. TMR is 8 whether aerial or on the ground, rising to 9 at Rank 10 and 10 at Rank 20. It's Defence and Magic Resistance are the same as the Adept's, but its combined EN and FT is 20 (+5 per 3 full Ranks). Although it is not Dissipated by having a Necromantic Special Counterspell cast on the area it occupies, it will not enter such an area.
The pale horse may move in three dimensions, it does not fly in the accepted sense so Horsemanship is used instead of Flying, and this incantation provides the Adept with a bonus of 1 + 1 per Rank of the spell for these purposes.
Cost: 2000 Experience.
Constraints: Unracks the spell, reduces FT value by 1.
| Adventure | Season | Plane of Origin | Nature of Magic | GM |
| The Mikado Affair | Summer 816 | Victoria | Spectral Lore |
Spectral Warrior - Spectral Hound

Spell: Spectral Warrior
Effects: The Adept summons a great spectral hound of the moors which will bell and lead them to an entity who they have previously encountered or studied (as per the Location Spell of the College of Ensorcelments and Enchantments). The spectral hound may move along the ground or through water or the air but not through solid obstructions, fire, or the area of a Necromantic Special Counterspell. It may be dissipated by having a Necromantic Special Counterspell cast on the area it occupies. The target must share the same plane as the Adept, but otherwise, range is not a consideration. It has a has a movement rate of 650 yards per minute and a TMR of 13, but has no attack and its combined EN and FT is 20 (+5 per 3 full Ranks).
Cost: 1500 Experience.
Constraints: Unracks the spell, reduces FT value by 1.
| Adventure | Season | Plane of Origin | Nature of Magic | GM |
| The Mikado Affair | Summer 816 | Victoria | Spectral Lore |
Wraithform - Damage Reduction
Name: Wraithform
Spell: Damage Reduction
Effects: This incantation is similar in all ways to Wraithform, except that Damage Reduction applies to all damage types.
Cost: 4,500
Constraints: Unracks the spell, reduces FT value by three.
| Adventure | Season | Plane of Origin | Nature of Magic | GM |
| The Mikado Affair | Summer 816 | Victoria | Spectral Lore |
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 |