Return to [[The Mikado Affair#Treasure|The Mikado Affair]]
[[Image:EisenkindArmour.jpg|right|110px]] This partial plate armour can be worn by anyone of size 9. It has a weight factor of 6, reduces AG by 2, and penalises Stealth by 20 except at night when the penalty is 10. The armour may be donned by releasing a special catch and climbing inside (or out). This process takes 1 Free Act and 4 Pass Actions.<br> It provides 5 Protection, and reduces damage from physical attacks by 5, so that a FT blow of 10 or less is ignored. It also gives the wearer 10 Spell Armour.<br> The armour protects the wearer's mind and personality (+10 Magic Resistance against magic that Charms, Fears, Compels, Hypnotises, Controls, Binds, reads, alters or attacks the mind).<br>
The glass of the visor has special properties. When it is lowered over the wearer's eyes, the wearer:
Tsayoi returns to the Guild on the 27th Fruit 816wk with 30,000 Experience, has earnt 174,276 sp, after Guild Taxes: 156, 848 sp, and after tithing to a Shinto temple, 139,421 sp. He has spent 101,900 sp on treasure, leaving him with 37,520 sp.
* has their PC value reduced by 10
<br>
He has earnt these Spots:
{| border = 1 cellspacing =2
|5
|6
|7
|8
|9
|10
|10
|}
He spent 208 days away from the Guild, 105 days in training, 35 of which may be devoted to weapons and Warrior training.<br>
:He may
:: advance any Talent seventeen Ranks.
:: advance his Rank in Stealth 1 Rank at only 75% of the cost and no time.
:: advance his Rank in Horsemanship 1 Rank at only 90% of the cost and no time.
:: advance his Rank in Ruskan as if he had been immersed in it for 4 weeks.
:: advance his Rank in Erelheine as if he had been immersed in it for 2 weeks.
The strength of his aura has increased to Long living sentient.<br>
His MA has increased by 2 which will not exceed racial maximums but can be raised five more in the usual way.<br>
As a consequence of taking a geas to tithe 10% of his income to a Shinto temple, Tsayoi has benefited from a Blessing on Unborn Child which has raised his PS by 5, even beyond Racial Maximum. The geas is monitored by a spirit bull, and if, for any reason, the stricture is not kept, the Blessing will fail as the bull leaves Tsayoi's side. <br>
As a result of successfully completing this adventure, Serifan the Lord of Patterns has interceded with the Duke of Carzala to settle Blackshore on Tsayoi, land which is enfeoffed to his grace. He is styled Tsayoi of Blackshore now and his social rank is Gentry.<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>
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.<br>
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.<br>
{| border = 1, cellspacing = 0
! colspan = "3" |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.<br>
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.<br>
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.<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.
= 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.<br>
It contains a yellow, viscous fluid, which responds to lunar influences of a moon in another dimension and the entire thing weighs about 7lbs.<br>
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.<br>
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
{| border=1 cellspacing=0 |
!colspan = "2"|Influence Points
|-
!Rank
!Points
|-
|1 - 3
|1
|-
|4 & 5
|2
|-
|6 & 7
|3
|-
|8
|4
|-
|9
|5
|-
|10
|6
|}
{| 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"| Victoria
|align="center"| Living Plant
|align="center"| Herbalism
|align="center"| Quest
|align="center"| {{No-I}}
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
|}
== Red Iron Bowl ==
This bowl of red iron about 20cms across and 4 cms high. It weighs 12 lbs.<br>
If Waters of Strength are made in this bowl, then the Adept only use half the normal ingredients making it cost half as much.<br>
The bowl may be used no more than 20 times before this ability is lost.
{| 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"| Victoria
|align="center"| Formerly living
|align="center"| None
|align="center"| 8,085sp
|align="center"| {{No-I}}
|align="center"| [[Image:Jimarona.PNG|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. <br>
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. <br>
They are most helpful to those who they know to be their descendants.
{| 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"| Victoria
|align="center"| Formerly living
|align="center"| Necromancy
|align="center"| 7000sp
|align="center"| {{No-I}}
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
|}
== Bag of Rhinoceros Phallus ==
This hessian sack weighs 5 lbs and is lumpy in the expected way. <br>
If the bearer holds the image of a mature female rhinoceros in their mind, the bag will become turgid and weigh 40 lbs. <br>
Male bearers may feel some sympathetic discomfort.
{| 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"| Victoria
|align="center"| Formerly living plant
|align="center"| Folding
|align="center"| 3,500sp
|align="center"| {{No-I}}
|align="center"| [[Image:Jimarona.PNG|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.
== 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.<br>
== 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.
= Consumables =
== Grenadoes ==
=== Flash Grenado ===
This grenado weighs 1 lb and contains an alchemical incendiary device. It is usually thrown at a hex within range (15 hexes). The hex has no Defence, but the thrower's SC is reduced by 3 per hex beyond the first. Any Strike Check greater than 70 + MD means that the thrower dropped the grenado at their feet, or, if the roll is 99 or 100, has gone off prematurely in their hand.
If the Strike Check result is high enough to indicate a miss but not high enough for a catastrophe, then a scatter D10 is rolled. <br>
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.
{| border=0 cellspacing=2 |
|width="180px" Align="Center"| Adventure
|width="100px" Align="Center"| Season
|width="100px" Align="Center"| Plane of Origin
|width="150px" Align="Center"| Aura
|width="110px" 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"| Victoria
|align="center"| Magical
|align="center"| Alchemy
|align="center"| 250sp
|align="center"| {{No-I}}
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
|}
=== Smoke Grenado ===
This grenado is made of lignam vitae and weighs 3 lbs. It contains the Smoke Creation spell invested on a scroll. It is usually thrown at a hex within range (15 hexes). The hex has no Defence, but the thrower's SC is reduced by 3 per hex beyond the first. If the roll is greater than the modified Strike Chance, then the grenado does not go off. If the roll is successful, then a Cast Check is made to see if the spell is successful. The Rank of these scrolls is 11 and the Base Chance is 55%. The volume of effect is determined according to the following schedule:
{| border=1 cellspacing=1 |
! Align="Center"| Rank
! Align="Center"| Diameter
|-
|Align="Center"| 0 - 5
|Align="Center"| 3 hexes
|-
|Align="Center"| 6 - 10
|Align="Center"| 5 hexes
|-
|Align="Center"| 11 - 14
|Align="Center"| 7 hexes
|-
|Align="Center"| 15 - 17
|Align="Center"| 9 hexes
|-
|Align="Center"| 18 - 19
|Align="Center"| 11 hexes
|-
|Align="Center"| 20
|Align="Center"| 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.<br>
The grenadoes may be used again if they are collected after they have been used.
{| border=0 cellspacing=2 |
|width="180px" Align="Center"| Adventure
|width="100px" Align="Center"| Season
|width="100px" Align="Center"| Plane of Origin
|width="150px" Align="Center"| Aura
|width="110px" 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"| Victoria
|align="center"| Formerly living
|align="center"| Mechanician
|align="center"| 2500sp
|align="center"| {{No-I}}
|align="center"| [[Image:Jimarona.PNG|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. <br>
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. <br>
This is considered a Minor Curse with an MA of 18, and will last until the next noon or midnight.
{| border=0 cellspacing=2 |
|width="180px" Align="Center"| Adventure
|width="100px" Align="Center"| Season
|width="100px" Align="Center"| Plane of Origin
|width="150px" Align="Center"| Aura
|width="110px" 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"| Victoria
|align="center"| Short living sentient
|align="center"| Alchemy
|align="center"| 250sp
|align="center"| {{No-I}}
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
|}
=== Red Iron Grenado ===
[[Image:Red_grenado.jpg|right|80px]]
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.<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. <br>
On a 1, it was thrown 1D10 feet beyond the target hex. <br>
On a 2, it was hrown 1D10 feet beyond and to the right of the target hex.<br>
On a 3, it was thrown 1D10 feet to the right of the target hex.<br>
On a 4, it was thrown 1D10 feet short and to the right of the target hex.<br>
On a 5, it was thrown 1D10 feet short of the target hex.<br>
On a 6, it was thrown 1D10 feet short and to the left of the target hex.<br>
On a 7, it was thrown 1D10 feet to the left of the target hex.<br>
On an 8, it was thrown 1D10 feet beyond and to the left of the target hex.<br>
On a 9, it was thown 2D10 feet beyond the the target hex.<br>
On a 0, it was thrown 1D10 <bold>hexes</bold> short of the target hex.<br>
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.<br>
Targets are allowed to Break 100 + 2 x AG + Rank in Sense Danger to avoid each wound.
{| border=0 cellspacing=2 |
|width="100px" Align="Center"| Season
|width="100px" Align="Center"| Plane of Origin
|width="100px" Align="Center"| Aura
|width="120px" Align="Center" | Nature of Magic
|width="50px" Align="Center" | Value
|width="80px" Align="Center" | Cursed etc.?
|width="250px" Align="Center" | GM
|-
|align="center"| Summer 816
|align="center"| Nualis
|align="center"| Alchemy
|align="center"| Incendiarism
|align="center"| 3,000sp
|align="center"| {{No-I}}
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
|}
== Herbs ==
=== Green Harmony Tea x 8 ===
This container of tea weighs 36 oz, smells of sage, jasmine and the sea. <br>
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).
{| border=0 cellspacing=2 |
|width="180px" Align="Center"| Adventure
|width="100px" Align="Center"| Season
|width="100px" Align="Center"| Plane of Origin
|width="150px" Align="Center"| Aura
|width="110px" 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"| Victoria
|align="center"| Formerly living
|align="center"| Herbalist
|align="center"| 1,000sp
|align="center"| {{No-I}}
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
|}
== Herbal Draughts ==
=== Annis Draught ===
This clay bottle is robust and must be Prepared before it may be taken. It weighs 8 oz.<br>
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.
{| border=0 cellspacing=2 |
|width="180px" Align="Center"| Adventure
|width="100px" Align="Center"| Season
|width="100px" Align="Center"| Plane of Origin
|width="150px" Align="Center"| Aura
|width="110px" 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"| Victoria
|align="center"| Formerly living
|align="center"| Annis
|align="center"| 7,750sp
|align="center"| {{No-I}}
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
|}
== Potions ==
=== Wraithcloak Potion ===
This phial is robust and must be Prepared before the potion it contains may be taken. It weighs 3 oz.<br>
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.<br>
Wraithcloak or other spells that do not stack with Wraithcloak cannot provide any benefit while the potion is in effect.
{| border=0 cellspacing=2 |
|width="180px" Align="Center"| Adventure
|width="100px" Align="Center"| Season
|width="100px" Align="Center"| Plane of Origin
|width="150px" Align="Center"| Aura
|width="110px" 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"| Victoria
|align="center"| Magical
|align="center"| Necromancy
|align="center"| 5,000sp
|align="center"| {{No-I}}
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
|}
=== Pureheart Potion ===
This phial is robust and must be Prepared before the potion it contains may be taken. It weighs 3 oz.<br>
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.<br>
{| border=0 cellspacing=2 |
|width="180px" Align="Center"| Adventure
|width="100px" Align="Center"| Season
|width="100px" Align="Center"| Plane of Origin
|width="150px" Align="Center"| Aura
|width="110px" 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"| Reich
|align="center"| Magical
|align="center"| Charms
|align="center"| 10,000sp
|align="center"| {{No-I}}
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
|}
=== Vault Potions ===
These potions are made by semi-randomly combining coloured reagents and divining the result. They have no valuation, no aura and no clear plane of origin.
==== Oil of Mental Resistance ====
This phial weighs 3 oz and is robust. It must be Prepared before it can be used.<br>
This oil is added to water and calamari blood to create a quench for tempering metal. Metal armour tempered in this way reduces the Rank of Phantasm or Nightmare by 5 and, in addition, increases the wearer's WP by 5 with respect to the College of Sorceries of the Mind.
==== Oil of Flammability x 3 ====
This phial weighs 3 oz and if worn obviously about the person, need not be Prepared before using. <br>
It contains an oil which may be applied to a target of 2 hexes or less, requiring a successful Strike with Grenado or Rock. If this is successful, the target is extremely flammable and does not receive a Resistance Check vs Fire damage. Indeed, if they fail, their body fat will ignite and they will continue to take 1/3rd of the original damage per Pulse. Once the target has received 180 damage from fire, the oil will have been burnt off.
==== Potion of Violets ====
This phial weighs 3 oz and is robust. It must be Prepared before it can be used.<br>
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. <br>
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.<br>
When it is poured on the ground, a permanent 10 foot wide stone bridge will span a gap of 30 feet. Both ends must be anchored.
==== Waters of Reflection ====
This phial weighs 3 oz and if worn obviously about the person, need not be Prepared before using. <br>
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.<br>
They will recover 4 points of FT lost from any source except FT reduction, and they are entitled to a new Resistance Check or Stat Roll to avoid any effect that influences their personality (i.e. Fear, Awe, Charm, Courtesan seduction, Compelling Obedience, Binding Will, Control Entity but not curses or Control Person).
==== Potion of Flatness ====
This phial weighs 3 oz and is robust. It must be Prepared before it can be used.<br>
Whoever drinks this potion becomes so flat that if they are perpendicular to an observer's sightline, they cannot be seen. On the other hand, they cannot see along that line, either. <br>
For the duration of the magic, which may be ended by a Free Act to dismiss it or an hour, whichever comes first, they:
:: are immune to A & C Class damage
:: can slide through cracks or under doors if there is enough space for air to pass through
:: may hide in pictures large enought to hold them
:: are considered flammable, i.e. no Magic Resistance vs Fire, and they will continue to burn until put out.
:: halve their Magic Resistance against heat, cold or lightning, and double the damage.
==== Eye of Newt Potion x 2 ====
This phial weighs 3 oz and is robust. It must be Prepared before it can be used.<br>
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). <br>
The effects last for an hour.
==== Potion of Indigo Flame ====
This phial weighs 3 oz and if worn obviously about the person, need not be Prepared before using. <br>
Whoever drinks this potion will be mute but their speech will be written on the air before them in letters of indigo flame. They shed little light, but can be clearly seen with any kind of infravision. <br>
Obviously, the writing only appears in a language they are literate in.
This effect lasts until dawn or until it is dismissed with 4 uninterrupted Pass Actions.
==== Potion of Rain ====
This phial weighs 3 oz and if worn obviously about the person, need not be Prepared before using. <br>
Whoever drinks this potion will transform into rain and coalesce safely when they are on the ground or water. <br>
If they fall on something hotter than 100 degrees Celsius, their body will be vapourised and they will be irresurrectable by Healers.
== Amulets ==
=== Agate Amulet ===
[[Image: Agate amulet.jpg|left|70px]]
This amulet of agate weighs 4 oz and must be worn openly around the neck to be effective.<br>
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.
Once all of the charges are used, the amulet fades to a greenish dust.
{| border=0 cellspacing=2 |
|width="180px" Align="Center"| Adventure
|width="100px" Align="Center"| Season
|width="140px" Align="Center"| Plane of Origin
|width="130px" Align="Center"| Aura
|width="140px" Align="Center" | Nature of Magic
|width="50px" Align="Center" | Value
|width="80px" Align="Center" | Cursed?
|width="250px" Align="Center" | GM
|-
|align="center"| Mikado Affair
|align="center"| Summer 816
|align="center"| Hell
|align="center"| Formerly living
|align="center"| Affliction
|align="center"| 3,000sp
|align="center"| {{No-I}}
|align="center"| [[Image:Jimarona.PNG|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.<br>
Special abilities that increase the bearer's chance of recovering from Stun work as normal.<br>
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.
{| 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"| Reich
|align="center"| Magical
|align="center"| Sleep
|align="center"| 3,000sp
|align="center"| {{No-I}}
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
|}
= Weapons =
== Snub-nosed Pistol x 2 ==
This small pistol weighs 1/2 lb and is 4 inches long. The magazine holds 12 rounds.<br>
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. <br>
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. <br>
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.
{| border=1 cellspacing = 0 |
|width="180px" Align="Center"| Adventure
|width="100px" Align="Center"| Season
|width="150px" Align="Center"| Plane of Origin
|width="100px" Align="Center"| Aura
|width="120px" Align="Center" | Nature of Magic
|width="50px" Align="Center" | Value
|width="100px" Align="Center" | Cursed etc.??
|width="250px" Align="Center" | GM
|-
|align="center"| Reich
|align="center"| Summer 816
|align="center"| Reich
|align="center"| None
|align="center"| None
|align="center"|
|align="center"| {{No-I}}
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
|}
== Iron Dagger ==
This cold iron dagger weighs 1 lb and prevents the bearer from using magic.<br>
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.
{| border=0 cellspacing=2 |
|width="180px" Align="Center"| Adventure
|width="100px" Align="Center"| Season
|width="200px" Align="Center"| Plane of Origin
|width="60px" Align="Center"| Aura
|width="160px" Align="Center"| Nature of Magic
|width="80px" 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"| Reich
|align="center"| None
|align="center"| None
|align="center"| 3,000sp
|align="center"| {{No-I}}
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
|}
== Obedience Blades ==
This paired katana and wakazashi may be used individually as normal weapons of their kind. If a point of EN is sacrificed to the blades by one who has no Rank in Assassin, then its special ability, Obedience, may be used. Once this is done, the weapon is inheritable on death by the owner's oldest living legitimate scion.
:The base Strike Chance of the katana is 70%, Damage Modifier is +4 and 3 points of Penetration. Bonuses from Weapon and Warrior Rank increase Penetration not Damage. PS does not increase Damage, however for every 5 points of MD greater than 16, damage may be increased by 1. This weapon inflicts Possible Specific Grievous Injuries on 10% of the modified Strike Check, and blows Directly to EN on 20%.
:The base Strike Chance of the wakazashi is 55%, Damage Modifier is +3 and 2 points of Penetration. Bonuses from Weapon and Warrior Rank increase Penetration not Damage. PS does not increase Damage, however for every 5 points of MD greater than 13, damage may be increased by 1. This weapon is designed to be used in the weilder's secondary hand, so there is no penalty for off hand use aside from the normal -10, and it inflicts Possible Specific Grievous Injuries on 10% of the modified Strike Check, blows Directly to EN on 20%.<br>
;'''Obedience'''<br>
: 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.
{| 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"| Victoria
|align="center"| Magical
|align="center"| Necromancy
|align="center"| Quest
|align="center"| {{No-I}}
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
|}
== Dipole ==
This is a length of glass 12 ft long and 4 inches in diameter. It is unreactive to acid or bases and is extremely resilient to damage because it feeds the force of impact back to anything in contact with it. It weighs 170 lbs and may be wielded as a quarterstaff by someone who has a PS of 36. The base Strike Chance is 55 and the base Damage is 3 rollup D10 + 6. Bonuses from PS or Assassin do not apply, but bonuses from Weapon and Warrior Rank do. The wielder reduces their PS by half the amount of damage generated, as does the the target. Creatures of 1 hex recover PS at a rate of 3 per Pulse, 2 hex creatures recover at 6 per Pulse, and son on. <br>
It may be used to void the damage of a weapon by catching the blow athwart the haft. This is automatic, but may destroy Dipole if the wielder does not successfully Break 100 -> MD + Quarterstaff Rank + Warrior Rank. If Dipole is destroyed, all of the forces bound inside are released in a devastating blast of monofilament glass fragments. Damage is calculated normally and multiplied by 10, the wave propagating across the wielder's front hexes, damaging halving per hex traveled. Protection and Spell Protection do not apply, although Damage Reduction and Endurance Armour do. <br>
If the wielder is holding Dipole in two hands, they may use a Strike Action to destroy it to create this effect.
{| 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"| New Terra
|align="center"| None
|align="center"| Folding
|align="center"| 16,150sp
|align="center"| {{No-I}}
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
|}
= Armour =
== Eisenkind Armour v 1.1 ==
[[Image:EisenkindArmour.jpg|right|110px]] This partial plate armour can be worn by anyone of size 9. It had a weight factor of 6 but this has been reduced to 3, reduces AG by 2, and penalises Stealth by 20 except at night when the penalty is 10. The armour may be donned by releasing a special catch and climbing inside (or out). This process takes 1 Free Act and 4 Pass Actions.<br> It provides 5 Protection, and reduces damage from physical attacks by 5, so that a FT blow of 10 or less is ignored. It also gives the wearer 10 Spell Armour.<br> The armour protects the wearer's mind and personality (+10 Magic Resistance against magic that Charms, Fears, Compels, Hypnotises, Controls, Binds, reads, alters or attacks the mind). In addition, it adds 5 to the wearer's WP with respect to the Colleges of the Sorceries of the Mind and Illusions, and reduces the Rank of Phantasms and Nightmares by 5. <br>
The glass of the visor has special properties. Tsayoi may infuse his Appreciation of Beauty into the visor so that on the next occasion he encounters a horror or some dread thing from beyond space & time, he may add + 5 / point of Beauty to his chance to avoid fear or terror. When it is lowered over the wearer's eyes, the wearer:
* <s>has their PC value reduced by 10</s> ''Removed by Vitri, the Lord of Glass''
* becomes immune to the Specific Grievous Injury: 13: ''Your opponent’s weapon has entered your eye...''
* becomes immune to the Specific Grievous Injury: 13: ''Your opponent’s weapon has entered your eye...''
* the entire armour becomes a sealed environment which will not allow the passage of noxious, corrosive vapours or fluids, and it is proof against a vaccuum, but for no more than 30 minutes.
* may, within 120 feet, see things that are Walking Unseen, Invisible and Blended if Rank in Infravision is equal or greater.'''*'''
* may, within 120 feet, see things that are Walking Unseen, Invisible and Blended if Rank in Infravision is equal or greater.'''*'''
'''*'''Abilities that conceal heat signatures will defeat this, at the DM's discretion.<br>
'''*'''Abilities that conceal heat signatures will defeat this, at the DM's discretion.<br>
A handle is attached to an assembly mounted on the right shoulder, which runs about half way down the back. If the handle is pulled, which will require PS of 27 and a Prepare Action spent, this will arm the device, which will load 1 or 2 small stones or bullets from a removable magazine which holds 12 such missiles. It will also hold grenadoes of methand or greek fire, but only 6 of these will fit in the magazine at a time. If the missiles are loosed in the next Pulse, the Damage Modifier is D+4. For every Pulse loosing the missiles is delayed, the Damage Modifier is reduced by 1. Grenadoes are unaffected positively or negatively by this. The base Strike Chance for a single attack is 50 (-10 if two attacks are made), range is 60 Hexes, and it is treated in all other ways as if it were a Sling.<br>
A handle is attached to an assembly mounted on the right shoulder, which runs about half way down the back. If the handle is pulled, which will require PS of 27 and a Prepare Action spent, this will arm the device, which will load 1 or 2 small stones or bullets from a removable magazine which holds 12 such missiles. If the missiles are loosed in the next Pulse, the Damage Modifier is D+4. For every Pulse loosing the missiles is delayed, the Damage Modifier is reduced by 1. The base Strike Chance for a single attack is 50 (-10 if two attacks are made), range is 60 Hexes, and it is treated in all other ways as if it were a Sling.<br>
Although the armour looks metallic, it is, in fact, made from glass, albeit glass that has made the intimate acquaintance of a powerful Alchemist. Repairing it will require a forge, the arts of a Rank 6+ Artisan: Glass Worker and an Armourer who can make Partial Plate. They may be the same person. It will take 3 days to repair a point of Protection, the cost of the materials being 400sp for sand, quicksilver and iron. Tradesmen will charge an amount in excess of this sufficient to make a living.
Although the armour looks metallic, it is, in fact, made from glass, albeit glass that has made the intimate acquaintance of a powerful Alchemist. Repairing it will require a forge, the arts of a Rank 6+ Artisan: Glass Worker and an Armourer who can make Partial Plate. They may be the same person. It will take 3 days to repair a point of Protection, the cost of the materials being 400sp for sand, quicksilver and iron. Tradesmen will charge an amount in excess of this sufficient to make a living.
{| border=0 cellspacing=2 |
{| border=0 cellspacing=2 |
Line 1,120:
Line 460:
|align="center"| Reich
|align="center"| Reich
|align="center"| Magical
|align="center"| Magical
|align="center"| Iron & Glass
|align="center"| Iron
|align="center"| 22,000sp
|align="center"| 22,000sp
|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
|}
|}
= Jewellery =
== Lucky Charm ==
This glass charm contains a thimble-full of Calamari blood and a thimble-full of the wearer's blood. It will only work for them, but while it is worn openly on the chest, their WP is increased by 3 and their AG is increased by 2. This will stack with 1 (only) Amulet of Luck, which must be non-standard.<br>
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.<br>
{| cellspacing = 2 border = 0
| width = "40px"|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.
|}
{| 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"| Victoria
|align="center"| Short living sentient
|align="center"| Luck
|align="center"| 14,400sp
|align="center"| {{No-I}}
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
|}
== Amulets ==
=== Enhanced Amulet of Chalcedony ===
This amulet, when it is worn openly around the hilt of a dagger, will glow with a pale blue light that only the wielder can see when they are within 25 feet of the lesser undead. This light makes it possible to see in total darkness out to a range of 3 hexes, but is too dim and indistinct to make out colours or normal text.
{| border=0 cellspacing=2 |
|width="180px" Align="Center"| Adventure
|width="100px" Align="Center"| Season
|width="150px" Align="Center"| Plane of Origin
|width="100px" Align="Center"| Aura
|width="120px" Align="Center" | Nature of Magic
|width="50px" Align="Center" | Value
|width="100px" Align="Center" | Cursed etc.??
|width="250px" Align="Center" | GM
|-
|align="center"| Mikado Affair
|align="center"| Summer 816
|align="center"| Victoria
|align="center"| None
|align="center"| Stone Lore
|align="center"|
|align="center"| {{No-I}}
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
|}
== Saturday Ring ==
This plain gold ring weighs 1 oz and must be worn on the ring finger of the right hand for its magic to be effective. <br>
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.
{| 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"| Victoria
|align="center"| Magical
|align="center"| E&E
|align="center"| 7000sp
|align="center"| {{No-I}}
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
|}
= Miscellaneous =
== Carpet of Repose ==
This traveling carpet is just short of a metre wide, just short of 2 metres long and weighs 3 lbs. It is made from fibres combed from a white camel, which have been dyed in brilliant shades of green, blue, yellow and red, the threads of which have been woven into beautiful and intricate geometrical patterns. <br>
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.<br>
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.
{| 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"| Nualis
|align="center"| Formerly living
|align="center"| Oriental
|align="center"| 12,000sp
|align="center"| {{No-I}}
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
|}
== Leaves ==
Leaves not used by Autumn will crumble to a pale blue dust.
=== Leaf of Physical Prowess ===
This leaf is 12 cms wide, 24 cms long and weighs 1 oz. It has a mesmerising geometrical pattern painted on it which will lead the viewer on an internal journey. At the end of it, taking about 4 hours, they will realise how to improve their PS, MD, AG or EN a total of 3 advancements. All of them may be made immediately or on a night of the full moon. The cost is standard, and no stat may be advanced beyond racial maximums.<br>
Once used, this leaf will crumble to a pale blue dust.
{| 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"| Victoria
|align="center"| Formerly living plant
|align="center"| Enlightenment
|align="center"| Quest
|align="center"| {{No-I}}
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
|}
== Chariot of Fire ==
This toy chariot is 8 inches wide and about 20 inches long, always weighing 3 lbs. <br>
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.<br>
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).<br>
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. <br>
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.<br>
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 [[The_Mikado_Affair_-_Treasure#Beast_of_a_Thousand_Eyes|Beast of a Thousand Eyes]] is so bound, its abilities will be modified as follows:
; Description
: This chthonic demon is covered black, translucent bands similar to a centipede or slater. Eyes, or at least glowing corpuscles, can be seen beneath this carapace and are even more obvious along the creatures underbelly. It is 15 feet long and 4 feet wide. The head is wide and surrounded on either side by a pair of large mandibles. It has a scorpion-like sting which can extend back about 5 feet, the barb being 1 yard long. The Protection value of its top carapace is particularly tough, but its underbelly armour is half that, although this can usually only be accessed when in Close.
; Comments: This is a chthonic demon, and cannot be banished since it's plane or origin changes to reflect where it is currently. It is of animal intelligence, and although not particularly hostile, or, indeed, evil, it will attempt to feast on people if it is hungry enough. It has no fear of people.
; Abilities:
:This demon can
:: generate a lightning bolt from its head 6 hexes long which inflicts 3 rollup D10 damage. Anyone who fails to Resist this damage is Stunned, those who Resist take half damage. Once used, this attack may not be used for another 4 Pulses.
:: ride the lightning, moving 12 hexes and inflicting 3 rollup D10 damage on anyone who fails to Resist, and Stunning them. Those who Resist take half damage. Once used, this ability may not be used until a dusk, dawn, noon or midnight has passed.
:: cause all of its eyes to flash brightly, blinding anyone within 10 feet (on all sides) who does not Break 100 -> PC + MD + AG for a number of Pulses according to the following schedule:
{| border= 1 cellspacing= 2 |
! Align = " Center "| Result
! Align = " Center "| Pulses
|-
| Align = " Center "| 1
| Align = " Center "| 1
|-
| Align = " Center "| 2 or 3
| Align = " Center "| 2
|-
| Align = " Center "| 4 - 6
| Align = " Center "| 3
|-
| Align = " Center "| 7 - 0
| Align = " Center "| 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)
; Weapons: At Range, the demon may use its lightning bolt attack for 3 rollup D10 damage every 4 Pulses.
: In Melee, the demon can attack with two claws, a bite and a tail strike without penalty.
: In a Charge, the demon may deliver 8 claw attacks to everything that it tramples.
:'''Breath''': BC auto, [5 rollup D10], Ranged & Melee.
:'''Bite''': BC 50%, [D + 8], Melee & Close, maximum Rank 7.
:'''Claw''': BC 40%, [D + 5], Melee & Close, maximum Rank 8.
:'''Sting''': BC 70%, [D + 6], Melee Rear, maximum Rank 6. Trip.
The initial Rank of the demon's weapons are 0, although they may be advanced as if they were Unarmed Combat. Bite, Claw and Sting are progressed as separate weapon skills on the creature's own Ranking track. Seven cows cost 1,750 sp.<br>
Any special movement ability that the demon has may be used with the chariot, although the chariot may never been drawn into any environment where fire cannot manifest, like water or a vaccuum.
= Allies =
== Beast of a Thousand Eyes ==
; Natural Habitat : Prefers Crypts & Caverns
; Frequency : Very Rare
; Number : 1
; Description
: This chthonic demon is covered in black, translucent bands similar to a centipede or slater. Eyes, or at least glowing corpuscles, can be seen beneath this carapace and are even more obvious along the creatures underbelly. It is 30 feet long and 8 feet wide. The head is wide and surrounded on either side by a pair of large mandible. It has a scorpion like sting which can extend back about 10 feet, the barb being 5 ft long. The Protection value of its top carapace is particularly tough but its underbelly armour is half that, although this can usually only be accessed when in Close.
; Comments: This is a chthonic demon, and cannot be banished since its plane or origin changes to reflect where it is currently. It is of animal intelligence, and although not particularly hostile or evil, it will attempt to feast on people if it is hungry enough. It has no fear of people and, on a day that it is active, will eat as much as a cow.
; Abilities:
This demon can <br/>
: generate a lightning bolt from its head 12 hexes long which inflicts 5 rollup D10 damage. Anyone who fails to Resist this damage is Stunned, those who Resist take half damage. Once used, this attack may not be used for another 4 Pulses.
: ride the lightning, moving 24 hexes and inflicting 5 rollup D10 damage on anyone who fails to Resist, and Stunning them. Those who Resist take half damage. Once used, this ability may not be used until a dusk, dawn, noon or midnight has passed.
: cause all of its eyes to flash brightly, blinding anyone within 20 feet (on all sides) who does not Break 100 -> PC + MD for a number of Pulses according to the following schedule:
{| border= 1 cellspacing= 2 |
! Align = " Center "| Result
! Align = " Center "| Pulses
|-
| Align = " Center "| 1
| Align = " Center "| 1
|-
| Align = " Center "| 2 or 3
| Align = " Center "| 2
|-
| Align = " Center "| 4 - 6
| Align = " Center "| 3
|-
| Align = " Center "| 7 - 0
| Align = " Center "| 4
|}
; Movement Rates : Running: 500, Climbing 300 (only on surfaces where it can find handholds)
; 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)
{| border=0 cellspacing=2 |
|width="180px" Align="Center"| Adventure
|width="100px" Align="Center"| Season
|width="100px" Align="Center"| Plane of Origin
|width="150px" Align="Center"| Aura
|width="250px" Align="Center"| GM
|-
|align="center"| The Mikado Affair
|align="center"| Summer 816
|align="center"| Reich
|align="center"| Long living non-sentient
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
|}
= Lore =
== Abysmal Travel ==
Experience Multiple: 750<br>
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.<br>
The reader takes 1 day less to travel across the Abyss for each non-prime Rank of this ability.<br>
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.
{| border="0" cellspacing="2"
| width="180" align="Center" | Adventure
| width="100" align="Center" | Season
| width="250" align="Center" | GM
|-
| align="center" | The Mikado Affair
| align="center" | Summer 816
| align="center" | [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
|}
= Abilities =
==The Appreciation of Beauty==
'''Experience Factor:''' 200<br>
'''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.<br>
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.<br>
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.<br>
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.<br>
'''Ranks'''
{|border=1 cellspacing=1|
| 20
| 19
| 18
| 17
| 16
| 15
| 14
| 13
| 12
| 11
|-
| 10
| 9
| 8
| 7
| 6
| 5
| 4
| 3
| 2
| 1
|}
{| border=0 cellspacing=2 |
|width="180px" Align="Center"| Adventure
|width="100px" Align="Center"| Season
|width="50px" Align="Center" | Value
|width="250px" Align="Center"| GM
|-
|align="center"| The Mikado Affair
|align="center"| Summer 816
|align="center"| Quest
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
|}
== Bolt of Fire - Fusillade of Flames ==
''Spell:'' Bolt of Fire. <br>
''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. <br>
'''Cost:''' 2000<br>
'''Constraints:''' Unracks the spell, reduces FT value by 3.<br>
{| border=0 cellspacing=2 |
|width="180px" Align="Center"| Adventure
|width="100px" Align="Center"| Season
|width="200px" Align="Center"| Plane of Origin
|width="160px" Align="Center"| Nature of Magic
|width="250px" Align="Center"| GM
|-
|align="center"| The Mikado Affair
|align="center"| Summer 816
|align="center"| Victoria
|align="center"| Spectral Lore
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
|}
== Water Breathing ==
''Range:'' Self<br>
''Duration:'' 1 hour + 1 / Rank <br>
''Experience Multiple:'' 100<br>
''Base Chance:'' 25%<br>
''Resist:'' None<br>
''Storage:'' Potion<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>
This spell is considered part of the Special Knowledge of the Adept's college and may not be taught.
{| border=0 cellspacing=2 |
|width="180px" Align="Center"| Adventure
|width="100px" Align="Center"| Season
|width="200px" Align="Center"| Plane of Origin
|width="160px" Align="Center"| Nature of Magic
|width="250px" Align="Center"| GM
|-
|align="center"| The Mikado Affair
|align="center"| Summer 816
|align="center"| New Terra
|align="center"| Waters
|align="center"| [[Image:Jimarona.PNG|px50]] Jim Arona 021 076 9376
|}
=Jewellery=
=Jewellery=
==Tiger Amulet==
==Tiger Amulet==
Revision as of 02:50, 9 March 2016
Return to Award Disposition
Tsayoi returns to the Guild on ---- 812 WK with 26131.67 Experience and has earnt, after Guild Taxes 271tsg
13gs
5sp
he spent 112 days away from the Guild, and has used 38 training days on the adventure.
he may
advance any Talent 11 Ranks.
advance his Rank in Stealth by 1 at only 90% of the cost and no time.
advance his Rank in Climbing by 1 at only 90% of the cost and no time.
he has been immersed in these languages
Volksprach - 39 days
Songla - 7 days
Thari - 21 days
he may include the time associated with each language as part of his training time.
This potion weighs 4 oz, and if it is attached close at hand, e.g. on a belt, it may be drunk as a Free Act. Whoever drinks it has 2 rollup D10 points of health restored, EN first, wrapping to FT. This will restore FT lost to spell casting or tiredness
If Thaeuss or Serra Angelus apply the contents to the site of a Specific Grievous Injury, then, in addition to the health restored, the wound will be treated as if by (and taking exactly the same amount of time as) a Rank 10 Healer.
4
3
2
1
Adventure
Season
Plane of Origin
Aura
Nature of Magic
Value
Cursed etc.?
GM
The Lady Vanishes
Autumn 812
Reich
Magical
Integrity
1,000sp
Jim Arona 021 076 9376
Jazz
This bottle is fragile but if it is on a belt or otherwise easily accessible, the potion can be drunk without requiring a Prepare Action. It encumbers as if it weighed 4 oz.
Whoever drinks Jazz gains an extra Action at their normal Initiative Value + 20. However, their EN value is halved. Four Pulses after taking it, the Jazz effect will wear off, at which point their EN loss may be cured.
Taking two potions of Jazz does not give the imbiber 2 extra Actions a Pulse. Instead, the duration queues, while EN value is halved yet again. In other words, if Tsayoi were to take Jazz in Pulse 1, in Pulse 2 he would have 2 Actions and his EN value (25), is reduced to 13. His second Action in Pulse 3 is to take yet more Jazz (meaning that it will wear off in Pulse 9, not Pulse 5) and now his EN value is reduced to 7. Note that EN value is affected, so any attempt to restore it will either fail or cause the Jazz effect to dissipate.
Although the imbiber may benefit from the effects of a Strength of Stone spell before they take Jazz, they are no longer a legal target for this spell until the Jazz effect has worn off.
When Jazz has worn off, the imbiber's maximum EN value is restored but not their EN value. To continue the example with Tsayoi, he will have to be restored of 18 points (to take him from 7 to 25) before his EN value is fully recovered.
4
3
2
1
Adventure
Season
Plane of Origin
Aura
Nature of Magic
Value
Cursed etc.?
GM
The Lady Vanishes
Autumn 812
Reich
Magical
Enhancement
1,000sp
Jim Arona 021 076 9376
Slap
This bottle is sturdy and, if it is on a belt or otherwise easily accessible, requires but a Free Action to use. Otherwise, the DM must determine how many Prepare Actions must be spent before it can be used. It encumbers as if it weighed 4 oz.
When the seal is broken beneath someone's nose, they automatically and immediately recover from being Stunned or waken from any effect (magical or otherwise) that causes them to sleep or lose consciousness, except that caused by a Major Curse. This includes Enchanted Sleep, Hypnotism, Mental Attack, Hibernation, Petit Mort, Knockout Gas, Backfire effects and similar magic.
It does not rouse the dead.
4
3
2
1
Adventure
Season
Plane of Origin
Aura
Nature of Magic
Value
Cursed etc.?
GM
The Lady Vanishes
Autumn 812
Reich
Magical
Restoration
1,000sp
Jim Arona 021 076 9376
Blue
This bottle is fragile and if it is on a belt or otherwise easily accessible, does not require a Prepare Action to use. It encumbers as if it weighed 4 oz.
The contents of this bottle work by contact, and need only be dashed onto exposed skin to work. Anyone so treated will recover 1 point of EN per Pulse if their EN is negative. The effect lasts for 6 Pulses. Multiple applications of Blue will stack, but will never, by themselves, restore EN to greater than zero.
Note: Entities who are alive but whose EN is negative lose 1 point of FT per Pulse until FT is exhausted, whereupon they lose 1 point of EN per Pulse. Blue has no effect on FT loss.
4
3
2
1
Adventure
Season
Plane of Origin
Aura
Nature of Magic
Value
Cursed etc.?
GM
The Lady Vanishes
Autumn 812
Reich
Magical
Restoration
500sp
Jim Arona 021 076 9376
Angelblood Potion
This potion weighs 4 oz, and if it is attached close at hand, e.g. on a belt, it may be drunk as a Free Act. Whoever drinks it has 40 points of health restored, EN first, wrapping to FT (but not tiredness or spell FT) and for the remainder of that Pulse are immune to all damage.
If more of these potions are drunk within 4 Pulses of the first, the subsequent ones will have no effect at all.
Adventure
Season
Plane of Origin
Aura
Nature of Magic
Value
Cursed etc.?
GM
The Lady Vanishes
Autumn 812
Reich
Avatar
Restoration
2,000sp
Jim Arona 021 076 9376
Oil of Timelessness
This potion weighs 4 oz. It may be opened and closed without diminishing it's efficacy.
The bottle contains enough oil for 1 application, where Elves, Orcs, Dwarfs and Humans require 1, Hobbits require ½ and Giants require at least 2 to cover themselves. Once covered, the first 50 Ranks of magic that Slows or Stops the passing of time are ignored.
Thus, if an entity protected by this oil is the target of a Rank 15 Slowness spell, they ignore the magic and reduce the amount of protection from 50 to 35. If they successfully Resist the spell, they reduce the protection from 50 to 43.
Once applied, the oil will lose its mystical properties on the occasion of the next midnight.
Adventure
Season
Plane of Origin
Aura
Nature of Magic
Value
Cursed etc.?
GM
The Lady Vanishes
Autumn 812
Reich
Avatar
Eternal
1,500sp
Jim Arona 021 076 9376
Charms
Pureheart Charm
This scrap of parchment weighs ¼ lb and contains three charges of the Pureheart Charm. It does not need to be read out, in fact the phrase must be memorised and uttered, requiring a Free Act, the parchment itself might be kept in the owner's backpack, or even at home.
When the charm is spoken aloud, the number of charges is reduced by 1 wherever they are, and it may not be uttered again until after the next dawn. The phrase must be spoken by the character's player 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 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.
Charges
3
2
1
Adventure
Season
Plane of Origin
Aura
Nature of Magic
Value
Cursed etc.?
GM
The Lady Vanishes
Autumn 812
Reich
Formerly living
Solar
3,000sp
Jim Arona 021 076 9376
Herbs
Immolation Berries
If an Adept eats one of these berries as part of their Preparation Action, and then Casts Immolation, then they will take the EN damage, but damage from the spell is increased by 1 D10 for 10 Pulses.
Each application weighs 1 oz.
Adventure
Season
Plane of Origin
Aura
Nature of Magic
Value
Cursed etc.?
GM
The Lady Vanishes
Autumn 812
Reich
Living plant
Immolation
250sp
Jim Arona 021 076 9376
Flamecap
These brightly coloured orange mushrooms may be used as a reagent for spells that do damage by burning (i.e. Hellfire, Dragonflames, Fireball, Burning Magma, Bolt of Fire etc) to enhance damage. The enhancement is an additional 1D10 fire damage and +5 to the Cast Chance .
Each application weighs 1 oz.
Adventure
Season
Plane of Origin
Aura
Nature of Magic
Value
Cursed etc.?
GM
The Lady Vanishes
Autumn 812
Reich
Living plant
Flames
250sp
Jim Arona 021 076 9376
Bubble of Force
Range: 11 feet Duration: 140 minutes Base Chance: 64% Resist: Passive Target: Area
This river-smoothed stone contains an invested charge of the spell, Bubble of Force. The spell causes an iridescent bubble of force to appear. The substance of the bubble prevents the occupant(s) from interacting with the world outside the bubble other than by sight and sound. The bubble is transparent to low levels of light and sound, but it prevents damaging levels of either passing
through it. The bubble is impervious from both sides. It also absorbs physical damage, including that caused by falling. The bubble is impenetrable to
magic - it may not be targeted through, and area effects will not pass through the bubble. Inside, it provides a stable, warm and dry environment, with fresh
air to breathe. The surface of the bubble is hard to the touch. The bubble may be rolled on a solid surface by an entity within it, by entities outside, or by a very strong wind or similar physical force. It will float on water or mud, lava and similar semi-solid substances, and may be carried by wind or current.
The bubble is 5’ in diameter (one hex). All the bubble must appear within range. The bubble may enclose any entities and objects completely within the target hexes, if they fail to resist. Successful resistance will cause the entity to be gently pushed aside by the bubble. If the spell is cast in a gas, the gas is displaced outside the bubble. If cast in a liquid, the liquid is displaced, and the bubble will bob to the surface. The spell may not be cast inside a solid substance, or where there is insufficient room for the bubble to form without having to displace an immovable solid. Thus the whole sphere will always appear above ground. The bubble may be dissipated by anyone casting a Binder Special Knowledge Counterspell of at least equal Rank.
The Base Chance on the spell is modified by the Caster's MA, WP and Enchantment, not the one who triggers it
Adventure
Season
Plane of Origin
Aura
Nature of Magic
Value
Cursed etc.?
GM
The Lady Vanishes
Autumn 812
Reich
Magical
Binding & Animating
1350sp
Jim Arona 021 076 9376
Instant Golem
Range: 60 feet Duration: 55 minutes Base Chance: 91% Resist: None Target: Object(s)
This river-smoothed stone contains an invested charge of the spell, Instant Golem. This spell is cast to produce a Stone golem from materials within their range.
If a sufficient quantity of materials is not within range, the spell will automatically fail.
When triggered the materials within range will animate and draw together at the point where the majority of the materials are coming from. A golem will form in 10 seconds. In the pulse after it has finished forming the golem will be ready to carry out its master’s commands.
The effective rank of the golem is 11.
12' Stone Golem
PS:
53
MD:
18
AG:
16
MA:
None
EN:
28
FT:
30
WP:
20
PC:
10
PB:
18
TMR:
7
NA:
6
Weapons
It may attack with one hand/foot (unarmed) OR the stone Giant Axe formed as part of its right arm. NB Golems do not make special attacks such as double-strike or multi-hex strike. At 0 EN they de-animate. Stone Golems are noisy.
The duration of the golem is the duration of this spell. At the end of the duration the golem will collapse and its component materials will re-animate and attempt to return to their previous location and state.
Adventure
Season
Plane of Origin
Aura
Nature of Magic
Value
Cursed etc.?
GM
The Lady Vanishes
Autumn 812
Reich
Magical
Binding & Animating
2000sp
Jim Arona 021 076 9376
Invested Weapon of Flames
Range: 40 ft Duration: 12 minutes Base Chance: 61% Resist: Passive Target: Weapon Effects:This rounded river stone contains a charge of Weapon of Flames. When it is triggered on a weapon within range, it will burst into flames without causing harm to it or its wielder. The Strike Chance is increased by 8 and damage is increased by 4. Against entities which are creatures of cold or water, or against the Undead, damage increases to +7. A missile may be a target of this spell, but not a missile thrower, i.e. an arrow is a legal target, but not a bow.
The Base Chance on the spell is modified by the Caster's MA, fire bonuses and Enchantment, not the one who triggers it.
Adventure
Season
Plane of Origin
Aura
Nature of Magic
Value
Cursed etc.?
GM
The Lady Vanishes
Autumn 812
Reich
Magical
Fire
1,750sp
Jim Arona 021 076 9376
Weapons
Red Harvest
This weapon weighs 7 lbs, requires PS of 14 and MD of 15. The edge of the blade is reversed, it has a base Strike Chance of 70% and a base Damage of 2 rollup D10.
If it is attached to Eisenkind Armour, it may fold out into a Battle Scythe, which requires a Free Act. The scythe has a base Strike Chance of 70%, but the Damage Modifier is +3. The scythe may only be wielded 2-handed and by a giant, the PS requirement being 24.
It is considered a B class pole weapon, and the wielder may attack at Extended Range, i.e. 1 hex beyond the adjacent hex.
Scything Charge Attack: The wielder may move their TMR or less and make an attack against anything adjacent to them as they pass by. There is no +20 bonus to the Strike Chance as a result of Charging, on the other hand, there is no penalty, either.
Multi-Hex Sweep Attack: The wielder may attack anything in their front arc that is within Extended Range of them at a penalty to the Strike Chance of 20.
Red Harvest will accept weapon spells in either of its forms, the effects being standard as a sabre. However, as a scythe the bonus damage is read as a Penetration factor. Thus, a weapon spell that increases damage by 3 instead reduces an opponent's Protection by a like amount.
Damage is inflicted directly to EN on a roll of 15% of the modified Strike Chance as usual. However possible Specific Grievous Injuries may be inflicted on a roll of 10% of the modified Strike Chance.
Whenever an opponent takes damage to EN, the entire blade turns a brooding shade of dark red.
Rank with this weapon (in either of its forms) may be achieved by advancing Sabre. For the purposes of advancing the Warrior Skill, it counts as both a 1 handed B class sword and a 2 handed B class pole weapon.
Adventure
Season
Plane of Origin
Aura
Nature of Magic
Value
Cursed etc.?
GM
The Lady Vanishes
Autumn 812
Reich
Magical
Cruelty
17,500sp
Jim Arona 021 076 9376
Gate Keeper
This tulwar is made from an unknown, blue metal. It weighs 3 lbs. The base Strike Chance is 63% and the Damage is + 4.
It will only accept a Weapon of Flames spells, but in that case,
the Cast Chance is increased by 10
the spell costs 1 less FT
the D10 becomes rollup
It may not be broken as a result of over-strengthing.
This weapon may be touched to a portal or gate, and if the wielder spends 2 FT, they may close and lock it as if they had cast a spell of Rune Lock. The Rank of the Lock is equal to twice the wielder's Rank with Tulwar.
Adventure
Season
Plane of Origin
Aura
Nature of Magic
Value
Cursed etc.?
GM
The Lady Vanishes
Autumn 812
Firmament
Magical
Fire Gates
8,500sp
Jim Arona 021 076 9376
Armour
Eisenkind Armour
This partial plate armour can be worn by anyone of size 9. It has a weight factor of 6, reduces AG by 2, and penalises Stealth by 20 except at night when the penalty is 10. The armour may be donned by releasing a special catch and climbing inside (or out). This process takes 1 Free Act and 4 Pass Actions. It provides 5 Protection, and reduces damage from physical attacks by 5, so that a FT blow of 10 or less is ignored. It also gives the wearer 10 Spell Armour. The armour protects the wearer's mind and personality (+10 Magic Resistance against magic that Charms, Fears, Compels, Hypnotises, Controls, Binds, reads, alters or attacks the mind).
The glass of the visor has special properties. When it is lowered over the wearer's eyes, the wearer:
has their PC value reduced by 10
becomes immune to the Specific Grievous Injury: 13: Your opponent’s weapon has entered your eye...
may, within 120 feet, see things that are Walking Unseen, Invisible and Blended if Rank in Infravision is equal or greater.*
*Abilities that conceal heat signatures will defeat this, at the DM's discretion.
A handle is attached to an assembly mounted on the right shoulder, which runs about half way down the back. If the handle is pulled, which will require PS of 27 and a Prepare Action spent, this will arm the device, which will load 1 or 2 small stones or bullets from a removable magazine which holds 12 such missiles. If the missiles are loosed in the next Pulse, the Damage Modifier is D+4. For every Pulse loosing the missiles is delayed, the Damage Modifier is reduced by 1. The base Strike Chance for a single attack is 50 (-10 if two attacks are made), range is 60 Hexes, and it is treated in all other ways as if it were a Sling.
Although the armour looks metallic, it is, in fact, made from glass, albeit glass that has made the intimate acquaintance of a powerful Alchemist. Repairing it will require a forge, the arts of a Rank 6+ Artisan: Glass Worker and an Armourer who can make Partial Plate. They may be the same person. It will take 3 days to repair a point of Protection, the cost of the materials being 400sp for sand, quicksilver and iron. Tradesmen will charge an amount in excess of this sufficient to make a living.
Adventure
Season
Plane of Origin
Aura
Nature of Magic
Value
Cursed etc.?
GM
The Lady Vanishes
Autumn 812
Reich
Magical
Iron
22,000sp
Jim Arona 021 076 9376
Jewellery
Tiger Amulet
This amulet weighs 4 oz.
It provides the wearer with 2 points of Magic Resistance and 3 points of Defence. This stacks with an Amulet of Luck.
Adventure
Season
Plane of Origin
Aura
Nature of Magic
Value
Cursed etc.?
GM
The Lady Vanishes
Autumn 812
Feralie
Formerly living
Wiccan
4,800sp
Jim Arona 021 076 9376
Miscellaneous
Boots of Jet
These boots will fit a humanoid of size 9, and weigh 1 ½ lbs each. They are covered in jet, a form of fossilised coal.
They are a legal target for the Wildfires spell, increasing the Base Chance by 10 and reducing the FT cost by 1 when it is Cast upon the wearer.
While under the effects of Wildfires, the wearer may leap a gap (as a fire leaps a firebreak) a horizontal distance of PS (+ 1/Rank) feet, a distance up of (PS (+ 1 / Rank))/3 feet, or fall safely PS (+1/Rank) feet down. The target will leave charred footprints behind them but will not normally ignite surfaces.
This version of Wildfires does not provide any bonus to TMR, and the wearer may not use the enhanced movement rate in combat. However, neither will the spell dissipate should they stop moving.
Adventure
Season
Plane of Origin
Aura
Nature of Magic
Value
Cursed etc.?
GM
The Lady Vanishes
Autumn 812
Lands of Chaos
Formerly living
Itemisation
10,000sp
Jim Arona 021 076 9376
Two Dimensional Flame
This two dimensional flame has a temperature that varies from -60°C up to 200°C. It may only be sustained while it is attached to fuel, which it will consume to sustain it's life. Fortunately, being two dimensional, its appetite is infinitesimal, so could survive on a lump of coal until the sun burns out.
It is a legal target for the Binding Fire Ritual, but in this case, Tsayoi will open a gate-like connection to the realm of Charm. It will take him 1 hour (-3 per minutes per Rank, minimum of 1 minute) to Cast the Ritual, and if he is successful, his height, PS and EN will be reduced by up to half, while his weight (including his gear) will be reduced by as much as a quarter for the duration of the Binding. This reduction may be Counterspelled only by Tsayoi, although a Ritual of True Form will return him to his original size. Unless special care is taken, Tsayoi will appear as a somewhat slender and unusually graceful dwarf, with, perhaps, unfortunate preferences in pomades and dancing.
Even when the flame is Bound, if Tsayoi is in contact with it, he is considered to be in contact with Fire.
Adventure
Season
Plane of Origin
Aura
Nature of Magic
Value
Cursed etc.?
GM
The Lady Vanishes
Autumn 812
Reich
Construct
Charm
Quest
Jim Arona 021 076 9376
Library Chair
This wooden chair is 32 inches high, 28 inches wide and 22 inches deep. It weighs 15 lbs.
It will cleanse the occupant's mind of the effects of Hypnotism, Enchanted Sleep, Compelling Obedience, Mental Attack, Fear, Charm, Control Entity, Domination, Suggestion, Hallucination and other spells that affect the workings of the mind or personality. For each minute that the occupant sits in the chair, spell by spell, the Rank will be reduced by 1. When the Rank falls below zero it will be entirely dissipated. The order of this reduction is by ascending order of Experience Multiple (i.e. Hypnotism will be reduced before Compelling Obedience).
Whoever sits in the chair is protected as if by a Mind Shield of Rank 6.
Adventure
Season
Plane of Origin
Aura
Nature of Magic
Value
Cursed etc.?
GM
The Lady Vanishes
Autumn 812
Reich
Formerly living
Psionics
11,000sp
Jim Arona 021 076 9376
Bear Disguise
This suit weighs 8 lbs and will fit someone of size 9.
The wearer will appear to be a bear, without gaining any properties of the creature. The Rank of the Disguise is 12.
Adventure
Season
Plane of Origin
Aura
Nature of Magic
Value
Cursed etc.?
GM
The Lady Vanishes
Autumn 812
Reich
Formerly living
Binding
7,500sp
Jim Arona 021 076 9376
Lore
Tome of the Stone
This book enables the holder to learn the magic of the College of Earth Magics.
They must have sufficient MA to learn the college (15).
They must learn all of the General Knowledge before they learn the Special Knowledge or gain access to the Talent.
Spells and Rituals less than Rank 6 count against their MA as usual.
They need only learn the Rituals of Purification, Investment and Ward once, their effects applying to any magic that they could normally be.
The holder gains a bonus of 5 vs magic of the College of Earth and a penalty of 5 vs magic of the College of Air, and this stacks with any others they may have.
The holder must hold the book in their hand to use any magic of this college. If the tome is lost, Rank gained in the various magics does not go away, but they may not use it, train it or learn more.
Adventure
Season
Plane of Origin
Nature of Magic
Value
GM
The Lady Vanishes
Autumn 812
All
Stone
Quest
Jim Arona 021 076 9376
Abilities
Immolation (S-7)
Range: Self Duration: 30 minutes + 30 / Rank Experience Multiple: 200 Base Chance: 15% Resist: None Storage: None Target: Self Effects: Tsayoi gains the grace and form of a dancing flame, without in anyway altering his physical nature, but increasing his Defence by 2 (+ 3 / 2 Ranks). He may use a Free Act to Immolate, so that he will erupt in flames and any entity that is within 5 feet must resist or take 1 / 2 (or fraction) Ranks Fire damage. He may use another Free Act to end the Immolate effect (i.e. stop burning other entities, not end the Immolation spell).
Victims of the Immolate effect must Resist on each occasion they are exposed to it.
When he is under the Immolate effect, he will glow with the same degree of brightness as a Firelight spell 5 Ranks lower, (minimum 1), and appears as a humanoid shape composed of flame. If he hides in a fire, he may only be detected by witchsight or by infravision of equal or higher Rank.
Adventure
Season
Plane of Origin
Nature of Magic
Value
GM
The Lady Vanishes
Autumn 812
Tanuel
Fire
Quest
Jim Arona 021 076 9376
Sharp Tongue
Range: 5 feet (+1 ft/Rank) Duration: 10 minutes (+10 minutes per Rank) Experience Multiple: 200 Base Chance: 20% Resist: Passive Storage: Investment, Trap Target: Object or Entity Effects:The Adept may cast this spell upon a sword, glaive, dagger or main gauche. The weapon will acquire a language and the means to produce speech at (Adept's Rank in the spell)/3 or (Adept's Rank in the Language - 1), whichever is least.
Swords do not have an extensive vocabulary, and their interests are usually focused on mayhem, slaughter and the spilling of blood. A sword that has had extensive training in Spy might be able to provide useful information upon being questioned, but such weapons are rare and are likely to have loyalties at odds with the Adept's.
Adventure
Season
Plane of Origin
Nature of Magic
Value
GM
The Lady Vanishes
Spring 812
Tanuel
Meta magic
Quest
Jim Arona 021 076 9376
Sword Blessing of the Flames
This sword (not Red Harvest) has been blessed by the Lady Angharad.
If the Adept Purifies with the blade so that they may Cast Weapon of Flames on it without a Magical Prepare Action, and at the same time that they draw it.
Once the spell has been Cast in this way, the abilitiy is lost until the Adept Purifies with the sword again.