The Mikado Affair - Rahne's Award: Difference between revisions
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== Pureheart Charm == | |||
[[Image:Pureheart.jpg|right|110px]] | |||
This phrase must uttered three times in combat, requiring a Free Act. Although not necessarily uttered in consecutive Pulses, if the Charm is not spoken for the third time within a minute of the first, the process must be restarted. <br> | |||
Dellith must speak the phrase in a clear voice without hesitation, stumbling or unnecessary pause. The phrase is:<br> | |||
"My strength is as the strength of ten because my heart is pure!"<br> | |||
It will not work for anyone whose heart could not be considered reasonably pure, and never for anyone who has any Ranks in Assassin. If it does work, the effect lasts for three Pulses and multiplies the utterer's base PS by 10. Bonuses from magic and items are added after the multiplication.<br> | |||
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|align="center"| Summer 816 | |||
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Revision as of 01:27, 22 March 2016
Return to The Mikado Affair
Rahne returns to the Guild on the 27th Fruit 816wk with 43,900 Experience, has earnt 174,276 sp, after Guild Taxes: 156, 848 sp. She has spent 127,780 sp on treasure, leaving her with 29,398 sp.
She has earnt these Spots:
4 | 6 | 7 | 7 | 8 | 8 | 9 |
She spent 208 days away from the Guild, 105 days in training, 35 of which may be devoted to weapons and Warrior training.
- She may
- advance any Talent seventeen Ranks.
- advance her Rank in Stealth 1 Rank at only 75% of the cost and no time.
- advance her Rank in Gliding 1 Rank at only 90% of the cost and no time.
- advance her Rank in Ruskan as if he had been immersed in it for 4 weeks.
- advance her Rank in Erelheine as if he had been immersed in it for 2 weeks.
The strength of her aura has increased to Long living sentient.
Her MA has increased by 2 which will not exceed racial maximums but can be raised five more in the usual way.
As a consequence of taking a geas to tithe 10% of his income to Yasmo's orphanage, Rahne has benefited from a Blessing on Unborn Child which has raised her MA by 5, even beyond Racial Maximum. The geas is monitored by a spirit crane, and if, for any reason, the stricture is not kept, the Blessing will fail as the crane leaves Rahne's side.
As a result of successfully completing this adventure, Serifan, the Lord of Patterns, has interceded with the Duke of Carzala to settle Blackshore on Rahne land which is enfeoffed to his grace. She is styled Rahne of Blackshore now and her social rank is Gentry.
Blackshore is an abandoned holding 10 miles west of the town of Avoca and about five miles south of it. It is surrounded by hills, which descend to marshy moors, and rise to black sand dunes which face the sea. Without extensive draining, it is unsuitable for agriculture.
A thick copse of oak and beech trees, some five acres in area, stand at the base of the hills to the west bordering the marsh to the north a ways. The marsh on this side flows with clean water, and is particularly fertile, increasing the chance of finding beneficial herbs by +15. This is modified by seasonal modifiers as usual. The clean marsh may be harvested once in Spring, twice in Summer and three times in Autumn.
The eastern side of the marsh leads to a bituminous sump which has tainted the land around it somewhat, which penalises any attempt to gather herbs by 20. Unless the herbs are darksome in nature, when the chance rises by 10. This is modified by seasonal modifiers as usual. The darksome marsh can be harvested once in Summer and twice in Winter.
The sump is a pool about 20 feet long and about 12 feet wide. About 17,500 gallons of bituminous pitch can be distilled from it every year, taking 2 man hours for every 50 gallons, and requiring the services of a Rank 3 Alchemist or better. For every Rank above 3, they may make 10 pints of lantern oil, for ever Rank above 4, they may make enough naphtha for 3 Greek Fire grenadoes per year, and for every Rank above 5, they may produce 3 phials of oil of vitriol per year.
Alchemical Products | ||
---|---|---|
Product | Unit | Price |
Pitch | 50 gal | 60 sp |
Lantern oil | 1 lb | 52 sp |
Greek Fire | Grenado | 600 sp |
Oil of vitriol | 3 oz | ? |
As a rough guide, multiply the length of a ship by its beam and draught then divide by 180. This will give about how many 50 gallon barrels needed to caulk it. Each barrel weighs 480 lbs.
At the eastern end of the beach is a narrow, granite cove, about 75 feet long and 12 - 15 feet wide. The tide varies by as much as nine feet. There is evidence that a caisson was used to close the cove off from the sea to create a graving dock. A Mechanician skilled in marine architecture would be able to build another one, given time and resources. It is, however, a major endeavour and would require hundreds of guineas to complete. It would also draw the attention of the Duke who would want to monitor any military craft that used it.
The bay curves much more sharply at the western end, providing a sheltering harbour for ships and boats. An old, ramshackle jetty, however, is all that remains, although there is a large villa nestled behind the dunes along the estuary where the marsh runs out to sea. It has two floors and a basement, with a tower-like structure on the sea-facing side which climbs another two floors. There are eight bedrooms and a large hall, along with the usual things associated with a large house. There are no servants quarters, although there are two other buildings nearby where servants might stay.
There is another, much rougher building which holds a byre on one side and a barn on the other. This stands next to a stables, a falconer's mews and a dovecote.
Gryphons have been known to come as far south as Blackshore, some of which are intelligent, keep records and practice vindictiveness.
Common Property
Blackshore holds certain properties for the benefit of those of that ilk:
Ichor of a Distant Moon
This confection of glassware comprises a bulb about 12 cms round from which emerge two tubes, one vertical and the other spiraling around it to a height of 60 cms.
It contains a yellow, viscous fluid, which responds to lunar influences of a moon in another dimension and the entire thing weighs about 7lbs.
Using it as part of the process allows an Astrologer to divine:
- what number will lucky for an aspirant this season
- the future on a different plane of existence that they are aware of.
In addition, they may cast a horoscope for an aspirant to predict what influences will bear over the next season. This will cost 17 FT and take a day. The Astrologer draws up a parchment full of dire warnings and imprecations, which the aspirant must carry about them.
The parchment will contain Points of Influence depending on the Astrologer's Rank which may be used to alter, slightly, the aspirant's fate. They may not be applied directly to a Strike Check, Resistance Check or Cast Check, but they may be used to:
- change the reaction roll result of an encounter
- revisit the results in a game of chance
- find a hiding place while pursued by an outraged husband
- discover an unlocked window when "visiting" at night
Influence Points | |
---|---|
Rank | Points |
1 - 3 | 1 |
4 & 5 | 2 |
6 & 7 | 3 |
8 | 4 |
9 | 5 |
10 | 6 |
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Mikado Affair | Summer 816 | Victoria | Living Plant | Herbalism | Quest | Jim Arona 021 076 9376 |
Red Iron Bowl
This bowl of red iron about 20cms across and 4 cms high. It weighs 12 lbs.
If Waters of Strength are made in this bowl, then the Adept only use half the normal ingredients making it cost half as much.
The bowl may be used no more than 20 times before this ability is lost.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Mikado Affair | Summer 816 | Victoria | Formerly living | None | 8,085sp | Jim Arona 021 076 9376 |
Jade Funeral Urn x 6
This urn is a cylinder of turned jade 9 inches long by 4 across. The vessel is 1/4 of an inch thick and weighs 20 oz.
The urn will hold the Tcremated remains of one adult human. While this does not provide the ability to communicate with them, those interred remain sentient within. They may be communicated with by any form of questioning or conversing with the dead, and will be able to pass on such knowledge or teach any Skill, Spell or Ritual they know.
They are most helpful to those who they know to be their descendants.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Mikado Affair | Summer 816 | Victoria | Formerly living | Necromancy | 7000sp | Jim Arona 021 076 9376 |
Bag of Rhinoceros Phallus
This hessian sack weighs 5 lbs and is lumpy in the expected way.
If the bearer holds the image of a mature female rhinoceros in their mind, the bag will become turgid and weigh 40 lbs.
Male bearers may feel some sympathetic discomfort.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Mikado Affair | Summer 816 | Victoria | Formerly living plant | Folding | 3,500sp | Jim Arona 021 076 9376 |
In addition, in return for gifting Sakura to the Lord of Gardens, they receive a year. They are not, however, delivered, the Blackshore community must travel to him to collect this remittance.
Mortal Cherry x 4
These cherries will remain fresh until consumed and will change the state of anyone who eats them from long-living to short-living. Those who are short-living creatures are, by and large, unaffected by this, although if they have been in some manner granted eternal life, that boon will have been terminated.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Mikado Affair | Summer 816 | Edwardia | Living plant | Plant | Quest | Jim Arona 021 076 9376 |
Cherry Blossom x 8
The blossoms must be dried and added to chrysanthemum tea whereupon it will keep indefinitely, one blossom being sufficient for about 6 cups of tea. Whoever drinks this as a part of a tea ceremony will automatically succeed in their next (1) Check to avoid Fear, Horror or Awe, or will automatically recover from their next Stun condition.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Mikado Affair | Summer 816 | Edwardia | Living plant | Plant | Quest | Jim Arona 021 076 9376 |
Consumables
Grenadoes
Flash Grenado x 2
This grenado weighs 1 lb and contains an alchemical incendiary device. It is usually thrown at a hex within range (15 hexes). The hex has no Defence, but the thrower's SC is reduced by 3 per hex beyond the first. Any Strike Check greater than 70 + MD means that the thrower dropped the grenado at their feet, or, if the roll is 99 or 100, has gone off prematurely in their hand.
If the Strike Check result is high enough to indicate a miss but not high enough for a catastrophe, then a scatter D10 is rolled.
If the Strike Check is successful, then all entities within the megahex must Break 100 -> + PC + AG to avoid being dazzled by the grenado. Any who fail are blinded for a number of Pulses equal to the 10s die of their Break 100 check.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Mikado Affair | Summer 816 | Victoria | Magical | Alchemy | 250sp | Jim Arona 021 076 9376 |
Smoke Grenado
This grenado is made of lignam vitae and weighs 3 lbs. It contains the Smoke Creation spell invested on a scroll. It is usually thrown at a hex within range (15 hexes). The hex has no Defence, but the thrower's SC is reduced by 3 per hex beyond the first. If the roll is greater than the modified Strike Chance, then the grenado does not go off. If the roll is successful, then a Cast Check is made to see if the spell is successful. The Rank of these scrolls is 11 and the Base Chance is 55%. The volume of effect is determined according to the following schedule:
Rank | Diameter |
---|---|
0 - 5 | 3 hexes |
6 - 10 | 5 hexes |
11 - 14 | 7 hexes |
15 - 17 | 9 hexes |
18 - 19 | 11 hexes |
20 | 13 hexes |
Double and Triple effects will add 2 or 4 hexes respectively to the diameter of the effect.
The smoke will reduce the visual range of anyone inside it to 1 hex, unless they have some means of seeing through it. If their Rank in such an ability is less than the Rank of the Smoke Creation, then their visual range is calculated in inches, not feet.
The grenadoes may be used again if they are collected after they have been used.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Mikado Affair | Summer 816 | Victoria | Formerly living | Mechanician | 2500sp | Jim Arona 021 076 9376 |
Kobold Grenado
This grenado weighs 1 lb and contains an alchemical incendiary device. It is usually thrown at a hex within range (15 hexes). The hex has no Defence, but the thrower's SC is reduced by 3 per hex beyond the first. Any Strike Check greater than 70 + MD means that the thrower dropped the grenado at their feet, or, if the roll is 99 or 100, has gone off prematurely in their hand.
If the Strike Check result is high enough to indicate a miss but not high enough for a catastrophe, then a scatter D10 is rolled.
If the Strike Check is successful, then any copper thinner than a sheet of parchment within half a mile will be transformed into talc for 1 Pulse. Any entity that is within 3 hexes of the point of detonation who is carrying 3lbs or more of metal or has 75% or more of their body covered in metal:
- cannot avoid damage from lightning or electricity (i.e. grounding or rerouting lightning or electrical attacks will always fail)
- has their Magic Resistance to fire, heat, cold, lightning or electricity halved
- adds 2 rollup D10 to any damage they receive from fire, heat, cold, lightning or electrical attacks.
This is considered a Minor Curse with an MA of 18, and will last until the next noon or midnight.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Mikado Affair | Summer 816 | Victoria | Short living sentient | Alchemy | 250sp | Jim Arona 021 076 9376 |
Red Iron Grenado x 2
Rank 8 Alchemy
This grenado contains an alchemical incendiary device. It is usually thrown at a hex within range (15 hexes). The hex has no Defence, but the thrower's SC is reduced by 3 per hex beyond the first. Any Strike Check greater than 70 + MD means that the thrower dropped the grenado at their feet, or, if the roll is 99 or 100, has gone off prematurely.
If the Strike Check result is high enough to indicate a miss but not high enough for a catastrophe, then a scatter D10 is rolled.
On a 1, it was thrown 1D10 feet beyond the target hex.
On a 2, it was hrown 1D10 feet beyond and to the right of the target hex.
On a 3, it was thrown 1D10 feet to the right of the target hex.
On a 4, it was thrown 1D10 feet short and to the right of the target hex.
On a 5, it was thrown 1D10 feet short of the target hex.
On a 6, it was thrown 1D10 feet short and to the left of the target hex.
On a 7, it was thrown 1D10 feet to the left of the target hex.
On an 8, it was thrown 1D10 feet beyond and to the left of the target hex.
On a 9, it was thown 2D10 feet beyond the the target hex.
On a 0, it was thrown 1D10 <bold>hexes</bold> short of the target hex.
On detonation, the grenado inflicts 3 Specific Grievous Injuries on anyone up to 3 hexes away. Targets who are between 4 and 6 hexes away suffer 2 Specific Grievous Injuries, while those between 7 and 9 only suffer one. The grenado inflicts A, B or C Class injuries, so all results are applied.
Targets are allowed to Break 100 + 2 x AG + Rank in Sense Danger to avoid each wound.
Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
Summer 816 | Nualis | Alchemy | Incendiarism | 3,000sp | Jim Arona 021 076 9376 |
Charms
Herbs
Orange Summer Tea
This container of tea weighs 6 oz, smells strongly of bergamot and faintly of cinnamon.
Whoever drinks a cup of this tea will experience 1 (only) extra Summer that year.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Mikado Affair | Summer 816 | Feralie | Formerly living | Herbalist | 20,000sp | Jim Arona 021 076 9376 |
Green Harmony Tea x 8
This container of tea weighs 36 oz, smells of sage, jasmine and the sea.
If it is drunk as part of a tea ceremony, taking half an hour, then they will gain 1 point of WP for every even Rank in Courtesan, which will last for a number of hours equal to their highest odd Rank in Courtesan (e.g. +5 WP for 9 hours if Rank 10).
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Mikado Affair | Summer 816 | Victoria | Formerly living | Herbalist | 1,000sp | Jim Arona 021 076 9376 |
Potions
Pureheart Potion
This phial is robust and must be Prepared before the potion it contains may be taken. It weighs 3 oz.
It will not work for anyone whose heart could not be reasonably considered pure, and never for anyone who has any Ranks in Assassin. If it does work, the effect lasts for three Pulses and multiplies the utterer's base PS by 10. Bonuses from magic and items are added after the multiplication. Taking another Pureheart Potion will have no effect until after the next Sunday.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Mikado Affair | Summer 816 | Reich | Magical | Charms | 10,000sp | 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 Cold Resistance
This phial weighs 3 oz and is robust. It must be Prepared before it can be used.
This oil is added to water and human blood to create a quench for tempering metal. Metal armour tempered in this way with ignore the first 5 points of Cold damage per Pulse, and will increase the Gauge 1 place, make it warmer.
Drowning Waters
This phial weighs 3 oz and if worn obviously about the person, need not be Prepared before using.
It contains a fluid which is extremely cohesive but has almost no surface tension. If even a small part of the fluid contacts the skin of a living entity, the entire contents will spread over the victim by the end of the next Pulse, and from this point on they will begin to drown, unless they can breathe water, somehow.
Potion of Violets
This phial weighs 3 oz and is robust. It must be Prepared before it can be used.
It contains a bright violet potion that smells strongly of perfume. Whoever drinks it will shrink to 1/12th their normal size and 1/144th their weight. Their PS and EN will also be reduced to 1/12th, rounding up. Any Strike that may cause a Possible Specific Grievious Injury is, instead, considered a blow directly to EN, a blow directly to EN is considered a normal FT blow and a FT blow is considered a miss.
The effects last for 1 hour or until a Free Act is taken to dismiss it.
Bridging Potion
This phial weighs 3 oz and is robust. It must be Prepared before it can be used.
When it is poured on the ground, a permanent 10 foot wide stone bridge will span a gap of 30 feet. Both ends must be anchored.
Potion of Bound Reflection
This phial weighs 3 oz and is robust. It must be Prepared before it can be used.
Whoever drinks this potion will have their reflection pour into the phial, which will be unavailable to them until it is broken. An Illusionist whose reflection is trapped inside the phial cannot cast magic of their College.
Potion of Shadow Trapping
This phial weighs 3 oz and is robust. It must be Prepared before it can be used.
Whoever drinks this potion will have their shadow pour into the phial, which will be unavailable to them until it is broken. A Shadow Weaver whose shadow is trapped inside the phial cannot cast magic of their College.
Waters of Reflection x 2
This phial weighs 3 oz and if worn obviously about the person, need not be Prepared before using.
Whoever has this potion dashed into their face will experience an hour of peaceful rest and meditation, sitting beside an ornamental pool, drinking warm sake and eating salted plums. This will happen in the blink of an eye.
They will recover 4 points of FT lost from any source except FT reduction, and they are entitled to a new Resistance Check or Stat Roll to avoid any effect that influences their personality (i.e. Fear, Awe, Charm, Courtesan seduction, Compelling Obedience, Binding Will, Control Entity but not curses or Control Person).
Eye of Newt Potion x 2
This phial weighs 3 oz and is robust. It must be Prepared before it can be used.
Whoever pours the contents into a cup and drinks it with the preserved eye of a newt will be able to see if an object or a surface area of about one megahex is magical, and will know the name of that magic (e.g. Durability, Ritual of Enchantment, etc).
The effects last for an hour.
Potion of Turkish Delight
This phial weighs 3 oz and if worn obviously about the person, need not be Prepared before using.
Whoever drinks this pink potion will transform (along with their possessions) into the scent of roses. They may be affected by magic that targets their personality, soul or their gaseous nature. Magical or silvered weapons do not harm them unless specifically designed to strike scents or gases. Iron weapons, however, most certainly do.
Possessions such as weapons may not be used, nor may magic be cast or triggered. On the other hand, Talents may be. Movement is possible in any direction and through obstructions that are not airtight at TMR 2.
At the end of a minute, they will reform in the nearest hollow space large enough to accommodate them.
Potion of Rain
This phial weighs 3 oz and if worn obviously about the person, need not be Prepared before using.
Whoever drinks this potion will transform into rain and coalesce safely when they are on the ground or water.
If they fall on something hotter than 100 degrees Celsius, their body will be vapourised and they will be irresurrectable by Healers.
Miscellaneous
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, [[=== 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 | Jim Arona 021 076 9376 |
]].
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Mikado Affair | Summer 816 | Feralie | Formerly living | Oriental | Quest | Jim Arona 021 076 9376 |
Wink of Sleep
This hen's egg weighs 1 oz. It contains Rank 10 Sleep Dust. It has been Enchanted so that if it is dashed against the ground or a surface (requiring but a Free Act, but may not be attempted in Close), the dust will allow the user to pass into the Land of Dreams and move up to 5 hexes in a Pulse. This behaves in many ways as if it were part of their normal movement, but with the following properties:
- The Wink is additional to their TMR but is not considered TMR movement.
- They can Wink in any direction, i.e. up, down, sideways, backwards.
- This Wink does not attract penalties that using TMR can. For example, they could specifically choose not to use their TMR but teleport up to 5 hexes to deliver a melee attack with a non-pole weapon and not attract a penalty.
- If they should choose to teleport to a hex that they cannot see, then they must Break 100: PC + AG + WP. If they roll 125 or higher, they succeed. If they roll less than 125 but more than 99, they succeed but are Stunned. If they roll less than 100, they do not succeed and are Stunned.
Special abilities that increase the bearer's chance of recovering from Stun work as normal.
An Adept of the College of Ensorcelment & Enchantments may attempt to learn this magic as a Special Knowledge Ritual by rolling 15% or less on a Base Chance of MA x 3.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Mikado Affair | Summer 816 | Reich | Magical | Sleep | 3,000sp | Jim Arona 021 076 9376 |
Weapons
Iron Dagger
This cold iron dagger weighs 1 lb and prevents the bearer from using magic.
The base Strike Chance is 40%, base Damage Modifier is +1. It will accept a weapon spell but will never have an aura, although it may be Divined.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Mikado Affair | Summer 816 | Reich | None | None | 3,000sp | Jim Arona 021 076 9376 |
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 | Jim Arona 021 076 9376 |
Armour
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 back in the usual way.
Jewellery
Lucky Charm
This glass charm contains a thimble-full of Calamari blood and a thimble-full of the wearer's blood. It will only work for them, but while it is worn openly on the chest, their WP is increased by 3 and their AG is increased by 2. This will stack with 1 (only) Amulet of Luck, which must be non-standard.
If the wearer should take a Specific Grievous Injury to the chest or shoulder then they must roll 30 or less on %ile dice to avoid having the charm destroyed by the blow.
11 | Your aorta is severed and you are quite dead. Rest assured your companions will do their best to console your widow(er). |
14–18 | Tsk, tsk. A wound of the solid viscera. Usually fatal. Take 3 Damage Points to Endurance immediately and 1 per pulse thereafter until the bleeding is stopped by a Healer of Rank 2 or above or you die. Add 30 to the chance of infection. |
21–25 | A chest wound. Take 2 Damage Points to Endurance immediately and reduce your TMR by 1 until recovered (about 2 months). Look on the bright side, though. Your attacker’s weapon is caught in your rib cage and has been wrenched from their grasp. |
35 | Your secondary arm is sliced off at the shoulder. Take 5 Damage Points immediately from Endurance and 1 per pulse thereafter from Fatigue (Endurance when Fatigue is exhausted) until you are dead or the bleeding is staunched by a Healer of Rank 1 or above. Reduce your MD by 2 and your AG by 1. |
36 | The same as 35, except it’s your good primary arm that has been lopped off. |
68–69 | A nasty slash in the region of the shoulder and neck. Roll D10. On a roll of 1–3, your head is severed and your corpse tumbles to the ground. On a roll of 4–6, your secondary collar bone is crushed; on a roll of 7–10 your primary collar bone is crushed. If your collar bone is crushed, the results are identical to 53–60, except you suffer 4 Damage Points to Endurance. |
75–80 | A massive chest wound accompanied by broken ribs and crushed tissues. Very ugly, this. Take 5 Damage Points immediately from Endurance. Reduce your MD and AG by 3 each until this wound heals (which should take about 4 months). Increase your chance of infection by 10. |
85–87 | A jarring blow to your primary shoulder inflicts 2 Damage Points immediately to Endurance. Roll D10; the result is the number of pulses the arm is useless. You immediately drop anything held in that hand. |
88–89 | Similar to 85–87 except it is your secondary shoulder. |
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Mikado Affair | Summer 816 | Victoria | Short living sentient | Luck | 14,400sp | Jim Arona 021 076 9376 |
Amulets
Enhanced Amulet of 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 | 8000 sp | Jim Arona 021 076 9376 |
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.
Protection, Endurance Armour or Damage Reduction applies against this damage, but not Spell Armour. If the target Resists, they may halve the damage.
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 | Jim Arona 021 076 9376 |
Miscellaneous
Carpet of Repose
This traveling carpet is just short of a metre wide, just short of 2 metres long and weighs 3 lbs. It is made from fibres combed from a white camel, which have been dyed in brilliant shades of green, blue, yellow and red, the threads of which have been woven into beautiful and intricate geometrical patterns.
Whatever the surface, so long as it is solid, the carpet provides a comfortable platform upon which to sleep. It has no effect on the weather or climate, however.
Nevertheless, once a day, from dawn to dawn, whoever rests on this carpet will receive an extra hour of sleep. This will stack with other methods that improve FT recovery.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.? | GM |
The Mikado Affair | Summer 816 | Nualis | Formerly living | Oriental | 12,000sp | Jim Arona 021 076 9376 |
Leaves
Leaves not used by Autumn will crumble to a pale blue dust.
Leaf of 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 | Jim Arona 021 076 9376 |
Plaque of False Dreams
This ivory plaque weighs 8 oz and is covered in strange, spiraling whorls that, when followed with the eye, seem to move through several dimensions.
A binding cost of 1 EN is required to make this plaque effective, which may be recovered in the normal way.
A bearer who has a seasonal aspect may not be predicted by Astrology or magic from a College (Limited Precognition, Crystal Balls, Waters of Vision, etc), although remote viewing is still possible.
A bearer who has a celestial aspect (anyone except those with Life or Death aspects) may choose to interact with Nightmares even if they successfully Resist them.
Adventure | Season | Plane of Origin | Aura | Nature of Magic | Value | Cursed etc.?? | GM |
Mikado Affair | Summer 816 | Assirya | Formerly living | False Dream | 12,300sp | Jim Arona 021 076 9376 |
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 | Jim Arona 021 076 9376 |
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 | Jim Arona 021 076 9376 |
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 | Jim Arona 021 076 9376 |
Lore
Abysmal Travel
Experience Multiple: 750
This ability takes no time to train, but the reader must have at least 7 consecutive days in which training might take place. It can be advanced one Rank per season or adventure, whichever is least to a maximum of Rank 10.
The reader takes 1 day less to travel across the Abyss for each non-prime Rank of this ability.
The reader reduces the count of the number of entities who travel with them across the Abyss by 1 for each non-prime Rank of this ability.
Adventure | Season | GM |
The Mikado Affair | Summer 816 | Jim Arona 021 076 9376 |
Abilities
An Eye for Class (T-EC)
Range: 25 ft + 5 / Rank
Experience Multiple: 50
Effects: Rahne may evaluate an entity by spending 400 - (Rank x Rank) seconds observing them. At Rank 20 she can tell at a glance.
She can tell either:
- their general social rank
- their relative importance to society
- if they are Disguised. However, in this case, her Rank in the Talent must equal or exceed the Rank of the Disguise.
Note that a sewer worker will have a reasonably high relative importance to society and a very low social rank. The reverse is likely true for most nobility.
In addition, if Rahne rolls PC x 2 + 5 / Rank (- 1 per ft distant) she will be able to ask a question of any entity whose kind form social groups. Not all of these entites will likely reveal very much (e.g. ants). Although no aura is detected, it is treated in the same way as the Detect Aura Talent.
Adventure | Season | Plane of Origin | GM |
The Mikado Affair | Summer 816 | Alusia | Jim Arona 021 076 9376 |
The Appreciation of Beauty
Experience Factor: 200
Effects: By visiting places where great art is displayed or attending performances of surpassing grace and wonder, an adventurer may be deeply moved by the experience so that, at a later time, they will be able to draw upon their recollection and find the fortitude to shrug off the twisted and insidious blandishments of Horrors and their ilk.
The Experience Factor is 200, and the viewer multiplies this number by the Rank they wish to know it at. The maximum Rank is 20.
If they should be attacked by such things that the DM believes the recollection of art may be of use, then the adventurer may spend the points until there are none left, each point providing a 5 point bonus to resist effects which target their personality, spirit or will. This takes no Action, but must be declared before they have made the die roll.
If this appreciation has not been used before the next solstice or equinox, the binder recovers 20% of the Experience spent. This keeps happening unless they invoke it or until they recover 80% of their initial expenditure, whichever comes first.
Ranks
20 | 19 | 18 | 17 | 16 | 15 | 14 | 13 | 12 | 11 |
10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 |
Adventure | Season | Value | GM |
The Mikado Affair | Summer 816 | Quest | Jim Arona 021 076 9376 |
Creating Dream Dust (replaces Creating Sleep Dust Q-3)
Experience Multiple: 250
Base Chance: 80% + 1% / Rank
Cast Time: 3 hours
Effects: The Adept may spend 3 hours preparing and implementing this ritual and must expend 10,000 Silver Pennies (- 500 / Rank) to purchase the necessary ingredients prior to making the attempt. If the attempt fails, the ingredients are ruined and may not be reused or resold. If the ritual succeeds, one ounce (a single dose) of sleep dust results.
When thrown in the face of one target it has the effect of an instant Spell of Enchanted Sleep of the same Rank as the Dust. The effects can be passively resisted by the victim, but with a 20 point penalty.
The sleep dust will only remain fresh for three weeks after manufacture.
Alternatively, the Adept may spend 3 hours and create Dream Dust. This will cost 2,000 sp. If the attempt fails, the ingredients are ruined and may not be reused or resold. If the ritual succeeds, one ounce (a single dose) of dream dust results.
Dream dust may be targeted on illusions that have a visual component and are not insubstantial:
- make an illusion real by sprinkling dream dust on it. The remaining duration is determined by the Rank of the illusion or this ritual, whichever is lower. Note that a realised wall of stone will be like a real wall of stone, but insubstantial illusions like walls of fire/darkness/light etc will be unaffected. Realised multiple images will believe that they are real, the rest are illusions and seek to maximise their individual safety. A realised illusion of a lit candle will go out but may be relighted and will shed real light.
- plant an idea, concept, or suspicion in the mind of the subject by sprinkling dream dust on their head. The target genuinely believes that the idea is their own, but is not required to act upon it. If the idea is contrary to the target's normal thoughts the target may suspect mind-altering magic is at play. The idea must be fairly clear, enough so that it can be conveyed in one or two sentences. A common language need not be shared for the magic to succeed, but without one only the most basic ideas can be sown. The target is entitled to a Magic Resistance check, but if their suspicions are aroused they subtract 20 from the die roll result making it easier. Nevertheless, a successful Resistance Check does not make the target aware of the magic impacting. Seeing someone sprinkle dust on their head, however, may lead them to conclusions that are direct and commonly associated with blunt force trauma.
- increase the Rank of their Illusion Counterspells to the Rank of this ritual when using up dream dust as part of the Cast Check. An illusion so dissipated will turn to dust, which may be gathered, re-enchanted by means of this Ritual (at no cost) and used at a later time to create, for example, a dissipated Illusory Wall of Stone. It will have the same characteristics as the dissipated illusion.
Dream dust will last for 1 week (+1 week per Rank of the Ritual) after manufacture.
Adventure | Season | Plane of Origin | Nature of Magic | GM |
The Mikado Affair | Summer 816 | Victoria | Dream Lore | Jim Arona 021 076 9376 |
Ritual of Creating Wink of Sleep R-1
Range: Special
Duration:Till used.
EM: 450
BC: Alway works
Cast Time: 1 hr
Effects: The Adept packs Sleep Dust they have prepared into a hen's egg, which takes an hour. When the Adept dashes the egg against a surface (requiring a Free Act which may not be executed in Close) they may slip into the Land of Dreams and travel at an enhanced rate. The Ritual gives them 1 + Rank hexes of movement per day, dawn to dawn. When an egg is dashed, the Adept may travel up to 1 hex per 3 or Fraction Ranks, which 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.
A Wink of Sleep may not be used on planes that are not proximately adjacent to the Astral. They cannot, for example, be used in the Abyss or in Hell.
Adventure | Season | Plane of Origin | Nature of Magic | Value | GM |
The Lady Vanishes | Spring 812 | Tanuel | Meta magic | Quest | Jim Arona 021 076 9376 |
Water Breathing
Range: Self
Duration: 1 hour + 1 / Rank
Experience Multiple: 100
Base Chance: 25%
Resist: None
Storage: Potion
Target: Entity
Effects: This spell forms a bubble around the mouth and nose of the Adept and covers their eyes with a transparent film. This allows the Adept to breathe and see equally well under water as on land. They may cast spells subject to the restrictions of their College. The spell does not affect the Adept’s ability to operate on the surface. This spell allows vocal communication to a range of the Adept’s perception in hexes.
This spell is considered part of the Special Knowledge of the Adept's college and may not be taught.
Adventure | Season | Plane of Origin | Nature of Magic | GM |
The Mikado Affair | Summer 816 | New Terra | Waters | Jim Arona 021 076 9376 |
Sword Blessing
This sword has been blessed by the Lady Angharad.
If the Adept Purifies with the blade so that they may Cast Enchanted Weapon on it without a Magical Prepare Action, and at the same time that they draw it.
Once the spell has been Cast in this way, the abilitiy is lost until the Adept Purifies with the sword again.
Adventure | Season | Plane of Origin | Nature of Magic | Value | GM |
The Lady Vanishes | Summer 816 | New Terra | Meta magic | Quest | Jim Arona 021 076 9376 |
Pureheart Charm
This phrase must uttered three times in combat, requiring a Free Act. Although not necessarily uttered in consecutive Pulses, if the Charm is not spoken for the third time within a minute of the first, the process must be restarted.
Dellith must speak the phrase in a clear voice without hesitation, stumbling or unnecessary pause. The phrase is:
"My strength is as the strength of ten because my heart is pure!"
It will not work for anyone whose heart could not be considered reasonably pure, and never for anyone who has any Ranks in Assassin. If it does work, the effect lasts for three Pulses and multiplies the utterer's base PS by 10. Bonuses from magic and items are added after the multiplication.
Adventure | Season | Plane of Origin | GM |
The Mikado Affair | Summer 816 | New Terra | Jim Arona 021 076 9376 |