The Mikado Affair - Boris' Award

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Boris returns to the Guild on the 27th Fruit 816wk with 37,986.36 Experience, has earnt 174,276 sp, after Guild Taxes: 156, 848 sp, and after tithing to Yasmo's orphanage, 139,421 sp. He has spent 132,625 sp on treasure, leaving him with 6,796 sp.
He has earnt these Spots:

4 6 7 8 8 8 9

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

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.

His 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, Boris has benefited from a Blessing on Unborn Child which has raised his EN by 5, even beyond Racial Maximum. The geas is monitored by a spirit tortoise, and if, for any reason, the stricture is not kept, the Blessing will fail as the tortoise leaves Boris' 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 Boris, land which is enfeoffed to his grace. He is styled Boris of Blackshore now and his 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 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.
If Waters of Strength are made in this bowl, then the Adept only use half the normal ingredients making it cost half as much.
The bowl may be used no more than 20 times before this ability is lost.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Mikado Affair Summer 816 Victoria Formerly living None 8,085sp px50 Jim Arona 021 076 9376

Jade Funeral Urn x 6

This urn is a cylinder of turned jade 9 inches long by 4 across. The vessel is 1/4 of an inch thick and weighs 20 oz.
The urn will hold the Tcremated remains of one adult human. While this does not provide the ability to communicate with them, those interred remain sentient within. They may be communicated with by any form of questioning or conversing with the dead, and will be able to pass on such knowledge or teach any Skill, Spell or Ritual they know.
They are most helpful to those who they know to be their descendants.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Mikado Affair Summer 816 Victoria Formerly living Necromancy 7000sp px50 Jim Arona 021 076 9376

Bag of Rhinoceros Phallus

This hessian sack weighs 5 lbs and is lumpy in the expected way.
If the bearer holds the image of a mature female rhinoceros in their mind, the bag will become turgid and weigh 40 lbs.
Male bearers may feel some sympathetic discomfort.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Mikado Affair Summer 816 Victoria Formerly living plant Folding 3,500sp px50 Jim Arona 021 076 9376

In addition, in return for gifting Sakura to the Lord of Gardens, they receive a year. They are not, however, delivered, the Blackshore community must travel to him to collect this remittance.

Mortal Cherry x 4

These cherries will remain fresh until consumed and will change the state of anyone who eats them from long-living to short-living. Those who are short-living creatures are, by and large, unaffected by this, although if they have been in some manner granted eternal life, that boon will have been terminated.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Mikado Affair Summer 816 Edwardia Living plant Plant Quest px50 Jim Arona 021 076 9376

Cherry Blossom x 8

The blossoms must be dried and added to chrysanthemum tea whereupon it will keep indefinitely, one blossom being sufficient for about 6 cups of tea. Whoever drinks this as a part of a tea ceremony will automatically succeed in their next (1) Check to avoid Fear, Horror or Awe, or will automatically recover from their next Stun condition.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Mikado Affair Summer 816 Edwardia Living plant Plant Quest px50 Jim Arona 021 076 9376

Consumables

Grenadoes

Flash Grenado

This grenado weighs 1 lb and contains an alchemical incendiary device. It is usually thrown at a hex within range (15 hexes). The hex has no Defence, but the thrower's SC is reduced by 3 per hex beyond the first. Any Strike Check greater than 70 + MD means that the thrower dropped the grenado at their feet, or, if the roll is 99 or 100, has gone off prematurely in their hand. If the Strike Check result is high enough to indicate a miss but not high enough for a catastrophe, then a scatter D10 is rolled.
If the Strike Check is successful, then all entities within the megahex must Break 100 -> + PC + AG to avoid being dazzled by the grenado. Any who fail are blinded for a number of Pulses equal to the 10s die of their Break 100 check.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Mikado Affair Summer 816 Victoria Magical Alchemy 250sp px50 Jim Arona 021 076 9376

Smoke Grenado x 2

This grenado is made of lignam vitae and weighs 3 lbs. It contains the Smoke Creation spell invested on a scroll. It is usually thrown at a hex within range (15 hexes). The hex has no Defence, but the thrower's SC is reduced by 3 per hex beyond the first. If the roll is greater than the modified Strike Chance, then the grenado does not go off. If the roll is successful, then a Cast Check is made to see if the spell is successful. The Rank of these scrolls is 11 and the Base Chance is 55%. The volume of effect is determined according to the following schedule:

Rank Diameter
0 - 5 3 hexes
6 - 10 5 hexes
11 - 14 7 hexes
15 - 17 9 hexes
18 - 19 11 hexes
20 13 hexes

Double and Triple effects will add 2 or 4 hexes respectively to the diameter of the effect. The smoke will reduce the visual range of anyone inside it to 1 hex, unless they have some means of seeing through it. If their Rank in such an ability is less than the Rank of the Smoke Creation, then their visual range is calculated in inches, not feet.
The grenadoes may be used again if they are collected after they have been used.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Mikado Affair Summer 816 Victoria Formerly living Mechanician 2500sp px50 Jim Arona 021 076 9376

Kobold Grenado 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 any copper thinner than a sheet of parchment within half a mile will be transformed into talc for 1 Pulse. Any entity that is within 3 hexes of the point of detonation who is carrying 3lbs or more of metal or has 75% or more of their body covered in metal:

cannot avoid damage from lightning or electricity (i.e. grounding or rerouting lightning or electrical attacks will always fail)
has their Magic Resistance to fire, heat, cold, lightning or electricity halved
adds 2 rollup D10 to any damage they receive from fire, heat, cold, lightning or electrical attacks.

This is considered a Minor Curse with an MA of 18, and will last until the next noon or midnight.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Mikado Affair Summer 816 Victoria Short living sentient Alchemy 250sp px50 Jim Arona 021 076 9376


Red Iron Grenado 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 px50 Jim Arona 021 076 9376

Herbs

Green Harmony Tea x 36

This container of tea weighs 36 oz, smells of sage, jasmine and the sea.
If it is drunk as part of a tea ceremony, taking half an hour, then they will gain 1 point of WP for every even Rank in Courtesan, which will last for a number of hours equal to their highest odd Rank in Courtesan (e.g. +5 WP for 9 hours if Rank 10).

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Mikado Affair Summer 816 Victoria Formerly living Herbalist 1,000sp px50 Jim Arona 021 076 9376

Potions

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 Fire 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 Fire damage per Pulse, and will reduce the Gauge 1 place, make it cooler.

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.

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 Indigo Flame

This phial weighs 3 oz and if worn obviously about the person, need not be Prepared before using.
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.
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 Turkish Delight

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

Potion of Rain

This phial weighs 3 oz and if worn obviously about the person, need not be Prepared before using.
Whoever drinks this potion will transform into rain and coalesce safely when they are on the ground or water.
If they fall on something hotter than 100 degrees Celsius, their body will be vapourised and they will be irresurrectable by Healers.

Scrolls

Scroll of Scalps

This scroll is 11 feet long and is made up of 11 scalps. Each scalp contains a single Disguise spell which is triggered by brushing the hair (which takes four Pass Actions). The effective Rank of the Disguise is the sum of the dresser's Rank in Spy and Courtesan. Each time a scalp is triggered, the scroll becomes a foot shorter.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Mikado Affair Summer 816 Reich Magical Flesh 3,300sp px50 Jim Arona 021 076 9376


Miscellaneous

Medical Bag

This gladstone bag weighs 8 lbs. It will open and display the somewhat miniaturised hands, feet, head and torso of a man of Oriental extraction.
If an arm or hand has been amputated, a hand may be attached to the stump and the entire thing will grow back. If the entire arm must be regrown, it will take 3 Pulses, if only the hand, then only 1 Pulse. If eyes or ears have been destroyed then the head may be pressed against the vitim's face and they will be regrown, 1 Pulse for each eye and ear. If the victim was decapitated, then pressing the head against the stump will allow it to regrow in 3 Pulses. If the victim suffered an internal injury, then pressing the torso against their chest will repair it, 1 Pulse for each organ.
Most importantly, any of the parts are legal targets of the Animating Bodily Parts spell, and while this spell is active, an Adept may Resurrect themselves if they have sufficient Rank in the Healer Skill.

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

Maruta Rolls

This carpet like roll of human flesh is 2 metres wide, weighs 27 lbs and is 6 metres long.
One metre of this flesh may be grafted onto a skeleton by means of the Warping spell to give it the appearance of humanity. This will not clothe it, nor will it provide it with internal organs, so it will only increase in weight by 12 lbs. However, the skeleton will be extremely buoyant unless orifices are created where water can fill it up.
Any chance to detect that the creature is a skeleton or anything other than a little simple is penalised by the Adept's Rank in the Warping spell.
A Healer may graft maruta onto a human whose skin has been burnt or flayed off, and this will repair the damage in an hour. However, the victim's dreams will be visited with the torment of those whose flesh the maruta comprises.

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

Jiangshi Fingernails x 12

These matte black fingernails are 2 inches long and each one weighs an oz.
One Life Draining spell may be stored in each nail by means of Ritual Spell Preparation, It may be released by taking a Magical Cast Action, and the Base Chance is 15+3 x Rank + the MA bonus of the wielder. The MA bonus of the Necormancer who stored it is not used unless they are the wielder.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Mikado Affair Summer 816 Reich Formerly undead Life Drain 800sp px50 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 px50 Jim Arona 021 076 9376

Ghoul Dust x 6

A pinch of this dust upon a fresh zombie will increase it's PS, MD, AG and EN to 21 at a rate of 1 per day. MA, WP, FT and PC will similarly rise to their original state, but climb no higher.
The ghoul is intelligent, but will have no Skills or Magic. Its weapon skills will return at 1 Rank per day, and it may advance them higher if the Necromancer wishes to pay the Experience Point cost.
Ghouls of this kind are not destroyed by sunlight, although they prefer to avoid it if they can, nor do they drain. They prize humanoid flesh, live, if possible, and cannot be prevented from hunting for it when they grow hungry enough.
They do not necessarily smell of rotting meat, although they are generally messy eaters and their diet has been known to contest the arrangement, so it is only with care that they may avoid a faint carrion stench.
In appearance, they are emaciated members of their race. But they are in no way weak. Indeed, as their stats indicate, they are quite powerful. Although they have no Natural Armour, they may wear any their Necromancer provides. In particular, they reduce the quality of A Class weapons so that possible Specific Grievous Injuries become blows directly to EN, blows directly to EN become FT blows and FT blows become misses. Other weapon types are not affected.

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

Weapons

Iron Dagger

This cold iron dagger weighs 1 lb and prevents the bearer from using magic.
The base Strike Chance is 40%, base Damage Modifier is +1. It will accept a weapon spell but will never have an aura, although it may be Divined.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Mikado Affair Summer 816 Reich None None 3,000sp px50 Jim Arona 021 076 9376

Void Spines

These three black metal spines are the remains of some unnatural beast of the starways. Each is 30 cms long and weighs 5 oz. They may be used as darts, and all three of them may be targeted by a single Cast of the Animating Bodily Parts spell.
The base Strike Chance of each dart is 50%, range is 12 hexes but penalties are not applied within this distance. Any Strike Check which is 20% of the modified Strike Chance is considered a blow directly to EN, a Strike Check of 10% is a possible Specific Grievious Injury. The base Damage is 1 D10 + 2 A Class damage, but owing to the fineness of the point of each dart, they have 6 Penetration.
Strike Chance is further improved by Rank in the Animating Bodily Parts spell if they have been cast on the spines. Should the animated spines inflict EN damage, they will burrow into the living flesh of their victim, inflicting 1 D10 damage, EN when FT is exhausted, and death meaning that 1 or more spines have consumed the target's heart. This damage may not be avoided by Damage Reduction or EN Armour.
Each spine has an eerie sense of where their animator is and will attempt to slither back to them at a TMR of 4 until the duration expires.
As a consequence of their grim mockery of life, the spines must be fed arterial blood each day, costing 1 EN per spine, otherwise they will decay into a brownish slime from which they cannot be restored.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Mikado Affair Summer 816 Hell Magical Necromancy 12,350 sp px50 Jim Arona 021 076 9376

Armour

Silver Sable Robe

This silk robe is charcoal grey with spectral sables picked out in silver thread. It is sized for a small woman (or hag). It may be cut down for someone of size 5 or less by an Artisan Tailor of Rank 6 and will take 1 week per size category. The tailor will charge a minimum of 600 sp per week, and possibly more depending on the DM. The weight factor is 1/2, it adds 5 to Stealth, increasing to 10 at night, and there is no AG penalty.
The robes provide 1 point of Damage Reduction vs all incoming damage, 6 Protection and 7 Spell Armour. It will, therefore, ignore the first 7 points of FT damage from a blow or 8 damage from a spell, excluding damage from Necrosis, Putrid Wound, Disruption or similar magic.
The Base Chance of Spectral Hand, Spectral Weapon and Spectral Warrior spells are increased by 5.
While the wearer is under the effects of a Dark Vision spell (S-5), they may, in addition to its other effects, see the living or undead but at half the normal range of the spell. This vision will penetrate obscuring mist or darkness of lesser or equal Ranks, but does not reveal inanimate obstacles or the terrain.
Once per season or adventure, whichever is least, the wearer may sacrifice EN to the robe which will increase its Damage Reduction by 1. This doubles each time so that to raise the Damage Reduction to 2 costs 1 EN, to raise it to 3 costs 4 EN, raising Damage Reduction to 4 costs 8 EN and so on. This EN may be bought back in the usual way.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Mikado Affair Summer 816 Victoria Formerly living Spectral Lore 16350sp px50 Jim Arona 021 076 9376

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 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.
Whatever the surface, so long as it is solid, the carpet provides a comfortable platform upon which to sleep. It has no effect on the weather or climate, however.
Nevertheless, once a day, from dawn to dawn, whoever rests on this carpet will receive an extra hour of sleep. This will stack with other methods that improve FT recovery.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Mikado Affair Summer 816 Nualis Formerly living Oriental 12,000sp px50 Jim Arona 021 076 9376


Leaves

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

Leaf of Gainful Conjuration

This leaf is 12 cms wide, 24 cms long and weighs 1 oz. It has a mesmerising geometrical pattern painted on it which will lead the viewer on an internal journey. At the end of it, taking about 4 hours, they will know 1 previously unknown spell of the their college, so long as it is either the College of Necromantic Conjurations, the College of Conjurations of the Night and Stars or the College of Greater Summoning.
Once used, this leaf will crumble to a pale blue dust.

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

Head in a Jar

This human head has been preserved in the instant before death. The glass jar that contains it is 40 cms high, 20 cms across and weighs 17lbs. It exists in the twilight area between life and undeath. < br> It may store up to 10 Animation of the Dead spells and will instruct zombies and skeletons left in its command in accordance with the owner's instructions and conditions. Instructions and conditions which are longer than 2 or 3 simple sentences will be liberally misunderstood by the head.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Mikado Affair Summer 816 Reich Short living sentient Corruption 9000sp000sp px50 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 px50 Jim Arona 021 076 9376


String of Thorns

This 15 foot length of silken cord weighs 12 oz, has fire-hardened tetrahedral thorns set into it, and may be used to cover three contiguous hexes with a Free Act. Any bidpedal entity that enters the terrain so covered must Break 100 => AG + MD to completely avoid stepping on a single thorn. Those whose modified roll falls between 75 - 99 have stood on one thorn and lose 1 EN and AG which may affect TMR. Those whose modified roll falls between 50 - 74 have stood on 2, lose 3 EN and AG which may affect TMR. Those whose modified roll is less than 50 have stood on 3, lose 6 EN and AG which may affect TMR.
It takes 3 minutes to remove each thorn, or half this if the victim engages in loud and imaginative complaining. It takes 3 days of rest to recover 1 point of EN and AG, although remedies that repair muscle will prove efficacious.
Gathering up the cord takes a Pass Action, and replacing thorns requires the attentions of a Rank 5+ Mechanician who has specialised in traps. It will cost them 200 sp per thorn replaced and they will charge extra for their time as the DM sees fit.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Mikado Affair Summer 816 Victoria Formerly living None 6,000sp px50 Jim Arona 021 076 9376

Tea Ceremony Tryptich

Each panel of this tryptich is 15 cms high and 8 cms wide. When folded down it is 3 cms thick, and the total weight is 1 lb. The images are coloured wood block printed onto silk and is framed in a heavy dark wood.
If 1 EN is sacrificed to bond to the tryptich, then once per day they may perform a rite with 3 chrysanthemums, ritually separating them over the space of an hour. Until the next dusk or dawn, they are considered to have succeeded when Resisting magic that causes pain and suffering, and if a Resistance check is made, are entirely unaffected by it.

Adventure Season Plane of Origin Aura Nature of Magic Value Cursed etc.? GM
The Mikado Affair Summer 816 Victoria Formerly living Contemplation 11,750sp px50 Jim Arona 021 076 9376


Lore

Lore of the Flesh Golem

As a result of reading the research performed by Colonel Ishii and his people at Unit 731, Boris has learnt something of the construction of Flesh Golems. It will take only 2 weeks to learn the Ritual, should he decide to add it to his repertoire.
He may reduce the number of weeks it takes to construct a golem by his Rank in Surgery.
By adding Calamari cerebral fluids to the golem's brain, he may increase its MA by 5 and gives it Mind Shield as a Talent. It will also be able to advance Adventuring Skills and Weapons. Boris must pay the Experience cost to advance these ability for his creature, although it has its own Ranking tracks.
He has 5 applications of this fluid.

Adventure Season GM
The Mikado Affair Summer 816 px50 Jim Arona 021 076 9376

Abysmal Travel

Experience Multiple: 750
This ability takes no time to train, but the reader must have at least 7 consecutive days in which training might take place. It can be advanced one Rank per season or adventure, whichever is least to a maximum of Rank 10.
The reader takes 1 day less to travel across the Abyss for each non-prime Rank of this ability.
The reader reduces the count of the number of entities who travel with them across the Abyss by 1 for each non-prime Rank of this ability.

Adventure Season GM
The Mikado Affair Summer 816 px50 Jim Arona 021 076 9376

Abilities

Eclipse Pool

Boris' heart contains 4 Eclipse points which he may trigger with a Free Act to grant an Eclipse Aspect effect for this Pulse and the next 4. The subtraction from the die roll is 5 and stacks with any existing aspect modifier.
When the last point is used, the pool will fade.

Adventure Season Reagents Value GM
The Mikado Affair Summer 816 2 Sun & 2 Moon Quest px50 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 px50 Jim Arona 021 076 9376

Spectral Warrior - Improved Damage Capacity

Spell: Spectral Warrior
Effects: The amount of combined EN + FT of the Phantasm generated by the Adept's Rank is doubled.
Cost: 750 Experience.
Constraints: Unracks the spell, reduces FT value by 1.

Adventure Season Plane of Origin Nature of Magic GM
The Mikado Affair Summer 816 Victoria Spectral Lore px50 Jim Arona 021 076 9376

Spectral Warrior - Pale Horse

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

Adventure Season Plane of Origin Nature of Magic GM
The Mikado Affair Summer 816 Victoria Spectral Lore px50 Jim Arona 021 076 9376

Spectral Warrior - Spectral Hound

Spell: Spectral Warrior
Effects: The Adept summons a great spectral hound of the moors which will bell and lead them to an entity who they have previously encountered or studied (as per the Location Spell of the College of Ensorcelments and Enchantments). The spectral hound may move along the ground or through water or the air but not through solid obstructions, fire, or the area of a Necromantic Special Counterspell. It may be dissipated by having a Necromantic Special Counterspell cast on the area it occupies. The target must share the same plane as the Adept, but otherwise, range is not a consideration. It has a has a movement rate of 650 yards per minute and a TMR of 13, but has no attack and its combined EN and FT is 20 (+5 per 3 full Ranks).
Cost: 1500 Experience.
Constraints: Unracks the spell, reduces FT value by 1.

Adventure Season Plane of Origin Nature of Magic GM
The Mikado Affair Summer 816 Victoria Spectral Lore px50 Jim Arona 021 076 9376

Wraithform - Damage Reduction

Name: Wraithform
Spell: Damage Reduction
Effects: This incantation is similar in all ways to Wraithform, except that Damage Reduction applies to all damage types.
Cost: 4,500
Constraints: Unracks the spell, reduces FT value by three.

Adventure Season Plane of Origin Nature of Magic GM
The Mikado Affair Summer 816 Victoria Spectral Lore px50 Jim Arona 021 076 9376


Stream of Corruption - Stream of Redemption

Name: Stream of Redemption
Spell: Stream of Corruption
Effects: A jet of glowing, golden water erupts from the Adept's fingertips in a fountain which travels to the extent of the spell's range, and is 5 feet wide. The Adept may increase the width by one foot per rank. All entities that are undead, diabolical or demonic (of whatever kind) or Pacted to them and who occupy hexes that the waters flow through must resist or suffer 1 rollup D 10 ( + 1 per Rank) damage. If the Rank of the spell is 10, this increases to [2 rollup D10] and at Rank 20, [3 rollup D10]. Rollup damage may not be Resisted, although Spell Armour applies against it. Unholy entities that are damaged by this spell must also roll under Willpower x 1 ( Willpower x 2 if they successfully resisted) or suffer the effects of a roll on the fright table, the effects of which will apply even if they are not normally effected. Yes, a wraith can die from a heart attack). <br?Waterproofing will not help against this spell.
Entities in good standing with the Powers of Light, including the Four Archangels, take no damage from this spell, however, any condition of fear, pain or despair not caused by a curse is cleansed from them. If the spell is Rank 10 - 19, they are healed of 1 rollup D10 damage. If it is Rank 20, this rises to 2 rollup D10.
...let justice roll down like waters, and righteousness like an ever-flowing stream.

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

Death Sense (T-2)

Range: 1. 50 feet + 10 / Rank; 2. 10 feet/ Variable
Experience Multiple: 75
Base Chance: 1. Automatic; 2. 40 + 3 / Rank/ 3. PC + 5 / Rank
Effects: This talent has three distinct uses:
1. The Adept may attempt to see into the spirit world. They can see spirits, such as the souls of the dead (which normally remain close to their bodies for 3 days before travelling to the lands of the dead), those travelling outside their bodies (e.g. via the Spell of Visitation or the Herbalist Potion), incorporeal or insubstantial undead etc. (e.g. a vampire in the form of a cloud of mist as an undead spirit), insubstantial Fae (e.g. dryads, sylphs), summoned spirits (e.g. whispering wind, speak with dead).
This vision is blocked by material objects (even if invisible) and magical darkness of Rank 20. Although the Adept cannot normally see the spirit of a living being (inside their body) they may, at the GM's discretion, gain some inkling into a character's soul should they have attracted any spirit followers.
2. The Adept may attempt to determine whether the location they occupy is the site of a death or burial. If the Adept is unsuccessful they may not attempt to use this Talent on the same location until 24 hours have passed.
3. If the Adept succeeds in rolling PC + 5 / Rank or less on percentiles, they may learn something about living or undead entities, but not automata, creatures of mana or those that do not know death. No aura is detected in this way, but it is treated in all other ways as if it were Detect Aura. Note that the Base Chance is reduced by 1 per ft the target entity is distant from the Adept.

Adventure Season Plane of Origin Nature of Magic GM
The Mikado Affair Summer 816 New Terra Necromancy px50 Jim Arona 021 076 9376

Water Breathing

Range: Self
Duration: 1 hour + 1 / Rank
Experience Multiple: 100
Base Chance: 25%
Resist: None
Storage: Potion
Target: Entity
Effects: This spell forms a bubble around the mouth and nose of the Adept and covers their eyes with a transparent film. This allows the Adept to breathe and see equally well under water as on land. They may cast spells subject to the restrictions of their College. The spell does not affect the Adept's ability to operate on the surface. This spell allows vocal communication to a range of the Adept's perception in hexes.
This spell is considered part of the Special Knowledge of the Adept's college and may not be taught.

Adventure Season Plane of Origin Nature of Magic GM
The Mikado Affair Summer 816 New Terra Waters px50 Jim Arona 021 076 9376

Sense Danger

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

Adventure Season Plane of Origin Reagents GM
The Mikado Affair Summer 816 Alusia 3 Danger px50 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 Siectral 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 Spring 812 Tanuel Meta magic Quest px50 Jim Arona 021 076 9376