Spirits of Europa, an Exorcist Quest

Personal Turn Week 4: March 31-April 6, 1907
Fascination Recovery Roll: 16 As you spend time with the mysterious symbols, the feeling you get from them fades to a dull background noise. Interesting, but no longer consuming.
Fascination returns to 0.

Dread Recovery Roll: 10 A painless job well done left you nearly an entire night to relax in the slaughterhouses' break rooms. Bringing some dried fruit and a fiction book from the library was a smart move, and it let you unwind in a good story.
Dread returns to 2.

You'll need to pick a job for the week:

-[ ] [Job] The city's gotten reports from some miffed families about a cemetery spirit keeping them awake at night and scaring the dogs. The city council thinks it's probably a vagrant or thief, not a spirit, but some of the families are the kind of busybodies that are names in local politics. They're hiring you on the cheap just to reassure the families. And hey, if there is a spirit, you're the right person for the job. Job will expire this turn. Rewards: 1 Coin, Contact
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[ ] [Job] A cobbler down the block has heard banging in his attic, and leaks of something which is not quite water have stained his walls upstairs. He sources leather from the slaughterhouse you worked at last week, and heard about your prowess in defeating spirits. He's willing to pay, but is it really a spirit or would he be better off calling animal control? Job will expire in two turns. Rewards: 2 Coin, Nice Shoes
[ ] [Job]Investigate 515 Brehmgartnerstrasse: This strange property has intrigued you. Surely there must be something worth learning inside. This job doesn't expire, but you'd best be prepared. Rewards: ???
-[ ] [Job] On second thought, you've got personal business to take care of this week. Rewards: 1 Personal Action


Of course, you've also got the usual weekly errands to run and time to kill.
You may pick any 3 options (+1 if you chose Personal Business for your job). Plan voting is allowed; voting will close in 48 hours. Current holdings: 4 Coin.

[ ] Wander the City: You've not spent much time in Zurich before. Get to know your new hometown.
[ ] Visit the Exorcist's District: The best shops (for exorcists, at least) in Cantonia, perhaps even all Europa, are here in Zurich, and you'd like to find some. The entrance fee stings, but it's how the District ensures they only get serious customers. Cost: 1 Coin.
[ ] Get to Know your Neighbors: The MacCoulloughs have warmed up enough to not be actively avoiding you, but if you want any kind of rapport with them it'll take more time.
[ ] Spruce up the Bedroom: A bed and chair is great, but you could really use some curtains and a table. Maybe a rug.
-[ ] Silverware: This would make a nice addition to your table. Cost: Silverware.
-[ ] Buy some curtains: This'll help you sleep later into the morning after long nights out. Cost: 1 Coin.
[ ] Put the Word Out: A sign is great, but to get your name out to greater Zurich you'll need something more-- like a newspaper ad. Cost: 2 Coin.
[ ] Visit the Pawn Shop: You've got some items you'd like to sell, and while you're there you can browse for interesting pieces.
-[ ] Silverware: You'd like something more easy to trade with than some silver forks. Reward: 2 Coin.
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[ ] A Watchmaker's Tools: This set of implements was once used for building and maintaining the delicate machinery of pocketwatches. But tools so fine have other uses, as well... Reward: 3 Coin.
[ ] Petty Pleasures: You need something to take your mind into brighter thoughts. A visit to a local bar or two, perhaps some light card games. Cost: 1 Coin. Reward: Bonus to Dread recovery roll.
[ ] Library Browsing: Surely, among all the knowledge in Zurich, something interesting could pop up.
[ ] Investigate an Artifact: Something in your possession is interesting, showing either a possible use or a hint of something... more.
-[ ] The Mysterious Symbols: Somehow, these two very different jobs have gotten you two strange symbols. They feel connected, but why? What could be linking an etching by an old watchmaker with a middle-aged murderer's prison gift?
[ ] Training: You feel as if you've caught a glimpse of the way the world works. You think you could use this to improve your exorcism skills-- with a little bit of trial and error.
-[ ] Brawler Level 2: Some fighting routines and training could get you into better shape. Cost: 7 Fragments
-[ ] Trapper Level 1: Using mystical rites is all well and good, but perhaps there's a more... mundane way of getting the same effects? Cost: 5 Fragments

Voting will be open for 40 hours.
 
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-[X] [Job] The city's gotten reports from some miffed families about a cemetery spirit keeping them awake at night and scaring the dogs. The city council thinks it's probably a vagrant or thief, not a spirit, but some of the families are the kind of busybodies that are names in local politics. They're hiring you on the cheap just to reassure the families. And hey, if there is a spirit, you're the right person for the job. Job will expire this turn. Rewards: 1 Coin, Contact
[X] Petty Pleasures: You need something to take your mind into brighter thoughts. A visit to a local bar or two, perhaps some light card games. Cost: 1 Coin. Reward: Bonus to Dread recovery roll.

[X] Training: You feel as if you've caught a glimpse of the way the world works. You think you could use this to improve your exorcism skills-- with a little bit of trial and error.
-[X] Brawler Level 2: Some fighting routines and training could get you into better shape. Cost: 7 Fragments
 
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Okay! New Update, new week, time for a new plan!

[X] [Job] A cobbler down the block has heard banging in his attic, and leaks of something which is not quite water have stained his walls upstairs. He sources leather from the slaughterhouse you worked at last week, and heard about your prowess in defeating spirits. He's willing to pay, but is it really a spirit or would he be better off calling animal control? Job will expire in two turns. Rewards: 2 Coin, Nice Shoes

Honestly, I don't think the contract job is worth the effort. We hardly get any money out of it, to the point where doing odd jobs gets us just as much. I say skip it and save the action for better stuff. We should have new Job offers next turn anyways.

[X] Spruce up the Bedroom: A bed and chair is great, but you could really use some curtains and a table. Maybe a rug.
-[X] Silverware: This would make a nice addition to your table. Cost: Silverware.
-[X] Buy some curtains: This'll help you sleep later into the morning after long nights out. Cost: 1 Coin.
[X] Training: You feel as if you've caught a glimpse of the way the world works. You think you could use this to improve your exorcism skills-- with a little bit of trial and error.
-[X] Brawler Level 2: Some fighting routines and training could get you into better shape. Cost: 7 Fragments

As for our regular actions, I want to finish sprucing up our home first. We have been procrastinating about doing that for far too long and I suspect it will help us with recovery rolls in the future. Then I want to train our Brawling skill. Not only is it relatively cheap, it should stack with our starting school bonus to become our strongest skill! I suspect the next upgrade for it will be related to physical conditioning, so it might even give us an extra health!


... oh and @Wardragon I think your plan has 1 to many choices. Mind removing the petty pleasures vote? I'm still not that comfortable with us spending money and our dread recovery should improve from here on out.
 
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[ ] Plan: Training and Relaxation
-[ ] [Job] A cobbler down the block has heard banging in his attic, and leaks of something which is not quite water have stained his walls upstairs. He sources leather from the slaughterhouse you worked at last week, and heard about your prowess in defeating spirits. He's willing to pay, but is it really a spirit or would he be better off calling animal control? Job will expire in two turns. Rewards: 2 Coin, Nice Shoes
-[ ] Petty Pleasures: You need something to take your mind into brighter thoughts. A visit to a local bar or two, perhaps some light card games. Cost: 1 Coin. Reward: Bonus to Dread recovery roll.
-[ ] Put the Word Out: A sign is great, but to get your name out to greater Zurich you'll need something more-- like a newspaper ad. Cost: 2 Coin.
-[ ] Training: You feel as if you've caught a glimpse of the way the world works. You think you could use this to improve your exorcism skills-- with a little bit of trial and error.
--[ ] Brawler Level 2: Some fighting routines and training could get you into better shape. Cost: 7 Fragments

When is our next rent payment due? In 3 more turns? It might be better to put in on the Informational page.
We need to get the Dread down, get better at fighting or otherwise taking threats down, put up an ad, and start taking better-paying jobs.
 
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[ ] Plan: Training and Relaxation

When is our next rent payment due? In 3 more turns? It might be better to put in on the Informational page.
We need to get the Dread down, get better at fighting or otherwise taking threats down, put up an ad, and start taking better-paying jobs.

I'd be happy with this plan if it wasn't for the petty pleasures action. Why does everyone want to do that so much? With 2/5 dread we are just as likely to die to health damage as dread damage. Wouldn't it be better to save our actions for something else?
 
Wouldn't it be better to save our actions for something else?
I don't see a better use for that action.

We constantly accumulate Dread even when not actively fighting spirits, just by taking actions that are repulsing or otherwise harmful to our mental health. And we are getting better at combat, so health damage is becoming less likely.

Generally you want to keep top-shape, which means keeping all kinds of damage low. We don't have much of a buffer.

I considered making our place more homely, but I'd rather see if our business takes off before committing resourses. We may have to sell that Silverware.
 
[X] [Job] The city's gotten reports from some miffed families about a cemetery spirit keeping them awake at night and scaring the dogs. The city council thinks it's probably a vagrant or thief, not a spirit, but some of the families are the kind of busybodies that are names in local politics. They're hiring you on the cheap just to reassure the families. And hey, if there is a spirit, you're the right person for the job. Job will expire this turn. Rewards: 1 Coin, Contact
[X] Spruce up the Bedroom: A bed and chair is great, but you could really use some curtains and a table. Maybe a rug.
-[X] Buy some curtains: This'll help you sleep later into the morning after long nights out. Cost: 1 Coin.
[X] Petty Pleasures: You need something to take your mind into brighter thoughts. A visit to a local bar or two, perhaps some light card games. Cost: 1 Coin. Reward: Bonus to Dread recovery roll.

[X] Training: You feel as if you've caught a glimpse of the way the world works. You think you could use this to improve your exorcism skills-- with a little bit of trial and error.
-[X] Brawler Level 2: Some fighting routines and training could get you into better shape. Cost: 7 Fragments
 
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When is our next rent payment due? In 3 more turns? It might be better to put in on the Informational page.
We need to get the Dread down, get better at fighting or otherwise taking threats down, put up an ad, and start taking better-paying jobs.
Rent payment is due the last full week of each month. So April's rent is due 3 turns from now, and May's 4 turns from then.
 
I don't see a better use for that action.

We constantly accumulate Dread even when not actively fighting spirits, just by taking actions that are repulsing or otherwise harmful to our mental health. And we are getting better at combat, so health damage is becoming less likely.

Generally you want to keep top-shape, which means keeping all kinds of damage low. We don't have much of a buffer.

I considered making our place more homely, but I'd rather see if our business takes off before committing resourses. We may have to sell that Silverware.

I think everyone is overreacting on how much dread we typically take in a turn. Remember, on most actions we have a good chance to resist taking any dread damage. The only reason we had so much accumulate before was bad rolls on the actions that had dread consequences... on the turn we couldn't heal our dread. Petty pleasures costs both an action and money for a temporary reprieve from dread, when we could spend that money and time on permanent upgrades instead. I'd be fine with it if we had 3 dread instead of two, but with less then half of our total dread filled it just feels like a waste.
 
Scheduled vote count started by Cyanblackstone on Jan 5, 2021 at 5:16 PM, finished with 12 posts and 6 votes.

  • [X] Training: You feel as if you've caught a glimpse of the way the world works. You think you could use this to improve your exorcism skills-- with a little bit of trial and error.
    -[X] Brawler Level 2: Some fighting routines and training could get you into better shape. Cost: 7 Fragments
    [x] Plan: Training and Relaxation
    [X] Petty Pleasures: You need something to take your mind into brighter thoughts. A visit to a local bar or two, perhaps some light card games. Cost: 1 Coin. Reward: Bonus to Dread recovery roll.
    -[X] [Job] The city's gotten reports from some miffed families about a cemetery spirit keeping them awake at night and scaring the dogs. The city council thinks it's probably a vagrant or thief, not a spirit, but some of the families are the kind of busybodies that are names in local politics. They're hiring you on the cheap just to reassure the families. And hey, if there is a spirit, you're the right person for the job. Job will expire this turn. Rewards: 1 Coin, Contact
    [X] [Job] A cobbler down the block has heard banging in his attic, and leaks of something which is not quite water have stained his walls upstairs. He sources leather from the slaughterhouse you worked at last week, and heard about your prowess in defeating spirits. He's willing to pay, but is it really a spirit or would he be better off calling animal control? Job will expire in two turns. Rewards: 2 Coin, Nice Shoes
    [X] Spruce up the Bedroom: A bed and chair is great, but you could really use some curtains and a table. Maybe a rug.
    -[X] Silverware: This would make a nice addition to your table. Cost: Silverware.
    -[X] Buy some curtains: This'll help you sleep later into the morning after long nights out. Cost: 1 Coin.
    [X] [Job] The city's gotten reports from some miffed families about a cemetery spirit keeping them awake at night and scaring the dogs. The city council thinks it's probably a vagrant or thief, not a spirit, but some of the families are the kind of busybodies that are names in local politics. They're hiring you on the cheap just to reassure the families. And hey, if there is a spirit, you're the right person for the job. Job will expire this turn. Rewards: 1 Coin, Contact
    [X] Spruce up the Bedroom: A bed and chair is great, but you could really use some curtains and a table. Maybe a rug.
    -[X] Buy some curtains: This'll help you sleep later into the morning after long nights out. Cost: 1 Coin.
 
Personal Turn Week 4 Results
[ ] Plan: Training and Relaxation
-[ ] [Job] A cobbler down the block has heard banging in his attic, and leaks of something which is not quite water have stained his walls upstairs. He sources leather from the slaughterhouse you worked at last week, and heard about your prowess in defeating spirits. He's willing to pay, but is it really a spirit or would he be better off calling animal control? Job will expire in two turns. Rewards: 2 Coin, Nice Shoes
-[ ] Petty Pleasures: You need something to take your mind into brighter thoughts. A visit to a local bar or two, perhaps some light card games. Cost: 1 Coin. Reward: Bonus to Dread recovery roll.
-[ ] Put the Word Out: A sign is great, but to get your name out to greater Zurich you'll need something more-- like a newspaper ad. Cost: 2 Coin.
-[ ] Training: You feel as if you've caught a glimpse of the way the world works. You think you could use this to improve your exorcism skills-- with a little bit of trial and error.
--[ ] Brawler Level 2: Some fighting routines and training could get you into better shape. Cost: 7 Fragments

--[ ] Brawler Level 2: Some fighting routines and training could get you into better shape. Cost: 7 Fragments

You've noticed some stray looks while in your office, practicing fighting routines. The lack of blinds has even let a small crowd of kids show up on the second day, watching you work.
Your work this week has made you self-evidently fitter. You've set aside time to keep up your newfound routine into the long term.

+1 to Max Health!
+1 to Health resist checks, +2 to original Brawler checks.

-[ ] Put the Word Out: A sign is great, but to get your name out to greater Zurich you'll need something more-- like a newspaper ad. Cost: 2 Coin.

The Zurichsee-Zeitung is the local weekly paper, and while you can't exactly afford the cost of the daily papers, the circulation of the Z-Z, and its classifieds page, is enough to guarantee you'll get more business options. You put together a basic ad, with a sketch of your sign, an address, and a description of your skills. It'll run in this weekend's edition.

You've garnered more attention to your business. You'll get one extra job option each week, and many job opportunities will last longer as employers hold out for your reputation. 2 Coin spent.

-[ ] Petty Pleasures: You need something to take your mind into brighter thoughts. A visit to a local bar or two, perhaps some light card games. Cost: 1 Coin. Reward: Bonus to Dread recovery roll.

You spend a few evenings at the local bar, sampling the local wines and beers of the region, and playing some card games. You win some, lose more, but ultimately kept it all to small stakes, and you feel relaxed.
Your time spent with the nice things out there has given you both distractions and good memories. +6 to next week's Dread recovery roll. 1 Coin spent.

-[ ] [Job] A cobbler down the block has heard banging in his attic, and leaks of something which is not quite water have stained his walls upstairs. He sources leather from the slaughterhouse you worked at last week, and heard about your prowess in defeating spirits. He's willing to pay, but is it really a spirit or would he be better off calling animal control? Job will expire in two turns. Rewards: 2 Coin, Nice Shoes

You meet with this week's patron at a humble two-story shoe shop just a few minutes' walk from your own flat. The bottom floor is small, but well-maintained. The shoes are on the upper end of what might be considered reasonable; these aren't shoes for the rich, but they're most definitely very nice shoes. The cobbler has a young son; he's clerking at the desk while the cobbler does alterations and orders. You wait for several minutes as the boy runs to fetch his father, and a chubby and jovial-looking middle-aged man comes from the back to meet you. He shakes your hand with both of his, bushy mustache curling with his wide smile, and you can't help but smile back.

He takes you upstairs, and opens the door into his humble flat. It's pretty close in size to your own, maybe a bit smaller, but by the Twins is it very homely! This place has been lived in for a long time and the family has made it their own. The wife busies herself in the kitchen, clearly uncomfortable with your intrusion into her home, but the welcoming nature of her husband keeps her (and you) at ease. He ushers you into the dining room, where it becomes immediately clear his reason for hiring you.

A stain runs from the ceiling to only a few feet from the floor, and it glistens. Moving closer, you investigate, and find that it's still damp, and slightly sticky. The fluid is more or less clear. You can't place exactly what it is, though. He shows you two other stains, close by in other rooms, and points out the hatch to the attic.

Now comes time for you to decide how you're going to approach this job. You have two things to choose from:

Do you think it's a

[ ] Spirit
[ ] Something else

and will you use

[ ] Brawl
[ ] Talk
[ ] Trap
[ ] Mystic

To try to flush it out?
 
Hey cool, I was right about brawler buffing our Max Health. As for the job... it's hard to say. The Cobbler apparently sources leather from the slaughterhouse we visited previously and that spirit did leave behind liquid of undetermined nature. So at the very least, his worries are justifiable. For now I say we act as if there is a spirit, if we are wrong, no big deal. If we are right, we are prepared.

[X] Spirit
[X] Mystic

We can't lure it out with brawling without busting up the place, we have no skill with trapping, and talking would only make us look like a nutjob. So lets just stick with Mysticism.

@Cyanblackstone Does the liquid here looks similar to the liquid left behind by the ghost at the slaughterhouse?
 
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Hey cool, I was right about brawler buffing our Max Health. As for the job... it's hard to say. The Cobbler apparently sources leather from the slaughterhouse we visited previously and that spirit did leave behind liquid undetermined nature. So at the very least, his worries are justifiable. For now I say we act as if there is a spirit, if we are wrong, no big deal. If we are right, we are prepared.

[X] Spirit
[X] Mystic

We can't lure it out with brawling without busting up the place, we have no skill with trapping, and talking would only make us look like a nutjob. So lets just stick with Mysticism.

@Cyanblackstone Does the liquid here looks similar to the liquid left behind by the ghost at the slaughterhouse?
It's hard to tell. That was on sand absorbent, this is staining some (rather nice) wallpaper.
 
If we think it's "something else", how do we flush it out, given that we only know how to deal with spirits?
 
If we think it's "something else", how do we flush it out, given that we only know how to deal with spirits?
You've got Brawl and Talk level one, so you can:

1) if it's a person, talk to them
or 2) If it's a person or animal, punch them

Your benefits have removed penalties against non-spirits in both categories.
 
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