Punching through the Masquerade (Modern Magical Cultivation Quest)

[X] Cat and Mouse
-[X] Work your shifts at The Crystal Gardens: (dc:7-13) (Dicepool of 6 (Blood + Yellow Bile)) (Grants 1d3 windfall if you dont fail the check, with an additional point of windfall for every two points over 13 you roll) (Raise pool 2/10)
--[X] Two Free Dice
--[X] Salamander's aid. (Yellow Bile)
--[X] Sylph's aid. (Blood)
-[X] Ask Phlecket for Instruction on Elemental Spellcasting: (Uses Phlegm + Yellow Bile) (Two Actions) (76/200)
-[X] {Resource Generation} (Occult) Gathering Motes: (Creates new Motes) (Uses Black Bile and Phlegm) (DC 20, DC 5 after successfully creating your First Mote.) (Costs one action) (Current motes 0/???)
--[X] Undine's aid. (Phlegm)
--[X] Gnome's aid.(Black Bile)
--[X] One Untyped Die
-[x] {Resource Generation} (Occult) Kindling Embers: (Creates new Embers) (Requires you have at least one Ember) ( Uses Yellow Bile and Black Bile)(DC 5, every five points beyond that creates one additional ember, automatically stops at the safe number of embers you can create unless otherwise specified)(Costs one action) (Current Embers 2/13)
--[X] One Untyped Die
--[X] Six Embers
---[X] Use Flame Scarred Tablet
----[X] Jade Stone: (Unknown Result) (Might be Positive???)
-[X] Incense and offerings: Spirits like the scent of incense and the occasional infusion of energy through what is effectively prayer, offer some of both. (Costs one action) (No dc) (Grants 1d6 favor with Phlecket's Court.)
-[X] Spellcasting
--[X] Fool's Gold (Elemental) (Weekly): Put the gnomes to work securing your future. (Adds 1d3+1 to your windfall rolls this week) (Costs one Favor)
-[X] Occult Paraphernalia
--[X] Warding Charm: (Costs two ticks) (Grants two untyped dice for spiritual protection, can be upgraded through your own spellwork)
--[X] Occult books: (Costs two ticks per purchase made) (Provides 1 book for research purposes)
---[X] Runes
---[X] Psionics
 
[X] Plan Dating And Elementals
-[X] Work your shifts at The Crystal Gardens: (dc:7-13) (Dicepool of 6 (Blood + Yellow Bile)) (Grants 1d3 windfall if you dont fail the check, with an additional point of windfall for every two points over 13 you roll) (Raise pool 2/10)
--[X] Aid from Sylph for +1d
-[X] Take Sundrop on a Second date: You really enjoyed your time out with Sundrop. Perhaps you should see if she'd be interested in another date? (DC: 6, special things may happen depending on how high you roll here)(Takes Sundrop out on a date)(Uses Blood) (Costs one action)
--[X] Invest money: 2 Windfall for +1d
--[X] Add untyped dice from food and bed for +2d
-[X] Ask Phlecket for Instruction on Elemental Spellcasting: Phlecket has a duty to instruct you on the secrets of Elemental spellcasting. Set some time aside and get to learning. (Uses Phlegm + Yellow Bile) (Costs one Action) (May spend three actions per turn on this) (76/200)
--[X] Aid from Salamander and Undine for +2d
-[X] {Resource Generation} (Occult) Gathering Motes: You've received a new sigil from Phlecket that would allow you to create a new Occult resource, Motes of Dust. This is going to be harder then generating your first Ember was, but you feel that you could achieve it with a little luck. (Creates new Motes) (Uses Black Bile and Phlegm) (DC 20, DC 5 after successfully creating your First Mote.) (Costs one action) (Current motes 0/???)
--[X] Aid from Gnome and Daimon of Knowlegdge for +3d
-[X] {Resource Generation} (Occult) Kindling Embers: You're close to empty, which is mildly concerning given the lurking icy death spirit. (Creates new Embers) (Requires you have at least one Ember) ( Uses Yellow Bile and Black Bile)(DC 5, every five points beyond that creates one additional ember, automatically stops at the safe number of embers you can create unless otherwise specified)(Costs one action) (Current Embers 2/13)
--[X] Max of 6 we can get safely
---[X] Use Flame Scarred Tablet (Specify how many embers you're creating with Flame Scarred Tablet, Two embers per use of Flame Scarred Tablet)
-[X] Incense and offerings: Spirits like the scent of incense and the occasional infusion of energy through what is effectively prayer, offer some of both. (Costs one action) (No dc) (Grants 1d6 favor with Phlecket's Court.)
-- [X] Conjuring Incense: Add a bit of the good stuff, couldn't hurt. (Costs one windfall) (adds an additional 1d6 to Incense and Offerings)
-[X] Fool's Gold (Elemental) (Weekly): Put the gnomes to work securing your future. (Adds 1d3+1 to your windfall rolls this week) (Costs one Favor)
-[X] Occult Paraphernalia: The tools of the trade of magic. You don't technically need these but by the gods do they help. (Multiple costs for different items)
--[X] Warding Charm: Recent strange events have you desiring a dedicated warding charm. (Costs two ticks) (Grants two untyped dice for spiritual protection, can be upgraded through your own spellwork)

EDIT: I'm also willing to add checking the Jade Stone on Ember generation if it is widely popular, but that does seem a tad risky to me...
 
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Each Ember does 6d12 damage, which is sort of ludicrous...I think spending more than one per attack is more likely to kill us than anything we fight is just from the size of the explosion.
While that dos sound impressive, keep in mind that as a squishy human (with the extra squishy trait) we need to suffer 8 damage before we go down one rank in our health (if I understand the system correctly) and I'm not sure how many ranks we can go down before we die.

So, I'm not sure how effective 6d12 would be against beefed up spirits.
 
--[X] Occult books: (Costs two ticks per purchase made) (Provides 1 book for research purposes)
---[X] Runes
---[X] Psionics
Learning runes isn't a bad idea tbh. We should probably know how to use them if we wanna make a badass staff. Not sure about Psionics but I can live with it

[X] Cat and Mouse
 
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While that dos sound impressive, keep in mind that as a squishy human (with the extra squishy trait) we need to suffer 8 damage before we go down one rank in our health (if I understand the system correctly) and I'm not sure how many ranks we can go down before we die.

So, I'm not sure how effective 6d12 would be against beefed up spirits.

That's sort of not my point. My point is that it does that damage (which averages 39) in a 3 meter radius. If additional embers expand that radius and it hits us, we're toast.

Learning runes isn't a bad idea tbh. We should probably know how to use them if we wanna make a badass staff. Not sure about Psionics but I can live with it

I still say trying to make a staff is kind of a waste of actions at the moment given all the other ways we already have to buff ourselves.
 
This is going to be a fairly expensive turn even with turning on the gnome gold machine, runes can come next turn, I think.

[X] Plan Dating And Elementals
 
That's sort of not my point. My point is that it does that damage (which averages 39) in a 3 meter radius. If additional embers expand that radius and it hits us, we're toast.
We should try making a flamethrower spell at some point. Something that explicitly faces away from us sounds like a nice option to have.

I still say trying to make a staff is kind of a waste of actions at the moment given all the other ways we already have to buff ourselves.
I'm not saying we should do it now. I just think it'd be a good idea to know what we're before we actually do wanna make one. Which imo should be once we have all 4 primordial elements in our soul.
 
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We should try making a flamethrower spell at some point. Something that explicitly faces away from us sounds like a nice option to have.


I'm not saying we should do it now. I just think it'd be a good idea to know what we're before we actually do wanna make one. Which imo should be once we have all 4 primordial elements in our soul.

We need a safe place to practice first. That's on The List.
 
-[X] Incense and offerings: Spirits like the scent of incense and the occasional infusion of energy through what is effectively prayer, offer some of both. (Costs one action) (No dc) (Grants 1d6 favor with Phlecket's Court.)

Why are you not spending for the incense here? 1 Windfall to double an action's effectiveness is absurd value. That's spending 1 windfall to get an extra action next turn (or some later turn anyway).
 
My impression is that each time we take the action it is one action? I'd also rather not further explode our apartment, which seems like a risk...
We can always do it in the bathtub again.

Edit to avoid double posting:

Plan posted below. Same as Dating and Elementals but with Jade kindling and buying a book on runes.
 
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Holy shit I lost track of time. Planmakers and voters who've already voted please vote again so they can be properly counted
 
[X] Plan Dating And Elementals
-[X] Work your shifts at The Crystal Gardens: (dc:7-13) (Dicepool of 6 (Blood + Yellow Bile)) (Grants 1d3 windfall if you dont fail the check, with an additional point of windfall for every two points over 13 you roll) (Raise pool 2/10)
--[X] Aid from Sylph for +1d
-[X] Take Sundrop on a Second date: You really enjoyed your time out with Sundrop. Perhaps you should see if she'd be interested in another date? (DC: 6, special things may happen depending on how high you roll here)(Takes Sundrop out on a date)(Uses Blood) (Costs one action)
--[X] Invest money: 2 Windfall for +1d
--[X] Add untyped dice from food and bed for +2d
-[X] Ask Phlecket for Instruction on Elemental Spellcasting: Phlecket has a duty to instruct you on the secrets of Elemental spellcasting. Set some time aside and get to learning. (Uses Phlegm + Yellow Bile) (Costs one Action) (May spend three actions per turn on this) (76/200)
--[X] Aid from Salamander and Undine for +2d
-[X] {Resource Generation} (Occult) Gathering Motes: You've received a new sigil from Phlecket that would allow you to create a new Occult resource, Motes of Dust. This is going to be harder then generating your first Ember was, but you feel that you could achieve it with a little luck. (Creates new Motes) (Uses Black Bile and Phlegm) (DC 20, DC 5 after successfully creating your First Mote.) (Costs one action) (Current motes 0/???)
--[X] Aid from Gnome and Daimon of Knowlegdge for +3d
-[X] {Resource Generation} (Occult) Kindling Embers: You're close to empty, which is mildly concerning given the lurking icy death spirit. (Creates new Embers) (Requires you have at least one Ember) ( Uses Yellow Bile and Black Bile)(DC 5, every five points beyond that creates one additional ember, automatically stops at the safe number of embers you can create unless otherwise specified)(Costs one action) (Current Embers 2/13)
--[X] Max of 6 we can get safely
---[X] Use Flame Scarred Tablet (Specify how many embers you're creating with Flame Scarred Tablet, Two embers per use of Flame Scarred Tablet)
-[X] Incense and offerings: Spirits like the scent of incense and the occasional infusion of energy through what is effectively prayer, offer some of both. (Costs one action) (No dc) (Grants 1d6 favor with Phlecket's Court.)
-- [X] Conjuring Incense: Add a bit of the good stuff, couldn't hurt. (Costs one windfall) (adds an additional 1d6 to Incense and Offerings)
-[X] Fool's Gold (Elemental) (Weekly): Put the gnomes to work securing your future. (Adds 1d3+1 to your windfall rolls this week) (Costs one Favor)
-[X] Occult Paraphernalia: The tools of the trade of magic. You don't technically need these but by the gods do they help. (Multiple costs for different items)
--[X] Warding Charm: Recent strange events have you desiring a dedicated warding charm. (Costs two ticks) (Grants two untyped dice for spiritual protection, can be upgraded through your own spellwork)
 
[X] Plan: Experimenting!
-[X] Work your shifts at The Crystal Gardens: (dc:7-13) (Dicepool of 6 (Blood + Yellow Bile)) (Grants 1d3 windfall if you dont fail the check, with an additional point of windfall for every two points over 13 you roll) (Raise pool 2/10)
--[X] Aid from Sylph for +1d
--[X] Add untyped dice from food and bed for +2d
-[X] {Experimentation} (Occult) Can I shoot more fire?: You've figured out how to turn an Ember into a grenade, surely there's other offensive measures you can take? (Unlocks an offensive spell) (Requires you have at least one Ember) (Uses Phlegm) (Costs one action) (Inflicts 2d4 Financial damage until you find a safe place to practice outside of your apartment.)
--[X] Fire Bolt. A quick single-target blast of flame. Something unlikely to explode in our face, or at the very least explode far away from our face.
-[X] Ask Phlecket for Instruction on Elemental Spellcasting: Phlecket has a duty to instruct you on the secrets of Elemental spellcasting. Set some time aside and get to learning. (Uses Phlegm + Yellow Bile) (Costs one Action) (May spend three actions per turn on this) (76/200)
--[X] Aid from Salamander and Undine for +2d
-[X] {Resource Generation} (Occult) Gathering Motes: You've received a new sigil from Phlecket that would allow you to create a new Occult resource, Motes of Dust. This is going to be harder then generating your first Ember was, but you feel that you could achieve it with a little luck. (Creates new Motes) (Uses Black Bile and Phlegm) (DC 20, DC 5 after successfully creating your First Mote.) (Costs one action) (Current motes 0/???)
--[X] Aid from Gnome and Daimon of Knowledge for +3d
-[X] {Resource Generation} (Occult) Kindling Embers: You're close to empty, which is mildly concerning given the lurking icy death spirit. (Creates new Embers) (Requires you have at least one Ember) ( Uses Yellow Bile and Black Bile)(DC 5, every five points beyond that creates one additional ember, automatically stops at the safe number of embers you can create unless otherwise specified)(Costs one action) (Current Embers 2/13)
--[X] Max of 6 we can get safely
---[X] Use Flame Scarred Tablet (Specify how many embers you're creating with Flame Scarred Tablet, Two embers per use of Flame Scarred Tablet)
----[X] Jade Stone: (Unknown Result) (Might be Positive???)
-----[X] Do it in the bathtub just in case.
-[X] Incense and offerings: Spirits like the scent of incense and the occasional infusion of energy through what is effectively prayer, offer some of both. (Costs one action) (No dc) (Grants 1d6 favor with Phlecket's Court.)
-- [X] Conjuring Incense: Add a bit of the good stuff, couldn't hurt. (Costs one windfall) (adds an additional 1d6 to Incense and Offerings)
-[X] Fool's Gold (Elemental) (Weekly): Put the gnomes to work securing your future. (Adds 1d3+1 to your windfall rolls this week) (Costs one Favor)
-[X] Occult Paraphernalia: The tools of the trade of magic. You don't technically need these but by the gods do they help. (Multiple costs for different items)
--[X] Warding Charm: Recent strange events have you desiring a dedicated warding charm. (Costs two ticks) (Grants two untyped dice for spiritual protection, can be upgraded through your own spellwork)
--[X] Occult books: (Costs two ticks per purchase made) (Provides 1 book for research purposes)
---[X] Runes
 
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Holy shit I lost track of time. Planmakers and voters who've already voted please vote again so they can be properly counted
If you go to the banner on the top of the thread where it says vote open and hit "edit vote" you'll be directed to a screen where you can set the time/post from which the vote was opened and it'll count from there.

I often forget to open the vote in my own quest, which is how I found out about this feature.
 
[X] Cat and Mouse
-[X] Work your shifts at The Crystal Gardens: (dc:7-13) (Dicepool of 6 (Blood + Yellow Bile)) (Grants 1d3 windfall if you dont fail the check, with an additional point of windfall for every two points over 13 you roll) (Raise pool 2/10)
--[X] Two Free Dice
--[X] Salamander's aid. (Yellow Bile)
--[X] Sylph's aid. (Blood)
-[X] Ask Phlecket for Instruction on Elemental Spellcasting: (Uses Phlegm + Yellow Bile) (Two Actions) (76/200)
-[X] {Resource Generation} (Occult) Gathering Motes: (Creates new Motes) (Uses Black Bile and Phlegm) (DC 20, DC 5 after successfully creating your First Mote.) (Costs one action) (Current motes 0/???)
--[X] Undine's aid. (Phlegm)
--[X] Gnome's aid.(Black Bile)
--[X] One Untyped Die
-[X] {Resource Generation} (Occult) Kindling Embers: (Creates new Embers) (Requires you have at least one Ember) ( Uses Yellow Bile and Black Bile)(DC 5, every five points beyond that creates one additional ember, automatically stops at the safe number of embers you can create unless otherwise specified)(Costs one action) (Current Embers 2/13)
--[X] One Untyped Die
--[X] Six Embers
---[X] Use Flame Scarred Tablet
----[X] Jade Stone: (Unknown Result) (Might be Positive???)
-[X] Incense and offerings: Spirits like the scent of incense and the occasional infusion of energy through what is effectively prayer, offer some of both. (Costs one action) (No dc) (Grants 1d6 favor with Phlecket's Court.)
-[X] Spellcasting
--[X] Fool's Gold (Elemental) (Weekly): Put the gnomes to work securing your future. (Adds 1d3+1 to your windfall rolls this week) (Costs one Favor)
-[X] Occult Paraphernalia
--[X] Warding Charm: (Costs two ticks) (Grants two untyped dice for spiritual protection, can be upgraded through your own spellwork)
--[X] Occult books: (Costs two ticks per purchase made) (Provides 1 book for research purposes)
---[X] Runes
---[X] Psionics
 
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[X] Cat and Mouse
[X] Plan: Experimenting!

It isn't a bad idea to do some risky experimenting here and there if we're gonna drag our feet finding that safehouse. I'm not super into buying books right now, but I can deal if it means we finally see what that stone does.
 
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[X] Plan Dating And Experimenting

This plan spends 7 Windfall, upping the risk of Financial Damage. Which seems especially concerning if we're gonna be doing experiments that also risk Financial Damage.

Like, on average, we'll be fine, but a few bad rolls and not so much. Getting only 3 Windfall this turn is very unlikely, but technically possible. Getting only 5-ish isn't even that unlikely.
 
[X] Plan: Experimenting!
-[X] Work your shifts at The Crystal Gardens: (dc:7-13) (Dicepool of 6 (Blood + Yellow Bile)) (Grants 1d3 windfall if you dont fail the check, with an additional point of windfall for every two points over 13 you roll) (Raise pool 2/10)
--[X] Aid from Sylph for +1d
--[X] Add untyped dice from food and bed for +2d
-[X] {Experimentation} (Occult) Can I shoot more fire?: You've figured out how to turn an Ember into a grenade, surely there's other offensive measures you can take? (Unlocks an offensive spell) (Requires you have at least one Ember) (Uses Phlegm) (Costs one action) (Inflicts 2d4 Financial damage until you find a safe place to practice outside of your apartment.)
--[X] Fire Bolt. A quick single-target blast of flame. Something unlikely to explode in our face, or at the very least explode far away from our face.
Changed my plan to nix the date for more experimenting. And also less financial damage.

@WhoTheHeckity The old plan name was inaccurate. I changed it to just 'Plan: Experimenting!'
 
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