Voted best in category in the Users' Choice awards.
[X] Ranald: Trickster God of luck, fortune, and thieves. Barely tolerated by polite society.
[X] Sound: You can create any noise but speech from anywhere within line of sight - though the greater the distance, the trickier it is to pull off.
[X] Combat: You can wrap magic around yourself to act as armour, and around a weapon to enchant it to deal damage to magical creatures.
[X] Mindhole: You attempt to mentally overpower your target, who must be reasonably close. If successful, they will forget everything they know of you.
[X] Shadowsteed: A mystical and supernaturally fast horse is summoned that will carry you or one you designate until dismounted or dawn the next day.
[X] Plan Poor College Student
-[X] A More Mundane Debt
-[X] Snakehunted
-[X] Ritualist
-[X] Power Mist
-[X] College
-[X] Townsfolk
 
Yeah, Shadowmancers actually aren't great against the Undead, lack of Minds to warp.

What they're incredible at is bagging Cultists and other living servants of evil.
Their combat spells are pretty decent against even mindless undead. Granted, it's half debuffs, but they're really potent debuffs.
Eh different trinkets for different customers I suppose wealthy merchants and nobles for the bigger trinkets and some easy ones for the common people
The common people will never be able to afford the weakest of enchanted objects unless the QM has changed that for some reason. Enchanting is always portrayed as difficult, time consuming, and/or requiring expensive materials.
 
[X] Ranald: Trickster God of luck, fortune, and thieves. Barely tolerated by polite society.
[X] Sound: You can create any noise but speech from anywhere within line of sight - though the greater the distance, the trickier it is to pull off.
[X] Combat: You can wrap magic around yourself to act as armour, and around a weapon to enchant it to deal damage to magical creatures.
[X] Mindhole: You attempt to mentally overpower your target, who must be reasonably close. If successful, they will forget everything they know of you.
[X] Shadowsteed: A mystical and supernaturally fast horse is summoned that will carry you or one you designate until dismounted or dawn the next day.
[X] Plan Poor College Student
 
See's what's been updated over night. So where a wizard? Neat, but wait a minute...
Faith, choose one:

[ ] Sigmar: God of Mankind, father of the Empire.

[ ] Ulric: God of Winter and Wolves, younger brother of Taal. Ulrican and Sigmarite worship vies for primacy in the Empire.
[ ] Taal: God of the Wilds, husband of Rhya.
[ ] Rhya: Goddess of Agriculture and Birth, wife of Taal.
[ ] Manann: God of the Sea, son of Taal and Rhya. Not very useful inland.

[ ] Morr: God of Death, wife of Verena.
[ ] Verena: Goddess of Justice and Learning, husband of Morr.
[ ] Myrmidia: Goddess of Warfare and Strategy, rarely worshipped in the Empire due to primacy of Ulric and Sigmar. Daughter of Morr and Verena.
[ ] Shallya: Goddess of Mercy and Healing, daughter of Morr and Verena.

[ ] Many: All gods of the Empire have their place, and you call on them as needed.
[ ] None: Well, not actually none. You go to church often enough to keep people off your back and know a prayer or two, and in a tight spot you'll probably call on one or two. Maybe at some point you'll find a god that will resonate with you.
[ ] No, really, none: Well, if you insist. Atheism is usually not looked upon kindly in the Empire, but Grey Wizards have a long track record of keeping out of religion.

[ ] Ranald: Trickster God of luck, fortune, and thieves. Barely tolerated by polite society.
[ ] Khaine: God of Blood, Battle and Murder, believed by some to be the brother of Morr. Khaine cults sometimes crop up among soldiers and mercenaries, and though made infamous by the worship of the Dark Elves, the High and Wood Elves also pay homage to him. It's the sort of thing best kept to oneself.
Um, @BoneyM, you are aware that do to various historical, philosophical and political reasons the Colleges are strictly secular right? College wizards don't worship gods, unless they are on very good terms with a Cult(the Amethyst College and the Cult of Morr or to a lesser extent the Jade and Amber Colleges and the Cults of Rhya and Taal) at best they would just pay basic respect for a deity and lip service worship around the normal people. And even for those Colleges that do have good relations with a Cult, even they don't do active worship. For those Colleges that aren't on good terms, the most "faith" a wizard would have would be the vestigial remnants from whatever leanings they had before joining the Colleges and their indoctrinations( and Grey Wizards are worse then most in that area considering how young they prefer their applicants to be).

Due to the nature of their activities, Shadowmancers almost never take on Apprentices who are out of their teens. The longer a person has been free to wander the world, the more hooks the world can sink into them–or so believe the Grey Order's Magisters. Also, being a very suspicious lot, they almost never accept applicants to their College, each Magister preferring instead to travel the Empire and find apprentices for themselves; preferably young people who have absolutely no expectation of it.

Since Shadowmancers have to move around quite a lot, they often take their Apprentices with them as they wander across the Empire. This means that apprentices to the Grey Order tend to have more experience of the world as their master would like them to see it, thus predisposing them to follow in their master's footsteps when the time is right.
Just by making the choice to be a wizard kinda cuts us out of having to pay attention to religion, especially since being a Grey Wizard got picked rather then an Amethyst Wizard(who as I mentioned happen to work very closely with the Cult of Morr even if they don't actively worship Morr).



Also on the matter of debt, as a Grey Wizard we are going to have to get used to being poor more then most other Journeymen Wizards no matter which option gets picked. Order wide Vows of Poverty suck like that.
Shadowmancers can be found in service of important officials, merchants, and nobles, whether these groups realise it or not. The Lords of the Grey Order assure all Magisters of their Order are bound very tightly by the Articles of Magic and by the Order's own very strict rules. Shadowmancers may only practice their spellcraft for the benefit of Imperial society and are expressly forbidden from using their magic for their own profit or solely for the political or financial profit of their patrons. All Shadowmancers must take vows of poverty and are not permitted to accumulate property or wealth not of direct and practical use to their cause. Any breaches of the many strict rules laid down by the Order are prosecuted very harshly and vigorously.

The Order of Shadows has killed or Pacified more of its own members than any other of the Orders of Magic, and this is more of a reflection of the zero-tolerance of rule breaking and corruption within the Order rather than a demonstration of their Magisters' untrustworthiness.
Especially one's enforced by death or a fate worse then death.
 
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Also on the matter of debt, as a Grey Wizard we are going to have to get used to being poor more then most other Journeymen Wizards no matter which option gets picked. Order wide Vows of Poverty suck like that.
I wonder if we could use our position as an advisor as a loophole.
"Me? Break my vow of poverty by amassing wealth? Nonsense! I have hardly a pfenning to call my own! I am merely diverting a portion of the state's income to the advisory council's personal fund. Y'know. For business expenses."

"I take my vow of poverty very seriously. But the count simply insists on giving me such a high salary, that I am forced to spend my income as soon as I get it, lest I risk breaking the vow. I am merely spending my income on things that stimulate the local economy."

"Yes, to a simpleton like you it may look like I spent 6000 pfennings on hookers and blow. But if you knew the full story you'd know that I was merely donating to charity! Those poor girls were so destitute that they had to work without any clothes on!"
 
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So, yeah, more than one stack of Debt is going to be real dangerous, since we can't legally acquire the resources we need.

One stack is absorbable by ways of our position (Which we got pushed to by our superiors), as it's not actually a violation of our Law of Poverty to spend all of our excess on paying our dues to the College, two or more is... Dangerous, and thinking we can outfox the Grey Order is hilariously silly.
 
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[x] Plan Restraint
-[x] Snakehunted
-[x] Hunted Witch
-[x] A More Mundane Debt
-[x] Enchanter
-[x] Strong
-[x] Brave
-[x] Gossipmonger
-[x] Polyglot
-[x] Townsfolk

This plan tries to pick a reasonable selection of shinies without putting too much into Ranald's hands.

Burdens:
Snakehunted seems to be a sort of trouble that should overlap with our spymastering duties anyway. Being paranoid about assassins, dark magic, and dark magic assassins.
Hunted Witch can be warded off with a strong ally, and there's an obvious candidate in our Count. Whose good side we really should try to be on anyway. Later, we can convince the hunters to stop.
A More Mundane Debt at only one level is something we can pay off with our salary. Magical loansharks are terrible, but probably avoidable.

Advantages:
Most of the Mystical shinies seem like they'd hit diminishing returns, overlapping demands on our reagents and time, etc. so there's little point taking more than one. But taking one means the ability to accumulate lasting advantages. Any one is good, and I happen to like Enchanter.
Strong and Brave help us not get ganked by various skulls and skulduggers, a lot of whom will probably be trying to shank us. Given the setting, they should also help our general popularity a little.
Gossipmonger, Polyglot and Townsfolk provide a solid base for a spy network, helping us to both hit the ground running and to keep things easily going later.

Not taken, particular notes:
Very Divided Loyalties smells of the Dwarf Fortress kind of fun, or, "Look at how colorfully things are collapsing".
Eidetic Memory surely looks very shiny, but I think it's overhyped. Practical intrigue runs on recent gossip, it's bards' tales that exaggerate the incidence of remembering obscure plot-solving tidbits from ten years ago. And even remembering such things doesn't guarantee us noticing their relevance/importance.
Adhoc vote count started by Exmorri on Jan 19, 2018 at 1:39 PM, finished with 53 posts and 12 votes.

  • [X] Sound: You can create any noise but speech from anywhere within line of sight - though the greater the distance, the trickier it is to pull off.
    [X] Shadowsteed: A mystical and supernaturally fast horse is summoned that will carry you or one you designate until dismounted or dawn the next day.
    [X] Combat: You can wrap magic around yourself to act as armour, and around a weapon to enchant it to deal damage to magical creatures.
    [X] Plan Morrish Mole
    -[X] Morr: God of Death, wife of Verena.
    -[X] Combat: You can wrap magic around yourself to act as armour, and around a weapon to enchant it to deal damage to magical creatures.
    -[X] Sound: You can create any noise but speech from anywhere within line of sight - though the greater the distance, the trickier it is to pull off.
    -[X] Shadowcloak: Makes you harder to detect for several minutes.
    -[X] Shadowsteed: A mystical and supernaturally fast horse is summoned that will carry you or one you designate until dismounted or dawn the next day.
    -[X] A More Mundane Debt: You are deep in debt to the Colleges of Magic for your education. They will expect you to start repaying it soon. You don't want to find out what they do to collect on outstanding student loans. Can be taken up to three times for +1 shiny each. x3
    -[X] Enchanter: You have a talent for taming the winds of Ulgu and trapping them within objects. You can create very minor magical trinkets, and have a bonus to learning the more advanced forms of enchantment.
    -[X] Strong: A very straightforward advantage. +4 martial
    -[X] Eidetic Memory: Unless severely distracted, you are able to memorize anything at a glance and recall it in perfect detail later. +1 Scholarship
    -[X] Priesthood: Before the gift of magic was found within you, you were considering induction into the ranks of the Priesthood of Morr. The local priests remember you, and you remember the rites and prayers.
    -[X] Peasants: You know the traditions and superstitions of the people of Stirland, how to talk to them without them seeing you as an outsider or a threat. - FREE DUE TO PEASANT ORIGIN
    [X] Plan Poor College Student
    -[X] A More Mundane Debt
    -[X] Snakehunted
    -[X] Ritualist
    -[X] Power Mist
    -[X] College
    -[X] Townsfolk:
    [X] Mindhole: You attempt to mentally overpower your target, who must be reasonably close. If successful, they will forget everything they know of you.
    [X] Ranald: Trickster God of luck, fortune, and thieves. Barely tolerated by polite society.
    [X] Plan Ritualist
    -[X] Very Divided Loyalties
    --[X] Vainglory
    -[X] Snakehunted
    -[X] Ranald's Debt x1
    -[X] A More Mundane Debt x1
    -[X] Ritualist
    -[X] Power Mist
    -[X] Eidetic Memory
    -[X] Gossipmonger
    -[X] Quick
    -[X] Supernumerate
    -[X] Townsfolk:
    -[X] College
    [X] Shadowsteed
    [X] Mindhole
    [X] Combat
    [X] Verena: Goddess of Justice and Learning, husband of Morr.
    [X] Shadowcloak: Makes you harder to detect for several minutes.
    - [x] Ranald: Trickster God of luck, fortune, and thieves. Barely tolerated by polite society.
    - [x] Sound: You can create any noise but speech from anywhere within line of sight - though the greater the distance, the trickier it is to pull off.
    - [x] Security: You can enchant locks so they cannot be picked for a week, and set magical tripwires that alert you if they are crossed.
    - [x] Mindhole: You attempt to mentally overpower your target, who must be reasonably close. If successful, they will forget everything they know of you.
    - [x] Doppelganger: You take on the appearance of a specific humanoid creature for around half an hour, though not their voice.
    - [x] Very Divided Loyalties: Go back to the first post and pick another motivation for +3 shinies.
    - [x] Inspiration: To you, this position is merely a stepping stone towards a pet project that consumes you.
    - [x] Hunted Witch: For reasons unknown to you, the local witch hunters are itching for any excuse to purge you. Better win them over or get some powerful allies quickly. +2 shinies - i mean we are a jade wizard...they will never like us period, might as well get some points out of it.
    - [x] Ranald's Debt: You can go up to three shinies in debt, but each will turn a failure into a critical glitch at a time most amusing to the Trickster God. X3
    - [x] A More Mundane Debt: You are deep in debt to the Colleges of Magic for your education. They will expect you to start repaying it soon. You don't want to find out what they do to collect on outstanding student loans. Can be taken up to three times for +1 shiny each. X3
    - [x] Arcane Mark: A past fumble with shadow magic has left you permanently changed. Will be rolled randomly; results vary in severity but almost all will leave normal people uneasy around you. +1 shiny, can only be taken once
    - [x] Snakehunted: Attracted by miscast Shadowmancy, a Wisdom's Asp has been pursuing you for as long as you can remember, and until defeated (can it be defeated?) it will continue to grin back at you through mirrors and try to sneak into your bed at night to squeeze the life from you. +2 shinies
    - [x] Apothecary: You have the equipment and the training to brew potions and identify useful ingredients, though you will have to experiment or research to find what you can do with local sources.
    - [x] Power Mist: Showing a shocking amount of hubris, during your apprenticeship you managed to get your hands on a restricted book and tried to construct a Power Stone. Though you didn't even get close and knocked yourself out for weeks, you did somehow manage to grab and wrestles a strand of Ulgu back on itself until a mist formed, though you passed out soon after. Perhaps this 'power mist' could be contained and investigated for useful properties? And you do remember the rest of the steps, if you're ever arrogant enough to try the whole process again.
    - [x] Ritualist: You know the basics of ritual magic, and if given a few months to a year to research, may be able to figure out how to enact large-scale changes to a significant area. Whether those changes are the ones you originally envisioned is entirely up to the whims of the circuitous and contradictory logic of ritual magic.
    - [x] Enchanter: You have a talent for taming the winds of Ulgu and trapping them within objects. You can create very minor magical trinkets, and have a bonus to learning the more advanced forms of enchantment.
    - [x] Extremely Short: Not just a little shorter than most, but significantly so, comparable to a child, a halfling or a dwarf. Being overlooked is infuriating, but often useful. -2 martial, +4 intrigue, bonus to halfling and dwarf relations but malus to leading humans and other tall creatures.
    - [x] Strong: A very straightforward advantage. +4 martial
    - [x] Organized: Through habit or obsession, you keep everything neat, tidy, and in it's place. +1 Stewardship
    - [x] Polyglot: You easily pick up new languages. +1 Diplomacy
    - [x] Eidetic Memory: Unless severely distracted, you are able to memorize anything at a glance and recall it in perfect detail later. +1 Scholarship
    - [x] Quick: You're naturally brighter than the average person. +1 to all stats, though no more nebulous advantages like the other mental traits
    - [X] Animal Kinship: You have a gift for getting along with and training animals. Regular animals, that is; it'd take a lot of work and luck to apply the knack to, say, hippogryphs. +1 Diplomacy
    - [X] Brave: You can withstand terrors that make others flee. +1 martial
    - [x] Superstitious: You know a hundred different superstitions for averting bad luck and keeping the evil eye off you. Maybe some of them work. +1 Faith
    - [x] Townsfolk: You know Wurtbad and it's people like the back of your hand, and they will be quick to overcome their suspicion of your new, magical aspect and accept you as one of them once more.
    - [X] College: You made friends and allies back in Altdorf, and they may be able to help with research and resources, though the road from Wurtbad to Altdorf is long and treacherous.
    [X] Vainglory: The role of advisor is prestigious, certainly, but hardly glorious - unless you go above and beyond the call of duty, and sometimes above and beyond what was asked of you, and sometimes even above and beyond sanity and rationality.​
    [X] Intrigue: The Spymaster is the master of soft power in the realm, responsible for hiding the Elector Count's secrets and uncovering those of everyone else. Gives you a great deal of leeway in how you go about things, but also makes you a target for everyone trying to get away with skulduggery in the province, and being anything short of omniscient is often considered a failing by those that don't have to do the job.​
    [X] Plan: Cute is Justice!
    -[X] Snakehunted
    -[X] Enchanter:
    -[X] Brave
    -[X] Townsfolk:
    -[X] College
    [X] Many
    [X] HOCHLAND​
    [X] Townsfolk: You know Wurtbad and it's people like the back of your hand, and they will be quick to overcome their suspicion of your new, magical aspect and accept you as one of them once more.
    [X] Eidetic Memory: Unless severely distracted, you are able to memorize anything at a glance and recall it in perfect detail later. +1 Scholarship
    [X] A More Mundane Debt
    [X] Ranald
    [X] Sound
    [X] Plan Avarice so we can Super Spy and Mage
    -[X] Very Divided Loyalties
    --[X] Avarice
    -[X] Snakehunted
    -[X] Ranald's Debt x3
    -[X] A More Mundane Debt x3
    -[X] Brave
    -[X] Eidetic Memory
    -[X] Gossipmonger
    -[X] Organized
    -[X] Polyglot
    -[X] Quick
    -[X] Townsfolk:
    -[X] College
    -[X] Apothecary
    -[X] Power Mist
    -[X] Ritualist
    -[X] Enchanter:
    [X] Eye of the Beholder: You can change something's appearance to make it look either worthless or valuable for several hours.
    [X] Security: You can enchant locks so they cannot be picked for a week, and set magical tripwires that alert you if they are crossed.
    [x] Plan Restraint
    -[X] Snakehunted
    -[x] Hunted Witch
    -[X] A More Mundane Debt
    -[X] Enchanter:
    -[x] Strong
    -[X] Brave
    -[X] Gossipmonger
    -[X] Polyglot
    -[X] Townsfolk:
 
[X] Verena: Goddess of Justice and Learning, husband of Morr.
[X] Sound: You can create any noise but speech from anywhere within line of sight - though the greater the distance, the trickier it is to pull off.
[X] Combat: You can wrap magic around yourself to act as armour, and around a weapon to enchant it to deal damage to magical creatures.
[X] Shadowcloak: Makes you harder to detect for several minutes.
[X] Shadowsteed: A mystical and supernaturally fast horse is summoned that will carry you or one you designate until dismounted or dawn the next day.

[X] Plan: Cute is Justice!
 
[X] Verena: Goddess of Justice and Learning, husband of Morr.
[X] Sound: You can create any noise but speech from anywhere within line of sight - though the greater the distance, the trickier it is to pull off.
[X] Security: You can enchant locks so they cannot be picked for a week, and set magical tripwires that alert you if they are crossed.
[X] Eye of the Beholder: You can change something's appearance to make it look either worthless or valuable for several hours.
[X] Shadowcloak: Makes you harder to detect for several minutes.

Shinies:

[X] A More Mundane Debt
[X] Eidetic Memory: Unless severely distracted, you are able to memorize anything at a glance and recall it in perfect detail later. +1 Scholarship
[X] Townsfolk: You know Wurtbad and it's people like the back of your hand, and they will be quick to overcome their suspicion of your new, magical aspect and accept you as one of them once more.

Ps. Ranald guys, really? That's a hilariously bad idea.
 
[ ] A More Mundane Debt: You are deep in debt to the Colleges of Magic for your education. They will expect you to start repaying it soon. You don't want to find out what they do to collect on outstanding student loans. Can be taken up to three times for +1 shiny each.
So, if we choose this then taking on the Avarice Motivation has a bit of a different flavor to us, it's us desperately trying to get the money together to pay off our debts instead of us just really liking money.

So, if we choose this and Avarice, is there any chance that if we ever fully paid off our debt's in total that our Avarice motivation might disappear?
 
Yeah I really don't like Ranald he is the kind of guy to fuck you over for a laugh having a reliable diety is important in spy work
 
[X] Ranald
[X] Sound
[X] Combat
[X] Mindhole
[X] Shadowsteed

[X] Plan Avarice so we can Super Spy and Mage

Hehaha. I like this.
 
Is it possible to venerate more than one god without generating the whole bunch? Say, being devoted to two equally for instance.
 
Um, @BoneyM, you are aware that do to various historical, philosophical and political reasons the Colleges are strictly secular right? College wizards don't worship gods, unless they are on very good terms with a Cult(the Amethyst College and the Cult of Morr or to a lesser extent the Jade and Amber Colleges and the Cults of Rhya and Taal) at best they would just pay basic respect for a deity and lip service worship around the normal people.

As Realms of Sorcery says, "It is a fine line between making respectful observances to the Gods and actually worshipping them, as a priest or another devoted citizen might, but it is one that Imperial Magisters walk." The god in question is the one you habitually make respecful observances to; or perhaps more, if you turn out to be an especially devout sort. The Colleges may be secular, but not every wizard will be - especially mere Journeymen (and Journeywomen) out in the world for the first time in years - and showing up for Sunday service (or the Warhammer equivalent) is the bare minimum one can do to put the local populace at ease about the wizard in their midst.

I wonder if we could use our position as an advisor as a loophole.

'direct and practical use to their cause' can be a very useful catchall, especially when one's cause is as secretive and all-encompassing as spymaster for an entire province. While the Grey Order will come down like a ton of bricks on any known breaches of the rules, as long as you're not flamboyant about it, your isolation (no other Grey Wizards in Stirland, most of the time) and your position will make it possible to get away with a lot, if you so desire.

So, if we choose this and Avarice, is there any chance that if we ever fully paid off our debt's in total that our Avarice motivation might disappear?

Not easily and not immediately, but yes, it will be possible to overcome your more base motivations if you've found something more noble to replace it.

Is it possible to venerate more than one god without generating the whole bunch? Say, being devoted to two equally for instance.

Not with your background - as discussed earlier, the Colleges are technically secular, meaning you haven't had the chance to develop your religious beliefs much since you were a child.
 
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[X] Ranald: Trickster God of luck, fortune, and thieves. Barely tolerated by polite society.
[X] Sound: You can create any noise but speech from anywhere within line of sight - though the greater the distance, the trickier it is to pull off.
[X] Combat: You can wrap magic around yourself to act as armour, and around a weapon to enchant it to deal damage to magical creatures.
[X] Mindhole: You attempt to mentally overpower your target, who must be reasonably close. If successful, they will forget everything they know of you.
[X] Shadowsteed: A mystical and supernaturally fast horse is summoned that will carry you or one you designate until dismounted or dawn the next day.
[X] Plan Poor College Student
-[X] A More Mundane Debt
-[X] Snakehunted
-[X] Ritualist
-[X] Power Mist
-[X] College
-[X] Townsfolk
 
Faith and spells seem pretty clear - Sound/Combat/Mindhole/Shadowsteed and worshipping Ranald. But with two plans at three votes and three at two, it's still pretty open.

Things seem to be breaking into two voting blocs -
Reasonable: Taking Snakehunted and In Debt, buying friends in town and the college and a couple of mental and magical traits (Cute Is Justice and Poor College Student)
Ambitious: Grabbing another motivation, Snakehunted, and a pile of literal and metaphyical debt, and buying up a number of friends, mental traits and magical talents (Avarice and Ritualist)

If anyone wants to weigh in and swing things one way or the other, or try to convince their opposing numbers to switch sides, now's the time. Otherwise in a couple of hours or so I'll hammer together some sort of runoff vote.
Adhoc vote count started by BoneyM on Jan 20, 2018 at 4:20 AM, finished with 37 posts and 17 votes.

  • [X] Sound: You can create any noise but speech from anywhere within line of sight - though the greater the distance, the trickier it is to pull off.
    [X] Combat: You can wrap magic around yourself to act as armour, and around a weapon to enchant it to deal damage to magical creatures.
    [X] Shadowsteed: A mystical and supernaturally fast horse is summoned that will carry you or one you designate until dismounted or dawn the next day.
    [X] Plan: Cute is Justice!
    -[X] Snakehunted
    -[X] Enchanter:
    -[X] Brave
    -[X] Townsfolk:
    -[X] College
    [X] Verena: Goddess of Justice and Learning, husband of Morr.
    [X] Shadowcloak: Makes you harder to detect for several minutes.
    [X] Mindhole
    [X] Sound
    [X] Plan Poor College Student
    -[X] A More Mundane Debt
    -[X] Snakehunted
    -[X] Ritualist
    -[X] Power Mist
    -[X] College
    -[X] Townsfolk:
    [X] Mindhole: You attempt to mentally overpower your target, who must be reasonably close. If successful, they will forget everything they know of you.
    [X] Ranald: Trickster God of luck, fortune, and thieves. Barely tolerated by polite society.
    [X] Plan Avarice so we can Super Spy and Mage
    -[X] Very Divided Loyalties
    --[X] Avarice
    -[X] Snakehunted
    -[X] Ranald's Debt x3
    -[X] A More Mundane Debt x3
    -[X] Brave
    -[X] Eidetic Memory
    -[X] Gossipmonger
    -[X] Organized
    -[X] Polyglot
    -[X] Quick
    -[X] Townsfolk:
    -[X] College
    -[X] Apothecary
    -[X] Power Mist
    -[X] Ritualist
    -[X] Enchanter:
    [X] Shadowsteed
    [X] Ranald
    [X] Combat
    [X] Plan Ritualist
    -[X] Very Divided Loyalties
    --[X] Vainglory
    -[X] Snakehunted
    -[X] Ranald's Debt x1
    -[X] A More Mundane Debt x1
    -[X] Ritualist
    -[X] Power Mist
    -[X] Eidetic Memory
    -[X] Gossipmonger
    -[X] Quick
    -[X] Supernumerate
    -[X] Townsfolk:
    -[X] College
    [X] A More Mundane Debt
    [X] Quash
    [X] Townsfolk: You know Wurtbad and it's people like the back of your hand, and they will be quick to overcome their suspicion of your new, magical aspect and accept you as one of them once more.
    [X] Eidetic Memory: Unless severely distracted, you are able to memorize anything at a glance and recall it in perfect detail later. +1 Scholarship
    [X] Plan Morrish Mole
    -[X] Morr: God of Death, wife of Verena.
    -[X] Combat: You can wrap magic around yourself to act as armour, and around a weapon to enchant it to deal damage to magical creatures.
    -[X] Sound: You can create any noise but speech from anywhere within line of sight - though the greater the distance, the trickier it is to pull off.
    -[X] Shadowcloak: Makes you harder to detect for several minutes.
    -[X] Shadowsteed: A mystical and supernaturally fast horse is summoned that will carry you or one you designate until dismounted or dawn the next day.
    -[X] A More Mundane Debt: You are deep in debt to the Colleges of Magic for your education. They will expect you to start repaying it soon. You don't want to find out what they do to collect on outstanding student loans. Can be taken up to three times for +1 shiny each. x3
    -[X] Enchanter: You have a talent for taming the winds of Ulgu and trapping them within objects. You can create very minor magical trinkets, and have a bonus to learning the more advanced forms of enchantment.
    -[X] Strong: A very straightforward advantage. +4 martial
    -[X] Eidetic Memory: Unless severely distracted, you are able to memorize anything at a glance and recall it in perfect detail later. +1 Scholarship
    -[X] Priesthood: Before the gift of magic was found within you, you were considering induction into the ranks of the Priesthood of Morr. The local priests remember you, and you remember the rites and prayers.
    -[X] Peasants: You know the traditions and superstitions of the people of Stirland, how to talk to them without them seeing you as an outsider or a threat. - FREE DUE TO PEASANT ORIGIN
    [X] Eye of the Beholder: You can change something's appearance to make it look either worthless or valuable for several hours.
    [X] Security: You can enchant locks so they cannot be picked for a week, and set magical tripwires that alert you if they are crossed.
    [x] Plan Restraint
    -[X] Snakehunted
    -[x] Hunted Witch
    -[X] A More Mundane Debt
    -[X] Enchanter:
    -[x] Strong
    -[X] Brave
    -[X] Gossipmonger
    -[X] Polyglot
    -[X] Townsfolk:
    [X] Many
    [X] Doppelganger
 
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Ambitious seems really dangerous, like. Seriously. Let's not be that person who takes too many negatives and then gets devoured in the first unplanned event.
 
[X] Verena: Goddess of Justice and Learning, husband of Morr.
[X] Sound: You can create any noise but speech from anywhere within line of sight - though the greater the distance, the trickier it is to pull off.
[X] Combat: You can wrap magic around yourself to act as armour, and around a weapon to enchant it to deal damage to magical creatures.
[X] Shadowcloak: Makes you harder to detect for several minutes.
[X] Shadowsteed: A mystical and supernaturally fast horse is summoned that will carry you or one you designate until dismounted or dawn the next day.

[X] Plan: Cute is Justice!



deleted my morr vote an voting this , dont mind this and dont like ranald option .
 
Which one is the ambitious plan and which one is the safe plan?
Both Cute is Justice and Poor College Student are conservative. Cute is Justice goes for Brave + Enchanter, Poor College Student focuses on the magical side more with Ritualist + Magic Mist.

The plans with essay length components are all risky because they load up on a LOT of drawbacks.
 
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