True that, and technically it might take a while for the Einzberns to realize that Tokiomi is dead and they need to call either a nine year old girl or that evil priest guardian of hers...its a risk, but how big a risk? I dunno
This is NEVER a good reason to take an action.
The whole point of having actions and choices is that we cannot do everything.
If people want to actually help the city (or start the quest-line) then they should throw some money at the problem, not donate the manual labour of a half-crippled single parent.
[X] Plan: Money don't come free
-[X] In the Grail's Wake: Cleaning Up
-[X] Children Tie Down: Learn About Illya and Shirou
-[X] The Lost Decade: Konbini Sales Clerk
Looking at the list of possible actions, what I and the each SV collective want to do, and which of those actions deal Financial Damage... Jebus Lorenzo we're going to need a lot of money.
Do we start back up to five and then stay at 4 or do we have to do konbini to get it back up there
I;ld be willing to swap out Child Rearing or Charity for Konbini to prevent these Consequences because Im not swapping custody because its too damn important
[X] Plan Closing Avenues
-[X] Children Tie Down: Learn About Illya and Shirou
-[X] Children Tie Down: Legal Guardian
-[X] Underneath a Moonlit Sky: Second Owner
[X] Charity, Child rearing and Custody
-[X] In the Grail's Wake: Cleaning Up
--[X] Children Tie Down: Learn About Illya and Shirou
---[X] Children Tie Down: Legal Guardian
[X] Plan: Money don't come free
-[X] In the Grail's Wake: Cleaning Up
-[X] Children Tie Down: Learn About Illya and Shirou
-[X] The Lost Decade: Konbini Sales Clerk
As Shirou headed off to school and Illya joined him, you turned to help finish off cleaning up the damage of the Great Fuyuki Fire. It was simple work, really; just remove the debris and place it in the dumpsters that were brought over to get rid of it.
The length of the cleanup only served as a testament to how much destruction the Grail wrought, and how few people actually kept volunteering to see the cleanup through.
Rapport: 1d6+2 = 2+2 = 4
You didn't make too much of an impression on people while you were cleaning up. Just one more person in the crowd, helping out to clean up the disaster that was made.
By the end of the year, the area of destruction had finally been cleared up. Now, debates were starting on what to do next with the plot of land that had been tainted. Some politicians wanted to rebuild the destroyed neighborhoods, others wanted to make it a park, and a couple more wanted to push for a large office building or perhaps a new shopping district.
Experience Gained: 1
Beyond that, you also took a little time to better get to know your two children. Helping them with their homework, eating Shirou's dishes, watching anime together with Illya… Just calming down and relaxing with the two of them.
Empathy: 1d6+4 = 5+4 = 9
It was during this time that you realized that your son looked up to you. Despite calling you an old man from time to time, he looked up to you more than you thought he did at first. In the fire you had caused, he had lost almost everything; the only thing that he kept was his life. And then, in the aftermath, you had given him a new place, where he could live and grow, and a new 'family' of sorts to grow with.
You had saved him, and for that, he looked up to you.
Shirou: Aspect Revealed:Owe Father Everything
As for your daughter, "Miyu", she had been isolated in the Einzbern castle for most of her life, only experiencing what her grandfather permitted. Now, free from captivity, she devoured any form of entertainment she could get her hands on, be it the latest anime or an older manga.
Illya: Aspect Revealed:Just a Child Illya: Aspect Changed:Isolated From the World for Magecraftchanged toPreviously Isolated From the World for Magecraft
More information on Character Aspects: As a guideline, characters typically have about three base Aspects. These Aspects fall into three different categories: the High Concept, which tends to describe the character in a nutshell; the Trouble, which typically is connected to the most likely method in which the character faces difficulties; and the Connection, which tends to reference the character's relationship with another.
Characters can have more or less than three base Aspects, but as a guideline, three are expected on character.
Experience Gained: 1
But your daughter wasn't entirely safe. Isolated the Einzbern may be, they would stop at nothing to achieve their goals of winning the Holy Grail, and they'd put almost that same determination to get Illya back.
With that, you threw yourself and your Yen into making sure Miyu "Illyasviel" Emiya wasn't just in the system, but established enough that any legal action against separating the two of you would at least hit a few roadblocks.
Invoke: Children Tie Down
Contacts: 3d6+2+2 = 1+6+6+2+2 = 17
People bribed for audiences, paperwork received, filled, and filed, connections were made, and lots of convincing. You even got the Fujimura Yakuza's lawyer to support you. In the end, everything was solid enough to potentially stop legal methods of separating you from your children.
There was still a lot to do in the coming days, as both your children prepare to move to the next grade in school, but hopefully the time spent was spent wisely.
Not too much going on here, really.
I'm thinking that I should make an Invoke grant an additional 1d6 instead of a flat +2 bonus or penalty, so it has more of an impact. Thoughts?
And Skill Feats… well, I think I need to revise and retrieve a couple; I had originally removed Physique and Will, and after adding them back in, I'll need to add Feats for those as well.
As I mentioned elsewhere, I have drawn from Dungeons and Dragons, Fate, GURPS, Pathfinder, and Shadowrun, so some of the Feats may be similar to source materials.
[X] Plan: Save (don't spend)
[X] Plan: (Write-In)
[X] Riot: Feat Suggestion: (Write-In Suggested Feat Name Here)
- [X] (Write In Feat Effects here)
Unspent Experience: 5
Improve Attribute: 5 Experience * next number
Kiritsugu's cap for attributes is 6, with the exception of Luck, which is 7.
Not enough experience at this time.
Improve Skill: 2 Experience * next number of dice
Currently, you can improve Crafts, Drive, Empathy, Investigate, Lore, Provoke, or Rapport to 2d6. (4 Experience)
Skill Feats: 7 Experience Each (Current Preview, not enough experience at this time.)
Burglary:
Always a Way Out: Gain +2 to Burglary involved in escaping a location.
Master Pickpocket: Gain +2 to Burglary involved in picking pockets.
Security Specialist: If you work on security measures, as long as they remain in good standing (that is, they can't be decayed), you use your active Burglary to oppose those looking to bypass them.
Talk the Talk: You can use your Burglary dice in place of Contacts dice when dealing with thieves, burglars, and other criminal elements (you still use Charisma for your roll).
You're Never Safe: When using Burglary, you can do so in a way that reduces confidence in a target (ex: head of security, or the man you pickpocket). Use Burglary to make an attack roll against Will, and inflict damage to their Mental Stress Track based on the result.
Contacts:
Ear to the Ground: When someone initiates a conflict against you in an area where you have a network of contacts, you can use Contacts instead of Notice for the first round of initiative, because you got tipped off ahead of time (you still use Notice for all subsequent initiative rounds).
Rumormonger: Gain +2 to Contacts to plant vicious rumors about someone else.
Weight of Reputation: You can use Contacts in place of Provoke when creating an advantage on someone who knows your reputation.
Deceive:
Fast Talk: Gain +2 to Deceive when trying to pass a person obstacle, provided you don't say more than a few sentences to them.
Lies Upon Lies: Gain +2 to Deceive when trying to create an aspect on someone who has already fallen for your Deceive.
Master of Disguise: Gain +2 to Deceive checks involving putting on disguises on yourself.
Mind Games: You can use Deceive in place of Provoke for mental attacks, provided you make up a clever lie as part of your attack.
One Person, Many Faces: Whenever you meet someone new, you can spend a point of Luck to say you met that person before, but under a different name and identity. That person gains a situation Aspect to represent your cover story, and you use Deceive instead of Rapport whenever interacting with that person.
That Liar Lies!: You can use Deceive in place of Empathy to discern or discover lies, whether directed at you or someone else.
Fight:
Attack the Mind: As long as the target has at least one physical consequence, you can use Fight to inflict damage to the target's Mental damage track.
Backup Weapon: Whenever someone is going to inflict the Disarmed situation Aspect (or something similar), you can spend a Luck point and declare you have a backup weapon. Instead of the situation Aspect, you opponent gets a single boost to reflect the momentary distraction of you having to switch.
Double Strike: When attacking with Fight, you may make two attacks in quick succession, dividing your Fight dice how you see fit and adding your Strength to each roll (ex: a base of 3d6+2 can be divided to 1d6+2 and 2d6+2). You can have one attack have 0 dice, but not below 0. Inflict damage for each attack that hits.
Natural Weapons: You may use your fists as natural weapons, and cannot be disarmed of them without taking a consequence relating to those natural weapons.
Power Attack: When using Fight, you can reduce the number of dice rolled (minimum of 0). If you hit, increase the damage done by 1 for every attack die sacrificed.
Warmaster: Gain +2 to Fight rolls made to create an advantage against an opponent, provided the opponent has a fighting style or weakness she can exploit.
Weapon Focus: Choose 1 weapon type; you gain +1 on all Fight rolls involving that weapon type.
Notice:
Body Language Reader: You can use Notice in place of Empathy to learn the aspects of a target through observation.
Danger Sense: You have an almost preternatural capacity for detecting danger. Your Notice skill works unimpeded by conditions like total concealment, darkness, or other sensory impairments in situations where someone or something intends to harm you.
Incredible Initiative: When using Notice for Initiative rolls, gain +2 to those rolls.
Quick Search: When searching an area with Notice, gain results in half the time.
Stealth:
Stealth Carry: When in a group, an ally can spend a point of Luck to use your Stealth result in place of their own.
Will:
Fearsome Will: You can use your Will dice in place of Provoke dice to scare someone (you still use Charisma for your roll).
Two questions:
1) Is Miyu growing or stuck in smol mode?
2) Is there anything preventing a mage just walking into a bank, throwing hypnotising about and withdrawing money? There must be some rich git deserving of getting Robin Hood'ed.
I'm thinking that I should make an Invoke grant an additional 1d6 instead of a flat +2 bonus or penalty, so it has more of an impact. Thoughts?
How large a factor do you want RNG to be? Should Invoke be a risk, spending resources for potentially almost no gain, but potentially near certain success?
If it is simply a lack of impact then upping the number to 4 would make a big difference.
The flat one makes it easier to work with I think. 1d6 is more impactful but more likely to fail, but you commit invokes when you need to boost success tiers, not gamble harder.
[X] Plan: Lady-Killer
-[X] Raise Rapport to 2d6 - 4xp
Would like to save up for more, but getting Rapport and Empathy to the point where they don't just suicide right there would be nice
It occurred to you that, since you are moving more into the open, your words would become more important than before. Your skill with shooting enemies from the shadows was becoming less vital, and a life set in one place, particularly in Japan, will require connections with the neighbors. At least Shirou was able to imprint a few words of advice to you; hardly anyone disliked him in Fuyuki.
Still, as your children prepare to move up in grades, you know that the Einzbern family will strike soon. Whatever lead you had on them was coming to an end, and you could only hope that whatever you did would be enough to keep your family alive, together, and free.
There are things you need to do, and any grace period that you had has surely run out.
Voting for Turn 3 out of 10 has begun.
(Choose 3; Vote By Plan)
[X] In the Grail's Wake: Wealthy Donor
The Great Fuyuki Fire has claimed many lives, and you had a hand in it. Perhaps, to amend for all the blood you have spilled, you can donate some of your wealth to help with whatever project is done in the wake of the cleanup.
Note: Repeatable, but will eventually have less of an impact.
Cost: 1 Point Financial Damage; Roll: Rapport; Target Number: N/A; Effects: Improved Relationship with Fuyuki Politicians, Continue In Memory Questline
[X] The Corrupted Grail Rises: Shatter the Ley Lines
While you can wait, you do want to take action against the Grail sooner rather than later. Using a few explosives should do the trick, causing a small earthquake (common enough in Japan) and nudging the ley lines to move away from Fuyuki. You just need to use your connections to get a hold of enough explosive material…
Note: Repeatable.
Cost: 1 Point Financial Damage; Roll: Connections; Target Number: 10; Effects: Minor Earthquake, Ley Lines start to move to slow Grail's Charging
[X] The Corrupted Grail Rises: Put Out the Word
The Grail is Corrupt. Disaster will befall the world should a wish be made on the Holy Grail. The problem is, no one who knows about it has enough power to deal with it, or simply doesn't care about it. You may be hated by the Magus Community, but if you start spreading the word, there is a slight possibility that someone will believe you.
Note: Repeatable.
Roll: Rapport; Target Number: ???; Effects: Draw attention among the Moonlit World to yourself and Fuyuki, maybe get someone who will do something about the Grail to take a look
[X] Children Tie Down: Learn About Shirou
Spend time with the boy you adopted, Shirou. You know little about him, mainly that he's got survivor's guilt, but perhaps you can spend some time learning more. Learn his hobbies, what he's good at, what does he like…
Note: Repeatable.
Roll: Empathy; Target Number: 5; Effects: Learn about Shirou's Aspects
[X] Children Tie Down: Learn About Illya
Spend time with your daughter, Illya. You know a lot about her, but perhaps in your absence she had some changes in some part of her personality. Did her grandfather let her keep her hobbies, how much magecraft does she know…
Roll: Empathy; Target Number 5; Effects: Learn ALL of Miyu "Illyasviel" Emiya's Aspects
[X] Children Tie Down: Learn About Illya and Shirou
Spend time with your children. One of them has survival guilt, while the other was once held captive by her grandfather. You know a bit about your son, but you don't know how much her captivity changed your daughter. Spend time with them, without focusing on one of them, to see what you can learn about them.
Roll: Empathy; Target Number: Multiples of 5; Effects: Learn Aspects from both Shirou and Illya, one Aspect for each per 5
[X] Survivor's Guilt of the Great Fire: Psychiatrist for Shirou
You've taken advantage of mages not being entirely there in the past, so you know how dangerous a mental problem can be. It might be a good idea to take Shirou to a psychiatrist to help him heal. However, if the neighbors find out, it could kill your family's reputation in Fuyuki…
Cost: 1 Point Financial Damage: Roll: Stealth; Target Number: 10 (Just don't roll all 1s); Effects: Shirou goes to Psychiatrist to begin healing, don't get Bad Reputation (Fuyuki)
[X] Underneath a Moonlit Sky: Second Owner
You're not well liked among the magus community, to put it lightly. That said, you do know enough about their culture that it is considered polite to drop by the spiritual watcher of a land, the Second Owner, to let them know of your presence and ask permission to set up a workshop there. Lucky for you, then, that the Second Owner of Fuyuki is a child of Shirou's age, and unlikely to know of your past. You may not want to set up a workshop now, but you might want to later.
Roll: Rapport; Target Number: 5; Effects: Get permission to officially set up a workshop in Fuyuki, Rin Tohsaka knows of your presence, maybe get an Aspect from her
[X] All the World's Curses: Curse Breaking
Its… unlikely you can get rid of all of these curses you received. But maybe… you can see one of your old contacts, and reduce their potency. They're in Misaki, and its close enough you can take Shirou and Illya on a weekend trip there.
Roll: Rapport; Target Number: 5; Effects: Confirm information about curses, start Tohno questline
[X] Retired Magus Killer: Possible Magecraft Tutors
Being good at something does not mean that you are good at teaching it. With Illya hitting a roadblock due to a lack of teachers, Shirou seeking to learn magecraft, and you being a bad teacher, it might be a good idea to start poking around in Japan to see if there are any families that might be willing to teach a couple of students. No family secrets, of course, but the basics of Alteration, Projection, and Reinforcement. Of course, they likely won't do this for free, but right now you need to find them first.
Roll: Contacts; Target Number: ???; Effects: Gain list of families in Japan who might be willing to tutor your children
[X] Underneath a Moonlit Sky: Crash Course
There are a number of threats out there that could put an annoyance into a fate worse than death. Perhaps a run-down of the common threats, the big threats, the local threats, and the big names of the Moonlit World would help keep your children from poking something that they shouldn't.
Roll: N/A; Effects: Shirou and Illya know where not to stick their noses
[X] The Lost Decade: Konbini Sales Clerk
Your family is well off, but constant expenses could make your wallet too thin at a critical point. If you get a decent legal job, you could reduce the strain there is on your finances. Of course, with the times there are, you can't exactly be picky…
Roll: Crafts; Target Number: 7; Effects: Recover Financial Damage by 1
[X] Stretched Wallet: Bank Heist
Most magi are in relatively well-off positions in society. Between the wealth that their ancestors gathered, on top of their normal abilities above mundanes, it would take a bout of bad luck to actually lose a significant amount of wealth. To that end, you don't know of any magus who had a need to rob a bank for mere wealth. Still, with skills that the mundane side doesn't know of, you might be able to pull it off.
Roll: Large Skill Challenge; Target Number: Varies; Effects: Attempt to rob a bank
[X] Lord and Castle Are One: Jubstacheit Must Die!
There is one way to make sure Jubstacheit keeps his hands off your family; kill him. Of course, saying that is one thing, but actually doing it would require you to raze the Einzbern Castle to the ground. Stealing something you can carry from there was relatively simple, but putting enough explosives at the castle to level it? While preventing the Homuncli from disabling them? That would be tricky…
Cost: 1 Financial Damage; Roll: Large Skill Challenge; Target Number Varies; Effects: Attempt to kill Jubstacheit von Einzbern by destroying the Einzbern Castle
[X] Lord and Castle Are One: Death and Taxes
It occurs to you that, as isolated the Einzbern were, they might have been avoiding paying taxes. Pay a visit to Germany, drop a few notes, hypnotize a few people, and then draw back to allow Jubstacheit work out how to deal with tax collectors.
Roll: Small Skill Challenge; Target Number: Varies; Effects: Jubstacheit is slowed down and angered
[X] Underneath a Moonlit Sky: Mad Magus Offering Assistance
Your feuding with the Einzbern hasn't gone entirely unnoticed. There's this crazy woman from a thought extinct line that is willing to help you out. She'll move to Fuyuki and fight against the Einzbern with you. All she wants is her presence hidden from the Second Owner, and a few Einzbern Homuncli to dissect and vivisect…
Roll: N/A; Effects: ??? moves to Fuyuki and joins in defense against the Einzbern, Start Replacement Questline
[X] Something else? (Write-In)
Slow paced, yes, but now that the timeline is advancing, and that you've rescued Illya and 'cooled down' from your trip to Germany, you have a couple options open up for you. Also, based on an idea in the thread, I've also tossed in a couple more options for you.
The '[o]' means that it might be a choice in other circumstances, but not this one. The description usually explains why the choice is not allowed. However, there are no 'non-choices' this turn.
Illya is still growing. You managed to rescue Illya before Jubstacheit could convince her to undergo the modifications for the Lesser Grail. As much as I am tempted to 'Yank the Dog's Chain' with having her looks be limited to her late teenage years and her age limited to her forties, due to her Homunclus nature, that's not going to be a problem for the quest… either its not a problem at all, or not a problem that will reveal itself in Kiritsugu's remaining lifetime (4 years).
Invocation and Boosts (Free Invocations) will now give +3. Invoke for a hinderence (and replenish Luck) will give -3. Burning still gives 4d6.
[X] Plan Spread the wealth
-[X] In the Grail's Wake: Wealthy Donor
-[X] Stretched Wallet: Bank Heist
-[X] Retired Magus Killer: Possible Magecraft Tutors
[X] Plan Defensive Posture
-[X] The Corrupted Grail Rises: Put Out the Word
-[X] Underneath a Moonlit Sky: Second Owner
-[X] Underneath a Moonlit Sky: Crash Course
We need to contact the Tohsakas before the Einzberns try to sic them on us. Likewise, the kids need to know how to avoid the common traps and pitfalls that's going to be used.
And probably start to do SOMETHING about the corrupted grail before everyone forgets how bad it was.
We should recover since we are a tier DOWN on finances and sales clerk isn't challenging and mad magis seems like a good tutor opportunity plus death and taxes is hilarious to me we slow down Acht we recover to our original financial tier and we quite possibly have a tutor is that's Touko like I think it is
[X] Plan Defensive Posture
-[X] The Corrupted Grail Rises: Put Out the Word
-[X] Underneath a Moonlit Sky: Second Owner
-[X] Underneath a Moonlit Sky: Crash Course
[X] Plan Defensive Posture
-[X] The Corrupted Grail Rises: Put Out the Word
-[X] Underneath a Moonlit Sky: Second Owner
-[X] Underneath a Moonlit Sky: Crash Course
I'm reluctant on telling everyone about the Matthew, as the possibility of someone would want it to happen would increase. Not to mention the increase spotlight on the Emiyas plus the bad rep Kiritsugu's past may invite peeps who wanna cause trouble. Though the possibility of an ally is too tempting, especially with Kiri's time limit of 4 years. Anyway, we would need to have Shirou and Ilya defend themselves sooner rather than later by exposing ourselves.
Also, we should get more dosh and slow down either Jeb or the Grail next turn.
[X] Plan Defensive Posture
-[X] The Corrupted Grail Rises: Put Out the Word
-[X] Underneath a Moonlit Sky: Second Owner
-[X] Underneath a Moonlit Sky: Crash Course
Tempted to vote for the Mad Magus option, but the uncertainty as to who we're dealing with has me on edge. Anyone more familiar with the nasuverse have any guesses as to who this is?
Tempted to vote for the Mad Magus option, but the uncertainty as to who we're dealing with has me on edge. Anyone more familiar with the nasuverse have any guesses as to who this is?