Why? I mean yes it's not great but at least it isn't like… Ares or something. Maybe she can force her mum to show up in her Aphrodite Areia aspect and have a… semi useful conversation with her at some point.
To say that this week had been productive would be like saying Mia was a calm and reasonable person and wasn't currently breaking down the crappy washing machine that you had bought at the junkyard. Junkyards were full of fucking sharks trying to screw you out of buying literal junk, and you had a feeling that you could sue, if that didn't involve getting your ass thrown into the foster system again.
And then Tom had reached for the cane that he didn't need to begin a preburial meeting before we add the seed'. Whatever the hell that meant.
The reason for Mia's current explosive Latina rage was because she had woken up this morning looking… well she was easily now one of the prettiest women that you had ever seen, and she had something she'd never worn the entire time you two had known each other. Makeup.
Perfectly done mascara, with delicate silver eyeshadow accentuated by black eyeliner, and a coating of warm red on her lips that accentuated her dusky skin, with her hair immaculate in a way that seemed to defy physics as the curls just wouldn't become tangled or ruined.
It was also apparently dirt-proof, sweat-proof, heatproof, and grease-proof, because any time Mia tried wiping some on her face it would just disappear like it hadn't existed in the first place. A 'gift' from her mother that had apparently visited her in a dream, because that was totally normal. Was warding a thing you could learn? God you hoped so, because you didn't need her just waltzing into your dreams if she gets bored from her latest 'drama'.
You gathered up the broken pieces of metal and other various bits of the old washing machine, inspecting them down to the last minute detail. Researching the washing machine to know exactly what was in it sounded like a pain when you could just rip it apart and eyeball it.
Hm, you wonder about maybe making something that would help in Alchemy practices without the need for fully understanding and having to account for every cell of displaced matter. It was… surprisingly fun to lose yourself in the manual labor, your mind drifting off towards the academic and practicality of the science.
"So, you wanna tell me what she said to you?" You asked your friend as you arranged all the contents inside the alchemy circle, inspecting and analyzing each one before you placed your hand onto it, transforming the sad, miserable broken appliance into three uniform ingots. Steel, Iron, and Copper.
"Can't say. I think she's listening." She whispered/hissed like some kind of spy cat, her hand tightening around her hammer.
"But, come on, it can't be bad enough that she would care if you told me? Would it?" The last question you ask with a tinge of fear, eyes roving to the ceiling as if you would be able to dodge whatever smiting the goddess of love would have against you. Now that you remembered, she had done worse to people for way less.
"Just that she wasn't sure if she liked that you were around or not. That things became… 'muddled' when you tended to be around me." Mia said with a shaky breath, hands vibrating like rampant sewing machines. And you were surprised that it wasn't just anger in her voice or hands as she stared at the ground, hammer clattering on the table.
She was scared. And that made a creeping cold hand reach around your shoulder and whisper in your ear. You're not a demigod. You're just mortal.
But you don't have to be. A voice that sounded old, far older than any you had heard before whispered like a little devil on your shoulder, and you saw flashes again, like the last two times that parts of… whatever your powers were reached out and touched your soul.
Only, this was like nothing you had ever felt before.
It was… Infernal.
The smell of burning brimstone, the touch of warm coals, and the sensation of more power than you had ever felt at the tips of your fingers. For a moment, you thought that you were going to be drowned out by emotions of bitterness and rage, of wishing to burn every living soul on this planet in a bid for power.
Sight came next, and dozens of images, more than you could count, flashed through your mind, but one shined brighter than all the rest. A red 'S', surrounded by a yellow and red shield, a symbol that reminded the human in you that your demonic heritage did not need to be your legacy. Your power, yes, but never who you truly were.
Then it was gone, the last wisps of whoever, or whatever you had once been disappearing into the aether as the power returned to your soul.
Mia was staring at you with wide eyes, but you just gave her a smile. "Don't worry about it Mia, I think that somehow, we'll be fine." Even if you had to fight tooth and nail for it.
Gathered 3 Units of Ingot for future crafting, or larger scale projects.
Unlocked new Magic System: Homo Magi (DC)
April 10th Friday, 2010
"The number you have dialed is currently unavailable." Well, hearing that for the fourth day in a row wasn't a good sign.
Did something happen to Roger? There wasn't much that you could do, given that there was no other way to contact him, so you just had to shrug your shoulders, and take out a hose, attaching the sprinkler to the end of the cord of rubber.
When the rainbow formed, you threw the coin into the mist, speaking Chiron's name and being surprised that it worked in the first place. It was more of a call to check in on Pollux and such, nothing major.
A surprised, magnificently bearded man appeared in a haze of mist, and you couldn't help but stare up at the image with what probably looked like awe.
"Von, my boy, is that you?" He asked, and right as you opened your mouth to answer, a loud bang echoed through the room, causing you to jump, but the old Centaur merely raised his head with a nonplussed raised eyebrow.
"Chiron! Come quick! One of the Hephaestus kid's latest mechanical golems woke up and is going crazy!" A panicked teen voice screamed out, and you thought that you could hear… were those fucking chainsaws!?
Sighing like a tired parent, Chiron turned to you, an apologetic gleam in his eyes, and looking far older than you were expecting. It wasn't really a question.
You waved him off. "It's fine, go deal with whatever you need to, it isn't really that major." Not nice for the one initiating negotiations to start trying to throw a hissy fit because chaos happens. That's a lesson you learned in the first week out on the street and when you had a purple eye.
He smiles. "Please, feel free to give me a call any time young man."
With that, the mist faded, Chiron 'standing up', a powerful horse body galloping away being the last thing that you saw.
April 11th Saturday, 2010
You knew that you really should be focusing on the person behind the door instead of trying to finish your alchemy research, but you needed something to calm you down, and for some reason, numbers and the application of materialization and deconstruction seemed to do it. You were never going to be a 'normal' kid, but you didn't imagine that you would think that Alchemy was a fun hobby instead of a profession.
Fitting in an alchemy circle on a glove or maybe a tattoo on your hand was so close you could practically feel it on your hand, and it was certainly easier to think along these lines than the other alchemy.
Oh, sure, Transmutation helped you understand at least some of this other Alchemy that tempted you like a cookie jar on a high shelf without a stepladder, but this new form of Alchemy was… more than a science. There was more in feeling your way through it. If you had to put it into words, this new Alchemy was more like a work of art instead of simply a science.
And from what little you have been able to understand, it wasn't limited to the laws of equivalent exchange like Transmutation was, which… infuriated the scientist in you.
Damn, you were doing it again. Trying to focus on something else instead of knocking on the door.
Granted, Mia wasn't running to knock on the door either, and Tom behind you, freshly showered with brand-new thrift shop clothes, simply waited for the both of you to make a move. Instead of the enormous backpack that he usually used, he instead had a more normal one that you had transmuted from old trash.
Which… you were pretty sure had a few guns in there. And he had one on his hip too.
"Fuck it." Mia said, and knocked on the door like some loan shark, while she grabbed your shoulder and all but dragged you closer to the door.
Eventually it opened, Rosa peering down at the two of you, smiling in your direction, while she wrinkled her nose at Mia, and for just a split second, her eyes flashed into yellow-slitted pupils.
Then she noticed the old man behind both of you, one hand on his hip, while the other gripped one of the backpacks straps as he eyed her with that cold look that soldiers sometimes got.
She sniffs the air, and instead of becoming angry at the intrusion, she smiles at the three of you and gestures indoors. "Please come in."
No refreshments were offered this time, probably because she knew that you would both deny the out of sheer paranoia, and a tense atmosphere pervades the three of you as you all sit down.
"I see that your mother has visited you." Rosa eventually said, the venom in 'mother' practically oozing through the room as she gave Mia a quick dismissive glance.
Mia didn't flinch, but she did clench her fists, little spots of red appearing on her cheeks as she refused to look at her reflection in the nearby mirror. Rosa noticed this, and took another sniff of the air, and you wondered just what people smelled like to her.
Pollux had said that Monsters could 'smell' demigods, to the point that it was their primary sense that they used to hunt down demigods.
"Is it muddled? Your sense of smell?" You asked Rosa, knowing that this was probably the only way that you were going to get a straight answer from someone that could hunt down demigods.
"Less muddled, and more that most of the time the scent isn't even there." Rosa eventually said, giving you a small smile while she and Mia stared at each other. "Now that she's this close, it's rather obvious, but it took longer than to figure out that she was the one behind the door with you. Though, the stench of glitter made it obvious who your mother is."
"Awfully cavalier that you speak of… them with such disgust." Tom said in his seat, the statement more of a question rather than a critique.
Rosa lets out a laugh that was a bit too close to slasher villain for your liking, her canines longer than they should be, and you thought that you could hear the rattle of a snake.
"What else can they do to me? I'm already this-" She gestured towards herself, her teeth replaced by fangs and eyes that of a snake before they were replaced by her human face. "-and my children are long gone. What more can they do to me that hasn't already made my life a living hell!? I can't even die properly without waking up there before I materialize back here in the first place!"
She didn't raise her voice, but the tone had enough fire to cause a supernova, her monstrous features shifting in and out of reality with every passing second, glaring at the old man that merely stared back with an empty, yet sad glance. Not knowing what else to do, you scooted over in your seat, and grabbed her hand. You didn't pull or grip too tightly, you simply reminded her where she was, and her heavy breathing slowed as she sat down into her chair.
"They turned us into monsters, and believe me, many of us were and still very much are. When everything you have, everything that urged you to live is taken away, is it any wonder most of us cursed by the gods would turn into spiting them any way that we can?" Rosa asked, finally looking at Mia, not with rage or hate, just with a tired gaze of an old woman that had seen more than she could take. "I am sorry that I tried to take out my hatred of your mother on you, child. Merric is right in that the children are not responsible for the sins of their parents, and I am ashamed that I forgot that in a moment of hatred. I pushed away the only good thing that I've ever had in my life because I lost myself to rage. I'm not going to do that ever again."
You wanted to reassure Rosa, to tell her that she wasn't completely wrong. But the fear of what the gods would do if you did that prevailed in your head. Every human being in the room exchanged glances, and you knew that you were all thinking the same thing.
Aphrodite was already watching Mia if her dreams were anything to go by, and Zeus had already shown to be a petty asshole. It was frustrating, that the only place that you were free to speak your mind was in your own thoughts.
"Might I ask who you are, sir?" Rosa eventually asked, her apology out in the open, Mia deliberating her thoughts as you leaned back in your seat. At least Tom hadn't had to bring out his shotgun this time.
"Tom. Just an old man that wants to lend a hand. Both of these kids have good heads on their shoulders, and I thought that it was probably if they had an old man help them on their journey."
That got her attention, and you flinched as Rosa fixed her gaze on you, eyes remaining human, but having a piercing quality that seemed to keep you in place. "Journey?"
"Ah. He didn't tell you." Tom said, voice impassive as he shrugged and gestured towards you while tossing you a 'not my problem' glance.
"Along… with some of my abilities, there has been something else going on in the back of my head. A pull, a need to go somewhere outside of the city. Like… a part of me that needs to connect. Something important to whatever I am." You said while refusing to look your foster mother in the eye, Mia shifting in place right next to you.
"Would you come back?" She asked softly, taking your hand more fully in hers.
"I don't know." You answered honestly. "Whatever is out there, whatever is calling for me, it's something big. Something that I need to find."
Not knowing what to do, your hands began to map out miniature transmutation circles, a way of just trying to get out of this uncomfortable situation. Different failed designs quickly discarded in your minds eye, adding and reducing the intricacies that were needed, while adjusting for whatever surface the Transmutation circle might need.
Then, in your musings, the perfect attempt appeared, and it was like there was a click in your mind. You knew the proper steps, and new avenues were available for you.
You blinked, and your friends and the living room disappeared to a blank white void, the visage of your nightmares as sterile and unfeeling as the cold hand of death.
Unknown to you, your breathing became erratic, tiny breaths of air that wheezed into your lungs as you stared across from you at the blank white cutout of a human being that sat down in front of you, one leg propped up supporting its arm, while the other leg lay on its side on the floor. Truth sat there, as if it didn't have a care in the world, and it smiles at you with that wide, human smile.
"Well, I didn't expect to see you again, Yuruth." Their voice was at both times feminine and masculine, a cacophony of voices speaking in unison as you stared at it, every instinct in your head screaming at you to make a run for it. "Then again, you aren't that person anymore, are you?"
Your breathing continued, a hitched orchestra of puffing air, your shaking limbs betraying you as you tried to back away, the ground meeting you before you could properly get control of yourself.
They laughed, lacking cruelty or warmth, simply jovial amusement reverberating from their voice. "Don't worry your pretty little head about it. Like I said, you're a different person. And that person already paid the price for their sin. Just make sure not to come back here? Kay?"
They waved their hand, and the room disappeared, your friends all staring at you, Rosa leaning over, your hand still in hers, the other one on your face, while Tom took your pulse, Mia right beside him.
"Breathe kid. Deep breaths. In…1…2…3…4. Now let it out. Repeat that, over and over again." His voice was a rock in the river of chaos as you tried to regain your control, the panic slowly giving way, your free hand jumping to your face and relaxing as your lips were still there. You weren't missing any body parts.
"Merric, sweetie, what's wrong? Come on, talk to us." Rosa asked.
You gasped trying to breathe, only parts of words that sounded more like gibberish rather than speech.
"Panic attack." Tom provided, breathing in tune with you as you regained control. "What did you see kid?"
"Truth." You eventually gasped out, tears forming out of the corners of your eyes as your gasp turned into a hysterical laugh. "I didn't do it this time, I didn't lose my mouth!" They all stared at you like you had gone crazy, and maybe you did, but you didn't care, you celebrated this little victory, promising both Truth and yourself that there was nothing that would ever make you pay that price again. Never again.
"I'm coming with you." Rosa said, her voice brokering no argument, though Mia still opened her mouth.
"Hey bitch, you just apologized! Don't you think that you're jumping a few too many steps before inviting yourself?" Mia said.
Rosa waved her hand away. "If this is what's happening after only a few weeks after your… practice, then I am not going to be absent for it. I have already missed too much, there isn't much else that I can do."
"Well, how's about you get the cops to stop looking for Von in the first place?" Mia asked.
"Not asking for yourself?" Rosa asked back, as she passed you a glass of water that you greedily drank down.
Mia let out an ugly laugh. "You're not the reason the cops are after my ass, they're only one part of the equation. Nah, my dad wouldn't let his little 'bargaining chip', get out of his hands. What does he care if I'm already 18? That just means whatever asshole he wants to sell me off to doesn't have to worry about any laws coming after their ass."
They argued some more, back and forth, but you just tuned them out as Tom helped you up and took you towards the kitchen. "Some advice kid, when two women argue, don't matter the age difference, just stay out of it. More chance of you making it to 18 that way."
Alchemy Mastered. Hidden Bonus unlocked, Truth. Alchemy circles will no longer be needed for Tranmutation. Alchemy bonus increased to +10 towards all Alchemy related rolls not including Teaching rolls.
[ ]Map Out the Sewers 0/40: You have discovered the art of sewer travel. It sucks, and will never be ok. But it's safer traveling NYC through here than above ground where any monsters can find you. The Dragon Pulse is sure to help, and fixing some of the tunnels should be a lot easier now that you've mastered different branches of alchemy.
[ ]Not So Legal Means: Keith might be an unexpected tag along, but he is also an accomplished thief. Maybe he could help you in some of the not so legal arts? DC 20 Will learn a Thievery related skill. Will reduce rolls for certain actions
[ ]Steal a Car: You still have to find whatever this pulling sensation is, but the problem is that it's definitely not in New York City. Which means that you need some wheels to get there. With Tom in the group, now you don't have to worry about Mia getting pulled over and getting arrested for running you two into a tree or something. DC15
[ ]Buy a Car: Or you could do something that won't get you on the news and buy one the legal way. You don't have that much money on you right now, and need a place to crash first, but nothing says you can't buy a beat up old clunker in Tom or Keith's name and fix up the old thing. After all… what else is alchemy good for? DC10
[ ]Pickpocket: You have money, but no source of income. And there are plenty of people in New York that don't really deserve the cash that they have. DC10
[ ]Contact Roger 5/10: You aren't joining with Roger, but nothing says that you can't keep in contact with him. After all… what other avenues of magic might he know? There was always work to be done.
[ ]Investigate Disappearances 4/20: Requires Contacting Roger: Roger mentioned how there were people disappearing in New York, not just demigods dying to monsters, but just disappearing into thin air. Maybe you could try to look into it? DC20
[ ]Go Junkyard Hopping: Now that you can do alchemy, you're going to need material and matter to actually do any of the work that you need to do. Steel, gold, iron, copper, carbon, etc. DC Variable.
[ ]Study Architecture DC70: Living in the city all your life, you've had to learn plenty of how places are built and what to avoid. The amount of safety hazards in one block alone would be enough to send OSHA into cardiac arrest if they cared enough to take a look. Given that Alchemy is something that lets you reshape the worlds around you, and you've had to interact with the city already, maybe learning this branch of construction wouldn't be a bad thing. Reduce DC for any Base or Construction Options. Counts as an Alchemy roll.
[ ]Heighten Security DC60 (Locked due to lack of materials): You have a home now. Which is amazing. Now you have a place to run back to when things get hairy. Though, maybe you should try reinforcing certain areas of the base. You have a cyclops coming after you, and you doubt that Francis doesn't have any other buddies that could break through wooden doors or stone walls.
[ ]Expand the Base DC 150: You know what would be really cool? If you could make your base even bigger than it already is. Oh, and maybe some escape routes into the sewers too! The limit was your imagination, and what boy didn't dream of creating his own secret base!
[ ]Locked and Loaded DC 5/35: Sure, there were plenty of monsters out there that could tank bullets. That didn't mean you couldn't kill them if you didn't pump enough lead into them. Have Tom teach you how to shoot. Couldn't hurt.
[ ]A Trade DC 10: If there is one thing that you need, it's something that can kill a monster. And while the Electrum is out of your hands, it turns out there is a different metal that can also do the job. Celestial Bronze, the metal used by the Greek Demigods to kill monsters. Maybe they would be interested in opening up a trade for some of it.
[ ]Figure Out Calling DC40: Ever since your abilities began to manifest, you have had a calling pulling you somewhere to the west. With your understanding of the Dragon Pulse, maybe you pinpoint it easier? Will know general area of calling. Less chance of complications arising.
[ ]Police Report DC50: When you ran away, Rosa had to put in a police report, along with reporting to Child Services of said runaway. This has meant that you've had to run, not just from monsters for the past few years, but also from cops and social workers that wanted to put you back in the system. Rosa said that she could take care of the Child Services problems, you weren't going to ask, but that leaves the police report as a problem. Which leaves breaking in and trying to get your files out of the system as your only option. Course, if you mess this up, that would mean that you're only landing yourself in even more trouble.
This is a one and done option. If you do not meet the DC, the option is now gone, and you will suffer whatever consequences come from said failure. Will reduce DC for leaving the city, along with making travel across the country easier.
[ ]Teach Mia Reconstruction 45/60:So far, Mia has taken well to Alchemy and has continued her studies on her own. Continue the work, and she is no doubt going to be a boon.
[ ]Teach Mia Deconstruction DC60
[ ]Teach Tom Alchemy Comprehension DC 5/35: Tom has shown an interest in learning Alchemy. Something about becoming a mole like those bastards on the other side of the world.
[ ]Teach Rosa Comprehension: DC20
New Mechanic Unlocked. Arcane Mark. For a bonus of +5 per rolls, you will accumulate an Arcane Mark Point, along with a physical change towards Von's appearance.
The Arcane Mark Meter will have 10 points, and once it reaches 10, then the change will be permanent. Each point will last for two weeks, and the appearance change will last for as long as you have points partaining for a specific magic system.
Example, you obtain a tail from the DC Magic System, and have two points in your Meter, and the next week you choose to take an Arcane Mark from Paracausality, then you will obtain a physical change from that tree as well. Now, the next week, one of the points will ware off, but due to having two points the tail will remain until two more weeks have passed, while the paracausality mark will take four weeks to wear off.
Once the Meter reaches 10, then the points from the earliest taken magic system will be reduced from the total, along with said change becoming permanent.
These physical changes will not be a painful, or otherwise damaging change, if I wanted to do that, I would have given you all Warhammer Fantasy magic, which I am not. And some changes, like a tail, would provide specific benefits. A tail would help not just for balance, for an extra limb with enough practice, while horns could be used as a desperate weapon if the need arises.
Arcane Mark will not be applied to all magic systems, such as Tansmutation Alchemy, or Atelier Alchemy.
For each Permanent Mark that you receive from each magic system, you will receive a +2 bonus for all rolls related to that system, excluding teaching.
Synthesis(12/50): The chief ability that all alchemists share. Creation through combination and synthesizing something new, greater than what was used in its creation.
Light Categories
Light Control 0/40: The ability to control the Light, the spark and growth of life with a path towards cooperation between diverse forms of life. Through trial and error, you will learn to harness the physical aspect of paracausality in the ability to cultivate life and creation.
Will unlock the ability to use the Light in your own body for physical enhancements, minor they might be. Unlocks further abilities down the path of Light.
Darkness Categories
Darkness Control 0/40: The Ability to control the Darkness, the realm of consciousness and dreams of oneself. Where the Light is in the realm of the physical, the Darkness is the other half of life. After all, where would we be without our thoughts, dreams, and the memories of those that came before?
Unlocks the ability to use the Darkness and expand one's own mind, intuition, and supernatural sensitivity. Further options down the path of Darkness will be unlocked.
Demonic Blood 0/250: In a previous life, you were the child of a demon and a human, a fact that goes deeper than simply your blood. It seems whatever power was derived from your ancestry has followed you here, and is just waiting for you to reach out and grab it.
Magic is in your very blood, and you will find yourself able to use and interact with magical energies far easier with this blood unlocked. An overall increase to your physical abilities will come through, as well as an invulnerability to most forms of fire. Magma and lightning will still kill you though.
Take an Arcane Mark Point?
[ ]Yes
-[ ]Homo Magi
[ ]No
Ignoring the…. Unproductive turn we had in favor of other things.
[ ]Map Out the Sewers 0/40: You have discovered the art of sewer travel. It sucks, and will never be ok. But it's safer traveling NYC through here than above ground where any monsters can find you. The Dragon Pulse is sure to help, and fixing some of the tunnels should be a lot easier now that you've mastered different branches of alchemy.
Rating still remains the same from last time, and with the level of Alchemy we are at now…should be even easier to accomplish.
[ ]Not So Legal Means: Keith might be an unexpected tag along, but he is also an accomplished thief. Maybe he could help you in some of the not so legal arts? DC 20 Will learn a Thievery related skill. Will reduce rolls for certain actions
Second verse, same as the first.
[ ]Steal a Car: You still have to find whatever this pulling sensation is, but the problem is that it's definitely not in New York City. Which means that you need some wheels to get there. With Tom in the group, now you don't have to worry about Mia getting pulled over and getting arrested for running you two into a tree or something. DC15
Still ignored, for similarly obvious reasons.
[ ]Buy a Car: Or you could do something that won't get you on the news and buy one the legal way. You don't have that much money on you right now, and need a place to crash first, but nothing says you can't buy a beat up old clunker in Tom or Keith's name and fix up the old thing. After all… what else is alchemy good for? DC10
And, as before, this is a requirement for other actions to be valid. We're going to have to do it sooner or later, but it doesn't necessarily have to be itoday.
[ ]Pickpocket: You have money, but no source of income. And there are plenty of people in New York that don't really deserve the cash that they have. DC10
Still torn on this one, especially with the growing band we have surrounding us. Besides, other avenues for making money exist.
[ ]Contact Roger 5/10: You aren't joining with Roger, but nothing says that you can't keep in contact with him. After all… what other avenues of magic might he know? There was always work to be done.
Last week this failed due to a low roll. Might as well finish it off, right?
[ ]Investigate Disappearances 4/20: Requires Contacting Roger: Roger mentioned how there were people disappearing in New York, not just demigods dying to monsters, but just disappearing into thin air. Maybe you could try to look into it? DC20
Similarly, this was in the cards and just kind of …flubbed. We can jump back into it and finish it off if we need to.
[ ]Go Junkyard Hopping: Now that you can do alchemy, you're going to need material and matter to actually do any of the work that you need to do. Steel, gold, iron, copper, carbon, etc. DC Variable.
As shown, the Junk dealers are not necessarily the type to let you get off easily. Still worth it if we have a spare die, but not as important now that we have resources on hand.
[ ]Study Architecture DC70: Living in the city all your life, you've had to learn plenty of how places are built and what to avoid. Othe amount of safety hazards in one block alone would be enough to send OSHA into cardiac arrest if they cared enough to take a look. Given that Alchemy is something that lets you reshape the worlds around you, and you've had to interact with the city already, maybe learning this branch of construction wouldn't be a bad thing. Reduce DC for any Base or Construction Options. Counts as an Alchemy roll.
Still just as important as before, and with the ludicrous bonuses we have on alchemy that DC is actually a lot lower than it looks. Worth the investment, no matter how you look at it or how much we actually invest into it, though more is better due to the bonus stacking.
[ ]Heighten Security DC60 (Locked due to lack of materials): You have a home now. Which is amazing. Now you have a place to run back to when things get hairy. Though, maybe you should try reinforcing certain areas of the base. You have a cyclops coming after you, and you doubt that Francis doesn't have any other buddies that could break through wooden doors or stone walls.
Ignored due to lack of applicability.
[ ]Expand the Base DC 150: You know what would be really cool? If you could make your base even bigger than it already is. Oh, and maybe some escape routes into the sewers too! The limit was your imagination, and what boy didn't dream of creating his own secret base!
See above.
[ ]Locked and Loaded DC 5/35: Sure, there were plenty of monsters out there that could tank bullets. That didn't mean you couldn't kill them if you didn't pump enough lead into them. Have Tom teach you how to shoot. Couldn't hurt.
Nothing stopping us from continuing down this road, since we have skin in the game. In fact, I would recommend it anyway just to have a solid backup option.
[ ]A Trade DC 10: If there is one thing that you need, it's something that can kill a monster. And while the Electrum is out of your hands, it turns out there is a different metal that can also do the job. Celestial Bronze, the metal used by the Greek Demigods to kill monsters. Maybe they would be interested in opening up a trade for some of it.
Reasoning and thought process remains unchanged from last time.
[ ]Figure Out Calling DC40: Ever since your abilities began to manifest, you have had a calling pulling you somewhere to the west. With your understanding of the Dragon Pulse, maybe you pinpoint it easier? Will know general area of calling. Less chance of complications arising.
Again, thoughts unchanged from last time. See relevant post for details, but TL;DR is it's still important enough to invest in.
[ ]Police Report DC50: When you ran away, Rosa had to put in a police report, along with reporting to Child Services of said runaway. This has meant that you've had to run, not just from monsters for the past few years, but also from cops and social workers that wanted to put you back in the system. Rosa said that she could take care of the Child Services problems, you weren't going to ask, but that leaves the police report as a problem. Which leaves breaking in and trying to get your files out of the system as your only option. Course, if you mess this up, that would mean that you're only landing yourself in even more trouble.
This is a one and done option. If you do not meet the DC, the option is now gone, and you will suffer whatever consequences come from said failure. Will reduce DC for leaving the city, along with making travel across the country easier.
And now we hit the big point, the one that flips all other options on their head. Simply put, this is a literal all or nothing setup, right here: Either we go all-in from day one or we don't even bother and let it be. There are no other valid options for this setup.
If we take this path, we devote basically everything to it, no exceptions.
So, normally I would not point this out so blatantly, but this is basically the wors possible option to resolve this situation, and should only be a last ditch option, if at all. Instead, we should look for other methods of resolution. They do exist.
[ ]Teach Mia Reconstruction 45/60:So far, Mia has taken well to Alchemy and has continued her studies on her own. Continue the work, and she is no doubt going to be a boon.
Look at those numbers go up, right?
[ ]Teach Mia Deconstruction DC60
One subject at a time, please.
[ ]Teach Tom Alchemy Comprehension DC 35: Tom has shown an interest in learning Alchemy. Something about becoming a mole like those bastards on the other side of the world.
Coulda swore we chose this last week, but not going to argue it. Either way, still valid.
[ ]Teach Rosa Comprehension: DC20
And the newest member of the Von Vanguard appears, and with a super low learn DC to boot. Whether this is good or bad remains to be seen, but more people knowing how to Alchemy is good…right?
Synthesis(12/50): The chief ability that all alchemists share. Creation through combination and synthesizing something new, greater than what was used in its creation.
Current project, let's finish it off before we go looking elsewhere. Based on the math…I'm seeing minimum 4 dice to clear it out, which leaves one floating around. Remaining ratings will be assuming that one Die is going somewhere else.
Light Categories
Light Control 0/40: The ability to control the Light, the spark and growth of life with a path towards cooperation between diverse forms of life. Through trial and error, you will learn to harness the physical aspect of paracausality in the ability to cultivate life and creation.
Will unlock the ability to use the Light in your own body for physical enhancements, minor they might be. Unlocks further abilities down the path of Light.
Many of you have been wanting to crack open this can for a while, now, and I really don't blame you. That being said, prior observations on the potential dangers of digging too deeply into this directly on the front doorstep of the Greeks remain, and in case you thought we were safe, Rosa is your reminder of just how petty those fuckers can get.
Darkness Categories
Darkness Control 0/40: The Ability to control the Darkness, the realm of consciousness and dreams of oneself. Where the Light is in the realm of the physical, the Darkness is the other half of life. After all, where would we be without our thoughts, dreams, and the memories of those that came before?
Unlocks the ability to use the Darkness and expand one's own mind, intuition, and supernatural sensitivity. Further options down the path of Darkness will be unlocked.
The same reasoning for Light applies here as well. The only difference between the two, honestly, is the potential bonuses we could get from understanding, if they exist. Whether or not they outweigh the dangers is currently what we need to decide.
Demonic Blood 0/250: In a previous life, you were the child of a demon and a human, a fact that goes deeper than simply your blood. It seems whatever power was derived from your ancestry has followed you here, and is just waiting for you to reach out and grab it.
Magic is in your very blood, and you will find yourself able to use and interact with magical energies far easier with this blood unlocked. An overall increase to your physical abilities will come through, as well as an invulnerability to most forms of fire. Magma and lightning will still kill you though.
So, on the one hand, this looks to be a massive boost in general to everything under the sun. On the other…that DC is fucking Huge, and even with every die we have applied to it until completed, we are looking at 25 turns on average before it hits, assuming the mean roll of 5d4 (10-15, depending on circumstances, I assume all rolls come out as 2, not 3). Whether or not it is worth it? It could be, but until we actually go digging, we'll never actually know.
On Arcane Mark: It's an interesting little system, I freely admit, and can be useful for things if we need it. That being said, the apparent "bleed" effect has a majro drawback in that people may not want to involve themselves with the guy who is obviously marked in a way that hey cannot understand, and unless we actively push it to be permanent it takes two turns a pop to wear off. It's usable and useful, but I suggest it get used sparingly, just to be safe. Allies are our greatest strength, and pushing away the ability to gain them right now is the worst mistake we could make.
I shoud specifically note that I intentionally did not take Arcane Mark into account for choice rankings, and will not do so in the future outside of very specific circumstances.
What, i wrote that before the other comments. I just forgot to hit send. It does the thing that there are other comments, i didn't open them. It isn't aimed at anyone.
And by cost i meant how magic always has a price thing they do in dc.
Mid turn, and we had a meeting with Truth, don't know much about him other than he's someone we shouldn't fuck with.
Also looks like we got yet another party member, Rosa's mom senses are acting up and now she's going to be coming with us. Aphrodite's probably going to be pissed but whatever.
[ ]Police Report DC50: When you ran away, Rosa had to put in a police report, along with reporting to Child Services of said runaway. This has meant that you've had to run, not just from monsters for the past few years, but also from cops and social workers that wanted to put you back in the system. Rosa said that she could take care of the Child Services problems, you weren't going to ask, but that leaves the police report as a problem. Which leaves breaking in and trying to get your files out of the system as your only option. Course, if you mess this up, that would mean that you're only landing yourself in even more trouble.
Honestly, I'm not sure about remaining here. We didn't gain any leads to the disappearances, and it looks like they're almost ready to go. They just need a car, but the DC is low; much lower than Seward exploration.
I think… we should do Roger, the missing people, learning to shoot, and dump most of our active dive into teaching everyone this turn, just to get our little cabal off the ground. We can take a turn to relax(I hope). If we have spare dice I would dump them into sewer exploration.
As for magic? I would go with finishing Synthesis? The overflow might be helpful or it might not, not sure.
Not sure if there's a mortarium or not but here's a draft plan I wrote up.
[ ] Plan: Elementary My Dear Watson
[ ] Contact Roger 5/10 (1D)
[ ] Investigate Disappearances 4/20 (2D)
[ ] Not So Legal Means (DC 20) (1D)
[ ] Teach Mia Reconstruction (45/60) (1D)
[ ] Teach Tom Alchemy Comprehension (DC 5/35) (2D)
[ ] Synthesis (12/50) (5D)
For the most part we're investigating the disappearances to see what's happening and see if we should be worried for Mia. Next I want to see if we can anymore useful skills from Keith as that could come in handy for when we raid the police station. And last two activity dice go into finish teaching Mia and Tom their respective Alchemy skills.
For magic I'm dumping everything into Synthesis as that could let us jump up to Celestial bronze and/or Imperial Gold all from normal materials (if we finish it this turn we could go junkyard hopping the following turn).
While I'd like to start either of the Paracasualties, a handful of the other voters here are still super paranoid about them so maybe we could shelf those for next turn hopefully.
Not sure if there's a mortarium or not but here's a draft plan I wrote up.
[ ] Plan: Elementary My Dear Watson
[ ] Contact Roger 5/10 (1D)
[ ] Investigate Disappearances 4/20 (2D)
[ ] Not So Legal Means (DC 20) (1D)
[ ] Teach Mia Reconstruction (45/60) (1D)
[ ] Teach Tom Alchemy Comprehension (DC 5/35) (2D)
[ ] Synthesis (12/50) (4D)
For the most part we're investigating the disappearances to see what's happening and see if we should be worried for Mia. Next I want to see if we can anymore useful skills from Keith as that could come in handy for when we raid the police station. And last two activity dice go into finish teaching Mia and Tom their respective Alchemy skills.
For magic I'm dumping everything into Synthesis as that could let us jump up to Celestial bronze and/or Imperial Gold all from normal materials (if we finish it this turn we could go junkyard hopping the following turn).
While I'd like to start either of the Paracasualties, a handful of the other voters here are still super paranoid about them so maybe we could shelf those for next turn hopefully.
No but we have been looking to discuss to make sure we catch everything which is why you dont see votes in right away.
That is a big turn- I think that also confirms that Von has helped Mia hide from monsters though in our case it also messes with greek gods as well. I really want to get to our tower sooner than later but depending on how the travel goes we might need to clear the police report first. Though arcane mark, does that apply to all rolls for the turn or just magic learning?
No but we have been looking to discuss to make sure we catch everything which is why you dont see votes in right away.
That is a big turn- I think that also confirms that Von has helped Mia hide from monsters though in our case it also messes with greek gods as well. I really want to get to our tower sooner than later but depending on how the travel goes we might need to clear the police report first. Though arcane mark, does that apply to all rolls for the turn or just magic learning?
It reads like it's just magic learning and that it's per die to me?
I honestly think we should do the New York plot hook with Roger before we go galavanting across the country to find out tower. The punisher's hideout is pretty good and taking all the weapons with us is going to be a hassle…
Edit: that and we haven't met any of the Egyptians yet either…
Aphrodite was already watching Mia if her dreams were anything to go by, and Zeus had already shown to be a petty asshole. It was frustrating, that the only place that you were free to speak your mind was in your own thoughts.
Speaking of, it really feels like both the Light and Darkness were advising Merric Von Ordelia here. Like, it wouldn't call them full blown characters, but the fact he heard voices at this moment is concerning.
Speaking of, it really feels like both the Light and Darkness were advising Merric Von Ordelia here. Like, it wouldn't call them full blown characters, but the fact he heard voices at this moment is concerning.
Okay, I now have plans. I considered doing two, one for my ideal setup and one for the Police option, but ...the Police option is very much the last resort for that, so just one.
[X]Plan: Continuing Resolution
[X]Not So Legal Means (2d20)
[X]Contact Roger (2d20)
[X]Investigate Disappearances (1d20)
[X]Locked and Loaded (1d20)
[X]Teach Mia Reconstruction (1d20)
[X]Synthesis (4d4)
[X]Demonic Blood 0/250 (1d4)***
Okay, breakdown. Contacting Roger and getting into the Disappearances are things we were already working on, and are important enough that they deserve input. I'm throwing two dice at Roger due to the roll threshold, and the search requiring that to succeed. In fact, the only difference from the already posted preliminary plan is that I want to continue on Locked and Loaded before moving to teaching Tom Alchemy, so there is that.
***As for the magic dice, Math again. Would have needed above-average rolls to finish out synthesis with just three dice, so Four auto-completes it, and then I piked a new discipline at random. The Asterisk is special, here: it is a denotion that I am more or less down for any possible vote for that particular die as long as it gets used on something that isn't Synthesis. Hell, if we can, I would be perfectly willing to throw that Die at the Mastery gauge if people wanna hold off on trying for a new system.