Huh, was honestly expecting more people to actually make some plans. Anyways, here's the plan for what you will be doing over the next four months.
3 Points to start with
Additional 1 point for each Gen bought
4 Point added for Average one
5 Point added for First Rate Magus
So 17 total points
None -> Minor -> Slight -> Small -> Average -> Large -> Greater -> Major -> Total
Suspicion is a measure of how suspicious you are acting, and how much attention you are drawing to yourself.
Every master has a Suspicion rating, going from 0 (no one gives a shit) to 25 (The arch director is watching)
For every 5 Suspicion points across all the masters, Alert goes up.
Suspicion goes down for each turn slightly.
Alert is a measure of how much Everyone is realizing that shit is starting to go down.
If alert gets too high, Panic ensues, and people know that there are command seals about. Command seals that could very well be used to summon servants of their own.
Bases-
Fuyuki City
'Visiting Family' - Hypnotize locals to allow you to stay - Uses minor amounts of magic each day - No Defense - No Visibility - 0 IP
Motel Room - Rent a single room in a motel - No Defense - Slight Visibility, Visibility increases if Bounded Fields are used - 0 IP/ Minor Funds used
House Flat - Buy a small house - Minor Defense - Workshop - Slight Visibility - 1 IP
Hotel Suite - Rent an expensive Hotel Suite - Minor Defenses - Slight Visibility - 1 IP
Hotel Floor - Rent an entire floor of a Hotel - Small Defense - Average Visibility - 2 IP
Small Manse - Buy a local Manse - Average Defense - Workshop - Average Visibility - 3 IP
Mansion - Buy a Mansion - Average Defense - Workshop - Large Visibility - 4 IP
Temple Room - Hypnotize the members of the Temple to allow you to stay - Greater Defense - TOTAL VISIBILITY - 6 IP
Protections -
Hostile Intent Field - 0 IP
Minor Defense Field - Takes 1 Turn to create - 0 IP
Slight Defense Field - Takes 2 Turns to create - 1 IP
Small Defense Field - Takes 3 Turns to create - 2 IP
Average Defense Field - Takes 2 Turns to be created - 4 IP
Large Defense Field - Takes 3 Turns to be created - 6 IP
Crafting -
Create an Amplifier Mystic Code - 1 IP - Create a basic mystic code that is capable of acting like a Prana Battery
Create a Mystic Code - Various IP - Give us something that you want to create, and we'll give a general idea of the cost and time needed to create it.
Catalysts -
Museum Trawling - Go through Museums to try and find old things? - 0 IP - Is there even anything to find?
Go artifact hunting - Go somewhere and try to find a Catalyst on your own - 1 IP - Puts you in possible danger?
Search for a Catalyst - Spread feelers about looking for info about any Potential Catalysts - 1 IP - Spend an additional IP to specify class. Spend an Additional 3 IP to search for a particular Spirit
You have three command seals. Other people must have them too... right?
Search for the other Masters - 1 IP - Automatically raises Alert - Spend 1 IP to prevent the increase in Alert.
Monitor a Master that you know of -
The Tohsaka - 1 IP
The Einzbern - 1 IP
The Makiri - Died Out?
Gain Influence -
Do Research - 1 IP - Roll a d4. Even gain 2 IP, Odd gain 0 IP. What do you do for your Research?
Socialize - 1 IP - Roll a d10. 1-2, 9-10 Gain 1 IP; 3-4, 7-8 Gain 2 IP, 5-6 Gain 4 IP. Small chance of events
Balance Checkbook - 0 IP - +1 IP. May only be done once per turn.
Eavesdropping - 0 IP - Roll a d4. Even you are found (-1 IP) Odd you are not found. Roll a d5. Gain half that many IP rounded up.May only be done once per turn.
Servant -
Preform Summoning without a Catalysts. - 0 IP - May only be done once - Unreliable on who is summoned
[ ] What do you do? Please format using a Plan format to make things easier on us.
You guys started with a Score of 5 in Magecraft, which was a very good decision on your part.
You may vote up to Eight different choices. The top five choices are the winners.
You do not need to copy the italicized parts of the vote
[ ][MAGIC] Curse of Binding - 65 Prana - A simplistic magical curse that generates resistance against a targets movements, slowing them down.
[ ][MAGIC] Curse of Pain - 15 Prana - A rather simple magical curse that causes the target's nerves to randomly fire, generating a spike of pain - 1d6 Damage
[ ][MAGIC] Shadow Lance Curse - 50 Prana - Gathering the shadows near you, create a spike of pure shadow to strike at the soul of your target - 1d8 Damage
[ ][MAGIC] Photon Beam - 50 Prana - A sort of antithesis of the above spell, instead creating a beam of shining light to burn your target - 1d8 Damage
[ ][MAGIC] Elementalism - Fire - Spark Shot - 10 Prana - Fire a red bolt of magical energy that burns everything it touches - 1d4 Damage
[ ][MAGIC] Elementalism - Fire - Boiling Blood Curse - 100 Prana - A complex and dangerous curse that alters the targets blood, raising the temperature until their very blood begins to boil - 2d6 Damage, chance of inflicting Death
[ ][MAGIC] Elementalism - Fire - Heat Wave - 30 Prana - Generate a wave of blistering heat that distorts light passing through it. 1d3 Damage to all who enter, gain 5% Dodge
[ ][MAGIC] Elementalism - Water - Blessing of The Water of Life - 25 Prana - Using the blessing of water, touch target heals 1d6 Damage
[ ][MAGIC] Elementalism - Water - Crashing Waves - 50 Prana - Generate a wall of water that surges forth towards the enemy - 5% chance of knock down. 1d6 Damage
[ ][MAGIC] Elementalism - Water - Illusion of the Changing Tides - 45 Prana - Twist light approaching you as if you were underwater - gain 15% Dodge
[ ][MAGIC] Elementalism - Wind - Aero Hammer - 60 Prana - Fire off a bullet of air - 1d10 Damage
[ ][MAGIC] Elementalism - Wind - Roar of the Hurricane - 15 Prana - Whip the air into a roaring fury, making it impossible for conversation to happen
[ ][MAGIC] Elementalism - Wind - Aero Barrier - 30 Prana - Condense the air before you into a protective sheet - gain 10% Dodge
[ ][MAGIC] Elementalism - Earth - Pillar of Stone - 50 Prana - Cause the stone below an opponent's feet to shoot into the air - 1d8 Damage
[ ][MAGIC] Elementalism - Earth - Shifting Stones Method - Prana Cost Varies - Transfer Energy from yourself to another through the ground - Either Healing effect, or increase NP gauge scaling with cost
[ ][MAGIC] Elementalism - Earth - Growth of the Green Heart - 25 Prana - Calling forth the energy of the earth, touch target heals 1d6 Damage
[ ][MAGIC] Material Three - Structural Grasp, Alteration, Graduation Air - 1, Cost Varies, Cost Varies - A trio of spells that many Magi learn or develop during the early days of their training. Nominally considered useless.
[ ][MAGIC] Reinforcement of Concept - Scales with Object - Imbue an object with your own energies, increasing it's concept and nature, making something more than it was before. A very complex and dangerous magic that very delve into due to it's prohibitive cost and slow increase in power.
[ ][MAGIC] Create your own spell - QM Okay Required - Nasu magic is very Conceptual in nature, so if you can think up a spell that you think would be awesome, then cool. Add it here.