[X] Plan Harry Dresden's Little Sis
-[X] Athletics 10
-[X] Investigation 10
-[X] Meditation 10
-[X] Necromancy 10
-[X] Occult 10
-[X] Academia 1
-[X] Acting 1
-[X] Danger Intuition 1
-[X] Empathy 1
-[X] Etiquette 1
-[X] Expression 1
-[X] Intimidation 1
-[X] Martial Arts 1
-[X] Subterfuge 1
-[X] Sleight of Hand 1

[X] Tea Cup

Sad to say that I don't think Kung Fu Wizard is really in the cards any time soon with a Might and Stamina of 5. The best option for fighting right now is probably a good pair of running shoes, but Athletics is likely to come up all over the place in terms of physical checks- especially in dodging stuff. I did drop a point in punching things just so that we aren't completely useless in a schoolyard brawl, but I think a serious fight warrants a serious 'crystallize their blood already' response. Given our curiosity, I expect heavy use of Investigation.

I think a focus on uncovering secrets and learning magic is just fine for now.

[x][SKILL] Innocent Little Black Magician
-[X] Academia 7
-[X] Acting 2
-[X] Athletics 1
-[X] Empathy 8
-[X] Etiquette 1
-[X] Expression 5
-[X] Investigation 2
-[X] Martial Arts 1
-[X] Medicine 2
-[X] Meditation 2
-[X] Occult 7
-[X] Slight of Hand 2
-[X] Streetwise 1
-[X] Subterfuge 2
-[X] Technology 4
-[X] Necromancy 10
-[X] Danger Intuition 3

Realistic skill spread with focus on what Alicia could actually develop at age 9:
- Necromancy - obvious, really.
- Empathy - high empathy is a must here with traits she have. She is natural here.
- Academia/Occult - as a child in orphanage she could realistically get that.
- Expression - social, plus things like art, painting.

I would love to have 'Technology' up there, but it's orphanage and how would she get in contact with much technology? Likewise things like 'martial arts' are limited to schoolyard level. Meditation does not well for 9 years old with no teacher. Etc.

[X] Flower
You two, with the following post in mind:
There are five levels to the skills, with the cap being 50. Someone can only train someone of a lower rank then them, though people of the same rank can work together to raise there skills together, though that is slower then being trained.

0 would be having no knowledge on something, at this point raising the level would only cost 1 skill point
10 is a novice, at this point raising the level cost 2 skill point
20 apprentice, At this point 3 skill points
30 is adept, At this point 4 skill points
40 is expert, At this point 5 skill points
50 is a master of something, you can not get higher then this



The book itself gives you a slight bonus, so if putting 10 in Necromancy you would end up with 12.
I'd like to point that a 1-2 in a skill does not represent any actual meaningful ability at it, maybe at the level of "you are aware that etiquette are behavior rules, not something you eat". Probably better to focus more on a few skills than spread out if the description of what the numbers mean is well represented in the gameplay.
 
Make sure to remember that the plan had 3 CP left over, and each CP was equal to 3 skill points, so you have 69 skill points
I will need to add those 9 points to my plan then...

...or, @WastingPixies, would it be still possible to add merits for those? Like 'Eidetic Memory' (which is just plain damn useful) and 'Green Thumb' (which opens rather big area for Alicia to shine).

I think that those merits would be worth much more in a long run than 9 skill points. Alicia is 9 years old. She can learn skills. But she cannot learn to have perfect memory or almost-magical affinity for growing things.

(If You ask me why I want to have Green Thumb, I'll answer with two phrases: 'Animated Plants' and 'Plant Zombie'. :) Necromancy is not only about death. It's also about bringing things to unnatural life!)
 
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[x][SKILL] Dresden's Kid Sis 2.0 With More Realism
-[X] Academia 3
-[X] Acting 7
-[X] Athletics 7
-[X] Empathy 7
-[X] Etiquette 3
-[X] Expression 3
-[X] Investigation 7
-[X] Martial Arts 1
-[X] Medicine 1
-[X] Occult 7
-[X] Sleight of Hand 3
-[X] Streetwise 1
-[X] Subterfuge 7
-[X] Necromancy 9
-[X] Danger Intuition 3

[X] Tea Cup

By and large, this rebuild focuses on setting realistic numbers for skills Alicia could realistically gain. Useful skills we are likely to use, many of them social.
 
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[X][SKILL] Innocent Little Black Magician
-[X] Academia 7
-[X] Acting 2
-[X] Athletics 1
-[X] Empathy 8
-[X] Etiquette 1
-[X] Expression 5
-[X] Investigation 2
-[X] Martial Arts 1
-[X] Medicine 2
-[X] Meditation 2
-[X] Occult 7
-[X] Slight of Hand 2
-[X] Streetwise 1
-[X] Subterfuge 2
-[X] Technology 4
-[X] Necromancy 10
-[X] Danger Intuition 3

[X] Flower
 
I will need to add those 9 points to my plan then...

...or, @WastingPixies, would it be still possible to add merits for those? Like 'Eidetic Memory' (which is just plain damn useful) and 'Green Thumb' (which opens rather big area for Alicia to shine).

I think that those merits would be worth much more in a long run than 9 skill points. Alicia is 9 years old. She can learn skills. But she cannot learn to have perfect memory or almost-magical affinity for growing things.

(If You ask me why I want to have Green Thumb, I'll answer with two phrases: 'Animated Plants' and 'Plant Zombie'. :) Necromancy is not only about death. It's also about bringing things to unnatural life!)

Ehh... sure. I'll let it since that both sounds cool, and your plan is the current wining one. Actually, on that topic, I'm going to close the vote. I'm in the mood to write, so lets hope that I can get an update out soon. Just tell me which of the two merits that you want to chose.
 
Inserted tally
Adhoc vote count started by WastingPixies on Jan 14, 2018 at 2:37 PM, finished with 24 posts and 15 votes.
 
Ehh... sure. I'll let it since that both sounds cool, and your plan is the current wining one. Actually, on that topic, I'm going to close the vote. I'm in the mood to write, so lets hope that I can get an update out soon. Just tell me which of the two merits that you want to chose.
Thanks.

As for Merits, we have 3 CP. Eidetic Memory costs 2 CP and Green Thumb costs 1 CP so... Both? :)


Edit: if I have to choose, I believe that Eidetic Memory will help us more.
 
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Alright the character sheet is updated with all the knew information. Next up is finishing everything for the update, not going to be to long of one as at this point we are letting time pass before Hogwarts starts.
 
May 5 1989
You close the book and stop your wandering thoughts. Reminiscing about what little past you have can wait until you have more to reminisce about. For now, you need to start to figure out what you want to do.

You've spent quite a bit of your time studying the magical theory of your particular sect of magic, but theory isn't enough on its own. You need to learn, to practice, to experiment...

But this place is not the best place for that. Sure, they give you some privacy and you even have a room all to yourself. The problem is that the thing has no lock, anyone could walk in at any time, and people would ask questions if they found you with a bunch of bones. Questions that you don't want to answer, all things considered.

You look at the calendar on the wall, thinking over what to do, and how to do it.



The Date is May 5, 1989​
You start with only so many Actions, which will determine what you do over the next 4 months. Some actions can give you more actions down the line, such as creating servants, though not all some servants are restricted in their actions. You can't very well expect a normal muggle to sell to a skeleton.

Stored bones: 0 Units
Stored blood: 0 Units
Stored meat: 0 Units
Base amount of actions: 3

Right now being gone for long hours would raise questions, so perhaps it would be better to find a place to stash your stuff. Though if someone runs across it may be looted or have cops called if it's filled with bones.
[ ] Spend 1 action - You will look for some hidden place to hold your supplies. A chance to find any size cache, though the security will be unreliable.
[ ] Spend 2 actions - You will devote a portion of your time over the four months to find a location. You're likely to find an unsecured cache, though there is a chance of a location some level of security.
[ ] Spend 3 actions - You will devote all of your time to finding a good cache, and you will find at least one with unreliable security, a chance to find a medium security location, and a chance to find one with high security.

The book has a lot of spells related to wards and protections, and while you don't have much you can defend, perhaps you can put some of them to use.
[ ] Spend 1 action - You've found a basic spirit ward, it's supposed to summon some kind of entity to protect whatever is warded.
Location?
-[ ] Your room in the orphanage

Perhaps you could make a servant, someone that could go and do things for you. If you did that then you could get more done at once.
[ ] Spend 1 action - A basic skeleton is within your ability to create, it will not be easy to disguise, but it is a servant.
-You do not have a stockpile to draw from for creation, this takes 1 extra action.
- You do not know the Bone Animation Spell, this takes an extra action to learn the spell. If learning the spell is in the plan it does not take an extra action.

There is a number of spells and enchantments in the book, enough for you to learn an enchantment inside and create something.
create a magical trinket
[ ] You found an interesting enchantment in the book called Marrow Battery, it will allow you to contain extra magic into a vessel that you can draw out later. For some reason these vessels are best as a skull.
- You do not know the Marrow Battery Enchantment, this takes an extra action to learn the enchantment. If learning the enchantment is in the plan it does not take an extra action.
- [ ] 1 Action - You can create a skull then spend your time weaving the enchantment into it, creating a magical item that while it isn't easily hidden and not very portable, is the largest battery you could make.
-- [ ] Make it a Human skull
-- [ ] Make it a Wolf skull
-- [ ] Make it a write-in skull
- [ ] 1 Action - It would be easy to create a small skull, perhaps the size of a bird or rat, to create a magical item that could easily be hidden. Unfortanintly, the smaller size would make it easier to lose then a larger item and it doesn't have the same capacity.
-- [ ] 1 Extra Action - Though if you created a sort of fiber the connect to the skull, it would allow you to make the battery into a bracelet. It will be easier to keep track of that way, you could keep it on you, and making it right it would have slightly larger storage. Though it still won't be as powerful as a normal skull

The book has so much for you to learn from, perhaps you should devote more time to studying from it.
[ ] 1 Action per spell- The book has so much for you to learn from, time for something new.
- [ ] Bone Animation - The first and most basic of the animation spells, the spell that will allow you to animate skeletons to do your bidding. Though any servants you decide to create that last longer then a day won't be all that strong untell you have a better understanding of the spell.
- [ ] Muscle Creation - An interesting spell that isn't all that different from Bone Creation. Much like Bone Creation, this is a fundimental of necromancy and one that will help you in a great many creations. It's required if you want to be able to make zombies or learning the Flesh Creation spell.

[ ] 1 Action per enchantment - Enchantments are sound like they would be difficult to do considering they are permanently placing magic into an object, but necromancy has an advantage. Due to the biological nature of the objects, it's something that is feasible and will be necessary if you desire to eventually create advanced wards as you will need to enchant a focal point
- [ ] Marrow Battery - Bones are a natural container for magical energies, so it's not too hard to see using that potential to make a long-term vessel for your magical energy to recall when they are needed.

[ ] 1 Action per spell advancement- Many people stop at studying a spell after they first learn it, but for those that desire mastery, stopping at the basics of a spell isn't enough. Will advance you progression of an advancement. May do the same advancement multiple times in the same turn.
- [ ] Continue your studying of Bone Creation, you've seen writings of so many ways the spell could be used.
-- [ ] Creating bones at range may not have much use for day to day use, but just think of the possibility of summoning sharp bones underneath whoever your fighting.
-- [ ] Another combat use for bone creation, launching a piece of sharp bone can be even more terrifying if it's being thrown with some actual speed.
- [ ] You've seen references to something called a bone colossus later in your book, and everything seems to say that you will need to be able to create much larger bones then you can currently. Perhaps you can prepare for that.

There is still so much magic to learn, the only way to get better is to start to study.
[ ] 1-3 Actions - Necromancy is the backbone of your magic, everything within your book is based off this. Now that you are a Novice Necromancer it will take longer than as a Neophyte to level your skills up. The more actions you put in the more experience you will get, but without actual practice, your learning will eventually stall
[ ] 1-3 Action - Hemomancy - Blood magic, while there is a great amount of this in your book, you have yet to read this. As a Neophyte Hemomancer, it won't take long to learn the basics. Once you have a few ranks in Hemomancy, you can start learning spells in that school of magic.
 
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[X] Spend 2 actions - You will devote a portion of your time over the four months to find a location. A chance to find a lair with unreliable security, but possible to find one with some natural security.

[X] 1 Action per enchantment - Enchantments are sound like they would be difficult to do considering they are permanently placing magic into an object, but necromancy has an advantage. Due to the biological nature of the objects, it's something that is feasible and will be necessary if you desire to eventually create advanced wards as you will need to enchant a focal point
- [X] Marrow Battery - Bones are a natural container for magical energies, so it's not too hard to see using that potential to make a long-term vessel for your magical energy to recall when they are needed.


There you go, Sorry I was busy doing other stuff.
 
[X] Spend 2 actions - You willdevote a portion of your time over the four months to find a location. A chance to find a lair with unreliable security, but possible to find one with some natural security.

[X] 1 Action per enchantment - Enchantments are sound like they would be difficult to do considering they are permanently placing magic into an object, but necromancy has an advantage. Due to the biological nature of the objects, it's something that is feasible and will be necessary if you desire to eventually create advanced wards as you will need to enchant a focal point
- [X] Marrow Battery - Bones are a natural container for magical energies, so it's not too hard to see using that potential to make a long-term vessel for your magical energy to recall when they are needed.

The biggest problem is probably the indecisiveness that we'd feel upon realising that we only have 3 actions...it's like a zombie game. Rationing is a must.
 
[X] Spend 3 actions - You will devote all of your time to finding a lair, and you will find at least one with unreliable security, a chance to find a medium natural security location, and a chance to find one with high security.

We got no heat yet and a good lair would help keep it that way
 
[X] Spend 2 actions - You willdevote a portion of your time over the four months to find a location. A chance to find a lair with unreliable security, but possible to find one with some natural security.

[X] 1 Action per enchantment - Enchantments are sound like they would be difficult to do considering they are permanently placing magic into an object, but necromancy has an advantage. Due to the biological nature of the objects, it's something that is feasible and will be necessary if you desire to eventually create advanced wards as you will need to enchant a focal point
- [X] Marrow Battery - Bones are a natural container for magical energies, so it's not too hard to see using that potential to make a long-term vessel for your magical energy to recall when they are needed.
 
I'm wondering what the point of us getting a lair right now is. We don't really need to store stuff right now, and we probably want to focus on studying up before we do anything major. @veekie points out that we don't have any heat or suspicion on us, and I think we can keep it that way for a short time without needing a lair. Let's instead work on laying the foundation for future projects like the lair.

The basic assumption of this plan is that studying is very unlikely to be suspicious. It's probably even less suspicious than us spending all our free time scouting for a lair, since no-one can see our book.



[X] 1 Action per enchantment - Enchantments are sound like they would be difficult to do considering they are permanently placing magic into an object, but necromancy has an advantage. Due to the biological nature of the objects, it's something that is feasible and will be necessary if you desire to eventually create advanced wards as you will need to enchant a focal point
- [X] Marrow Battery - Bones are a natural container for magical energies, so it's not too hard to see using that potential to make a long-term vessel for your magical energy to recall when they are needed.

Learning the spell to make a magical battery sounds pretty useful. We might not make it right away, but this reduces the cost for when we do.



[X] 1 Action per spell- The book has so much for you to learn from, time for something new.
- [X] Muscle Creation - An interesting spell that isn't all that different from Bone Creation. Much like Bone Creation, this is a fundimental of necromancy and one that will help you in a great many creations. It's required if you want to be able to make zombies or learning the Flesh Creation spell.

I'm not sure if zombies are a second spell or not (going by the Animate Skeleton spell it is), but learning another one of the fundamental necromancy spells (alongside Bone Creation) seems like a good start. I also have hopes that somewhere down the Flesh Creation line we'll be able to make an undead that's somewhat real looking--that'll be a huge help in terms of expanding out actions. Of course, that's way down the line for us right now.



[X] 1 Action - Necromancy is the backbone of your magic, everything within your book is based off this. Now that you are a Novice Necromancer it will take longer than as a Neophyte to level your skills up. The more actions you put in the more experience you will get, but without actual practice, your learning will eventually stall

This is the one that I'm least sure of. Increasing our fundamentals is pretty important, especially early on, but I'm not sure how immediately rewarding it's going to be. On the other hand, I really doubt we're going to run into many situations where we're in a better position to do quiet studying than right now. As we progress, we're going to get tangled up in more and more things and it's going to get a lot harder to focus on the future.



I think that if we lay a solid technical foundation, we'll be in a much better position to quickly set up a good lair later, once we need one. If we can quickly raise a couple of skeletons to do drudge work for us, securing a lair is going to go much faster.

Of course, this plan really does rely on the proposed actions not making us more suspicious. Unless I'm misreading things, that's the case, but, well, I could be misreading things. :p
 
[X] 1 Action per enchantment - Enchantments are sound like they would be difficult to do considering they are permanently placing magic into an object, but necromancy has an advantage. Due to the biological nature of the objects, it's something that is feasible and will be necessary if you desire to eventually create advanced wards as you will need to enchant a focal point
- [X] Marrow Battery - Bones are a natural container for magical energies, so it's not too hard to see using that potential to make a long-term vessel for your magical energy to recall when they are needed.
- [X] 1 Action - It would be easy to create a small skull, perhaps the size of a bird or rat, to create a magical item that could easily be hidden. Unfortanintly, the smaller size would make it easier to lose then a larger item and it doesn't have the same capacity.
-- [X] 1 Extra Action - Though if you created a sort of fiber the connect to the skull, it would allow you to make the battery into a bracelet. It will be easier to keep track of that way, you could keep it on you, and making it right it would have slightly larger storage. Though it still won't be as powerful as a normal skull.

Lair is unnecessary so far as others have talked about. Every other set of options will be suspicious in some way--this, as we'll be creating small bracelets and trinkets, is fairly inconspicuous and leads to us being more powerful and better equipped to handle the other tasks later on. Access to power stores is also immediately useful, while bone / muscle creation is less immediately useful if we want to stay hidden, IMO.
 
My reasoning is simply that a lair with good security VASTLY lowers heat gain, because we won't be walking around with blood, corpses and bones on our person for longer than it takes to fetch them to the lair, we won't be experimenting where we can potentially be seen.

That's the value of a high security lair, allowing us to do all the necromancer things out of sight in a place we can't be interrupted.

Meanwhile I see proposals to avoid heat by...enchanting skulls and bones which we have to attach and keep on our person to use.
This does not compute.
 
Maintaining and protecting a lair probably isn't something we're prepared to do at our power level, though--I'm not sure on the system that Pixies will be using for this, but it seems likely that we'll have to do some sort of upkeep work on the lair that we get and that if it is a good lair, there will be others who are more experienced who would also like to use that lair. Furthermore, that's a lot of time spent that we won't be in the orphanage. We are still a child and people will take note of us disappearing, even if it's just within the orphanage, and we're not prepared to defend ourselves in transit between the lair and the orphanage.

We're not going to get major heat for having small bone-bracelets or necklaces that we can cover in our clothing. We might get weird looks from other people who are not magical, but in the orphanage, us having some weird bone fetish isn't going to be that much to take us down, and with us selecting traits like Moxie we should be able to sass and argue our way through most minor questions.

Edit: Actually, considering we added Green Thumb as a trait, we can probably disguise these fairly well. There's a long history of using skulls in artwork, and though it might be very creepy, we'd be less conspicuous if we mixed in flowers with our skull necklaces and bracelets. Viewed as a bit of messed up artists, rather than as messed up skull-lovers.
 
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Maintaining and protecting a lair probably isn't something we're prepared to do at our power level, though--I'm not sure on the system that Pixies will be using for this, but it seems likely that we'll have to do some sort of upkeep work on the lair that we get and that if it is a good lair, there will be others who are more experienced who would also like to use that lair. Furthermore, that's a lot of time spent that we won't be in the orphanage. We are still a child and people will take note of us disappearing, even if it's just within the orphanage, and we're not prepared to defend ourselves in transit between the lair and the orphanage.

We're not going to get major heat for having small bone-bracelets or necklaces that we can cover in our clothing. We might get weird looks from other people who are not magical, but in the orphanage, us having some weird bone fetish isn't going to be that much to take us down, and with us selecting traits like Moxie we should be able to sass and argue our way through most minor questions.

Edit: Actually, considering we added Green Thumb as a trait, we can probably disguise these fairly well. There's a long history of using skulls in artwork, and though it might be very creepy, we'd be less conspicuous if we mixed in flowers with our skull necklaces and bracelets. Viewed as a bit of messed up artists, rather than as messed up skull-lovers.
I think that "being seen as creepy" is heat--low level heat, but still heat. It's part of the reason I went for stuff that doesn't involve anything other than our magical book no-one else can see and small practice scraps we can easily hide or dispose of. (Bones are good for plants, right? Not in them, but in the dirt.) Of course, not doing anything active could also be a problem in other respects--it prevents us from getting access to any early force/action multipliers, though the prospects of acquiring them seems to hazy or risky to be worth a straight rush at the moment.

My reasoning is simply that a lair with good security VASTLY lowers heat gain, because we won't be walking around with blood, corpses and bones on our person for longer than it takes to fetch them to the lair, we won't be experimenting where we can potentially be seen.

That's the value of a high security lair, allowing us to do all the necromancer things out of sight in a place we can't be interrupted.

Meanwhile I see proposals to avoid heat by...enchanting skulls and bones which we have to attach and keep on our person to use.
This does not compute.
For me it comes down to the fact that spending all of our time looking for a lair is suspicious as hell, unless we already spend tons of time outside. (Which we might, actually. I'm not sure.)
 
[x] Spend 3 actions - You will devote all of your time to finding a lair, and you will find at least one with unreliable security, a chance to find a medium natural security location, and a chance to find one with high security.
 
[X] Spend 3 actions - You will devote all of your time to finding a lair, and you will find at least one with unreliable security, achance to find a medium natural security location, and a chance to find one with high security.
 
Maintaining and protecting a lair probably isn't something we're prepared to do at our power level, though--I'm not sure on the system that Pixies will be using for this, but it seems likely that we'll have to do some sort of upkeep work on the lair that we get and that if it is a good lair, there will be others who are more experienced who would also like to use that lair.

Naturally good security presumably won't need as much upkeep than crappy security upgraded by hand
 
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