MagiQuest (Failed)

1.1 Entrance Tests
Interesting quest, mind if I pop in?

Edit: is it possible to make plasma?
Welcome aboard, all are welcome here. And sure, you can create a spell that makes plasma. Magic can do anything.
:Citation Needed:
I recall no such thing, and a search for your posts with "enchant" yielded nothing. Well, I mean, other than the 'get 100 magic' option.
Incomparable Efficiency Upgrade (Lvl. 2, Mind, Creation, Manipulation 2x, Transmutation 2x)
Grants and extra line of thought, allowing an extra mental action for every action it's active.
11 XP
There you go. Granted, it was more towards a way to get XP faster, but it was me as the GM outright telling you a way to get to enchantment faster.

I've kind of been hoping that you guys would put the clues together, so I'll try again with another one.

Rituals have no limit on the magic they can hold. As long as you can effectively focus on it, and have someone, or something, to pass it off to once you get tired, you can hold a ritual forever. Sort of like a rather convoluted poor man's mana battery.

Anyway, another ten votes, another bonus XP.
[X] Magically work on the car.
--[X] Wheels (1 action, improve to 'Broken')
[X] School time blues
-[X] Use Student's Boon while studying, doubling effect of studying (-8 Magic)
[X] You put on your cape and wizard hat
-[X] Use Student's Boon while studying, doubling effect of studying (-8 Magic)
No. of votes: 1
Prim the Amazing
[x] Magically work on the car.
--[x] Frame (1 action, improve to 'Okay')
[x] Get broken parts to repair for resell (1 action, costs $200 now, get $400 after the next turn)
[x] School time blues
-[X] Promise to your Mother, 1 action reserved for studying during school weeks.
[X] You put on your cape and wizard hat
-[X] Use Student's Boon while studying, doubling effect of studying (-8 Magic)
No. of votes: 1
JhonCollins
[X] School time blues
-[X] Promise to your Mother, 1 action reserved for studying during school weeks.
[X] Magically work on the car.
--[X] Frame (1 action, improve to 'Okay')
[X] Get broken parts to repair for resell (1 action, costs $200 now, get $400 after the next turn)
[X] You put on your cape and wizard hat
-[X] Use Student's Boon while studying, doubling effect of studying (-8 Magic)
No. of votes: 1
Arkatekt
[X] Magically work on the car.
--[X] Frame (1 action, improve to 'Okay')
[X] Get broken parts to repair for resell (1 action, costs $200 now, get $400 after the next turn)
[X] School time blues
-[X] Promise to your Mother, 1 action reserved for studying during school weeks.
-[X] Use Student's Boon while studying, doubling effect of studying (-8 Magic)
[X] You put on your cape and wizard hat
-[X] You expand you knowledge of the arcane that lies beneath the mortal world (one action, can be taken X times, gives X XP)
-[X] Use Student's Boon while studying, doubling effect of studying (-8 Magic)
[X] XP Distribution (9 XP Available before vote)
-[X] Improve a spell with XP (Students boon)
--[X] improve duration to day, drop cost to six magic. (3 xp)
No. of votes: 6
Eri, Orisha91, Diomedon, Troglodyte, Skewfiend, LokiTheDarkGod
[X] Magically work on the car.
--[x] Wheels (1 action, improve to 'Broken')
[X] You put on your cape and wizard hat
-[x] You expand you knowledge of the arcane that lies beneath the mortal world (one action, can be taken X times, gives X XP)
-[x] Use Student's Boon while studying, doubling effect of studying (-8 Magic)
[X] You put on your cape and wizard hat
-[x] You expand you knowledge of the arcane that lies beneath the mortal world (one action, can be taken X times, gives X XP)
-[x] Use Student's Boon while studying, doubling effect of studying (-8 Magic)
[X] XP Distribution (9 XP Available before vote)
-[x] Improve a spell with XP (Students boon)
--[x] improve duration to day, drop cost to six magic. (3 xp)
No. of votes: 1
SuperSonicSound
<< Index >>
1.1 Entrance Tests

Getting out of the mall Saturday was a bit awkward, Mom was rather emotional and hugging him a lot, but the weekend was pretty productive all around.

The first few days of school were a whirlwind of activity, starting school again, getting used to being back in class, and learning the flows of the social scene within. Thanks to a little tinkering on his Student's Boon spell, he'd gotten it to last a whole day, and made it easier to cast. Daryl had begun casting it in the mornings before school. It didn't really help as much as when he was studying, but every little bit counts. (+1 notch on the grade scale this week)

Daryl didn't have any of his friends in his homeroom, or any of the other people he met at the picnic, though he shared other classes with all of them throughout the day. There wasn't much time for any indepth talking to any of them, but Daryl did have a good conversation with Freya and Jason about part restoration for cash during lunch. With an idea of what to look for, his own efforts after school worked out better than expected. (Will now get $500 from repair junk for cash actions)

Talking to Jason about car frames reveals that you've pretty much hit your limit with what you can do on your own by bending it back into shape and welding broken parts together and by adding reinforcement pieces. If Daryl wants that frame to be any better than okay, he'd have to replace the front end of it. Or invent some better spells, but he couldn't really discuss that with Jason. (Frame improved to 'okay', but needs better magic, or $5,000 dollars for a new front section)

On the scholarly front, Daryl keeps his promise to his Mother, and spends several hours hitting his books. With Student's Boon still ongoing, it's highly effective. (+2 notch's to the grade scale for the next month)

This also means that his magic study and experimentation is also highly effective as well. (+2 XP)

School Week 1 completed: Grade: B+, Rep: Good.
It's now the weekend, another $20 in allowance, for $360 total, choose four actions.

[] Magically work on the car.
--[] Body (1 action, improve to 'Bad')
--[] Electrical (1 action, $100, improve to 'Bad')
--[] Wheels (1 action, improve to 'Broken')

[] Get broken parts to repair for resell (1 action, costs $200 now, get $500 after the next turn)

[] Call some friends up, or try to meet new people
-[] Dayton Mall (one action)
-[] Milden Park (one action)
-[] The Fun Center (one action, $20)
-[] Jade, Teen Club (one action, $20)
-[] Write in activity (one action, $?)
--[] Which friends? (Write in, no more than 4)

[] Cast Student's Boon throughout the Weekend

[] School time blues
-[] It's your last school year, and college is right around the corner, time to get prepared (one action, minor grade improvement for the next month of school, can be taken multiple times)

[] You put on your cape and wizard hat
-[] You expand you knowledge of the arcane that lies beneath the mortal world (one action, can be taken X times, gives X XP)

[] Write in

[] XP Distribution (9 XP Available)
-[] Put {X} XP into your Magic
-[] Put {X} XP into your Regen
-[] Reduce a spells cost with XP
-[] Improve a spell with XP
-[] Write in any spells you'd like to buy with XP
-[] Invent some new spells (They will need GM approval before you can buy them)

<< Index >>
 
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[X] Magically work on the car.
--[X] Body (1 action, improve to 'Bad')

[X] Get broken parts to repair for resell (1 action, costs $200 now, get $500 after the next turn)

[X] Call some friends up, or try to meet new people
-[X] Jade, Teen Club (one action, $20)

[X] You put on your cape and wizard hat
-[X] You expand you knowledge of the arcane that lies beneath the mortal world (one action, can be taken X times, gives X XP)

Um, do I need to write down studying as an action for us to uphold our mother's promise, or does Gear just automatically take an available action so that we study since we promised?
 
Um, do I need to write down studying as an action for us to uphold our mother's promise, or does Gear just automatically take an available action so that we study since we promised?
That only applies during the school weeks, where it will automatically be taken, and this is a weekend, where no studying is required.

Also, forgot to ask if you want to cast Student's Boon throughout the weekend.
 
Also, forgot to ask if you want to cast Student's Boon throughout the weekend.
Yes, of course. No point in wasting magic.

[X] Magically work on the car.
--[X] Body (1 action, improve to 'Bad')
--[X] Electrical (1 action, $100, improve to 'Bad')

[X] You put on your cape and wizard hat
-[X] You expand you knowledge of the arcane that lies beneath the mortal world (one action, can be taken X times, gives X XP)

[X] Call some friends up, or try to meet new people
-[X] Milden Park (one action)
-[X] <Pending>

[X] Cast Student's Boon throughout the Weekend
 
@Gear:
1) Are focus and commit sufficiently in the same vein as efficiency serve as prerquisites? Focus gives us the thought-streamlining thing, and commit gives us the moving-information-around thing.

2) Can extra trains of thought be added to efficiency by paying 7xp as a spell upgrade, or must it be bought when first developing the spell? This drastically changes the efficiencies involved in when to get it.

3) How cerebral is the process of studying magic? Could we direct extra trains of thought to magical study while doing something else without needing external input, or do we need to be taking/reviewing notes or something?

4) You didn't quite answer my question about what we actually have to do to make and use a ritual. Do we have to spend XP on developing it? Or maybe we just make up a ritual on the fly, to focus our power on casting an improved spell.

5) How much time does it take at a minimum to use a ritual for a task? One action or multiple?

6) Could you please give us a list of the actual magical effects that are needed to fix the parts we currently can't, or failing that, tell us how much XP we need to make better spells? Do we need a spell that freely changes the shape of metal for the frame, a spell that creates wire for the electrical, etc.? "You need better spells" by itself doesn't really give us anyindication of what spells we need to develop.

sorry about all the questions.

Anyway, voting:
[X]Magically work on the car.
--[X] Body (1 action, improve to 'Bad')
--[X] Wheels (1 action, improve to 'Broken')

[X] Call some friends up, or try to meet new people
-[X] Jade, Teen Club (one action, $20)

I presume that if we leave the 'with whom' bit blank, it is a vot to try to meet new people?

[X] Cast Student's Boon throughout the Weekend

[X] You put on your cape and wizard hat
-[X] You expand you knowledge of the arcane that lies beneath the mortal world (one action, can be taken X times, gives X XP)

[X] spend no xp
 
[X]Magically work on the car.
--[X] Body (1 action, improve to 'Bad')
--[X] Wheels (1 action, improve to 'Broken')

[X] Get broken parts to repair for resell (1 action, costs $200 now, get $500 after the next turn)

[X] Cast Student's Boon throughout the Weekend

[X] You put on your cape and wizard hat
-[X] You expand you knowledge of the arcane that lies beneath the mortal world (one action, can be taken X times, gives X XP)
 
[X] Get broken parts to repair for resell (1 action, costs $200 now, get $500 after the next turn)

[X] Call some friends up, or try to meet new people
-[X] Milden Park(One action)
--[X]Freya and Jason

[X] Cast Student's Boon throughout the Weekend

[X] You put on your cape and wizard hat
-[X] You expand you knowledge of the arcane that lies beneath the mortal world (one action, can be taken X times, gives X XP)
--[X] with a focus on the element of Matter

Sell the parts, we seriously need the moolah.

Freya and Jason are the most useful for this as they are the most knowledgeable people we know regarding our little project

Student's Boon. Who doesn't want the ability to hyper focus?

The car is a solid chunk of matter. We do not intend to break it down into energy, we do not seek to throw the car around with our mind. We seek to fix it. Research into the element of Matter will benefit us greatly as it will allow us to fix the car with greater ease. Possibly even fabricating the car parts with a creation spell.
 
Sell the parts, we seriously need the moolah.
Do we? We don't have a lot of money, but we aren't exactly under a lot of financial pressure, unless we try to fix the car with money, instead of magic, like plebs.

[X] You put on your cape and wizard hat
-[X] You expand you knowledge of the arcane that lies beneath the mortal world (one action, can be taken X times, gives X XP)
--[X] with a focus on the element of Matter
XP is kind of an abstraction of our magic study. To my understanding, if we want to focus our magic research into matter, we just need to spend XP on matter-related spells. Ask @Gear though, as I could be wrong.
 
@Gear if we get to 11xp through a training action in a turn can we include learning an 11xp spell as part of the turn?

I'd like to get that extra mental action spell, I'm liking the idea of being able to study magic whilst actually studying so we can join the two actions together.

For that matter what about a haste style spell that accelerates time for us?
 
@Gear if we get to 11xp through a training action in a turn can we include learning an 11xp spell as part of the turn?
I asked him that a little while ago, and we can't.

I'd like to get that extra mental action spell, I'm liking the idea of being able to study magic whilst actually studying so we can join the two actions together.

For that matter what about a haste style spell that accelerates time for us?
I don't think we know enough about time to actually manipulate the flow of time itself, but we can probably do something for our perception of time.

maybe something like:
lightning reflexes (lvl 1, mind, transmutation)
Increases the caster's reaction speed for a time.

Mental lubrication (lvl 1, mind, transmutation)
Increases the speed of the caster's thoughts.

Which would serve as prerequisites for:

Mental alacrity (Lvl 2, mind, transmutation x3)
Increases the caster's reactions speed, speed of thought and perception of the passage of time, in effect speeding up their mind compared to the rest of the world.

That would be another good way of cranking up our XP yield.
 
Um, I've got a question for the author. Is the intention to keep the Quest as normal life as possible except plus magic, like, this is just going to be about Daryl dealing with high school and family and relationships and stuff, or is Gear going to introduce a deeper plot? I was wonder because in that case we should maybe make some battle spells in case someone attacks us. Stuff like:

Distract (Lvl 1 mind)
The victim of this spell immediately becomes confused and disoriented, as if intoxicated and/or high.
Duration: 1 hour
1 Magic

Basic Shield (Lvl 2 matter, destruction, creation)
Creates a thick wall of steel two meters wide and tall in front of the caster. It disolves after ten minutes.
3 Magic
 
Um, I've got a question for the author. Is the intention to keep the Quest as normal life as possible except plus magic, like, this is just going to be about Daryl dealing with high school and family and relationships and stuff, or is Gear going to introduce a deeper plot? I was wonder because in that case we should maybe make some battle spells in case someone attacks us. Stuff like:

Distract (Lvl 1 mind, transmutation)
The victim of this spell immediately becomes confused and disoriented, as if intoxicated and/or high.
2 Magic
That gives me an idea for a couple of spells.

Strong daze (lvl 1, mind, destruction)
Destroys the target's thoughts for a period, rendering them incapable of coherent action of any kind.
3 magic

combined with distract, this should give the prerequisites for:

Death curse (lvl 2, mind, destruction x3?)
Destroys the target's mind entirely. Easy to say, hard to do, and harder still to live with.

I'm not sure how many aspects of destruction the spell needs to completely destroy all facets of the target's mind, but that many.
 
Since there have been a bunch of them, @Gear, I have collected:
Spells suggested since the last update

lightning reflexes (lvl 1, mind, transmutation)
Increases the caster's reaction speed for a time.

Mental lubrication (lvl 1, mind, transmutation)
Increases the speed of the caster's thoughts.

Which would serve as prerequisites for:

Mental alacrity (Lvl 2, mind, transmutation x3)
Increases the caster's reactions speed, speed of thought and perception of the passage of time, in effect speeding up their mind compared to the rest of the world.

Basic Shield (Lvl 2 matter, destruction, creation)
Creates a thick wall of steel two meters wide and tall in front of the caster. It disolves after ten minutes.
3 Magic

Distract (Lvl 1 mind, transmutation)
The victim of this spell immediately becomes confused and disoriented, as if intoxicated and/or high.
2 Magic

Strong daze (lvl 1, mind, destruction)
Destroys the target's thoughts for a period, rendering them incapable of coherent action of any kind.
3 magic

combined with distract, this should give the prerequisites for:

Death curse (lvl 2, mind, destruction x3?)
Destroys the target's mind entirely. Easy to say, hard to do, and harder still to live with.


Basic shield raises an interesting question: is the matter created by matter, creation spells usually permanent?
 
[X] Magically work on the car.
--[X] Wheels (1 action, improve to 'Broken')

[X] Get broken parts to repair for resell (1 action, costs $200 now, get $500 after the next turn)

[X] Cast Student's Boon throughout the Weekend

[X] You put on your cape and wizard hat
-[XX] You expand you knowledge of the arcane that lies beneath the mortal world (one action, can be taken X times, gives X XP)

[X] XP Distribution (9 XP Available)
-[X] Bank XP
-[X] Invent some new spells (They will need GM approval before you can buy them)

Are these possible?
Second wind (level 1, matter, transmutation)
Eliminates physical fatigue in one person.
(Perhaps by 'resetting' to an earlier state?)

Mirror (level 1, energy, manipulation)
Reflect visible light as if in a mirror.
 
@Gear:
1) Are focus and commit sufficiently in the same vein as efficiency serve as prerquisites? Focus gives us the thought-streamlining thing, and commit gives us the moving-information-around thing.
Yeppers.
2) Can extra trains of thought be added to efficiency by paying 7xp as a spell upgrade, or must it be bought when first developing the spell? This drastically changes the efficiencies involved in when to get it.
Yes, you can add trains of thought for 7 XP after you buy the spell.
3) How cerebral is the process of studying magic? Could we direct extra trains of thought to magical study while doing something else without needing external input, or do we need to be taking/reviewing notes or something?
Each train of thought is capable of independent casting, though all draw from the same pool of magic and regeneration of magic. So yes, but magic study will be noticeable to anyone around him. A Mind/Transmutation spell to make memories Eidetic would also help a lot with magic (and non-magic) studying. Along with any other things you want a permanent, unalterable (Without magic, anyway) memory of.
4) You didn't quite answer my question about what we actually have to do to make and use a ritual. Do we have to spend XP on developing it? Or maybe we just make up a ritual on the fly, to focus our power on casting an improved spell.
A ritual is at it's most basic a magically infused, highly focused thought pattern dedicated to a single purpose, like increasing a spells duration, power, range, etc. The more magic (In multiples of 10), the more effect the ritual has on a spell. Without an external framework of some kind, it would take all of Daryl's mental focus to maintain even a simple ritual.

For multiple purposes, like boosting range and duration of a spell, you would need two rituals. Each ritual needs a focus. Right now, it's Daryl's mind, but you can invent a sort of temp. enchantment language to make magic circles to hold the purpose of a ritual, letting Daryl stack multiple effects together, needing only a connection to a magic source and a bare minimal bit of attention to maintain the ritual.

For our current purposes though, you just need a couple of extra trains of thought to hold a single ritual whose only purpose is to hold 110 magic (100 for the enchantment, 10 for the ritual), and then discharge the magic into an enchantment.
5) How much time does it take at a minimum to use a ritual for a task? One action or multiple?
A simple ritual mentally sustained by Daryl? Instant. Something more complex using an external framework, like a physical magic circle could take a whole action though. It really depends on how big and complex what you're trying to do is.
6) Could you please give us a list of the actual magical effects that are needed to fix the parts we currently can't, or failing that, tell us how much XP we need to make better spells? Do we need a spell that freely changes the shape of metal for the frame, a spell that creates wire for the electrical, etc.? "You need better spells" by itself doesn't really give us anyindication of what spells we need to develop.
A lot of the metal parts are hitting the wall of any improvements are on a micro scale, that you can't properly perceive, or have knowledge on. Metal fatigue, essentially. Magically stretching it like rubber and fusing it can get most stuff up to where it is, but it isn't like Daryl is a master metal worker. It's also thinning some sections out to fill in others, and similar problems.

Basically, you guys need some lvl 2 metal working spells, with some manipulation, transmutation, and creation to 'fill in' the thin sections. And to get everything back to pristine, factory grade condition, you're going to need lvl 3 spells that have Mind/Matter elements, along with manipulation at the least to properly align the molecular structure to make the parts like new.

You're definitely going to need lvl 3 spells for the engine and the crushed components.
sorry about all the questions.
No problem.
I presume that if we leave the 'with whom' bit blank, it is a vot to try to meet new people?
No, you need to actually write it in. Blank is a non-vote.

Do we? We don't have a lot of money, but we aren't exactly under a lot of financial pressure, unless we try to fix the car with money, instead of magic, like plebs.
This. Besides, with your improved junk repair action thanks to Jason, you can earn $300 profit an action, or $2,100 a week if you use all your available actions (Minus the one for school studying).
XP is kind of an abstraction of our magic study. To my understanding, if we want to focus our magic research into matter, we just need to spend XP on matter-related spells. Ask @Gear though, as I could be wrong.
Yes, XP is an abstraction. Easier on the bookkeeping.

Since there have been a bunch of them, @Gear, I have collected:
Spells suggested since the last update

lightning reflexes (lvl 1, mind, transmutation)
Increases the caster's reaction speed for a time.
Good
Mental lubrication (lvl 1, mind, transmutation)
Increases the speed of the caster's thoughts.
Good, but needs a better name.
Which would serve as prerequisites for:

Mental alacrity (Lvl 2, mind, transmutation x3)
Increases the caster's reactions speed, speed of thought and perception of the passage of time, in effect speeding up their mind compared to the rest of the world.
Add a Manipulation to help manage all of that data moving around and it's good.
Basic Shield (Lvl 2 matter, destruction, creation)
Creates a thick wall of steel two meters wide and tall in front of the caster. It disolves after ten minutes.
3 Magic
Creation is permanent and instant. It would also need 3 more XP to upgrade the power of the spell to get a two meter square of metal to appear. You could also dump the destruction, spin it off into a separate spell. Or you can leave it in, have it destroy the shield after it's duration runs out, but you'd need to spend XP to upgrade that duration.
Distract (Lvl 1 mind, transmutation)
The victim of this spell immediately becomes confused and disoriented, as if intoxicated and/or high.
2 Magic
Make it a lvl 2, add an extra transmutation to invert the targets senses, then flip them back to normal, and then flip back, etc.
Strong daze (lvl 1, mind, destruction)
Destroys the target's thoughts for a period, rendering them incapable of coherent action of any kind.
3 magic
That would do a bit more than 'render them incapable of action', it would flat out knock them unconscious by destroying their train of thought. It would also give them one hell of a headache when their mind finishes rebuilding it and they wake up. But a good spell, just needs a better description.
combined with distract, this should give the prerequisites for:

Death curse (lvl 2, mind, destruction x3?)
Destroys the target's mind entirely. Easy to say, hard to do, and harder still to live with.
Yeah, my cousin just died from something kind of like this not even a week ago, so I'm just not going to comment on this spell right now.


Basic shield raises an interesting question: is the matter created by matter, creation spells usually permanent?
And there you go.
 
[X] Magically work on the car.
--[X] Wheels (1 action, improve to 'Broken')

[X] Get broken parts to repair for resell (1 action, costs $200 now, get $500 after the next turn)

[X] Cast Student's Boon throughout the Weekend

[X] You put on your cape and wizard hat
-[XX] You expand you knowledge of the arcane that lies beneath the mortal world (one action, can be taken X times, gives X XP)

[X] spend no xp
 
[X] Magically work on the car.
--[X] Wheels (1 action, improve to 'Broken')

[X] Get broken parts to repair for resell (1 action, costs $200 now, get $500 after the next turn)

[X] Cast Student's Boon throughout the Weekend

[X] You put on your cape and wizard hat
-[XX] You expand you knowledge of the arcane that lies beneath the mortal world (one action, can be taken X times, gives X XP)

[X] spend no xp
 
[X] Magically work on the car.
--[X] Wheels (1 action, improve to 'Broken')
[X] Get broken parts to repair for resell (1 action, costs $200 now, get $500 after the next turn)
[X] Cast Student's Boon throughout the Weekend
[X] You put on your cape and wizard hat
-[XX] You expand you knowledge of the arcane that lies beneath the mortal world (one action, can be taken X times, gives X XP)
[X] spend no xp
 
1.2 Square Wheels
[X] Magically work on the car.
--[X] Body (1 action, improve to 'Bad')
[X] Get broken parts to repair for resell (1 action, costs $200 now, get $500 after the next turn)
[X] Call some friends up, or try to meet new people
-[X] Jade, Teen Club (one action, $20)
[X] You put on your cape and wizard hat
-[X] You expand you knowledge of the arcane that lies beneath the mortal world (one action, can be taken X times, gives X XP)
No. of votes: 1
Prim the Amazing
[X] Magically work on the car.
--[X] Body (1 action, improve to 'Bad')
--[X] Electrical (1 action, $100, improve to 'Bad')
[X] You put on your cape and wizard hat
-[X] You expand you knowledge of the arcane that lies beneath the mortal world (one action, can be taken X times, gives X XP)
[X] Call some friends up, or try to meet new people
-[X] Milden Park (one action)
-[X] Pending
[X] Cast Student's Boon throughout the Weekend
No. of votes: 1
Wolfy
[X]Magically work on the car.
--[X] Body (1 action, improve to 'Bad')
--[X] Wheels (1 action, improve to 'Broken')
[X] Call some friends up, or try to meet new people
-[X] Jade, Teen Club (one action, $20)
[X] Cast Student's Boon throughout the Weekend
[X] You put on your cape and wizard hat
-[X] You expand you knowledge of the arcane that lies beneath the mortal world (one action, can be taken X times, gives X XP)
[X] spend no xp
No. of votes: 1
Skewfiend
[X]Magically work on the car.
--[X] Body (1 action, improve to 'Bad')
--[X] Wheels (1 action, improve to 'Broken')
[X] Get broken parts to repair for resell (1 action, costs $200 now, get $500 after the next turn)
[X] Cast Student's Boon throughout the Weekend
[X] You put on your cape and wizard hat
-[X] You expand you knowledge of the arcane that lies beneath the mortal world (one action, can be taken X times, gives X XP)
No. of votes: 1
Arkatekt
[X] Get broken parts to repair for resell (1 action, costs $200 now, get $500 after the next turn)
[X] Call some friends up, or try to meet new people
-[X] Milden Park(One action)
--[X]Freya and Jason
[X] Cast Student's Boon throughout the Weekend
[X] You put on your cape and wizard hat
-[X] You expand you knowledge of the arcane that lies beneath the mortal world (one action, can be taken X times, gives X XP)
--[X] with a focus on the element of Matter
No. of votes: 1
JoshieWoshie
[X] Magically work on the car.
--[X] Wheels (1 action, improve to 'Broken')
[X] Get broken parts to repair for resell (1 action, costs $200 now, get $500 after the next turn)
[X] Cast Student's Boon throughout the Weekend
[X] You put on your cape and wizard hat
[X] XP Distribution (9 XP Available)
-[X] Bank XP
-[X] Invent some new spells (They will need GM approval before you can buy them)
No. of votes: 1
Eri
[X] Magically work on the car.
--[X] Wheels (1 action, improve to 'Broken')
[X] Get broken parts to repair for resell (1 action, costs $200 now, get $500 after the next turn)
[X] Cast Student's Boon throughout the Weekend
[X] You put on your cape and wizard hat
[X] spend no xp
No. of votes: 3
Orisha91, Darktommorow999, Lance
1.2 Square Wheels

As Daryl put his notebooks full of magical notes away before bed, he reflects on his quiet weekend. Working in the shed in the mornings (Wheels improved to 'Broken', -$200 for fixable junk to sell), and then studying magic in the afternoon under Student's Boon (+4 XP).

A new week beckons, $160 and 3 actions available.

[] Magically work on the car.
--[] Body (1 action, improve to 'Bad')
--[] Electrical (1 action, $100, improve to 'Bad')
--[] Wheels (1 action, improve to 'Bad')

[] Get broken parts to repair for resell (1 action, costs $200 now, get $500 after the next turn)

[] Call some friends up, or try to meet new people
-[] Dayton Mall (one action)
-[] Milden Park (one action)
-[] The Fun Center (one action, $20)
-[] Jade, Teen Club (one action, $20)
-[] Write in activity (one action, $?)
--[] Which friends? (Write in, no more than 4)

[] Cast Student's Boon throughout the Week (Free Action)

[] School time blues
-[] It's your last school year, and college is right around the corner, time to get prepared (one action, minor grade improvement for the next month of school, can be taken multiple times)
-[X] A promise to keep, this action reserved for study.

[] You put on your cape and wizard hat
-[] You expand you knowledge of the arcane that lies beneath the mortal world (one action, can be taken X times, gives X XP)

[] Write in

[] XP Distribution (13 XP Available, Free Actions)
-[] Put {X} XP into your Magic
-[] Put {X} XP into your Regen
-[] Reduce a spells cost with XP
-[] Improve a spell with XP
-[] Write in any spells you'd like to buy with XP
-[] Invent some new spells (They will need GM approval before you can buy them)
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[X] Magically work on the car.
--[X] Body (1 action, improve to 'Bad')

[X] Call some friends up, or try to meet new people
-[X] Jade, Teen Club (one action, $20)


[X] Cast Student's Boon throughout the Week (Free Action)

[X] School time blues
-[X] A promise to keep, this action reserved for study.

[X] Distribute 11 XP to get this spell.
-[X] Incomparable Efficiency Upgrade (Lvl. 2, Mind, Creation, Manipulation 2x, Transmutation 2x)
Grants and extra line of thought, allowing an extra mental action for every action it's active.
11 XP
 
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Buying and upgrading spells cost no actions, it's abstracted as the time you spend getting the XP you spend on them.
 
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