Looking at the stat of the character's intrigue, Vecna will not be able to do this whole "cloak and dagger" thing, even if she has the opportunity. It makes the Guild the least attractive choice for me.
As for the other two ... I like Crafters Union, and the artefacts were an important part of the plans. It does not mean that we cannot progress in our crafting skills if we do not take this job, but it is a faster way. It is a pretty safe choice as well.
As for being a magical police detective trainee ... That sounds cool. Strictly speaking, the Tower is not our enemy, unlike the Inquisition. This job provides a lot of opportunities for the character's ability to grow, and our salary is likely to be pretty good. On the other hand, even if you ignore all this "necromancy" thing, it is not the safest job. And we will delay our research on necromancy for a long time, which isn't necessarily a bad thing. And we can explore the research of other necromancers if we're lucky.
A really tough choice here. Eh, I'll be fine with winning either of these two options.
... I don't think Vecna will actually be able to do this. And it wasn't that she needed control of the city, especially if it attracted the attention of all the other mages in the state and the Inquisition.
Great Victory! Acvellan Crypt Dismantled: A great number of people within Phione is currently rejoicing at the removal of yet another Crypt controlled by the hated Undead Cabal from the face of Altaria. This time by the hands of one renowned Master Mardozel of the Mage Tower. The citizens are happy of his success in destroying one of the blighted secret institute which had dared to seek control of the matters between life and death. Though all is not well however as many of the lower ranking undead cultist and necromancers had escaped during the ensuing fight with the Lichlord Acvellan. More worrying is how they also have been seen carrying a number of necromantic and forbidden items in their person. The Council subsequently had issued wanted posters of these Cabal members out of the records they had gathered from the captured crypt and will gladly award those who provided them with the cabal members skull as a proof of their demise as well as the items they were carrying.
Low ranking Undead Cultist and Necromancers on the run. Chance for gaining an Undead related Grade Items and Equipments appeared
Akhti Festival Preparation Underway!: The construction that can be seen being made throughout the main street of Mavis is rousing it's citizens with feelings of great excitement! Akhti Festival which is being done to commemorate the birth of Akhti the Sun God and Chief of the Six Gods is coming in hot alongside the Summer. Even more, this year festival is going to be extra special by how Mavis City Pharmacy had announced that they will be joining the celeberations with many foods and attractions made by the plants they had personally cultivated inside the city Green House all free for the people to enjoy. There are even rumours of how the Mage Tower will be collaborating with the Pharmacy to safely showcase a rare High Rank magical plant monster at Mavis Central Plaza for the crowds viewing pleasure.
Incoming Event in two turn: Blooming Tender
Rampaging Beastkin?: Breaking away from the joyous news. Mavis is left blindsided with a stunned silence at the massacre which had took place at the Baskerville Street. With five deceased and many more being injured, the outraged and horrified citizens of Mavis all demands the perpetrator's blood to answer for this horrendous crime. Many eye witness reports also had stated how the culprit seems to be a single Beastkin. Their tales spoke how the Beastkin had suddenly started to unprovokedly attack everyone within the direct vicinity before hurriedly leaving the scene after conducting his ferocious assault, well before the arrivals of both the Soldiers and the Tower Observators. The Authorities still doesn't have anything to say for the general public, but one thing for sure, this incident had sent every citizens of Mavis including it's Beastkin population reeling at the abruptness of the rampage.
Multiple obvious and brutal deaths happened inside the City Walls. Mavis alert level had risen
I am not satisfied with this update. This news section is harder to write than it had any right to be. I now have a newfound respect for those news writers who needs to do this for every single day.
Well, we don't currently have any necromantic shenanigans to hide, so we should be fine. It would likely make getting those Undead equipment and items mote risky though.
You put down the newspaper on the table with a frown on your face, discontent at what you had found to be written inside. You had thought the Beastkin of Phione to be far more disciplined than those from back in Varon. Well clearly you had been mistaken. What that maniac had done could possibly set your research back for months due to the increased vigilance by the people of Mavis. The thought completely ruining your mood for the morning.
You are currently sitting alone in your living room. Having been enjoying a pleasant morning breeze coming from the open window with a nice cup of tea in one hand and the newspaper in the other. A way for you to simply just relax after another night of tirelessly casting ward after ward of anti-detection spells over your entire lab. A precious moment for you that was now gone because somebody couldn't keep their bloodlust checked.
You grit your teeth in anger. This is not fair. Here you are trying to play it safe and not attract any untoward attention from the city folk just yet, only for somebody else with more brawns than brains to just waltz in out of no where and stir everything into a frenzy by their thoughtless action. Why if you could get your hands on them yo-
"Take a deep breath Vec. The problem wouldn't go away if you only yell at them." Said your Sister. Patting your head while smiling at your utter inability to mimic your father skills in making a simple lamp.
You let out a single sigh full of frustration. Heeding your Sister's word even if it was only from a memory. You would gain nothing but a sore throat from screaming in rage. There are many things for you to do beside yelling at how unjust the world is to you. Like for an example figuring out what to do when you arrive at your new place of work.
With that line of thought in mind you glance down at the clothes you are wearing. Something that had been delivered to you last night by a courier all thanks for the one and the only Wilhelm Keyne. Your new boss at the Mage Tower where you will be working for the considerable future.
(Gained a job as a Mage Tower Assistant or M.T.A for short. Will receive a wage which amounts to 15 Material and 20 Reagents for every turn.)
(Received a Mage Tower Assistant Uniform. Item description can be viewed in the character sheet.)
You stroke your hand over the smooth fabric of the dominantly blue and white uniform. It still feel somewhat surreal to you. Just how can a necromancer like you receive a position among the local equivalent of a Church Exterminator? Even now it still sound absurd.
Standing up from your seat, you make way towards the door while nervously biting your nail. Mind filled with doubt whether you had made a reckless decision.
You stopped right before the door. Can you really do this? Fooling the eyes of those who is supposed to hunt your kind from right beside them? Constantly picking your choice of words for hours on end and leading people away from your less than reputable activities for who knows how many years in the future?
It all seems so daunting, but you can't stop now. You already made your choice. Out of all the options available this path will brings you the best of benefits despite the inherent risk that it held. If you keep on shying away from danger then your dream of resurrecting Sister Kas will never become a reality. You would rather die than let that happen and even then your ghost would keep on trying.
With a newfound resolve in mind you stepped through the door. Ready to survive whatever the world will throw at you.
TURN PLANNING
You will be planning your turn from the combination of Four Type of Actions. Each having their own rules and purpose. There is General Actions, Research Actions, Personal Actions, and Mission Actions. You will have Four AP to be freely distributed between these actions unless it specifically stated to be otherwise that all will take place around 2 months time in Quest.
Crits will be on 95-100 range in General and Personal Actions, 19-20 in Research and Mission Actions, and when the number you reach are double that of the required DC such as you rolling a 40 on a DC 20. The last part can keep on accumulating as in if you roll a 80 on a DC 20 you will get triple the rewards and 160 on a DC 20 will get you four times.
Crit fail will be on 1-5 range in General and Personal Actions, and 1 in Research and Mission Actions.
Actions may need to use up a grade item to actually complete them. Once you had assigned a Grade Item to that action you would not need to assign another one to do that action again unless you received a Crit Fail. You can also assign those grade items to actions that doesn't require them to have a special reward. One such example being assigning a Dark Mana Stone to Portable Undead Action will result in one of the critters having a special ability related to darkness. Beware some rewards are not worth it with the example being assigning a Dark Mana Stone to Mavis Underbelly will only result in some random criminals who will thought of you as guillable and give you more information out of pity. Grade items can only be gained from Rare Hunting General Action with high DC, Mission Action, and certain Crits.
Simplified version of the rules above. You have 4 AP you can distribute freely to any of the actions only once unless stated otherwise. Some actions need to be assigned a Grade Item for you to actually do it. Each turn last for 2 Months.
Materials: 95
Reagents: 80
Grade Items:
-None
Actions that you can only complete with either the assistance of another or a long thought out preparation on your part. Success on getting past a DC with a 1d100+Stats. Will require a cost and usually will serve as a minor point in progress to the Quest. You can only assign a single AP to any of the actions.
[ ] Wolf Among Sheep
Martial DC: 60
A Necromancer is never without a need for more corpses. What you need however is not the usual rotting pieces of flesh and bones that are halfway in on being decomposed. No, you need something that is strong and most importantly fresh, and with soldiers guarding each of the way in and out of the city that you know of, there's really only one possible method for you to get what you want. Cost: 30 Reagents
(Reward: A good quality corpse for you to turn into an undead and improve on.)
[ ] Security Concerns
Diplomacy DC: 20
While you have heard of Phione's security protocols through rumours and hearsays. With Phione's biggest reason to be famous being their mages, you found your existing paranoia in suddenly being discovered to be completely justified. Though discovering the security methods of the city seems to be going much easier than was expected. After all, it's not very strange for you to ask some very detailed questions about how to do your job wouldn't it? Cost: 10 Material
(Reward: Knowledge on how to avoid the guards notice. Certain Intrigue DC lowered.)
[ ] Temple of the Six
Diplomacy DC: 35
Back in Varon, the most widely accepted faith was the belief in the Twin Goddesses of Day and Night. Here in Phione it seems that honor belongs to the belief in the Six Elemental Gods. You are not quite familiar with this religion, but maybe that is enough reason for you to go and check for yourself how different this religion is from the one back at your homeland. Cost: 10 Material and 5 Reagents.
(Reward: Knowledge on the faith of the Six. Unlock more actions.)
[ ] Bar Rules
Diplomacy DC: 30
The Clever Owl Outpost seems to be a quite high ranking bar where many powerful and influental people in Mavis had gathered together to either relax or have a nice drink with someone of their peers. A great place for you to do some networking with some important people. Cost: 15 Materials
(Reward: Knowledge on some noteables within Mavis. Unlock more actions)
[ ] Lab Details
Stewardship DC: 40
Before you can actually start on experimenting with the arts of necromancy, you will need to first prepare the necesary tools and equipments. Jars, scalpes, saws, and everything else that you will need to properly disect and preserve a corpse. With Phione being a hot spot for mages from all over Altaria, you should be able to find these items with their very specific uses pretty easily. Cost: 20 Materials
(Reward: Unlock more Research Actions.)
[ ] House Forge
Stewardship DC: 50
The Crafters Union had, with the knowledge of how you are an artificer, offered to turn a part of your house into a forge for you to practice on your 'true calling'. They would also surprisingly cover up the construction fees, though you would still need to pay for the materials being used. When you had asked for the reason why they had said it was as a thank you for befriending Roy and Mary. While you didn't actually considered them to be your friends yet, you also wouldn't look at the gift horse in the mouth. Cost: 25 Materials
(Reward: Unlock more research actions.)
[ ] Rare Hunting
Stewardship DC: 75
In order to conduct your research, you will need to have a constant stream of graded items for you to use. A hard prospect considering how everyone else also wants them for their own reason, but money can always brought you to places. Only if you have enough of course. Cost: 30 Materials and 10 Reagents
You can spent as many AP as you want on this action
(Reward: Generating a choice between three middle grade item for you to pick.)
[ ] Mavis Underbelly
Intrigue DC: 45
If there is any kind of ally that could exist for a necromancer like yourself then it would be those who you could found lurking behind the dark alleyways and the seedier parts of the city. While it would be difficult to actually meet the core individuals who ran the criminal elements around Mavis, it should be easy for you to learn about what kind of gangs that exist and their group dynamics with each other. Cost: 25 Materials
(Reward: Knowledge on the gangs operating in Mavis. Unlock more Mission Actions.)
[ ] Urban Tree Huggers
Intrigue DC: 80
The Green House which belonged to the Pharmacy of Mavis City definitely has a plethora of different and unique graded items inside it according to the news you had read. It would be great if you can steal some of it, but realistically you need to gather some more intel first. But with the festival approaching and a murderer on the loose it seems the Green House had tightened up their security to not let anything slip out. Cost 10 Materials and 30 Reagents.
(Reward: Knowledge on the Noteables within the pharmacy, Green House layout, and the details of Blooming Tender Event. Unlock more actions.)
[ ] Trail of the Beast
Intrigue DC: ??
The Mage Tower you are now a part of is responsible for any kind of magical incident that happened within Mavis City which may include the massacre that happened at the Baskerville Street. As an Assistant you can ask to be sent out on this case along with the Observator who is in charge of the investigation. This will serve as an excellent opportunity for you to see the capability of your seniors while on the field. Cost: 20 Reagents
You will be playing as a support for this action and your Observator Senior will be providing his own dice roll to complete the task.
(Reward: Knowledge on the Rampaging Beastkin. Further action unlocked.)
Actions that you will do in the safety of your lab/cellar. Success in accumulating a number of proggress to reach the research completion with a 1d20+stats die. Will have a cost and usually serve as a method to improve yourself. You can assign as many AP as you want to any of the actions.
[ ] Finishing the Basics
-[ ] Drain Life (0/50)
-[ ] Detect Life (0/50)
-[ ] Undead Whisperer (0/50)
-[ ] Bonemancy (0/50)
-[ ] Fleshcrafter (0/50)
Accumulated Learning
If you truly want to learn a spell to ressurrect your sibling without any kind of abnormalities or defects physically and mentally then you will need to learn everything that necromancy has to offer. You can't exactly do that without first learning about every basic spell in necromancy. Cost: 20 Materials and 5 Reagents.
(Reward: Learned a necromancy spell. Unlock more actions.)
[ ] Mark of a Mage
Accumulated Learning
(0/40)
Every mage that is not dead poor would have something to help them channel their mana into spells more efficiently. A Genius Loci created for their personal use. While difficult, you are certain you can make a decent middle grade genius loci if you spent weeks of your time on them. Cost: 20 Materials, 20 Reagents, and 1 Middle Grade Material.
(Reward: A Middle Grade Equipment focusing on Magic.)
[ ] Portable Undead
Accumulated Magic
(0/20)
You didn't like the notion of being totally alone in any part of the world. By carefully selecting the specimens of small undead critters which you could easily conceal on your person you will no longer be short on minions you can use to distract an enemy in mid combat and can now enter some previously impossible places for you to infiltrate due to the critters rather diminutive size. Cost: 10 Material and 10 Reagents.
(Reward: A group of small sized undead. Unlock more actions.)
[ ] Sorcerer's Lair
Accumulated Magic
(35/60)
It's not exactly wrong for you to say that your life is inside your cellar. Not only would you be doomed if somebody found all of the evidence proving you to be a necromancer that is inside it, your dear Sister is also there and you would destroy anyone who would dare to even put a single finger on her. Series of lower to middle quality wards should be able to prevent anyone from noticing it was there. Cost: 20 Materials, 40 Reagents, and 1 Middle Grade Item.
(Reward: Cellar being more secure. Raising the DC for people to discover your identity)
Actions that you can complete by doing it alone without any preparation. Success in getting past a DC with a1d100+Stats die. Requiring no cost and usually will serve as a point of interest to progress the Quest. You can only assign a single AP to any of the actions.
[ ] Work Colleagues
Diplomacy DC 20
With your new job as one of the Mage Tower Assistants. You felt like it was imperative of you to immediately began the process of integrating yourself with the rest of the staff. To see what kind of people they are and who exactly you can use for your own gain.
(Reward: Knowledge on any notables within the Mage Tower. Unlock more actions.)
[ ] Forging Bonds
-[ ] Roy Buckleneer: DC 10
-[ ] Mary: DC 10
Diplomacy Check
Connections are important to everyone and you are not an exemption despite being a necromancer. While it would be nice to spent every single day in solitude researching for ways to resurrect your Sister, you know that would only be an idle fantasy. In order to survive you would need allies and people who you could trust. Those who you can be at ease in revealing yourself as a necromancer and confide in your greatest secrets. Something that you can only do by spending time with somebody.
Crit doesn't apply in this action
(Reward: Deepening of the friendship and trust between Vecna and a character. Once it reached a certain threshold you can freely ask them to help you complete certain actions)
[ ] Asking for Help
-[ ] Roy Buckleneer: DC 10
- -[ ] Specify which actions
-[ ] Mary: DC 30
- -[ ] Specify which actions
-[ ] Wilhelm Keyne: DC ??
- -[ ] Specify which actions
Diplomacy Check
Sometimes you would need assistance in completing a task. Asking someone that you know to help you shouldn't be too difficult, though you would need to watch out what kind of problems you are going to bring in front of them. You do not want them to know any of your illegal activities afterall.
(Reward: A noteable stats would be added to the action you had specified. That action would need to be done in the same turn or the turn after. Depending on the noteable, there may be a change in the reward for completing the action that could be either good or bad.)
[ ] Outdoor Foraging
Stewardship DC: 40
When the time is rough you could always go in person beyond the walls to brave in the wild. Avoiding any beast that could pose a fight to you and center your entire focus on getting as many resources as possible. You can assign as many AP as you want to this action.
(Reward: Generates a 3d20 in both Materials and Reagents.)
[ ] Hitting the Liblary
-[ ] Diplomacy: DC 30
-[ ] Intrigue: DC 10
Learning Check
You are very much aware at the few areas where you are noticeably lacking. These weakness of yours are very much unacceptable in your efforts to save your Sister when you knew you could easily do better. Fortunately the Mage Tower seems to be equiped with a liblary which are open to both it's staff and the public at large for them to freely read the books within. A perfect place for you to correct yourself even if it would take you months to do so!
Crit doesn't apply in this action
(Reward: Generating a 1d3 dice roll to improve either of your stats until the number reached or go beyond 10.)
[ ] Covert Stalking
-[ ] Roy Buckleneer: DC ??
-[ ] Mary: DC ??
-[ ] Wilhelm Keyne: DC ??
Intrigue Check
Informations are precious and theres no telling what kind of secret information does someone that you know have. They may not want to tell you, but there is no denying you from what did you desire. Following them for days on end and observing their every single action should be enough for you to uncover what it is they are hiding from you.
(Reward: Knowledge on a noteable secret. Decrease DC of some actions and unlock new actions.)
[ ] Ruined Church
Intrigue DC: 25
The bizarre conditions you had found the Church to be in still hadn't left your mind ever since that day when you had accidentally stumbled across it deep within the slums. Why would Mavis left the Church like that? Didn't they fear the consequences of angering the Twins? You felt like you need to check the place out despite the danger it presented to your kind.
(Reward: ???)
[ ] Novice Curse Caster
Magic DC: 100
Casting curses, or what the common folk like to call Black Magic, had always interested you. It seems to be an ideal partner skill to your necromantic ones. Not to mention how nowadays the nations are more accepting of the curse casters after long years of study to the arts and thus you would be free to use them in the open. Frustatingly however, integrating a new method of casting to someone's magic had always been hard. You would need luck to quickly becoming a novice of this art by studying in the tower's liblary.
(Reward: A Novice Curse Caster Trait.)
[ ] Overtime
Magic DC: 50
Even with a stable job at hand, you still hadn't managed to escape the ever so cruel grip of resources requirements. You need more materials and reagents. If that means you would need to do a double time in the Mage Tower then so be it!
(Reward: Double the wage your job creates for the next turn.)
Actions that can be resolved in multitude kind of ways. Selecting a Mission Action will generate an Interlude sequence spanning multiple updates where you will most likely face foes that wouldn't be very easy to take down. These actions of course has a greater rewards than any other action type due to its dangers with at least 1 graded item for you to gain. You can always choose to retreat during the middle of an interlude though the reward will also diminish. These actions will usually serve as a major point of progress in the Quest.
[ ] A Necromancer in the Graveyard
You now had located the city's graveyard. A place that is choked full death and decay to the point undead would spawn naturally into the area. If there is a place in Mavis where you don't need to worry about the repercussions of unleashing your full necromantic might then it would be in the graveyard. Who knows what kind of advantage you could find in there as a necromancer? It would definitely be dangerous however as you know first hand how death is not something that wished to be controlled. Cost: 25 Material and 25 Reagents.
(Reward: Knowledge on the graveyard layout, and multiple necromancer related advantages.)
[ ] Knife to the Back
-[ ] Roy Buckleneer
-[ ] Mary -[ ] Wilhelm Keyne NO!
Life is always dangerous for a Necromancer and sometimes you need to kill someone who you know of to survive. These people you had met in Mavis are no exception. You had deemed them to be more useful in death than when they were alive and wouldn't hesitate to take them out. Everything is for your Sister and nothing else matters. Cost 20 Materials and 20 Reagents.
[X] Plan: First day at work.
-[X] Security Concerns
-[X] Trail of the Beast
-[X] Sorcerer's Lair
-[X] Work Colleagues
I like the idea of devoting a little time to our new acquaintances, and I really want a forge because artefacts provide many benefits, as we can see in the example of uniforms. However, we should also pay attention to our new workplace, and in addition, our workshop needs the completion of protective systems.
As for the adventure... It's a great way to understand what older wizards are capable of. We might even be able to impress someone who wants to teach us.