Powers Quest (Original/The Gamer) [Sort-of Hiatus]

I looked at the quests tab and the skills tabs in the character sheet. I know we have a lot of time, but there's a lot in that produce the music quest that we haven't touched in a while.
We should find out if any of our gang knows how to play an instrument. That way we can learn it more easily and get bonus socializing.

Actually we should find out what skills we can learn that way. I'm betting Russian and some variety of Chinese at the very least. Maybe a magic skill since one of our guys, I forget who, has a mystery stat...

We should also go to the library and pick up some books on the various stuff we'd like to learn. Like for instance one of those books aimed at teaching students to learn more efficiently.
 
[X] See if Lifebane is willing/able to teach you the basics of their magic now.
-[X]If not, you're...
-[X] spending the night working on the script
--[X] with Lifebane.
--[X] figuring out what her abilities are, magical and non-magical, and how they fit into the script, figuring out there's anything she'd be uncomfortable with or straight out refuse to act out, and getting input on what she'd like her alter-ego to be called.
---[X] And damn it, you need books! In the morning, you and the gang are going to register under false names and steal a ton of library books. Because you're criminals!
 
.1.49.
Pretty short update today, none of these options are necessarily good or bad, but some may temporarily lock you into/out of certain quests or magic types. If you decide to make a deal with something, you can research who/what first, and can break the contract at any time.​

.1.49.

With great subtlety and cunning, you casually turn the subject of conversation towards Lifebane teaching you magic.

"Hey, Lifebane," you say, "Can you teach me any magic?"

You. You are a genius.

The red eyes wink out for an instant as Lifebane blinks (how does that even work?) before the robes undergo an unmistakeable shrug. "From the looks of you, LIFEBANE can see you have no magical ability at the moment," they demur, "but such things can be solved, in a variety of ways. If you don't want to rely on magical artefacts..."

What follows is a brief explanation of other possibilities; 'awakening' or 'unlocking' your magical potential (although until that happens, it isn't clear how much you'd have), calling upon spirits, gods, or other such beings to grant you magic, and the like. There seem to be plenty of way to either unlock your own power or to be granted some by other beings, so it all depends what you prefer the sound of.

[ ] A brief ritual to hopefully unlock any magic potential (Unknown DC, Unknown magic potential, Unknown side-effects, Can be tried immediately)
[ ] A longer ritual which will certainly unlock any magic potential (Auto-pass DC, Unknown magic potential, Unknown side-effects, rare/expensive ingredients)
[ ] A longer term spirit quest to unlock any magic potential (Unknown DC, Unknown magic potential, Unknown side-effects, approx. 1 week to 1 month of work for several hours per day)
[ ] Agreement to have your magical potential unlocked by a
-[ ] spirit (Low DC, Unknown magic potential, Payment required (usually favours))
-[ ] god (Low DC, Unknown magic potential, Payment required (usually favours))
-[ ] demon (Low DC, Unknown magic potential, Payment required (usually favours))
[ ] Granting of magic by a
-[ ] spirit (Low DC, Negotiable magic potential, Payment required (usually favours), may be locked into or out of certain magic types)
-[ ] god (Low DC, Negotiable magic potential, Payment required (usually favours), may be locked into or out of certain magic types)
-[ ] demon (Low DC, Negotiable magic potential, Payment required (usually favours), may be locked into or out of certain magic types)
[ ] You have another possible suggestion...
-[ ] Write in
[ ] Write in​
 
[X] A brief ritual to hopefully unlock any magic potential (Unknown DC, Unknown magic potential, Unknown side-effects, Can be tried immediately)
-[X]If it fails go for a longer term spirit quest to unlock any magic potential (Unknown DC, Unknown magic potential, Unknown side-effects, approx. 1 week to 1 month of work for several hours per day)

First let's try the cheap and quick, if it doesn't work we go questing.
 
[X] A brief ritual to hopefully unlock any magic potential (Unknown DC, Unknown magic potential, Unknown side-effects, Can be tried immediately)
-[X]If it fails go for a longer term spirit quest to unlock any magic potential (Unknown DC, Unknown magic potential, Unknown side-effects, approx. 1 week to 1 month of work for several hours per day)
-[X]If the ritual fails spend a point on getting access to Raytech Mad Science.
Then if that fails we can do the autopass ritual since we should have some money soon. We need one of our major specialisations soon so if the main one fails I feel justified spending a point to get the other starter.
-[X] You'll offer all your friends the same choice. Quick and dirty, moderate expense and smart casual or maximum effort and white tie.
 
Last edited:
If we go for the quick-and-dirty technique and that doesn't work, or we're not happy with the results, can we go for a more thorough unlocking later?
 
If we go for the quick-and-dirty technique and that doesn't work, or we're not happy with the results, can we go for a more thorough unlocking later?
If the quick and dirty doesn't work, you can go for a different one any time. If it DOES work but you've got shitty magic potential, there are ways to increase your potential. It's just a starting point.

edit: Also you gained some Occult Knowledge skill from talking to Lifebane, I'll just go update the char sheet.
 
[X] A longer ritual which will certainly unlock any magic potential (Auto-pass DC, Unknown magic potential, Unknown side-effects, rare/expensive ingredients)

Time to steal stuff.
 
[X] A brief ritual to hopefully unlock any magic potential (Unknown DC, Unknown magic potential, Unknown side-effects, Can be tried immediately)
-[X]If it fails go for a longer term spirit quest to unlock any magic potential (Unknown DC, Unknown magic potential, Unknown side-effects, approx. 1 week to 1 month of work for several hours per day)
-[X]If the ritual fails spend a point on getting access to Raytech Mad Science.
Then if that fails we can do the autopass ritual since we should have some money soon. We need one of our major specialisations soon so if the main one fails I feel justified spending a point to get the other starter.
I'll just vote for it every turn then.
Somehow I feel that the "we failed the ritual therefore I feel justified" is not, in fact, the proximate cause of that portion of your vote.
 
[X] A longer term spirit quest to unlock any magic potential (Unknown DC, Unknown magic potential, Unknown side-effects, approx. 1 week to 1 month of work for several hours per day)
 
If the quick and dirty doesn't work, you can go for a different one any time. If it DOES work but you've got shitty magic potential, there are ways to increase your potential. It's just a starting point.

edit: Also you gained some Occult Knowledge skill from talking to Lifebane, I'll just go update the char sheet.
Cool. Given that, then...

[X] A brief ritual to hopefully unlock any magic potential (Unknown DC, Unknown magic potential, Unknown side-effects, Can be tried immediately)
-[X]If it fails go for a longer ritual which will certainly unlock any magic potential (Auto-pass DC, Unknown magic potential, Unknown side-effects, rare/expensive ingredients)

No good reason not to fire off the quickie to see what we get. If that fails, though... well, pushign our draconic nature means stealign stuff. Gogogo little dragon!
 
There seem to be plenty of way to either unlock your own power or to be granted some by other beings, so it all depends what you prefer the sound of.
@Zen questions
1. is there a general quality difference in the "unknown magic potential" options? that is, does a brief ritual tend to produce lower magic potential than a longer ritual or spirit quest? or is our magic potential fixed and unknown and the ritual just reveals it if it is there?
2. would performing one lock us out of others? for example, if we find our magic potential sucks after unlocking it, can we negotiate with a spirit to be granted more? Or if we fail to unlock it with a brief ritual can we try a longer one?

[x] A longer term spirit quest to unlock any magic potential (Unknown DC, Unknown magic potential, Unknown side-effects, approx. 1 week to 1 month of work for several hours per day)

I am guessing spirit quest will give the best results, the unknown side effects for it are also probably going to be the most positive ones based on my guesses and trope knowledge
 
Last edited:
[X] A brief ritual to hopefully unlock any magic potential (Unknown DC, Unknown magic potential, Unknown side-effects, Can be tried immediately)
-[X] If that fails, a longer ritual which will certainly unlock any magic potential (Auto-pass DC, Unknown magic potential, Unknown side-effects, rare/expensive ingredients)

This should be the easiest of them all. The "requires favours" ones are right out and we're going on a quest either way. This way we'll at least have certainty of success.

[X] A longer ritual which will certainly unlock any magic potential (Auto-pass DC, Unknown magic potential, Unknown side-effects, rare/expensive ingredients)

Time to steal stuff.
At least try to unlock it for free first?
 
questions
1. is there a general quality difference in the "unknown magic potential" options? that is, does a brief ritual tend to produce lower magic potential than a longer ritual or spirit quest? or is our magic potential fixed and unknown and the ritual just reveals it if it is there?
2. would performing one lock us out of others? for example, if we find our magic potential sucks after unlocking it, can we negotiate with a spirit to be granted more? Or if we fail to unlock it with a brief ritual can we try a longer one?
1) Your beginning potential is fixed by whatever I roll complicated processes, and the means of unlocking it have absolutely no bearing on it.
2) If you fail to unlock it with one, you can try another unlocking at any time. If your magical potential sucks, there are many ways of increasing it, including negotiating with spirits/gods/demons, various rituals, increasing your magic stat points and so on.
 
Last edited:
1) Your beginning potential is fixed by whatever I roll complicated processes, and the means of unlocking it have absolutely no bearing on it.
2) If you fail to unlock it with one, you can try another unlocking at any time. If your magical potential sucks, there are many ways of increasing it, including negotiating with spirits/gods/demons, various rituals, increasing your magic stat points and so on.
Thank you, this is informative.
in that case

[X] A brief ritual to hopefully unlock any magic potential
-[X] If it fails then perform a spirit quest
 
[X] A longer ritual which will certainly unlock any magic potential (Auto-pass DC, Unknown magic potential, Unknown side-effects, rare/expensive ingredients)
 
[X] A brief ritual to hopefully unlock any magic potential (Unknown DC, Unknown magic potential, Unknown side-effects, Can be tried immediately)
-[X]If it fails go for a longer ritual which will certainly unlock any magic potential (Auto-pass DC, Unknown magic potential, Unknown side-effects, rare/expensive ingredients)
 
[X] A brief ritual to hopefully unlock any magic potential (Unknown DC, Unknown magic potential, Unknown side-effects, Can be tried immediately)

@Zen Can we do this to all the members of our gang?
 
[X] A brief ritual to hopefully unlock any magic potential (Unknown DC, Unknown magic potential, Unknown side-effects, Can be tried immediately)
-[X]If it fails go for a longer term spirit quest to unlock any magic potential (Unknown DC, Unknown magic potential, Unknown side-effects, approx. 1 week to 1 month of work for several hours per day)

Because possible dragon magic.
 
[X] A brief ritual to hopefully unlock any magic potential (Unknown DC, Unknown magic potential, Unknown side-effects, Can be tried immediately)
-[X]If it fails go for a longer term spirit quest to unlock any magic potential (Unknown DC, Unknown magic potential, Unknown side-effects, approx. 1 week to 1 month of work for several hours per day)
 
Back
Top