((There will be no update this weekend. I'll happily answer questions but I am not up to writing more after the hell week this has been. We'll resume normal daily updates on Monday.))
(Gained a Golden Apple of Wisdom: Lesser stat grinding)(Unlocked an exploration site)(Started the doom clock: 34 turns remain until the Hunting party finds you.)(Miraculously, despite your intent to shed blood, it seems as if you came away from the dedication unharmed. That's a good thing, right?)
Having nearly drained yourself dry on Embers during your dedication this week, you endeavored to recover some of your lost embers. Nothing unusual (ignoring the fact your blood set paper on fire) happened and you now have three embers seated within your soul.
(Gained two Embers)
Thankfully, your repeated badgering of Sundrop has lead to her finally agreeing to a Lunch date next week. The only question that remains... what will you wear?
(Sundrop found your persistance endearing and has cleared her schedule for you. A special social action has unlocked. Your critical success has granted you bonus Blood dice during the date (+2 dice during the date event))
If last week was a good week for the Crystal Gardens, this week was exceptional. Mabel was crowing to herself over the impressive stack of twenties that were pressed into your awestruck hands on payday.
(Gained 6 windfall this week, after purchases your new windfall total stands at 5)
You have vastly underestimated how quickly your life could change. You accidentally summoned a godlike being into the physical realm and earned the ire of Heaven for doing so. Your apartment still smells of rainwater and ozone, and the little spiritual crocodile decide to nibble you awake after you slept through it's morning warble. You've got one hell of a deadline to prepare for and you do not like how physical this test might get. Which is why you intended to ace those Angel bastards right back to heaven.
... You're not quite sure if that line worked or not.
(You have 34 weeks remaining before the Hunting team finds you)
(You have six actions you can take this turn and one free dice you can apply to any one action)
Work: Paying the bills isnt so bad anymore. (You can use one action here at present)
[ ] Work your shifts at The Crystal Gardens: (dc:7-13) (uses your Blood and Yellow Bile stats) (Grants 1d3 windfall if you dont fail the check, with an additional point of windfall for every two points over 13 you roll)
Social: Talking to people isn't so bad, if they can stop staring at your cane for two minutes.
[ ] Approach Matt about being your wizard's apprentice: One of the few people you can think of at present who could help and wouldn't start tossing around prayers and holy water. You really need to meet more people. (Reveals your mystical capabilities to a mortal, potentially gains their aid in future occult endeavors) (Potentially Dangerous?) (Uses Blood) (Costs one action)
[ ] Take Sundrop on that date: You haven't had the time nor the desire to date someone in years. Much less a woman like Sundrop. You're not nervous, not at all. Maybe if you could keep telling yourself that it'll even become true after a time? (Takes Sundrop out on a date. Not taking this action will understandably upset Sundrop.)(Costs one action) (Starts Dating event turns) (You will not be able to use any windfall generated this turn on this date.)
Research: You've purchased a pair of books from your local occult bookstore and are just itching to know more. You're out of materials for now. Perhaps you should purchase some more?
Occult: The fresh nonsense was the accidental summoning of a deity. Whatever the hell your life is, it certainly won't be boring.
[ ] {Self Improvement} Tempering your body and soul with Embers: Through possesion of the Golden Apple given to you by Lord Typhon, you understand how to warp and shift your body, mind, and soul to greater heights of capability. While you are presently limited to the peak of human capability, there are hints of a way to break through to something beyond human. (Costs one action)(DC 12(18 for enhancing black bile due to Handicapped))(Dice used for this action are Stat you're trying to elevate +Yellow Bile) (Costs Embers equivilant to the stat you are attempting to elevate +2 (For example, to enhance Blood to 3 you'd need 4 embers). Failing the dc will expend the embers for no positive effect, at this current stage you cannot do harm to yourself by failing)
[ ] {Ritual} Investing yourself with the power of the Elements: There is a long and complicated ritual that you need to perform that invests you with the authority to command Elemental Spirits. If you wish to start walking the Elemental path, this is the first step. This ritual invests you with the power of Spirit, the unique element that gives humans their natural edge.(Gives you the authority to command the elemental spirits you conjure.) (Memorizing DC: 8) ( Uses Phlegm) (Starts action chain) (5 Steps remaining) (Costs one Action)
[ ] Kindling Embers: You feel moderately full, and you're going to need a lot of these in the coming weeks. (Creates new Embers) (Requires you have at least one Ember) ( Uses Yellow Bile and Black Bile) (Costs one action) (Current Embers 3/5)
- [ ] Specify the number of Embers you wish to create (Can create two safely, can create two at the cost of your Yellow Bile, can create one at the cost of your Black Bile)
[ ] How important is the medium?: You are able to create a single Ember from a sheet of printer paper, pencil lead, and blood. While the blood feels vital for the process, what about other possible mediums? (Reveals whether or not a particular medium is more or less useful for creating Embers) (Requires that you have at least one Ember) (Uses Phlegm) (Costs one Action per medium tested)
- [ ] Clay (Two ticks of financial damage)
- [ ] Brass (Eight ticks of financial damage) (Possibly dangerous)
[ ] Can I shoot more fire?: You've figured out how to turn an Ember into a grenade, surely there's other offensive measures you can take? (Unlocks an offensive spell) (Requires you have at least one Ember) (Uses Phlegm) (Costs one action) (Inflicts Financial damage until you find a safe place to practice outside of your apartment.)
- [ ] Write in: What form of magical hell are you trying to unleash? The complexity of the desired affect will affect the DC
[ ] Making Sacred Flame: There's a ritual that sanctifies an appropriate vessel which allows things burned within it to reveal snippets of the future. You don't have the right bowl or incenses, but that's easily rectified with a quick shopping trip. (Unlocks a form of divination)(Influenced by your relationship with the spirits of the Typhonian current) (Uses Phlegm and Yellow Bile) (Inflicts one Tick of financial damage) (Costs one action)
[ ]Conjure an Elemental spirit: You technically don't have the right yet. But you already feel the changes in the world about you. Do you dare conjure something up before you're technically ready? (Conjures a spiritual ally(?)) (DC: 8 ???) (Uses Yellow Bile and Phlegm) (Costs one action) (Potentially dangerous)
- [ ] Phlecket, Tutelary spirit of the Earth: Reported to be friendly and helpful. This is the spirit you're supposed to conjure after investing yourself with the right to conjure him. Perhaps he'd admire your cheek to call him a tad bit beforehand? (Unknown DC for cooperation)
- [ ] Random Elemental Spirit: You have the necessary rituals to call up spirits of the four elements, but lack names to call them by. Perhaps you can call a random spirit and see if they'll show?
- - [ ] Gnome: Elemental spirit of Earth(Unknown DC for cooperation)
- - [ ] Salamander: Elemental spirit of Fire(Unknown DC for cooperation)
- - [ ] Undine: Elemental spirit of Water(Unknown DC for cooperation)
- - [ ] Sylph: Elemental spirit of Air(Unknown DC for cooperation)
[ ] Conjure a Typhonic Spirit: You managed to conjure Lord Typhon himself into reality. There's no way in Hell you can mess this up. Hopefully. (Conjures a spiritual ally) (No dc, no benefit from dice) (Costs favor with the Typhonic Current) (Costs one action) (You currently have 0/2 spirit pacts)
- - [ ] Daimon: Spirits that are best described as embodied concepts, kin to the gods but so much less. Jack of all trades spirits that embody different concepts (Specify which concept) (Costs 1 favor with the Typhonic current to summon) (Weakest spirit on the roster, cheapest to maintain. Grants 1 additional untyped die to spend per turn on a single action. Concept defines capabilities when taken on explorations)
- - [ ] Empousa: Predatory spirits. Savage, willfull, and cunning. (Costs 2 favor with the Typhonic current to summon) (Glass cannon, hits hard but is easily banished, moderately cheap pact maintenance. Good spirit for assassination, open combat or causing trouble in general, lacking everywhere else.)
Temple (new category): You have a small altar dedicated to the Typhonic current, you should probably take care of it.
[ ] Tend the altar: Clean it, light incense, make offerings. Standard maintenance stuff. (Costs one action) (No dc) (Grants 1d4 favor with the typhonic Current)
[ ] Make a sacrifice: A bigger offering, how big is limited only by your pocketbook. (Does not cost an action) (No dc) (Grants 1d4 favor with the Typhonic Current per point of windfall spent.) (Specify how many points of windfall you'll spend, can take financial damage.)
Exploration: There are a couple of interesting locales nearby, shake a leg and see what's what. (Exploring the world beyond your apartment is a bit more involved then occult experimentation, and can be unsafe as it exposes you to the deeper world.)
[ ] The Order Hall of the esoteric order of the Silver Dusk: While not exactly common knowledge, the Esoteric order of the Silver Dusk has been around for a while. Claiming to study the mystic arts, there might be some worth in seeing how much they actually know. (Costs one action) (Starts exploration turns) (Potentially dangerous)
[ ] Seeking the Hidden Grove within the Woods: Lord Typhon informed you of a relic hidden in the woods to the south that would make it a lot harder for Angels to kill you. Finding the right Grove could take a while, but apparently there are other treasures to be found here if you understood the implication correctly. Making multiple trips potentially worthwhile assuming you don't get killed by whatever guardians inhabit the forest. (Costs two actions) (Starts exploration turns) (Definitely dangerous)
(Exploration turns trigger after the rest of the actions on this turn have been resolved, allowing preparations to be made before delving into the proverbial dragon's den)
Purchasing: Your new job has granted you a more significant source of income! You can buy more then the absolute essentials! (Costs no actions, inflicts financial damage to Windfall first, then your financial health. Be careful to not let your newfound excess go to your head.)
[ ] Better Food: Real meat! Fruits and Vegetables! Butter! Life is good. (Costs one tick) (Improves health and Mental Recovery) (Grants an additional action and a free die for each turn you purchase this item(Does not stack). Grants a Black Bile Die for ritual and occult purposes.)
[ ] Quality Alcohol: Fine wine and microbrews, excellent for relieving stress and bribing spirits apparently. (Costs one tick) (grants one use of Quality Alcohol which can be used for multiple purposes(Heals one tick of mental health, Grants two Yellow bile dice when used for ritual purposes))
[ ] Occult Paraphernalia: The tools of the trade of magic. You don't technically need these but by the gods do they help. (Multiple costs for different items)
- [ ] Conjuring Incense: Frankincense, Myrrh, and Dragonsblood. A potent combination for conjuring the unseen. (Costs one tick) (Grants two untyped dice for ritual purposes) (Grants one Yellow Bile die for occult purposes)
- [ ] Cleansing Incense: Lavender, Sandlewood and Sage. A useful combination for cleaning up your space, spiritually. (Costs one tick) (Grants one untyped die for ritual purposes) (Lowers danger from summoning type events)
- [ ] Undedicated Altar: Cloth, candle holders, statuary. All the bits and pieces for making a dedicated ritual space. (Costs three ticks) (Reduces ritual dc's by 10) (Grants one Blood die for occult purposes)
- [ ] Occult books: A thousand different practices and theories, so little time. (Costs two ticks) (Uses Phlegm) (Provides 1d3 books for research purposes) (no guarantee of anything being useful, higher rolls are generally better)
(One hour moratorium while I update the character sheet. Your current favor count with the Typhonic current is 15, which will be reflected in the character sheet along with a few other specifics.)