Punching through the Masquerade (Modern Magical Cultivation Quest)

It's basically Energy Work but focused purely on positive emotions. Some practioners take it far enough to utterly reject all darker aspects of themselves, which isn't particularly good for your mental health. It's very attractive to Evangelical Christians who are just hypocritical enough to practice magic what with the whole "Resisting Darkness" aspect of it. "Channeling the light of God" and all that drek. Still, the Light Work books that also include Shadow work tend to be fairly even handed, and theres some quality lessons to be found there regardless of whether you practice magic or not. Mechanically I will say that one of the potential benefits of picking up Light work is an "easy" route to recovering mental health damage. There are other benefits obviously, but the mental health bit is the only bit you're getting for free.

Very interesting, sounds like something we could check out later. The mental health part sounds especialy useful.

What abaout Demonolatry? Any chance you can give us a small idea of what it is? Or its too many spoilers?
 
[X] Offer the Daimon of Knowledge additional offerings in exchange for more aid. ( 2 additional Windfall cost per month per additional untyped dice.) (Mutually exclusive with Demand options)
- [X] One untyped dice
 
Very interesting, sounds like something we could check out later. The mental health part sounds especialy useful.

What abaout Demonolatry? Any chance you can give us a small idea of what it is? Or its too many spoilers?

Demonolatry, much like Wicca, is a mix of a religious and magical practice. The religious aspects of it involve worshipping entities considered by Christianity to be demons. The arguement being that the archelogical evidence indicates that the "Demons" were simply rival deities that were unfairly demonized by Judaism and later the Christian and Islamic faiths before their respective faiths were conquered and converted. Practioners utilizing Demonolatry tend to have more success with magic then Christian Demonologists do because it turns out that not threatening the entity your trying to work with with a thrashing from God if they dont do what you say results in happier circumstances then the horror stories coming out of Demonology might indicate. The difference between the two practices being the the difference between Partnership and Slavery if you will.

I don't have anything to say on the mechanical benefits of Demonolatry, make of that what you will.
 
Vote closed
Scheduled vote count started by Useless Writer on Jun 5, 2024 at 4:00 AM, finished with 11 posts and 7 votes.
 
Dramatis Personae
Blood: 2
Yellow Bile: 1
Black Bile: 1
Phlegm: 3
As an Advanced Energy Worker Sundrop has 3 Freefloating dice she can move between her stats at her discretion. It takes an uninterrupted hour for her to shift her stats into different configurations. In addition as an NPV, she can draw energy from others to further enhance her stats, gaining 1d4 freefloating dice if she has drained someone specifically for extra energy within the last 48 hours.
Natural Psychic Vampire: Sundrop is as close to a real life vampire as it's possible to be without serious magic being involved. A flaw within her energetic makeup makes it incredibly difficult for her to generate spiritual energy. If she does not draw from others to make up for the lack of natural regeneration her soul will start cannibalizing the body to maintain it's grasp on the physical world. Mechanically manifesting as taking damage to her health if she doesn't take a drain social action.
Advanced Energy Worker: Sundrop has learned to manipulate her natural spiritual energies to a degree beyond what the publically available books would teach someone. Mechanically she can lessen the damage she takes if she doesn't drain someone each Turn. Has a number of additional stat dice dependent on her Phlegm stat. Sundrop can cast spells without requiring ritual conditions.
Pleasant Draining: Through long experimentation, Sundrop has learned to change the nature of her draining so that people find her presence pleasantly draining as compared to irritatingly draining. Canceling the normal social consequences of energetically draining someone.
Controlled Draining: Through long experimentation, Sundrop has learned to control her natural draining so that she can choose to inflict it on who she chooses as compared to "Everyone within a three meter radius". Furthermore she can draw more energy from someone then she needs to be used as fuel for Energy Work Spells.
Reduced Drain: Through meddling with her own Energetic Makeup, Sundrop has reduced her "need to feed" as it were. Basic draining needs to be done only once every three turns rather then the usual once per turn.
-Gift of Fortune: When successfully cast, this spell boosts Windfall gained from Work by your Yellow Bile at time of casting.
-Personal Warding: When successfully cast, this spell adds a number of untyped dice that protect you from offensive spells based on your success.
-Confusion: When successfully cast, the target finds it incredibly hard to focus on anything while the spell is maintained, dropping their number of actions per combat turn by your Yellow Bile at time of casting.
-Energy Bolt: When successfully cast, this spell does damage to spiritual entities based on your Phlegm. It has no effect on mundane creatures.
-Find lost object: When successfully cast, this spell gives you knowledge of the location of a lost object that you own.

Sundrop is one of your fellow practioners in the Mystical Community of Smallville. She has pale skin, short, jet black hair in a pixie cut and grey eyes. Her general fashion leans more gothic in style in what you presume is a subtle joke about her status as a "vampire". You've shared the full details of your "mundane" spellcasting capabilities with her, keeping your status as a cultivator secret from her. Similarly she has shared the full nature of her condition with you as well as a fair chunk of her spellcasting ability with you. Though since you are concealing some of your capabilities from her, you are unsure whether she has shared her full capabilities with her.

Sundrop has yet to share some of the more mundane facts of her life with you. She seems embarrassed to share the details of her relationship with her family and career with you at this early juncture, but that will change with time. She started studying magic in college and has a number of horror stories from that time period given the amorous attentions of a girl who didn't take no for an answer. Whether this girl will be an issue in the future is at present unknown.

Sundrop has expressed a degree of romantic interest in you and you have returned some of that interest in pursuing her. It's early days yet, but it should develop into a lovely relationship should you continue to have interest in her.

((Expect the next turn options either tonight or tomorrow.))
 
Third Week of May, Turn 11
The Daimon doesn't look anything like you'd expect. Perhaps you were expecting a little red skinned horned demon going off of the name Daimon, but the image you can only quasi-see is that of a human shaped figure that seems to be made out of loose papyrus scrolls and loosely bound tomes. When it speaks, the words manifest as words written on see through scrolls.

You spend a fair amount of time bargaining with the spirit, eventually settling on a monthly offering of a decently expensive textbook each month for it to peruse at it's leisure in exchange for greater aid then it would normally provide.

With that resolved, you head to bed, and awaken the next morning to find the Daimon settled on your couch, a book sitting open on the coffee table as it casually leafed through it. One of your romance novels you notice. A curious development for you to ruminate over as you prepare your plans for the week.

(You have 32 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. In addition, you have two untyped dice you can spend only on Occult or Ritual actions)



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.

[ ] Socialize with a fellow practicioner: There are others of a wizardly nature in the world, you happen to know a few. (Uses Blood) (Costs one action per person interacted with)
- [ ] Mabel: The Elderly owner of The Crystal Gardens. Your boss. You know very little about her, which seems to be a reoccurring theme with every practioner you meet, perhaps you should try to banish this ignorance?
- [ ] Paracelsus: The Elderly owner of the Secret Script. He certainly seems reasonable and was willing to part with a potion when you were attacked in his store. Perhaps he'd be willing to engage more sociably with you?

[ ] Socialize with a Spirit: The Elementals aren't very chatty, but the Daimon actually speaks in a way you can somewhat comprehend. Perhaps you can get to know it better? (Uses Blood) (Costs one action)

[ ] Take Sundrop on a Second date: You really enjoyed your time out with Sundrop. Perhaps you should see if she'd be interested in another date? (DC: 6, special things may happen depending on how high you roll here)(Takes Sundrop out on a date)(Uses Blood) (Costs one action)
- [ ] Invest money: Earmark some funds to take Sundrop somewhere special (Gain one additional untyped dice to the date roll per two windfall spent) (Can spend a maximum of Four windfall safely, more then that and Sundrop might start thinking you Expect Things from her. Which prompts an unmodified Blood roll against her present Blood stat, possibly worsening your relationship)
- [ ] Invest time: Pencil in additional time to make sure this date is special, (Gain one additional untyped dice to the date roll per Action spent)
(Can spend a maximum of two actions, more then that and Sundrop might start percieving you as clingy. Which prompts an unmodified Blood roll against her present Blood stat, possibly worsening your relationship)

[ ] Ask for Sundrop's Help in Mystical Matters: Sundrop made a pledge to aid you in all matters mystical, and at present would have no issues with your potential plans. Message her for her help with a ritual or an excursion somewhere and get to work. (Sundrop's mystical capabilities are more fluid then yours are, she has a total of three freefloating dice that she can assign to her stats at her leisure, which means that she will adjust her stats to be more helpful depending on what a ritual requires. In the event of going forth on an expedition, Sundrop will tap some resources available to her and gain a total of 1d4 temporary dice to assign to her freefloating dice for the purposes of the Expedition.) (Does not cost an action)
- [ ] Specify which action you wish for Sundrop's aid in.

[ ] Ask Sundrop for Instruction on Energy Work: Sundrop has casually implied that she'd be willing to teach you some of what she knows. She will expect payment for her time, as her pride as a practioner demands. (Uses Phlegm+ Black Bile) (Costs one Action) (Costs one windfall per action spent) (May spend two actions per turn on this)



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: You've bound a spirit and discovered new possibilities for what you can do with embers, what will your mystical plans this week be?

[ ] {Self Improvement} (Occult) 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) (You may use untyped dice to boost your capabilities)
- [ ] Tempering Your Sociability: (DC 12) (Costs 4 embers) (Dice pool 4(Blood +Yellow Bile))
- [ ] Tempering your Passion: (DC 12) (Costs 4 embers) (Dice pool 2(Yellow Bile) + 2 (Phlegm dice granted by Analysis))
- [ ] Tempering your Body: (DC 18) (Costs 3 embers) (Dice pool 3 (Black Bile+Yellow Bile))
- [ ] Tempering your Mind: (DC 12) (Costs 6 Embers) (Dice pool 6 (Phelgm + Yellow Bile))

Spoiler: Revealed benefits of tempering your stats

[ ] {Resource Generation} (Occult) Kindling Embers: You feel nearly full on Embers, it's so limiting to be able to only hold five. (Creates new Embers) (Requires you have at least one Ember) ( Uses Yellow Bile and Black Bile)(DC 5, every five points beyond that creates one additional ember, automatically stops at the safe number of embers you can create unless otherwise specified)(Costs one action) (Current Embers 4/5)
- [ ] Specify the number of Embers you wish to create (Can create two safely with paper, can create four safely with Clay, can create two at the cost of your Yellow Bile, can create one at the cost of your Black Bile)
- [ ] Use paper (Specify how many embers you're creating with paper)
- [ ] Use Clay (Specify how many embers you're creating with Clay, Two embers per use of clay) (Successful use generates Flame-scarred clay tablet) (Costs one Windfall per Clay tablet created)
- - [ ] Jade Stone: You picked up a piece of Jade from the Crystal Gardens that causes your embers to react positively, growing in heat. Perhaps using the stone while Kindling more Embers would have an effect? (Unknown Result) (Might be Positive???)
- - [ ] Don't Test the Jade Stone this way: Best not to muddle around with unknown magical artifacts when you have so few embers. (Generate Embers normally)

[ ] {Experimentation} 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)
- [ ] Brass (Eight ticks of financial damage) (Possibly dangerous)

[ ] {Experimentation} Can you store Embers in the Flame-Scarred Tablets? : The Clay tablet you created last week feels akin to your Brazier, perhaps you can store embers in it? (Reveals the limits of the Flame-Scarred Tablet) (Requires you have at least one Ember) (Use Phlegm) (DC: 8+) (Costs one Action)

[ ] {Experimentation} (Occult) 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. You may ask the QM about prospective DCs before comitting to creating a new spell.
- - [ ] Jade Stone: You picked up a piece of Jade from the Crystal Gardens that causes your embers to react positively, growing in heat. Perhaps using the stone while trying to craft a new spell might have an effect? (Unknown Result) (Might be Positive or Negative???)
- - [ ] Don't Test the Jade Stone this way: Best not to muddle around with unknown magical artifacts where it might accidentally burn your apartment down. (Create new spells normally)


[ ] {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. Only one Step remains, Earn the favor of the Spirits of air to complete the ritual. (Gives you the authority to command the elemental spirits you conjure.) (Continues action chain) (1 Step remaining) (Costs one Action per step)
- [ ] Invoke the Powers of Air (DC 12) (Uses Blood)


[ ] {Ritual} 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(?)) (Uses Yellow Bile and Phlegm) (Costs one action) (Potentially dangerous)(You currently have 1/2 spirit pacts)
- [ ] 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 (DC: 8 ) (Cheap to maintain(1 windfall per month)) (Provides one additional Black Bile dice to one action)
- - [ ] Salamander: Elemental spirit of Fire (DC: 8 ) (Cheap to maintain(1 windfall per month)) (Provides one additional Yellow Bile dice to one action)
- - [ ] Undine: Elemental spirit of Water (DC: 8 ) (Cheap to maintain(1 windfall per month)) (Provides one additional phlegm dice to one action)
- - [ ] Sylph: Elemental spirit of Air(Unknown DC for cooperation)

[ ] {Ritual} Conjure a Typhonic Spirit: You managed to conjure Lord Typhon himself into reality. There's no way in Hell you can mess this up. (Conjures a spiritual ally) (No dc, no benefit from dice) (Costs favor with the Typhonic Current) (Costs one action) (You currently have 1/2 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) ( Cheap to maintain(1 windfall per month, 1 spirit pact slot))( Grants 1 additional untyped die to spend per turn on a single action.) (Concept defines capabilities when taken on explorations) (Not useful for direct combat)
- - [ ] Empousa: Predatory spirits. Savage, willfull, and cunning. (Costs 2 favor with the Typhonic current to summon) (Cheap to maintain (2 windfall per month, 1 spirit pact slot) (Glass cannon, hits hard but is easily banished, Good spirit for assassination, open combat or causing trouble in general, lacking everywhere else.)

Typhonic Temple: 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.)

Elemental Temple: You have part of a completed ritual binding the local elemental spirits to your will. It's not done yet, but you should expect to maintain the bonds forged when the ritual is complete. (No actions yet)



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)



Divination: The Sacred Flame continues to crackle in front of your Altar to the Typhonic Current. You haven't had to fuel the fire at all this week, a sign of your favor with Typhonic current perhaps. You can use this Flame to ask questions that might be relevant to the trials and tribulations you now face.

[ ] Ask a question (Specify what you're asking. One sentence questions cost one favor. One sentence + clarifying sentence costs 2 favor. One Sentence + two clarifying sentences costs 3 favor and so on. Run on sentences trying to avoid this limitation will not be answered.)(Example: Where can I find a magical artifact? Is it guarded? By what? would cost three favor.)
[ ] Ask a Dangerous Question (Specify what you're asking about cultivation or the Angels hunting you. Sentences, both question and clarifying follow the above costs, but instead cost weeks of time rather then favor as well as Embers per sentence.)





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))
- [ ] Even more Food: Buying food that isn't earmarked for eating seems wasteful, but apparently more then a few spiritual entities love food offerings. (Grants two Black Bile dice for ritual purposes, Grants one Black Bile dice for Occult purposes)(Costs +1 tick) (Can be taken multiple times)

[ ] 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, Grants one Yellow Bile dice for Occult purposes)) (Can be taken multiple times)

[ ] Improved Bed: You've been sleeping on a cheap, poorly made mattress for a while now due to your poor financial straights. Given the literal hundreds of dollars sitting in your bank right now that aren't earmarked for anything. Perhaps it's time to acquire some... quality bedding. (Costs six ticks) (Grants one untyped die permanently from truly restful sleep) (Opens next tier of bedding upgrades)

[ ] 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)
- [ ] Crystals: The mind boggles at the varying forms of mystical puissant stone. See if you can find a similar piece to the Jade you found earlier. (Costs one tick per purchase made) (Rolls 1d100 per purchase made to determine quality, rolling ninety or higher qualifies as a crit and has you roll a 1d100 a second time. Given the quality of shopping you have available to you, a second crit would result in you purchasing one of two available rare stones. Purchasing both rare stones will remove the Crit capability of the Crystal Garden for up to two years in game)
- [ ] Occult books: A thousand different practices and theories, so little time. (Costs two ticks per purchase made) (Rolls 1d100 per purchase made to determine quality, rolling ninety or higher qualifies as a crit and has you roll a 1d100 a second time. Given the quality of shopping you have available to you, a second crit would result in you purchasing one of the rare books on offer at the Secret Script. If you have cleaned out a purchase category of rare books the QM will inform you that such has happened.) (Provides 1 book for research purposes)
- - [ ] Runes
- - [ ] Green Witchcraft
- - [ ] Necromancy
- - [ ] Lightworker
- - [ ] Energy Work
- - [ ] Wicca
- - [ ] Psionics
- - [ ] Demonolatry
- - [ ] Christian Witchcraft This just seems like a seriously bad idea.
- - [ ] Write in : (There are an awful lot of practices out there, if there's something specific you're looking for, list it here. Cultivation methods are obviously not available for sale in a mortal bookshop)


You have an Undine, Gnome, and Salamander for spiritual allies as a result of the ritual you invoked. You have no idea how long they will hang around for, but for now they are offering you aid. They will aid you in one action that utilizes Phlegm, Black Bile, and Yellow bile this turn, providing one additional dice to the roll, list the action you wish for the Spirit to aid you in below. The additional dice can not be used for any action taken that doesn't utilize Phlegm, Black Bile or Yellow Bile, if no such action is chosen this turn, the spirit will not aid you this turn.

[ ] Write in which action you wish for the Undine's aid in. (Phlegm)
[ ] Write in which action you wish for the Gnome's aid in. (Black Bile)
[ ] Write in which action you wish for the Salamander's aid in. (Yellow Bile)



You've been buying better food for a couple of weeks now and have grown accustomed to the improved diet, do you wish to make that a permanent part of your budget?

[ ] Yes: Replaces the Better food purchase option with the Food Offerings purchase option, which is the Even more Food option listed below the Better Food option. Adds an automatic weekly cost of one windfall. Begins "Raise" work tracker. (Spare points from the work action that don't result in windfall will instead be added to a pool that, when full, will increase your weekly pay that you no longer have to deal with the automatic windfall reduction. Simply put, your excellence as a worker has increased profits so much that when this pool is full, your boss will bump your garunteed weekly pay up so that you no longer have to worry about paying for better food.)
[ ] No: Keeps the Better Food purchase option.

((Voting moratorium untill midnight, central standard time))
 
Okay, I'm thinking, push our Yellow Bile up like we've stacked the deck for, get the Improved Bed if we can afford it (We should be able to, I think?) Finish our Investiture, and then...

Hmm.

Would this be a viable question to ask @Useless Writer ?

[ ] Divination: Where would be the ideal place for me to discreetly practice my flame magic that is within my power to access?

Anyway, we've got 5 Windfall, we can afford a better bed, and a source of Untyped Dice that costs no further upkeep is worth it. WE technically take a hit... But we make it back from Work so we should be fine.
 
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I'm all for upping Yellow Bile yeah. For the record, some quick math means that 6d will get us over 99% on that, so I think that's what we aim for.
 
I'm all for upping Yellow Bile yeah. For the record, some quick math means that 6d will get us over 99% on that, so I think that's what we aim for.

We can do that with ease. 2d base, +2d from our Try Again bonus, and 2 Untyped for Occult actions (Which this is one of)

Afterwards, I'd like to start considering pushing Black Bile up, since that's gating a lot of potential stuff. DC 18 is steep, but we're getting to the point where we can reliably make it. Like, just getting the bed gets us to potentially 7 dice before we start putting expendables on the table.

Another question @Useless Writer ! What kind of field would we need to look into to get some Material Science study going on? I'd like to figure out the properties of the Jade before we think about actually doing anything with it. Once our BB improves, we can likely keep our cane, but have it as a holdout self-defense weapon/focus.
 
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We can do that with ease. 2d base, +2d from our Try Again bonus, and 2 Untyped for Occult actions (Which this is one of)

Yep. Which is why I specified a number, because we can go past that, but going higher is likely largely wasted.

Afterwards, I'd like to start considering pushing Black Bile up, since that's gating a lot of potential stuff. DC 18 is steep, but we're getting to the point where we can reliably make it. Like, just getting the bed gets us to potentially 7 dice before we start putting expendables on the table.

Yeah, 7d is nearly 94% on that...8d pushes it to ober 98%. We can definitely manage it.
 
We can afford that with ease, and having a good spot to train our fire magic is very important.
 
What kind of field would we need to look into to get some Material Science study going on? I'd like to figure out the properties of the Jade before we think about actually doing anything with it.

So material science wouldn't actually be helpful for you in this regard, but if you were to purchase a good book on crystals you might have better luck in this regard
 
Okay, I'm thinking, push our Yellow Bile up like we've stacked the deck for, get the Improved Bed if we can afford it (We should be able to, I think?) Finish our Investiture, and then...

What abaout generating Embers? How many do we create? I was thinking we create two, and then we try to experiment with storing one into the Clay.

We can do that with ease. 2d base, +2d from our Try Again bonus, and 2 Untyped for Occult actions (Which this is one of)

Yeah, the Daimon dice should be enough for that. But what do we use the Elementals aid for?

Afterwards, I'd like to start considering pushing Black Bile up, since that's gating a lot of potential stuff. DC 18 is steep, but we're getting to the point where we can reliably make it. Like, just getting the bed gets us to potentially 7 dice before we start putting expendables on the table.

I agree, the next step should be imroving our Black Bile so we can store more Embers.

Also, do we take Aocial Actions this turn?

I was thinking we take one with Sundrop and one with the Daimon.

Sundrop because not seeing her for too long might worsen our relathionship, and the Daimon because they are the first magical creature we can talk with. And i am curious abaout their personality.

Also, i think we should say Yes to the Purchase Food option. So we would always have 7 actions instead of 6.
 
[X] Plan First Steps of Cultivation
-[X] 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)
-- Use the Salamander aid (one Yellow Bile die)
-[X] Socialize with a Spirit: The Elementals aren't very chatty, but the Daimon actually speaks in a way you can somewhat comprehend. Perhaps you can get to know it better? (Uses Blood) (Costs one action)
-[X] Take Sundrop on a Second date: You really enjoyed your time out with Sundrop. Perhaps you should see if she'd be interested in another date? (DC: 6, special things may happen depending on how high you roll here)(Takes Sundrop out on a date)(Uses Blood) (Costs one action)
--[X] Invest two windfalls.
-[X] {Self Improvement} (Occult) 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) (You may use untyped dice to boost your capabilities)
-- [X] Tempering your Passion: (DC 12) (Costs 4 embers) (Dice pool 2(Yellow Bile) + 2 (Phlegm dice granted by Analysis))
--- Use two untyped die from the Daimon
-[X] {Resource Generation} (Occult) Kindling Embers: You feel nearly full on Embers, it's so limiting to be able to only hold five. (Creates new Embers) (Requires you have at least one Ember) ( Uses Yellow Bile and Black Bile)(DC 5, every five points beyond that creates one additional ember, automatically stops at the safe number of embers you can create unless otherwise specified)(Costs one action) (Current Embers 4/5)
- [X] Create two Embers
- [X] Use paper (two Embers)
-- [X] Don't Test the Jade Stone this way: Best not to muddle around with unknown magical artifacts when you have so few embers. (Generate Embers normally)
-[X] {Experimentation} Can you store Embers in the Flame-Scarred Tablets? : The Clay tablet you created last week feels akin to your Brazier, perhaps you can store embers in it? (Reveals the limits of the Flame-Scarred Tablet) (Requires you have at least one Ember) (Use Phlegm) (DC: 8+) (Costs one Action)
-- Use Undine aid (one Phlegm die)
-[X] {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. Only one Step remains, Earn the favor of the Spirits of air to complete the ritual. (Gives you the authority to command the elemental spirits you conjure.) (Continues action chain) (1 Step remaining) (Costs one Action per step)
- [X] Invoke the Powers of Air (DC 12) (Uses Blood)
-- Use one untyped die from Better Food.
-[X] Ask a question: Where can I find the Hidden Grove? Is it guarded? By what?
-[X] Yes: Replaces the Better food purchase option with the Food Offerings purchase option, which is the Even more Food option listed below the Better Food option. Adds an automatic weekly cost of one windfall. Begins "Raise" work tracker. (Spare points from the work action that don't result in windfall will instead be added to a pool that, when full, will increase your weekly pay that you no longer have to deal with the automatic windfall reduction. Simply put, your excellence as a worker has increased profits so much that when this pool is full, your boss will bump your garunteed weekly pay up so that you no longer have to worry about paying for better food.)

Okay, this is my Plan. I think i used all the die we had except the Gnome aid, but we don't have many actions that require Black Bile right now.

With this plan we start making more research into Cultivation and start with our Self Improvement. We experiment with the Clay to see if we can store Embers and use them more efficiently in the future. We also start seeking informations on the Hidden Grove so we can Plan a future Expedition.

Regarding Socials, we continue our relathionship with Sundrop. And try to talk with the Daimon, since they are the first Spirit we can talk with, i am curious what their personality is like.

Then we finnaly finish the Investiture of the Elements so next turn we can try to Summon an Elemental.

I would have liked to buy the better bed too, but i don't think we have enough windfalls for that. So i would wait another turn or two, depending on how many windfalls we have at the end of this turn.
 
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i think money is more useful then expected. The amount of boni windfall can give us for a single turn are quite big. i would like to add a question about an one time opportunity to make large amounts of windfall next turn. At our current level, money is a lot of power.
 
[X] Plan VIII: Strength
-[X] 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)
--[X] One Free Die
-[X] {Self Improvement} (Occult) (Costs one action) (You may use untyped dice to boost your capabilities)
--[X] Tempering your Body: (DC 18) (Costs 3 embers) (Dice pool 3 (Black Bile+Yellow Bile))
--[X] One Untyped Die
-[X] {Ritual} Investing yourself with the power of the Elements: (Gives you the authority to command the elemental spirits you conjure.) (Continues action chain) (1 Step remaining) (Costs one Action per step)
--[X] Invoke the Powers of Air (DC 12) (Uses Blood)
--[X] One Untyped Die
-[X] Ask for Sundrop's Help in Mystical Matters: (Does not cost an action)
--[X] Tempering your Body
-[X] {Experimentation} Can you store Embers in the Flame-Scarred Tablets? (Reveals the limits of the Flame-Scarred Tablet) (Requires you have at least one Ember) (Use Phlegm) (DC: 8+) (Costs one Action)
-[X] {Resource Generation} (Occult) Kindling Embers: (Creates new Embers) (Requires you have at least one Ember) ( Uses Yellow Bile and Black Bile)(DC 5, every five points beyond that creates one additional ember, automatically stops at the safe number of embers you can create unless otherwise specified)(Costs one action) (Current Embers 4/5)
--[X] Use paper (2 embers)
---[X] Don't Test the Jade Stone this way: Best not to muddle around with unknown magical artifacts when you have so few embers. (Generate Embers normally)
-[X] Socialize with a fellow practicioner: There are others of a wizardly nature in the world, you happen to know a few. (Uses Blood) (Costs one action per person interacted with)
--[X] Paracelsus: The Elderly owner of the Secret Script. He certainly seems reasonable and was willing to part with a potion when you were attacked in his store. Perhaps he'd be willing to engage more sociably with you?
-[X] Ask a question: Where will I be able to make a large amount of money soon?
-[X] Occult books: A thousand different practices and theories, so little time. (Provides 1 book for research purposes)
--[X] Runes
--[X] Demonolatry
-[X] Undine's aid: Can you store Embers in the Flame-Scarred Tablets? (Phlegm)
-[X] Gnome's aid: Tempering your Body (Black Bile)
-[X] Salamander's aid: Tempering your Body. (Yellow Bile)
-[X] Yes: Replaces the Better food purchase option with the Food Offerings purchase option, which is the Even more Food option listed below the Better Food option.

Time to get some actual benefits from this whole magic business. Burn away the feeble flesh.
 
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[X] Plan First Steps of Cultivation

-[X] {Self Improvement} (Occult) (Costs one action) (You may use untyped dice to boost your capabilities)
--[X] Tempering your Body: (DC 18) (Costs 3 embers) (Dice pool 3 (Black Bile+Yellow Bile))
--[X] One Untyped Die

This is really ill-conceived as written. You are trying to get an 18+ on 4d6. You have less than a 16% chance of success, and are wasting resources.

If we instead up Yellow Bile this turn we can do Black Bile next time with, y'know, a 95% chance of success if we set it up properly. Even if you want to do it this turn, there's a lot more dice to throw at it, which are not being used...why?
 
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It's 7-10d6, using spirits and Sundrop's assistance.

Mmmm. Fair enough but it permanently loses us the bonus to raising Yellow Bile, I think, and using Sundrop's help on stat ups is a huge amount of trust to put in her so early in the relationship...those are not a commonly available thing, I don't think. I missed it largely because, uh, bringing her in on that is really high risk in another way.
 
[X] Plan: Building our Foundations Further
-[X] Work your shifts at The Crystal Gardens: (dc:7-13)
-[X] Socialize with a fellow practicioner:
--[X] Mabel: The Elderly owner of The Crystal Gardens.
---[X] Get help from the Salamander for this (+1 Dice)
-[X] {Self Improvement} (Occult)
--[X] Tempering your Passion: (DC 12) (Costs 4 embers) (Dice pool 2(Yellow Bile) + 2 (Phlegm dice granted by Analysis))
---[X] Add 2 Untyped Dice
-[X] {Resource Generation} (Occult) Kindling Embers:
--[X] Use Paper (2)
-[X] {Experimentation} Can you store Embers in the Flame-Scarred Tablets? : The Clay tablet you created last week feels akin to your Brazier, perhaps you can store embers in it? (Reveals the limits of the Flame-Scarred Tablet) (Requires you have at least one Ember) (Use Phlegm) (DC: 8+) (Costs one Action)
--[X] Tap the Undine's Help for this (+1 Dice)
-[X] {Ritual} Investing yourself with the power of the Elements:
--[X] Invoke the Powers of Air (DC 12) (Uses Blood)
---[X] Use Free Die here
-[X] Tend the altar: Clean it, light incense, make offerings. Standard maintenance stuff. (Costs one action) (No dc) (Grants 1d4 favor with the typhonic Current)
-[X] Divination: Where would be the ideal place for me to discreetly practice my flame magic that is within my power to access?
-[X] Better Food:
-[X] Improved Bed:
-[X] Yes

I don't believe purchases take an action? Nor do Divinations?

This gives us a free untyped die, keeps raising our QoL, and gets that YB upgrade for us lined up.
 
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Time to get some actual benefits from this whole magic business. Burn away the feeble flesh.

But this way we lose the bonus to rising Yellow Bile. And Sundrop dosen't know abaout Cultivation, and its way too early to reveal it to her.

I don't believe purchases take an action? Nor do Divinations?

Purchases don't, and i don't think Divinations do.

I think if you vote Yes for the costant buying of Better Food, then you don't need to vote for buying it this turn too.

Also, i don't think we have enough windfalls to buy the bed this turn.
 
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