Punching through the Masquerade (Modern Magical Cultivation Quest)

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Scheduled vote count started by Useless Writer on Jun 20, 2024 at 3:01 PM, finished with 28 posts and 17 votes.
 
Awwwwwww, no bargaining today. Was hoping to get a shot at some of those Motes of Dust, but hopefully we'll be able to extrapolate something based on our Elementalism Lessons.
 
Aw man. Can't help but feel like this is only because the vote implied we wouldn't make the oath either way.
 
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I am a bit curious about the "economic" value of our Embers, or rather our capacity to produce them for little more than some spare paper and time. Would any of our magical peers be able to identify them, or know what they could be used for? Is our capacity to produce them particular to Camilla, or would any human be able to make their own if she showed them the rune? How many books in the bookstore would an Ember been worth? How many contract names? Do the spirits we've met so far value them more or less than mortals would?

Of course, we should still be cautious in who we choose to show Embers to. Even if Camilla turns out to effectively be the goose that lays golden eggs, that doesn't mean she is safe from being captured or exploited... or from being thrown to the hounds that are already hunting her down.
 
Beyond the fact that they're impossible orbs of fire you can hold in your hands without burning them? Impossible to tell without another Cultivation material to compare them too. Purified earth is the best way to keep such motes of flame, as water would drown them, loose earth would dampen the sparks and air might snuff them out. and where else would one find purer earth then in the soil of their soul? The spark comes from the soul's fire once the soul has been exposed to such things as the fires of divinity, but it is in Earth that the flame can be kindled and held close. Other cultivation materials have similar reasoning pinning down why the other stats serve as the vessel for how many you can hold.

Unfortunately my desperate attempts at trying to sleep at night instead of during the day are leaving my mind scattered and fey like, so you're not getting clearer information from me then that. Should probably write all my lore/information posts like this for maximum frustration and confusion before you have the opportunity to pin down hard facts from experimentation.
...I forget, have we tried cooking food with the Embers? Like, just even making toast and seeing how that differs from 'normal' toast?
 
First Week of June, Turn 13
Winning Vote: Say the oath

While deeply tempted to try and offer Phlecket an Ember to see what secrets or treasure the spirit might offer in turn for it. You resolved to merely say the oath and complete the ritual. It's not like you wouldn't have the opportunity to make the attempt later.

You offered the patiently waiting spirit the Oath that sealed the ritual. It was a few lines of incredibly formal latin that you wouldn't repeat here, stating in exact terms your offering of assistance and service for the duration of your apprenticeship with Phlecket as well as a general promise to not abuse what you were taught and the spirits you were going to be working with. Phlecket in turn swore to teach you all he had to offer in the ways of elemental magics and to lend his aid and protection for the duration of your apprenticeship.

What this actually meant of course was that you could pester the Earth spirit for lessons in magic and occasionally he'd have some task or mission for you to complete, technically at your leisure but it would be advisable to complete any such tasks in a timely manner. Once you had learned everything Phlecket had to teach you you would be free of any possible obligations to the Earth spirit, but there was always the utility of maintaining a relationship with a powerful Earth spirit.

(Completed the Elemental Investiture ritual!)

(Gained the Least Elemental Spirit Lord trait. You can now maintain two additional spirit pacts with special circumstances for Elemental spirits. Namely so long as you maintain a positive favor status with Phlecket's court, you don't have to pay windfall to maintain Tier one Elemental spirit pacts, instead paying a comparatively smaller favor tax if you're requesting additional services from the spirits in question. Your status as the least lordling in Phlecket's court has earned you a small collection of spirit allies who will aid you at no cost, as you grow in power and influence your own court will grow and develop. With your oath accepted by Phlecket, these spirits will now defend you from hostile spellcasting, adding their dice to any wards or protections you might have. Furthermore, this trait unlocks Elemental Spellcasting. Instead of going through the whole rigmarole of summoning a spirit and setting them to a task, Elemental spirits in the local area will answer your call and perform the spell in question in exchange for favor points. As this trait upgrades the favor cost of different spells will decline until you can effectively cast them for free as often as you please. You still need to learn the spells before you can cast them.)

(Favor With Phlecket's court established. You have Five (5) points of favor with Phlecket's court. If Phlecket has a specific task for you, he'll discuss it when it comes up, roll for Tasks from Phlecket once a month at the start of month. You are not required to complete the task, but you'll loose out on any favor gains from completing the task)



Unseasonably cold weather grips Smallville, the meterologists are baffled by the self sustaining pocket of cold air that is disrupting weather patterns across the state. If it weren't for wider weather anomalies across the country, this would probably have brought the weather nerds out in force to study the perplexing impossibility. As it stands, rain storms are frequent and it gets cold enough at night for frost to develop in the wee hours of the morning. Occasionally at the extreme range of your subtler senses you feel... something lurking. Leaving the house this month might be more dangerous then it normally is.

Interestingly enough, the Jade stone you picked up a couple of weeks ago has had an increased effect on your Embers when you fiddled with it this morning. Tempering your spine seems to have strengthened it... somehow...

(How Hostile Spiritual entities work: Occasionally something in the spirit world develops a disliking for you in particular, while this isn't unmanageable as most spirits are bound to specific locations or types of areas, sometimes the thing with an axe to grind for your neck is powerful enough to wander. The entity visiting Smallville is here for you, though you don't know that in character yet. Each turn, the Hunting spirit will roll a 1d100 to see if it can find you. the roll result is subtracted from a baseline of one hundred and the resulting number is subtracted from subsequent rolls as the spirit gets a better feel for the area and better ideas on where you are. (For example, the spirit rolls an 80 on its first turn. 100-80 = 20, so next turn it rolls 1d100-20). When the Spirit rolls a modified/natural 10 or lower it finds you. Like expeditions, spirit hunting rolls occur at the end of the week, so worst case scenario you have one turn to prepare for an attack.)

(You have 30 weeks remaining before the Hunting team finds you)
(You have six actions you can take this turn and two 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 from your spirit pacts)


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) (Raise pool 1/10)



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 you're accumulating connections with spirits who are. Perhaps you can get to know them better? (Uses Blood) (Costs one action)
- [ ] Daimon of Knowledge: It speaks in a strange way, but an understandible way. Try to socialize it.
- [ ] Phlecket: The dwarf-shaped spirit is potent, he's already willing to teach you magic, perhaps he'd be open to idle conversation?
- - [ ] Social call: Idle conversation with Phlecket as previously specified
- - [ ] Offer an Ember: If a single Ember was enough to give Lord Typhon some measure of wiggle room from his divinely forged chains, what might an Elemental spirit do with it? And what would he offer in return?

[ ] 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)

[ ] Ask Phlecket for Instruction on Elemental Spellcasting: Phlecket has a duty to instruct you on the secrets of Elemental spellcasting. Set some time aside and get to learning. (Uses Phlegm + Yellow Bile) (Costs one Action) (May spend three 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 tempered your spine and attained a level of spiritual Ladyship, 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 5(Blood +Yellow Bile))
- [ ] Tempering your Passion: (DC 12) (Costs 5 embers) (Dice pool 3(Yellow Bile)) (Can upgrade once due to Black Bile reinforcement)
- [ ] Tempering your Body: (Costs 4 embers) (Dice pool 5 (Black Bile+Yellow Bile))
- - [ ] Temper your neck and skull ( DC: 22)
- - [ ] Temper your Shoulder/Rib Bones (DC: 18)
- - [ ] Temper your Arms (DC: 20)
- - [ ] Temper your hipbones (DC: 24)(Potentially Dangerous due to the metal in your hips)
- - [ ] Temper your Legs (DC: 28)(Potentially Dangerous due to the metal in your legs)
- [ ] Tempering your Mind: (DC 12) (Costs 6 Embers) (Dice pool 7 (Phelgm + Yellow Bile))

It occurs to me that most of the thread likely isn't going to read back over pages of discussion, so I'm going to spell out things that I previously confirmed here.
Fires of Prometheus Reveled stat mechanics
Boosting your Yellow Bile will improve how many embers you can safely generate per turn. (while I hope this one is obvious, it still bears repeating)
Boosting your Black Bile will improve your carrying capacity for Embers

[ ] {Resource Generation} (Occult) Kindling Embers: You're close to half full, it's surprisingly liberating to finally expand your brazier. (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 5/13)
- [ ] Specify the number of Embers you wish to create (Can create three safely with paper, can create six safely with Clay, can create three at the cost of your Yellow Bile, can create two 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)
- - [ ] Use Flame Scarred Tablet (Specify how many embers you're creating with Flame Scarred Tablet, Two embers per use of Flame Scarred Tablet)
- - - [ ] 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. (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 make a spellcasting implement out of clay?: Given the fact that the Flame Scarred Tablet holds embers and clay isn't easily ruined by the addition of more fire after it's baked, perhaps you can inscribe the sigil of the Flame cult onto a shaped clay rod and use that as an implement to cast spells from? (Reveals the suitability of clay as a casting medium.) (Uses Phlegm) (Costs two ticks of windfall.) (Costs one action)
- [ ] Introduce Flame aligned runes to the casting rod: You know next to nothing about the mystical utility of runes. The Wheel of Elements didn't explain why you needed to use the alchemical and Elder Futhark runes, only that they were important. Wouldn't hurt to inscribe them into the rod, would it? (Unknown result) (Might be positive or negative???)

[ ] {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 1d4 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 comiting to creating a new spell.
- - [ ] Practice outside: Find a secluded place to fling fire around. Though this might expose you to hostile eyes (Roll to see if someone hostile notices you, may result in 1d6 lost weeks of time, negates financial damage)
- - [ ] 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} Conjure an Elemental spirit: You've established yourself and been invested with some measure of spiritual authority. You have the right to call the Least Elemental spirits to do your bidding. (Conjures a spiritual ally) (Uses Yellow Bile and Phlegm) (Costs one action) (Potentially dangerous)(You currently have 1/4 spirit pacts)
- [ ] Phlecket, Tutelary spirit of the Earth: Mid rank spirit lord of the Elemental Spirits with a wide array of suboridnates and a fair amount of personal power. Calling him to do your bidding before you've earned the right is dangerous, but technically possible. (DC: 50) (Expensive (Unknown windfall and favor cost)) (Provides a minimum of six additional Black Bile dice to one action. Other benefits besides)
- [ ] Tier One Elemental Spirit: You have the necessary rituals to call up spirits of the four elements, but lack names to call them by. By the power invested in you they'll show whether they want to or not.
- - [ ] Gnome: Elemental spirit of Earth (DC: 6 ) (Free/ Favor based maintenance) (Provides one additional Black Bile dice to one action)
- - [ ] Salamander: Elemental spirit of Fire (DC: 6) (Free/ Favor based maintenance) (Provides one additional Yellow Bile dice to one action)
- - [ ] Undine: Elemental spirit of Water (DC: 6 ) (Free/ Favor based maintenance) (Provides one additional Phlegm dice to one action)
- - [ ] Sylph: Elemental spirit of Air (DC: 6 ) (Free/ Favor based maintenance) (Provides one additional Blood dice to one action)

[ ] {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.)



Temple Maintenance: You've established spaces in your living quarters for the Spiritual entities in your life

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 completed the ritual that grants you a measure of authority over the local Elemental Spirits. Maintain your favor with Phlecket and his court.
[ ] Incense and offerings: Spirits like the scent of incense and the occasional infusion of energy through what is effectively prayer, offer some of both. (Costs one action) (No dc) (Grants 1d6 favor with Phlecket's Court.)
- [ ] Conjuring Incense: Add a bit of the good stuff, couldn't hurt. (Costs one windfall) (adds an additional 1d6 to Incense and Offerings)


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)

[ ] The Sealed Vault: Divine fires directed you to a location where you might reasonably be able to further heighten your magical skills without threatening your life or living space. Unfortunately something lurks within that you will have to deal with before you can make use of the site. How such a thing is dealt with remains to be seen. (Costs one action) (Starts exploration turns) (Acceptably 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. The fire has burned for two weeks now without you having to add fuel, this is impossible, but so is a lot of other things you've been doing lately. 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.)

[ ] Food Offerings: Fine fruits, expensive cuts of meat, Cinnamon sticks and other formerly expensive spices. These are the things that will burn atop the altar to grant you greater favor with occult entities. (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 Sheets: Silk sheets, handmade by a skilled artisan trained in ancient arts of weaving with silk drawn from a special breed of silkworm that adds a golden hue to the fabric. (Costs 12 ticks) (Grants one untyped die permanently from enjoyably decadent 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)
- [ ] Warding Charm: Recent strange events have you desiring a dedicated warding charm. (Costs two ticks) (Grants two untyped dice for spiritual protection, can be upgraded through your own spellwork)
- [ ] 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, Sylph and Salamander for spiritual allies as a result of your investiture. They are a part of your burgeoning spirit court. 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 their respective stats, 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)
[ ] Write in which action you wish for the Sylph's aid in. (Blood)



You've added expensive food to your budgetary concerns, as your pay doesn't presently cover the expense, you're paying out of pocket for it. This turn you will automatically subtract one windfall once the turn's actions have resolved, if you fail to have necessary windfall banked to cover it, you will subtract financial health, which can only be recovered via an expenditure of windfall.

Total windfall expected by turn's end = 1
Total windfall currently banked = 0

(Voting moratorium until Noon Saturday CST)
(Gonna update the character sheet in the meantime.)
 
Okay, we have a lot of options this turn. But we also have incoming danger.

I propose we go all in with the summoning this turn, and also try to gain favor with both the Typhonic and Elemental Spirits. We should also start learning spells from Phlecket.

We need to be prepared when this evil spirit finds us.

Might be nice to grab books on runes and use our reading ability, then use that on the fire rod

I am not sure we have enough money to buy those books.
 
Okay, first draft of my Plan.

A question, can we have the Daimon help when learning Elemental magic? Or they can't help with that action?

[ ] Preparing for the Storm
-[ ] 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) (Raise pool 1/10)
-[ ] Socialize with a Spirit: The Elementals aren't very chatty, but you're accumulating connections with spirits who are. Perhaps you can get to know them better? (Uses Blood) (Costs one action)
-- [ ] Phlecket: The dwarf-shaped spirit is potent, he's already willing to teach you magic, perhaps he'd be open to idle conversation?
--- [ ] Offer an Ember: If a single Ember was enough to give Lord Typhon some measure of wiggle room from his divinely forged chains, what might an Elemental spirit do with it? And what would he offer in return?
---- Use the aid of the Sylph and one free dice.
-[ ] Ask Phlecket for Instruction on Elemental Spellcasting: Phlecket has a duty to instruct you on the secrets of Elemental spellcasting. Set some time aside and get to learning. (Uses Phlegm + Yellow Bile) (Costs one Action) (May spend three actions per turn on this)
-- Use the aid of the Undine and Salamander and one free dice.
-[ ] {Resource Generation} (Occult) Kindling Embers: You're close to half full, it's surprisingly liberating to finally expand your brazier. (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 5/13)
--[ ] Use Flame Scarred Tablet to create four Embers.
--- Use the aid of the Gnome and two untyped dice from the Daimon.
-[ ] {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)
-- [ ] 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.)
- [ ] Incense and offerings: Spirits like the scent of incense and the occasional infusion of energy through what is effectively prayer, offer some of both. (Costs one action) (No dc) (Grants 1d6 favor with Phlecket's Court.)
- [ ] Divination: Were is the Spirit causing trouble to Smallville? What are its powers? What are its weaknessess?
- [ ] 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)
- [ ] Warding Charm: Recent strange events have you desiring a dedicated warding charm. (Costs two ticks) (Grants two untyped dice for spiritual protection, can be upgraded through your own spellwork)
 
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-[ ] Ask Phlecket for Instruction on Elemental Spellcasting: Phlecket has a duty to instruct you on the secrets of Elemental spellcasting. Set some time aside and get to learning. (Uses Phlegm + Yellow Bile) (Costs one Action) (May spend three actions per turn on this)
-- Use the aid of the Undine and Salamander and two free dice.
Do you wanna see if we can offer him an Ember here? Maybe he'll teach us some extra fun stuff.
 
- - [ ] Offer an Ember: If a single Ember was enough to give Lord Typhon some measure of wiggle room from his divinely forged chains, what might an Elemental spirit do with it? And what would he offer in return?
Didn't even notice this lmao

To do that we need to spend a social action. I can change the social action with the Daimon for one with Phlecket.
Probably a good idea to get it done sooner than later. We need to make sure all our allies are stronger for the fight against the big guy.
 
[] Summer Snow Sabbatical
-[ ] 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) (Raise pool 1/10)
--[] Two Free Dice
-[ ] Ask Phlecket for Instruction on Elemental Spellcasting: (Uses Phlegm + Yellow Bile) (Costs one Action) (May spend three actions per turn on this)
--[] Two Actions
--[ ] Undine's aid (Phlegm)
--[ ] Salamander's aid (Yellow Bile)
-[ ] {Self Improvement} (Occult) (Costs one action) (You may use untyped dice to boost your capabilities)
--[ ] Tempering Your Sociability: (DC 12) (Costs 4 embers) (Dice pool 5(Blood +Yellow Bile))
-[ ] {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 5/13)
--[] Two Untyped Dice
--[ ] Gnome's aid (Black Bile)
--[ ] Specify the number of Embers you wish to create (2 embers)
---[ ] Use paper
----[ ] Jade Stone: (Unknown Result) (Might be Positive???)
-[ ] Socialize with a Spirit: (Uses Blood) (Costs one action)
--[ ] Phlecket: The dwarf-shaped spirit is potent, he's already willing to teach you magic, perhaps he'd be open to idle conversation?
---[ ] Social call: Idle conversation with Phlecket as previously specified
---[ ] Sylph's aid (Blood)
-[ ] Occult Paraphernalia
--[ ] Warding Charm: (Costs two ticks) (Grants two untyped dice for spiritual protection, can be upgraded through your own spellwork)
--[ ] Occult books: (Costs two ticks per purchase made) (Provides 1 book for research purposes)
---[ ] Runes
---[ ] Psionics

Fuck if I'm going outside while someone is snubbing Summer to her face and getting away with it. Let's rev up our bank account and our occult knowledge - remember, more Blood means more Windfall later.

Some only mildly hazardous exploration with the Jade Stone, and several layers of DC protection.

Honestly, I just like Phlecket. Get that Elementalism.

The ward's need is obvious. Runes are foundational. Psionics sound like a fast way to protect our mind, which is currently nigh-on defenseless. Also, it's neat.
 
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We should really Temper something every turn. We can afford it and upping our stats is very directly useful. I'm more inclined to Yellow Bile or Black Bile than anything else, but raising Blood to 3 is also valid.
 
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