Punching through the Masquerade (Modern Magical Cultivation Quest)

We'll see. I dunno if our Ember-based Tempering is gonna need to get messed with...I could see it going either way, to be honest.

QM told us that our Handicap can become a benefit if we get access to Motes of Dust--the Earth equiviliant of Embers. We're getting the Earth Sigil here, and they made the analogy that it's like going from copper to bronze.

An alloy, just add Tin and you get something that didn't really get surpassed until proper steel techniques were developed.

Since Camilla's bones and body are already in a damaged state, it's a lot easier to fold in better elements as we reforge it, and with the Body being associated with Earth elementally, we're in a good place, I imagine it'll be in the form of "Spend X amounts of Dust as a kicker while you're doing a Reforging, and it repairs the damage and brings it up to a fundamentally higher state"
 
QM told us that our Handicap can become a benefit if we get access to Motes of Dust--the Earth equiviliant of Embers. We're getting the Earth Sigil here, and they made the analogy that it's like going from copper to bronze.

An alloy, just add Tin and you get something that didn't really get surpassed until proper steel techniques were developed.

Since Camilla's bones and body are already in a damaged state, it's a lot easier to fold in better elements as we reforge it, and with the Body being associated with Earth elementally, we're in a good place, I imagine it'll be in the form of "Spend X amounts of Dust as a kicker while you're doing a Reforging, and it repairs the damage and brings it up to a fundamentally higher state"

Yeah, I understood the metaphor and don't disagree. It seemed like you were also saying that our existing tempering might interfere, which I think is not necessarily the case. Sorry if I misinterpreted you.
 
I think it'd definitely be harder to do it once we unfucked Camilla's physique, but probably having the Motes of Dust and an already broken physique is going to effectively lower the DC of Alloying by a great deal. Since we don't have to effectively melt down perfectly functioning stuff.

And the spine was the simplest of the set we had, apparently, which I guess makes sense?
 
Phlecket: I must warn you, the process of refining your body will take, at minimum, several months. You need to set aside some time, and perhaps some medication, as the prerequisite is effectively un-making your body in order to reforge it anew.
Camilla: Waaaay ahead of you.
 
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Turn 13 Results
Winning Plans: Training Montage With Tempering! by MrRageQuit and Cultivation Lore by uri


Kindling new Embers with the Flame Scarred Tablet has become somewhat mundane. Being able to generate six embers in a week is surely impressive, and the Gnome flicked you elbow into a better position as the drops of blood fell, but nothing new has occured otherwise.

(Gained Six Embers, new total 11/13)


It's interesting to hold eleven embers for a while, twice the capacity you had several weeks ago. You're growing in strength and capacity at a surprising rate to be sure. But it's only going to accelerate the rate at which you elevate yourself and consequently how quickly you spend your Embers.

Investing Embers into your lungs was a strange experience to be sure. The air in your lungs moved strangely as you tried to blend and infuse the Embers you earmarked for this Tempering. Most of the energy ended up escaping out of your nose and mouth in whisps of steam, but some of it lingered, your every word having a spice to it on the tip of your tongue. Like you'd eaten some intensely spicy hot wings only the sensation was pleasant rather then painful. The odd hint of cinnamon sweetening your every word.

(Spent four Embers, new total 7/13)

(Gained one point of Blood, New total 3)


Phlecket turned out to be a Stern but fair teacher, more then happy to correct you on any minor flubs of the words you used or the gestures you made as he got you to a level of competence with three spells from the Elemental Catalogue so to speak.

(76/200 progress on training with Phlecket, learned two support spells and one combat spll, one support spell, two combat spells and two wildcards remain.)

(Gained Fool's Gold, Windwall, and Hearth's Ease Elemental Spells)

You returned to work, metaphorical sleeves rolled up and your Sylph following in your wake. The presence of the Icy Death spirit had plenty of practioners out and even some normal folk delving into the store looking for magical solutions to the vague sense of dread they were feeling. With occasional input from the Sylph, you made a number of high grossing sales that certainly seemed to signal a return of the Economic boom, Mabel certainly seemed impressed when she handed over your bonus pay for the week.

(Generated 3 total windfall and 1 raise point.)



In the end, while you considered bargaining for the services of Phlecket's court in a number of contexts, in the end you hand over five of your Embers in exchange for the secrets of past Magi and the Sigil of Earth. Phlecket first formed the sigil in his own skin, cracks and gemstones forming a distinct diamond shape inscribed with sigils made of the soft curves of the earth, holding it while you quickly sketch down the Sigil in it's entirety. Then he whispered secrets into your ear. How the winds of your soul might be used to cause your spells of fire to flare hotter and burn brighter. You lack the Breath of Winds necessary to perform the higher miracles of what he told you, but you know your Ember based spells have nearly doubled in potentcy with the secrets you know now.

(Spent five Embers, new total 2/13)

(Gained Sigil of Earth, may now start trying to generate Motes of Dust.)

(Gained Windfueled Forge trait. Now when you cast any fire based spells, you add your Blood stat to your Yellow Bile stat when casting and dealing damage. Further benefits unlocked when the Forge of Spirit Trait is unlocked and Breath of Air cultivation resource is available to you.)



[REDACTED ROLL]

The Icy spirit didn't seem to be willing to bother you this week, but it certainly felt closer then it was at the start of the month.

(The Icy Death Spirit leaves you be for the week. You do not yet know if it's hurt anyone.)



Bills come due and you easily write off the additional expense of better food this week

(spent one windfall on Better food. New windfall total is 2)

((I'm gonna try and have the next options ready by noon at the latest.))
 
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(Gained Windfueled Forge trait. Now when you cast any fire based spells, you add your Blood stat to your Yellow Bile stat when casting and dealing damage. Further benefits unlocked when the Forge of Spirit Trait is unlocked and Breath of Air cultivation resource is available to you.)
Do we have our spell written down anywhere?

Either way even the basic effect just doubled our fire spell effectiveness(and considering that fire spells represent 99% of our combat power that's potent), we now need to be twice as cautious when practicing them to not burn our place.
 
Do we have our spell written down anywhere?

Either way even the basic effect just doubled our fire spell effectiveness(and considering that fire spells represent 99% of our combat power that's potent), we now need to be twice as cautious when practicing them to not burn our place.

I just finished updating the character sheet, everything is written down there. Y'all have Blastburn and Arsonist's escape. I was going to wait to reveal that your combat spells got a little stronger when you improved your yellow bile until you tried to create a new combat spell or made use of Blastburn in combat, but it doesn't make sense to keep hiding that with the new trait.
 
I was going to wait to reveal that your combat spells got a little stronger when you improved your yellow bile until you tried to create a new combat spell or made use of Blastburn in combat, but it doesn't make sense to keep hiding that with the new trait.
Uhh we already knew that yellow bile was improving our spells? As blastburn deals yellow blood (and now blood) d12 in damage.

Unless you mean something else.
 
Uhh we already knew that yellow bile was improving our spells? As blastburn deals yellow blood (and now blood) d12 in damage.

Unless you mean something else.

I had intentionally left Blastburn unchanged because while the thread is aware, Camilla, is not. Logically it might have occured to her but she wouldn't have known for sure until she had cast it again.
 
Hmmmm. So, priorities (not necessarily strictly in order):

1. We need more Elemental spells. Phlecket's court can teach us, I think, 5 more, getting some of those is real good.
2. Speaking of which, we need more Favor with that Court to use the spells.
3. We'll need to experiment with Motes of Dust and generating them at some point soon.
4. Sometime in the next couple of turns we should trade Embers for Phlecket giving us more secrets (if available), for (possibly) handling the Ice spirit and (definitely) defending us from the Angels, all if possible. I'd argue doing this on this turn makes some sense.
5. More tempering stats...maybe not as urgent to do Yellow Bile now that we can cast with two stats, so probably Phlegm next. On the other hand, that's pretty expensive and being low on Embers with a scary spirit about is...not great.
6. We should probably go on an expedition with Sundrop very soon. Also, a second date, but probably expedition first?
7. Need to figure out how to do the other two elemental resources. This is very long term, but worth keeping in mind.

And, of course, we need more Embers to do a lot of that, so more Ember generation is a must. If we're trading with Phlecket or tempering a stat we may even want to generate Embers twice, once before and once after.
 
5. More tempering stats...maybe not as urgent to do Yellow Bile now that we can cast with two stats, so probably Phlegm next. On the other hand, that's pretty expensive and being low on Embers with a scary spirit about is...not great.
Well yellow bile is also the attribute that caps our generation of embers (well safe generation but still) I'm not sure if we can upgrade it more before tempering black bile again but every point is another 2 embers generated per action.
 
Well yellow bile is also the attribute that caps our generation of embers (well safe generation but still) I'm not sure if we can upgrade it more before tempering black bile again but every point is another 2 embers generated per action.

That's a fair point. Might be worth prioritizing over Phlegm for that reason...

There's definitely a turn where we Generate Embers -> Temper Yellow Bile -> Generate Embers -> Trade Embers to Phlecket or something like that.
 
1. We need more Elemental spells. Phlecket's court can teach us, I think, 5 more, getting some of those is real good.

Agree, we should invest at least one action per turn. Two if we don't have other time sensitive stuff to do.

2. Speaking of which, we need more Favor with that Court to use the spells.

Also agree, this turn we should take an action to earn some Favor.

3. We'll need to experiment with Motes of Dust and generating them at some point soon.

Maybe next turn? Right now we don't have enough actions.

4. Sometime in the next couple of turns we should trade Embers for Phlecket giving us more secrets (if available), for (possibly) handling the Ice spirit and (definitely) defending us from the Angels, all if possible. I'd argue doing this on this turn makes some sense.

I am fine with doing it this turn, but maybe is better to do it next. So we can use a Social action with Sundrop.

5. More tempering stats...maybe not as urgent to do Yellow Bile now that we can cast with two stats, so probably Phlegm next. On the other hand, that's pretty expensive and being low on Embers with a scary spirit about is...not great.

I think we should invest in Black Bile instead, now that we have Motes of Dust.

We can also skip Tempering this turn, if we really need to keep more Embers at hand in case of an expedition or attack.

6. We should probably go on an expedition with Sundrop very soon. Also, a second date, but probably expedition first?

I would say the date first, or maybe both in the same turn if we have enough actions.

7. Need to figure out how to do the other two elemental resources. This is very long term, but worth keeping in mind.

Agree, we could find an Undine and a Sylph of equal power to Phlecket and trade the Sigils of Air and Water with them.

I think we should buy a Warding Charm, now that we have some windfalls. It can help with the hostile spirit and we can upgrade it in the future.

Either that, or we buy a book abaout Runes so we can start putting our book related trait to use and prepare to create a staff.
 
Agree, we should invest at least one action per turn. Two if we don't have other time sensitive stuff to do.

It's probably roughly 4 more total actions to hit the 200 mark and tap out that well, but that's 5 more spells, I think.

I am fine with doing it this turn, but maybe is better to do it next. So we can use a Social action with Sundrop.

I worry what the spirit is doing while we're just...not dealing with it. Seems like if we're gonna deal with the ice spiit by siccing Phlecket on it, better sooner rather than later.

I think we should invest in Black Bile instead, now that we have Motes of Dust.

Well, we don't yet, is the thing. Once we do, absolutely, but I suspect we might want to temper Yellow Bile and/or Phlegm before we even necessarily get a lot of those.

Agree, we could find an Undine and a Sylph of equal power to Phlecket and trade the Sigils of Air and Water with them.

Probably after figuring out how to generate Motes of Dust, but yes.

I think we should buy a Warding Charm, now that we have some windfalls. It can help with the hostile spirit and we can upgrade it in the future.

Either that, or we buy a book abaout Runes so we can start putting our book related trait to use and prepare to create a staff.

That seems reasonable in terms of purchases. Dunno about the staff...as you note we have a lot of actions we need to take already. I dunno if more dice, which is what a staff seems likely to provide, is what we need right now.
 
It's probably roughly 4 more total actions to hit the 200 mark and tap out that well, but that's 5 more spells, I think.

If we get lucky rolls.

If we invest 1/2 actions every turn, we should get it done pretty quickly.

I worry what the spirit is doing while we're just...not dealing with it. Seems like if we're gonna deal with the ice spiit by siccing Phlecket on it, better sooner rather than later.

I would like to fight the Spirit ourselves. If we send Phlecket to deal with it, we lose on any possible loot we might gain.

Well, we don't yet, is the thing. Once we do, absolutely, but I suspect we might want to temper Yellow Bile and/or Phlegm before we even necessarily get a lot of those.

i see your point.

I would be more in favor of Tempering Yellow Bile than Phlegm first, since its used for a greater variety of things.

Probably after figuring out how to generate Motes of Dust, but yes.

Agree.

That seems reasonable in terms of purchases. Dunno about the staff...as you note we have a lot of actions we need to take already. I dunno if more dice, which is what a staff seems likely to provide, is what we need right now.

The staff seems like a mid-term project to me. First we get the book, then we learn abaout Runes, then maybe abaout the Jade Stone, then we create the staff.

It seemed like something we need to improve our spellcasting abilities, especialy in combat. And we are going to need every possible advantage against the Angels.

On the short term, we could summon an Empousa for our first Expedition. Better to have a bodyguard than risk Camilla and Sundrop lives.
 
If we get lucky rolls.

If we invest 1/2 actions every turn, we should get it done pretty quickly.

Honestly, that's with unlucky rolls if the previous turns were even mildly representative.

I would like to fight the Spirit ourselves. If we send Phlecket to deal with it, we lose on any possible loot we might gain.

That's risky but defensible. We should do that soon, if we're aiming to do it at all.

The staff seems like a mid-term project to me. First we get the book, then we learn abaout Runes, then maybe abaout the Jade Stone, then we create the staff.

It seemed like something we need to improve our spellcasting abilities, especialy in combat. And we are going to need every possible advantage against the Angels.

I mean, how many actions would that be? And could they not better spent doing things like raising or stats directly via Tempering and learning more secrets of the Magi? A staff is also obvious enough we likely can't take it everywhere, and I dunno if the angels are gonna wait for us to be prepared for them...

On the short term, we could summon an Empousa for our first Expedition. Better to have a bodyguard than risk Camilla and Sundrop lives.

That's reasonable.
 
I mean, how many actions would that be? And could they not better spent doing things like raising or stats directly via Tempering and learning more secrets of the Magi? A staff is also obvious enough we likely can't take it everywhere, and I dunno if the angels are gonna wait for us to be prepared for them...

I said it was more of a mid term project. So we don't need to use an action on it every turn. An action every two or three turns would be enough.
 
I'd like a second date with sundrop. Think it's be good. Maybe…. One windfall and a couple of actions? Enough to show we care but not enough that we seem pushy.
 
Second Week of June, Turn 14
A new week begins! You've gained secrets of the long dead Magi, learned how to generate a new item of occult power and learned your first handful of spells that don't draw from your limited mystical reagents. Interesting times await you, now you can only hope that the Icy Death Spirit that's been spooking around doesn't try to kill you.





(You have 29 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) (Dicepool of 6 (Blood + Yellow Bile)) (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 2/10)



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: Phlecket has some use for the Embers you can provide, and is more then willing to trade fairly potent mystical boons for your Embers, see what he has to offer this week.

[ ] 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) (76/200)


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 5 embers) (Dice pool 6(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) Gathering Motes: You've received a new sigil from Phlecket that would allow you to create a new Occult resource, Motes of Dust. This is going to be harder then generating your first Ember was, but you feel that you could achieve it with a little luck. (Creates new Motes) (Uses Black Bile and Phlegm) (DC 20, DC 5 after successfully creating your First Mote.) (Costs one action) (Current motes 0/???)


[ ] {Resource Generation} (Occult) Kindling Embers: You're close to empty, which is mildly concerning given the lurking icy death spirit. (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 2/13)
- [ ] 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 2d4 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: 45) (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)


Spellcasting: You've learned a pair of spells that are usable outside of combat situations, dare you cast them? (Spells do not cost actions)

[ ] Fool's Gold (Elemental) (Weekly): Put the gnomes to work securing your future. (Adds 1d3+1 to your windfall rolls this week) (Costs one Favor)
[ ] Hearth's Ease (Elemental): Have the Salamanders salve your wounds. (Cuts healing time in half for selected wound) (Costs two favor)
- [ ] Write in wound.
You are presently uninjured.


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 mystically 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 = 2

((Voting moratorium until 2pm CST))
 
Oooh. Motes aren't a 'we need to figure this out and try different things OOC' just a high DC. With a dice pool we can make very high (we start at 6d...8d gives a better than 96% chance of success). We need to do that.

I'm also down for a Sundrop date. That seems valid.
 
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