(Gained Pendant of the Revolutionary Witch: This pewter pendant bears the hammer and sickle of the people's revolution, and was heavily enchanted by a coven of witches in the prime of their power. (Grants four untyped dice for spiritual protection, provides two untyped dice in combat with Spirits bound by the Silver Dusk and Practioners aligned with it. Provides two blood dice when communing with the spirits of Dead Revolutionaries.)
Studying with Phlecket continues gamely, though you don't push as hard as you did last week. By the end of the week you'd rounded out your roster of elemental spells with a water spell. Commanding the Undines to lavish the target of your ire with their deadly affections, it felt a little odd to think of, but the Spell doesn't command the unwilling, so you'll suppose it will have to do.
It stands to reason that a Blizzard Spirit can be weakened or even killed by being exposed to its antinomical opposite, which is why we should pick up as many Embers as we can metaphysically hold and unleash a giant firestorm the moment the thing attacks us.
This is the set-up for someone else to come up with a better plan
Revealed Fortifying option Handicapped Black Bile synergy revealed. Revealed Forging option. Utilizing both Embers and Motes of Dust you can reforge the weak copper of your frame into Bronze. Can reforge already tempered bones to the new material for greater benefits. Body of Bronze ascension option available upon completion of Forging/Reforging body. Can Fortify other stats through Mote expenditure.)
In other words, our current body is the copper. Embers and Motes combined are the metaphorical tin here that combined to turn it into Bronze. That's why we can Reforge the already Tempered spine - because it's still only copper, just fixed up a little.
In other words, our current body is the copper. Embers and Motes combined are the metaphorical tin here that combined to turn it into Bronze. That's why we can Reforge the already Tempered spine - because it's still only copper, just fixed up a little.
Most humans in the modern age are metaphorically iron. your handicap downgrades you to copper, Motes provide the metaphorical tin while Embers provide the heat need to melt both and reforge into Bronze. Which is still significantly stronger then bog standard iron. Reforging yourself to a body of bronze will have interesting effects given the fact you gained fire first. Silver and gold are sidegrades that both end in the same place, Adamant. Ironically your weakened state makes it easier to make the metaphorical transitions, it's a lot easier to transition from bronze to the noble metals then it is to transition from steel.
"Might as well get this over with. You know how I wasn't exactly forthcoming on the nature of what I do for work?" Sundrop asked in response to your question. You nod and she continues. "Well it's because I'm... well I'm a stripper."
(Revealed Fortifying option Handicapped Black Bile synergy revealed. Revealed Forging option. Utilizing both Embers and Motes of Dust you can reforge the weak copper of your frame into Bronze. Can reforge already tempered bones to the new material for greater benefits. Body of Bronze ascension option available upon completion of Forging/Reforging body. Can Fortify other stats through Mote expenditure.)
Well, that's obviously super tempting, yeah. We need to see what that actually does ASAP. Is Fortifying notably different from Tempering on other stats, or is it just using a different resource for the same effect?
We should also try generating Motes with clay, probably? Dunno if it'll work as well as with Embers but seems worth a shot.
Yeah, it seems like what Handicapped Black Bile opens up is "Your base state is shittier, but it can easily be converted to something better than the standard, and that foundation is easier still to advance up further Body Cultivation levels, while a normal person might be able to advance to a Tier 2 body relatively easily and get good results, moving to Tier 3 is extremely difficult after that because Steel to Silver is a fairly large jump, while Bronze to Silver is much easier"
Since this seems to be using the Platonic soul model for the metals, we can fairly assume that Bronze, Silver, and Gold as sidegrades represent the social classes they're associated with. So, communist witchery would naturally be through bronze.
Funny thing is, I don't even see Camilla as a communist, she's just generally highly ethical and just wants to nerd out about things.
I won't say no to getting new friends though.
Does look like Organizing is one of the main triggers to a hammer coming down on you though, the Powers that Be want independent practitioners to be hermits or in the system, you don't get to have a community.
Since this seems to be using the Platonic soul model for the metals, we can fairly assume that Bronze, Silver, and Gold as sidegrades represent the social classes they're associated with. So, communist witchery would naturally be through bronze.
I think this is probably correct.
.
.
.
Also, completely unrelated, but I was thinking through the implications of Sundrop's particular abilities and realized that, if she wants to beat someone up and has time to prep, she's terrifying since she can walk in with, like, Black Bile 6-7 and just deliver a physical beating. She does need time to prep to manage that, of course (and someone to feed on), but it's the sort of thing that seems interesting to me conceptually as a thing she can do and quite possibly has at some point.
I do wonder what we'll have to do to deduce the Air and Water cultivation materials though. I wonder if acquiring two sigils is enough to start figuring out the other two on our own?
The lingering flurries of snow in the distance fill you with dread. You can only hope you're ready when the Icy Death Spirit finds you.
(You have 28 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 5/10)
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 Third date: You really enjoyed your time out with Sundrop. Perhaps you should see if she'd be interested in another date? (DC: 8, 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) (107/200)
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?
Self Improvement: You have developed multiple ways of reshaping your body through mystical means, dare you seek beyond the limit of your mortal form? (All options in this category qualify as occult for Dice purposes)
[ ] 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))
[ ] Fortifying your body and soul with Motes: Through possession of the Golden Apple given to you by Lord Typhon, you understand hot 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)
- [ ] Fortifying Your Sociability: (DC 12) (Costs 5 motes) (Dice pool 5(Blood + Black Bile))
- [ ] Fortifying your Passion: (DC 12) (Costs 5 motes) (Dice pool 5(Yellow Bile + Black Bile)) (Can upgrade once due to Black Bile reinforcement)
- [ ] Fortifying your Body: (Costs 4 Motes) (Dice pool 2 (Black Bile))
- - [ ] Fortify your neck and skull ( DC: 22)
- - [ ] Fortify your Shoulder/Rib Bones (DC: 18)
- - [ ] Fortify your Arms (DC: 20)
- - [ ] Fortify your hipbones (DC: 22)( Easier due to the metal in your hips)
- - [ ] Fortify your Legs (DC: 26)( Easier due to the metal in your legs)
- [ ] Fortifying your Mind: (DC 12) (Costs 6 Motes) (Dice pool 6 (Phelgm + Black Bile))
[ ] Reforging your spine: You've learned a new method of improving your body, but the task promises to be perilous, you must reshape your tempered spine to start on the path of forging yourself anew, and transmutating your spine even temporarily into molten metal might prove dangerous indeed. (DC: 30)(Costs 1 Ember and 2 Motes)(Dice pool 9 (Black Bile+Yellow Bile+ Phlegm)) (Definitely dangerous because you're recasting your spine into a new metallic form. Fucking up here could kill you.) (Locks you into the Forging path, locks out all other methods of improving your Black 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
Motes of Dust Stat mechanics
Boosting your Black Bile will improve how many Motes you can safely generate per turn.
Boosting your Phlegm will improve your carrying capacity for Motes
Occult: You've Unlocked a new occult resource and possibly found a way to ascend beyond what your mortal flesh might limit, what will your mystical plans this week be?
[ ] {Resource Generation} (Occult) Gathering Motes: You've only got a pair of Motes floating in your internal sea. Change that(Creates new Motes) (Uses Black Bile and Phlegm) ( DC 5, every five points beyond that creates one additional Mote, automatically stops at the safe number of Motes you can create unless otherwise specified) (Costs one action) (Current motes 2/40)
[ ] {Resource Generation} (Occult) Kindling Embers: You're mostly full. (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) (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)
[ ] {Experimentation} How important is the medium?: You are able to create a single Mote 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 Motes) (Requires that you have at least one Mote. harder without Motes present) (Counts as generating a mote if successful) (Uses Phlegm) (Costs one Action per medium tested)
- [ ] Mud (No cost, it's dirt and water)
- [ ] Clay (Two windfall) (It worked for Embers didn't it?)
- [ ] Quartz (Four Windfall)
[ ] {Experimentation} (Occult) Rock and Roll: You have a fresh new Occult resource to experimental with, surely there's something you can do with this. (Requires you have at least one Mote) (Uses Phlegm) (Costs one action)
- [ ] Type of spell? (Offense, Defense, Utility) (Varying DCs)
- - [ ] Specify what you're trying to make. (Write in, for example, Strengthening the skin vs. physical attack.)
Rituals: The main method newbie spellcasters work their magic, become more then newbie spellcasters, and also the main way to attract the attention of spirits.
[ ] {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 Very good odds of being 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. Mabel was kind enough to gift you one, but nothing says you can't have multiple (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 WitchcraftThis 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 = 6
(Voting moratorium until Four pm CST)
(Let me know if I missed anything, there's progressively more options lol)
We definitely are going to want to take that Spine action, but we want to stack everything we've got on it.
Oh yeah, and does Fortifying have any effects beyond Tempering, or is it just a way for us to bypass that dice limitation when you're boosting the ruling stat of that material?
I do wonder what we'll have to do to deduce the Air and Water cultivation materials though. I wonder if acquiring two sigils is enough to start figuring out the other two on our own?
I suspect we'd need to find additional powerful Elementals and bargain with them. Phlecket might be able to introduce us, though whether he's willing to is a whole different question.
Yeah, that's my instinct as well. I think we also want to experiment with using clay on Mote generation, obviously generate more Motes, and probably summon an Empousa for the coming fight. Plus continue learning from Phlecket.
Yeah, we want to bunker down and get ready to rock.
Fortunately, in this case, I think the Spine is actually going to be the hardest part of Forging. Because that's the bone that fucking it up is going to Kill You.
Camilla doesn't have any particular problems with it, but Sundrop didn't know that because she though casually asking Camilla's opinions on sex workers would be awkward. Foibles of not knowing potential partners minds and all that.
Also, completely unrelated, but I was thinking through the implications of Sundrop's particular abilities and realized that, if she wants to beat someone up and has time to prep, she's terrifying since she can walk in with, like, Black Bile 6-7 and just deliver a physical beating. She does need time to prep to manage that, of course (and someone to feed on), but it's the sort of thing that seems interesting to me conceptually as a thing she can do and quite possibly has at some point.
The most dangerous thing you can do with any wizard you've pissed off is give them time to prepare. Even a well-read novice can still fuck you up if the right conditions present themselves.
Oh yeah, and does Fortifying have any effects beyond Tempering, or is it just a way for us to bypass that dice limitation when you're boosting the ruling stat of that material?
Mechanically it's the exact same, just with different dice pools. It's when you start blending cultivation materials that interesting effects start showing up.
[ ] Plan: The Path to Bronze
-[ ] Work your shifts at The Crystal Gardens: (dc:7-13)
--[ ] Call in Sylph (+1 Die)
-[ ] 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) (107/200)
-[ ] {Experimentation} How important is the medium?:
--[ ] [Mote] Quartz (-4 Windfall)
-[ ] {Ritual} Conjure a Typhonic Spirit:
--[ ] Empousa
-[ ] Reforging your spine:
--[ ] Call on Salamander, Gnome, Undine, Untyped Dice from Food and Rest (Total of +5 Dice)
-[ ] {Experimentation} (Occult) Rock and Roll:
--[ ] Defensive
---[ ] A spell that fortifies against physical harm
----[ ] Tap Daimon of Knowledge (+2 Dice)
-[ ] Ask a question
--[ ] "What is the Winter Spirit menacing my home, how can I best oppose it?" (2 Favor)
-[ ] Fool's Gold (Elemental) (Weekly): (-1 Phlecket Favor)
-[ ] 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
[ ] 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)
Basically, we don't want to zero out our Motes supply, so even if paper isn't a great material, I don't want to chance that Clay doesn't work for some reason (Unless @Useless Writer will confirm that all of the money costing choices will work?). We want to start on Runes, and I am taking no chances on fucking up the Forging process, so it gets almost every die we can throw at the problem so that we succeed from anything short of the Hand of Fucking God descending and declaring we roll all 1s.
We make sure our Brazier is full--or as close to it as we can get, because we are almost definitely going to be in a fight shortly, and get an Empousa to protect us. Between that, our protections, and everything else, we should have a solid chance against anything but a high level encounter goomba stomping us.
but yeah, I'd rather massively overkill the Spine Project and hope we get some overflow than I would just try to keep it at a "really high chance" and roll the equiviliant of a nat 1 that leads to Quest End. 16d6 only really fails if every single die comes up a 1, which is... So profoundly unlikely that I can't see it occurring.
I do wonder what we'll have to do to deduce the Air and Water cultivation materials though. I wonder if acquiring two sigils is enough to start figuring out the other two on our own?
I'm not sure we need to do this on this turn, honestly. Trying to, like, gain additional combat useful spells using Motes is probably better combat prep? Probably?
Assuming you don't want to try clay on the Motes, which still seems correct to me...I can't imagine it working less well than paper. It might not boost it like it did for Embers, but I see no remotely logical way it can fail.
I'd rather be very sure when doing something that could kill us, but dropping it to 14 or so should get us to 99.9% so the last two dice could definitely get moved. @Alectai the last two dice are not meaningful mathematically here, moving them to summoning the Empousa seems a good chocie.
[] Plan: Blizzard Spirit, Beware
-[] 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 5/10)
--[] +1 Sylph die
-[] Ask Phlecket for Instruction on Elemental Spellcasting: (Uses Phlegm + Yellow Bile) (Costs one Action) (May spend three actions per turn on this) (107/200)
--[] +2 Daimon dice
-[] {Resource Generation} (Occult) Gathering Motes: (Creates new Motes) (Uses Black Bile and Phlegm) (DC 5) (Costs one action) (Current motes 2/40)
--[] Max safe amount
-[] {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 8/13)
--[] Max safe amount
--[] Use Flame-Scarred Tablet
-[] Reforging your spine: You've learned a new method of improving your body, but the task promises to be perilous, you must reshape your tempered spine to start on the path of forging yourself anew, and transmuting your spine even temporarily into molten metal might prove dangerous indeed. (DC: 30) (Costs 1 Ember and 2 Motes) (Dice pool 9 (Black Bile+Yellow Bile+Phlegm)) (Definitely dangerous because you're recasting your spine into a new metallic form. Fucking up here could kill you.) (Locks you into the Forging path, locks out all other methods of improving your Black Bile)
--[] +1 Gnome die, +1 Salamander die, +1 Undine die, +2 Free dice
-[] {Ritual} Conjure a Typhonic Spirit: (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.)
-[] 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)
-[] Occult books: (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 x2
With 13 dice, we're basically guaranteed success with the Reforging, and still have space for more progress on the spellcasting, and a near-full to full Brazier against the spirit.
I'd rather be very sure when doing something that could kill us, but dropping it to 14 or so should get us to 99.9% so the last two dice could definitely get moved. @Alectai the last two dice are not meaningful mathematically here, moving them to summoning the Empousa seems a good chocie.