Vorstallen Magic Preparatory - The Third-Best School for Young Mages in the Nation! Enrol Today!

How does one go about tagging a quest with like "terrible dice" or something?
 
[X] Accept the Tutoring Offer

I don't think we've once used up all our will power, so the loss is fine with me. The tutoring itself is going to be incredible though given it's in magical theory which this school specializes, and it would make the teacher much more amenable to us. Particularly as we actually rolled rather poorly on that test, getting a 1 and 2 on two d5.

I imagine it's also only for the first semester when the classes are divided and we can be personally tutored, so it's not a crazy long term commitment.
 
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[X] Accept the Tutoring Offer

I don't think we've once used up all our will power, so the loss is fine with me. The tutoring itself is going to be incredible though given it's in magical theory which this school specializes, and it would make the teacher much more amenable to us. Particularly as we actually rolled rather poorly on that test, getting a 1 and 2 on two d5.

I imagine it's also only for the first semester when the classes are divided and we can be personally tutored, so it's not a crazy long term commitment.

Our test dice are actually (and have been for everyone thus far) a negative and a positive. Rather than roll, say, a D6 and have 1-3 be negatives and 4-6 be positives, this centres the roll around your actual Lore level (rolling 2 dice makes your median your mode, generally speaking). I couldn't find a better way to roll this. It's finicky and annoying and looks ugly, but I don't want tests being completely luck-based in the same way a lot of Actions are at the moment.
 
If we keep study group we'll have 5-6 training rolls on MT per week compared to obligatory 1 and most common 2. I think by the end of semester we'll learn money by tutoring.
 
Shopping Miniturn
"Come on Ulos, you're so slow!"

Madavian laughed as he ran through the streets with Abraham, Ulos puffing along behind them.

"I don't.. puff... see... puff... why we couldn't take a... puff... cart."

Madavian laughed.

"You're so unfit, Ulos. Come on come on come on. Let's go!"

Eventually they reached the marketplace, though it was really more of a set of shops around a great square.

"Come on, Ulos."

Ulos glared daggers at Madavian.

"Let me... let me catch my breath. Then we go shopping."

They started browsing, and Madavian took the items they had to sell and was animatedly discussing something with someone in a pawn shop. He came back, just as Abraham came back as well.

"So, what are we getting?"



The Shopping Miniturn has begun.

You may spend any amount of money, from zero to all of what you have. You may sell as many items as you like. I am perfectly happy for people to vote for plans, and will likely divide the voting into a number of plans or options once people have decided what they may like. (as there are a lot of items to be bought), and this may be the better way to spend money.

You have 238 coins. You may sell items and buy them effectively simultaneously during this turn (so you can spend more money than you currently have if you sell items as well.)


Saleable Items:

Masterwork Cutting Knife. +5 to all Craft: Alchemy rolls involving cutting. Can be used as a weapon in times of need. - 90 Coins
Masterwork Bone Wand -
Offers ???. - 90 Coins
Average Quality Measures and Weights - Necessary for Alchemy to take place. 32 Coins
Artifact: Iron Amulet -
Offers ??? - 47 Coins. This may not be a fair appraisal.

Purchasable Items (Minor):

Full Camping Gear -
Allows Abraham to sleep comfortably in your room. Would allow him to sleep outside if necessary as well. - 7 coins

Superior Writing Equipment -
Better books, better pen, more inks that don't blot and stay well. Offers +10 when rolling to inscribe a Sigil or Rune on paper. - 22 coins


Itching Powder -
Obvious use in pranks. Enough to last indefinitely if you're only using it on one person at a time. - 9 coins.

Sigil of Fire -
A pretty basic spell scroll. Put some magic into it, and make sure you're pointing at whatever you want lit on fire. Takes 20 Magic Points. - 10 Coins

Sigil of Water -
A pretty basic spell scroll. Put some magic into it, and there you go, water. Useful as crowd control on your enemies or to put out fires. Takes 10 Magic Points. - 10 Coins

Draught of Wakefulness -
Offers the ability to go a night without sleep. Unlocks 1 Free Action. Should not be used longterm - 22 Coins

Draught of Healing -
Heals wounds, bruises, etc. Does not remove poisons, magical Curses, etc. Works by drastically increasing regeneration for a few minutes. Bad consequences for repeated overuse. - 24 Coins

Potion of Speed -
Increases physical speed, allowing the subject to run and move much more quickly for a span of about thirty minutes. - 18 Coins

Philter of Strength - Raw, concentrated Strength. Increases the subject's strength tenfold for thirty seconds. Useful in getting out of sticky situations. - 16 Coins




Purchasable Items (Major):


Potion of Precognition - Gifting the user with precognition on any actions they take within the next ten minutes, allowing them to avoid negative consequences where possible. Reroll on any failed Rolls in the following ten minutes as long as the failure is known within that time (does not work on tests that are marked hours later, for instance) - 67 Coins

Quality Geometric Tools -
Very useful in determining the precise dimensions of a Sigil or Rune. Helpful in Magical Theory. (+10 to all Magical Theory rolls involving identifying a spell, or writing a new one.) - 52 Coins

Poultice of Invisibility - Sure, it smells gross. Sure, you need to rub it all over your skin. Sure, you've got to be naked to use it. But it does make you invisible for the better part of twelve hours. - 80 Coins

Runic Binding Circle - Fill it up with magic, fold it out, and away you go. Improves your chances of Binding a Spirit, and allows you more time to do so. Reroll any failed Binding roll. Only works when charged. Requires 200 Magic Points to fully charge. Infinitely reusable. - 150 Coins

Magically Linked Bells -
Verging on Artifact status, these bells ring whenever the other one is rang. Useful to alert your allies or even send coded messages over great distances. Must be charged weekly, 40 Magic Points to charge. 225 Coins.


Purchasable Items (Artifacts):


Chimes of Cessation - Disrupts all nearby activated magic within 75 feet when rang. Will ring faster as it disrupts magic around you, and will counter magic to the value of the Magic Points put into it before it ceases ringing. Also disrupts the users magic. Requires 200 Magic Points to charge to a minimum. Can be charged up to 1000 Magic Points (5 Chimes). Does not counter spells that are either cast outside the radius, or which has their effects begin outside that radius. 380 Coins.

Eye of Farsight - A dull blue sphere with near-invisible runes inscribed on its glass surface. Allows scrying on any place indicated by the Eye's controls. Can view anywhere up to ten kilometres away in a sphere around the user, with a maximum radius of ten metres by ten metres viewing. Lasts for ten minutes once activated. Requires 100 Magic Points to charge. 350 Coins.

The Minor Arcana of Protection -
Five rings set in a chain linking them all together. When worn, they protect against one attack, each individual ring protecting against a different effect. These effects are: temperature variation, kinetic force, airborne poisons and acids, liquid poisons and acids and mental magic. Each ring takes 20 Magic Points to charge. The charge naturally dissipates after 1 week of not being activated by an enemy attack, and so must be recharged every week. - 450 Coins.

The Training Cube -
Allows low-magic users to train their Spellweaving using their Physical Ability stat. Allows user to halve the cost of training Spells (by practicing with just the cube sometimes to ensure you can get it correct) in terms of Magic Points. Expensive, and must be set up in a room to use properly. Must be charged by 20 Magic Points per use. Offers the use of your Physical Ability stat instead of your Channeling when training Spells or Spellweaving. Only usable by one person at a time. - 455 Coins.

Purchasable Services:

Tutoring (Write-in Skill):
You may gain an Action that offers three Training Rolls for 5 Coins for any non-magical skill. You may gain an Action that offers three Training Rolls for 20 Coins for any magical skill. These Actions are single-use only.

Magical Skills available to train include all Skills currently trained at school or those available in the Class Choice Post.

Non-Magical Skills include Combat Skill: Sword and Shield, Combat Skill: Retreat, Skill: Surveillance, Skill: Five Families Etiquette, Skill: Merchant Etiquette, Skill: Haggling, Skill: Disguise, Skill: Traps and Tripwires, Skill: Architecture.


Spell Training (Write-In School): Rather than purchase individual spells (which are difficult to learn and master, and you are entirely unsure what is and is not useful), you may purchase an Action allowing you to gain a useful Spell following the various concepts below. Any of these spells will cost you 100 coins, but are guaranteed to have a high degree of utility for your level of magic power.

Awareness, Defense, Elemental Manipulation, Magical Disruption, Mind Magic.




Please write in your desires for items below. If the item (or items) you desire is greater than our current amount of money, please add saleable items to your plan as well until it leaves us with a positive balance of Coins.
 
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Items to get:
Full Camping Gear - Allows Abraham to sleep comfortably in your room. Would allow him to sleep outside if necessary as well. - 7 coins

Superior Writing Equipment -
Better books, better pen, more inks that don't blot and stay well. Offers +10 when rolling to inscribe a Sigil or Rune on paper. - 22 coins

Itching Powder -
Obvious use in pranks. Enough to last indefinitely if you're only using it on one person at a time. - 9 coins.

Sigil of Water -
A pretty basic spell scroll. Put some magic into it, and there you go, water. Useful as crowd control on your enemies or to put out fires. Takes 10 Magic Points. - 10 Coins

Quality Geometric Tools -
Very useful in determining the precise dimensions of a Sigil or Rune. Helpful in Magical Theory. (+10 to all Magical Theory rolls involving identifying a spell, or writing a new one.) - 52 Coins

Items to ditch:
Um.. >.< That artifact isn't fairly evaluated now, is it?
 
The precog potion would be useful for tests in that Ulos could read through the test in the future and in the present tell his buddieswhat is incoming and what the answers are . . . Ish
 
Notes:
238 coins in addition to saleable items. Nobody we know is taking alchemy, so that pretty easily goes up to 350.

Are sigil/scrolls single-use or multi-use?

Decidedly useful things:
Quality Geometric Tools (theory buff)
Superior Writing Equipment (theory buff)
Full Camping Gear (Could find a decent spot outside like your secret mushroom spot.)
If Sigils are multi-use, Sigils. If not? Skip.
Draught of Wakefulness (the ability to grab another action is extremely valuable)
Skill Training: Diplomacy!

Stuff we have to charge is more or less unavailable to us (unless we asked Sunette to charge it for us and it saved our bacon, but that's kinda a corner case)
 
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Um.. >.< That artifact isn't fairly evaluated now, is it?

It could be!

@occipitallobe a few questions :
Are the sigils single use ?
How long do the potions last ?
Bar the artifact are we sure we are being offered a fair price for our loot ?

All sigils are single use (they're spells, and spells are used once). Their primary advantage is that they're spells that can't be miscast or failed.

The potions should all have durations in their description, but they can only be drunk once as a ruke.

You're getting a pretty fair price. If you weren't with Madavian you'd probably be getting 10 points less or so, but he's a strong haggler and has an idea of how much things should cost.

Notes:



Stuff we have to charge is more or less unavailable to us (unless we asked Sunette to charge it for us and it saved our bacon, but that's kinda a corner case)

You also have Madavian (who has average Channeling) and Abraham (who has above-average Channeling) to help you out where necessary. Abraham has a Magic Pool of 200, and Madavian has a Magic Pool of 120.
 
All sigils are single use (they're spells, and spells are used once). Their primary advantage is that they're spells that can't be miscast or failed.

The potions should all have durations in their description, but they can only be drunk once as a ruke.

Actualy I was asking if the potions had an expiration date or if we could store then idefinetely, also can we learn the to cast the sigils fro the scrolls ?
 
Tutoring (Write-in Skill): You may gain an Action that offers three Training Rolls for 5 Coins for any non-magical skill. You may gain an Action that offers three Training Rolls for 20 Coins for anymagical skill. These Actions are single-use only.
Could we have some examples of non magical skills?

The rest of the items I can't really see Ulos using, honestly the stolen objects are liable to of more use given people wanted to take alchemy earlier on and as demonstrated here potions can sell for a considerable amount of coin.
 
Actualy I was asking if the potions had an expiration date or if we could store then idefinetely, also can we learn the to cast the sigils fro the scrolls ?

No expiration date.

You can't learn to cast from scrolls - spells are stroke-order dependent, so if you write them in the wrong order they don't work. You can gain a pretty good understanding of the shape of the spell, though, and spend some time reverse-engineering it if you so desire. That being said, none of these are difficult spells to learn, scrolls are useful because of the zero skill or knowledge required to cast and the quality of the spell (no magical leakage due to poor lines, no slightly unintended effects, and they can afford to inscribe weird but useful contextual effects like 'shoot at the thing I point at' ) is very high.
 
Could we have some examples of non magical skills?
.

Some are in the initial character choice post. Things like weapon combat (styles of weapons), tactics, strategy, architecture, swimming, sailing, accountancy, hiding, disguise. Skills that aren't magic are essentially everything a non-mage can reasonably learn. You can learn etiquette skills for various situations (which are situational Diplomacy bonuses).

That being said, I'll edit the post for non-magical skills to give a list of available tutors.
 
[X] Plan Neptune
-[X] Sell Masterwork Cutting Knife
-[X] Sell Average Quality Measures Weights
-[X] Buy Full Camping Gear
-[X] Buy Superior Writing Equipment
-[X] Buy Quality Geometric Tools
-[X] Buy Runic Binding Circle
-[X] Buy tutoring skill - Five Families Etiquette
-[X] Buy tutoring skill - Combat: Retreat
-[X] Buy tutoring Skill: Haggling
-[X] Buy Itching Powder
-[X] Buy Draught of Wakefulness

So this gets rid of the alchemy equipment as we don't really have a reason to possess them given we're not in that subject, while the masterwork wand and Iron Amulet could be of use to us. We payed in full instead of us being on a scholarship, so there's a reason we could possess them there, while if we were on the latter all of them would likely have to go.

For items to purchase I've gone with writing equipment, geometric tools, and binding circle as we have use for them all. Given we're likely to be in personal tutoring the magical theory bonuses would obviously be helpful, and the binding circle helps with our souls and spirit studies particularly well given actually binding a spirit is one of Ulos weak points. A reroll is thus helpful, and we have friends who have enough mana to recharge it.

Finally buying two tutoring skills just to see how it plays out. Etiquette will be helpful given our roommate is one of the five families, and combat retreat when we possess weak channeling would be greatly helpful. I'm also interesting in the actual tutors themselves given we'd have one social/intellect aspected one, and another physical/magical one.

Edit - Added in haggling skill due to authors clarification.
Edit 2 - Given people wanted itching powder and a draught, I've edited them in.
 
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There's no Lore / Etiquette / etc. on the Six Fox Pact? Or does that fall under Lore: History?
 
There's no Lore / Etiquette / etc. on the Six Fox Pact? Or does that fall under Lore: History?

There is, but your local tutors tend to be more focused on the Vorstal side of things. Also, the Six-Fox Pact is a group of six nations with different traditons, greetings, manners, etc. For Narubar, most of their etiquette tends to revolve around being Narubite. If you salute soldiers invariably, or bow to the fallen every sunset, or spit on the ground every time someone mentions the Empire and you're not a Narubite they just think you're either tremendously weird or sucking up. Narubar also has a much more egalitarian culture - the Senatorial class deliberately behave like the average citizen in order to maintain the idea that Narubar is a unified entity before it is anything else.

Lore: History is supremely useful for two things. Firstly, not fucking up, especially as an Empire character.

"Oh that's a nice little village over there, shame about the big hole in the ground."

"That hole in the ground is where my ancestors lived before the Empire tortured them to death, killed them all and levelled the old village."

Cue awkward silence.

Secondly, history is one of the major "I'm educated" topics that the rich tend to prefer to talk about in modern Vorstal and the Pact (the Undying would of course have the same knowledge under Lore: Current Affairs). Partially because education is expensive, and partially because magical knowledge is guarded and functional knowledge is looked down upon, and partially because talking about politics is, well, impolitic. The Preparatory tries to run History courses precisely because of the upper-class reputation it helps them maintain.

That being said, Skills are pretty broad. If you have Lore: History, Etiquette: Five Families, and Haggling, you could impress Madavian's dad by having good etiquette (always valuable in a retainer), by talking (in vague metaphors, ideally), about the history of Family Junotrin and how it rose to power, and subtly haggle for your services through those same metaphors. Since multiple Skills can be applied to the same roll, having a Skill like Lore: History is more about just increasing your general aptitude at a certain subset of rolls a lot of the time. (Also, Madavian's dad would love that and basically adopt (in the "Country Cousin" sense) you right off the bat.)
 
[X] Plan Think of the future
-[X] Buy Full Camping Gear
-[X] Buy Superior Writing Equipment
-[X] Buy Quality Geometric Tools
-[X] Buy Spell Training: Mind Magic
-[X] Buy Draught of Wakefulness x 2

Total cost is 225 coins. This enables us to gain a whole new branch of magic which may include memory spells, letting us learn faster, and sets us up for learning Runes and Magic theory. We also keep the Alchemy items in case we decide to go study it (and I'm tempted just for learning how to craft Draught of Wakefulness). 2 Draghts of Wakefulness since we can buy that with the rest of the money. We are limited in how much we can use it, but it probably is something like 1 action/month and it seems wise to at last stock up on some in case we need the extra action.
 
[X] Plan Zaratustra
-[X] Sell Masterwork Cutting Knife
-[X] Sell Average Quality Measures Weights
-[X] Buy Full Camping Gear
-[X] Buy Superior Writing Equipment
-[X] Buy Itching Powder
-[X] Buy Draught of Wakefulness x2
-[X] Buy Quality Geometric Tools
-[X] Buy Runic Binding Circle
-[X] Buy tutoring Skill: Haggling


This plan is pretty similar to plan neptune, but with added powder since it is very usefull and can be used efectively idefinitely and potions of wakefullness for when we realy need the estra actions, also trade the skill training for Haggling since I fell is more flexile skill, more usefull in the short term and we realy shouldn't get more than one of those due to how full of things to do we are.
 
and potions of wakefullness for when we realy need the estra actions,
The issue with that is that tuition and room and board cost 100 coins a year, and those potions cost 22 each for one action, and we get 8 actions (now 7) every week. They're so not worth it for our current skill level. It would be considerably more efficient to instead of using money on potions, to upgrade our room so it can provide better bonuses or be closer to school facilities.

I will edit in haggling skill though given the clarification.
 
The issue with that is that tuition and room and board cost 100 coins a year, and those potions cost 22 each for one action, and we get 8 actions (now 7) every week. They're so not worth it for our current skill level. It would be considerably more efficient to instead of using money on potions, to upgrade our room so it can provide better bonuses or be closer to school facilities.

I will edit in haggling skill though given the clarification.

Your right that it's not worth it from a economic standpoint, but in general it's always recommended to have a extra action spare in case of emergency. If we have several rivals aiming at us and draining our actions (by forcing us to counter them), I'd rather pay 22 coins then suffer their attacks which may result in a greater net loss. So the potion is a last resort kind of thing, not something we should take regularly.
 
I would be totally for Plan Neptune if it would add a draught of wakefulness as a "we're trading the go shopping action now for another action down the road"
 
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