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

Buy Them has won (giving me my excuse to go through and update the inventory, which I've been needing to do). Remainder of weekday post and weekend voting post up in a bit.
occipitallobe threw 2 5-faced dice. Reason: Hist/Spellweaving TR Total: 8
3 3 5 5
occipitallobe threw 2 5-faced dice. Reason: Study Group TRs Total: 8
4 4 4 4
occipitallobe threw 2 100-faced dice. Reason: Study Group RRs Total: 165
80 80 85 85
 
Inventory
Not the post just yet. The character sheet is getting a little unwieldy, so I'm creating a new Inventory post for Ulos's items.


Current Inventory:

191 Coins

Textbooks:
A History of the Undying Empire and its Provinces (History Textbook)
Elementary Magical Theory (Magical Theory Textbook)
Four Hundred and Twelve Spellwork Exercises (Magical Practice Textbook)
Those From Beyond - The Spirits of the Primordial Ether (Souls and Spirits Textbook)

Skill Bonuses:

Masterwork Bone Wand. Offers +10 to Spellweaving if you decide to specialize in wandcasting. (Specialization not yet available)
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.
Quality Geometric Tools - Very useful in determining the precise dimensions of a Sigil or Rune. Helpful in Theory of both kinds. +10 to all Lore: Magical Theory and Lore: Runes rolls involving identifying a spell, or writing a new one.)
Clay Runic Tools. +10 to all Craft: Rune rolls involving Clay Runes.

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

Other:
Full Camping Gear - Allows Abraham to sleep comfortably in your room. Would allow him to sleep outside if necessary as well.
2 Library Chits - Enables borrowing of 2 books

Runic Artifacts:

The Rainbow Hammer

Runes are carved into an opal that is set in a small pendant shaped like a hammer. Holding it and using the command words allows the user to fire three forms of kinetic force - blunt kinetic force to incapacitate, sharp kinetic force to slice and kill, and percussive force in the air to make really loud sounds. Can store up to 250 Magic Points. Blunt attacks use 30 points, sharp attacks use 10, and percussive sound strikes use 150. Blunt attacks will break (but not shatter) bones, and are only deadly if aimed at the head. Sharp attacks will cut a human being in half. Percussive attacks will inflict deafness for ten or fifteen minutes to everyone nearby.

The Magical Map.


A single piece of carved steel, with runes etched onto it. On touch, it raises up a three-dimensional map of the nearby area, functioning in the Classrooms, Dorms, and areas immediately around them. It only detects life (not illusions or motion), but has a persistent naming feature. Offers +40 to all Actions it is relevant to in geographical areas it has detection in. This includes sneak-attacking Rivals, defending against Rivals, sneaking around Classrooms/Dorms for whatever reason, and so on. For semi-relevant Actions it offers a +20. May offer other, smaller bonuses at various times.
 
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5.1.2 - Week 5 Thursday/Friday
History was different today. Professor Junotrin was still there, a name he felt quite comfortable with. She was apparently Madavian's third or fourth cousin, and taught this class in-between her efforts as a research mage at the Preparatory. Kind eyes overlooked a hooked nose and thick brows, and her long grey hair made all this seem very formidable before she spoke.

When she spoke she was quite pleasant, often smiling when she turned in Ulos's direction. Of course, she probably knew he was one of Madavian's friends, so that was the most likely explanation there.

"Today, class, we are done with our cursory study of continental history. I think today as well, we will begin our first lecture on understanding."

She smiled at them.

"The average mage thinks of magic as not merely a tool, but the tool. There is some validity to this. Why bother with swords when you can summon a blade fifty times as sharp, and long enough to cut down a company of men? Why understand the simple ways of the smith when you can incinerate metal with a well-placed rune, using careful sigils to melt it into a precise shape? However, there are realms where magic is sorely deficient."

Suddenly, she looked at Ulos almost intently.

"Magic is a tool of unrivalled versatility, but only when harnessed by the greatest tool of all. The human mind. Great mages are destroyed by their lessers in power and knowledge when they are outsmarted, and the friendships and alliances forged between mages are as great a power as the magics themselves. There is a reason that the Five Families are mostly nonmagical, and the Senate of Narubar is made up entirely of those who are not mages."

She turned away from Ulos, looking at another part of the classroom.

"The average mage is deficient in many areas. If you can fly and visit lightning upon your enemies, why bother learning their names? If you can tear down a small village at will, why talk to the villagers, why reason with them? Why engage with them except as a superior unto his inferiors? Arrogance is often the mark of a freshly-graduated mage, and one that invariably ends in humility or death."

"The power of diplomacy is no small one, as is the power of history and knowledge. Knowledge that does not immediately lead to power is not useless, knowledge that allows you to understand your enemies and friends is more useful than you might think. Knowing the customs of another land is something no magic can teach you. You will often think to yourself 'Why am I learning something a non-mage could learn? Why bother with the tasks and tools of my inferiors?". When you think these thoughts, I urge you to remember that magic is not the only power in the world. Devoting yourself to your studies is a fine thing, but becoming a creature of magical knowledge only is to be a tool for those more adept in human relations and human knowledge than yourself."

She clapped her hands.

"Now, onto the second part of the course. We will be studying the cultures of the Six-Fox Pact, primarily those of Narubar and Uin-Malat. Narubar of course is well known to us all, producing the majority of the mages from the Pact. If you meet a Pact student here, they are likely to hail from Narubar. Let us talk about two of their customs. The first, military service, and the second, the dying of hair. These are of course the same custom, expressed in different ways."

She looked over at her audience. Not a single streak of blue hair met her there.

"Blue dye is common among Narubites. This is in part because of the ban on blue dyes by the Undying, who found them immensely useful for their magical studies into the nature of life and unlife, though for reasons we still do not know. Blue dye was the property of the Empire, and anyone discovering it would not be permitted to keep it. When the rebellion began, blue dye was a sign of outright defiance, and the rebels dyed their hair to show this. Of course, this was limited to those who fought. Only those who have undergone some military service are generally seen as having the right to use the blue dye. The amount used tends to be relevant to one's status in society, as well. A Senator's Scion might be permitted to dye their hair entirely blue, whereas someone from the orphanages might dye a single lock of hair blue. Over-using dye can often be punished with harsh social sanctions, and exclusion from the community."

She smiled.

"Secondly for today, let us talk about Uin-Malat. The second smallest nation in the Six-Fox Pact, at least in terms of population. Uin-Malat was founded by the mage Simon Bonesnapper, and is named after the two cities in the nation, Uinon and Malat. It is largely agricultural, and has a taboo against magic, like many of the Six-Fox Pact nations. Magic is generally permitted to be learned, but mages must be identified at all times, and research of any sort is strictly forbidden. Bonesnapper established his Iron Law of Magic when founding the nation, which states 'Magic may touch iron, but never flesh'. This establishes that any experimentation on humans or animals is forbidden."

"Alchemy is unknown there, and Uinon and Malat are both minor cities on the trade routes between other nations. We rarely see students from Uin-Malat, but when we do, they almost never return to their home country, usually preferring to join us here in Vorstal or occasionally returning the Pact, but to Narubar rather than Uin-Malat."

(Rolled (3x4) = 12. Lore: Six-Fox Pact + 2! Current +2 (2/5))



The day after, Ulos found himself doing Spellweaving exercises once more.

(Training Roll: ((5*2) = 10. Gained +1 Spellweaving! Current is +6 Spellweaving (1/10 next level))

It was a good day, and he felt he gained a little more than he would've normally.




Friday, they met up in the Library for their new study group. Abraham, Henrietta, and himself.

He spoke up.

"Henrietta, Abraham. Good to see you. I think I'd like to focus on two things. Firstly, the magical theory I know we're all studying. Ideally, spellforms of Water and Clay, if we can. I feel like discussing high-level theory is to some degree a waste here. If we know the forms and we can alter them and understand them, that's important. Going onto superior theory is... tough."

Henrietta's lip quirked.

"Are we that far behind you, Ulos?"

(Relationship Rolls: 80 vs DC 80, (Henrietta). Success! (85 + 30) = 115 vs DC 80 )Abraham. Success (maintenance)!)

Ulos frowned for a second, and then decided what to say. Henrietta would not appreciate lies, he thought, and sparing her ego wouldn't help her become better at magical theory.

"Right now? Yes. Abraham is a long, long way behind me, and you're a fair way behind as well. It's not that either of you are stupid or slow, but I spend an entire day every week being grilled by a genius upperclassman, and if I get anything wrong he mocks me. Relentlessly. Right now studying abstract theory would be more like tutoring for me than it would be studying, and while I'm okay with that, I wouldn't want to pretend. Rather, we memorize things that are useful to us all, so when we go back into the classroom we grasp the theory more easily."

Her lips smoothed back into the impassionate mask.

"As you say. Give me a few weeks, though. I'll catch up, tutor or no tutor."

Ulos nodded.

"Good."

Abraham didn't look particularly perturbed by this. The bigger boy had, he thought, somewhat less of an ego. While Ulos found humiliation rank and raw, even when it happened to others, Abraham simply took things in stride as best he could, borne on by the currents of life.

(Magical Theory Roll: (4*4) = 16 . Gained +1 Magical Theory. Current +23 Lore: Magical Theory (11/30 next level))

After a few hours, Ulos held up his hand.

"I think, next... Abraham and I want to study Narubite customs and history. For both class and personal interest. You in?"

Henrietta looked at him for a moment, and shrugged. Even her shrugs seemed elegant, though Ulos had no idea how.

"I think so. Studying with you is always interesting, at the very least."


(Rolled (4x4) = 16. Lore: Six-Fox Pact + 3! Current +5 Lore: Six-Fox Pact (3/10))

A few more hours, and they finished up. Ulos smiled at the two.

"Thanks for coming. And Henrietta..."

His voice trailed off. She looked at him quizzically, waiting for him to go on.

"Just.. if you need anything, or something happens, just let us know. Ok?"

She nodded.

"Of course, Ulos. Likewise for you?"

He smiled.

"For sure. What are friends for, right?"



Voting post up in just a little bit.
 
5.1.V - Week 5 Weekend Voting Post
You presently have 1 Willpower. 2 Willpower is locked behind your Locked Action, Tutoring Session: Magical Theory. 1 Willpower is locked behind Tutor Your Friends, giving Ulos a total of 2 Willpower per week. The pool will regenerate after this turn.

Ulos will take 4 Actions, but one of these is locked in as Tutor Your Friends. You cannot unlock this without abandoning the Tutoring Sessions entirely. As such, only 3 Actions will be taken from this list.


Temporary/One-Off Actions:

[ ] Appraise your Artifact - Sure, you can't do it, but you can find someone who can. Knowing what that Artifact does might be key to either keeping it or selling it for a good sum. Roll Cha vs DC (Moderate). Success offers information about Artifact. Failure offers no information. Critical failure offers completely false information. Roll will be hidden. Action is removed once either a success is rolled
or a critical failure is rolled.


Offensive/Defensive Actions:

[ ] Scout out your Rivals - Pretty standard. Go spy on your enemies. Roll vs your Rival's roll to avoid being scouted. If you beat their Roll, gain +20 on all Actions against them (defensive or offensive) for the remainder of the week.

[ ] Launch an Assault! - You have Itching Powder now, you can do something terrible (ly amusing)! Make your enemies itch in class to humiliate them, douse their clothes in it to force them to miss valuable learning sessions, or even convince onlookers they have some sort of disease. Roll vs your Rival's roll to succeed. A regular success will cause an automatic failure on their next Action. A major success will cause an automatic failure on their next Action and their classes for that day. A critical success will cause both these effects and cause them to be humiliated, reducing all Relationships with anyone who observes this humilation by one step.

[ ] The Brickworks - Use your newfound tools and knowledge to carve up some sweet, sweet Slumbering Bricks. Litter the walkways with them, put them anywhere you tend to go as long as they can be reasonably hidden. Offers a chance for any confrontation to involve a Slumbering Brick that you and your friends can activate. Slumbering Bricks allow an automatic escape from almost any situation, or alternatively a free attack on your opponent. Will take a lot of time and effort. Roll against DC 40 vs Craft: Rune up to 4 times, or until you fail. The first four successes (this Action may be taken multiple times - successes refers to number of successes on all Brickworks Actions) will offer you and your three friends a small brick apiece, which offers a 50% chance to withdraw from a hostile situation. Each success after that offers a +5% chance for any confrontation to involve a Slumbering Brick, which will offer an automatic withdrawal from hostile situations. Willpower upgrade - By focusing hard on this task and working to discover the best ways to etch runes in clay and bricks, all Clay Rune DCs are reduced by 1.

Training Actions:

[ ] Start Studying (Write-In Subject) - You have your textbooks. Next step is reading through them. Sort of nerdy, but hey, aren't you here to learn? Gain a Training Roll associated with the subject you choose. Willpower upgrade - spend 1 point to gain 2 Training Rolls. -1 to all Training Rolls of this sort due current roommate penalty.

[ ] Relentlessly Practice Magical Combat -
Use some of your little magic to practice your Spellweaving. Abraham will help you, using his progidious Magic Pool to help you deal with, avoid, and retreat from spells. Gain a Training Roll on the lower of Combat: Evasion and Combat: Retreat, as well as a Training Roll vs Channeling. This will help Abraham practice his own Magical Combat. Willpower Upgrade offers a second Training Roll for the applicable Combat Skill. Shooting at you with fireballs is not easy for Abraham, who will spend 1 Willpower undertaking this Action.

[ ] Study Group - The Study Group needs to get going if you're going to dominate your subjects. Get your books, get your bag, and head on over to the Library to get the librarians to let you into a study room. Gain a Training Roll for Lore: Theory of Magic or Lore: Six-Fox Pact. 20% chance for Relationship improvement (DC 80). Willpower upgrade - spend 1 point to gain two Training Rolls. Can only be taken twice per Week max.

[ ] Practice Spell (Write-In From Spellbook) -
Time to practice a spell. Get better, cast faster, cast cheaper. Roll against DC (??? depends on Spell). Takes ??? Magic Pool, where ??? is equal to a Spell's cost times 5. Character gains an additional Training roll if they still have more mana after practicing. Willpower upgrade - spend 1 point to gain an additional two Training Rolls if you have enough mana for it.

Diplomacy and Discovery Actions:

[ ] Hang Out With A Friend (Write-in Friend) - It's good to spend time with people you know. Maybe take a break, and hang with one of your friends. Available options include Madavian Junotrin, Henrietta Aufstadt, Lucy Firefield and Abraham Quincey. Increase Relationship by one step. Roll against DC (Variable, depending on friendship level). On success, increase Relationship by another step.

[ ] Madavian's Speed Dating Agency - With Madavian here to help you, you'll have an easier time of meeting new people. Gain two Diplomacy Rolls. Madavian's presence also offers one reroll, mitigating any unpleasant social consequences (reroll will be taken after both rolls, reroll will prioritize Critical Failures over regular Failures). Willpower upgrade - Spend 1 point to gain a third Diplomacy Roll.

[ ] Go Exploring - It's a big campus, and you haven't seen the half of it. Who knows what you could find? Roll 1D100 vs ???. Success offers ???, failure offers ???. Willpower upgrade - spend 1 point to gain a second roll. Spend 2 points to gain a third roll.


[ ] Study your Magic Pool - You need to learn to meditate, focus, and understand what is happening in the Ether, and in yourself when you draw from it. Gaining such inner understanding may shed light on your Curse's functionality. Gain a Training Roll for Skill: Meditation versus Willpower.

[ ] Suck Up To Inukar -
Figure out what they like. Do the research. Then suck up. Not hard in theory. Roll against DC 40 (depends on teacher) vs Cha and Lore: Magical Theory. Success increases teacher's Relationship by one step and future DC of this Action sharply. Locked for all teachers who are not Inukar (insufficient Relationship).

Crafting, Gathering & Shopping Actions:

[ ] Gather Mushrooms - Unlocked by your knowledge of the Secret Mushroom Colony. Self-explanatory. Roll against DC ??? using either Lore: Alchemy or Lore: Magical Plants. On success, gain ???.

[ ] Go to the Marketplace - You have money to spend and items to sell. You need to spend some time gearing up, finding tutors, spells, artifacts, items, and more. Activates Shopping Mini-Turn with more Actions within it (including "Find a Buyer" for your items), allowing the buying and selling of items and services.

[ ] Search for Ingredients -
You don't know about a whole lot of Alchemical Ingredients, but you can go looking. Even if you don't find exactly what you're looking for, you can scout out good places. Roll against DC ???. On success, find Ingredients. On critical success find a Location with Ingredients.

[ ] Map out the Dorms -
So you've got a pretty decent map of the Dorms. You can do better, right? Get the more obscure students' details, look at their timetables as best you can, figure out what routes people take... really get the map going.. No skill gains. Roll against DC 75, on success gain Item: Map of Dorms (Finished). +20 bonus to pranks and similar actions taken within the Dorms. Replaces Map of Dorms (Unfinished).

[ ] Family Money - Madavian would be happy to send away for money on your behalf (or spend some of his money on you and then replenish it later). However, he'd need a good reason to do so. Reason must be written in if no reason has come up in the thread. No Skill gains. Madavian rolls Cha vs DC (Variable) to gain a Variable number of Coins.

Locked Actions:

[ ] Craft Alchemical Recipe (Write-In) - Time to get your Alchemy on! Get in there and make something useful! Roll against DC ??? (depends on Recipe). Success adds Recipe to Inventory. Locked. Requires at least 1 rank in Craft: Alchemy. Requires access to Alchemical Equipment.
 
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[X] Map out the Dorms
[X] Study your Magic Pool
[X] The Brickworks (Willpower)


Let's prepare to go on the attack.
 
[X] The Brickworks (Willpower)
[X] Hang Out With A Friend (Lucy Firefield)
[X] Map out the Dorms

Brickworks + Willpower = permanent DC decrease, get.
Lucy Firefield = build up a rep w/ her. We planned on inviting her to the group later. We need to build up our reputation in order to have this actually gdamned occur. Like seriously guys.
Map out = finish this action, permanent +20, thank the gods

Sub-favorites:
[X] Study your Magic Pool
[X] Study Group
[X] Madavian's Speed Dating Agency (Willpower)
 
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Lucy Firefield = build up a rep w/ her. We planned on inviting her to the group later. We need to build up our reputation in order to have this actually gdamned occur. Like seriously guys.

Yeah, Ulos isn't great at asking people to do stuff unprompted. That being said, with a good roll it could very naturally come up in conversation and happen.
 
Roll against DC 40 vs Craft: Rune up to 4 times, or until you fail. The first four successes will offer you and your three friends a small brick apiece, which offers a 50% chance to withdraw from a hostile situation. Each success after that offers a +5% chance for any confrontation to involve a Slumbering Brick, which will offer an automatic withdrawal from hostile situations.
@occipitallobe
This description does not make sense to me.

We cannot gain "success after that," i.e. 4, if the max number of rolls we can do is "up to 4."
 
[X] Map out the Dorms
[X] Study your Magic Pool
[X] The Brickworks (Willpower)
 
@occipitallobe
This description does not make sense to me.

We cannot gain "success after that," i.e. 4, if the max number of rolls we can do is "up to 4."

Yeah, the description is very clunky. Making bricks is comparatively simple compared to trying to forge, say, a rune on metal, so you get to attempt to make up to 4 bricks per Action, though failures are typically much more time-consuming so you stop once you fail.

Basically, the first four bricks go to you, Abraham, Madavian, and Henrietta as personal defense bricks. They're smaller and not as good, but more portable.

After that, you start stashing bricks in bushes, outside of buildings, and in places around campus you can detonate them, generally the places you go most commonly, each of which has a cumulative 5% chance to be usable in any given confrontation (topping out around 80% or so, so it'd take sixteen bricks to give yourself something resembling full coverage).
 
Yeah, the description is very clunky. Making bricks is comparatively simple compared to trying to forge, say, a rune on metal, so you get to attempt to make up to 4 bricks per Action, though failures are typically much more time-consuming so you stop once you fail.
Wait, we're making the bricks ourselves? I thought we were carving the runes into pre-made bricks.
Where are we getting the clay from? Is it free?
 
We may want to have another study goup session, for the relationship roll with Henrietta, because iirc she's one step away from being a friend which would be great. Regarding Lucy, I'm not sure where I stand: how would Abraham react?
 
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