Xander [Quest], Thread Seven: Cops and G-Men and Parents, Oh My!

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Scraped from here.

STATUS SCREEN
Name: Alexander Lavelle Harris
Age: 8 years
Alignment: True...

Judge Mental

Stranger In a Strange Land
Scraped from here.

STATUS SCREEN
Name: Alexander Lavelle Harris
Age: 8 years
Alignment: True Neutral
Past Life: Ganondorf, King of Evil

Traits
Aura of Power: C+, C when not casting, D+++ suppressed. You bear a trace remnant of the omnipotent energies of the Triforce of Power. At this level, it can be detected by magical examination or magically-sensitive demons, within a day of your passage; it is also evident to magically- or spiritually-aware beings in your presence. This is reduced by your Spiritual Prowess as long as you aren't actively casting spells, and also by your Mana Concealment. You're also able to gather respectable amounts of magical energy for spellcasting.

Blooded: F+. You have killed. Perhaps because they were a demon assassin and an evil sorcerer trying to kill you, it doesn't quite feel real as yet.

Dark Affinity: F+++. You like the dark. At least, you like it as long as you have your fairy-shaped nightlight...

Din's Favor: E. The Golden Goddess of Power has her eye on you. You gain a minor bonus to magic that falls within her domains - mainly Earth, Fire, and Strength, but also Thunder - and to your physical endurance and strength. Oddly enough, your ability to dance and play the drums is also improved.

Earth Affinity: E (F+++ without Heart of Fire). You like the earth, and it likes you. You gain a minor bonus to all forms of Earth Magic and social interactions with other creatures that have Earth Affinity. You do not yet suffer any penalties involving the Wind and its creatures.

Filial Piety: E++. You have respect for your forebears, and are willing to go to them for advice with problems you can't solve on your own. This reputation earns you a minor bonus on social interactions with your elders. It does not yet impede your ability to socialize with your peers, but significant disobedience or disrespect for your seniors will reduce your ranks in this skill.

Fire Affinity: E+ (F+++ without Heart of Fire). You like fire, and it likes you. You gain a minor bonus to all forms of Fire Magic and social interactions with other creatures that have Fire Affinity. You do not yet suffer any penalties involving Ice, Water, and their creatures.

Honest: E++. You tend to keep your word. This reputation earns you a minor bonus on social interactions, as long as you are telling the truth. It does not yet impede your ability to lie, but significant dishonesty will reduce your ranks in this skill.

Intimidating: C+++. You look like the sort that does not play well with others. You gain a major bonus when attempting to push others around, whether verbally, physically, or just by being tall, dark, and scary, but you also incur a moderate penalty on most social interactions. Your Social Prowess currently negates the penalty, as long as you aren't trying to frighten people.

Law-Abiding: F+. You respect the law. At least when it's convenient to do so.

Past Life Experience: C+++. You have dreams of the life (or is it lives?) of Ganondorf two or three times a night. You can recall the contents of these dreams in precise detail. Having this level of recall of your previous incarnation gives it an influence on your current form, which has developed faint Gerudo skin, hair, and eye colors.

Powerful Build: D. Though you're just eight years old, you have the physique of a child of eleven. This grants you a moderate bonus on combat and physical checks related to strength, reach, and toughness, but imposes a minor penalty on similar checks involving speed. You also have a higher food bill than most kids your age; clothing is less of a problem at the moment, since you can just buy teens' sizes, but you'll need to shop at the specialty stores in the future. It ain't easy bein' Mr. Big and Tall...

Protective: D+. You look out for your friends and loved ones. You gain a moderate bonus on actions taken to defend or avenge someone you care about. Failing to help a friend in need incurs a minor penalty until you have made amends.

Rage: F+. ALEX SMASH!

Totem of the Raging Boar: D+. Your actions have demonstrated an affinity for the Spirit of the Boar, who is fierce, fearless, and strong, yet also hard-headed, wild, and hungry. You gain a moderate bonus in combat situations and social situations, but take a minor penalty on mental actions.

Traumatic Memories: E. You have seen things you rather wish you hadn't, and which you can't easily forget. You're slightly out of step with what society considers "normal," and gain a minor penalty to all social actions involving regular people, who rationalize away your oddities as best they can. Those aware of the violent supernatural underworld can still relate to you normally, though.

Warrior Born: E++. You enjoy a good fight. This grants you a minor bonus in combat situations, as long as you are using weapons or martial arts, and on social interactions with other warriors. It does not yet impede your ability to interact with more peaceful and/or magically-inclined individuals. Acts of cowardice or dishonor will reduce your ranks in this skill.

Watchful: C. You keep your eyes and ears open for trouble. You gain a major bonus to notice subtle or hidden details about your surroundings even when you aren't specifically on guard. Aside from making you appear overcautious, this extra alertness imposes a moderate penalty to your initiative roll and Reflex saving throw reaction time when something does manage to surprise you.

Young: C. Despite everything, you are still just a child. Your traits and skills incur a penalty equal to half a rank when put in competition with those of an adolescent (age 12+). Against young adults (age 16+), the penalty is a full rank, and against adults (age 20+) the penalty is a rank and a half.

Skills
Combat Prowess: C. You are a skilled fighter. You can defeat most individuals of similar age, size, and training.
Club Training: F. You know a bit about how to wield clubs. Walk softly, carry a big stick.
Crowd Control: F+. You know a bit about how to fight off multiple opponents at once. But running away is clearly the superior option.
Grappling: F. You know a bit about how to fight in extremely close quarters. Dad approves.
Headbutt: F+++. A special technique that consists of slamming your skull into someone else's. Seems reasonably effective as long as you have a ki-buffer up, and your opponent doesn't have any fancy features like horns, cranial ridges, or a flaming skull.
Ki Blast: F+. A special technique which focuses your pure life-force into a coherent beam of destruction. That's the theory, at least; in practice, it's more like an oversized flashlight.
Knife Training: F. You know something of the theory of wielding short blades. Pointy end goes into the other guy, right?
Maximum Power: E++. A special technique which focuses magical and spiritual energy into a golden aura that increases all physical stats by ~425%. Drains roughly 1% of maximum reserves every 2 seconds of use, and sometimes causes visions that communicate one's true nature to an opponent through a meeting of fists. Not all opponents trigger this reaction, for reasons as-yet unknown.
Power Ball: F+. A special technique which focuses magical and spiritual energy into a golden orb that inflicts direct damage and temporary paralysis on its target. Seems to absorb "active" spells for added effect. Should not be used against plucky young heroes with magic swords.
Power Fist: F+. A special technique that consists of a powerful backhand punch, infused with your aura. Seems effective at stunning and knocking around smaller enemies.
Power Sense: F++. A special technique which focuses magical and spiritual energy into an extrasensory ability similar to short-range sonar. Should not be used near large, excited crowds.
Spear Training: F-. You have a very basic idea about how to wield a spear. Pointy end goes into the other guy.
Staff Training: F. You know a bit about how to wield a staff. At this point, it's basically like you picked up a stick.
Substitution: F-. A high-speed movement technique that involves exchanging positions with a random object to avoid taking damage from an attack. Needs way more practice before you test it in actual combat conditions.
Sword Training: F+++. You know something of the theory of wielding a blade. In this case, a little knowledge really is a dangerous thing.
Tonfa Training: F-. You know a little bit about how to wield a tonfa. Or is it a nightstick?
Weapon Defense: F++. You have a very basic idea of how to protect yourself from weapon-using opponents. You wouldn't care to test this knowledge against anything nastier than, say, a feather duster.
Wisdom of the Raging Boar: F. A combination technique that consists of a bear hug, three rapid headbutts, and a suplex.

Magical Prowess: C. You are a skilled practitioner. You can defend yourself against the average spellcaster or demon or a fair-sized group of ordinary humans, and could give a novice Champion a run for his or her money.
Abjuration: D. You have a working understanding of general defensive magic. Your abjuration spells are safer and more powerful than normal, allowing you to reliably break curses and enchantments or banish summoned demons. That ought to be useful on the Hellmouth, eh?
Augmentation: D+++. You have a working understanding of enhancement magic, making your spells more effective, longer-lasting, and more resistant to dispelling. It's completely different from Reinforcement. Really.
Conjuration: F+++. You have a very basic understanding of creation magic. Mostly, you can make a mess.
Divination: D++. You have a working understanding of informational magic. Your divination spells are moderately safer, more effective, and more difficult to notice.
Earth Elementalism: E++ (E+ without Heart of Fire). You have a basic understanding of the power of earth. Your earth spells are slightly safer and more powerful. Rock and roll!
Elementalism: E++. You have a basic understanding of elemental magic - wind, fire, all that kind of thing. Your general elemental spells are slightly safer and more powerful.
Enchantment: E++. You have a basic understanding of mind magic. You have a slightly easier time making friends and influencing people, at least until they find out you've been playing mind games.
Fire Elementalism: D (E++ without Heart of Fire). You have a working understanding of the power of fire. Your fire spells are moderately safer and more powerful. Why, you might even be able to incinerate a vampire without setting everything around him aflame!
Ice Elementalism: F. You have a very basic understanding of the power of ice. It's cool.
Illusion: E. You have a basic understanding of the magic of shadows and phantasms. Your illusion spells are slightly more convincing. That includes invisibility, by the way; time to make like the Predator...
Item Crafting: F+. You have a very basic understanding of how to create magic items. You might even be able to make something that does what you want it to!
Lightning Elementalism: F. You have a very basic understanding of the power of lightning. It's shocking!
Mage Sense: D. You're reasonably skilled at detecting magical energy even when you can't see it. You can interpret a moderately larger amount of information, with a slightly reduced chance of being overwhelmed by powerful magical signatures. Sorcerer senses tingling...
Mage Sight: D++. You're reasonably skilled at reading pure magical auras. You can interpret a moderately larger amount of information than normal, with a slightly reduced chance of being overwhelmed by powerful magical signatures. It's sight beyond s- wait a minute...
Mana Concealment: E. You're able to hide your magical energy. This reduces your Aura of Power by a quarter-rank when you aren't casting spells, or by half a rank if you are suppressing your power. You can also cast a single untraceable cantrip, but casting successive cantrips or a more powerful spell will still give you away. The ninja would probably like this one.
Mana Control: D. You know how to use mana more efficiently. You get a moderate discount on all spells and mana-using special techniques, and your spells are slightly more likely to overcome those cast by a less-skilled opponent.
Mana Recovery: F+++. You recuperate spent mana more quickly than normal. Instead of a full two days to recharge from zero, it might take you as little as 47 hours and 59 minutes!
Necromancy: E++. You have a basic understanding of the magic of death, spirits, curses, and undeath. your necromantic spells are slightly safer (for you) and more powerful. And hey, you can raise the dead! That one's always good at parties!
Summoning: D+++. You have a working understanding of space-time magic. Your summoning spells are moderately safer and more powerful than normal, and might even be stable enough for use on the Hellmouth! Maybe...
Thunder Elementalism: F+++. You have a very basic understanding of the power of sound. It's loud.
Transformation: E. You have a basic understanding of magic that changes the form and composition of things. Your transformation spells gain slight improvements to stability, scale, and complexity, but you're still a long way from being a threat to an Alchemist.
Water Elementalism: F-. You have a very basic understanding of the power of water. It's... wet?
Wind Elementalism: F+++. You have a very basic understanding of the power of wind. It blows.

Mental Prowess: D. You have very good mental capabilities for someone of your age. You're near the top of your classes, have no problem with books written for the under-13 audience (when you care to read), and are a fair hand at solving all sorts of puzzles. Take that, Link!
Animal Handling: E. You are knowledgeable about the care, feeding, and training of animals. You might even be able to get Moblin to sit and stay one of these days.
Computer Literacy: F+. You have no fear of the dread machine. You can turn it on and off (deliberately, even!), type, use the mouse, and get on the Internet without getting totally lost.
Concentration: C. You are able to focus on the matter at hand. You can ignore major distractions when performing complex tasks, and take minor actions when doing something else - for example, holding a pre-prepared ki technique at the ready while casting a spell. Sorry, shinies, but you'll just have to wait for your turn.
Cryptozoology: E+. You have studied the appearance, habitats, abilities, and weaknesses of Earth's non-human natives - aka "monsters." You gain a minor bonus to recognize a monster and when attempting to identify its particular traits.
Demonology: E+. You have studied the appearance, habitats, abilities, and weaknesses of extraplanar entities - aka "demons." You gain a minor bonus to recognize a demon and when attempting to identify its particular traits.
Dreamwalking: E+. You have a basic ability to control your dreams and defend yourself from mental intrusions while sleeping. This will probably just make you more interesting to certain dream-spying girls...
First Aid: F+. You know a little bit about emergency medicine. You can confidently say that it's better off left to those who have actual first aid training - or, you know, Briar.
Hyrulean Theology: F++. You have a very basic understanding of Hyrulean religious beliefs. You can name the Godddesses and their aspects, know a couple of amusing parables, and could identify the holy symbols if you needed to.
Japanese: D+++. You have a decent understanding of this foreign language, roughly at the level of a native speaker of your age. Since it was obtained by magic, it's only temporary unless or until you get some long-term practice in.
Listening: D. You hear things, currently not including voices in your head. You get a moderate bonus to hear things that aren't immediately obvious, or which might be drowned out by background noise.
Literacy: F+++. You have no fear of those musty old books. As long as they stay away from you, you'll stay away from them.
Looking: C. You see things, currently not including dead people. You get a major bonus to spot things that aren't immediately obvious, or which are concealed.
Meditation: E+++. You know how to arrange your thoughts and the energy of your mind in a more efficient and beneficial manner. Among other benefits, you gain a minor bonus to ki and mana recovery when meditating, but it takes you about half an hour to get properly Zen.
Mental Defense: E. You know how to construct defenses against all manner of mental attacks and influences. You still lack a will of iron - it's more like pre-Bronze Age copper or tin - but you get a slight bonus to resist such unwanted effects.
Parazoology: F+++. You have studied the appearance, habitats, abilities, and weaknesses of spectral entities - aka "spirits." You can recognize a ghost when you see one. Unless it's a phantom. Or a shade. Or an ancestor spirit. Or quite a lot of other things.
Scenting: E. You smell things, for some strange and eldritch reason. Maybe your Totem is to blame...? Anyway, you get a minor bonus to detect odors that aren't immediately obvious.
Sign Language: F+. You can't do much more than flail around and hope that somebody correctly guesses what you're trying to say.
Tactics: E+++. You know how to think and plan beyond the moment, for yourself and a small group of allies. With a few minutes of thought, you can come up with a plan that will provide minor bonuses to your actions and your allies' actions in a specific situation. Of course, no plan survives contact with the enemy...
Teaching: E+. You have a basic understanding of how to impart useful knowledge to others, and make it stick. You get a minor bonus when tutoring a single student, and can teach a class of six at a normal rate. The most important question remains: will you be addressed as Alex-sensei, Mister Harris, or Master Alexander?

Physical Prowess: C+. You are exceptionally physically capable for your age and build. You actually have to hold back a bit in gym class and on the playground, unless of course you want to stomp all over everybody...
Body Flicker: E+++. A high-speed movement technique that looks like teleportation. Now they see you, and now-
Doppelganger: F+++. A ki-based illusion technique that creates a visual "clone" of you. It's a pretty obvious fake at this level, though.
Earth Resistance: F (nil without Heart of Fire). You are harder to hurt with the forces of elemental Earth. But sticks and stones can still break your bones.
Endurance: F++. You can keep going in spite of fatigue, pain, and injury. Though mostly, the only place you go is to the ground...
Evasion: E. You have some aptitude for getting out of harm's way. You gain a minor bonus on attempts to dodge everything from punches to explosions, although it works best when your attacker is too far away to compensate. And hey, you might even be able to duck out of Miss Kendall's sight!
Fire Resistance: F+ (nil without Heart of Fire). You are harder to hurt with the forces of elemental Fire. That said, you know that trick where you hold your hand over a candle flame? It hurts less, now, but it still hurts.
Ki Enhancement: E+++. You have some skill at using ki to boost your body's natural abilities. Your enhancements are slightly more powerful than normal.
Ki Power: E. You generate more ki than is usual for someone of your age, build, and training. Minor amounts, but that's enough to give you an edge in contests of raw power.
Ki Recovery: F++. You recuperate spent ki more quickly than normal. Instead of a full two days to recharge from zero, it might take you as little as 47 hours and 59 minutes!
Pain Threshold: F++. You can take a hit. But you scream like little girl when you do.
Sleight of Hand: F+. Your hands are quicker than the eye. Sometimes including your own.
Speed: F+++. You have some outstanding speed. But don't start playing the Titles theme from Chariots of Fire just yet.
Stealth: E+++. You have some ability to sneak around. You get a minor bonus on attempts to hide and move silently. Nin-nin!
Strength: F+. You have some outstanding physical power. But not that much.
Strength Concealment: F. You can hide your physical power in everyday life. As long as nobody else is looking at you, anyway.
Strength Control: F+. You can use exactly as much or as little physical power as is necessary to get the job done. You probably shouldn't handle fine china or glassware at this stage, though.

Social Prowess: C+. You are a popular kid. This is reduced by Intimidating, when you try to be scary.
Acting: D+. You can act normal. People will overlook moderate "inconsistencies" between the things you say or do, and what a normal boy your age would say or so. It's not lying, it's art! And helpful for when you want to ham it up!
Allure (?): F+. You saw a succubus doing something with her aura that made you zone out in confusion for a couple minutes. You might be able to recreate it, but why would you want to?
Cool: E+++. You can keep yours, in the face of minor, everyday problems.
Fighter's Rep: E++. Your first time competing was at the World Martial Arts Tournament, and you won the Under Tens Division. This is a feat worthy of recognition within the martial arts community.
Guarded: E+++. You're careful about who you trust, since evil ninja could be lurking anywhere. You get a minor bonus to conceal your true thoughts and feelings.
Haggling: F++. You know how to get the best deals. As long as money isn't actually involved.
King of Beasts: F. You have a way with animals. They haven't attacked you yet.
King of Men: E+. You are a bro, if only a little one. You get a minor bonus on social interactions with males.
King of Women: D. You have a particular way with women, apparently as endearing as it is annoying. You get a moderate bonus on social interactions with females.
Manners: D. You have them, and they're good. You get a moderate bonus in formal social situations, and a minor bonus in informal ones. You don't always get all the little details right, but it's a rare soul who doesn't appreciate someone making an effort to show due respect.
Threat: E. You can deliver a well-chosen word of warning. You gain a minor bonus when making threats, using Social Prowess if you're being "subtle" and Intimidating when you're being overt. But don't monsters usually gang up on the biggest threat...?
Trolling: F++. You are an initiate in the ancient art of trolling. However, unsuccessful troll is unsuccessful.
Words of Power: E+++. You have discovered that calling your attacks actually makes them stronger. You gain a minor bonus to the effectiveness of your spells and special techniques if you can swallow your pride and ham it up when invoking them.

Spiritual Prowess: C+. You've learned the basics of ki control, which lets you enhance your body in dangerous situations and resist spiritual attacks. This reduces the presence of your Aura of Power, when you aren't actively casting spells, and also reduces the undesirable side-effects of your Past Life Experience.
Ki Concealment: E+. You are able to hide your ki. You get a minor bonus on attempts to defeat aura-reading abilities. Most people with the proper training or experience in dangerous situations can still sense your ki, though.
Ki Control: D+++. You know how to use ki more efficiently. You gain a moderate discount on ki techniques, and if you get into a "beam duel," you are slightly more likely to overcome your opponent.
Ki Sense: D. You are able to detect and read auras out of visual range. Your sense of unseen auras is more accurate, allowing you to identify familiar individuals, and you gain a moderate degree of protection against being stunned by overwhelming auras.
Ki Sight: C. You are skilled in the technique of reading an opponent's aura and fighting strength. This makes your readings considerably more accurate, and significantly reduces the odds of dangerous side-effects.
Spiritual Concealment: F+. You are able to hide your spiritual presence. Anything with the third eye to see you isn't going to be fooled, though.
Spiritual Control: E. You are able to use spiritual energy more efficiently. You gain a minor discount on spiritual techniques, and are slightly less likely to attract unwanted ghostly attention. If the Dead come after you anyway, there's always Necromancy.
Spiritual Perception: E. You are able to see purely spiritual phenomenon, including dead people. Your perception is still fairly weak, though; you can sort-of see ambient spiritual energy, simple lingering spirits, or those entities that choose to reveal themselves. Watch out for Poes!
Spiritual Power: F. You have some ability to affect spiritual entities with the power of your own soul. It's the equivalent of a faint smell...
Totemic Knowledge: F++. You have obtained basic knowledge of the spirit guides and their roles, as well as how to invoke your own spirit beast - if you so dare.

Priorities
Me, My Dream Self, and Briar: You have accepted Briar's offer to train your magical and mental defenses to help you deal with a vague presence that appears to be lurking in your subconscious. As this Priority requires the development of mental organizational and defense skills, as well as a greater understanding of enchantment, you will receive a bonus to Magical and Mental Prowess in those fields until you complete or abandon this Priority.

Mission: Interdimensional Postman: You have promised to find a way for Briar to make contact with her mother, whose last known location is in Hyrule. As this Priority requires the development of long-distance travel capabilities - most likely flight or teleportation - as well as dimensional theory, you will receive a bonus to Magical Prowess in those fields until you complete or abandon this Priority.
 
Minions
Amy Madison: E++. A quiet girl who'd be fairly ordinary, if not for the magical skills you've taught her.

Briar: E+ (F++ physical, D mental). A two-inch tall fairy, invisible and inaudible to the majority of modern humans. A reliable source of basic information on just about anything you point her at. Also sort of your familiar, due to Hellmouthy shenanigans.

Cordelia Chase: E+. A pretty, wealthy, fashion-sensitive, and bluntly honest girl who's rapidly shaping up to be the queen bee of your age group. Also a blossoming ki adept. Totally not a minion.

Horse (?): E. A black colt with dully glowing red eyes and a brilliant red mane, native to the nearest Plane of Shadow. You suspect he's the reincarnation of Ganondorf's steed, though any special powers he might possess due to that or his extraplanar nature are currently unknown.

Larry Blaisdell: F+++. A big, outgoing guy who has all the makings of a future football star. Doesn't mind hanging out with girls. Has an awesome Grandma.

Moblin: E++. An ugly, ill-tempered, rather large dog, bane of socks and shoes. He generally does what you tell him.

Wealth
Available Funds: $0.
Savings: $1000 (see Cheque, below).
Assets: None.
Debts: $5 (owed to Cordelia Chase).

Inventory
Championship Belt: A white silk belt bearing the emblem of the World Martial Arts Tournament, a snarling green Oriental dragon with large, branching, antler-like horns, holding an orange crystal ball in one taloned paw. You're sure Zelda will love it.

Cheque: Your winnings from the tournament. They work out to about 1000 USD.

Clay Bottle: Previously contained Gen's Spring Dew, and currently contains Riverside Shrine Water, which has affinity with Water. It's not Hylian glass, but it's still useful.

Cold Lava Club: A foot-long, roughly cone-shaped piece of glassy black volcanic rock. Makes a halfway decent club for when you want to get in touch with your inner caveboy.

Dragonfly Youkai Wing: A spell component, purchased from Uncle Gen's shop. Has affinity with Wind and Shadow.

Finalist's Plaque: A wooden-backed bronze commemorative plaque that proclaims the champion of the Twenty-First World Martial Arts Tournament's Under Tens Division. Still needs to have your name inscribed on it.

Gold Incense: A high-quality brand of incense, imbued with spiritual energy that you can actually sense. Has affinity with Fire and Spirit.

Heart of Fire: A mystical trophy of your battle with the Volcanic Fury, Searfang. You've chosen to absorb its power to enhance your elemental affinity. As such, you gain a permanent passive half-rank (++) increase to Fire Affinity, Fire Elementalism, and Fire Resistance, and a quarter-rank (+) increase to Earth Affinity, Earth Elementalism, and Earth Resistance.

Kagome's Ofuda: A paper prayer strip with the word "nakama" inked on it in slightly uneven characters, infused with potent but somewhat diffuse spiritual power. All in all, not a bad effort from a miko-in-training.

Kimono: Actually a fairly complete set of traditional Japanese attire, not including the underwear. A (rather expensive) gift from Cordelia, primarily in dark blue silk.

Map, Annotated 2.0: A print-out map of shrines and temples in the area around your hotel. Somewhat detailed, it has public information culled from the Internet for most of the addresses you've picked out as potential spiritual hot-spots. Lu-sensei recommends visiting the Higurashi Shrine.

Meishi: Personalized "business cards." You've obtained one that has the contact info for Arisawa Tatsuki and Kurosaki Ichigo, and another that has the contact info for Shuzen Kahlua. You also have Altria Drake's address, which apparently has a wizard handling the mail. Higurashi Kagome has given you her number and mailing address as well. Additionally, you have a mailing address for Kasumi and Ayane.

Novelty Cheque: A gimmicky, vastly oversized version of your actual cheque. Not worth anything except perhaps a chuckle or two. What are you going to do with it, anyway?

Pendant: A seventh-birthday gift from Amy, made of polished dark wood carved in the shape of the Gerudo Crest.

Plush Dragon "Altria": A remarkably well-made and surprisingly accurate plush interpretation of a red, Oriental-style dragon. It looks a bit like that Volvagia creature you've seen in some of your dreams, but you've decided to name it for your most formidable and respected opponent - for the lulz. You're sure Zelda will love it.

Scroll of Enchantment: A scroll purchased from Uncle Gen's shop, created by a magic-user he considers reputable and containing notes on - and possibly spells from - the school of mind-magic.

Searfang's Horns: The broken-off ends of the horns of the Volcanic Fury, Searfang, courtesy of Bando the Celestial Goron. They have a strong affinity to Fire, and a moderate affinity to Earth and Shadow. Very valuable.

Shadow Horsehair: A hair from the Horse's mane, with potential use as a spell component. Has affinity to Life and Shadow, and lesser affinity to Earth and Fire.

Tobin's Spirit Guide, Third Edition: A copy of one volume in the highly-regarded paranormal researcher's guide to the supernatural. This volume covers the Orient and its most common or most significant paranormal natives. Features annotations by Yakumo Koizumi, aka Lafcadio Hearn, an international author from the turn of the previous century, most famous for his collections of Japanese legends and ghost stories.

Tournament Documents: A complete copy of the World Martial Arts Tournament's rules (for all divisions), as well as the documentation necessary to register and a formal invitation to the next tournament, which is in four years' time.

Xenolith: A palm-sized crystal cluster you found encased in an old lava flow. You're not sure what sort of mineral(s) it contains, but it's pretty. Has affinity to Earth, and lesser affinity to Fire.
 
QUEST LOG
First Year: Your name is Alexander, You dream of Golden Triangles, Wriggle before you can crawl, The stirrings of Power

Daycare Years: You are the champion... of daycare, How to make friends and encourage Dad, In which boy meets dog, Sit, Moblin, sit!, You found a fairy! But you're all out of bottles..., Her name is Briar, You get some answers, and a new partner, At last, magic! Mwahahaha!

Preschool Year: Of little sisters and preschool, In which canon is well and truly derailed, Here comes trouble, Maximum stealth, Passing the test

Grade School Years
First Year: Things you wanted to know about fairies, Briar's your advisor, so have some advice!, Confession is good for the soul, We're good / It's your birthday, The world according to Alex, Spy hunter, Birth of the AU Scoobies?

Second Year: School of hard knocks, The Life of Briar (aka, A Brief History of the Downfall Timeline), Plan Interdimensional Postman is go- wait, you want it sent WHERE?, Mission: Interdimensional Postman - Accepted!, So are we going to party, or what?, Leaving on a jet plane...
Tournament Arc, Hawaiian Prologue: Lu-sensei is not a shopper, Yur speekin kompreehenshun iz sum gud!, Let me give you a hand, Boss Battle: Arrogante Part One, Part Two, Part Three, Part Four, Part Five, Part Six, Finale, True friends are your most precious treasures, You have chosen to sacrifice, Might as well jump, Safe!, Intruder alert, Someone set you up the bomb, Rabid pantsweasel! Wow, defenestration is actually the more humane option!, So much for tea, Full disclosure
Tournament Arc, Under Tens Division Preliminaries: Shop, talk, eat, Enter the Tournament, "Deese are da Rules", Words of encouragement, Faces in the crowd, Traditional pre-fight banter, Boss Battle: Saotome Ranma, Part One, Part Two, Finale, Medic!, PING!, Totally not a ninja, Engaging magibabble, A promise between strangers, Second prelim round begins, Boss Battle: Othrym, Part One, Finale already?, The kid gloves come off, Boss Battle: Kurosaki Ichigo, Part One, Part Two, Part Three, Part Four, Finale, Boss Battle: Shuzen Kahlua, Part One, Part Two, Part Three, Finale, Be kind to mentally unbalanced vampire girls, Shounen protags are idiots with women, Buffet lunch with the vampire, Pay no attention to the Demon King in my soul, Girls. Who can explain them?, Talk to your not-so-invisible friend, A Strawberry's first step into a larger world, You take a much-needed break
Tournament Arc, Under Tens Division Finals: It seems like Lu-sensei had a long night, Heads up, eyes open, Ninja Alert!, Arisawa Interrupt!, Ninja info card post, Cordelia versus Kasumi, Double or nothing, Boss Battle: William Marsh, Part One, Another short one?, Part Three!, Finale - this time for sure, Rounding out Round One, Team huddle, Professor Bloodriver's Demonology 101, Smalltalk with the vampires, More smalltalk with the vampires, Insert CGI dragon here, Boss Battle: Amae, Part One, Part Two / Kung Fu Wizard Casts FIST!, Part Three, Part Four, Part Five, Finale, Get down/over here!, Tatsuki vs Gorn, End of Round Two, and an Intermission of Justice!, Healing, dealing, and sealing, Scheduling appointments, Black God, Red Dragon, Bathroom break, Use your illusion, Out of the bathroom, into the deep-freeze, Boss Battle: Ayane, Part One, Part Two, Part Three, Part Four, Part Five, Finale, Questions of healing, Da Rulez, Revisited, Oh, my eyes!, Sorcerers, witches, and wizards, oh my!, Draw, Boss Battle: Gorn, Part One, Part Two, Finale, Now with 50% less ham!, Boss Battle: Altria Drake, Part One, Part Two, Part Three, Part Four, Part Five, Finale, It's not exactly dungeon loot, but it'll do!
Tournament Arc, Under Fourteens Division Finals: You are the man with the plan, Disclosure, Hey, old man, This is my story - the abbreviated edition, Pick a seat, Dine, LIKE A PAIR OF KINGS!, I like swords, Okay, awkward, Stay frosty, Let her be, let her be, Let's make a deal, *BAM!* Sold!, Recommending a second opinion, Behold the WIZARD, Finally getting some answers, Bloody Hell, Story time!, Ambrose's final analysis, So apparently all wizards are bastards, Is this supposed to be a punishment?, No problem, The Queen is not as forgiving as Alex, Wake up, time to go, And they're off, A moment of compulsive honesty, Harris, party of two, Guess again, What do you know?, It's not really paranoia when there are ninjas around, Meet the ninja family, Arrangements, seating and otherwise, Where to begin?, Just say "No", Soaring Dragon, Raging Boar, You've been wondering why they called you here, Please be patient, Finally, some answers, Meeting adjourned, It's getting dark..., You're not afraid of the dark, are you?, "I like the dark.", This is a knife, and its name is not "Katie", Nobody move, Tall, dark, and Eeeevil, In which brave Sir Alex bravely runs away, Sweep a girl off her feet, why don't you?, This never happened to Gandalf, I'm not running anymore, Not exactly Prince Charming, Just the facts, sir, Damage control, The ever-important Knowledge check, Curses!, You gotta have faith, Look, listen, learn, Back to the ring, Technique theft 101, Let's talk about... stuff, Get out of my brain, woman!, How to avoid demon-girl cooties - and also mind control, Speeding through the semifinals, Ending with a whimper, not a bang, Post-battle analysis, AKA, "What'd I miss? What'd I miss?", Goodbye, Altria and good riddance, Ambrose, A bath and a bond, Making things formal, I'll see your five elements, and raise you nine, On a bat-wing and a prayer-strip, With a little help from your friends, Lu-sensei's Cryptic Advice
Tournament Arc, Under Eighteens Division Finals: Dreaming about a girl, and not in a good way, The Fairy's Penlight of Doom, Setting up the mental Unwelcome rug, Day Three Begins, Not quite standing room only, A big scary guy with an Aura of Menace is the perfect person to sit next to!, How does one become a 100 Dan Master, anyway?, A name to run away from really fast, Somebody's been practicing, This is you, not panicking, Warning the wizard and the warrior, Keeping your head down, Let the adults take care of this one, Ah, the (in)direct approach, Planning ahead, Round Two, pulling out the stops!, Optical scanners down, neural shields up!, Good thing Tatsuki's not here, huh?, Maybe the secret is to think happy thoughts?, Here comes (even more) trouble..., "My Psycho Power knows no limits!", Choose your path, Up and out - and hello, who are you?, Namedropping fail, Trolling for ninja, "Bad touch! Bad touch!", Disarming them with words - maybe, Some-body's get-tin' in trou-ble~, Of random encounters, keeping a promise, and- breaking heads?, Part of you is enjoying this..., ...but not too much, You might have been safer in the halls, Round three, fi- oh crap, more ninja!, Hope their insurance covers Acts of Ninja, You see (the auras of) dead (and not-quite dead, and very much alive) people, It is, in fact, a door, Waterfowl call simulated and repeated, matron fornicator, The Amazing Flying Ninja!, He's not dead (yet), Jim, You're a sorcerer, not a doctor!, She's not Chapel, but she'll do, No bees for you, but have some goddamn bats, Bat-wrangling is a tricky business, We've got a live one, here!, On the move, Sneaky feet, sneaky feet, sneaky ninja feet, Exit, stage left, Ohm, ohm, o-oh, I didn't notice you there, Do sorcerers dream of fulmenous sheep?, In which you don't have a leg to stand on, There are vampires, and then there are vampires, Annoyed girl, irritated fairy - you just can't win, You hurt my fairy, prepare to die, Heeee's baaaack
Familiar Ritual Arc: You're finally done with the tournament, Let's be sensible about this, Tonight's alright for fighting, Leave a message after the beep, Still more tournament fighting, Your greatest labor: watching a chick-flick, The deepest reaches of the inner mind..., A lesson in morality and ethics from the reincarnated King of Evil, Go on, shoo!, Look to your defenses, Hey! Look!, Dive, dive, dive!, In which you voluntarily read a non-comic book, "I had a dream...", Vote Briar! There is no other choice!, Why does it feel like somebody just warped space-time? Oh well, can't have been important, He is pretty hard to miss, "Big sisters are scary", Master versus masters, Congratulations, Lu-sensei!, A new enemy: stairs, In which Alex tries his luck as a bloodhound, And Cordy can't see the aura for the tree, Kagome, Kagome, Never seen a guy with a fairy before?, Well, Well, Shortening the list, Talking shop with a shrine girl, Kids will be kids - and you're still one of them, Channel the Spirit of the GREAT FLAMING EYEBROWS!, Look, you're a distraction!, THE GREAT BOAR SPIRIT REQUIRES MORE HAM, In which Cordelia and Lu-sensei both seem to be channeling McCoy, Pass the Test, first time, Cordy's going to take a little nap now, Just walk away, Looking out for a friend, Why would you do that?, No cauldrons full of bubbling potions for sale? For shame..., Alex needs a Bigger Wallet, What, no eye of newt?, Press A + B on controller two..., I want it all, and I want it now, "Total purchases? $215. Your expressions? Priceless.", Mister Ed, he's not, An important (belated) safety tip, You got a (Clay) Bottle!, Again with sniffing?, Where there's smoke, there's apparently no fire, Attack of the Eight Foot Kunoichi!, Class dismissed!, The most important decision Alex has ever made, You got a Plush Dragon (for Zelda)!, Final Round - KO!, How do you feel?, "Alarmed.", Oh, it's you again, A somewhat-villainous not-quite-monologue, No one threatens Do- er, Alex!, Tentative diplomatic contact established, The King goes first, Questions, answers, and another uninvited guest, No one expects a Mohra assassination!, Let it all out, Goodbye, Gorn, Stay, shake, speak!, We've got a runner!, Bye-bye, Beryl, Evidently, the truth will traumatize you, Whose fault is it, anyway?, Crap, it's the cops!, Hooray for procrastination!, Get your story straight, A hard day's night, Clear your mind for questioning, Making diminutive conversation, Alex is a good boy, Zen, and then..., Time to make like E.T., Awesome Dad is awesome, Pick a shrine, any shrine, Water beats Earth?, You've got a Bottle of River Water! Yay?, Have some unhelpful exposition, Oooo, pretty colors!, Press A+B on controller two... wait, wrong franchise, You are now level and fragmented, Let's do lunch, Time to get the government involved, Hurry up and wait, Let's read, Must not bite off ignorant political flunkie's head..., In which time flies, and Alex FINALLY leaves Japan, Take me to the volcano!, Hangin' with Dad, tourin' with strangers, and losin' track of a fairy, again, Monkey business, Monkeying around, Let go of her, you damn dirty monkey!, Leave the monkey alone, Skipping town, A little further afield, Keep your mind on the- oooo, shiny!, That most ancient of magics: hit it with a rock, With this rock, you will RULE THE WORLD!, As always, Briar is the correct answer, Sightsee now, sacrifice later, In which the GM in no way forgot about the time differences, at all, Heeee's baa-aack!, Let the HAM flow once more!, "Celestial Goron, I choose you!", Boss Battle: Searfang, Part One, Part Two, Part Three, Part Four, Part Five, Part Six, Part Seven, Part Eight, Part Eight, Take Two!, Finale, Bid farewell to your battle-brother, Giving and receiving

OMAKE
Family Ties, by Krain
Wisdom of the Raging Boar, by Vird
Benefits of Friendship, aka Fastball Special, by Krain
Tank Beats Giant Snake, by Forgothrax
Xander vs Canon, Part One, by Inara Seraph
Alexander Vs The Master, by UberJJK
The Desert's Sublime Red Beast of Power, by Calibash
The Farm, by Forgothrax
Buffy, Meet Alex, by MrGazzer
Doctor Harris of Sunnydale General, by Judge Mental
Ambrose Is Always Right, by Calibash
Wow, aren't we all glad that this didn't happen? by Calibash
Something that almost certainly did happen, by Calibash
Yog-Sothoth knows the Gate, Yog-Sothoth is the Gate, and Yog-Sothoth wants you off his damn lawn, by Judge Mental
You broke Rule Five, Beryl, by Finbar
 
[x] Grab a chair, open your book, and start reading.

This seems like exactly the sort of situation you brought the book for. With that in mind, you pick out what looks like a comfortable chair, settle down, and start reading.

You're about three pages in when Briar takes her place on your shoulder and starts reading along with you.

Perhaps ten minutes after that, Cordelia drags one of the other chairs to your other side and begins reading along over your other shoulder.

"What?" she says defensively, when you look at her. "It's boring in here."

You don't say anything, but do spare a questioning glance at Lu-sensei, wordlessly asking if he would care to join your little group reading session or not. Fortunately, your master merely smiles and sits on one of the couches, pulling his legs up under himself and sinking into a meditative trance.

While you have prior experience at adjusting to the differences between your reading speed and Briar's, this is the first time you've have to compensate for Cordelia's as well. She turns out to be a bit faster at reading than you or your fairy are, but once you've got the timing worked out, the three of you are able to leaf through the book at a steady pace.

Although it's clearly a reference book in the vein of an encyclopedia, Tobin's Spirit Guide manages to avoid sounding as dry and stuffy as some such books that you've glanced at in the past. The frank, matter-of-fact description of creatures most people would consider figments of the imagination certainly plays a role in that, as do the detailed images - sometimes hideous, other times wondrous - of the various entities. One entry compares the Japanese kitsune with its Chinese and Korean counterparts, the huli jing and the kumiho, detailing how they are at once similar and yet distinct. Another talks about dragons, and how those native to the Orient vary so significantly from the ones found in European legends. Then there is a section dedicated to "item spirits" - the tsukumogami of Japan and the dokkaebi of Korea - entities that arise when a man-made artefact obtains a spirit of its own.

As you read further in the book, you notice a certain bias towards creatures of Japanese origin, with at least three such entities listed for every one that is native to the mainland. Of those Chinese and/or Korean spirits that are mentioned, many are analogues to Japanese spirits. Still, each section goes to some lengths to clearly distinguish similar beings from one another; the supernatural creatures of these lands are no less proud of their origins and traditions than their human neighbors, and what pleases a Japanese kami might very well offend a Chinese shen, even if a mundane scholar might consider them to be parallels of the same mythological entity.

Gained Cryptozoology E
Gained Demonology E
Gained Japanese D++
Gained Literacy F+
Gained Parazoology F++

You've read through about a third of the Spirit Guide when you are interrupted by a knock at the door.

Lu-sensei awakens immediately. "Yes?"

The door opens to reveal Mr. West's aide. "Sorry for the wait. They're ready for you now, Mr. Tze."

"Right then," your teacher says as he unfolds his legs and rises from the couch. "Come along, you two."

"Er, sir?" the aide interrupts. "I was just told to bring you."

The look Lu-sensei gives the young man is less than impressed.

[ ] Save the government flunkie, and tell your teacher you'll be fine waiting here.
[ ] Split the party again? After what's happened every time you've done so before now? Ha ha, no. You'll stick with your teacher, thank you very much.
- [ ] But explain to the flunkie why you're going with Lu-sensei.
- [ ] Let him languish in ignorance.
 
[X] Split the party again? After what's happened every time you've done so before now? Ha ha, no. You'll stick with your teacher, thank you very much.
- [X] Let him languish in ignorance.
 
[X] Fuck it. This book is too interesting, and you're in a well-guarded building. If you're not safe enough to relax here, you'll never be safe enough anywhere.
 
Hm...
This might be a little too, well, "munchkinish", but...
Is there any way that, when we get a sword, we can set up an "item spirit" within it...?
Because that sounds like it could be handy.


[X] Split the party again? After what's happened every time you've done so before now? Ha ha, no. You'll stick with your teacher, thank you very much.
- [X] Let him languish in ignorance.
 
[X] Split the party again? After what's happened every time you've done so before now? Ha ha, no. You'll stick with your teacher, thank you very much.
- [X] Let him languish in ignorance.

Edit: Well, worth a try...
[x] Split the party again? After what's happened every time you've done so before now? Ha ha, no. You'll stick with your teacher, thank you very much.
- [x] What a poor, ignorant fool. At the same time it's both insulting and painful to watch, so you will be magnanimous and enlighten the poor chap why you're going with your teacher.
 
[X] Split the party again? After what's happened every time you've done so before now? Ha ha, no. You'll stick with your teacher, thank you very much.
- [X] let Sensei explain, or not.
 
[X] Fuck it. This book is too interesting, and you're in a well-guarded building. If you're not safe enough to relax here, you'll never be safe enough anywhere.

You're awake, fully rested, and a bit bored. Plus you're in a government-guarded facility.

Anything that tries to come through all THAT is either so stupidly powerful you don't have a chance anyways (think first Terminator movie in the police station), or it's so stupid literally it'll be taken care of not by us.
 
[X] Fuck it. This book is too interesting, and you're in a well-guarded building. If you're not safe enough to relax here, you'll never be safe enough anywhere.
 
Krain said:
Hm...
This might be a little too, well, "munchkinish", but...
Is there any way that, when we get a sword, we can set up an "item spirit" within it...?
Because that sounds like it could be handy.
There is a slight problem with that: for an item to awaken its spirit takes some considerably rare circumstances. It must be a hundred years old. No ifs and buts about that. The odds increase quite a bit if it is an item of significance (heirloom, treasured memento, historically important or something like that). So while we could set up some item to get an item spirit, chances are that we would never get to see it.


[X] Save the government flunkie, and tell your teacher you'll be fine waiting here.
 
I guess you can up the acting and act too scared to go place without sensei as you've been attacked each and every time?
 
[X] Fuck it. This book is too interesting, and you're in a well-guarded building. If you're not safe enough to relax here, you'll never be safe enough anywhere.
 
Hm.
...I wonder if, should we choose to stay, we could turn that into an impromptu ki training session, at least between us and Cordelia?
We'd get to put our thoughts into words, which could help us understand what we know about ki some more, and Cordelia could also get some help, at least until Lu-sensei would come back.
W00KY said:
There is a slight problem with that: for an item to awaken its spirit takes some considerably rare circumstances. It must be a hundred years old. No ifs and buts about that. The odds increase quite a bit if it is an item of significance (heirloom, treasured memento, historically important or something like that). So while we could set up some item to get an item spirit, chances are that we would never get to see it.
Hm, alright, thank you.
So, we'd need to acquire a sword that's already old, for something like that to work.
Eh, I'll drop it for now.
 
[x] Split the party again? After what's happened every time you've done so before now? Ha ha, no. You'll stick with your teacher, thank you very much.
- [x] What a poor, ignorant fool. At the same time it's both insulting and painful to watch, so you will be magnanimous and enlighten the poor chap why you're going with your teacher.

Let's grind that King of Man stat.

Fuck this, I wills step out of it this time.
 
[X] Split the party again? After what's happened every time you've done so before now? Ha ha, no. You'll stick with your teacher, thank you very much.
- [X] Let him languish in ignorance.
 
Are you guys really going to be a dick to him?

Don't you want to grind that King of Man stat?

Ignore this.
 
ryuan said:
Are you guys really going to be a dick to him?

Don't you want to grind that King of Man stat?
Meh, we'd have plenty of opportunity to increase it later, such as when hanging out with Larry.
Better to not risk increasing some unwanted stuff now, or risk getting ourselves in trouble again.
 
[x] Split the party again? After what's happened every time you've done so before now? Ha ha, no. You'll stick with your teacher, thank you very much.
- [x] Politely explain why you're going with Lu-sensei.
 
[x] Split the party again? After what's happened every time you've done so before now? Ha ha, no. You'll stick with your teacher, thank you very much.
- [x] What a poor, ignorant fool. At the same time it's both insulting and painful to watch, so you will be magnanimous and enlighten the poor chap why you're going with your teacher.​
Gilgamesh Route!
 
kestrel404 said:
You guys who are voting for this do realize this is the most likely path to getting kicked out of the building (or at least disliked by the person we're interacting with most)? Do no lecture the adult. We're still 8.
You know what? I will step out this time.

I won't endorse my own vote. However came to jump into the bandwagon or thought it was a good idea do it on your own terms. I don't believe it will give us a good bonus, in fact it will give us more problems than we can handle on the long term.
 
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