Yay! Here is the turn! Triple Post!
Ariel:You quickly place a call to the plant shop and order a piece of fruit of life and a piece of fruit of knowledge, requesting same day delivery.
After hanging up on the shop you eat a quick breakfast and get to working out, using a Stairmaster machine in the magical exercise room. The workout passes without incident, but you do not feel that you are making any progress. Perhaps you are using the equipment wrong, or perhaps undead do not gain physical power in the same way that mortals do...
1d80+2 = 14 + 2 = 16You give Adrian the oven supplies so that he can work while you are busy. (-Oven components.)
Mark’s corpse is, as it turns out is being kept by John Piazzo, so you collect your fruit at the river, give Kathryn the fruit of knowledge, and head down to the pier to stop the Kraken Sale and resurrect Mark. (-30k USD. +Fruit of Life)
Down at the Pier Piazzo thanks you for your concern, but explains that he has already sent Mark to a resurrection expert in Oakland. You then explain that you came to stop the Kraken egg sale. Piazzo nods, picks up his phone, and makes a call. Several minutes later a squad of his goons enter the office with the Kraken eggs, which Piazzo promises to have sold outside the realm. You offer to buy them, but John decides that they are worth more than you can offer, and has them shipped off to be processed into alchemy ingredients. (No roll needed to stop sale)
With stopping the sale taking much less time than you expected it too, you decide to spend the afternoon exploring the pier. Several hours into your exploration a man on a bench catches you off guard by asking who the mystic who cursed you was. He seems unsurprised when the answer is Kestrel. He invites you to have a seat, and the pair of you start talking.
You learn that he is, among other things, a mineral dealer waiting for a shipment Mythril to arrive. He works out of Madame Vision’s a magic shop that uses a tacky psychic store as a front for the mundanes to see. The man claims to be a practicing Mystic, although not one of the greats like Kestrel or Sickle.
He takes a bit of interest in you, explaining that his mother happens to be a Banshee as well, although he refuses to get into details as to how that happened. You learn that there is a fundraiser party for the L.A. Society of Non-Vamperic Sentient Undead in the basement of the psychic shop that will last for another few days at least, should you want to drop in and make connections.
Eventually your new friend gets his shipment in. To his disgust the box contains Mythril in the form of several trinkets and items. He was expecting bars of the crafting grade stuff. He explains that the people who sold them have connections to the Dwarven Mafia, so he doubts returning them or complaining would be wise. Fusterated he tells you to keep the box and storms away. (+1 box of assorted Mythril Goods)
1d80+5 = 60 + 5 = 65 (Good Random Event)
Upon closer inspection you notice that the box is addressed to ‘Dust’...
Adrian:As soon as Ariel gets you the components you need, you begin to work on the artifact oven for her. This proves difficult, as Moonbane doesn't have quite the same properties as pure Mythril, but eventually you figure out a workaround using materials from one of your grenades to bridge a gap in the moonbane shell. Within a few hours you have created a small microwave sized appliance that sparkles white and silver. (-Oven Components, -1 Grenade, +Unidentified Artifact Oven)
1d80-5 = 51 - 5 = 46Satisfied with your work, you flip open the book by Captain Goldberg and begin reading. Much of the book consists of plans for upgraded digital versions of ancient, complex, and iconic magical devices. You quickly spot the blueprints for something simply called a DaVinche Device, which can open and close portals using a proper portal key or strong concentration from its operator as input. The book recommends using the frame of a 1990’s Dodge Ram pickup as a base, a small amount of a material called Soulbound Silver as a magical catalyst, and 3-5 Playstation 3s to dissect an rearrange as the digital processors and controls.
1d80+4 = 66 + 4 = 70It takes you longer than expected to make sense of the DaVinche Device blueprints, and by the time you finish it the sun is down and Dai requires you attention in the bedroom, leaving you no time to work on enchanting your gun.
1d80-4 = 41 - 4 = 37Henry:You track down Kestrel first thing thing in the morning and ask about the Skill Injections and Luke Prowler. Kestrel gives you both nuggets of information for 2000 USD. (-2000 USD)
The skill injections if taken right before bed, will likely deprive your brain of the ability to partake in its normal sleep functions. Kestrel says that it wont kill you, but will leave you feeling cranky, disoriented, and not on top of your game until you get a proper nights sleep.
Luke Prowler, like many mages looking not to draw attention, has set up a lair in the city sewers. Kestrel gives you directions to get there, and warns that Luke is expecting you.
Hailing a cab, you make your way to the part of town where Luke can be found, and spend several hours searching the dark tunnels beneath the city for the entrance into his Lair. (-34 USD cab ride)
Eventually you find yourself in a large chanber with flowing water, many candles, and a huge pipe organ installed. You spot Luke sitting at the organ and polishing the keys, and take the opportunity to launch an airplane at him. Suddenly golem the size and shape of a large dog launches from the river of green reeking water and catches the petrification spell like a frisbee. Luke turns around and smiles, and before you can react you are knocked to the ground from behind by another dog golem, which holds you in place until Luke binds you with cuffs and ropes.
“I figured if I didn’t leave my lair you'll eventually come to me... Pitty about the whole having to kill you thing. Bet you regret springing me from prison now.”Luke places you in the center of the room and starts playing a haunting organ tune. You vision begins to blur as the music slowly begins to feed you to the Circle’s energy supply, but suddenly you hear a loud bang and snap back to reality. Several beings in yellow leather jackets stand in front of you.
They introduce themselves as Hog, Adder, and Phil. Members of the Pharaoh's Motorcycle Club. They explain that they came down to kill Luke, who their mystic predicted was working on a ritual to snuff out all magical priests in the city. You convince them that you are not a threat with a few well placed lies about your identity, and they cut you lose, explaining that Luke had used a crystal to escape. (-1 Throwable Petrification)
1d80-2 = 11 - 2 = 9 You cab back home, but find yourself too shaken by the day’s events to work on making more throwable petrification.
1d80+10 = 17 + 10 = 27You can decide if you wish to take the skill injection now or not.Kathryn:Your practice with Molly hits a snag right off the bat. Although Molly is used to working with performance mages, and Knox’s style is quite similar to your own, Knox does the verbal component of his spells in english. The girl unable, even with your help, to translate any of the spells she wants to teach you into your style.
1d80+4 = 6 + 4 = 10As you dry off, Ariel approaches and gives you the fruit of knowledge. (+Fruit of knowledge)
Shelly is found in the basement, in one of the holding cells, writing ‘I will not hit the brown note in Kestrel’s presence’ repeatedly on the wall in chalk. She informs you that she is not allowed to leave until she has covered all the wall space she can reach with the message.
1d80+1 = 35 + 1 = 36You find Kestrel in the laundry room already, doing his own clothes. He agrees to ID some of your stuff as you work alongside him.
The first object is a Staff of Aquatic Karma. When held the staff will absorb the energy from the critical miscast of any water flavored spell or item nearby, often averting major disasters. When it does this however it will spring to life, inflicting mild to moderate stinging damage to the person holding it.
The Deep Blue metal is called Dark Adamantine or Neptune’s Beard, and is a compound of Adamantine, Mercury, and the shells of certain types of magical crustaceans. It is much cheaper than, but only slightly inferior to, pure Adamantine in terms of hardness and sharpness. When heated Neptune’s Beard gains organic qualities, making it easy to graft onto living beings.
The glow on the arrows is the result of Steelroot Salve, a substance applied to rock by some elf tribes. Rock treated with the salve has similar properties to bronze.
Although the statute appears to be a rare and powerful idol of a mighty sea goddess, Kestrel explains that it is a trap; a cursed forgery created by the Kobold Steve’s band of thieves. The owner of statue will be compelled to hoard valuables, and Steve’s cohorts can track its location. Kestrel reckons that the curse on the statue could be reversed, allowing the owner to track the magical thieves tools of the Kobold Gang.
There is nothing special about the key other than the fact it is enchanted to open Jagen’s bookshelf and that is made out of nearly pure gold. Kestrel takes it as payment to save you the cash. (-Key)
The locked book is cursed to kill anybody who tampers with it via overhydration. It contains powerful water spells and many revealing notes about the life of the corrupt old order archmage. Kestrel informs you that Sarah pitched the book's key into the ocean shortly before she died.
Satisfied with Kestrel’s explanations you head outside and start praticing with the target. Your goal is to learn how to control bullets magically. At first you have no luck, but about an hour into your practice your new gauntlet begins to glow, and you are flooded with inspiration and ability. Eventually you gain an understanding of magical bullet manipulation. (New Spell: Bullet Trance)
1d80+5 = 28 + 5 = 33 (Bad practice with guns)
1d80+5 = 38 + 5 = 43 (Gauntlet Save, good practice with guns)Bullet Trance: By relaxing your body and attuning your mind to your gun, you can gain supernatural control of your shots. While in the trance you can shoot targets who are behind cover or out of sight without penalty. Take a +7 bonus on simple shots while in the trance. Take -10 on all non-gun related activities while in the trance. Roll against faith to enter the trance. Roll against faith as a free action after your turn to exit the trance if you wish. You may exit the trance outside of battle at will.