Adrian:You sit down with the intention of working on your laser device... and that is the last thing you remember. You come to at around bedtime with your phone heavily modded, two new spells floating around in your head, a third setting on your gun, and a strange blueprint on your desk. You shake your head with a smirk and wonder what the hell came over you.
(New Spell: Laser App Stealth Mode. New Spell: Laser App Overcharge Mode. Stealthmode and Overcharge mode have been added to your smartphone!)
1d100+20 = 95 + 20 = 115 Laser app improvement(Gun now has Chain Lightning Mode [Like lightning mode, but targets everyone in the general ‘foward’ direction. Using it gives the gun a 2 turn cooldown]. Artifact Blueprint Unlocked: Voltic Crossbow)
1d100+20 = 87 + 20 = 107 Gun UpgradesLaser App Stealth Mode: A hardware mod/enchantment applied to a device with a Laser App. Spend 2 hours carefully replacing the wiring of the laser hardware with the wings of a housefly. Roll knowledge upon completion of work time. Once completed you may set the device into stealth mode, allowing for the use of invisible damage inflicting laser shots.
Laser App Overcharge Mode: A hardware mod/enchantment applied to a device wit ha Laser App. Spend two hours constructing a battery using the bodily fluid of a bull instead of battery acid. Install the new battery in the device. Roll knowledge upon installing the battery. Once completed you may set the device into overcharge mode. While in overcharge mode the device does an extra 25 damage upon a successful hit. After fireing the device while in overcharge mode, make a connection check. If you fail the device fizzles out and will not work until it receives proper repair.
Voltic Crossbow Blueprint: A blueprint for an artifact weapon. According to some notes you made while in a trance, you will need the following components to complete the weapon: 1 Bar of Silver, The Small Intestine of a Magical Equine Beast, 2 Jumper Cables, The electronic bits from a Furby, 1 Colt Revolver, and one Oyster Pearl.
Harman:You quickly string your bow up and seek out Tohsaka. Tohsaka hands you the gem back and informs you it is a Crystal of False Impressions. While held the crystal will make anything you do appear more dramatic, impressive, and difficult to perform to any onlookers. Blake must have used it to help make the highlight reel. You either pocket it, or turn it in for Aura before getting on with your day. (+1 Crystal of False Impressions or +5 Aura)
You find a nice quiet spot and begin working with the Skull Centipede, trying to fuse it with your bow. As you work, the magical trinket hisses and glows, actively resisting your attempts to merge it with the bow. You decide to back off before the damn thing lays a hex on you or something.
1d100+10 = 6 + 10 = 16You turn your attention to the wall, and start pulling back the string, trying to fire off non-existant arrows with the hopes of making them reality. After about four hours of fruitless labor you release the bow once more, this time to a mighty crack and flash of light that takes a chip out of the wall! You practice this for awhile until you feel you can try it in battle with some degree of reliability. (New Spell: Energy Arrows)
1d100+10 = 75 + 10 = 85Energy Arrows: By focusing on your bow in combat and making a faith check you may conjure up arrows out of nothing. The amount of arrows you spawn is equal 1 + ((Faith-roll result -50)/4). Unused arrows fade after 30 minutes. Arrows made this way have no mass and are not considered objects, disqualifying them from use with some of your other spells.
Ariel:You gather up the kids and bring them too the garden for a lesson in magical botany! You decide to start with the story of Aubrey the Tomato Demon! As you lecture the students stare at you wide eyed and you assume the lesson is sinking in! Eric eventually raises his hand to ask a question, pointing behind you.
“Um... Ms. Ariel, you are doing that on purpose right?”
You turn and realize that the powerful trapped soul has taken advantage of you losing yourself in a lecture, and has again started to pour itself into one of your Tomato Plants, Rufus this time. Deciding that this time you will not let it get a hold on you, you call for the students to run and flee the garden before the plant can finish coming to life! (-Rufus. Wild soul has dropped 2 power levels and is now at 3, well weak enough to try and control. Rufus the tomato demon is loose upon the grounds! All actions in or around the manor are at -3!)
1d100+20 = 2 + 20 = 22You give the demon a few hours to leave the garden before you return to plant the Pixie. You insert the soul into the seed without incident before burying it in a Terracotta pot and pouring some water on! (7 days until Pixie is born!)
1d100+5 = 59 + 5 = 64Picking up the manor phone you decide to give the magical merchants a call. To your mild surprise you discover that they are still in busniess. Once you convince them that you are, in fact, a mage they quickly give you a list of their current magical stock. You are informed that they get new things in every few days, so it would be in your best interest to check in every few days.
Strapping on your shoes you hop your bike and head down to the park. You hang around for a few hours, and on several occasions spot what you think might be the wisp; however it always dashes off before you have a chance to try and deal with it. You get the distinct feeling that it has no intention to pick a head on fight with a mage.
1d100+10 = 32 + 10 = 42Magical Merchant Stock:
(The shop is in Barstow, 2 hours each way from LA by road.)
x5 Pixie seeds ($300 a seed) (You know what these do)
x8 Jungle imp seeds ($300 a seed) (Jungle Imps are Chaotic Evil counterparts to the pixie)
x5 Soulshroom seeds ($100 a seed) (Fungus that once full grown can be harvested for a low level soul)
x2 Naturia Flytrap Assimilation Seed ($10000 a seed) (Can convert any sentient organic being into a half carnivorous plant mutant)
x1 Devil Bee Nest ($5000) (Produces hell-honey and defends its surroundings against anything except its master)
x500 Pieces of Black Corn ($50 a piece) (Common ingredient in magical toxins)
x500 Pieces of White Corn ($77 a piece) (Common ingredient in healing potions)
x5 Emerald Mantids ($850 a head) (Garden bugs the size of your hand. Emerald Mantids have nearly indestructible crystalline bodies and are smart enough to train)
Kathryn:You strap on your hiking gear and head out to find the Angel. You search the farm for about 30 minutes before you spot a bright glow ontop of a nearby hill. You climb up to find a man in a toga with wings, prodding at a campfire. The campsite reeks of weed, and as the divine being opens his mouth you get the feeling that he has been partaking of it.
He explains that somebody disappeared the local magical government here, so there is nobody around to stop the Multiversal Association of Collegiate Sports from hosting their annual surf tournament on the beaches of LA. The flier he shows you implies that in a few days supernatural jocks from all over will take the city by storm. You warn the Angel to be discreet, but you doubt that he will listen, nor do you figure that killing him would solve anything.
You report back and show the flier to Tohsaka. She gives you your payment and says that there will likely be an item on the chore board or job list related to this party, soon enough. (+1300 USD.)
1d100+10 = 58 + 10 = 68You convince yourself that having just gone out for a short hike, you do not need to work out. You treat yourself to a long bath and a short nap instead.
1d100+10 = 35 + 10 = 45Eventually you are able to pull yourself off your ass and get in some kickboxing practice. After two hours of hard work, you finally feel that you are starting to get the hang of this whole unarmed combat thing! (Mundane Skill: Kickboxing unlocked)
1d100-5 = 61 - 5 = 56Having worked up a real good sweat from you decide it is time to focus again on your magical endeavors. Using your new pet birds as an audience you begin to whip and fling water around with skill and finesse! By the time you fall into bed you are exhausted-but totally comfortable with the Water Effects Spell! (You are now comfortable with Water Effects!)
1d100+10 = 49 + 10 = 59Henry:You wake up before the crack of dawn so that you may check the mouse traps without having to bump into anybody, as you are not feeling particularly social after yesterday’s incident. Your plan works, you don’t encounter a single living thing as you search the house; sadly mice are living things.
1d100-10 = 32 - 10Heading to a locked room you prepare 5 paper airplanes and let them sit for the day. You then visit the garden to steal some earth and head to the next holding cell over and practice some rituals.
With just a bit of painful experimentation you find that you are able to animate a clump of earth as an ooze of mud. The ooze in its current state can follow basic movement commands, but it is too small and harmless to be of much use. Still, you file the ritual away under ‘things that I can improve’ and move on to your next set of experiments. (New Spell: Animate Mud Ooze. +1 Small Mud Ooze)
1d100+10 = 50 + 10 = 60You break a petrified mouse, the leftovers from your last meeting with your master, in half and set up two experimental magic circles, putting half a rodent in the center of each. To your surprise for once things go your way, and each circle turns its half a stone mouse into something other than stone! (New Spell: Stone to Clay. New Spell: Stone to Ivory. -1 stone mouse. +1 tiny hunk of clay. +1 tiny hunk of Ivory)
1d100+10 = 96 + 10 = 106You head out and wander around LA by foot for a bit, eventually finding an art store. You buy some clay and take it back to the manor.
(Link me to a page offering the clay you want to buy, and buy as much as you want at that price, up to the amount you can reasonably carry back to the manor on your person w/o a car)You return to your airplanes only to find that somebody, a mouse judgeing by the tiny footprints, has snuffed out the magic circle, ruining the spell... You rip up the planes in fusteration. (-5 sheets of paper)
1d100+20 = 14 + 20 = 34Stone to Clay: A ritual spell cast upon any hunk of non-magical stone. Draw a magic circle in ash around the target stone, with arrows pointing clockwise. Draw a second magic circle out of topsoil outside the first one, with arrows pointing counterclockwise. Tap each circle with your finger, flicking them in the directions the arrows point. Each circle should start to spin, slowing converting the stone into wet clay. Roll faith when trying to spin the circles.
Stone to Ivory: A ritual spell cast upon any hunk of non-magical stone. Draw a magic circle in topsoil around the target stone, with arrows pointing clockwise. Draw a second magic circle out of sawdust outside the first one, with arrows pointing counterclockwise. Tap each circle with your finger, flicking them in the directions the arrows point. Each circle should start to spin, slowing converting the stone into valuable (but difficult to legally sell) Ivory. Roll faith when trying to spin the circles.
Animate Mud Ooze: A ritual spell cast on a small amount of earth. Place the earth on a solid artificial floor and stand above it. Cut your right arm and allow some of your blood to spill upon the target earth. Mix the blood into the earth thoroughly before drawing and burning a magic circle of sawdust around it. As the sawdust burns, chant an ode to your pain and the glory of the earth. The earth should dampen into proper mud and begin to move on your command. Unlike the golem, mud Ooze’s do not expire. Roll versus knowledge while chanting.
Good News Everybody! Rufus the Tomato Demon is Loose on the Grounds! -3 MODS FOR EVERYBODY!