Henry:You wake up late and do your rounds, checking the traps. This time luck smiles upon you, and two fat brown rats are collected! (+2 Brown Rats) 1d100-10 = 69 - 10 = 59
You go downstairs and claim one of the holding cells that isn’t occupied by the Anchor Ooze and set up 5 pieces of paper to power up before heading upstairs for a good long read. You learn that Carharn, his followers, and his follower’s followers spent 800 years hunting down the Nordic God Odin. When they found Odin they were able to trap and experiment upon him using a relatively simple spell. You discover with a smile that the details for that spell are included in the book! (New Spell: Circle of Containment)
1d100+20 = 76 + 20 = 96Searching for, and failing to find, Kathryn you give up and simply leave the money and figurine on her bed, along with a note thanking her for the gun. (-Money, -Figurine)
Returning to your paper, you discover that this time your ritual went off without a hitch! You fold the paper into some power planes. (+5 Paper Airplanes with 8 hour charges)
1d100+20 = 75 + 20 = 95Your mimic reports no new information on Tohsaka nor the Core of Mercury today.
1d100-10 = 21 - 10 = 11Circle of Containment: A spell cast on an unwitting victim. Write the victims true and correct name on a piece of paper and burn it into ash. Mix the ash with lard and use the concoction to form a magic circle on the ground. When and if the being enters the circle it will find itself unable to leave or destroy the circle. Roll knowledge when setting up the circle, on a 70 or higher this spell cannot be resisted. With a knowledge check you may edit the circle without freeing a trapped being, allowing you to perform other rituals upon it.
Harman:You go from bedroom to bedroom, dropping off gifts like Santa Claus. Ariel gets the Phoenix Tears and Everlast Dust. Kathryn is given the baseball-gemstone. Adrian receives a blender. You bestow a hammer and a deck of cards to Henry. (-Stuff)
Heading down to the basement you decide to spend the rest of the day trying to magically make yourself more presentable. You spend hours upon hours channeling magical power in every possible direction, trying to fix up your scars or your hair. After about 6 hours you make a scar vanish. You spend the rest of your day re-creating and understanding exactly what you did, slowly patching yourself back up. Sadly your hair remains spongeified. (New Spell: Cosmetic Effects, The bite marks have been removed)
1d100+20 = 73 + 20 = 93Cosmetic Effects: A spell cast upon yourself or another animal. By spending time focusing on the target’s body you can make permanent cosmetic changes. 1 hour to erase a few scars, freckles, or pimples. 2 hours to change fingerprints or eye color. 4 hours to change faces. 6 hours to change outward appearance of gender or race. 8 hours to completely resculp the target within the limits of his/her race. Roll the mean average of your connection and your targets body mod after spending the focus time. The time chart does not apply to this spell and it will not work if not given the proper time.
Adrian:You spend the early morning in the basement, trying and failing to prepare the magical gem seal for the headsets. Eventually you give up and just open up the headsets and apply the the required electronic changes, deciding to deal with the glue and app installation of the spell later. (-5 Headsets, +5 Incomplete Magic Headsets)
1d100-10 = 13 - 10 = 3 Make the glue
1d100+20 = 45 + 20 = 65 Wire up the HeadsetsWorking with a grenade in the food storage room you begin to add runes and symbols to it. After 8 hours of detailed and delicate work the explosive begins to glow blue and suddenly feels cool to the touch. (-1 Grenade, +1 Improved Ice Elemental Grenade)
1d100+20 = 51 + 20 = 71
Kathryn:First thing in the morning you fire up the car and hit the town. It is a good thing you are such a huge city. You doubt that you could have found a place selling science equipment at eight in the morning anywhere else in the world. (-182 USD. +5 Lab Coats. +5 Pairs of Safety Goggles)
You round up Shelly to serve as an audience and get to work trying to boil water - Magically. Making water boil, as it turns out, is rather complicated... however you eventually get the required commands down pat and get the water cooking on command. Shelly offers you a round of applause as steam begins to fill the room. (New Spell: Boil Water)
1d100+10 = 54 + 10 = 64Deciding to switch gears you focus on getting the water to freeze. You find this troublesome. No matter how still or how solid you command the water to be, it refuses to turn to ice at your request. This goes on for hours until you eventualy lose your cool and unleash a torrent of profanities at the water in both English and Celtic! As you yell your body unleashes a pulse of magically cold air that causes several items on your person, including your clothes, to become brittle and shatter, and Shelly to scream and pass out in pain!
You wrap yourself up in a drape to protect your modesty and alert Kestrel to Shelly’s plight. The old man promises to take care of her and you retreat to your room to get dressed. (-1 set of standard clothing, -1 lab coat, -1 pair of safety goggles, -1 handheld tape recorder, -1 Neck Amulet, -1 Cellphone, -1 PI badge, Shelly has been injured and will be unavailable to help tomorrow)
1d100+10 = 2 + 10 = 12You decide that a quick workout would be the best possible way to get over your little misshap. An hour going up and down the stairs, taking in the sights of the house, leaves you feeling better about yourself, if not a bit sweaty. (Body Progress ⅘)
1d100+10 = 58 + 10 = 68After cleaning up you plop down by the fireplace for a nice reading session. You learn that the Clearsands tribe lives in a vast sandy desert, morphing sand into magical dark glass for construction and trade. You skim the book and find quite a few spells, but decide that you are a bit too tired and shaky from the days events to try and understand one. 1d100-30 = 41 - 30 = 11
Boil Water: A spell cast on water that you have been controlling with water effects for at least a turn. With a swift verbal command you bring it to a boil. The water takes some time to heat up, so opponents are at +5 to resist when this is used as an attack.
Ariel:You bring up the topic of Gremlin coins during your morning conversation with Frankie. He knows nothing so you catch Kestrel in the kitchen, where he is preparing his world famous ‘Double Tomato Omelettes’. Kestrel explains that the Gremlin is one of several collectors edition coins that the Tooth Fairy leaves to young mages: The poor fairy must have been mightily confused by a soul under the pillow.
Kestrel explains that the coin can be evoked once, by flipping it. On heads it will render your next attempted action a function of pure chance (Apply no mods other than your luck if relevant). On tails it amplifies your luck, for better or worse, on your next attempted action (Any success becomes a critical success, any fail becomes a critical fail). The coin can only be used once before losing power, and any 3 unused fairy coins can be exchanged for a powerful magical item from the tooth fairies vault. You pay Kestrel for the information and move on with your day. (-50 USD)
You move to the basement and try to talk with the book. You try both your conversation spells on and off for several hours, but the blank document refuses to speak. You are unsure if this is due to a lack of soul or a failed attempt at casting the conversation spell.
1d100-5 = 39 - 5 = 34
Your last tomato plant is dragged down to the basement where you begin to try to create your own Tomato Demon. You try willing the soul to split itself, but it fails to obey. Eventually you decide to get creative and split it your own way. You cast the insert soul spell, pulling the soul out of the acid mixture before it completely dissolves. The condensed soul reforms into a solid perl and the plant glows slightly as the soul is inserted. It does not turn into a tomato demon however... (Your powerlevel 3 soul becomes powerlevel 1. 2 Units of Chaotic Evil soul has been inserted into Seymore. You can now use Insert Soul to insert part of a soul, but cannot determine exactly how much is put in.)
1d100+10 = 84 + 10 = 94Tracking down Tohsaka you purchase a Vial of Flurry. You down the concoction and head to the basement, where you work faster then you ever thought possible! The same however cannot be said for the wild souls, and by the time the potion wears off you have only managed to capture one. (+1 Powerlevel 3 Lawful Neutral Soul)
1d100+20 = 11 + 20 = 31, 1d100+20 = 14 + 20 = 34, 1d100+20 = 77 + 20 = 97