Henry:Travis and Mercutio do their best to explain the diffusion process to you. You do not like their description. Travis will first blast you into smithereens and then attempt to rebuild each of your minds, bodies, and souls from scratch. Mercutio explains that the rebuilding process is more of an art than a science, but that Mr. Travis is very good at it; not perfect, but very good.
You say your goodbyes to Kathryn and enter the medical tent. The last thing you remember seeing is Mr. Travis’ chest opening up, revealing a bunch of rockets...
You come back around laying in a cot. You are quite sore. Mr. Travis explains that the procedure was successful and that Mercutio should be, for the most part, out of your head. He apologizes for not being able to use entirely original parts while reconstructing your body, but explains that he did his best to maintain your look.
A quick peek in the mirror and some stretching reveals that your right shoulder can swing your arm a full 360 degrees like a windmill, the big toe on your left foot is metal and claw like, a headphone port seems to exist in your bellybutton, and a perpetually spinning metal gear is attached to your left ear like an earring. For some reason you seem to have several of Shakespeare's plays and sonnets memorized, and you seem to know that the passcode for Mercutio’s personal lockbox in the Toybox Bank is juliet666.
Your body is criss-crossed by several lines of stitches, but other than that and the minor changes mentioned above, you are back to being your old self.
Kathryn:Travis warns you that the defusing process will not be pretty, and that he cannot afford to be distracted. You spend the better part of the next several days practicing your water freeze spell. The pump in camp only expels warm water, and Mr. Travis often pops out to ask your opinion on whether a particular memory belongs to Mercutio or Henry. Despite the setbacks and distractions, by the time Henry is restored you feel somewhat more practiced with the spell. (Progress made)
1d80+12 = 53 + 12 = 65Henry appears to be mostly intact, both physically and mentally, so you help him into his clothes and return with him to LA through the portal.
Adrian:You purchase and pop a potion of Flury and take off like a rocket for your Jetski. You find the vault Kestrel told you about without much difficulty and set about casing the joint. You waste much time circling the moat before eventualy deciding to go inside and check the place out.
1d80+2 = 10 + 2 = 12
1d80+2 = 28 + 2 = 30Eventually, finding no other way to enter, you walk right in the front door. An alarm announces your presence so you decide to make your raid quick before the guards show up. You grab a heavy jangling bag of coins off the floor and hightail it back home.
Back at the manor you find your prize is filled with infernal doubloons. Daintyroot helps you spend the evening counting them, and by the time you get to bed you realize that you have made quite the haul. (+1976 Infernal Doubloons)
1d80+2 = 56 + 2 = 58Emlyn:You approach Kestrel to set you up with a place to pratice, and for a nominal fee the old man quickly makes a few phone calls while you wait.
Eventually Kestrel informs you that you may stay on the private Yacht of Dr. Gryphon Harrison, a professor of Werebeing Studies at Trinity Undercollege in Ireland. Dr. Harrison is in town to observe the eventual meeting between the weres of LA and Sapphire’s New Order. Kestrel figures that Gryphon will be out partying at night and sleeping most of the day, and thus will mostly stay out of your way. Kestrel is sure that Gryphon would love an excuse to stay in town and party longer, and you training for two weeks on his Yacht would be just the ticket.
The Yacht is docked with several others on an island hidden from the view of mundane people and their satellites. Kestrel gives you directions to reach the pacific ocean via river, and how to find the Yacht from there. The trip will take about two hours by Jetski.
Satisfied with your new digs you resolve to make the journey tomorrow and head to the basement to start composing spells, starting with simple techniques and working your way up in complexity. The first few hours of work prove fruitless...
1d80-6 = 37 - 6 = 31
1d80-9 = 12 - 9 = 3Eventually however you catch a breakthrough when you accidentally vaporize and reconstruct your hand. You focus on this technique for a few hours and eventually figure out how to reduce your physical form into a thick mist of raw magic. Although you doubt this transformation makes you any more lethal, you figure that it may have some utility should you find yourself on the defence. (New Spell: Mist Form)
1d80-13 = 70 - 13 = 57Impressed by your own success you begin to work on an even more complicated spell. You focus harder and harder; deeper and deeper. Eventually your internal magic source buckles under the strain and you hear several loud cracking sounds before whiteing out in pain.
You come around in bed, in great pain. Kestrel explains that you managed to shatter every single bone in your body with your accidental release of magic. The old man had managed to procure a potion to restore your skeleton, but severe physical pain happens to be a short term side effect. Kestrel recommends resting for a day to recover before heading out to the Yacht. (You are bedridden by deep pain. Tomorrow take -7 on all actions that cannot be reasonably completed in bed.)
1d80-21 = 12 - 21 = -9 Mist Form: By passing a body check you may transform into a light mist of raw magic. While in mist form you are at -20 to cast all spells, but cannot crit fail while casting (Except on a natural 1). While in mist form you are immune to most forms of damage, but are very vulnerable to the few things that can harm you. While in mist form you may telepathically communicate with any being standing inside you, but may not otherwise speak.
Ariel:You spend the morning sleeping in and recalibrating the soul you extracted from the fallen pixie. The process goes off without a hitch and you wake up in the afternoon with the soul reset to Chaotic Good. (Soul Blasted)
1d80+8 = 44 + 8 = 52Powering up the Jetski you make a run down to the gingerbread house, ordering the harpy thrall to fly behind you. Upon arriving you order the bird beast to wait and return home to the manor, where you seek out Kestrel.
The old man wants 700 bucks to identify all the plants you have. You pay off and ‘ol Kestrel gets to work examining and explaining each of them. (-700 USD)
Kestrel first identifies the heart shaped fruit as a Pink Forest Fig. Forests Figs have no real magical properties, and are too sweet for most people to stomach, but they can be processed into good dessert wine, or used as a sweetener for various magical and mundane recipes. If planted in hell Kestrel expects for a fruit bearing bush to grow in 30 days, but that time can be cut in half if you plant it in a temperate forest.
The bulbs grow Steelbloom, a relative of the rose with roots made out of a magical metal which wood elves often craft weapons out of. If planted in hell Kestrel reckons that you could harvest metal in 10 days, or you could wait 16 days to harvest bulbs as well.
The strange vine is identified as Necromancer’s Delight. If an undead creature consumes enough of it, it will mutate into a bloated and highly infectious puker. It takes about 3 feet of vine to transmute a human sized undead. If planted in Tartarus Kestrel reckons that it will grow like a weed, increasing in size by 2 feet a day. You have about a foot and a half of vine to start with.
Finally the seeds from the flower are identified as seeds of the Valour Lotus. The flower of the Valour Lotus is used in ink by Tattoo Enchanters for art-spells relating to nature and fire. The bitter and earthy tasting root can eaten as is, or used in a salad. Kestrel tells you that the flower will not grow in Tartarus, and will only have a 40% success rate growing in California. If you do manage to get them growing however they take only 5 days to reach maturity or 7 to produce seeds.
Deciding to try the curse again, you ask about the soul of Ursula Jagen. Kestrel explains that all you have to do is write in the book, and Ursula will respond. The old man explains that Ursula, like her brother, is an expert in magic relating to portals and travel. He also warns that Ursula will be unhelpful or outright hostile if she catches wind of the fact that you are working with werebeings.
Kestrel then points at you and closes his eyes. You feel a deep and unshakeable chill as the life drains from your body. Your skin becomes a bit more pale, and your hair turns silver.
The transformation is complete. Kestrel explains that until you sit down and spend some time learning to control it, you might randomly become incorporeal under stress. He also reveals that you have gained a limited internal power source that you can use to magically charge your voice with practice or proper training.
Finally Kestrel explains that since he has cursed you, your health and personal achievement are now his responsibility. (Your natural crit fail range is now 1-5. You are now undead with all the perks and weaknesses that come with it. Kestrel can now provide for free, so long as the knowledge directly and explicitly aids or protects you as an individual)
1d80+20 = 66 + 20 = 86