Adrian:You wake up in the morning to find that Kestrel has left 3 numbers tacked to your door.
Blackfang’s Bloodservice: Delivers daily packets of human blood, for 2000 USD or 3 Aura a month.
Dr. Vice Macaw: A local expert on vampire health and necrobiology. He can examine a vampire and determine any powers and weaknesses it may have. He can also put together a diet/exercise/training program to help a vampire get the most out of his/her condition. Appointments cost 700 USD a visit.
Mira Trinity: Owner of several popular Vampire hotspots in town. Mira is a friend of Kestrel’s and would gladly help Dai get involved in LA’s vampire comunity
You call Blackfang’s and they offer to send you a free trial serving of blood while you decide whether you want to pay in cash or aura. They promise to have it sent by river via sundown.
Setting up next to Daintyroot you begin to poke around with another grenade. Dai works next to you, enchanting her clothing to resist dirt, resist stains, resist odors, and to meld into her body when she transforms. Since Dai only has one outfit she works naked. Between her looks and impressive enchanting skill that far exceeds your own, you find your wife far too distracting to work near. She finishes all of her clothes in less than three hours, at which point she invites you to bed to get to know her better; you accept, spending the next couple hours getting to know her in several senses of the term but leaving the grenade unmodded.
1d100+5 = 33 + 5 = 38Showing the new guy the holding cells downstairs you agree to let him experiment on you. He spends the rest of the day flooding you with magic energy in various ways. By the time you finish you are feeling very thirsty... Emlyn sheepishly offers that he may have advanced your condition. (Your thirst modifier is now -5)
See Emlyn's rollYou head to the river to collect the blood delivery. It comes in a clear plastic container... and looks delicious. It takes everything you have in you to get it too your wife without drinking it yourself. Instincts you didn’t know you had tell you that you would feel so much better if you just drank it. (You have achieved fledgling vampire status. You may now drink blood to reduce your thirst mod to 0. You take +3 for instinct on all rolls related to being a vampire.)
Kestrel shows up and gives you his cure right before you go to bed. He tells you that it will leave you bedridden for four hours, but should restore you to normal. Your instincts tell you that it would still work at this point. (+1 Cure for Vampireism)
Ariel:Sunrise finds you on the phone talking to the seed shop. The owner informs you that there are no legal issues with raising Naturia Assimilated creatures, but that he would like to check the bears out before recommending any specific product for you to purchase on their behalf. You tell him that you will bring them sometime, possibly tomorrow.
You decide to introduce your bears to the growing Pixie. You water the magical plant, before spreading out some newspaper and trying to potty train the carebears. This goes well at first, but when Piddles turn comes around he lays a big old duce right on the unprotected floor. You rub the cub’s nose in the mess, but as you do so, your pouch of everlast dust comes loose, spreading all over the bear!
Piddles grows to full size in a matter of seconds, and snaps at you before you can react! You manage to escape by kicking the bear in the nads to make it let you go before running like hell. After zig-zagging through the halls, losing the bear, you decide to check your arm. To your amazement the wound has already closed, but to your horror the flesh and veins around the injury has turned green! (-Piddles, -1 Pouch Everlast Dust, +Mystery Condition, +3 Aura, Piddles the Floral Bear is loose in the house!)
1d100-13 = 1 - 13 = -12You head down to the beach, rent a paddle boat, and haul it to the river in the basement only to find that the Jetski’s are already back. With a sigh you return the boat to where you got it. (-75 USD)
While out dropping the boat off you decide to stock up on essentials for the beach! (-75 USD on plants. -68 USD for binoculars. -38 USD for beach hat. -32 USD for a bikini)
You arrive at the beach with a roar, and roll around for a few hours, looking for trouble. You find it soon enough when a massive and very drunk Astral Dragon starts going on a rampage that blows up a table of goblins and threatens to leave the perception field. Thinking quickly you exorcise the beast, which miraculously succeeds, ending the threat. You condense the beast’s soul and turn to hear the cheers and applause of the bystanders you saved.
One of the rescued bystanders turns out to be a succubus, who offers to teach you a couple of her spells as a reward. She transfers some magical knowledge to you through a deep kiss, which both the audience and the succubus herself seem to enjoy a bit too much. (+1 Power 8 Neutral Good Soul, New Spell: Spawn Succubus, New Spell: Soul Drain, +3 Aura)
1d100+5 = 100 + 5 = 105Feeling a bit tired from playing hero, you sit down at a picnic table next to the shapeshifter Chet and the Werelynx Lisa. Between flirting with his new girlfriend and trying to suck her face off Chet mentions that whoever is in the hotel room next to him is using all sorts of noisy and unsubtle magic... in a mundane hotel. You figure you could try to clear it out yourself for glory and exclusive rights to the loot, or you could share with the other to be safe.
1d100+5 = 45 + 5 = 50You return home and collect your beach duty payment from Tohsaka (+600 USD)
Spawn Succubus: A spell capable of turning any mortal and humanoid female into a alluring demon. Take a large container of water, such as a bathtub or small swimming pool, and add a cup of blood from any infernal creature and any one potion with effects that induces love, happiness, or pleasure. Take your Succubus to be and insert chaotic and/or evil souls, equaling a combined power level of 6, into her. The target humanoid must then drown in the water; Once she is clinically dead her body will undergo some slight changes and she will come too as a demon. General protocol states that a strong created demon such as a Succubus will serve its creator for three days, but you might get more service time out of it if the humaniod used was a willing volunteer or if you had ownership of the souls used. Roll against knowledge when preparing the water.
Soul Drain: A spell cast on any soul carrying creature that you are willing to kiss. Press a condensed soul against the targets body and lock lips with it. For each round you remain kissing the target, one point of aura is siphoned into the condensed soul. If the target is out of Aura, one point of soul power from the victim is siphoned instead. A creature with less than half its natural soul power loses most of its emotions and will to survive. A creature without any soul is a vegetable. For every 3 points of aura/soul taken increase the power of the condensed is increased by one. You may never raise a soul to be higher than your own soul power level with this spell. Roll against connection to cast. This spell cannot be resisted, but is easily broken if the target stops kissing you. Magical targets can roll intuition to figure out what you are doing.
Kathryn:Shelly is out of the hospital by now, 2 days having passed since you last got to hang around the house without any jobs to do. She forgives you completely for the magical mishap, knowing fully well that those things happen, and is more worried about your health. You assure her that you can beat styx fever and that seems to put Shelly at ease. During your conversation Shelly mentions that she is interested in getting some enchantment work done on her flute, but is too nervous to approach Daintyroot or Adrian herself and ask.
You head to your stairs and partake in your normal workout routine. The workout passes without incident, but you just can’t feel the burn today.
1d100-3 = 28 - 3 = 25Wanting to do some reading, you grab The Clearsands Tribe; however you run into a snag before you even start. A voice in your head explains that the shore of the river would be a peaceful place to do your reading. The voice is charming, and assures you that it has your best interests in mind, but you know exactly what it is and try to resist. You spend quite a bit of time walking between your room and the stairs to the basement, trying to find a place to read that pleases both you and the voice, before giving up and heading to the kitchen to get some water and ice for magic practice.
1d100-10 = 53 - 10 = 43The idea to start with chilled water turns out to be a good one; you are freezing it solid within the first few minutes of your practice. By the time your session comes to an end you are able to do the same to water that is room temperature and even slightly heated! (New Spell: Freeze Water)
1d100-3 = 96 - 3 = 93You show up at the beach, and after some patrolling decide to take a break and partake in a pie eating contest sponsored by the Nirvana School of Dental Feyology. You do not recognize the fruit in the pie as you eat, but it is sweet, tangy, and very delicious. You eat like a madwoman and finish second; only a particularly fat orc beat you. The Tooth Fairies in training fix up your teeth (Which the pie seems to have dissolved down to the root) and give you the second prize; a trophy and a collectible Magic Tooth Fairy Coin given only to volunteers that donate their time and mouths to the college. (+1 Silver Pie Eating Trophy, +1 Scholarship Coin)
1d100+6 = 57 + 6 = 63As you patrol you spot a cool looking stand selling colorful magic goods. Deciding to check it out you discover that the merchant has a silver tongue and a bunch of very cool overpriced novelty crap that you do not actually need... This combination does not bode well for your wallet. (-2500 USD, +1 Novelty Color Changing Luminescent Bong, +1 Small Box of Magic Sparklers [25 Count], +1 Bottle of Bluish Black ‘Inferno Hell Sauce’, +4 Pleasure Potions for Her, +1 Rod of Forced Flatulence, +2 Mini Kegs of Genuine Valhalla Mead, +1 Set of Swearing Cuff Links, +1 Replica 666th edition Infernal Dubloon)
1d100+6 = 38 + 6 = 44You head home and collect your pay from the beach! To your shock and horror you find Henry beaten, bound, and gagged. The letter ‘R’ has been branded onto his forehead and a note reading ‘Now you have been warned’ is tapped to his chest. (+600 USD)
Freeze Water: You can freeze water into ice. This takes several minutes and is thus not particularly useful for combat. Roll against connection.
Henry:You are very worried about Kathryn’s health and have trouble falling asleep. When you eventually do it is waaaaaay past your bedtime. You end up sleeping in and not having time to set up your airplanes in the morning.
1d100+5 = 24 + 5 = 29Reading about Carharn, you come across a page in the book that is not in english... or any other language that you are familiar with. The page sits about 2/5ths of the way into the book and is simply covered in runes and pictographs. You spend hours studying this to no avail; you can’t for the life of you even begin to figure out what it means! Eventually you just give up and go shopping.
1d100+2 = 12 + 2 = 14You pick up some swimtrunks and sunscreen at the store before heading to the beach. You arrive about an hour after Kathryn and Ariel do. (-12 USD for sunblock, -19 USD for swim trunks)
At the beach patrol is uneventful... for awhile. You spot Kathryn in the distance, at some sort of shopping stand, and move to approach her and say hi. Before you can reach her however somebody hits you hard from behind and you land face first in the sand. You assailants flip you over and you see that they are were beings; two furry and one scaley. You are dragged screaming to a tent near the edge of the perception field. Kathryn is too busy checking out bubbling pink potions to notice your plight.
In the tent are many more were-beings, including a huge werewolf who stands in at 8 feet tall. You are thrown at the feet of the massive were-being you glares you dead in the eye.
“I heard you and your friends were planning on turning the others against me. What is about to happen to you now is only a fraction of what I will do to you and all your friends should they continue to meddle in my affairs.”
Two other were-beings prop you up and the giant pummels the everloving crap out of you for a good three or four minutes. He then produces a metal branding iron and magicly heats it before jamming it into your forehead. You black out in the face of pure unbearable agony... (-1 for pain on all actions tomorrow)
1d100+2 = 17 + 2 = 19You awake in front of the manor, bound, gagged, and in a lot of pain. You wait like this for about 30 minutes before Kathryn shows up and helps you inside. Kestrel gives you your beach pay, and a bit extra for your trouble. (+800 USD)
Emlyn:You spend several hours first thing in the morning flooding your bedroom with Raw Magic. This goes off without a hitch, but nothing particularly happens... yet. (You missed the natural crit by 1. Ouch.)
1d100+2 = 97 + 2 = 99Adrian is easy to track down, and he does indeed agree to be part of your experiments. You spend several hours flinging raw magic in it’s various forms at Adrian’s body. Eventually something you do has an effect; Adrian informs you that he is even more thirsty and suspects that you just advanced his condition. Not exactly the desired outcome, but interesting none the less. (New Spell: Advance Magical Ailment)
1d100-11 = 67 - 11 = 56You spend about an hour sorting your books and games, putting them on shelves in your room, before deciding that if you are going to be a mage you might want to improve your reading skill: Some the spell books you are bound to encounter are sure to be complicated. You grab your copy of ‘The Fellowship of the Ring’ and begin to re-read it, focusing on comprehension and speed. Your natural learning ability comes in handy, and you feel some improvement in the few hours you give give yourself before going to sleep. (Progress towards mundane skill reading: ⅕)
1d100-2 = 66 - 2 = 64Advance Magical Ailment: By carefully focusing magic upon it, you advance the progression of a magical curse or illness. Roll against connection. The condition is advanced by a number of days determined ty the following formula: (Successful Roll - 50)/10 + 1. The stat used to resist the spell varies based on the nature of the condition you are advancing.