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Author Topic: Initiates of the Pentagram (Week 2 Weekdays)  (Read 5599 times)

Maxinum McDreich

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Re: Initiates of the Pentagram (mage Role-playing game, 1 vacancy)
« Reply #15 on: May 23, 2012, 05:49:24 pm »

(DAMNIT! Was gonna make a healer aswell. Oh well. Will have to think of something else incase there's a waiting list)
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thatkid

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Re: Initiates of the Pentagram (mage Role-playing game, 1 vacancy)
« Reply #16 on: May 23, 2012, 05:53:01 pm »

((IS there still 1 vacancy?))
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Azthor

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Re: Initiates of the Pentagram (mage Role-playing game, 1 vacancy)
« Reply #17 on: May 23, 2012, 06:02:57 pm »

((IS there still 1 vacancy?))

Nope, except he increases the number of slots to 6 or rejects one of the sheets.
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thatkid

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Re: Initiates of the Pentagram (mage Role-playing game, 1 vacancy)
« Reply #18 on: May 23, 2012, 06:05:20 pm »

((IS there still 1 vacancy?))

Nope, except he increases the number of slots to 6 or rejects one of the sheets.
Ah
Never mind, then. All effort that was being put into my app is now redirected elsewhere. Thanks.
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evilcherry

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Re: Initiates of the Pentagram (Full, pre-turn work. Please stand by...)
« Reply #19 on: May 24, 2012, 12:08:23 am »

Note: There might, might be a 6th spot, depending on what part of the lore turns up.

In the meantime, please stand by as I'm editing things into a usable format.

evilcherry

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Re: Initiates of the Pentagram (Full, pre-turn work. Please stand by...)
« Reply #20 on: May 24, 2012, 02:11:00 am »


Before game starts.

Spoiler: Dwarmin/Dwarmin (click to show/hide)


Spoiler: Ochita/Quarrion (click to show/hide)


evilcherry

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Re: Initiates of the Pentagram (Full, pre-turn work. Please stand by...)
« Reply #21 on: May 24, 2012, 03:20:02 am »

Week 1: Rising of times

"Dismissed". So concludes the simple graduation ceremony. It does not feel ceremonious - essentially it was the Archmage and Headmaster, Lucius III the Just, speaking from dawn to dusk about anything but magic. He is known to be the strongest mage in the Kingdom, or at least no one proves him not to be, but he talks very little about them. Nor you don't feel graduated: You are still bound very much to the institution and your college of specialty, and you are still very limited in your skills.

You have 4 actions, one for each day in the week.

The Institution of Further Education in Magic

This institution instructs magicians in not-so-specific skills, taught by instructors in different magic schools. It was created in attempt to reduce unemployment in magic graduates, and insofar it produces good results, though graduates increasing complain about having to do too much without much wage bonus.

Graduation Week Special: Headmaster's Lecture! As usual per tradition, the Headmaster would hold a open lecture on the Third day of the week, teaching commoners about how to incorporate magic and magicians in their work. The day-long lecture series, broken into 3 parts from dawn to dusk, includes topics like Magical Theory, Workplace Ethics, Curriculum and Continuous Education of Mages, and Magical Demonstrations. Mages and Non-Mages are welcome; Job-matchers, Headhunters and employment agencies are welcome too.

The Bazaar of Magic

In an Underground alley connecting the Market and the University, there are peddlers buying and selling magical goods. From a glance, the following items are on sale:

Tomes (10g): Books of magic, claimed to be recovered in an underground cellar of a dead mage. He seemed to have an endless supply of them.
Mystical Cube (50g): An object which looks like a cube when viewed from one side, different otherwise. 1 on sale.
Charmeleon's Tail (30g): A tail which is still burning on its tip. 5 on sale.
Alchemist's potions (20g): Potions of unknown qualities and uses. Many on sale.
Diamond (500g): A diamond. One on sale.
Book of Faces (38g): A book, which claimed when opened you can write to your friends and read your friends thoughts. They are "practically unlimited in potential".
The sword of Flaming (487g): Curiously, turns your hair into flames. Said to be from a very powerful warrior. 1 on sale.
Magical String (50g): A long string, length exceeding 10m. The seller touts it to be incredibly strong. At least you can't pull it apart. 5 on sale.

Note: Shopping is a free action, unless you wanted to dig deep in the market to find out what else in on sale. It would take you a day.

Job Market

There are always day jobs to be done.

Hospital: Take care the wounded. No experience needed. 50g/day
Mass Mining Agency: Miners. Haulers. Any capable Hand. 20g/day
Library: A recent influx of books means temporary workers are needed to sort them out and input them to the magical database. Literacy needed. 60g/day.
Test Object: An armorer wanted people who can withstand pain to test out the capability of a set of newly-crafted armor. No experience needed. 60g. You cannot do this twice, though different people doing that is okay.
Performer: The travelling circus wanted a few locals to train with the local circus for a week as tricksters. No experience needed but appreciated. 200g/week.
Prospector: Go on a day trip to find magical and non-magical abnormalities. No experience needed, though a magical background appreciated. 40g, since we are pretty impoverished.

(Please also state how you are to do the job within the application).



You can of course, do you own things during the week, like gathering materials, doing research, magical practice, or so. But please post your turn.
« Last Edit: May 24, 2012, 03:25:14 am by evilcherry »
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Dwarmin

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Re: Initiates of the Pentagram (Week 1 Weekdays)
« Reply #22 on: May 24, 2012, 03:37:52 am »

Hmm..

Day 1: Hospital Work: Dwarmins time altering magic is very useful in an emergency-he can temporally regress a very bad wound, stopping bleeding and further trauma until the patient can be attended to. He volunteers to accompany the medical coach (ambulance medieval style) to pick up and safely get people to the hospital, who would otherwise die before they got there.

Day 2: Hospital Work: As yesterday

Day 3: Attending Lecture, looking for rich patron or company to fund my temporal magic experiments.

Day 4: Magical Practice: Dwarmin tries to increase the duration of his Lesser Chronosphere spell through strict focus and meditation.
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Demonic Spoon

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Re: Initiates of the Pentagram (Week 1 Weekdays)
« Reply #23 on: May 24, 2012, 04:37:00 am »

Buy a magical tome. Preferably one of necromancy. -10gp

Day 1: Work in the library. If we have any time off attempt to increase or knowledge by reading some of the books on magic. +60gp
Day 2: Do magical research to make our zombies function without a continuous steam of mana.
Day 3: Attend the headmaster's lecture. Try to find stable employment. Learn whatever magic you can.
Day 4: Work in the hospital to attempt to increase our anatomical knowledge.+50gp

end gp: 200gp
« Last Edit: May 24, 2012, 10:04:42 am by Demonic Spoon »
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Ochita

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Re: Initiates of the Pentagram (Week 1 Weekdays)
« Reply #24 on: May 24, 2012, 05:52:46 am »

Actions: Buy a Magical tome, hopefully conjuration based.

Day 1: Work at the library
Day 2: Do magical research to increase the range of flame lick
Day 3: Attend the lecture
Day 4: Do the job Prospect
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Quote from: Freeform
princest zaldo of hurl kindom: the mushroom aren't going to choice itself, ochita

IronyOwl

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Re: Initiates of the Pentagram (Week 1 Weekdays)
« Reply #25 on: May 24, 2012, 06:10:48 am »

Purchase two tomes/sets of tomes. One on necromancy, one on summoning if chosen, random is fine as well.

Day 1: Hospital work. Work at an efficient but thorough pace, ensuring a proper but rather clinical job is done. Use magic where helpful, mundane measures where sufficient.
Day 2: More hospital work, as above.
Day 3: Attend lecture. Pay specific attention to ways to augment mundane goals using magic.
Day 4: Volunteer for armor testing. Sneer at warnings of pain and give honest, if rather blunt, feedback on the results.
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The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

Wayward Device

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Re: Initiates of the Pentagram (Week 1 Weekdays)
« Reply #26 on: May 24, 2012, 08:11:30 am »

Buy 3 Tomes, hoping for something relevant to Binding.

Day 1 Spend the day theorizing about the overall structure of Binding magic. See if I can identify any core concepts, using a mixture of the knowledge I already have and reasoned conjecture.

Day 2 Spend the day trying to come up with ideas for a spell that takes heat from the air within a sphere of a given circumference and transfers it to an object of my choosing. Try to focus on understanding what components of such a spell would be similar to Lesser Kinetic Binding and which would have to be entirely new.   

Day 3 Attend the lecture and look for any skilled artificers or smiths looking to hire an initiate.

Day 4 Work in the library.
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or maybe Valve goes out of business because they invested too heavily in something which then fails - like, say, human civilization.
Alternatively, initiate strife to refuse additional baked goods, and then abscond.

evilcherry

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Re: Initiates of the Pentagram (Week 1 Weekdays)
« Reply #27 on: May 24, 2012, 10:31:01 am »

Class Time!

The First part of Class deals with the Nature of Magic. It turns out to be a combination long promotion of his treatise of magical binding, the controversial non-Quintilian theory of magic, and the general properties of magical energy and their applications. Too detailed for layman, and too elementary for mages. Most have left the room to the courtyard socializing, leaving the curious and would-be candidates of the entrance exam.

The Second part of the Class is about workplace ethics. Stuff like, equal work equal pay, and since mages do things differently, so not equal work, thus not equal pay. It also deals with how one should expect a magician to integrate into workplace, essentially talking about division of labour; and how mages should behave, like not jeopardizing with mundane jobs in a unable-to-fix-in-a-magical way. Employers are advised, if their organization is large enough, to employ magical advisers to especially deal with the problem of workplace disputes involving mages, and are briefed the ways of reporting magical crime.

The third part, which is what most attend for, is a magical demonstration. From the start it is a show of strength and endurance of a few skeletons moving blocks of rock around. Then conjuration of water for putting out a fire. Healing a severed hand. Maintaining constant temperature of a furnance. Binding of clothing to prevent embarrassment. Raising dead for coronal examination. Then recovering removed words from a parchment. And so forth. and so forth. and so forth.

It looked almost surreal, as the University has once descended into a circus to promote itself to the public. (30) One mage, you recognized him as Bernard Schmidt, one of a higher ranking member of the conjuring school, rose up against the demonstration, and burned the object on demonstration. It quickly becomes a show of talent between him, and another young, but well-spoken temporal mage named Ivica Tanova, as she defended the responsibility of the school to do such public demonstrations. The fight is inconclusive after dragging on for a couple of hours, until Ivica pointed out that Bernard did exactly the same thing he argued against.

On the following morning, Notes are on every doorway of the University as well as the city square, denouncing everyone from the Principal to Ivica and called for a public debate in the weekend, signed with the name of Bernard. It looked even more surreal...

Marketplace
Turned out the tome-seller does not allow you to touch the book, citing that mages can read all these before buying. In fact, he do not allow you to choose, either.
You still have time - he is not going anywhere.
(explanation: it is a gamble, really. you pay 10g for a low-ish chance to gain some random magical knowledge. Even it turns out to be something else, it might have its uses.)
I revoked all buying requests, but they can still be done during the weekend day.

Hmm..

Day 1: Hospital Work: Dwarmins time altering magic is very useful in an emergency-he can temporally regress a very bad wound, stopping bleeding and further trauma until the patient can be attended to. He volunteers to accompany the medical coach (ambulance medieval style) to pick up and safely get people to the hospital, who would otherwise die before they got there.

Day 2: Hospital Work: As yesterday

Day 3: Attending Lecture, looking for rich patron or company to fund my temporal magic experiments.

Day 4: Magical Practice: Dwarmin tries to increase the duration of his Lesser Chronosphere spell through strict focus and meditation.
Day 1:
3! CRITICAL FAILURE. You misfired a couple of them into fast forward mode. Better luck next time. No payment, as the hospital will lose more in litigation. +1 Spell XP
Day 2:
90>40(-10 for appropriate spell) With the help of another time mage, you know the tricks of doing things correctly under pressure. The other mage did most of the work, but you do get a helping hand. +1 class XP, 50+10g
Day 3:
18<70(-20 for inappropriate situation) It is hard to find patrons when most attendees are commoners. Nor they trust initiates.
Day 4:
86>50 You did more experiments today. You seemed to know more about the nuances of the spell +3 Spell XP, +1 Class XP
Stamina Check: 11 You lose 4 mana points. They should recover if you spend a day not using magic.

Spoiler: Dwarmin/Dwarmin (click to show/hide)

Buy a magical tome. Preferably one of necromancy. -10gp

Day 1: Work in the library. If we have any time off attempt to increase or knowledge by reading some of the books on magic. +60gp
Day 2: Do magical research to make our zombies function without a continuous steam of mana.
Day 3: Attend the headmaster's lecture. Try to find stable employment. Learn whatever magic you can.
Day 4: Work in the hospital to attempt to increase our anatomical knowledge.
Day 1: 96! No, you goofed off. And no one noticed, since there are too many of you doing the work. You read a book on advanced necromancy, suitable to your skill of course. You gained bits of skill. Miraculously you still get paid. +2 Class XP, 60g
Day 2: 27<30 [GM intervention] You remember that zombies must function with mana. At least for your level.[/GM intervention] You remember reading something about mana storage, but have little idea of how to do apply that at the moment.
Day 3: 65>60 The miners guild is always looking for necromancers willing to supply zombies, at the rate of 15g/head/day. And you can still do some research. You can take this offer, or not; feel free to drop your resume until end of next week.
Day 4: 34<60 Your fascination with limbs eventually make people suffering from trauma weaker, and you were luckily stopped in time. You still get paid fully, but you gained nothing else. 50g



Actions: Buy a Magical tome, hopefully conjuration based.

Day 1: Work at the library
Day 2: Do magical research to increase the range of flame lick
Day 3: Attend the lecture
Day 4: Do the job Prospect

Day 1: 57>20. Work on schedule. 60g
Day 2: 83>20. Conjuring is something; propelling them out is another matter. You essentially want to put your focus in front of your hand, and while you cannot reliably that way yet, you do under the gist of it. +2 Spell XP
Stamina Check 15: You were very tired and lost 6 points of mana. Luckily they recovered in the next few days.
Day 3; 40>20. You enjoyed every bit of it, including the magical duel.
Day 4: 24<30. Uhoh. They tell you not to disturb the layers of rock and soil, but you mixed that up. You are only paid half and told to study more. 20g
Spoiler: Ochita/Quarrion (click to show/hide)

Buy 3 Tomes, hoping for something relevant to Binding.

Day 1 Spend the day theorizing about the overall structure of Binding magic. See if I can identify any core concepts, using a mixture of the knowledge I already have and reasoned conjecture.

Day 2 Spend the day trying to come up with ideas for a spell that takes heat from the air within a sphere of a given circumference and transfers it to an object of my choosing. Try to focus on understanding what components of such a spell would be similar to Lesser Kinetic Binding and which would have to be entirely new.   

Day 3 Attend the lecture and look for any skilled artificers or smiths looking to hire an initiate.

Day 4 Work in the library.

Day 1 39>30 You recalled the non-Quintilian and Quintilian theories. Binding magic is itself a controversy, after all. +1 Class XP.
Day 2 39>30 Details are still sketchy, but you think you have stumbled on the theory with a day's effort. Progress 9/100
Stamina Check! 99! You feel invigorated, even you manipulated with sticking matter all day.
Day 3 26<60 What? Skilled Artificers? At a public lecture aimed at the public? you must be joking.
Day 4 42>30 No major incidents and you get paid. 60g


Purchase two tomes/sets of tomes. One on necromancy, one on summoning if chosen, random is fine as well.

Day 1: Hospital work. Work at an efficient but thorough pace, ensuring a proper but rather clinical job is done. Use magic where helpful, mundane measures where sufficient.
Day 2: More hospital work, as above.
Day 3: Attend lecture. Pay specific attention to ways to augment mundane goals using magic.
Day 4: Volunteer for armor testing. Sneer at warnings of pain and give honest, if rather blunt, feedback on the results.

Days 1, 2
89 68>40; Stamina check 92, 18
Works goes on smoothly. You gained experience on your spell, as well. Spell XP +3. The work on second day is tiring, but since you don't cast spells for the rest of the week, you recovered your mana. +100g
Day 3
58>50 The demonstration of recovering lost text from parchment seems to be an imaginative use of reconstruction magic. Perhaps this is a way you can start to theorize on... 8/100. Class Lv 2 needed. (spell detail in character sheet)
Day 4
5! Critical Failure. The new armor has some weakness, and you got really hurt and passed out. The armorer was gone when you wake up. Perhaps he is afraid of a Malganov suing him. You also got a medium wound.

[/quote]


Weekend event: Bernard's Challenge!
The challenge by Bernard is now common knowledge. He magically contacted every low ranking mage in town, except temporal mages for obvious reasons, to add to the number of his supporters during the big debate on weekend. Likewise Ivica, the favoured student, has contacted everyone other than conjurers to stand by her side.

You can of course, choose a side, and participate in the debate. You can just come as a bystander and jump in at anytime. You may also do your own pursuits if you like. After all it is just a petty conflict - the fact that Ivica jumped in instead of anyone else proves this fact. But getting a trust of a higher-ranked mage can be a good thing.

(38) It looks like every mage is buying a book of faces. For some reason.

Please notify me of any mistakes I have taken. Please also note that class XP is much harder to gain, to slow down leveling. The scale is still under adjustment.
« Last Edit: May 24, 2012, 10:36:47 am by evilcherry »
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Wayward Device

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Re: Initiates of the Pentagram (Week 1 Weekend)
« Reply #28 on: May 24, 2012, 10:44:07 am »

((Hmm, so now its our weekend turns now, right? Oh, and do we have all have some sort of accommodation in the college or are we renting rooms somewhere?))

Buy 3 tomes and a Book of Faces.

Go to the debate and support Ivica. Be ready to assert that Bernard looked foolish due to the logical fallacy of his actions (i.e he went all crazy with the magic while telling people going crazy with magic makes mages look bad.) If there's time before the debate, brush up on my rhetoric.

Edit: Be ready for violence, magical or otherwise, but start none myself.
« Last Edit: May 24, 2012, 02:07:17 pm by Wayward Device »
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or maybe Valve goes out of business because they invested too heavily in something which then fails - like, say, human civilization.
Alternatively, initiate strife to refuse additional baked goods, and then abscond.

evilcherry

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Re: Initiates of the Pentagram (Week 1 Weekend)
« Reply #29 on: May 24, 2012, 10:48:36 am »

As initiates, or University Alumni, or Guild Members in a twisted sense, you are free to use the facilities of the University and your home School. They are free, anyway, as long as you train your skills and fulfill your duties.
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