Cast the rose wand's second spell on some inanimate object (like a picture frame) within the children's sight. If they don't react to that, they're probably muggles. If they do react, further investigation is warranted.
If nothing proves interesting, move up to floor three.
You send out a stream of thorny vines around the nearest ceiling light. One child screams softly in fright and runs back into the kitchen. The other two just look at you and the vines, confused. A large woman comes out, the sort of working class person you always assumed were there to contrast with the wealthy and intelligent, and accuses you of messing about with spray paint. All boringly mortal, apparently, and they don't even have anything worth stealing.
Trying the third floor up (21-26, this is England), you pick up a bit of magic coming from room 24, and a very nasty smell coming from 21.
Oh, and there's several valuable things on the first floor, you think. One of them magic and guarded.
Go up to Sir Worthington, and ask him what he thinks of his new 'job'.
Edit: Ask her about the rooms of tenants who she hasn't seen recently. Or, perhaps, at all.
She hasn't seen 06 and 05 in some time, she's starting to get worried about it. She also only saw 06 once, a foreign young man. 11, 12, 14, 23, 24, 26, 31 all don't talk or go out much, she thinks, but she sees them all fairly regularly, if not very often.
well, guess I'll follow the others.
You slouch near Ben. Oh cool, he has an automatic weapon.
Whelp, I'd better Start going and looking in through people's windows on the first floor, and the second one if My broom can reach 'em.
Your broom can indeed. Short swoops up to a height of thirty metres or so are very doable, but you have to get down fairly quickly.
You tick 11, 12, 14, 16, 21, 22, and 25 off the list. They're all inhabited by people who don't meet the description at all. Room 24 is lit up slightly blue, as if from a screen, and you can sense a bit of magic coming off it. You can also see some runes floating through the air and clustering downstairs, as if something else is going on down there.
Ahem. Players?
Does the trippy summoning portal look like something that was produced sloppily, accidentally, or untrained?
Sloppily and untrained, yes. With no real understanding of what they were doing.
Move up higher on the stairs, wait for my talisman to recharge, then pop my talisman's ability again. Try to triangulate the position of the LSD-portal, and go to the door of the room that contains it (does it make noise?).
Rit: 6+3
You find the portal, as much by the stench of magic as by your talisman's ability. Room 24. That's where the portal is. Definitely.
Since OceanSoul apparently gave up on interrogating the receptionist, Ben will take over!
...You brought this on yourself. *sigh*... Nevermind, he remembered, Ben will keep mum.
"Well, miss, we're looking for one of these creepy loner types that always end up shooting schools or whatever. You know, pale, skinny, stay in their apartment forever without leaving, listen to shitty whiny Jap music. Crazies like that are ticking time bombs, you know? Gotta get to 'em and solve the problem before they go off and rape your dog."
You just glower at people. Oh look, some punk who just joined the Coven whose name you don't know is standing next to you. If he survives the next few hours you might even talk to him.
01
02 Weird atonal music
03
04
05
06 Cold
11
12
13
14 Young children hanging off frame, boringly mortal
15
16
21 Horrid smell
22
23
24 Traces of magic
25
26
31
32
33
34
35
36
Ground and second (01-6 and 21-6) seem most magical to Jimmy.
Rooms 02, 03, 06, 21, 22, 24, and 25 have the blinds drawn.
Receptionist hasn't seen 06 and 05 in some time, she's starting to get worried about it. She also only saw 06 once, a foreign young man. 11, 12, 14, 23, 24, 26, 31 all don't talk or go out much, she thinks, but she sees them all fairly regularly, if not very often.
11, 12, 14, 16, 21, 22, and 25 off the list. They're all inhabited by people who don't meet the description at all.
Ground floor has valuable magical guarded object.
Weird portal in room 24
Goethe T. Helle
Puissant fettle - 1
Ritual potency - 2
Runic sight - 1
Banal combat - 0
Aim - 1
Melee - 0
Agility - 2
Practicality - 1
Inventory: £5, clockface minus one hand, highlighter pens, knife
From the beast: one bone, empty molasses jar.
[Dog Collar Pendant][Molasses Clockhand Wand]
[Icecream Beast Blood Fur Chalice][Beast Remains Wand]
Runes:
Isolation: you never had many friends or allies, so are used to poor odds. +1 to rolls when outnumbered and alone.
Stoicism: a rune that calms those dealing with shock, tragedy or injury.
Perseverance: despite all the odds, you managed to kill a huge beast using nothing but hot syrup. Bonus to attack and extra damage to powerful or resistant enemies after several turns of combat or aggression.
Dwarven Weapon Storage: learned from a dwarf carrying a small armoury on his back. Increases load of weapons and tools that can be borne without being hampered or slowed down, or collapsing outright.
Puissant clots: 0
Puissance: 6/6
Name: Ellen York
Puissant fettle: 1
Runic sight: 1
Banal combat: 1
Agility: 3
Runes:Unending Avarice: you can tell which loot is the most expensive and tradeable instantly, and can grab it as well. Pearls, money, fur coats, expensive champagne, and all things glamourous are magically attracted to your questing fingers.
Wallfish: a rune derived from snails you particularly enjoyed eating with pearls and vinegar. Better at avoiding damage when in or heading for cover.
Inventory: Duct Tape, nettles, crocuses, thorns,
[Broom] - Roomba wrapped in rusty barbed wire.
[De-thorned Rose Wand]
Puissant Clots: 1
Puissance: 6/6
Name: Sir Worthington the Fourth
Stats: Ritual Potency: 3
Practicality 3
Inventory: £45,
[Glass Eye Pendant] [Paintbrush Wand]
{Financial Toad Demon Mucus}
Puissant Clots: 2
Puissance: 5/5
Jimmy "Car bombs" Castanza
Slightly slowed by a heavy load.
Puissant fettle - 0
Ritual potency - 0
Runic sight - 3
Banal combat - 1
Aim - 1
Melee - 0
Agility - 0
Practicality - 3
Inventory: £25, very rusty saw, length of pipe stuck to block of concrete, highlighter pen
[Lightbulb Antenna Wand]
[Broom] - Bike handles for steering.
Runes:
Detonation: volatile stuff explodes or catches fire more when you're around it. You can't help it, it must be genetic. Written rune used to detonate volatile substances.
Dead Man Running: you escaped the wrath of a mafia boss. Higher chance of surviving things that should really be deadly.
Mafioso: a mafia hitman, you preferred not to let your targets know they were hunted until after they were spread over an area of three hundred metres. Bonus to carefully planned unexpected attacks.
Alchemical (definitely idiot) savant: you saw an alchemist's shop when wandering around London, and deluded yourself that you understood something of how it worked. Because of the nature of magic, this belief is now partially true. Use this rune to make substances a bit more useful or volatile when used in alchemy.
Trader: a rune that when signed signifies to people that you'd be a good guy to buy from and sell things to.
Reticence: a rune whispered to you by birds perched on phone lines, you can get information without giving away much about yourself.
Bethel: a rune that enhances and aids summoning performed where it is written.
Degeneration: you saw men turned into animals. This rune turns advanced things like steel bolts into crappy primitive things, like wooden bolts.
Entrance: a god tried to break into our world. You now have a +2 in breaking into magic places you shouldn't be messing about with.
Hiijacking: Sand crashed a summoning-party and inserted herself into the centre of the ritual. Things with this rune written on will be more central to events and will conduct more power and magical energy than they should by rights.
Hassle: a rune that allows you to deal more effectively with multiple threats, distractions and tasks at once.
Scrap-crafting: after making a wand with bicycle horns, you have improved at making stuff out of junk. And you were already great at making stuff out of junk.
Oligarchy: a rune revealed to you the first time you flew over London, spelled out in the twistings of the financial buildings and the houses of millionares. Increases your power according to how much money you have.
Punctuality: You're good at getting things done on time.
Puissant clots: 2
Puissance:5/5
Ben Breeze
Stats:
Puissant fettle - 0
Ritual potency - 0
Runic sight - 0
Banal combat - 4
Aim - 1
Melee - 1
Agility - 2
Practicality - 0
Inventory: knife, taser, handcuffs, police baton, stab vest, torch, incapacitant spray, and a first aid kit. All in sports bag
Also a bag of athames, a cooked leg (stored at Vince's place), a worn face-concealing hooded coat.
Gunfarmer P90 (50/50) (in bag)
Awkwardly holding tophat and embroidered coat.
Puissant clots: 3
Puissance:5/5
Name: Sir Ritualington
DEAD
Ritual Potency: 3
Agility 3
Inventory: £50
[Wooden Cane Staff] - taken by police.
Puissant Clots: 1
Puissance:5/5
Name: Derrick
Slightly slowed by a heavy load
Puissant fettle - 1
Banal combat - 2
Melee - 1
Agility - 1
Practicality - 1
Inventory: £40, scrap metal spike, crate.
[Pocket Knife Wand] [Scrap Metal Shield Staff]
Puissant Clots: 0
Puissance:6/6