+1 aim, I hope this will improve my wand damage and hit. Maybe research about necromancy and lichdom, or magic related to life and death like healing, inmortality, flesh magic, that sort of things.
And search the house for more knives, mainly for those that are sharp or could be thrown
(If upgraded brooms can be controlled mentally and are faster, I could throw my mop-spear broom at enemies. How many clots do I need to upgrade it?)
+1 to aim it is.
You get another knife at Vince's house. Sharp and throwable, through not military tier.
One clot to upgrade your broom once. It can be upgraded 3 more times.
Necromancy? Vince gives you an address, a pub in the north bit of the city, miles from anywhere. Walking through unfamiliar territory is an uncomfortable experience, as strange magical beings roam the streets and the gaze of unknown gods pricks up hairs on the back of your neck. Also a bungalow on steel legs full of pirates nearly steps on you, but you're pretty sure it was unintentional.
You reach the pub unscathed as evening falls, and are greeted by a crowd of friendly middle-aged men and women. After mingling a little, you sense their magical potential, and discern that they're a sort of amateur necromancer's club, for mortals with budding necromantic potential. Bit like the Coven, expect more low-key, with fewer explosions. People researching immortality tend not to be in a great hurry, or particularly enamoured of dangerous excitement. They don't mind you listening in, provided nothing untoward happens. People seem to be a bit nervous of witches. Can't think why.
The chatter diminishes eventually, and a balding man introduces himself as Kevin. He shows everyone there how to transfer life from a human or animal into a zombie, or some other nonliving organic construct. You get the gist. It involves sacrifice, wires, and a being capable of pushing bits of magic around. So you'd just need a human sacrifice and wires.
The guy running it comes up to you afterwards and offers to put you in touch with some more experienced necromancers, if you tell him what you're interested in. Invulnerability, zombies, raising specific dead, anything you have in mind. He doesn't seem entirely comfortable in your presence, but he's very helpful.
+1 to banal weapons, no surprise there.
First things first, he'll take some of those knives out of the bag and store them in his clothes. He's not gonna be completely unarmed the next time someone takes his bag.
...Oh, and because it just occured to me, is the gunfarmer P90 sufficiently different from a regular P90 that cleaning it like one would have poor consequences? Because Ben definitely takes care of his weapons, and would treat it like any other.
+1 indeed. Ben conceals a knife in one boot, on a leg, and one on his torso. Or some similarly tactical combination, if that would be likely to get him killed.
Carefully cleaning each weapon has no negative consequences. The Gunfarmer P90 purrs as he wipes it down, but Ben is too grumpy to notice.
Looks like you forgot to update the number of clots I have and the tier of my broom. Should be 1 clot and a tier 4 broom now.
Think I'm gonna use my remaining clot to make a wand out of my gun. That's possible, right? Is the gun still able to fire normal bullets once wandified? Would the gunwand have a lower power due to already being a weapon? I wouldn't think so, because it's not magical. Are some wands better than others for parrying? Would the gunwand be good for parrying? Unless the answer is that I could get a better parrying wand with something other than the gun, Clot it up.
+1 Banal!
ATHATH said he would teach me pyromancy for some spacerocks, so give him some spacerocks and learn pyromancy if he has the time right now.
Can I access the magic market yet?
Take a cuppa Nam blood.
Updates thinged.
You wot? Gunwand would be fine for parrying and shooting people. Oh, alright. You turn the gun, an instrument of destruction, into a wand, a powerful magical tool. And speaking of tools...
It has one spell, costing five puissance. You point it at something, pull the
mental trigger, and some of the thing you pointed at turns into a bullet. You're not entirely sure how this works, having tested it on cheese and cardboard, but the bullets can definitely be fired from your gun.
You trade the spacerocks with Lord Worthington, and he gestures weirdly at you until you feel something small and warm, like a tiny creature, curl beneath your skin. You now have a pyromancy flame. All it can do right now is make a bit of fire, but according to your mentor's garbled account of pyromancy, you just need to burn magic shit.
Ok, you drink a cup of Nanami's blood. It's... salty? I think I remember how this works.
ATHATH said he would teach me pyromancy for some spacerocks, so give him some spacerocks and learn pyromancy if he has the time right now.[/b]
Perform the trade, then burn/melt one (and ONLY one) of the (multiple) space rocks that I receive in order to learn some mind-related pyromancy talent (maybe the ability to hypnotize people with flames?).
In addition to my other action, ask the Techno-Necromancers about more specifics on this not-immortal deity. What does it have dominion/power over? How powerful is it?
Use my Practicality skill to check to see if I'm being watched, followed, or the like. If not, pay a visit to Johnson's house for a friendly chat. Tell him that the Ghost Mafia wants me to kill him to prove my worth, but I have other plans, and I'd like his help to take down (or at least harm) the Ghost Mafia. Was there a story behind him stealing that deity's immortality?
Oh, and collect and burn (for a pyromancy) the shavings produced by Nanami's engraving of Bella's broom.
You manage to give Bella a part of your pyromancy flame. You feel it diminsh as it crosses over to her, weakening and losing spells until it's only as strong as the one given to you.
Burning a space rock shard is pretty easy, the slightly metallic honeycomb structure catching and burning white almost at once. The pyromancy you gain involves the creation of a single tall flame, swaying elegantly, blue-hued and pale. It draws the gaze of everyone who sees it, breaking up a screaming row as everyone stops to stare at the light. After about thirty seconds it goes out. Two puissance to make one.
The necromancers aren't sure what the deity originally had power over, but it commanded a reasonable following. Now, its sphere involve slime, decay and muck, and the few devoted to it are outcasts and freaks. It lurks in a bit of London nobody likes going into, slowly dying of the divine version of cancer. It's weaker than when it was immortal, but still far stronger than any normal magical being like a witch or necromancer. It could definitely mulch you, for instance.
You don't seem to be being followed. You manage to find Johnson's mansion, which has almost no security, and no magical defenses. He opens the door in a silk dressing gown, laughs in your face when you talk about killing him, expresses no interest in attacking the ghost mafia, as plenty of people want him properly dead. When you ask how he became immortal, he laughs even harder, then does some sort of ju-jitsu kick that sends you out the door and into the street faster than yu can blink. Man, the necromancers were right... real immortals are real dicks. Your demonic leg is noticeably passive... apparently even hell isn't interested in annoying this guy.
The broom shavings do nothing. Stop trying to crib buffs from other people's buffs of other people's equipment.
I get the alchemist in a chokehold, and if i fail i just run,if i get him in the chokehold i ask him this
"How about i ask you the same question, what are you doing here?"
5+3 v 5+3
You leap out from behind a bookcase and go for the guy's neck, closing your hands on a layer of thick leather protective gear. He punches you in the gut and you shove him into a rack of vials, which collapses in a shower of sparks and broken glass. Apparently unharmed, the man struggles to his feet and reaches for some contraption holstered to his waist, at which point you're already running out the door, through corridors, into an empty classroom, and out a window.
Agility: 3+3
You leap over the fence surrounding the school-alchemist's lab-god knows what combination, and land running. The sounds of golems in hot pursuit follow you for a few blocks, but after a few minutes of sprinting zigzags they give up and run for shelter.
+1 to Puissant Fettle. ((Do mark that this one isn't from Amdukias.))
Debrief the river-spirit. "I'm not sure. I'm not even certain those were the right, or only, group of assholes. They had lights, though, that's for certain. I'll check back in a week or so and you let me know if the job still needs doing, okay?"
Head back to Vince's. On the way there, look in on the gryphon by the apartment. If it's gone, look for a bit of fur or a few feathers or something.
When at Vince's, examine the rocks with mundane and magical senses, and show them to Vince to get his opinion. Ask his opinion on trying to talk the rock-creature into making a deal.. is that the kind of thing Vince might be interested in doing? Are the rock shards worth anything to him?
There's a lot of stuff that I'd like to do non-combat wise right now, but first up is some conversations.
To everyone except Ben, Nanami would like to know if you want to get in on her deal, where you can get somewhat of your choice of abilities, in return for something else. There may be a few conditions, but she'd like to discuss what's going on like that now, before depicting your characters.
To Ben, Nanami will talk about how she's writing stuff about their adventures, and she would like to be told why it's a good idea to learn how to use a gun, and what Ben thinks about pacifists.
As per the conversation with Bella, and the deal with Amdukias, sort out the requisite blood-drinking required to designate her as a recipient for some new granted power.
It's also a good time to run some long-overdue tests and get ready for the next set of write-ups. First off, check out the wound made for Bella, and see if it heals normally. Next, gather up the extra hair in a tail and cut it off, looking to see if anything happens.
After that, need to purchase some more gear. Painting supplies for a large landscape (the gryphon), a glass cutter and a battery-powered soldering iron, and eighty feet of red cloth, along with sewing supplies including a goodly amount of white rag and thread.
Lastly, try to start a controlled fire with gasoline somewhere outdoors, and use my wand's crystallization spell to get a 'not fire crystal' from the resulting flames. Use an illusion to put a disguise on before doing this.
You talk to the river spirit, not really offering much consolation outside of "we dealt with something." The gryphon is gone without a trace, looks like the cultists snagged all the good momentos.
The rock shards are faintly magical, and seem to have slight telepathic abilities, but the creature doesn't seem to be alive in any way. That happens to most things when you break their brains into small chunks. Vince says that the rocks look useful, but he isn't interested in them.
Bella... drinks some of your blood. Your wound heals normally. Cutting your hair off gives you shorter hair. Wouldn't do too much of that though: you'd better be recognisable.
Painting supplies, a glass cutter, battery powdered soldering iron, eighty feet of red cloth, white rag and thread comes to... £70, call it. You're fine on cash. Although if anyone ever really wants more, it does occur to you that a team of witches could easily rob a bank.
The crysallization spell fails. You keep hitting the flaming bin or the ground or nothing. Fire isn't solid or intense enough, apparently.
A beetle with a tiny speaker embedded in its back crawls laboriously up to you. Your first task for Hell. A message from Amdukias crackles through: in the next forty-eight or so hours, he wants you to provide an opportunity for a mortal Charity CEO to embezzle some funds. It has to be set up so that the guy doesn't get suspiscious, knows he won't be caught, and can profit a great deal from the charity he's meant to be safeguarding. Complex. He sends you the details of the man's workplace by text, apparently bored of the conversation. You put the beetle carefully on the earth outside, but it's dead anyway.
Bob Howard
Puissant fettle - 1
Ritual potency - 1
Runic sight - 1
Banal combat - 0
Practicality - 3
Inventory: £50, 1d20
{Certificate from Belial; Valid for one Potent Medium}
Puissance: 5/5
Puissant Clots: 2
Name: Nanami Adachi. (Nanami)
Unnatural beauty granted by demonic contract and the adoration of mortals. Slight charisma/popularity boost.
Power from mortal media.
Conscripted into twenty-nineth legion of Amdukias.
Puissance: 2 +1 not from Amdukias
Ritual: 0
Runic Sight: 0
Banal Combat: 0
Aim: 1
Melee: 0
Agility: 1
Praticality: 2
Inventory: £245
Backpack, expensive camera + memory cards
Quality sketching paper, art pens+pencils, charcoal, etc.
Sketches of self as main character, Amdukias, the non-mortal world, etc.
[Glass Rod Crystal Wand] - Enhanced slightly through media
Mediocre Pistol (4/6)
Large, fist-sized mind-controlling spacerock fragments.
Painting supplies, a glass cutter, battery powdered soldering iron, eighty feet of red cloth, white rag and thread
Puissance: 13/13
Puissant Clots: 2
Goethe T. Helle
Puissant fettle - 1
Ritual potency - 2
Runic sight - 1
Banal combat - 0
Aim - 1
Melee - 0
Agility - 2
Practicality - 1
Inventory: £20, clockface minus one hand, highlighter pens, two kitchen knives, half-empty cologne bottle
From the beast: one bone,
Italian Dinner suit, stored at Vince's place.
[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.
Ruination: when written, it makes a bad situation worse, and an irretrievable one more so. Learned after the second mission.
Puissant clots: 1
Puissance: 5/6
Name: Sir Worthington the Fourth
Has a demonic leg. Old leg is in possession of monarchs of hell.
Enslaved young man under demonic contract, wields katana, wears combat pants + green sweatshirt.
Stats: Ritual Potency: 3
Practicality 3
Inventory: £25, Pint of royal blood (stored at Vince's), blood covered knife, Cursed String
Stored at Vince's place: mortal's tendons, skull and leg bones.
[Glass Eye Pendant] [Paintbrush Wand]
[Toad Demon Battery Acid Tupperware Chalice]
{Scuttle Gem}
Shards of mind-controlling spacerock.
Beginner's Pyromancy Flame - Heal Burn (1P), Create Flame (1P), Flame Claw (3P), Mesmerising Flame (2P)
Puissant Clots: 0
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: £20, very rusty saw, length of pipe stuck to block of concrete, highlighter pen
[Lightbulb Antenna Wand]
[Broom - TIER 3] - Bike handles for steering.
[Omni-tool]
Milk Bottle full of space-warping venom.
Glock 17 (7/10)
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: 1
Puissance:5/5
Ben Breeze
Stats:
Puissant fettle - 0
Ritual potency - 0
Runic sight - 0
Banal combat - 5
Aim - 1
Melee - 1
Agility - 2
Practicality - 0
Inventory: knife, 2xtaser, handcuffs, police baton, stab vest, torch, incapacitant spray, and a first aid kit. All in sports bag.
Also a bag of athames, 2.5 legs War Bacon (Vince's Fridge), a worn face-concealing hooded coat, bin bags.
Concealed: knife in one boot, knife on a leg, and one on his torso.
Two generous Roast Beef and Horseradish Sandwiches
£20
Set of keys and passcard
Gunfarmer P90 (0/50) (in bag)
FN Minimi light machine gun, 2 magazines
Puissant clots: 4
Puissance:5/5
Steve
Banal combat - 3
Agility - 3
Inventory: £50
Rusty, shard curved sword
Puissance: 5/5,
Clots:3
Name: Bella, the Speed Witch
Runic sight: 2
Banal Combat: 2
Melee 1
Agility 2
Inventory: £0,
Delicate Rune-engraved Machete: heavy bonus when facing multiple weaker victims. Likely to break on misshits/heavy armour.
[Tier Four Racing Broom]
Runes:
Speed lover: +1 to doing anything while moving faster than you need to. Does not prevent (but can negate) maluses from trying to do things while moving faster than is sensible.
Slaughter: enhances speed and efficiency of murder when facing many opponents/victims. Passive boost, but can be written on things.
Broom Dodging: makes you better at dodging things while on a broom.
[Sub Nosed Glock Wand] 9/9
Nascent Pyromancy Flame: Create Flame 1P
Puissance: 5/5
Clots:0
Name: Aisha Kassem
Ritual - 1
Runic sight - 2
Practicality - 3
Runes
Intoxication: a rune that can be muttered over an alchemical procedure, bring out the hallucinogenic and mood-altering qualities of the product.
Improvisation: passive, improves lab work/alchemy in unusual conditions, using odd or dubious ingredients or tools.
Griffon Roar: makes something or someone more intimidating and more visible when written.
Biotechnical: passive rune, boost to integrating organics with technology.
Psychologist: a rune letting you see people's motivations, triggers, interests, personalities, etc. more clearly.
Inventory: £43, Certificate from Belial (valid for one sample of occult substance)
Cheap backpack, four bottles:
River water, crocuses, rose petals, peonies, blades of grass, stagnant pond water, sticks, charcoal, rain water.
Also three cans, six lengths of rubber tubing, two copper pipes, a broken coffee machine, a mostly empty lighter and a teapot.
One rubber tubing, copper pipe, teapot and coffee machine set up as Distillator in Vince's garage.
{Potion of fleshly regeneration - One Dose}
Puissant Clots: 2
Puissance: 5/5
Name: Zamenis Paean
Puissant fettle: 3
Agility: 2
Aim: 2
Inventory: £5, Certificate from Belial (valid for one sample of occult substance)
Duct tape, Large Knife, knife.
Surgical tools: scalpel, a first aid kit, a saw, and tweezers.
[Tier 1 Broom, knife on end]
[Human Leg Wand]
Puissant Clots: 1
Puissance: 14/14