-1 Puissant fettle. Become a lich.
You lie on a table in the centre of the stuffy flat lined with skeletons. The necromancer raises the organtic tooth over his head, polished point glinting from the streetlights outside. He incants briefly and forcefully, and his robes glow violently as he swings the object down in an arc and into your chest, sliding easily through muscle and between ribs. The point slips through your lungs almost painlessly, and you feel the icy tip stabbing your heart for a fraction of a second. And then you die, and there is not even darkness.
* * *
When you are next aware of anything, you are sinking through a space without physical extension. You are no longer aware of a body, or things outside it. You are, however, somehow aware of your mind and the things that move far beneath it. While you try to work out how you can be so sure you're sinking in a dimensionless plane, or how there can be things below you, something light and hard attaches itself to you. It pulls you back, growing lighter and harder all the time, your window of sensation opening almost unbearably to percieve it alone.
And then the light recedes, no longer the entirety of your world, and you're aware of a single spinning point. And then you're falling down a chain of them, like the skeleton of a staircase, tumbling and growing until you're crashing against endless spiked and knotted chains, sending the thousands around you jangling and whirling, until you grow too large and sink too deep in the shifting masses
And you're tossing in quicksilver as it flashes and waves zip instantly from side to side of a space bigger than worlds as intent and crafted vessels glide past you on obscure missions, and you crash against the sides of spheres like moons, meteoric impacts buckling their sides, and rebound and swoops through an electric storm around a pitted sun and away again crashing through fortress walls and skeins of silk that stretch over the horizon
And you plunge through brine down rushing tunnels jolting forward and back with the slap of massive waves and salt permeating you and rush into an open passage stuffed with pelting cushions and grey clouds and then into a gigantic chamber in which you're thrown about an whirling onto train lines you stretch as if along a cord
And darting from link to link with chemical frissons at every instant crossing you worm through hills and masses of red and white and grey and onto a row of mountain rideges and deep within where thousands more rails stretch beneath the stone down a corridor and through an unutterably complex stations and then out dashing along a multitude of smaller lines jumping from web to woven web and expanding in several directions at once along knotted passages and folds your presence filling and pressing against the sides of a cavern of bone
And you are
you again, but different. You open your eyes. You lie still on the table, the necromancer barely withdrawing the tooth from flesh. You can see clearly. But you also sense equally the things beneath you, as abstract understanding of the meanings of sensations of touch discloses more than
feeling them ever did. You are aware of the table beneath you, and of your body, but you no longer percieve a boundary except in what you can and can't manipulate. The world is flatter somehow, and the silence is incredible. Your body no longer makes the sounds it made in your mind. You can hear with detachment.
You sit up, an action not of discomfit or muscle memory but pure intent, and take the broom from the necromancer.
You percieve him, and the people walking outside. It feels hungry.
"Alright, see you soon!"
"Hey big eldritch thing, I found the big corporeal beastie you wanted. Apparently another witch is trying to mind control it, which sounds like a terrible idea if you ask me, but I know where it is and could show you. Are you going to come along or do I need to kill the thing myself? If so, have any idea what the best way to kill it is?"
Talk to the... eldritch thingy. Then fly to where Worthington tells me the slug thing is.
"There is little I can do against such a base animal, for reasons you would not comprehend. Luring it to its death, breaking its mind or insides, all these work if they can be accomplished. Otherwise, try poison."
You fly over to the crawling creature, and press your hand against its scarred hide.
Yeah, this thing seems pretty tough. And unaware of your existence.
Check P90 for ammo. If it regenerated magically, Ben will assume Bella reloaded his gun for him. If it did not, syv will assume it never ever will. I'd like a very clear and explicit answer to this question.
Then hang around with Vince. Maybe tell him a war story while helping with non-insane chores.
The P90 has two bullets in it.
Human interaction: 1+0
You sit outside Vince's bathroom, back to the door, while he sits on the toilet and performs various ablutions, and tell him about the horrific conditions soldiers experienced during the siege of Leningrad. You can feel the easy and manly cameraderie building as you give in-depth descriptions of the feet snapping off German soldiers when they stood up too, their ankles frozen in their boots. You notice Vince has climbed out the window and into the garden when you get to the really good bit about driving a burning tank onto another tank from a third-story car park after blowing a man's limbs off with an improvised grenade. You're an hour in by this point, and the only thing to do is keep going.
Vince begins to dig a nice big hole in the garden, six feet deep, and you help him out, continuining the story while really putting your back into it with the spade. Just when Vince seems to be about satisfied with the hole, you finish: "and then I threw the Oberleutnant by the neck into the icy water, and put a bullet through his eyes as he drowned and bled out from icicle stab-wounds. After a brief and uneventful period, the Russian tanks drove into Berlin and the sausage-suckers formally surrendured."
You consider starting another war story, but Nanami's back, so you go see her. Might need a hand, women often have trouble with firearms and driving cars and things.
Vince stares at you oddly as you walk off. Must be unused to such polite houseguests. Even if you technically sleep in a rented garage.
(Also, I believe I should have 745 pounds now, with the cash from her account. Less the train ticket.)
That was crude. Next time I gotta get more than 48 hours. Still, could have done that with a little more finesse..
Eh, I told Dave I'd be coming over after running a few errands, and he did call me earlier. Shouldn't be any problem. Bringing or buying food should help if there's any friction.
Put on the stunning look Dave is used to. Knock on his door. Work on the next post or two with Dave, see what he came up for for Nanami's boss, and go with it. Introduce characters for Bella and Ben, albeit Ben will have a different face (if still an old grungy soldier), and Bella will have red hair and a 'wind' spell to enhance her significant speed, along with her top-tier broom. Her fire magic will just be generic fire magic with her pyromancy abilities rather than explaining the detailed effects of a pyromancy flame, (which Nanami doesn't know anyway), and she's speed obsessed. Ben has magic, but it just makes him a better fighter and it doesn't seem to work quite the same way for him as it is for the more normal teammates. Offer Dave the opportunity to come up with another teammate or two for the next session.
Don't cover the exact things that happened, but have our mission being investigating leads related to some high-end power source, that may be being used for nefarious purposes. Cover stuff related to the cult observation, and talking with the river spirit, but not the combat at the canal-side yet. Change a few details, like maybe give the gryphon cult a different sacred object, and have the river spirit be in a different body of water. After that, do a travelogue entry as well. Leave many of the travel sketches with Dave, and invite him to do posts about a couple of them, and to add a couple of his own if he'd like. What I'm waiting for is for the cut-off hair to regrow and to see if any other changes occur. Don't try intentionally for any new powers, just to put out some new content so they don't wear off, and to fulfill my promise to Bella.
After those, it's time to get back to work and see what my teammates have been up to.
Bird size = 0
Dave is as flustered as usual upon seeing you. He's sketched out a rather unimaginative golem as a boss, fat, grotesque and craggy, but fine as a background character. You do the sketches for Bella, aiming for the nymph side of witch, adding in slightly enhanced abilities with fire and wind. Ben is also included, looking a bit Samuel L. Jackson, albeit more grizzled. Not quite as grizzled as your friend really is, though, grizzle rather overwhelming skin. Enhancing his fighting abilities will be barely noticeable without a much larger readership; you're spread a little thin as it is. Dave is excited about adding more of his own work in, getting to do some original content.
You spend some time on the updates, inventing a few things. I don't recall the thing with cut-off hair? Did you cut off gains from magic? If so, they start to regrow almost as soon as you post. The internet likes the characters, and is impatient to see them go on an adventure or do something. You feel a bit better, as your power levels start to rise again almost imperceptibly.
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.
Can create illusions.
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: £700
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: £22, 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]
Shards of mind-controlling spacerock.
Beginner's Pyromancy Flame - Heal Burn (1P), Create Flame (1P), Flame Claw (3P), Mesmerising Flame (2P)
One shot, recharging: Chaos Insect Swarm
Wears tinfoil hat.
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
Two bin bags of assorted pills from pharmacy.
£20
Set of keys and passcard
Gunfarmer P90 (2/50) (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.
Benflesh Bullet
[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: 2
Agility: 2
Aim: 2
LICH: feeds on the bleeding hearts of his enemies.
Undead. Necromancy bonus.
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, Dragon Tooth Phylactery on End
[Human Leg Wand]
Puissant Clots: 0
Puissance: 9/9