"Dis-tant...", feeling my mouth forming words is weird... "I guess I am... or was? a gestalt. This... is weird. Like i'm just kinda... riding in my body. Like... things don't seem to matter a lot, though... I'm still interested, and care, it's... weird."
Answer, and see what else seems different now. This... this is weird.
Name: Nina Morellis
Appearance: A young, red-haired woman, green eyes, somewhat unkempt. She's had Adam for as long as she could remember, and has a bit of a reputation as a harmless nut. The town guard are okay with Nina though, occasionally getting her help keeping a mage secured by having her drain their mana so they can't cast. Since they don't have a proper magehunter available, having a local civilian channeler they can bring in as needed is a big help. And Nina tries to be on her best behavior with them to keep their relations good. Nina herself works as a healer, living out in the poor part of town, and has an erratic schedule based on the needs of those who want her help. so she has a lot of free time, but also gets woken up in the middle of the night a lot. add in Adam's occasional antics and she doesn't get to have a stable sleep schedule.
Magic Path: Channeler, Invoker.
Materials: Sound
Mana: 3
Strength: D4
Speed: D6
Endurance: D10
Knowledge: D8
Will: D10
Senses: D6
Inventory: Backpack, padded cloak (D4 protection, Light armor), Lantern, doctor's bag, waterskin (air), hammer, 2 silver, air bladder, white robes.
Inhabited by a spirit which takes the form of a floating disembodied limb that constantly melts and reforms into other body parts. She calls it "Adam."
Cabal: None at this time.
The interrogator runs through dozens of questions, through which you come to discover that while you might feel very distant and disconnected from your body, your ideas, morals, and desires seem to be the same, albeit now lacking much enthusiasm or drive. You come to the conclusion that you seem to be the same person however lack emotion or at least have greatly reduced emotion in general. The interrogator, after some consideration, says that Adam must have been acting to supplement or even completely compensate for your otherwise lacking emotions, while also not effecting your cognitive choices, at least to any real noticeable degree.
Finally they conclude that you and Adam being together is not a danger and that you are free to take him back if you choose to and continue on with mage breaker training.
Try to whistle some songs while waiting for Nina to finish.
Name: Randolf Osborn
Appearance: Ugly as hell. Smells like rotten fish. Very brutish.
Magic path: Channeler Ascetic
Mana: 0
Strength: D6+1
Speed: D6
Endurance: D12
Knowledge: D4
Will: D12
Senses: D4
Ongoing effects:
Inventory:
Sealer Suit D4
White Robes
Shield
Wooden Club D6
Backpack
Lantern
100 feet of rope
29 gold coins
2 silver coins
Air bladder
Aqua Vitae (Currently being held by Nina)
Ferry ticket
Recruitment Leaflet
The interrogator comes out first and leaves the door open so you can go see Nina.
Name: Eve
Appearance: 4 ft tall female human with long hear that constantly changes color. She always wears a long sleeve shirt and jeans. She has slightly tan skin and green eyes.
Magic path: Servant Sculptor
Mana: 7
Strength: d4
Speed: d8
Endurance: d6
Knowledge: d10
Will: d8
Senses: d8
Ongoing effects: None
Items needed for current Sculpture
1. A smooth river rock: Acquired
2. A block of Ice: Not Acquired
3. About a half liter of mercury: Not Acquired
4. Silver Wire: Not Acquired
Spirit: Ring of Fire
Spirit Task: find Gold Ring:complete
Inventory: Doctor's bag, Thick fur shirt D4, Thick fur leggings d4, ghost charm, Smooth river rock, 100 ft of string, a wagon wheel, a prybar
Materials: lightsilver
give the ring back to the shopkeeper
“Thank you for letting me see the ring. Do you happen to know where some silver wire can be found? I don’t have money to purchase the ring, I just wanted to get a look at it. Thank you for your time.”
Listen to the shopkeeper and see if they know any place silver wire can be found. After she answers, thank them for their time and leave the shop, then try to figure out if the spirit is still here, then try to summon aluminum to sell it to get the money for the silver wire
(Thanks for the message tip)
The shop keeper informs you that silver wire might be able to be found at a shop that makes jewelry.
[7v4] [-4 mana]
You summon up a rough chunk of pure lightsilver about the size of your head.
[7v6]
You take the metal nugget around and try to sell it to several places until taking it to a jeweler who offers you a whole spool of silver wire and 50 gold for it.
Attempt to pry the stone corner open, by hand. If I struggle, cast FORCE to buff my efforts. spend one mana. That ought to be enough to replicate using a lever, right? If THAT doesn't work, I'll bring out my trump Material and cast PORCELAIN on the stone to turn it into a more fragile, but prettier, version of itself. 3 mana, aimed primarily at wherever the stone seems to be sticking the most.
The Ascetic Ghost Shepherd
A thin, wiry guy. Hazel eyes. Black hair. Long fingers.
current status: fine
Stats
6 str
6 spd
10 End
8 Know
10 Will
4 sense
Mana: 14
Materials: Porcelain, Black Flux, Force
Inventory:
Inhabited by a Spirit - a little shepherdess girl. Likes dolls. Adventurous. (Current request: cute and furry)
Currently hosting a Scarab ghost in muh brains. (Currently wants a religious relic that has been buried with the dead for some time)
One catamaran sailboat
Ghost Charm
Doctor's Kit
Lantern, Rope, Backpack
(1) rolling horse toy
shiny orb from the ruins on the lake (light blue glow. 1 mana invested.)
haunted obsidian and wood knife (with cold, light metal box)
0 gold
[2v10]
You struggle valiantly against the inanimate object, swearing and jerking and striking as best you can, but it remains unmoved.
Since the system doesn't allow you to say "Spend 1 mana" We will instead do a d4 sized spell based on Endurance; with the intention of shoving the stone off.
[7v2][-2 mana]
You use a minor spell to basically push kinetic energy between the corner block and those around it, popping it free like a wine cork.
You hold the glowing orb, which you've been using for light down here, over the hole and peer inside. There is a floor maybe 10 feet down, and old furniture, badly rotted and rusted; there's also a stairwell heading deeper in.
Paint Saeko's umbrella for her. After that's done, buy a pair of shields (they're in the rules doc as a "great" item, equivalent with d6 armor and weapons). He'll spend a bit of the day around Benedict, interacting with the creautre and sketching him from various angles. Then, Ekrov will spend his evening painting a stylized emblem of Benedict onto whichever shield looks better. Keep it overnight, Saeko doesn't need it yet.
Name: Ekrov Trenian Vyachilad
Description: A noble's son, Ekrov is a boy on the cusp of adulthood, and barely looks it. His hands are soft, his appearance taken care of, and his bones slightly visible under his unmarred skin. He's scrawny, clearly having never done manual labor in his life, and somewhat short--though it's hard to tell whether that's due to age or genetics. His eyes are wide and constantly look around in absentminded wonderment; he's clearly out of his element in this, and gives off a tourist-y impression. He wears a clearly high-quality outfit, but to his credit it looks unusually practical for a noble, subdued brown in color and light aside from thin pieces of light leather in strategic locations, clearly intended more as protection than a fashion statement. He carries a small backpack, and wears a light cloak that's had an absurd number of little pockets clumsily sewn into it.
Magic Path: Alchemist Sculptor
Mana: 9
Magic Words: "Animate"
Stats:
Strength: d4
Speed: d6
Endurance: d4
Knowledge: d12
Will: d6
Senses: d12
Ongoing Effects: None...?
Current Sculpture Materials:
1. Human skull
2. 10 lbs of pure iron
3. a piece of complex machinery; clockwork or similar.
4. a bottle of water collected directly from the a cloud.
5. The blood of someone who has fought off a possession with their own will
Inventory:
Backpack
Lightly armored traveling outfit (enchanted to d6, from d4)
Steel stilleto (d4 melee)
Ornamental spring pistol (d6 ranged)
Alchemist gear
59 gold, 8 silver (Saeko owes him 400 gold)
Paints, a dish, sands, glitter, water, general scrying supplies.
Pencil + Paper.
Expensive medical supplies.
About as good a sketch of a gyrotourbillon's working as Ekrov can manage.
We can assume you do all that without rolls for the sake of time. Since I mean...you could just try again and again till you got it. The shields are 35 gold bought in a pair like that, assuming you're ok with wooden shields with metal bands instead of pure metal shields.
Keep on keeping on. Resisting/focusing, that is.
Name: Écalir Speedwagon
Appearance: barbarian, think Arnie from Conan the Barbarian
Magic path: Hunting flesh-scroll
Strength: d10+2
Speed: d10+1
Endurance: d8+1
Knowledge: d4
Will: d6+1
Senses: d6+1
Mana: 10
Ongoing effects:None
Magical materialsleft Arm: wood
Right arm: Insect
Stomach: Strong acid
Chest: White Phosphorous
Left buttcheek: Electricity
Right buttcheek: Lightning
left leg: multiply
InventoryMare's Leg: Lever Action, d8, 5/5 magazine, 45 spare bullets.
Quality weapon (Spear): d8
Longsword with glowing runes
Springy metal warpick: d8
Springy metal knive: d6
Springy metal sword: d6
9 smokebombs
Thaumic flamethrower (5/50 thaum tank, d10 str requirement, armored fuel tank) + extra canisters with compressed gas
Poncho
Sombrero
Fitted armor: d8
Sealer Suit: d4 vs magic
Shield (+1 to protective rolls from armor)
Backpack
100 feet of rope
Bandages
Tattoo Kit
199g worth of gems
doctor's bag
Gladiator Badge
Jade tablets (48-number of words)
binoculars
[6+1v3]
You suddenly stagger and look around. You're back out in front of that door...now closed...and the hall to your right is all burnt up and smoldering. What is going on here?
Alright. Is there a max you wanna make or just convert everything you have?
1100 is good. Make some more poison to re-poison the bugman if needed. Also, since I missed another turn, could I get another shot at that antidote?
Name: Darwin Zeppeli
Appearance: An old medicine man.
Magic path: alchemist gut-reader
Strength: d4
Speed: d6->d8
Endurance: d6->d8
Knowledge: d10
Will: d8
Senses: d10
Mana: 0
Ongoing effects: None
Magical materialsVacuum!
Reanimate
Sharpen
Viscera
Diamond
Rope
Inventory1 sedated bugman
6 mercenaries (currently at edge of cavern)
1 ranged and 1 melee merc, stay with Ecalir and watch his back
3 melee mercs and 1 ranged merc stay with Darwin, 2 of the melee mercs stick close to him at all times and act as bodyguards
dissection knife: d4
Springy metal knive: d6
Springy metal sword: d6
Springy metal halberd: d8
Curved blade: d6
Icepick: d4
gun: d8 [50 rounds left]
9 smokebombs
Thaumic bomb (currently empty)
Ecalir's old armor: d8 (in use)
shield (+1 to protective rolls from armor)
Sealer Suit: d4 (vs magic)
Alchemist’s Gear
1139 gold
5 silver
Octopus core
A glass slab with a topographical map of the kingdom carved into it
a bottle of glowing blue sea water, inside protective box with lock
a glass orb with barely visible lotus inside of it, inside staff assembly.
magic coin
Small book
magic compass + map
book on normal plants and animals
book on magical plants and animals/creatures
handbook on making weapons&armor, including a list of known types
a detailed account of the Artifacter war
map of the old world
good quality book&pen
good history book
Paradox snail (inside jar) and things to keep them happy and fed
Doctor's bag
set of ingredients (plants, chemicals and the like) for making poisons or antidotes (24 uses left)
High quality backpack
donkey named Yvonne for carrying
Zomboraptor head
Lantern
several hundred feet of rope
climbing crampons
a grappling hook
iron stakes
net made of rope
several vials with imp fat
20 vials
2x Collapsible rod
20 oil flasks
300 feet of really big, thick, strong rope
100 feet of metal chain
box of metal spikes
pair of binoculars
5 boxes of rags
Medium armor: d6 (not in use)
[9v2]
Consider the stuff converted, your poison made, and what you think is an antidote to the gas created.
Increase strength to +1 for 10 mana. Also have the ship doctor properly treat the gash wound.
Name: Robert Grant
Appearance: A stocky, tall man with black hair.
Magic path: Hunter Sculptor
Strength: d10
Speed: d6
Endurance: d8
Knowledge: d8
Will: d8
Senses: d4
Ongoing effects: Cut palm (treated), deep gash in the side (bandaged)
Mana: 13
Materials:
Shrink
Inventory:
War axe d8
Doctor's Bag
Leather armor d6
Bandages
Backpack
Lantern
218 gold
76 silver
Shield
Sword d6
Crossbow d6
20 crossbow bolts
Helmet d4
Leather gloves
Crowbar
Rope
Iron thread
8 lead weights (in storage)
Rifle d8 4/5
28 rifle rounds
4 single shot pistols d6
1 empty single shot pistol
8 pistol rounds
Cutlass d6
Boarding ax d6
Done! Your muscles visibly bulge and increase with a faint glow.
The doctor sees to your injury, stitching it up and reapplying the bandages.
The barge is back underway, heading towards the distant town on the other side of the flux lake. At this point if you sleep, they'll probably wake up when they reach it.
(Umbrella was rolled for, 1d6 spell for strengthened reverse view, 1d10 for strengthened expand. Total cost, 4 mana. Should still have camo painted on it.)
That's odd. I though mana was life, and bigger, stronger things had more life, and hence mana. Maybe old Eggsy hasn't been big for long enough to build up that mana store.
Give the umbrella to Ekrov, to paint camo on the upper surface of it, as that's the part that gets seen from the odd bubble effect. Let him know to give it to the magebreakers when he's finished, as it's what's going to block the view of the people under it.
Try to figure out what's wrong with Benedict, by taking a good examination of his mental space and speculating if anything's wrong with him. If nothing seems apparent, give him two mana and see if that reveals any hidden drain effects or anything. If there still isn't anything, put one of the endurance-boosting amulets on him for his nap, as their timers are already running. Also, assess if there's enough space in his mind to accomodate a defensive spirit to be summoned into there with orders to protect his mindspace.
Rest. Tomorrow is going to be the attack day. Everyone ready? Any issues from the 'breakers about the quantity of mana drained yet?.
Japanese girl with a long black braid and a white and red fitted robe with long gloves. Clothing is slightly dull in colour and made of metallic thread. Slight sparkle in eyes. Pointy, somewhat elfish ears. Burnt off eyebrows from spell failure. Missing fingernails on right hand.
Currently ~6 days until next full moon. (already subtracted tonight, so this will be the date of the attack tomorrow.)
Invoking Empath
Str d6
Speed d8
Endurance d10+1
Knowledge d6+1
Will d10+1
Senses d8
Materials: d12 Ape, d12 Grow, d12 Strengthen, d12 Expand, d8 View, d10 Steel, and d10 Speed.
Location: Lunare
Status: Fine. Burn scars on arms. Missing fingernails on right hand. Slightly enhanced hearing, but not enough power for meaningful effects.
Temporary Effects:
Items:
Carried:
28 mana
34 gold (food for catbird, pay for guards, pay for ale)
d8 armour: The outfit, naturally. Weighs as if it were d6
Backpack
Waterskin
Compass
Goggles
Two amulets with week-long d6 endurance-boosting effects. Intended to help heal maltreatment, exhaustion, and restore some health to abused, dying people, to make them more likely to survive.
Jade tablets with d8 View, d10 Steel, and d10 Speed.
Packed:
4 heavy machine guns! w lots of ammo.
Black metal scrap
Steel scraps
Cable-wrapped metal box of happiness.
Surgical Tools
100ft Rope
Box of painting-golem
Familiar. "Benedict" Cougar/red-tailed hawk, adequate flyer, elephant-sized with 60+ foot wingspan.
Natural weapons d6, d8 with swooooop.
Str D12
Spd D8
End D12
Kno D4
Will D8
Sen D6
Notes: Improving physical stats with strengthen, d4->d6 is d6, d6->d8 is d12, d8->d10 is d20 or more.
Mental stats are possible, but harder or more complicated.
Done.
[1v5] You have no idea. You cannot find anything specific that is wrong with him. You give him two mana and it perks him up a bit though so you don't think there's any sort of draining effect active on him. You give him an amulet (works more as a bracelet on him). As per the spirit, you believe there's room in him for that. He's not currently haunted so he shouldn't be too difficult to stick a spirit in.
Resting. And no, the Breakers are fine with whats going on so far. They don't mind it as long as its consensual and acknowledged.