Are they willing to print any materials onto me that would be usable for Strength-based spells? Explosions are nice, but more speed-based and I could use something less immensely destructive. Electricity would be ideal; I could even use it non-lethally.
Some kind of small bag for carrying things would be good. Not too unusual to see people out on the streets with those, and it could be useful.
What kind of clothes did you give me?
Name: Zavirius En-Drani Haver, Painter
Appearance: A girl of unknown but apparently foreign descent. She claims to be the last surviving member of a long-dead ancient race, kept preserved in some kind of magical stasis, but this is likely untrue. Though her skin is a strange shade not normally seen on the continent, and her hair is bleached white with a slight green reflective tint. She is not very tall but stout like a dwarf and startlingly strong.
Mana: 56
Method: Flesh-Inscribed Channel
Materials: Lightweight, Explosion
Strength: d10+1
Speed: d6+1
Endurance: d6+2
Knowledge: d8+1
Will: d8+1
Senses: d6+1
Ongoing effects: Okay?
Inventory:
Normal clothing
Boot Knife (d6)
10 Gold
Medium Armor (d6)
Kite Shield (d6)
Long Sword (d6)
Catch Pole
3 Small Bombs
Manacles
Wooden Arm-Guards (d4 armor)
Hemp sack
Paints and brushes
Kukri (d6 weapon)
Square-tip machete
Needlessly ornate painting guardian sword
Jewelry box
The mage breakers talk among themselves about this first request. They come forward with the following materials that they have on hand. They say you can take any one of them, if it will help. They even say that if you are successful they will not ask you to remove it afterwards.
Lead
Honey
Fire
Sunlight (Burning light)
Toxin
A small bag is provided.
Inconspicuous street clothing. Basically just a long sleeved tunic and pants.
I have a crowbar which is the next best thing. Jam the crowbar into it with all my might, make sure that I'm attached to the crowbar and finally start hacking away at it.
Name: Robert Grant
Appearance: A stocky, tall man with black hair.
Magic path: Hunter Sculptor
Strength: d10+1
Speed: d6
Endurance: d8
Knowledge: d8
Will: d8
Senses: d4
Ongoing effects: Cut palm (treated), deep gash in the side (treated)
Mana: 3
Materials:
Shrink
Inventory:
War axe d8
Doctor's Bag
Leather armor d6
Bandages
Backpack
Lantern
223 gold
76 silver
Shield
Sword d6
Crossbow d6
20 crossbow bolts
Helmet d4
Leather gloves
Crowbar
Iron thread
8 lead weights
Harness
200 feet of rope
3 wyrm scales
Rented beetle mount (50 gold deposit)
[1+1 v 3]
You raise the crowbar and slam the pointed end down into the ray's flesh. Its like trying to puncture a rubber tire; the crowbar nearly rebounds into your face and you end up toppling over as all the weight and force of your blow bounces and slides off. Hmmm. You sit back up and look at crowbar. Its true this point isn't razor sharp or anything. The war ax has a roughly half moon appearance though, with points on either end...if you could get that in there parallel to the direction the ray will be moving, it might act like a fishing hook, snagging into the flesh. You decide to give it a try.
[4v4,4]
You tie the rope around the head of the ax, right where it attaches to the haft, and then around your waist. That done, you kneel down, raise the ax above your head, and slam it down with all your might. Again, you feel the rubbery flesh of the ray blunt the strike, but unlike last time enough of the force is concentrated on the edge to pierce through. The blade sinks in, not to the haft but just enough that the "hooked" part seems to snag in. The ground immediately quakes and you are thrust straight up into the air, flopping onto your belly as the ray jerks itself out of the earth. Sand pours away under you until you're laying flat against the creature's back. It moves, seemingly looking for whatever attacked it, and the ax digs in. With a rumbling cry the creature suddenly begins to move, loping foward in a sort of awkward gallop. You're bouncing about, dropping a dozen feet or more with each step, completely unable to get your footing or do much of anything other than hang on.
Take the small ceramic containers, fill them with magicoal, place them in my backpack or tie them with rope, and climb back out. Store the magicoal in my base camp. Empty the ceramic pots
Touch one magicoal to that light orb of mine to see what it do.
return to the plant room and gather clippings, using my obsidian mystery knife. Fill my small ceramic pots.
take the clippings and sell them at an apothecary
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: 34
Materials: Porcelain, Black Flux, Force, Toxin
Inventory:
Inhabited by a Spirit - a little shepherdess girl. Likes dolls. Adventurous. (Current request: nothing. She tired)
Scarab ghost - Request: a religious relic that has been buried with the dead for some time)
Catamaran sailboat
Ghost Charm
Doctor's Kit
Lantern, 2x Rope, Backpack, 15 ft collapsible ladder
1 pet carrier
1 pet harness with leash
1 prybar
1 rolling horse toy
1 kitten
shiny orb from the ruins on the lake (light blue glow. 3 mana invested.)
haunted obsidian and wood knife (with cold, light metal box)
29 gold
location: in the pit, down an unexplored path, in a structure buried, down a hall past a room full of plants, across a ravine, through a room with nonfunctional golems, in a room with ceramic jars and a counter.
You gather up the containers and fill them as full as you can with magicoal and carefully pack them away before heading back out. [2v2] You climb back up to base camp without issue and empty out the magicoal, piling it up in one corner before returning the containers to your bag.
You touch a piece of magicoal to the orb and it seems to ignite into neon green flame and remains burning as long as it is in contact with the orb. The flames do not injure you and in fact have no temperature. The magicoal seems to very slowly be burning away though, and the orb is definitely absorbing mana.
You pull out the obsidian knife and take hold of it. The freezing cold of the knife penetrates your body and you feel your fingers tighten around the handle like a vice.
You have been cursed! You cannot drop the knife until you have killed another sapient being with it! So long as the knife is held, you may manipulate any blood it spills as though you had the "Blood" material. This does not cost mana, but still has a difficulty die as normal. Other effects may reveal themselves as time goes on...You look at the knife in mild annoyance, shaking it as though it were stuck to your hand by glue. Seeing as this doesn't work, you simply go and gather the clippings as you intended. You find doing these things with one hand...well its not impossible but its more tricky.
To be completely honest I'm not sure what "Extreme healing" is. But as long as the other party consents and knows the risks, mage breakers don't really care. They're here to stop people from abusing magic to victimize others, not to be the Magical FDA telling you to stop grafting pizza limbs to willing participants.
I could roll for this interaction or force you to somehow prove what you're saying but whatever, I think people wanna get this wrapped up. The question here is what you would like as a reward. They can't straight up give you mana, but thanks to the mine and their mountain town connections they do have access to to a fair amount of precious stones and ore. There's also plain cash and there are some tablets in town with magic words on them. They also have general information about the world, connections to people in other towns and cities, various services they can provide, etc. If you just want a big wad of cash they can do that, but if you want maybe something else, might be able to do that instead.
Ask if they have any interesting artifacts, alternatively ask what the straight cash reward for this would be so we can compare our options.
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: 25
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
The reward in cash would be about 500 gold. As per artifacts, there are a few.
The first is about 100lbs of black biometal. This isn't just a big lump of metal though; biometal will, once bonded to a partner, follow that person's orders, transforming into any object or creature they desire. This does not require a roll, but does require mana from the partner.
The second is a brass key that enables the holder to "Step through" one doorway and come out of any other doorway they've ever passed through. The cost of doing this increases depending on the amount of time it has been since the user passed through the doorway. Ie teleporting to a doorway you walked through yesterday is cheaper than one you walked through last month.
Last, they offer a tablet which contains several materials for flesh scrolls, though they won't say which ones.
To be completely honest I'm not sure what "Extreme healing" is. But as long as the other party consents and knows the risks, mage breakers don't really care. They're here to stop people from abusing magic to victimize others, not to be the Magical FDA telling you to stop grafting pizza limbs to willing participants.
Heh, that's funny, given that you are the one who invented the term and told me to put it like this! does "hard core healing" ring a bell perhaps?
If not:
It refers to rezzing dead people, which you said is frowned upon and so I shouldn't put it like that. So, knowing that, what would be the result of last action, any dead retrieved but that could be rezzed still?
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: 22 (15 to ecalir)
10 thaum in bottle
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
39 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 (23 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
10 oil flasks
300 feet of really big, thick, strong rope
100 feet of metal chain
box of metal spikes
pair of binoculars
4 boxes of rags
Medium armor: d6 (not in use)
Ah, well then.
So...reanimating the dead is a bit of a tricky business. Necromancy, ie using bodies as puppets, is more accepted than rezing people. Mostly because rezing implies some sort of forcing of the soul to return to the body and generally has more...unpleasant and unexpected side effects than just raising a puppet.
However, if you have the family's ok and do everything up front, they won't stop you. Though they'll probably want to be somewhere nearby just in case things go...bad.
((Naturegirl, if you want something done about that aluminum arm, now is the time. Also, let me know if you want the 15 mana I'm offering to the participating mages.))
Stat boosts: End to +2, (30 mana) Will to +2, (30 mana), Str/Spd/Sen to +1 each. (30 mana) Do in front of a mirror, if possible.
Cast two Strengthen spells on Ekrov, to permanently increase his Strength and Endurance to d6.
If Ekrov is animating Eve's arm, cast a temporary spell to increase his End to d8 for attempts. Give Ekrov mana equivalent to the mana cost of animating her lightsilver arm.
Also, with my newfound surplus of mana, I'd like to use a strengthen spell on my armour to make it bright and colourful again, without losing any protection.
I'm mostly ready to go, but I'd like to acquire a few more goods before heading to the capital. Since I heard this town is rich in precious metals and gemstones, see if I can find a jeweller who would be interested in selling rings with magic spells on them to enhance the capabilities of the wearer. With all the mercs in town, they should sell well. Negotate a price, and sell up to six of them with one permanent d6 Strengthen (stat) spell each. In exchange I'd like a few gemstones, and a few small ingots of gold and silver.
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. Pointy, somewhat elfish ears. Burnt off eyebrows from spell failure. Missing fingernails on right hand.
Invoking Empath
Str d6 +1
Speed d8 +1
Endurance d10+2
Knowledge d6+1
Will d10+2
Senses d8 +1
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.
Temporary Effects:
Items:
Two machine guns! with lots of ammo.
175 mana
37 gold (+15, -7 food, -4 pay)
d8+1 armour: The outfit, and a shield. Weighs as if it were d6.
Shield.
Backpack
Waterskin
Black metal scrap
Steel scraps
Cable-wrapped metal box of happiness.
Box of painting-golem
Compass
Goggles
Surgical tools
100 feet of rope
Magic Spyglass
Jade tablets with d8 View, d10 Steel, and d10 Speed.
Familiar. "Benedict" Cougar/red-tailed hawk, adequate flyer, elephant-sized with 60+ foot wingspan.
Natural weapons d6, d8 with swooooop.
Steel Helmet. 1d4 armour?
Str D12
Spd D8
End D12
Kno D4
Will D8
Sen D6
[Fanciful]
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.
-90 mana
The physical changes of +1 are not very noticable, except for str. You don't gain massive muscles, but they becomes more pronounced. Almost like going from a normal healthy person to an althlete, but not a body builder. End increase makes you glow very slightly. Its not really noticable unless you're in almost complete darkness or you
re specifically looking for it. The Will boost seems to make your eyes change color slightly and gain a more inhuman, violet like hue.
[3v6] -6
[9v1] -1
[3v3] -3
[6v1] -1
so -11 mana for the buffs, temp and perm.
[10v2] -2
Armor is now nice and pretty again, but nothing else about it has changed.
There are jewelers who would be willing, but the issue is stock. Rings like that would sell best if customized to the user OR if they had a stock of like...10 of each kind of ring which boosted 1 stat. If you feel like sitting down and enchanting a bunch of rings, they'll be more than happy to pay you a flat fee and then some more for each ring sold.
Get buffed by Saeko. Strength to d6, end to d6, end temporarily to d8. If the end boost works, try to animate Eve's metal arm.
Does Saeko qualify as someone who has fought off a possession of their own will, for the purpose od Ekrov's sculpture? Dev says she might, as she had to host an anger spirit inside her temporarily, and would have fought off possession during that.
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: 21
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)
Wooden shield (+1 to armor rolls, most of the time)
Steel stilleto (d4 melee)
Merc Longsword (d6 Melee)
Ornamental spring pistol (d6 ranged) [6/6] (30 spare shots)
Alchemist gear
A decapitated mercenary's skull.
23 gold, 8 silver (Saeko owes him 400 gold... For someone with d12 sense, Ekrov can be pretty gullible.)
Paints, a dish, sands, glitter, water, general scrying supplies.
Pencil + Paper.
Expensive medical supplies.
Sketches of:
Gyrotourbillon's workings
Benedict the Griffon
TO-DO LIST:
Diagnose Benedict (can be done on trip)
Go to clockwork wreckage
Mess with Saeko's radiation pellet?
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. most of her right arm is made of aluminum, from her hand to her forearm.
Magic path: Servant Sculptor
Mana: 15
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 May be found at Bromcresol
4. Silver Wire: Acquired
Spirit: None
Spirit Task: None
Inventory: Doctor's bag, Thick fur shirt D4, Thick fur leggings d4, ghost charm, Smooth river rock, 100 ft of string, a pry-bar, a spool of silver wire, 50 gold
Materials: lightsilver
”Ekrov, would you be willing to animate my aluminum arm so I can control it?”
[5v5] -5 mana
You succeed on animating Eve's metal arm and tying it to her will, though it was a bit expensive.
As per saeko's blood...you think that might actually count!