((Eleven minutes late...))
Wow. Uh. Okay, I hadn't expected to get 300 mana out of just the metal, but I'm gonna continue as planned and try to turn the uranium death pellets into thaum. First, spend ten mana on improving end to 1d6+1, and then eat ten thaum to regain the mana. Then, sketch up a design for a little clockwork hand or arm that is capable of adjusting whatever needs to be adjusted on the alchemist's gear while turning a substance into thaum, and build a rudimentary little construction out of spare clockwork, to serve as a focus for the design. It doesn't have to be articulated; the idea is that Ekrov will animate the picture, but use the faux hand/arm as raw material, as I imagine that should be easier than just creating an entire arm out of nothing but a sketch.
Once that's ready, set up the alchemist's gear next to the arm, then fish out one of the death pellets from the opened up furnace/reactor/whatever it is. Saeko used a cup on a stick I believe, and if it wasn't left here, just build a similar tool. Once the pellet is obtained, dump it into the alchemist's gear's jar or whatever, and start the thauming process. If it requires adjusting, cast a very short spell to animate and articulate the faux manipulator constructed earlier to do the adjustments; Ekrov doesn't want to risk getting close and poisoning himself.
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: 20 (273 thaum carried)
Magic Words: "Animate"
Stats:
Strength: d6
Speed: d6
Endurance: d6
Knowledge: d12+1
Will: d6
Senses: d12+1
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.
A clockwork doo-dad for the sculpture.
23 gold, 8 silver (Saeko owes him 400 gold... For someone with d12 sense, Ekrov can be pretty gullible.)
Thaum.
Paints, a dish, sands, glitter, water, general scrying supplies.
Pencil + Paper.
Expensive medical supplies.
Sketches of:
Gyrotourbillon's workings
Benedict the Griffon
Detailed but incomplete schematics of clockwork robot people.
Clockwork machinegun schematics.
Simple clockwork tools schematics.
TO-DO LIST:
Diagnose Benedict (I'll definitely do this eventually!)
Collect thaum to convert steel into pure iron.
Finish sculpture.
Clockwork wreck stuff:
Fix a robot
Alchemize power pellets
Alchemize scrap clockwork
Collect and deconstruct tools
Collect and deconstruct guns
Collect and deconstruct bombs
Figure out precisely what loot to take, and how much Benedict can carry.
Try to reverse engineer and understand those power pellet crucibles.
Build a helicopter!
((you got pretty lucky with timing, so to speak. Alchemy works on rarity and there aren't a lot of functioning airships around. yet.))
+1 ok, eat ok.
[1+1 v 3] (That was on a d12+1 and a d10 for fug sake) No dice on creating that arm, even a sketch. Best you can get is a sort of low detail sketch of a cartoonish four fingered noodle arm. Real Calarts stuff. Waggle waggle.
I'll give ya another attempt because of just missing the turn.
[1+1 v 5] Well ok then. This time you tear the page, break your pencil, and the sketch turns out as nothing but a highly detailed anatomical sketch of...well you know what its a sketch of and its not an arm.
Muscular hydrostat.
Yes
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: 9
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, 9 gold’s worth of food and water, 41 gold
Materials: lightsilver
reach inside with my lightsilver arm to grab whatever the charm is pointing to
You reach inside with your luckily inorganic arm and drag something out. It comes out impossibly, being far too large for the tiny structure. Its a quiver made of what looks like silver with an oddly organic yet elegant design, like a ribcage. In it is a set of 5 arrows with equally strange silver designs. They seem to be vibrating very slightly, like a rung tuning fork.
It takes a good few days but with the compass you manage to find a half dozen or so small diamonds. They're not amazing fist sized stones or anything, but they're pretty good regardless and should be enough to convince most people.
Coolio. Give one end of the second paradox snail pair (and some paper and a pen and such) to the guard and tell him to check in with us every 20 minutes, with an immediate message should something strange or hostile happen.
Try to get a rough estimate of the 'yield' and how much the total worth is. Make a note on one of our maps of where the diamond vein is, be sure to keep this map close on me at all times. Also get a good view of the surrounding area in case the map is lost, so we can refind this place.
Then head back to the capital and start looking for potential buyers, using the diamonds we already have as evidence. We are looking to sell the location of the vein. Try to play off different mining companies against each other to maybe get a bidding war started. Don't mention our diamond detector just yet.
Name: Darwin Zeppeli
Appearance: An old medicine man.
Magic path: alchemist gut-reader
Strength: d4
Speed: d6->d8
Endurance: d6->d8 + 2
Knowledge: d10
Will: d8
Senses: d10
Mana: 66
2 bottles with 10 thaum each (20 total)
Ongoing effects: None
Magical materialsVacuum!
Reanimate
Sharpen
Viscera
Diamond
Rope
Inventory1 sedated bugman
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
79 gold
5 silver
Octopus core
15 kg black biometal
6 small diamonds
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
Gimbal that points towards diamonds (range around 100 meter)
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
series of good maps of area around Alkahest and the volcano
Paradox snail (inside jar) and things to keep them happy and fed, linked to Ecalir
Extra pair of paradox snails
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)
18 days worth of supplies
2 sets of digging tools (for Darwin + Ecalir)
Extra digging tools (fir hired workers)
tarps, paint, and other stuff we can use to camouflage our dig site with
If by yield you mean the guess at the total wealth that can be drawn out of that deposit, then lets see...
[3v6]
You can't even make a good guess at it to be honest. It would just be a completely random assumption. Maybe you should get someone else to look into it? Course that would require telling them about the site and such... As per the cost of the diamonds themselves, you think your small handful is worth about...110 gold? They're uncut and not very large so their value isn't too much currently. But still, they're not bad.
[1v1]
Uh. Well. Lets try that again.
[8v5]
Better. Alright you spread the info around that you have a new diamond vein you're looking to sell the location to. The various buyers express their interest but you also notice that while they're saying they're interested and seem to take your diamonds as good evidence, none have come forward with an express offer. You also get word from the men at the dig site that they've seen more people wandering around the area in the past day or two. None have wandered over to them yet, but you get the distinct feeling that your buyers are trying to find the site on their own before making an offer.
Stick with Darwin while he does the brainy stuff, act like a brawny bodyguard and keep an eye out for trouble
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: 55
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
FLEXING
Long as I'm idly looting things, may as well idly loot some mana from the fools I dropped. You know, just a little "fucking with me" fax.
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: 10
Method: Flesh-Inscribed Channel
Materials: Lightweight, Explosion, Toxic
Strength: d10+1
Speed: d6+2
Endurance: d6+2
Knowledge: d8+1
Will: d8+1
Senses: d6+1
Ongoing effects: Permanently immune to nerve gas, Diethyl ether-vision
Inventory:
Normal clothing
Tracker
Boot Knife (d6)
Rifle (?)
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
[1+1v2][2+1v4]
You attempt to rip some mana out of two of the downed men but get nothing from them. Lame. Next time you'll have to use a tax, not a fax~
Continue Pursuit
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, Accelerate
Mana: 3
Strength: D4
Speed: D6
Endurance: D10
Knowledge: D8
Will: D10
Senses: D6
(Locked up) Inventory: waterskin (air), hammer, 2 silver, air bladder, white robes, aqua vitae. a red gambleson, gray pants, metal bracers, shin guards and a sallet helm (d6 armor). kite shield (d6), a long sword (d6), catch pole.
(current) Inventory: 3 small bombs and a pair of manacles. Backpack, padded cloak (D4 protection, Light armor), doctor's bag, walking stave, Lantern.
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.
[2v2]
ok lets not have a holding pattern post here, dice.
[4v6]
The man starts to get away, increasing the distance between you two by a good deal. You still have a good line of sight on him, you just can't catch up. [3v5] You're also starting to get winded.
Agree. Accompany the lady. Make sure to grab her ass with my non-dagger hand on the way. Pay careful attention to where we are going and be alert for traps or spell effects. Ask her what she means by "more comfortable" with a wink, to see if she betrays any clues as to her intentions or methods, like if she were to use some clever wordplay like "oh, we'll just take a few things off, here and there" or "you'll be so relaxed you won't feel a thing, ever again" or "I intend to stab you in the testicles and feed your brain to a sand weevil." Clues.
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: 68
Materials: Porcelain, Black Flux, Force, Toxin, Weapon, Break
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. Additional mana (?) invested from magicoal)
haunted obsidian and wood knife (with cold, light metal box) Cursed, can't release until I kill a sapient. Can control spilled blood as if I had the Blood material
40 gold
You walk out of the bar with what is essentially your prey at this moment, making plenty of clumsy but enthusiastic moves with your non-stabby hand. You do your very best to look completely obtuse while still keeping an eye on the surroundings and making sure you're not being...well, outplayed. You continue your conversation with plenty of innuendo, secretly slipping probing questions in and seeing how she reacts. She doesn't come out and say anything specific but you do catch hints. Nothing as blunt as what you were expecting, but she does seem very smugly pleased about this. And when you make some inferences about removing things with your teeth she seems to take a kind of knowing amusement in it.
You reach a building a few minutes later. Its not a bad looking place, or in a bad looking neighborhood. Just one of a countless number of tall, thin homes that seem pretty newly built. She steps inside and gestures for you to follow.
Lets go interview the people I'm hiring. I want to make sure I get people okay with the fact that I'm a mage, people who are okay with flying creature-based transport, and who can accept that I might cast magic on them in an emergency. Use the ghost charm to check that they're not posessed.
Then.. shopping. There are indeed some last-minute things to do.
Find out if the Adamantine Weave is waterproof, non-conductive, or fire resistant.
If it's not waterproof, see if I can get it waterproofed.
Buy a set of gloves made out of sealer suit material.
If possible, buy a large panel of the material as well.
Also, now that I have a set of alchemy tools, I should get some materials. After all, if I'm going to move properties around with thaum, I should get some useful stuff.
(If I can't do any of this with Thaum, only buy the set of vials.)
First, I'll need a set of vials to hold all this stuff, the kind that come in a box.
Then, a bunch of samples! I'll list these seperate from the character sheet. Also listing things I might want to get from them. Basically, get enough to fill a vial with it. I'll use Expand to make more when I want to extract something from a sample.
Soap, (clean, slippery)
Mercury, (reflective, heavy)
Obsidian, (sharp)
Sponge, (soft)
Bird feather, (lightweight, bird)
Cat fur, (feline)
Strong Acid (acid)
Water (water, liquid)
Tar (slow, sticky)
Gunpowder (fire?, explosive?)
Alcohol (fire?, alcohol)
Poison (poison)
and a number of dyes.
Japanese girl with a long black braid and a white and red fitted robe with long gloves. Clothing made of metallic thread. Pointy, somewhat elfish ears. Violet tinted eyes. Very faintly luminous. Missing fingernails on right hand. Heavy lightning scars up right arm, and around the neck, ending at the right temple.
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: Suffering from miscast effects on a d12 strengthen (willpower) spell for a duration on a potion.
Items:
Ghost Charm
Alchemist's Gear
Two machine guns! with lots of ammo.
94 mana
250 gold
d8+1 armour: The outfit, and a shield. Weighs as if it were d6.
Shield.
Backpack
Waterskin
Adamant Weave
5kg steel rod
Cable-wrapped metal box of happiness.
Box of painting-golem
Compass
Goggles
Doctor's Bag
Surgical tools
50 feet of rope
Magic Spyglass
~250 gold value of gold and silver ingots and precious gems.
Jade tablets with d8 View, d10 Steel, and d10 Speed.
Notes: Improving physical stats with strengthen, d4->d6 is d6, d6->d8 is d12, d8->d10 is d20 or more.
Are those all the qualifications you have? Any specific technical skills or knowledge you need?
Semi-waterproof, very fire resistant, and conductive. You can get it waterproofed with the application of oil, but the oil itself is flammable.
Ok.
Ok. By panel do you mean a solid piece or just a large piece of cloth?
So you're attempting to take a physical thing and extract the properties of it? Ie extract an "Essence of slippery" from the soap? I feel like I kind of talked about this before but I don't remember where. Do you know where I originally talked about it? I wanna make sure I'm consistent here.
Search for the sword, if I find it leave my arm dislocated and advance towards its healthy wing and attack it, hopefully hitting the same vital spot.
Otherwise if I don't find my sword, fix my arm, reload the crossbow and head to a position where I can aim at the Ray's remaining eye.
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), dislocated right arm at the shoulder.
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
19 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)
You get up, stumble, then straighten up. [4v6] You look around for your sword for a few moments but can't see it, at least not immediately. Crap.
[5v1]
You pull your arm out in front of you and tug on it until you feel the joint slip back into place. You give it a few tentative shrugs and once you're satisfied its not gonna pop out again, you pull out and reload your crossbow. [6v1] You sneak in close to the ray, crawling and crouch running when it looks away, until you're about as close as you dare to get. You lay down, brace your crossbow, and aim for several seconds before firing.
[4v2][5v1]
You hit the thing square in the eye with a bolt and it jerks back, screaming, with such force that it topples over backwards and seems to get itself stuck there, flailing with one wing, unable to roll back over. Its barbed tail whips dangerously back and forth, luckily not near you.