((Missing TricMagic. I did answer your question in the OOC thread.
Ideally we update more often but the past week has not been motivating.))
"War on the lost continent? First I've heard of a recent one. Are they sacking cargo ships as well, or just sticking to land?"
Seems it already it pre-programmed with levitation. That should make moving the block much faster.
"Aye, bit of an exaggeration I must admit. Yet it seems that I won't be far from the truth if the warhawks get their way. Cargo ships would be the prime target, I presume. Not for cargo, of course. People. Navigators, artifex, you name 'em. If they can be convinced to join a life of piracy, that's as good as it gets. If not, just hand 'em over to your sponsor and enjoy all sorts of privilege."
The crystal won't flash anymore now that it's in your hands. But it will levitate the expensive upholstery from around that coffee table over there... and it'll set them down just fine.
It suffices to pick up the block quite well. What then, will you do next with the block?
Is it possible to convert their limbs back to normal? If so try to do so starting with the clover hair. Then the wooden stump then the hands then the eye.
"Someone could cut you guys up and make a stew, a nice buttercup clover stew."
Crafting limbs is precisely what you were born to do. First the green salad. If you mess up, all you do is make a girl bald. She can go buy a new scalp or something.
[d12: 7] You take notice of the fact that her follicles are now replaced with root systems. Each and every one. That means that a lot of clover stems are present, packed in pretty tightly and stunted. It already sort of resembles hair... in an architectural way. By replacing each root system with a follicle again, you have to merely decide what color hair.
The wooden stump is a bit more complicated. Fortunately there are two legs per person, so you can copy one design to the other. [d12: 1!] She now has two right legs.
(I rolled two main dice to start catching up in time with other players.)
Octavia responds to the shopkeeper, with a moderately surprised tone of voice. "In that case, could you please explain how things work around here? Surely it isn't proper to take things for nothing..."
"But it's all well and proper!" she says, meeting your disbelief with an inviting smile. A line of bobbleheaded spirits hop up on top of the counter, each holding a gem in its short, stubby arms.
"The spirits know your deeds. From that we know if you're putting our resources to good use!"
The crystals offered are blank slates. They can be programmed however. The avalanche-type is more difficult to program, but is less prone to being overwritten by sudden transmission bursts. The junction-type can easily lose its programming, but takes spells easily and works well with a focusing array to prevent unwanted signals from interfering. The bipolar crystal is immune to being mis-programmed by other spells and is easy to program, but it is fragile and potentially unreliable.
There is also a fourth type of crystal hanging on the wall. A barrier-type. It's quite difficult to program, but it's easily triggered and can accept a wide band of frequencies. "That one's not for you, they're difficult to come across."
Okay, so I want to very carefully pierce a hole in the track itself, now, standing as far away as I reasonably can, with as much of a blast shield as I can raise up between me and the track. Just in case something explodes. And make sure everybody's a good distance away.
Also I'll ask the proctor first.
...for that matter, I'd like to just set everything up at the straightaway, really.
"We are not restricted to start our contraptions from this thing that looks like a start line? I am correct?"
Let me reiterate: I want to set up the daisy chain such that it is set up with the least amount of required distance to travel.
You
perform alchemy raise a barrier of stone from the ground in order to protect yourself. This building was constructed upon solid bedrock, it seems, as the zigzag patterns of schist present to your face.
One of the nearby students backs off. "You're going to...?" She raises her own barrier, a standing web of silken strands. It will block any large shrapnel ideally.
All that's left is to slice into the track from a distance. [d12: 8] With laser precision, you point and drag a section of the track away. It crosses the red line, and as it does so, you hear crackling. Looking at the aftermath, it seems that the red lines on the section of track you carved out no longer glow. The force field contained most of the dust and sparks still hanging in the air from the excavation, and the places where the red glowing track was cut now bleed off sparks constantly.
The ice-witch glides over to inspect the damage.
"Impressive. I can't quite fathom stooping so low as to eliminate all obstacles. But you can go ahead and damage the track for me--more challenge will surely look good on the grading sheet."
Time for a test run, then. Guide the construct through the track once.
If no problems arise, ignite the Symphony of Noise and perform another test.
With your track a ways away from the crazy stuff going on at Elena's corner, you make the preparations in relative peace. Your noise will soon overshadow theirs.
[8d6+3: 8, 8, 8, 9, 9, 7, 5, 6] The choir of spirits hangs on to the spinning craft and, with your tunes in action, follow your whims as per the pattern you set in stone during recital. Their simplicity makes it easy for you to twist and turn the craft across the winding track. The disk zips onto the final stretch, accelerates, and then... you notice one of the spirits faltering, and this brings the craft off-balance. Something close to the end caused the vessel to flip over, though fortunately the spirits caught it before it hit the ground and shattered. This prompts some investigation--though you wonder if the adventurous fellows over at the center of the track have anything to say about it. (referring to TBH and TricMagic)