Jackson (Revere)[2][12][8-1]
Somewhat irritatingly, you cannot acquire some cooking oil. It should be common enough, but all you find is a big jug of it, not the bottles you were expecting, and you didn't have a container handy. I guess you'll have to use some of your dyes to practice.
Which goes fine. With the practice runs, you're pretty confident that you can make the drop in an appropriate manner, finding a small squirt arrangement you can fit up your sleeve, and you manage to bullseye the target several consecutive times. You think you're about as ready as you can be.
As for magicless people.. well, there are several individuals whom you do not notice casting any particular spell, but you're not sure if they're magicless or just bad at it. It might be risky to start interrogating random students.
(There are no restrictions on players co-operating. Trying to ask non-players might attract some suspicion)
The assignment will be next turn, and your plan seems clear. Anything else you'd like to do in addition to that?http://www.bay12forums.com/smf/index.php?topic=177922.msg8238625#msg8238625Universal:
True name: Acter Nobody
Bonuses: Tinker: All craftsmanship, +1.
Precision: Fumble immunity for dangerous actions involving precision. (disarming bombs, shooting guns, enacting rituals.)
Emotionally Inept: -1 to in-person social actions.
Character Description: Jackson is thin and a bit short, has strong musculature, and an anvil tattoo.
Field of Excellence: Metal-based craftsmanship, +3, Engineering and design, +1
Reason for Attendance: To gain knowledge.
Major: Alteration
Local progress: Alteration theory 1, Alteration theory 2, 5/28. 4/7 Metal Renovation. Dyecraft, 5/14
Toy wooden hydraulic piston.
Some dyes
Borrowed book on Mettalurgy. +1 to smelting advanced metals.
Suspicion: 0
Scrutiny: 2
Earned one reroll on the cheating attempt for the next class assignment. DingYou pick up some of all three substances. The acetone is in a small jug (about 1 litre) with an odd metal seal on it.. you figure out that once you open it, you're supposed to use magic to get it to bond shut again. Better leave it shut for now. You get a conventional jar for the oil, and the alcohol.. well, you just leave that in the rest of your bunkmate's hands. It's popular enough someone will have some, and might as well avoid getting rumbled if you don't need it on hand now.
[6][12][4+2]
Palming the oil in is a bit tricky, as it tends to stick to your hands and you can't really find a suitable small vial or other container. With a few practice runs you're fairly confident you can pull it off, but not absolutely certain.
Study goes well. You get into a really fascinating bit about merging two closely-connected items that gives you some neat ideas about how it could be used as a permanent bonding tool, simply by blending one substance to another permanently.. say all copper on one side, all iron on the other, and a perfect alloy in the middle. Such a technique isn't described here, so you'd expect that you're ahead of the game with that one.
After that section, you feel your attention flagging about alteration, and it might be best to change subjects, or to study your identification spell now.
Chemistry attempts.. well, oil doesn't mix with water, but there are many kinds of oils, and many things to mix them with. A bit of poking around doesn't turn up any really good solutions. Also, in the future, you might want to try this inside one a restricted area, for better materials and chemistry equipment. The unused alteration room only has very basic equipment inside it.
The assignment will be next turn, and I have an idea of what your plan is. Anything else you'd like to do in addition to that, or any last minute changes?(Alteration theory cost reduced to reference the limited success of the alteration spell attempt in Lands Adrift.)
http://www.bay12forums.com/smf/index.php?topic=177922.msg8238985#msg8238985Universal:
True Name: Aing
Inventing: +1 to designing or engineering items.
Perception: +1 to perception and examination rolls. Immunity to fumbles leading to suprise attacks, when not wounded. (This includes things like being walked in when you are doing something sneaky, not just outright attacks.)
Lazy: -1 when engaged in a project that has taken more than two turns.
Name: Ding
Character Description: A male human fairly average in appearance, standing about five and a half feet tall with black hair and brown skin. Conned way in by creating and then cladding a non-magical piece of equipment in some decorative magical camouflage.
Field of Excellence: Technology. +3 when examining things to determine what they are and how they work. +1 to designing or engineering items.
Reason for attending the Chief School of Magic: A desire to learn about the powers of this world.
Major: Alteration
Local progress: Alteration Theory 1. 2/7 Material Identification Spell Theory. Alteration Theory 2, 22/
24 Transmission Theory 1, 2/14. Evocation Theory 1, 7/14
Acetone, oil. Access to alcohol.
Suspicion, 0
Scrutiny, 2
+2 on cheating the next class assignment. Beero Herrice[1][3+1][3]
[9+1]
Well, class this week goes a bit less well. You're studying, and having issues with a lot of things, and calling the teacher over for help and assistance.. but then it goes a bit further, with a few more practical demonstrations, which you are naturally unable to complete.
This doesn't immediately attract attention, but it was definately a manner of disappointment.
Meeting your fellow students goes a bit better. People are finally starting to come out of their shells a bit. It's just pleasantries at this point, but it's nice to see some familiar faces and hear about others.
(You may describe some character traits belonging to one person you wish to be friends with, along with one skill or ability that person has.)
http://www.bay12forums.com/smf/index.php?topic=177922.msg8238838#msg8238838Universal:
True Name: Lys
Titanium Affinity: +1 to all rolls involving Titanium, including a magical material which is similar to it. Will identify such material when it's encountered.
Friendship: +1 to making friends, and +1 when on a group project.
Unassertive: -1 when being bullied, or when confronted with authority.
Name: Beero Herrice
Character Description: He's a Vertical Wolf with brown fur and green eyes.
Field of Excellence: Mechanical Tinkering. +2 to all craftsmanship.
Reason for attending: He's a patriot who wants to learn magic so that he can build magical items for his nation, which is not the magic nation.
Major: Transmission
Local progress: Transmission Theory 1, Transmission Theory 2, 7/28. Transmission Practical, 3/14. Armour theory, basic.
Suspicion 0
Scrutiny 1
Skye[5] It quickly becomes clear that your plan doesn't work. Tinderboxes only make small sparks, enough to light fine kindling, if it's properly placed beforehand. Waving it about won't light anything on fire. Back to the drawing board.
[12] What can work is if you spark a fire onto something else, and then bring the fire, along with your clothed arm, towards the candle. And you should be able to light the wick or the match or something before bringing it to the fire.
[11] (Phew) So, you need to sneak in and get something more volatile, that will be suitable to use like you want it to work. You begin checking some more restricted areas, and end up swinging a quick look at some higher-level students playing about with some kinda demonstration or explody weapon thing. You end up helping out by suggesting they use some conventional fuse.. just the kind of thing you want for yourself, to make the necessary firing delay easier than rigging up a magical timing device. It's a matter of moments to follow them around and grab yourself a few conventional fuses, some slow and some fast. These should do for the assignment.
The only drawback is your scrambling has only given you time for a little practice. Still, the proper materials should help a lot, because you don't need to cobble something together at the last minute.
If it goes well, what would you like to do in addition to the assignment?http://www.bay12forums.com/smf/index.php?topic=177922.msg8239075#msg8239075Universal
True name: Aiunara'narae Plex
Traits: Resiliant. +1 to resisting wounds, or recovering from them.
Aware: Immunity to fumbles leading to surprise attacks, when not wounded. (This includes things like being walked in while doing something sneaky, not just outright attacks.) +1 to social and observational perception rolls.
Mild: -1 to all attacking rolls.
Name: Skye
Character Description: Orphan, orphaned by the war. Human, light blue hair, dark blue eyes.
Field of Excellence: Spying/Covert Operations. +3 to attempts at stealth, -1 to Suspicion gained.
Reason for attending the Chief School of Magic: Wants to destroy the magic empire
Major: Evocation
Local progress: Evocation theory 1 complete! Evocation theory 2, 7/28. Fire Elemental Theory, 1/7.
Fuses, fast and slow
Tinderbox
Suspicion: 0
Scrutiny: 1
+2 to assignment cheating attempt. Salem Monroe[5+3-1 Already have a beaker, bad tools][4][2]
Well, could have went better. You try to make a couple more beakers from melting down shards, but you don't really have the right equipment to do this with. You can make a sort of pseudo-beaker, or a sort of beaker-like glass object.
Fortunately, you were able to grab enough beakers to do your swap last turn. If you want to make more, it would help if you found one of the better classrooms with a proper glassblowers or furnace or something. And hopefully it won't be a magic one.
Next up, there's no milk at the cafeteria today.
..You can get coffee, but that's slightly more obvious. It'll have to do.
Practice goes perfectly well, and there are no issues with trying to hide a second beaker under your shirt. None at all.
What else would you like to do other than the assignment next turn?http://www.bay12forums.com/smf/index.php?topic=177922.msg8238837#msg8238837Universal:
True Name: Salem Monroe
Traits: Heroic. +1 to situations where you are opposed to forces which are significantly more powerful than yourself.
Unbreakable Will. +1 to NOT DIE, immune to fumbles which would lead to instant death. (no head in the nuclear reactor, for instance, no standing inside the giant grinder to fix it. Immunity to fumbles is waived when in a wounded state.)
Poor magic talent. -1 to working with magical materials. (As all characters in Incindia are already incapable of using magic by default.)
Name: Salem Monroe
Character Description: Human teenage boy with unkempt blond hair and a solid build. Wears the school uniform even when off duty. Has calm green eyes and typically has a pair of white gloves on at all times.
Field of Excellence: Forgery. +3 to making duplicates or imitations of things you have examples of, granted access to raw materials. +1 to creating artwork in general.
Major: Alteration
Local progress: Alteration Theory 1. Alteration Theory 2, 2/28. Evocation Imbuement 1 (Hard) 1/7
Several beakers.
Beaker-like glassware
Coffee
Suspicion 0 (minimal. Decreases by 1 a turn.)
Scrutiny 1
+1 to cheating attempt for the assignment next turn.