Update time!
You set off through the Nevernever to Las Vegas. You're being accompanied by a pair of Wardens, so as to prevent you from dieing a horrible, horrible death along the way. The estimation for how long it'll take to get there is roughly an hour.
You double check your equipment. You have a staff, which is typical for wizards. You have a Shield Amulet you made as an apprentice. It projects a curved disc of force in front of you, protecting you from all physical attacks. Your handmade Magiculator (that name was a stroke of brilliance on your part) is a great device; it looks just like a graphing calculator, but it can detect magical wards and ongoing spells, as well as their school, rough position, and strength. A handgun, given to you by your old mentor, is good for self defense. Plus you can have special bullets cast for fighting certain creatures (silver for monsters, iron for fairies, and so on). A first aid kit, which is just common sense. Finally, you have a special hundred dollar bill. It was enchanted to be able to hold an spirit of some kind, which in turn could make the bill move. Like, move back from a cash register to your own wallet. You mentally laugh maniacally. Ahem. Anyway, you still have to get a spirit to agree to live in it, but still. It's a cool idea.
The Wardens set off, and you follow them. The trail goes through the Winter Sidhe (fairy) lands, but it should be fairly safe. You walk along for nearly 45 minutes before you flinch as Cassandra's Tears overload your mind with possibilities for what could happen next:
You and the Wardens could keep walking and be uninterrupted.
You and the Wardens could be attacked by hidden creatures on the right side of the path. If that happens:
They could catch you off guard and capture you in nets.
They could catch you off guard and kill you immediately.
You could yell to the Wardens and react before they attack. If that happens:
The Wardens could react on their training and defeat the attackers quickly.
The Wardens could not react in time and still be killed.
The Wardens could be caught off guard, but still fight.
You could attack them preemptively.
The creatures could reveal themselves. If that happens:
You could attack. If that happens:
They could overpower you.
The Wardens would join in and fight by your side.
You could catch them off guard.
You could talk to them.
You could flee.
Or you could just flee.
This will happen from time to time. Cassandra's Tears will warn you of what
might happen, but you don't know for sure. It was described like this in The Dresden Files:
People like [you] can sense a... sort of cloud of possible futures.
...
The farther you can see, the more possibilities exist. Think of a chess game. A beginning player is doing well if he can see four or five moves into the game. Ten moves holds an exponentially greater number of possible configurations the board can assume. Master players can sometimes see even farther than that.
...
It's a dangerous talent to have. It can leave you subject to instabilities of one kind or another as side effects.
That being said, you now have to vote on what course of action to take, without knowing for sure what will actually happen. Vote on what to do for as many possibilities as you want, but I'll penalize Vosk more for every course you vote on to simulate how fast he would actually have to think and react.
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Name: Vosk Daybreak
Location: Nevernever, on a path to Las Vegas
Equipment: Staff
Shield Amulet
Handgun
First-Aid Kit
Inventory: Enchanted Hundred Dollar Bill
Magiculator
Health: No injuries
Full-up
Not thirstySkills:Evocation: 8.6
Thermomancy - 9.3
Geomancy - 7.5
Alteration - 8.1
Dynamancy - 9.4
Divination: 7.2
Foresight - 7.0
The Third Eye - 7.2
Hindsight - 7.8
Cassandra's Tears - 6.7
Necromancy: 0.9
Death magic - 1.2
Resurrection - 0.8
Plague magic - 0.6
Enchanting: 8.2
Thermal - 8.4
Dynamic - 8.7
Kinetic - 8.2
Divinatory - 9.1
Altering - 8.5
Neuromancing - 6.4
Summoning: 5.2
Thaumaturgy: 6.0
Organizations (red = enemies, green = friends, yellow = neutral):
The White Council, Winter Sidhe, Summer Sidhe,
The Red Court, The White Court,
The Black Court--------------------------------------------------------