《Lies of the Millennium (Worm/Cultist Simulator)》
Introduction
Introduction
* * *
"Gregory! Cleaning!" another untimely shout came from the first floor.
"Right now! Just a minute!" Greg answered again without taking his eyes off the monitor.
If no one has broken into his room so far, then the case can wait. At least until he finishes this comment. Or the next one. After all, there''s always someone wrong on the Internet!
"Gregory King Vader, if I don''t see you downstairs in five minutes, I''ll be very angry!" The tone of Mrs. Vader''s voice took on a menacing hue, prophesying heavenly punishment on Greg''s head.
Greg grimaced as he leaned back in his chair. Not that he was that busy, but distracting him from sifting through the PHO forums for the sake of some sort of cleaning was at the very least undignified on his mother''s part. It would be Christmas in a few days, and no doubt another torture of cleaning would only kill the atmosphere of the impending holiday.
He had already reached for the closing icon of the browser window when the monitor suddenly faded to opaque black. The system unit''s humming coolers let out their last gasp and froze motionlessly. Greg lethargically stared at the silenced hardware, then flipped his flat clicker over in the hope of seeing the red LED glow. In vain.
"Mom," he shouted, taking the very tone that could be heard through several walls and ceilings, "Five minutes haven''t passed yet!"
"No, young man, but they are near the end!" came from somewhere in the kitchen. "So is my patience!"
"Then why did my computer suddenly shut down?" A couple of tones lower, Greg asked, not really hoping for an answer.
"The power''s out! The TV doesn''t work either, and "Friends" is about to start!" came the answer from the kitchen of the all-knowing oracle that Linda Vader sometimes seemed to be to her family.
"§¡h. Beautiful." Greg gurgled, sliding down the seat. Not only was he going to get harnessed to clean up the mess, but there was no telling when the lights would be back on. The last time a battle of the capes had caused several of the power poles to collapse, leaving their neighborhood without power for days. And the whole time he felt like a caveman.
Pulling up his sliding shorts, Greg stomped down to the first floor, turning toward the kitchen. Cleaning is cleaning, of course, but his stomach was starting to get a little hungry. And dinner must still be a long way off. His mother was just trying something on the stove, blowing the contents of a hot spoon, so Greg''s insides immediately gave off a long horn of gourmet agony.
"Dinner will be in an hour, sandwiches are on the table. The sponge and water bowl are there, too - dust your room." Linda said, without letting him get a word in edgewise. "And get the Christmas decorations; they need to be cleaned up, too!"
"Uhu. Yeah. Yeah, of course. I''m on my way." Greg muttered to himself. Sometimes his mother''s supposed omniscience, along with her commanding tone, drove him mad. But at least she made sandwiches. There was a lot to be forgiven for that.
"By the way, I hear everything!" Another shout from the stove reached him. How does she do that? Maybe his mother really is a secret cape.
"What about me? I''m nothing." Greg answered, shoving two slices of bread with tuna sandwiched between them into his mouth. At least it wasn''t sardines. "I''m on my way, see?"
Clutching the bowl with one hand and balancing the sandwich with the other to keep the stuffing out of it, he began the arduous climb back to his abode. He kicked the door open as usual and slid inside, chewing hastily. After setting a bowl of water on the vacant space on his desk, he began to clean up, carefully smearing dirt and dust over all surfaces as uniformly as possible.
After a while, when the system unit, the windowsill, the table, and a couple of shelves had rid themselves of some of their age-old dirt, and the water in the bowl had acquired an indescribable hue and richness of almost ready-made biological weapons, Greg threw the sponge back into the container and looked around. He didn''t notice much difference from the previous state of the room, contrary to Linda''s opinion, but he did realize that he''d reached his cleaning limit for the next six months.
All that was left was to get the box of jewelry. From the attic. A very dark attic, filled with all sorts of junk that had been piled up there since the Civil War.
"Beautiful, just beautiful." Greg grimaced. He could certainly remind his mother that there were no lights, and he wouldn''t see anything in the damn attic. But she''d probably think he was just afraid of the dark. He''s not. Well, almost. A flashlight wouldn''t hurt anyway.
Armed with a flashlight that had been lying in the closet since the last blackout, Greg stepped into the hallway and turned right. There was a thin chain hanging from the ceiling, ending in a dusty tassel. He jumped up and grabbed hold of it, and then a piece of ladder dropped from the ceiling with a heartbreaking creak. With a shrug of the cold that ran down his spine, Greg grunted as he climbed up.
The attic greeted him with the expected darkness and a cloud of dust dancing in the flashlight beam. Among the neatly and not so neatly stacked piles of junk, which it was a shame to throw away, there was one single, unsightly box to be found. Logically, it should have been right next to the stairs, as the most sought-after component of the attic''s contents. But, of course, it wasn''t there.
"Great. Now I''ll be looking for her here for the rest of my life.'' Greg muttered to himself. The silence of the attic swallowed up his words like a black pool of a hapless diver.
Placing the flashlight on the edge of the hatch, he climbed up, shaking the dust-stained hands off his shorts. This action stirred the stale atmosphere, causing more dust to enter the air. The beam of light from a picked-up flashlight did not so much dispel the darkness as illuminate the dust, behind which numerous boxes and furniture covered with dirty white cloths could be seen in vague silhouettes.
Greg looked around for the familiar box from years past, but there was none in sight. There was a mark on the floor at one point that resembled the size of the object he was looking for. But judging by the layer of dust, it was left over from last year. Of course, he could go back and say he hadn''t found anything, but then he could be seen as helpless and disorganized again. And then his mother would go upstairs herself, as usual, and retrieve the object from the most unobvious place, giving Greg one look of reproach for not looking hard enough.
This story has been stolen from Royal Road. If you read it on Amazon, please report it
With a heavy sigh, Greg coughed, sending more gray clouds into the air. If he was allergic to dust, he would have died on the spot in horrible agony, but thanks to his resourcefulness, he managed to escape by pulling a T-shirt over his face.
As far as Greg remembered, the front of the staircase was a more recent pile of junk, mostly from his family. While behind it was the ancient junk left over from the house''s past owners. He used to have little interest in some old people''s junk, but from the height of his present consciousness, he could surmise the presence of real antiques there. Well, or just ancient junk that wasn''t worth a dime in the best of days.
It was very unlikely that the box of Christmas decorations would end up with the old owners'' things. So Greg left them alone, heading toward the piles of new junk. Among the old cabinets and broken chairs, interspersed with boxes of memorabilia, broken appliances, and crates of pickle jars, it could take a long time to wander, and it would take forever to dig through them. Half an hour later, however, Greg was convinced that the box he was looking for was not among them. Or it was so well hidden that it was impossible to find it without knowing its exact location.
The only thing left to do was to look in the corner of the house with the really ancient junk from the previous owners, and that was just to clear his conscience. Greg was tired of the dust and the need to breathe through a layer of cloth, but it wasn''t in his nature to quit in the middle of it. So he staggered reluctantly to the pile at the other end of the attic.
Even the light of the flashlight seemed to grow dimmer among the antiques, and it wasn''t the fault of the dead batteries. Perhaps it was the time-yellowed sheets that covered the furniture, but the place itself gave an unsettling impression that made Greg shiver.
As he stepped between the fabric-wrapped, jagged forms, he couldn''t shake the feeling that one of the silhouettes would turn out to be a monster ready to lunge.
"I should watch fewer horror movies," he muttered to himself, peeking under one of the sheets. A squinty chair without a seat was no match for a monster.
Past the broken dining table, the stack of cardboard boxes with the stacks of thirty-year-old magazines, and the torso of a mannequin on a stand, Greg approached the chest of drawers. The huge four-panel closet defied the laws of physics, for getting it into the attic without dismantling the roof was clearly impossible.
After a fruitless look around, he proceeded to search the chest of drawers itself, opening one door after another. Almost all the compartments were empty, except for the shelves of half-faded rags that had once been clothes, and a few stacks of newspapers dating from the middle of the last century. In the section on the far right was a tattered red wig with a comb tangled in its strands.
Greg was about to leave when he noticed a metallic glow behind a pile of waste paper. Curious, he pushed aside the yellowed newspapers and found behind them a small plywood suitcase upholstered in a plaid fabric that had frayed with time. Despite the poor state of the upholstery, the metal padding of the lock gleamed as if it had been made yesterday.
Curious, Greg pulled the suitcase out of the niche and tried to open it. However, despite his best efforts, he could not even lift the locking plate. Either it was jammed, or there was some secret. Once more trying to move the plate to the side where it seemed to move more readily, Greg only succeeded in scratching his finger bloodily on a previously inconspicuous part of the mechanism.
"Damn it! Aw, shh..." He hissed in sharp pain, sending his injured finger into his mouth. Meanwhile, something clicked inside the suitcase, and the lock, which had taken so long to open, lifted the lid by itself.
Greg was so surprised by this that he forgot the pain. For a moment he thought, wildly, that his blood was the key to the strange lock. Of course, that couldn''t be true, for no one, not even a particularly crazy cape, would put a genetic scanner or something like that in an ancient plywood suitcase.
He lifted the lid with his healthy hand and peered inside. There were two stacks of books, bound with twine, and with them some sacks, packages, and jars. He opened one of the books and flipped through the pages, becoming yellowed with time, but it was rather difficult to read in the dwindling light of the lantern. Although the title was quite intriguing - "The Burning of the Unburnt God".
He did not want to leave things in the attic that he had literally bled for, so he went downstairs with an open suitcase in his hands. Going down the stairs with his hands full was not easy, but the natural light helped a lot, so the flashlight went into the suitcase. Putting his load on the floor near the stairs, he pulled his T-shirt off his face, which looked more like a floor cloth from the dust covering it, and went down to the first floor.
"Mom, the box of decorations in the attic isn''t..." Greg froze mid-sentence as he watched Linda pin the angel figurines from the very box he''d spent nearly an hour searching through the dusty junk for on the curtains.
"What are you talking about? We keep a box of decorations in the pantry under the stairs. Dinner''s in the kitchen, eat it while it''s hot. And change that creepy T-shirt, for God''s sake, it looks like it''s been washed on the floor." Linda commanded nonchalantly, not taking her eyes off the decorations.
"Okay, Mom." A huffing Greg grumbled weakly and trudged off to the kitchen. At least he''d found something interesting and passed the time until dinner, but it still hurt. She''d told him about the attic, hadn''t she? Or... hadn''t she? He wasn''t sure anymore.
After tossing into his mouth what he thought was lunch, a mixture of meat casserole and vegetable stew, Greg tossed his T-shirt into the laundry basket and trudged upstairs, deliberately ignoring Linda singing Christmas carols. There was still no electricity, but there was a suitcase waiting on the floor, beckoning with the undisclosed secrets of antiquity. This was a temptation that, in the absence of the Internet and the opportunity to play on a console, Greg could not pass up, and so with renewed enthusiasm he went inside.
The inside of the suitcase contained a dozen books in thick covers, with titles he had never heard of before. One of the volumes had a thick leather spine with bright shiny metal upholstered corners and the same clasp. It was someone''s diary, judging by the handwritten text, with surprisingly good handwriting and highlighted dates, but Greg put it aside for the rest of the suitcase.
The dark wood box, with its burnt-out pattern of tongues of flame and strange symbols resembling hieroglyphics, stood out among the other items. The box was even more remarkable for its lack of any trace of a lock, which did not prevent the charred wood from remaining tightly closed. Greg could feel the weight shift in it as he shook it, but no sounds penetrated, indicating that the contents had been carefully packed.
There was also a short metal tube with a screw-on lid on the far side of the case. With some effort, Greg managed to open it and ended up with a pile of charcoal sketches depicting surreal scenes. Also in the suitcase were several sacks with some jars and paper rolls inside. The names written on them didn''t say anything, though the notation "Vitality Pigment" allowed Greg''s guess that it was some kind of paint. A few brushes in the woven bundle only reinforced that assumption.
A quick glance through the scattered stack of sheets at the bottom of the suitcase, which was either an essay or an outline of a magazine article about some "Knock Mysteries," made Greg a little bored. Not that he was counting on any treasure, but the contents of the ancient suitcase could have been more mysterious... Where were the amulets of bones, the Indian talismans with the scalps of unsuccessful settlers, the bloody, sharp iron of uncertain purpose?
After putting everything but the books back in the suitcase, Greg sat down on the bed, which had been cleared of the piles of clothes. The books were strangely eye-catching, even though they didn''t shine with a modern colorful design. A cursory glance through each one, searching for abstracts and content, revealed some common features: each book had a small stamp on the inside cover, depicting some object in an incomplete circle with dashes, and many of the text itself hid entire underlined paragraphs, complete with marginal notes.
Putting aside a couple of the most promising books, Greg opened the diary he''d left behind. There was no trace of the owner''s name on the cover, the spine, or even in the highlighted space. Which was somehow incongruous with the extreme neatness of the entries. There were no inserts, stickers, or anything else inside either, except for a few dozen pencil sketches. The diary entries suddenly cut off on October 4, 1904, leaving a few blank pages for the rest of the book. With a shrug of his shoulders, Greg made himself comfortable, and, exposing the biography of John Doe to the light pouring in from the window, began to read.
* * *
A couple of hours later, as the short winter day drew to a close, Greg was still lying on his bed, exposing the Diary to the last rays of light, only his former relaxed state was gone.
His stringy body was covered in a clammy sweat, his hands trembled nervously, and his eyes gleamed frantically in the twilight, trying to decipher one more line...
Finally realizing the futility of his efforts, Greg carefully closed the last page he had read with a scrap of paper and clutched the book to his chest as if it were the most precious treasure in the world. He had no recollection of the lantern, and his blood-curdling lips, which had not uttered a word in hours, bore only hoarse breathing for some time.
"It all never quite fit together." Finally, he whispered. "But now, now I understand."
Anger boiled up in Greg''s heart. He''d spent so much time sifting through forums and open-access research papers, searching, asking stupid questions, as it was clear now. So? And what!!! The world brazenly lied to his face! And yet everyone so admires all these "heroes" without even knowing what exactly is behind them. All this crap about triggers and crowns in the brains of the "Chosen Ones" about whom no reliable information can be obtained. Lies! All lies! That the whole world believed...
"But they can''t hide everything without a trace. No, they can''t! The truth will leak out anyway!" There was a furious whisper in the darkness. "Let the Internet work, and I''ll show you all!"
A few minutes later the room was filled with the deep breathing of a restless teenager who had not let go of the priceless tome even in his sleep. Linda, who had not waited an hour later for her son''s supper, was just as unsuccessful in retrieving the book that had been clutched tightly in his hands. With a shrug, she covered him with a blanket.
And no one living knew that on that very day, the paths the world would take had changed forever.
* * *
Turn 1
Turn 1
* * *
You''re Greg Vader, a normal 15-year-old geek living in your parents'' house with your mother Linda and your father King, who''s always traveling on business (That''s a name, not a title, and a pretty common one). And you''ve just had the biggest revelation of your life since you found out where babies really come from.
It turns out that all this paranormal devilry began not thirty years ago, as the secret world government is trying to convince its herd, but much earlier. Judging by the entries in the diary almost simultaneously with the emergence of mankind as a reasonable species.
And there have always been gods, now better known as Hours. And also the so-called High Ones - people who, by performing the right rituals and making sacrifices, gained unprecedented power, and infinite longevity.
Such secrets are not shared with just anyone, and even if you publish everything on the Internet, the herd will not understand and the shepherds will not forget.
The things you found in the suitcase belonged to a mortal who served the Hour known as the Forge of Days. He does not mention his name, but in the last pages of his diary, he writes that he has gathered everything necessary for the exaltation ritual, and all that remains is to find a reliable helper.
Apparently, you, Greg Vader, now hold the key to power! All that''s left to do is to figure out what to do with this.
* * *
This is the very beginning of the Christmas vacation, and except for the holiday dinner, you are free as the wind. For the next two weeks (two turns), you are free to do whatever you want.
You have one action of the body (B), two actions of the mind (M), and two actions of the passions (P). You have 9 funds at your disposal (all available savings).
Influences: Enlightenment - Enlightenment is near! I can feel the world ticking! (Bonus to Study rolls. Can turn into a Fascination if it fails.)
* * *
Turn 1 Results
* * *
After looking over the pile of sketches and notebooks that have accumulated over the last week of research, you can''t help but think about following the example of your predecessor and inspirer.
Keeping a diary is a sensible idea! A compilation of thoughts, a collection of questions to be answered, notes on goals and milestones, setting new goals... After all, if the agents of the World Government find you and erase your memory, plunging you back into the darkness of ignorance, you can recover at least some of the memories securely stored in paper and ink.
Looking back on the past days, you can''t help but feel triumphant: One way or another, all your goals were achieved! Although looking back, your demands on yourself were somewhat harsh...
* * *
Influences: Enlightenment - Enlightenment is near! I can feel the world ticking! (Bonus +5 to Study rolls. Can turn into a Fascination if it fails.)
Work:
[X] (B) This body is mine. All these rites and rituals are rather traumatic acts, not to mention sacrifices. Yes, and some knowledge, as well as much more than some practices, hurts the one who learns and performs them. You need a much sturdier and stronger body so that you don''t have to go to the emergency room after every vein you open. Physical exercise should do the trick, and somewhere under the rubble in your room were lying dumbbells donated by your father. Requires 3 passes, 80% chance of success. (On completion, +1 body action, increased vitality.)
Required: 20. Roll: 90 + 10 (Decreasing Growth Burs) = 100 (Artificial Crit!)
Contrary to expectations, your body sings when you start exercising.
In fact, it reacts to physical activity like a drought-stricken land to a July rainstorm! The blood pounding in your ears and your lungs pumping the air like they are playing a vaguely familiar tune for you. Every morning workout and evening approach with dumbbells gives you an ineffable feeling of bursting strength. You really love it!
Support the author by searching for the original publication of this novel.
In the next turn, a positive influence will be in effect: Inspired Vitality! In addition, unlocked the possibility to get a positive trait of the body, for the creation of which each subsequent body crit will make a separate d100 roll (a successful roll will give the trait with the reset of the accumulated scale, unsuccessful - increase the probability). Currently, the probability is ?%.
[X] (P) The creation of art. Your parents and teachers have mentioned more than once that you''re not a bad painter. It''s true that you''ve given it up lately, but getting an album and paints out of a drawer is a minute''s work. And although the painting will take a long time. If you put the picture in a frame, it can try to sell. And you''ll need the money and a lot of it. It takes 1 pass, and the chances of success are 80%/60%/40%/20%/5%.
Required: 20/40/60/80/95. Roll: 38 x 1.5 (Emotional Fountain) = 57.
Passage of the 2nd degree.
After you get a few ideas online, you pull out a large sketchbook and paints, blowing off the accumulated dust. A few thin pencil lines mark the outline of the future painting, and a few minutes later, the first paints are laid on top.
A few hours later, you tear yourself away from the finished painting, hungry, and look around skeptically. It''s... surprisingly good.
The image of a bright forest glade, strewn with flowers, on which two blurred human figures, reminiscent of your parents, are frozen in a dance, recalls in your memory similarities with some paintings of world classics. The level, of course, is not at all the same, but at least it is not ashamed to hang on a wall somewhere in the living room.
Maybe you should have started with something simpler, like a gaudy still life with vases and apples, but you''re glad you didn''t make it easy on yourself. After waiting for it to dry, you take the thinnest brush and sign in the lower right corner: "G.K. Vader. Blossom Dance."
Already on New Year''s Eve, when your father finally returns from his business trip, the three of you celebrate, celebrating as a family all the winter holidays that King Bucket has already missed or will miss by going back to work. Given the frequency with which he is home, you could celebrate Easter at the same time.
In addition to the traditional exchange of greeting cards, you present your painting as a gift to both parents. When you open the package, King raises his eyebrows in surprise, and Linda looks touched. They seem to like the gift.
Now the Blossom Dance painting adorns your living room, and you have seven more funds received as a gift, several travel postcards of cities your father has visited since his last visit, and a warm blue wool sweater with your name and a picture of a pokeball on it. A few sizes too big, but still comfortable.
Study:
[X] (M) Examination of the diary. Your predecessor''s notes are structured enough that you don''t have to run around the room pulling out the last of his hair trying to figure out exactly what he meant. But that doesn''t mean you shouldn''t look into them, on the contrary. You should study the diary as thoroughly as possible because its author implicitly hints that it contains more than meets the eye.
A kind of memo, or an admonition to the heir? Requires 1 pass, 80%/30% chance of success.
Required: 20/70. Roll: 31 + 5 ( Enlightenment ) = 36. 1st Degree Passage.
Your predecessor is a real conspiracy theorist, because not only does the diary never mention anyone''s name or a specific place, but everything that could be considered secret knowledge is encrypted with allegories, metaphors, or even extremely tasteless poetry. In spite of all the obstacles, you manage to get some valuable information out of the diary, even if it is not complete knowledge, but only general information.
The Woods growing by the walls of the Abode are nothing more than a pre-door where a predisposed person may accidentally enter from ordinary sleep. For a deliberate and more conscious transition, one must have at least a rudimentary Knowledge of the Principles of the Moth, the Lantern, or the Knock. The knowledge itself is not given, but fragments of ways are mentioned, like the need to fall asleep surrounded by white or to put a freshly cut strand of hair under the pillow. And all this with allegories and riddles, like, "...There is a woman''s heart that holds Samson''s power, and before entering the house of Hypnos must part with some of it, for..." Ugh. It should have been written in normal language.
To enter Mansus itself, aka the Abode, one must pass through the White Door, which, like all the others, charges a fee for its passage. It is not clear from the records what exactly the door charges, but there is mention that those who are weak in the body may fall ill after entering through it, and those who are strong still feel drowsy and chills for a long time. Another reason is to get the body in shape.
There is also a brief listing of existing principles: Lantern, Edge, Heart, Moth, Forge, Winter, Grail, Knock, and Secret Histories.
The last two are different from the others, but how exactly is not quite clear.
More is written about the Forge than anything else, for the predecessor belonged to an order that worshipped the Forge of Days, the Hour of this principle to which the twentieth hour of the day corresponds, and to a lesser extent a certain Madrugad.
You write down separately the items and books that the predecessor mentions in his confusing notes, to make sure you don''t miss anything important when sorting through the rest of his stuff. And it''s worth going back to the diary a little later, you sense that something else is hidden in it...
[X] (P) Admiration for art. Your drawing skills have dulled considerably, and at the best of times, they didn''t exactly shine. But you can fix that! The Internet is full of films about famous art galleries with the works of great artists of the past and online tutorials on many kinds of art! If you set your mind to it, you can improve your technique dramatically.
Requires 3 passes, 70% chance of success. (On completion of +1 Passion action, increase creativity)
Required: 30. Roll: 53 x 0.5 (Emotional Fountain) + 5 (Enlightenment) = 26 + 5 = 31 Passed.
To get inspiration for your art and learn new drawing techniques, you spend time watching some video tutorials. Online galleries are more of a drag than a thrill, but you can pick up a few interesting tricks from old masterpieces.
[X] (M) There is knowledge in words. A mind is a useful tool. Especially when the path to greatness involves comprehending secret knowledge. To better understand them, assemble them into a single mosaic, decipher them, and perhaps to find new ones, one should keep this tool sharply honed. School textbooks are good to start with. Requires 3 passes, 70% chance of success. (On completion +1 mind action, erudition increase)
Required: 30. Roll: 25 + 5 (Enlightenment) = 30. Bare Passage.
Because of the many things to do, and the revelations piled up this week, you can barely find the energy to finish your homework assignment for the summer break. You would be very surprised if your hard work got less than an A+, but in terms of mental development, which was the primary goal, the result is satisfactory at best. Although amid all the stress, this result was more than predictable.
* * *
Turn 2
Turn 2
* * *
For the first time in months, your father King Vader is back from his travels on company business. It''s hard to say exactly what his job is, but in your father''s words, "If they have to send somebody somewhere, I''m always the one who has to go. At least I get paid a lot for it".
For once gathered together for the holidays, your family is busy almost exclusively resting from busier days. You try to go to bed early every day so you don''t have to listen to that annoying creaking till midnight.
Thanks to the reduced blockages on the floor, your room seems a little more spacious than usual. It''s even almost acceptable to exercise in it if it weren''t for the fear of fragile appliances that make you hold back your moves. An unassembled suitcase with your predecessor''s treasures awaits under the bed, and a new diary, already containing your notes and secrets, is stored in a stash under the double bottom of the bottom drawer of your computer desk.
It''s a little over a week before school starts, and if you want to try to start recruiting supporters for the school, it''s a good idea to find at least one Secret Knowledge. After all, without tangible proof, your words are empty, and only those who already trust you can believe them.
* * *
It''s the middle of the Christmas vacation, and except for some family time, you''re as free as the wind. For the next week, you are free to do whatever you want.
You have one action of the Body (B), two actions of the Mind (M), and two actions of the Passion (P). You have 16 units at your disposal (all available savings).
Influences: Inspired Vitality - The blood sings in my veins! Any job is up to snuff! (Bonus to Body Rolls)
* * *
Turn 2 Results
* * *
After waving after your father leaves in a cab, you go back to your room and open your diary. In the past week, there have been many events and accomplishments that need to be written down, and records need to be organized. You haven''t had a chance to systematize what has happened in the past time, because other things have required close attention.
School starts next week, which will drastically reduce the amount of free time that you can devote to more important things. But there will also be new opportunities. You have to be ready.
* * *
Influences: Inspired Vitality - The blood sings in my veins! Any job is up to snuff! (+10 to Body Rolls)
Work:
[X] (B) This body is mine. All these rites and rituals are rather traumatic acts, not to mention sacrifices. Yes, and some knowledge, as well as much more than some practices, hurts the one who learns and performs them. You need a much sturdier and stronger body so that you don''t have to go to the emergency room after every vein you open. Physical exercise should do you good, and the dumbbells dug out from under the rubble in your room are already helping a lot with that. Requires 2 passes, 80% chance of success. (On completion, +1 body action, vitality boost)
Required: 20. Roll: 39 + 10 (Decreasing Growth Burst ) + 10 (Inspired Vitality) = 59 Passed!
"... - And twenty-nine, and, thirty!" When you''re done with your push-ups, you can barely get to your feet. Your hands are shaking and won''t be able to hold anything heavier than a fork for the next half hour, but it''s worth it: You wake up in the morning feeling better than ever. Except for the aching muscles. Or maybe it''s because of them.
You''ve been eating more lately. Linda complains more often, though jokingly, about "disappearing" food, but so far she blames the faster-than-usual emptying of the refrigerator on King''s presence in the house. Despite the increased appetite, your hinted "strategic reserves" on the sides are rapidly depleting. It is worth thinking about expanding your diet before the people around you begin to excite gastronomic interest...
Study:
[X](M)Exploring the Inheritance. The contents of the suitcase are also worth examining in more detail, because according to the diary, it contains valuable reagents, and perhaps even artifacts, not to mention receptacles of secret knowledge.
Now, having studied the diary, you know more about what the contents of the suitcase might be. Requires 1 pass, 80%/50%/10% chance of success
Required: 20/50/90. Throw: 48+ (7/2 - Supplemental Throw from the "Words Have Knowledge" Crit) =48 + 3.5 = 52 2nd Degree Passage!
As you pull the suitcase out from under the bed, you spread its contents out on the blanket. There aren''t really that many items in it, but individually they take up an unexpectedly large amount of space. When you open your diary, you reread the notes on your predecessor''s possessions, which you compiled from his notes.
By carefully comparing the descriptions of each item and the items laid out in front of you. You make a catalog of your possessions.
Books (10):
- Diary of the Predecessor. First-person memoirs of an unknown initiate. Still holds some mystery.
This book''s true home is on another platform. Check it out there for the real experience.
- The Collected Works of one Therese Galmier, in four volumes. Something about Locksmith''s dreams.
- A three-volume book, "Traveling at the Night," Dreams of a certain Christopher Illopoli, with commentary. (The diary mentions that the authors of these two works, Christopher and Teresa, are somehow related.)
- "The Burning of the Unburnt God". Some Persian tales were recorded by Jay Wigglesworth Jensen. According to the diary, contains something important.
- "The Manner in which the Alchemist was Spared" - At least that''s what the enclosed note says. A really ancient-looking book, wrapped in several layers of leather and cloth. If the Predecessor considered the last book important, he was literally shaking over this one, which is evident in the dancing letters of the diary. Sort of an unthinkable rarity, containing the supreme secrets of the Forge, the Old and New Testament of this religion in one bottle. Too bad there''s no translation. The original text resembles something between Indian hieroglyphs and crushed cockroaches. According to its predecessor, it is the language of "Vak."
Paints and reagents:
- Two bags of "Bitterblack Salts" - black crystals no bigger than a fingernail. According to the diary, cannot be created without the secrets of the Forge.
- A small tin can of shoe polish. Signed "Vital Pigment".
- Two more similar jars. One with "Refulgin", obviously toxic stuff that glows in the dark;
- The other with "Rose Pearl Dust". The color of tender maiden''s love. It''s a miracle I didn''t spill it.
- "Martensite Paste" is silvery-green stuff in a pot with a tightly lapped lid. It smells like pine needles. In addition to its use as a paint and in rituals, if the Predecessor''s notes are to be trusted, it somehow improves the cutting power of the edged weapons on which it is applied.
Other things:
- Tight leather case with a dozen sketches of paintings inside. Scrawled on both sides. I don''t know what they are for.
- A casket with unknown contents, with no visible joints or lock. There are incomprehensible symbols scorched all over the surface. It is definitely not a Vak, the hieroglyphs are too different. There are no mentions in the diary.
- A scattering of sheets at the bottom, with the Predecessor''s typical verbal patterns, complex formulations, and reasoning in inappropriate places. Many lines seem to have been taken out of context, arranged at odd angles, and filled with non-obvious idioms. There is no page numbering or pagination, but it is obvious that there are at least three different articles. It''s hard to make sense of it.
- A bag of large, coin-like metal circles. Each one has a different image, from angry men with knives gutting other unarmed men to scenes from the Kama Sutra. Some kind of currency?
Tired of fiddling with brain-blowing papers, you put off digging into antiquities for the sake of developing your mind for the rest of the week. When you return to parsing with fresh eyes, you''re caught up in the Insight!
- The tube contains paintings dedicated to the Hours! Even though they are only sketches, the descriptions of the Principles allow us to understand more than what is visible on the surface. The idioms, on the other hand, contain a kind of scheme, for each his own, which are simplified symbols of each Principle.
- Thanks to the symbols you discover, you manage to break down piles of sheets into three separate articles: On the "Mysteries of the Knock", the "Secrets of the Lantern", and the "Craft of the Forge". If you are not wrong in your assumptions, these chaotic stacks of paper contain the very real Secret Knowledge!
All that remains is to decipher them...
- The "coins" in the pouch are so-called spintrias, the currency of the secret world!
This is a kind of tokens, the origin of which is attributed to ancient Rome, and the originals of such things are worth a lot of money. Even for quality copies, you can probably get something... There are 7 iron, 5 bronze, and 2 silver spintrias.
[X] (P) Admiration for art. Your drawing skills have dulled considerably, and at the best of times, they didn''t exactly shine. But you can fix that! The Internet is full of films about famous art galleries with the works of great artists of the past and online tutorials on many kinds of art! If you set your mind to it, you can greatly improve your skills.
Requires 2 passes, 70% chance of success. (On completion of +1 feeling action, increase in creativity)
Required: 30. Roll: 14 x 0.5 (Emotional Fountain) = 7 Fail!
You set out again in search of creative ideas and inspiration, going to the sites of famous art galleries. Perhaps some paintings "inspire" more than others, leading you to look for inspiration on other sites. After all, movies are a kind of art, too! And moving and voice actors, and even more so actresses, are much more interesting than static and silent pictures.
Only after a few days do you realize that this search for inspiration has obviously gone nowhere. You haven''t learned anything, and while a few interesting scenes are worthy of being captured on canvas, it''s not worth the attendant risks to paint such things at home, where someone close to you might see them.
[X](M) There is knowledge in words. A mind is a useful tool. Especially when the path to greatness involves comprehending secret knowledge. To better understand them, to assemble them into a single mosaic, decipher them, and perhaps to find new ones - one should keep this tool sharply honed. School textbooks are good to start with. Requires 2 passes, 70% chance of success. ( At the completion of +1 mind action, increase in erudition)
Required: 30. Roll: 100! Natural Crit!
Sitting at your computer trying to find a website that explains one of the most difficult mathematical theories from high school in human language, you suddenly find a really useful article. It is simple, concise, and with clear examples, describes exactly what you need. After saving the whole article, you go to the author''s profile page, where you find a whole set of similar articles on school subjects.
You copy them all, making sure they are just as useful as the first, and then you plunge into your schoolbooks, checking them against the most useful reference material you have ever seen. Everything is as clear as it can be, and you only take your eyes off your notes when your wrist begins to ache from all the writing.
In a few days'' work, you get through all the basic subjects by the end of the school year, outlining the required advanced topics for the same period. You write a rave review to the author, wondering why he/she is posting such excellent papers on some shitty website with a hundred visitors a year, but not on state educational resources.
A couple of minutes later, after turning off the computer, you decide to go back to sorting out the contents of the suitcase, temporarily postponed due to unexpected progress with your studies, from which you could not tear yourself away. And when all the things were again laid out on the bed, you suddenly had an insight!
Conversation:
[X] (P) A kindred spirit? 2. You certainly have a penchant for the arcane arts, you remember the Woods, and you''ve noticed some signs of yourself. But is such an inclination hereditary? Perhaps a conversation with your father might help clarify it. Requires 1 pass, 50% chance of success/???%. (Given his schedule, this is a rare opportunity indeed. Revealed during the 1st turn)
Required: 50/95. Roll: 51 x 1.5 (Emotional Fountain) = 77 1st Degree Pass.
Before you go on to leading questions, or even more so to sermons, you devote some time to observing your father, carefully pointing out any oddities in his behavior. And they don''t wait long!
Maybe it''s that King is more relaxed at home, or maybe he always is, but you manage to spot a really iconic trait in his behavior.
King can''t stand locked doors. And it looks like locks in general. Everywhere he went, everything was wide open, or at least ajar. He never once locked the front door behind him, and when he went out to get the mail, Linda had to go outside and lock the mailbox herself because King "forgot" to do it. What''s the big deal, he doesn''t even lock his toilet when he''s inside!
All these signs combined make it clear that the Knock principle is very strong in him. That means that at least one of your parents is Special. To be sure, at breakfast, you describe the dream you had about the Woods a couple of months ago as today''s dream. As you narrate, King''s face grows frozen and his gaze drifts off into space.
Some time after the story ends, he unfreezes and says that such dreams are not uncommon, and he himself recently saw a similar one.
What your father says afterward, about going to nature on his next visit in the spring, you no longer listen. What has been said is more than enough. All that remains is to find a way to convince him of the reality of Mansus, and of the powers drawn from it, and you will have a trusted and very useful ally. Given that King will be back to work by the end of the week, it will have to be done remotely: By letter, for networks and telephones cannot be trusted in such matters under any circumstances.
* * *
Turn 3
Turn 3
* * *
You run out of the house, adjusting your backpack as you go. In the past few weeks, you''ve become unused to the school routine, but you''re in no danger of being late. After one short but tedious ride, a dirty yellow school bus with rust marks under the peeling paint drops you and several other students off at the gate.
Behind the perpetually open gate, miraculously not burrowed into the ground, small groups of teenagers are dragged into the bowels of the old school building as if to be slaughtered. The Nazis and Asians look at each other threateningly, keeping an impressive distance. A few twitchy guys and girls look around, probably looking for familiar dealers. But most people just walk forward without looking around.
The Edge is close here. You can sense that smell. The smell of opportunity.
* * *
The vacations are over, and you have to go back to school. In Winslow High''s case, it''s a snake pit of fodder from various gangs, informal of all kinds, generally aggressive, and in some places intimidated, teenagers in the prime of puberty.
According to unofficial statistics, one in two has a knife, knuckles, or other means of harming his fellow man in his pocket. (-1 Mind action per turn for the sake of study, +1 Fund every 2nd school week)
You have one action of the Body (B), two actions of the Mind (M), and two actions of the Passion (P). You have 16 Funds at your disposal (all available savings).
Influences:
- Vitality - The drums in your ears. You Can Work Better. (Bonus to Body rolls)
- Bright Enlightenment - Enlightenment is near! The light of the mind is getting brighter and brighter! (Bonus to Study rolls. If you fail, it can turn into a Fascination.)
* * *
Turn 3 Results
* * *
You recall catching Sparky''s strange look on your face a couple of times during lunch. Maybe he noticed something different: you talk less, hold your head up, and probably look better in general. Is he guessing something, or does he just think you''ve lost your mind? After all, you''ve yet to talk to him about the games and shows you intended to explore over the vacations...
Anyway, it doesn''t matter now. You won''t see him for at least a couple of weeks unless he decides to come to visit you or asks you to drop off your homework. On the other hand, you''ve got plenty of time for other projects, like deciphering records containing arcane knowledge. Which is more relevant than ever in light of the new revelations.
* * *
Influences:
- Vitality - The drums in your ears. You Can Work Better. (+ 5 to Body rolls)
- Bright Insight - Enlightenment is near! The light of the mind is getting brighter and brighter! (Bonus to Study rolls. If you fail, it can turn into a Fascination.)
Work:
[X] (B) This body is mine. All these rites and rituals are rather traumatic acts, not to mention sacrifices. Yes, and some knowledge, as well as much more than some practices, hurts the one who learns and performs them. You need a much sturdier and stronger body so that you don''t have to go to the emergency room after every vein you open. Physical exercise should do you good, and the dumbbells dug out from under the rubble in your room are already helping in no small way. Requires 3 passes, 80% chance of success. (On completion, +1 body action, increased vitality.)
Required: 20. Roll: 2 + 10 (Decreasing Growth Burs) + 5 (Vitality) = 17 Failure!
Stolen from Royal Road, this story should be reported if encountered on Amazon.
You cried out as your mother''s voice suddenly rang out behind you, and the dumbbell fell out of your sweaty palm, landing right on your foot. As you whimper, clutching at the injured limb, a terrified Linda bustles around. After a while, she finally pulls herself together and takes you to the emergency room, where the injured limb is examined by a medic.
Fortunately, the X-ray showed no fractures or cracks, but it was still a bad bruise. If you had dropped the dumbbell a second earlier or later, the impact would have been strong enough to cause a fracture. You''ll have to spend the next week or two at home in the company of a crutch, because moving around outside with an injured leg is uncomfortable, to say the least. You really hope that Linda will get past your judgmental look: No, seriously, who breaks into a teenager''s room like that without knocking?!
( Received Injury effect: -20 to body rolls until healed. Journey''s actions are blocked until healed due to the nature of the injury)
Study:
[X] (M) Class attendance. As a minor U.S. citizen, you are obligated to receive a general education. The state doesn''t need savages. Well, more than there already are. Repeatable action, 80% chance of success.
Required: 20. Roll: 16 + 10 (Bright Insight ) +31(61/2 - Additional Roll from the "Words have Knowledge" Crit) = 57 Passed!
You turn in your homework assignments for the vacations, and you barely start to get back into your school routine when you have to leave school again, this time because of an injury. Not that you like Winslow High that much, but you have to say goodbye to some opportunities for now.
[X] (P) Admiration for art. Your drawing skills have dulled considerably, and at the best of times, they didn''t exactly shine. But you can fix that! The Internet is full of films about famous art galleries with the works of great artists of the past and online tutorials on many kinds of art! With a goal in mind, you can greatly improve your skills.
Requires 2 passes, 70% chance of success. (On completion of +1 feeling action, increase in creativity)
Required: 30. Roll: 48x 0.5 (Emotional Fountain) + 10 ( Bright Insight) = 34 Passed!
Once again you delve into the maze of online galleries with world-famous works of art. This time, you try to look for something in the paintings that would indicate a connection with Mansus. Some of them resonate with you, but you are not so sure: the principle in them is probably too weak. The only way to tell for sure is to see them in person, which is unlikely to be possible under current circumstances.
At the end of the week, having put your injured leg on the stool, you move on to more specific requests, namely, military themes. After all, where else but in war does the Edge principle manifest itself most vividly? A few tabs later you are lucky enough to stumble upon a real masterpiece: a painting called "The Apotheosis of War. Just looking at the photograph, you feel sharp and cold, despite the bright sunlight illuminating the desolate landscape depicted in the work of art.
According to the article, the original painting was destroyed by the nuclear bombing of Moscow during the Behemoth attack, but you feel it still exists, somewhere out there. Such things don''t disappear without a trace.
[X] (M) There is knowledge in words. A mind is a useful tool. Especially when the path to greatness involves comprehending secret knowledge. To better understand them, assemble them into a single mosaic, decipher them, and perhaps to find new ones, one should keep this tool sharply honed. School textbooks will do for starters. Requires 1 pass, 70% chance of success. (On completion +1 mind action, increase in erudition)
Required: 30. Roll: 91+ 10 (Bright Insight) = 101 Artificial Crit!
Already at the end of the week, lying in your own bed, you finish studying the printouts from the forum you found earlier regarding this year''s subjects. Doing some of the examples has been a pain in the ass but in the end, it''s just a matter of diligence and perseverance. You are absolutely certain that you are currently surpassing most of your peers in all your chosen academic subjects!
It will be nice to feel like the smartest person in the room when you go back to school. Although, when it comes out, you won''t be able to escape the glory of being a nerd. Perhaps you should learn a couple of dozen quotes from famous scientists and thinkers of the past to saturate your speech with abstruse sayings.
(Welcome to the League of Nerds! Gained trait: Scholarship +1 mind action each turn, +5 to mind rolls except mind development action. Unlocked new actions. The second step action will be available from the next turn).
Conversation:
[X] (P) Interesting rumors. Going back to school, you can''t help but wonder how many potential followers are within its inhospitable walls. And, of course, it never hurts to know what kind of relationship the factions are arriving in right now. Listen to the chatter here, ask a few leading questions there... there''s a chance to learn something interesting. Requires 1 pass, chance of success 60%/???%.
Required: 40/??. Roll: 97x 1.5 (Emotional Fountain) = 146 Artificial Crit!
When you tried to extract something useful from the gossip circulating in the school, you didn''t even count on such luck! You were curious about the weirdness of the captain of the football team, who was being gossiped about near the bathroom by the cheerleaders, and you learned something really important: In addition to a strict selection process that excludes any gang member from joining the team, all joining members undergo some kind of special training. And because of it, the newcomers rapidly build muscle mass, even if they have never been particularly big.
Best of all, all members of the football team get a sketchy heart-shaped tattoo soon after joining! And even off the football field, they obey their leader, Captain Donovan Meollan, who is also the biggest and most muscular of them all. You bet your liver that these guys are cultists of the Restless Heart! And all this time they''ve been literally right under your nose, just to reach out!
You never expected in your life to stumble upon a God-knows-how-many-active cult of Principle with secret knowledge, and most importantly, where, in Winslow! This shithole is capable of surprises...
* * *
Turn 4
Turn 4
* * *
Lying on the bed, you stare sullenly at the ceiling, resting your tightly wrapped foot on the spare pillow. The revelations of the past week, and especially the cult that found itself under your nose, require careful reflection. And if your trauma hadn''t been there, it might have been worth faking.
Now you have one or two free weeks to spend on self-development and deciphering Knowledge. After all, you need it even more than before. Not least because of the cult. Having nothing but a general idea and a claim, to pry into an established cult is shortsighted at best. You need Knowledge. You need Artifacts. You need loyal associates. You need information and resources. It''s easier to list what you don''t need.
Namely, you don''t need to lie on the bed, indulging in idle musings.
You rise to your feet, picking up the crutch that has fallen to the floor. This is no time to lie around. Business is not waiting.
* * *
Because of the foot injury, you can only move around with a crutch, which is quite uncomfortable. On the other hand, you don''t have to go to school for at least two more weeks, which is mostly a plus. You have time to do the many things that don''t involve physical activity, and to think about the cult of the Restless Heart at your school.
You have one Body action (B), three Mind actions (M), and two Passion actions (P). You have 16 funds at your disposal (all available savings).
Influences:
- Injury - I need rest and food to recover. However, Mother of Ants welcomes wounds. (-20 to body rolls before healing. Actions of Journeys blocked until healed due to the nature of the injury).
- Tangible Enlightenment - Enlightenment is so close! In a little while, even the uninitiated will be able to feel the light of my mind! (+15 to the Study rolls. May lose 1 or 2 steps or, in critical failure, turn into a fixation)
* * *
Turn 4 Results
* * *
You pedantically write down in your diary the achievements and discoveries of the past week, or rather, summarize what you wrote down earlier. Despite minor setbacks, the overall results achieved are more than good.
Though you''ll probably need something more reliable than plain paper shortly: Mortal materials don''t seem to carry the full weight of the Secret Knowledge very well.
The desire to write down the knowledge of Mansus in ciphers, riddles, and allegories, so that they had to be deciphered anew each time, suddenly acquired a rational explanation. It''s worth trying to do something about it...
* * *
Influences:
- Injury - I need rest and food to recover. However, Mother of Ants welcomes wounds. (-20 to body rolls before healing. Actions of Journeys blocked until healed due to the nature of the injury).
- Tangible Enlightenment - Enlightenment is so close! In a little while, even the uninitiated will be able to feel the light of my mind! (+15 to the Study rolls. May lose 1 or 2 grades or, in critical failure, turn into a Fascination).
Dream:
[X] (B) Bed rest. You have been wounded and need medicine and rest to heal. It''s a good thing you''re a child and supported by your family, otherwise, the price of medicine would blow a hole in your budget.
Even better, Linda is a nurse, which means you get the proper care. Requires 1 pass, 90% chance of success (Selected automatically by your parent''s will, on completion reduces Injury to Minor Injury).
Required: 10. Roll: 34 + 10 (Decreasing Growth Burst) = 44 Passed. Injury reduced to Minor Injury (-10 to body rolls before healing)
The medications and mandatory bed rest are expected to make me feel better and help my wounds to heal. The crutch is almost no longer an inconvenience, and all in all, it would be wonderful if it were not for...
"Greg, honey, why did you get out of bed again? You don''t need pencils and paper! You need rest, or your condition will get worse! What if you fall down the stairs? Go back to your room at once! I''ll take care of everything!"
Stolen novel; please report.
...Not Linda''s hypercustody. She seems to have combined images of me-child and child-patient in her mind, causing a cumulative effect somehow. Hmm, what a good phrase. I should write it down in my diary before I forget it.
Study:
[X] (M) Books are immortal memory. Among other things, the Predecessor''s possessions contained books. It is unlikely that he kept tabloid journalism along with mystical pigments. The subject matter of the books and the references in the diary suggest the same thing: Whatever the content, these texts are related to Mansus and the Principles. There is much to be gained by reading them... Except, where to begin?
- "The Locksmith''s Dream: a Light through the Keyhole" by Teresa Galmier, volume one. Requires 1 pass, 70%/10% chance of success.
Required: 30/90. Roll: 62 + 15 (Tangible Enlightenment) + 5 (Learned) + 34 (68/2 - Additional Throw from the "Words Have Knowledge" Crit) = 116 Artificial Crit!
The parallels in mystic dreams experienced by carpenters, masons, and other artisans, and what they purport to reveal about the architecture of the world. Sometimes mordant, sometimes funny. No one has ever explained why Galmier devoted herself to this quixotic exploration of artisan''s dreams.
Of particular interest is the excerpt from the afterword, underlined by the Predecessor:
Time and again we hear of the Wood, which rises from the world''s foundation. All trees reach for the light. What does the Wood reach for? Is there a difference between light and Light? I think the key to dreams of the Wood might be one of these - the one that isn''t exactly real.
After studying the volume from cover to cover, thanks to the Predecessor''s brief sketches in the margins and reasoning in the journal, you suddenly come to an understanding. This is it! What you''ve been searching for all this time: the Secret Knowledge!
A Watchman''s Secret: It has been expressed like this: ''Each hour has its colour, but colour exists only where there is light..(Knowledge of Lantern 1, power 2)
It is the Secret Knowledge of the place that is sometimes called the House of the Sun and the light above it. Now you are almost certain that you can reach the Forest, and dealing with the Mysteries that try to hide from your gaze will become easier.
Before you close the volume to rest from your mental labors, you flip through it to the very beginning and notice the delicately embossed autograph on the inside cover: "To a beloved admirer from Teresa Galmier. May his journey be long and his Labor successful".
Did the Predecessor really know the author? It must not be easy to get an autograph from a famous occultist... After all, almost all of them are rather secretive people.
[X] (P) Admiration for art. Your drawing skills have dulled considerably, and at the best of times, they didn''t exactly shine. But you can fix that! The Internet is full of films about famous art galleries with the works of great artists of the past and online tutorials on many kinds of art! With a goal in mind, you can greatly improve your skills.
Requires 1 pass, 70% chance of success. (On completion of +1 action feelings, increase creativity)
Required: 30. Roll: 23 x 0.5 (Emotional Fountain) + 15 (Tangible Enlightenment) = 26 Failure.
In the euphoria of your discovery, or rather of the Secret Knowledge revealed to you, you were going to improve your art of the brush and pencil in the usual way. But at the last moment, you suddenly remembered one thing: in the things of the Predecessor, among other things, there was a tin of Refulgine! A mysterious pigment endowed with the power of the Lantern!
Opening the suitcase with shaking hands, you open the tin, exposing its contents to the sun. It''s so white! The purest white color you''ve ever seen... White so pure that it stays visible even in total darkness!
Um. Darkness? When did night fall?
After hastily closing the tin, you put it away. You should be more careful with things that contain the power of the Abode. You''re lucky Linda fell asleep before she caught you, sitting on the floor in a trance, drooling over the suspicious white substance in the little jar.
[X] (M) There is knowledge in words 2. A mind is a useful tool. Especially when the path to greatness involves comprehending the Secret Knowledge. To better understand them, to gather them into a single mosaic, decipher them, and perhaps to find new ones - one should keep this tool sharply honed. There were some of your parents'' old school textbooks left in the home library, and the articles found on the Internet are still relevant. Requires 6 passes, 60% chance of success. (On completion of +1 mind action, increase in erudition.)
Required: 40. Roll: 85 + 15 (Tangible Enlightenment ) = 100 Artificial Crit!
In between trying to understand the occult-philosophical reasoning of Galmier''s work, you continued to educate yourself with articles found on the Internet. Thanks to the spiritual uplift of your newfound Knowledge, or tangible progress in your general education, the problems in the old textbooks do not cause you any difficulty at all. Maybe you should consider transferring to Arcadia. This high school is really good, and it certainly doesn''t compare to a dump like Winslow...
Sometimes, out of the corner of your eye, you catch some glints of light on the surface of the paper, although there are no obvious sources of such glow in the room. You chalk it up to the Refulgine. You shouldn''t have stared at it for so long.
[X] (M) Mastering of the Craft. You''ll need more than a little arcane knowledge to make special items. Of course, you can always leave that to the people who have the hands grown from the right place... When you have them among your followers. In the meantime, it''s worthwhile to improve your handicraft skills. Requires 3 passes, chance of success 60%. (A crafting section will open after completion.)
Required: 40. Roll: 75 + 5 (Scholarship) + 15 (Tangible Enlightenment) = 95 Passed.
When you finally gained the secret knowledge and experienced the power of an object saturated with the power of Mansus, you longed to learn how to create something like that. This isn''t some tinkertech, but real magical artifacts!
Having habitually decided to start searching the Internet, you set about researching the methods of manual labor used by ancient people in the creation of everyday objects and culture. Having barely escaped the captivity of forum quarrels about the technology of the ancient Egyptian civilization (which was clearly based on the powers of Mansus), you learned something about their everyday life and crafts. That might be useful in the long run.
Conversation:
[X] (P) Place to Exercise. You''ll need a designated area for productive exercise. For example, one of the guest rooms. It hasn''t been used for as long as you can remember, anyway. Linda would agree because it wasn''t a whim; it was a necessity. She must have realized this after the incident in which you were injured. Required:1 pass, 55% chance of success/???
Required: 45. Roll: 43 x 0.5 (Emotional Fountain) = 22 Failure.
In response to your inspired speech about the need for a separate place to study, Linda frowns unhappily and chews her lips.
"Greg, honey, I''m not mentally ready to discuss this right now. Let''s get back to it after you''re better, okay?"
You have nothing to do but give up. It''s not a refusal, which means that later her words can be interpreted as prior consent. And until your injuries heal, you definitely won''t need the training room.
The action is not available until recovery. The roll requirements are lowered to 40
* * *
Turn 5
Turn 5
* * *
Your mind overflows with jubilation at the mere thought that the first Secret Knowledge has been revealed to you. And most importantly, so useful!
His predecessor knew what work was worthy to be in his collection! With knowledge of the Lantern, the path to the Wood is much easier, though the ritual will require a great deal of thought. It''s not easy to fall asleep surrounded by pure white, though you can imagine how to do it.
The joy of acquiring Knowledge was somehow overshadowed by the fact that you have not been able to improve your feeling perception in the past week or so. Maybe you should switch temporarily from the visual arts to the literary arts. To read something of those tear-jerker novels that have somehow settled on one of the shelves of the home library...
* * *
Because of the foot injury, you can only move around with a crutch, which is quite inconvenient. On the other hand, you don''t have to go to school for at least another week, which is definitely a plus. You have time to take care of the many things that don''t involve physical activity, and to think about the cult of the Restless Heart that has settled in your school.
You have one Body action (B), three Mind actions (M), and two Passion actions (P). You have 16 Funds at your disposal (all available savings).
Influences:
- Minor Injury - I need rest and food to recover. However, Mother of Ants welcomes wounds. (-10 to body rolls until healed. Actions of Journeys blocked until healed due to the nature of the injury).
- Apparent Enlightenment - There is more and more glare on reflective surfaces! I''m not just seeing regular light, and it''s noticeable. (Bonus to rolls of Study. Can lose 1-2 ranks or, in a critical failure, degenerate into a Fascination).
* * *
Turn 5 Results
* * *
As you fill out your diary with the events of the past week, compiling draft daily entries, you can''t help but rejoice in the time you''ve spent productively. Your Knowledge, knowledge, and abilities are growing like yeast! Almost all the tasks you set have been completed, and those that failed the first time only paved the way for future successes.
Though some of the Knowledge you discover is somewhat unsettling, you now have a solid foundation for the accomplishments to come! Although the high probability of human casualties worries you, it is not as encouraging as the prospect that opens up.
* * *
Influences:
- Minor Injury - I need rest and food to recover. However, Mother of Ants welcomes wounds. (-10 to body rolls until healed. Actions of Journeys blocked until healed due to the nature of the injury).
- Apparent Enlightenment - There is more and more glare on reflective surfaces! I''m not just seeing regular light, and it''s noticeable. (Bonus to rolls of Study. Can lose 1-2 ranks or, in a critical failure, degenerate into a Fascination).
Dream:
[X] (B) Prolonged rest. You''ve been injured, and you need medicine and rest to heal. Although your injury has gotten better, you are still too weak to simply ignore it. Medication and bed rest are waiting. Requires 1 pass, 95% chance of success (Selected automatically by your parent''s will, on completion relegates Minor Injury to nothing.)
Required: 5. Roll: 86 + 10 (Decreasing Growth Burst) = 96 Passed. Injury Cured.
The room where you lie most of the day is starting to feel cramped and stuffy. It''s time to get up. Your leg is still yellow from the healing hematoma, and it looks like Linda intends to keep you home for another week, using her position as a medic and parent. You''re well-rested and feeling great, though. (On your next turn, there will be a positive influence: Vitality - Drums in your ears. You can work better. (+5 to Body rolls))
[X] (P) The Wood grows by the walls of the Abode. Now that you have the knowledge of the Lantern, the way to the Wood is clear. And if done correctly, you will reach the anteroom of Mansus. Requires 1 pass, 65% chance of success.
Required: 35. Roll: 4 x 0.5 (Emotional Fountain) + 5 (Dedicated) + 4 (1d6 from A Watchman''s Secret) + 23 (46/2 - Extra Throw from the Art Delight crit) = 34 Minor Failure.
Under a makeshift canopy of a couple of sheets, you toss and turn in the puff of air. When it''s time to fall asleep, things get a little strange.
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Shaking your heavy head, you trudge through thickets of dead thorny branches, leaving wisps of hair on them and scratching your skin almost to the point of blood. Your feet, your paws, struggle to find a footing among the pits and potholes, sheltered from view by the crunching damp moss. In the distance, you can hear the howls, the hungry howls of beasts, and those who think they are beasts, diluted by the rustling of millions of tiny wings. The crowns of the Wood overhead converge so densely that only a lone scattered ray of Light sometimes reaches the lower tier, only to be immediately consumed by the thirsty lesser creatures. Finding one of them, you try to warm yourself as the others do, but returning some of your minds, you almost scream with horror. But more still with regret.
Waking up from the unbearable heat at dawn, you toss the canopy aside. After you resume proper blood oxygen circulation, you regretfully acknowledge the fact that you failed: Yes, you were sort of in the Woods, but since you weren''t you, it almost doesn''t count. It will take more attempts to make your own Path to the Forest, but the beginning has been made, and the next attempt will be easier.
Study:
[X] (B) Books are immortal memory. Among other things, the Predecessor''s possessions contained books. It is unlikely that he kept tabloid journalism along with mystical pigments. The subject matter of the books and the references in the diary suggest the same thing: Whatever the content, these texts are related to Mansus and the Principles. There is much to be gained by reading them... Except, where to begin?
- "The Burning of the Unburnt God" Some Persian tales were recorded by Jay Wigglesworth Jensen. Requires 1 pass, 75%/15% chance of success.
Required: 25/85. Roll: 56 + 20 (Apparent Enlightenment ) + 5 (Learned) + 5 (1d6 from a Watchman''s Secret) = 86 Passage of 2 deegre.
In this work, Jensen sets forth his theory that even before the birth of Zoroastrianism there was a certain fire deity in whose honor the blacksmiths performed rituals.
In the end, he reluctantly concludes that this deity was a goddess. Jensen suggests that this is the reason religion has been forgotten. Many of the rituals described in the book are disgusting and horrifying.
Many of the Predecessor''s notes crisscross the entire book, highlighting one of the pages describing the ritual. It is difficult to miss, even if one overlooks all the secret signs, which are only clearly visible in certain lighting conditions. According to the records, it is a working rite of invocation to the powers of Mansus, with which a great and very great deal can be done. But the main purpose of it the Predecessor considers Ascension to the High One (Apostle?) dedicated to Forge.
Rite of the Crucible Soul. This rite uses an instrument of power to set the blood afire: fire is the lesion in the skin of the world. The assistant rarely survives unharmed.
An Ardent Orison - What do we look for as we gaze into the flames? We find what we seek, and it speaks words that illuminate change when the burnt skin comes off. (Knowledge of Forge 2, Power 4)
In the text there are often excerpts in Aramaic, with fragments translated, explaining the inaccuracies and ambiguous meanings of certain phrases. You could do just fine without some of them, for the sake of preserving your appetite, if not your sanity. Nevertheless, just in case, you wrote everything down in a separate notebook - it might come in handy in case you come across Aramaic texts again.
Aramaic is the language of Aram and her many descendants for three thousand years or more. Learned by 1/10.
[X] (P) Admiration for art. Your drawing skills have dulled considerably, and at the best of times, they didn''t exactly shine. But you can fix that! The Internet is full of films about famous art galleries with the works of great artists of the past and online tutorials on many kinds of art! With a goal in mind, you can greatly improve your skills. Requires 1 pass, 70% chance of success. (On completion of +1 feeling action, increase in creativity)
Required: 30. Roll: 97 x 1.5 (Emotional Fountain) + 20 (Apparent Enlightenment) = 166 Epic Crit!
Under the impression of your first foray into the Woods (even if not as successful as you would have liked), the paintings begin to look somehow... different? Even after checking some previously seen works by artists of the past, you find the previously unnoticed nuances and features. Moreover, it seems that many of them are in fact directly related to Mansus: You are left staring at one of the paintings, the forest landscape of which seems familiar, only to find out a dozen minutes later one of the places you have been to as recently as last night.
(New trait gained: Painter +5 to drawing rolls, high probability of determining paintings affected by Principle, and the power invested in them)
(Obtained trait Vivid Imagination +1 feeling action each turn, +5 to feeling rolls, except for feeling development action. New actions are unblocked. Second step action will be available from the next turn).
[X] (M) There is knowledge in words 2. A mind is a useful tool. Especially when the path to greatness involves comprehending the Secret Knowledge. To better understand them, to gather them into a single mosaic, decipher them, and perhaps to find new ones - one should keep this tool sharply honed. There were some of your parents'' old school textbooks left in the home library, and the articles found on the Internet are still relevant. Requires 5 passes, 60% chance of success. (On completion of +1 mind action, increase in erudition)
Required: 40. Roll: 54+ 20 (Apparent Enlightenment) = 74 Passed.
One day Linda comes home with a stack of printouts she was asked to pick up for you at Winslow. It''s weird that they even remembered you existed, but better now than when you return. With a shrug, you spend some time doing school-sent homework before returning to a much more advanced program for the next few years.
A little more, and you could probably ask for an early transfer to the next year of school, or another school altogether. After all, the level of education determines the social circle or something like that. And while Arcadia would certainly be quieter, it would be harder to recruit minions from among the rich kids. And those damn "parahumans" don''t even think about hiding the fact that their youngsters hang out there.
[X] (M) Mastering the Craft. You''ll need more than a little arcane knowledge to make special items. Of course, you can always leave that to the people who have the right hands... When you have them among your followers. In the meantime, it''s worthwhile to improve your own manual skills. Requires 2 passes, 60% chance of success. (On completion, a crafting option will open.)
Required: 40. Roll: 31 + 5 (Scholarship) + 20 (Apparent Enlightenment) = 56 Passed
Inspired by another batch of Secret Knowledge from the Predecessor''s collection, you continue your study of the crafts. This time focusing more on the practical aspect of the activity. It turns out that with everyday appliances and simple, as for modern man, tools you can make an astonishing number of items that were once the unattainable pinnacle of craftsmanship.
The same soft metal casting looks like something any idiot with a gas stove and a can or two would be able to do. And yet, it is necessary to put not only diligence, but also skill, knowledge, and talent into any work. With all that said, it wouldn''t hurt to have straight hands as well.
You have learned an important lesson from what you have read: Any business requires a thorough approach, or it will almost certainly be doomed to failure.
* * *
The Rumor Mill - 1
The Rumor Mill - 1
* * *
BBPD: 99
This month has been surprisingly successful for the Brockton Bay Police Department. Thanks to a joint operation with BBPD and Protectorate operatives, they were able to seize a large portion of the assets of the gang run by the parahuman, known as ABB. According to preliminary data, up to fifty firearms, several dozen kilograms of drugs, and more than two dozen active gang members were seized, whose guilt will probably be proven in court.
PRT ENE: 84
The involvement in the planning of the operation of several Thinkers from the central headquarters'' reserve paid off despite the cost. As a result of the storming of several ABB facilities, the forces of one of the city''s leading gangs were significantly undermined.
Wards: 73
Due to the scale of the action, the Wards were directly involved in the operation, although they were mainly involved in the cordon. But that didn''t stop them from capturing the few gang members who broke through. Vista was especially delighted, making the unfortunate bandits run around the area she closed like hamsters in a cage.
Protectorate: 8
The enemy combat style analysis program developed by Armsmaster revealed several serious flaws, so the seriously wounded Oni Li still managed to escape by blowing up Armsmaster and Velocity With severe wounds they were taken to the Central Hospital.
Empire 88: 57
Due to the disorganization of the ABB caused by the recent PRT and Protectorate operation, Empire 88 took over some of the rival gang''s territory, gaining some legal and clandestine resources along with the latter.
ABB: 3
In the past month, the ABB has lost nearly a third of its assets in people, territory, and resources. The second most important force in the gang, Oni Li won''t be out of bed for months, and other gangs and loners are eager to snatch a piece from the wounded Asian beast. To say that Lung is furious is a profound silence: The demand for fire extinguishers has risen noticeably in the remainder of his territory and the surrounding streets.
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Merchants: 100
A little-known cape nicknamed Skidmark and his sidekick Mush, take for themselves a small piece of the Docks, left utterly defenseless by the ABB after its recent defeats. One of their subordinates finds a hidden warehouse with a drug lab and several tons of raw materials. After bringing in the process-savvy chemists, the Skidmark''s business takes a sharp turn for the better.
Coil: 10
Because of the sudden operation of the PRT, and especially because of the parahuman resources involved, Coil is forced to drastically reduce his activity and lay low. Some resources are lost, planned moves have had to be canceled or seriously revised, and the recruitment of loners like Circus and Chariot is canceled due to financial constraints and the need to conceal their presence as securely as possible. The PRT is beginning to question T. Calvert''s usefulness as a consultant.
Faultline Crew: 43
On their last mission, the Faultline Crew encountered dangerous parahumans leaving many team members injured. The reward they received barely covers medical expenses and utility bills.
Uber and L33t: 78
Thanks to the busyness of the SCP, nothing prevented the geek duo from filming a couple or three popular videos on the game makers'' new releases from Aleph. Particularly successful was the heavy Terran space marine exoskeleton, which proved surprisingly reliable and effective against the New Wave heroes who tried to stop the show with a very rude interference.
New Wave: 34
The New Wave hasn''t had much time for the parahuman side of their lives lately. Nevertheless, reacting swiftly to the news of another prank by the villain duo Uber and L33t, nearly half of the team went into battle and were defeated. The villains managed to get away, and Manpower got hit hard by an unexpectedly nimble manned spacesuit. Panacea healed most of the damage, but the concussion had to be treated with medication.
Lone heroes: 71
In the uproar over the shattered power of the ABB, several lone heroes made a name for themselves in clashes with villains, gaining experience and improving their financial situation.
Lone villains: 60
In the uproar over the shattered power of the ABB, several lone villains made a name for themselves in clashes with heroes gaining experience and improving their financial situation.
Fresh Triggers: 82
Brockton Bay never tires of surprising its residents with more and more surprises. Just when it seems like it can''t get any worse, there''s a knock from below. This city lives in even more interesting times than most of the rest of the world.
Newcomers: DanMaster (Brute 4, Mover 6), Kenyland (Shaker 2, Breaker 6), Kumaoo (Changer 4, Striker 4)
Cultists: 79
In this house, each of us enters at least twice...
Interesting times are fertile ground for all kinds of unconventional beliefs. And if the beliefs are confirmed by tangible benefits, it is doubly true. Some of the ABB sympathizers have not gone to another city, nor have they been caught by the marshals of justice. They used to be, and now they aren''t.
* * *
Turn 6
Turn 6
* * *
You feel fine, rested, and cured thanks to disgustingly smelly ointments and bed rest. But Linda insists on another week of sick leave, "just in case". Well, so much better for you: More time to think and study the Secret Knowledge.
Father sent a postcard from Philadelphia, and once again you reminded yourself of the need to find (rather decipher) and send him something from the Knowledge of the Knock. Only that would most likely convince him of the truth of your words.
Sparky called a couple of times, to discuss the parahuman skirmishes in town and to chat about the new games, combining both topics in the case of Uber and L33t. He was clearly sympathetic to your involuntary disconnection from the world because of your injury (you lied about your foot being run over by a car, but he didn''t really believe it). Also, Sparky was obviously going to drop in on you over the weekend, but you''re not sure you''re ready to tell him the Truth.
* * *
The room in which you were treated seems cramped and stuffy, but the illness has receded. It''s time to get back to work, power doesn''t come by itself.
You have one body action (T), three mind actions (R), and three passion actions (P). You have 16 funds at your disposal (all your available savings).
Influences:
- Vitality - The drums in your ears. You can work better. (+5 to Body rolls) 1 Lv.
- Apparent Enlightenment - There is more and more glare on reflective surfaces! I''m not just seeing regular light, and it''s noticeable. (Bonus to rolls of Exploration. Can lose 1-2 steps or, in critical failure, degenerate into a Fascination) 4 Lv.
* * *
Turn 6 Results
* * *
You stand hesitantly in front of the easel with the picture of a flock of moths in the night forest. You are immersed in memories of the time that has passed. Not many things have happened this week, but all of them are extremely important to your progress as an Initiate.
For example, for once you''re not wobbling by the wind, which in itself is a big plus. All it took for you to get into physical development was the collapse of your whole worldview.
Also, the Path to the Wood. An important milestone for any Initiate, for not everyone, knows how to find their way there.
Finally, another Secret Knowledge can also open the way for the initiate into the depths of the Wood. No longer so useful to you, but even an understanding of the existence of such different approaches has its own value.
* * *
Influences:
- Vitality - The drums in your ears. You can work better. (+5 to Body rolls) 1 Lv.
- Apparent Enlightenment - There is more and more glare on reflective surfaces! I''m not just seeing regular light, and it''s noticeable. (Bonus to rolls of Exploration. Can lose 1-2 steps or, in critical failure, degenerate into a Fascination) 4 Lv.
Work:
[X] (B) This body is mine. All of these rites and rituals are quite traumatic, not to mention sacrifices. Yes, and some knowledge, as well as much more than some practices, hurts the one who learns and performs them. You need a much sturdier and stronger body so that you don''t have to go to the emergency room after every vein you open. Exercise should do you good, and the dumbbells dug out from under the rubble in your room are already helping in no small way. Requires 1 pass, 80% chance of success. (On completion, +1 body action, increase vitality.)
Required: 20. Roll: 66 + 10 (Decreasing Growth Burst) + 5 (Vitality) = 81 Passes!
From the prescribed light warm-up to weight-bearing exercises on muscle groups unaffected by the nearly healed injury, you do everything you can to get into proper physical shape. By the end of the week, you feel much better, the infirmity receding. It''s still not enough to withstand the damage done to a mortal''s body by occult practices without loss, but it''s much better than what it was before.
(+1 body action each turn, the Trait Runt ( -30 to physical activity rolls, except body improvement exercises + blocking some actions and social relationships) eliminated. Further body improvement actions will be available from the next turn).
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[X] (P) The creation of art. Your parents and teachers have mentioned more than once that you''re not a bad painter. You''ve indeed been neglecting it lately, but getting an album and paints out of a drawer is a minute''s work. And although the painting will take a long time. If you put the picture in a frame you can try to sell it. And you''ll need the money and a lot of it. Requires 1 pass, 80%/60%/40%/20%/5% chance of success
Required: 20/40/60/80/95. Roll: 30 x 1.5 (Emotional Fountain) + 5 (Vivid Imagination) + 5 (Painter) = 55 Passage of 2 grade!
Once again, you take up your brushes and paints and stand at your easel to depict the scene clearly imprinted in your mind after your successful hike in the Wood. The dark trunks of trees gradually appear on the surface of the canvas, whose roots hang down by ropes and threads into old egresses and burrows. A flock of motley moths circles above the gloomy backdrop, some of which have taken to resting on nearby trunks and the moss that covers them.
Ignoring the quiet humming in your head, you do not dare to add scissors stuck in the trees to the canvas. It''s unnecessary.
It''s worth considering whether to sell such a painting. What it depicts may be too clear a hint for the initiated...
Dream:
[X] (P) The Wood grows near the walls of the Abode. Now that you have the knowledge of the Lantern, and the memory of your unfortunate visit to Mansus, the path to the Wood is clear. And if done right, you will reach the anteroom of Mansus. Requires 1 pass, 70% chance of success.
Required: 30. Roll: 23 x 1.5 (Emotional Fountain) + 5 (Initiate) + 1 (1d6 from The Watchman''s Secret) + 5 (Vivid Imagination) = 46 Passage!
It''s time for radical remedies. According to the Secret, it is necessary to sleep in a room devoid of color: wash the sheets until white, whitewash the walls, and dye the hair and skin. The primitive execution of the first things last time was not enough, which means that today you will have to use chalk.
A path flooded with moonlight. I know this dream. The path at the top of the hill, the air burning silver... The path to the Wood. "The colour exists only where there is light" - and light cannot penetrate the Wood. In the dream I close my eyes and walk forward: I stumble, and my feet and knees are bruised. Finally, the thicket becomes too thick, and I have to stop. I open my eyes. I''m suspended in weightlessness among the black trees. Shadows flutter around me. My feet will remember the way to this wood.
(Way: The Wood. I''ve learned the path to the Wood, tangled darkness that grows around the walls of the Mansus (thought the Mansus has no walls). I can Dream with this to return to the Wood. The next turn will have a moth effect: a Buzzing in the Brain.)
Study:
[X] (M) Books are immortal memory. Among other things, the Predecessor''s possessions contained books. It is unlikely that he kept tabloid journalism along with mystical pigments. The subject matter of the books and the references in the diary suggest the same thing: Whatever the content, these texts are related to Mansus and the Principles. There is much to be gained by reading them... Except, where to begin?
- "Traveling at the Night," by Christopher Illopoli. Volume 1 Requires 1 pass, 75%/15% chance of success.
Required: 25/85. Roll: 5 + 20 ( Apparent Enlightenment ) + 5 ( Scholarship ) + 1 ( 1d6 from "A Watchman''s Secret" ) = 31 Passage
Illopoli''s style is indeed fascinating, despite some archaic turns, but most importantly, he really knows what he''s writing about: "The walls of the Abode are surrounded by the Wood. As anyone who has studied History knows, the Abode has no walls."
Illopoli details how many times he entered the Wood in
This phenomenon he calls a silver dreams. Mentally walking into the Wood is the same as mentally making yourself fall in love, he explains. But I discovered the Secret that helped me.
(Obtained: The Next Stage of Enlightenment, Secret Knowledge: The Barber''s Warning - Moth Knowledge 2)
A Barber''s Warning - A power of the Wood enjoys the separation of the lock from the scalp. For attention, burn it. For opportunity, bury it. [Read this over a corpse in a ritual with the influence of Winter to bring it back to life] (Knowledge 1, Power 2)
[X] (P) Admiration of Art 2. Your drawing skills have dulled considerably, and at the best of times, they didn''t exactly shine. But you can fix that! The Internet is full of films about famous art galleries with the works of great artists of the past and online tutorials on many types of art! With a goal in mind, you can greatly improve your skills.
Requires 6 passes, 60% chance of success. (On completion of +1 feeling action, creativity boost)
Required: 40. Roll: 27 x 1.5 (Emotional Fountain) + 20 (Apparent Enlightenment) = 61 Passage.
I had to scour quite a few entomology Web sites but in the end, you got an idea of what an ordinary nocturnal moth should look like. They''re quite fascinating creatures, and although they''re quite different from the version that inhabits the Wood, at first glance the uninitiated would find it hard to tell them apart. Of course, your painting depicts the correct moths of the Wood, because after all, it''s just art, isn''t it?
[X] (P) There is knowledge in words 2. A mind is a useful tool. Especially when the path to greatness involves comprehending the Secret Knowledge. To better understand them, to gather them into a single mosaic, decipher them, and perhaps to find new ones - one should keep this tool sharply honed. There were some of your parents'' old school textbooks left in the home library, and the articles found on the Internet are still relevant. Requires 4 passes, 60% chance of success. (On completion of +1 mind action, increase in erudition.)
Required: 40. Roll: 47 + 20 (Emotional Fountain) = 67 Passage
With all that deciphering Knowledge from the book, painting, physical training, and trying to master the simple tools for making the various items needed by any self-respecting cult, you don''t have as much time left to hone your intellect as you would like. Nevertheless, there''s enough time to finish the homework you''ve been sent and do a little theoretical research on your parents'' old textbooks. Just a well-done chore.
[X] (M) Mastering the Craft. You''ll need more than a little secret knowledge to make special objects. You can always leave that to the people who have the right hands... when you have them among your followers. In the meantime, it''s worthwhile to improve your skills in manual labor. Requires 1 pass, 60% chance of success. (On completion, a crafting option will open.)
Required: 40. Roll: 13 + 5 (Scholarship) + 20 (Apparent Enlightenment) = 38 Minor Failure.
Because of the pile of work, you have almost no time to make something with your own hands, as you intended to do earlier. And you''ve even found an old piece of wood to practice carving with! However, the matter at hand is urgent, while attempts at craftsmanship may well be postponed for later.
* * *
Turn 7
Turn 7
* * *
Because of the excess concentration of the Moth Principle, in a small period of time a special action is performed:
[X] Trying to paint a picture. Focusing on the knowledge you discover, the memory of the Wood, and the quiet buzzing in your head, you cut off a strand of hair and use it instead of a brush, letting lead your hand. This can both turn a painting into a useful object and irrevocably ruin it. (1d100 for the result, no bonuses)
Required: ???. Roll: 47.
Result: 20<47<50 - Half of the number is added to the original Creation of Art result.
Required: 20/40/60/80/95. Roll: 30 x 1.5 (Emotional Fountain) + 5 (Vivid Imagination) + 5 (Painter) + 23 (47/3 from trying to finish painting) + 2 (1d6 from A Barber''s Warning) + 5 (Buzzing in the Brain)= 85 Passage of 4 grade!
Ignoring the rustling of wings that exists only in your head, you step away from the easel, looking at your creation with a skeptical eye. A moment later, though, you nod contentedly: The moths look alive, and the scissors stuck in the trees draw the eye and create just the right contrast. Even with a close look, it''s hard to focus on anything in particular, and if you look away, it''s easy to believe that the moths are moving, changing their position while no one is looking.
You didn''t have the necessary pigment and skill to create a true Masterpiece of the Hour, but what came out from your brush can definitely be considered a successful draft. It is, after all, an ordinary painting, but no one with eyes would say that this piece does not have a certain vibe...
Obtained item: Picture with the mood "Moths". Is not an artifact and therefore cannot be used in rituals, but is capable of creating the right mood. (A new voting option is available: "Observing Moths")
The "Buzzing in the Brain" influence is depleted!
Because of reaching the limit of Enlightenment, which the fragile human mind cannot handle, a throw to the consequences is made:
Required: ???. Roll: 96.
You blink sleepily, pulling your head away from the surface it was lying on.
You have a closed notebook in front of you, awakening vague memories, and it''s barely dawn outside the window. It looks like you fell asleep at your desk, barely finished with... what?
Covered in a cold sweat, you frantically try to retrieve the memory of what you were doing after you left the painting to dry. It was definitely some thought, an idea that came suddenly, and you had to write it down urgently before the understanding was lost.
You picked up a notebook and a pen, and then... Then you woke up in the morning on your own desk in front of a notebook filled to the brim with not very clear musings about some kind of revelation that had come upon you. Besides, that fleeting feeling that had filled the mind for the past weeks was gone. In return, all that was left was a sense of your own mental inferiority.
(Received "Mysterious Revelation," a notebook with incomprehensible notes strongly resembling the ravings of a madman, marked with a drawing of a moth in a circle, the top of which is crossed by four lines. The influence of " Enlightenment" is completely depleted).
* * *
The sick leave is over, and you have to go back to school. In the case of Winslow High, it''s a snake pit of fodder from various gangs, informals of all stripes, and generally aggressive, and in some places intimidated, teenagers in the prime of puberty.
According to unofficial statistics, one in two has a knife, knuckles, or other means of harming his neighbor in his pocket. (-1 mind action per turn for study, +1 pocket means every 2nd study week (To be gained at end of turn))
You have two! body actions (B), three mind actions (M) (-1 to study), and three passion actions (P). You have 16 funds at your disposal (all available savings).
Influences:
- Vitality - The drums in your ears. You can work better. (+5 to Body rolls) 1 Lv.
* * *
Turn 7 Results
* * *
Drumming the fingers of your left hand on the low tabletop, you write down in your personal diary the results achieved over the past week. Despite the obvious successes, a few thin spots have been identified that threaten problems in the near or distant future.
Once you''d set the point, the only lamp in the room flickered, only to stabilize a few seconds later.
A minute later, the sheet with plans for further projects was adorned with a new terse entry: "Wire?"
* * *
Influences:
- Vitality - The drums in your ears. You can work better. (+5 to Body rolls) 1 Lv.
Work:
[X] (B) This body is mine. All of these rites and rituals are quite traumatic, not to mention sacrifices. Yes, and some knowledge, as well as much more than some practices, hurts the one who learns and performs them. You need a much sturdier and stronger body so that you don''t have to go to the emergency room after every vein you open. Exercise should do you good, and the dumbbells dug out from under the rubble in your room are already helping in no small way. Requires 4 passes, 80% chance of success. (On completion, +1 body action, increase vitality.)
Required: 20. Roll: 29 + 10 (Decreasing Growth Burst) + 5 (Vitality) = 44 Pass!
"Forty-nine... Fifty!" You breathe heavily, falling to the floor, having finished your fifth set of push-ups. Repeating the exhausting exercises over and over again exhausts your body but the tangible results are worth it. Not so long ago you could do barely half of your current number in almost every kind of exercise.
With the little space you have and the limited tools you have, there''s not much you can do. Probably a couple or three sets of exercises from the depths of the Internet could help with building the right muscles, but it''s hard to know what benefit or harm they could do.
We can only hope that the repetition of the usual school exercises will not screw anything up.
The genuine version of this novel can be found on another site. Support the author by reading it there.
[X] (B) The abode of dust and junk. Now that you''ve got something as valuable as this suitcase in the attic, what else can you find if you dig hard enough? But first, you have to make general cleaning and replace the light bulb, otherwise, you risk staying there and waiting for the next treasure hunter. Requires 1 pass, 80%/50%/10% chance of success.
Required: 20/50/90. Roll: 34 + 5 ( Vitality ) = 39 Pass of the first degree!
By spending an order of magnitude of time, you remove the age-old dust that covers all attic surfaces. A sprayer of water and a huge amount of wet rags are invaluable in preventing a dust storm that could have rendered the entire room uninhabitable.
At last, the last corner of the ceiling is stripped of its dusty cobweb cover, and the last piece of furniture cover sewn from sheets is sent to the washing machine. You remove the remaining cleaning supplies from the attic, plug a new light bulb into the socket, and for the first time in an inconceivable amount of time, the room lights up.
Rolling up your sleeves, you start sorting through the things you find in the attic, sorting into two piles what can still be used, and what you would be ashamed to haul to the trash even on a moonless midnight. The latter mostly consisted of overly broken furniture, moth-eaten clothes, and a couple of jars of something unrecognizably disgusting. Just in case you checked, you made sure this stuff had nothing to do with any of the Principles you knew. But you could probably get a lot of jail time for possessing it: the smell alone is enough to be a chemical-biological weapon of mass destruction.
Among the useful items remained a few quality pieces of furniture, such as a worn and battered by time but the still strong antique sofa, an antique coffee table with an indelible suspicious stain on the lid, a pair of elegant chairs with broken backs ... And of course a memorable four-barrelled closet.
After going through the smaller things, like cans and empty boxes, you slipped the red wig over the mannequin''s coat-clad torso and went back to the closet.
A thorough search yielded nothing, as the inside was completely empty, but you didn''t give up hope, and after a while your diligence was rewarded: in a pile of waste paper lying around, a small handwritten magazine with a blue cover was found.
The title had faded long ago, but you could make out the outlines of the letters that formed the words "something" and "mysterious". Inside, unfortunately, was not the Secret Knowledge you had hoped for, but low-grade porn with too many references to pantaloons and frills, interspersed with whining about the obsolescence of modern morality. Considering that this is probably about the century before last, you might even be inclined to agree with the author.
After a quick flip through the ancient graphomania to the end to make sure that further text is unchanged (and useless), you notice a dark circle resembling a coin drop out of the notebook. After wiping it on the edge of a soiled T-shirt, the surface reveals an intricate scene of three people having sex. You smirk: It''s not every day you get paid for cleaning with silver.
(Received: "Something something DEEP MYSTERIES something," a late nineteenth-century pornographic graphomania. Useless on its own, but you can try to sell it to some connoisseur; Silver Spintria, the currency of the secret world; A cleaned-out attic to which you''ve dragged everything related to the mystical arts except your diary. - Bonus to stealth when attempting to incriminate yourself in the occult).
Dream:
[X] (P)Way: The Wood. I''ve learned the path to the Wood, tangled darkness that grows around the walls of the Mansus (thought the Mansus has no walls). I can Dream with this to return to the Wood. Requires 1 pass, 90% chance of success.
Required: 10. Roll: 18 x 1.5 (Emotional Fountain) + 5 (Initiate) + 6 (1d6 from "The Watchman''s Secret") + 5 (Vivid Imagination) = 43 Pass!
...Now I pass between scar-barked trees. The moon passes behind branches, though her fingers remain in my hair. I am stumbling over roots, now. It is tempting to drop to all fours, to avoid the low branches. Pale wings move, deep in the night. "While I was returning to the depths, one appeared, in front of my eyes, whose mouth was sealed. When I saw them, in the great emptiness, I cried out.."'' I think that last night I met another soul in the Wood. I will never recall exactly what we said, one to another, but I think that we will recognize each other in the waking world.
(Acquired: Peculiar Rumor - a tip for finding the right person)
Study:
[X] (M) School attendance. As a minor U.S. citizen, you are obligated to receive a general education. The state doesn''t need savages. Well, more than there already are. Sick leave is over, and it''s time to go back to school.
Repetitive action, 90% chance of success.
Required: 10. Roll: 27 + 5 (Scholarship) = 32 Pass!
You''re bored, spending a few breaks dropping off homework you''ve done to your teachers. Not that it makes any sense, given the level of local education but it was nice to close the resulting gestalt.
Sparky, whom you met before your first lesson, blinked stupidly for a while as if he didn''t recognize you. But once he got used to it, it was just like before. Almost. When he asks you why you suddenly abandoned games and anime and started pumping iron, you have to make up lame excuses about secrecy and the need for confidentiality.
Perhaps you should enlighten him as soon as possible, or this misplaced curiosity could be a problem. He''ll think you''re a cape, and then he''ll tell his mother, or worse. Something has to be done and fast.
(Your most trusted (and on this side of the black mirror, your only) friend, Sparky, is beginning to suspect something, due to your altered behavior and loss of trust. If you don''t let him in on what''s going on soon, he might do something stupid).
[X] (M) Books are immortal memory. Among other things, the Predecessor''s possessions contained books. It is unlikely that he kept tabloid journalism along with mystical pigments. The subject matter of the books and the references in the diary suggest the same thing: Whatever the content, these texts are related to Mansus and the Principles. There is much to be gained by reading them... Except, where to begin?
- "Mysterious Revelation" is a notebook with incomprehensible notes, strongly resembling the ravings of a madman, marked with a drawing of a moth in a circle, the top of which is crossed by four lines. The contents are unknown.
Requires 1 pass, 60% chance of success.
Required: 40. Roll: 31 + 5 (Scholarship) + 6 (1d6 from "The Watchman''s Secret") = 42 Pass.
You struggle to make your way through the maze of your own illegible handwriting to study a handwritten treatise. You have to do a lot of work with the lighting to make the horrible scribbles in several places look more like text but eventually, the notebook surrenders to your pressure.
In the text, you (do you count as you if you are not you?) tell of a waking vision, the details of which, in the description, cause some concern for the integrity of the describer''s psyche. Based on attempts to make sense of what you saw, the author - sort of like you - derives a chain of completely inadequate reasoning, which in the end boils down to the following:
What we see is a representation in Mansus of some meeting or secret supper of some cult in which they attempt to find a new answer to the question, "What can be lost?" The answers listed are generally different, but essentially equally inadequate. In spite of this, you manage to pick out from the mountain of other people''s thoughts, Secret Knowledge seems to be the strongest you''ve ever known.
(Obtained Secret Knowledge: An Ecdysiast''s Parable - The Knowledge of the Moth)
An Ecdysiast''s Parable The Ecdysiast''s Riddle is ''What may be lost?'' Each Ecdysiast''s Parable is an attempt to answer the Riddle. (Knowledge 3, Power 6)
[X] (P) Admiration of Art 2. Your drawing skills have dulled considerably, and at the best of times, they didn''t exactly shine. But you can fix that! The Internet is full of films about famous art galleries with the works of great artists of the past and online tutorials on many types of art! With a goal in mind, you can greatly improve your skills.
Requires 5 passes, 60% chance of success. (On completion of +1 feeling action, creativity boost)
Required: 40. Throw: 38 x 1.5 (Emotional Fountain) = 57 Pass.
The great success with the painting brought back the desire to study the various facets of fine art that had been shaken. All these countless styles, features of various authors, masterpieces of world painting, and national treasures embodied on canvas...
Aren''t they wonderful?! You might even want to try your hand at some new genre... Abstractionism, perhaps?
[X] (R) There is knowledge in words 2. A mind is a useful tool. Especially when the path to greatness involves comprehending the Secret Knowledge. To better understand them, to gather them into a single mosaic, decipher them, and perhaps to find new ones - one should keep this tool sharply honed. There were some of your parents'' old school textbooks left in the home library, and the articles found on the Internet are still relevant. Requires 3 passes, 60% chance of success. (On completion of +1 mind action, increase in erudition)
Required: 40. Roll: 77 Pass!
Feeling considerably dumbed down after the disappearance of the influence that invisibly guided your thoughts, you try to understand how bad it is. Oddly enough, not too bad. Yes, your thoughts are somewhat retarded, your conclusions are crumpled, and your theses are not obvious. But the study texts are still clear, the tests are solvable, and the new knowledge is laid out just as it was before.
Without Influence, your work is somewhat more difficult but still feasible. The granite of science is as stale as dried bread, but it can be cracked.
Conversation:
[X] (P) Place to Exercise. You''ll need a designated area for productive exercise. For example, one of the guest rooms. It hasn''t been used for as long as you can remember, anyway. Linda would agree because it wasn''t a whim; it was a necessity. She must have realized this after the incident in which you were injured. Requires 1 pass, chance of success 60%/???
Required: 40. Roll: 4 x 1.5 (Emotional Fountain) + 5 (Vivid Imagination) = 11 Fail!
Unfortunately for you, Linda is adamant: She won''t let you convert the guest room into your workout place. Mostly because it''s a guest room, but also because it''s not cheap and it''s not safe.
"It is better to do physical training under the supervision of specially trained people, in specially designated places. I agree to allocate money for this if you can find a decent gym."
You nod in agreement, acknowledging the common sense in her words. From the point of view of an ordinary person, of course. Except that you don''t quite know how you''ll explain your condition to outsiders in the later stages of your development. As you advance along the Way of the Forge, your body will be covered with layers of burn scars, and in the higher stages of physical form, even a little Knowledge of the Forge will allow you to exceed the possible limit for humans just a little bit. But when you think about it, home isn''t much of a place for this kind of activity, either.
* * *
Turn 8
Turn 8
* * *
"Time passes, the shadow on the sundial moves"
Roll for the Event! The dice roll on the table... 57!
At dinner, Linda suddenly starts talking about an unexpected topic.
"Gregory, honey, I couldn''t help but notice how far you''ve come lately in the difficult art of painting!" Your mother begins, beaming with pride, putting aside her cutlery. "Especially impressive is that wonderful painting with moths. You know, I even dreamt about it a couple of times, because those butterflies came out as if they were alive!"
While you, biting your fork, are frantically trying to remember when she might have seen your last painting, Linda leaves for the living room and returns with a small paper roll.
"I decided to support this good cause, so I made you this little gift. Enjoy it!"
After a bit of fiddling with the heavy wrapping, you find a box of quality oil-based paints inside. It comes in handy since your supply is starting to show the bottom.
"Thank you, Mom!" You smile at Linda and kiss her on the cheek.
Dreams about moths, huh? Very interesting...
(Received: A set of good paints +5 to the next 5 painting rolls. Once the supply is depleted, it can be replenished with trade action, after the market opens).
* * *
It was just a normal school day. In the case of Winslow High, it was a boiling cauldron of gang kids, informals of all stripes, and generally aggressive and sometimes intimidated teenagers in the prime of puberty. According to unofficial statistics, one in two had a knife, knuckles, or other means of harming their neighbors. (-1 mind action per turn for the sake of study, +1 pocket means every 2nd school week (Will be received at the end of the turn))
You have two! actions of the body (B), three actions of the mind (M), and three actions of the passion (P). You have 17 funds at your disposal (all available savings).
Influences:
- Vitality - The drums in your ears. You can work better. (+5 to Body rolls) 1 Lv.
* * *
Turn 8 Results
* * *
As you summarize the week, you can''t know whether to be happy or sad. On the one hand, things were clearly going well, but on the other hand, you could only recruit one follower. And you can only initiate him properly if you organize a cult. For that, you must have passed the initiation to the Principle yourself.
Deciphering the texts of ancient books continues to steadily bring new Knowledge contained in them, but it won''t last long. After the supply of occult literature runs out, it will be necessary to look for another source of priceless information...
* * *
Influences:
- Vitality - The drums in your ears. You can work better. (+5 to Body rolls) 1 Lv.
* * *
Work:
[X] (B) This body is mine. All of these rites and rituals are quite traumatic, not to mention sacrifices. Yes, and some knowledge, as well as much more than some practices, hurts the one who learns and performs them. You need a much sturdier and stronger body so that you don''t have to go to the emergency room after every vein you open. Exercise should do you good, and the dumbbells dug out from under the rubble in your room are already helping in no small way. Requires 3 passes, 70% chance of success. (On completion, +1 body action, increase vitality.)
Required: 30. Roll: 25 + 10 (Decreasing Growth Burst) + 5 (Vitality) = 40 Pass!
The dumbbells go back to propping up the wall: their weight is clearly not enough to be productive enough, and from tomorrow you will have a whole gym, with an understanding trainer at your side. Even though you''re still dutifully doing your warm-ups, it''s having less of an effect than you''d like. This gym came along surprisingly just in time.
Study:
[X] (M) School attendance. As a minor U.S. citizen, you are obligated to receive a general education. The state doesn''t need savages. Well, more than there already are. Sick leave is over, and it''s time to go back to school.
Required: 10. Roll: 36 + 5 (Scholarship) = 41 Pass!
All the accumulated debts were successfully closed last week, so the lessons are just a routine. Even worse, because you already know all the subjects you have passed. P.E. lessons are still going on without your participation because the time you need to recover from the injury is not over yet. However, that didn''t stop you from throwing the ball around with Sparky, and he had to make some effort to keep up with you. After that, the number of strange looks he threw at you noticeably increased, but you had already planned how to solve the impending crisis. You just have to hope that it will work and not blow up in your face.
[X] (M) Books are immortal memory. Among other things, the Predecessor''s possessions contained books. It is unlikely that he kept tabloid journalism along with mystical pigments. The subject matter of the books and the references in the diary suggest the same thing: Whatever the content, these texts are related to Mansus and the Principles. There is much to be gained by reading them... Except, where to begin?
- "Traveling at the Night," by Christopher Illopoli, volume 2. Requires 1 pass, 75%/15% chance of success.
Required: 35/85. Roll: 59 + 5 (Scholarship) + 2 (1d6 from "The Watchman''s Secret")
= 66 Pass.
There is an extensive discussion of the similarities between Illopoly''s own dreams and those of the Emperor Elagabalus, who Illopoly regards as a dupe or avatar of the Sun-in-Rags. ''The White is west of the world,'' Illopoly remarks, ''and Winter does not wait forever.''
Among other things, there were also more substantive notes in the text: ''Elagabalus found his way to the White Door at last, thankfully. Speech can''t pass the White Door, and honestly, Elagabalus never had anything very interesting to say. I tried to follow in his footsteps, but I never learnt enough of the White. I suppose I''m thankful for that, too. But here''s what I do know...''
(Received the Secret Knowledge: A Sexton''s Secret Knowledge of Winter) Certain knowledge, it is said, can be expressed only through the particular quality of a silence. It has been suggested that one can only read such knowledge with one''s eyes closed, but only by mischievous commentators. [Use this in a Rite with a corpse and Edge aspect, and the corpse will rise.]
In addition, due to the analysis of the author''s thoughts on serious topics, from the next turn there will be an influence - Enlightenment (+5 to the rolls of the Study. In case of failure it can turn into a Fascination) 1 Lv.
A case of literary theft: this tale is not rightfully on Amazon; if you see it, report the violation.
[X] (P) Admiration for art. Your drawing skills have dulled considerably, and at the best of times, they didn''t exactly shine. But you can fix that! The Internet is full of films about famous art galleries with the works of great artists of the past and online tutorials on many kinds of art! With a goal in mind, you can greatly improve your skills.
Requires 4 passes, 60% chance of success. (On completion of +1 sense action, creativity boost)
Required: 40. Roll: 95x 1.5 (Emotional Fountain) = 143 Supercrit! Wandering the expanse of the World Wide Web, you managed to stumble upon one rather unsightly portal, but its contents turned out to be many times
more valuable:
Man has always strived for beauty, harmony, and self-expression. And this aspiration since ancient times is manifested in painting, a form of fine art, the first works of which we can find even in primitive man.
The immortal paintings of great artists are admired by millions of people. Art, both classical and modern, is one of the most important sources of inspiration, taste, and cultural education for anyone, and even more so for the creative.
There are many world-famous paintings - several hundred - but the most famous are given in this list: ...
A few hours later, when you manage to tear yourself away from the multitude of paintings, each of which is connected in one way or another with the Clock, your head is filled with a host of questions about the world''s fine art. Because there''s clearly something very wrong with it. (A 1/2 bonus roll will be added to the "First follower" option)
[X] (M) There is knowledge in words 2. A mind is a useful tool. Especially when the path to greatness involves comprehending the Secret Knowledge. To better understand them, to gather them into a single mosaic, decipher them, and perhaps to find new ones - one should keep this tool sharply honed. There were some of your parents'' old school textbooks left in the home library, and the articles found on the Internet are still relevant. Requires 2 passes, 60% chance of success. (On completion of +1 mind action, increase in erudition)
Required: 40. Roll: 19 Fail!
Because of the many events and things you''ve devoted yourself to this week, there''s not much time left to develop your mind. But that''s only part of the reason: You''re running out of study material. And you''ve also noticed that many of the study guides are not a tool to sharpen your intellect, but a trivial collection of known facts that need to be memorized. Not at all what you need: For the study of the arcane arts, flight of thought is far more important than erudition in the mundane sciences.
Conversation:
[X] (P) First follower? Your only close friend, Sparky, may well have some talent for the arcane arts. He''s beginning to suspect something, due to your altered behavior and loss of trust in him. If you don''t fill him in on what''s going on soon, Sparky might do something stupid. Requires 1 pass, 65%/5% chance of success.
Required: 35/95. Roll: 97 x 0.5 (Emotional Fountain) + 1 (3/2 - Extra. Throw from the Admiration for art Crit) + 5 (Vivid Imagination) + 15 (Well, we''re friends, aren''t we?) = 69 Pass. (Ahem. Who said anything about the Grail in the comments?)
You take your time and tell Sparky that you want to tell him about a cool thing that will turn his life upside down. Considering that you''ve made this announcement before, and more than once, he''s cool with it. After all, you''ve shared your conspiracy theories with your best friend more than once (most of which are probably true, you just don''t have enough proof).
"Maybe we could hang out at my place after school? It''s been a long time since we played Mortal Kombat..." Sparky suggested, clearly ignoring your subtle hints about the seriousness of the subject at hand.
"§¡h? All right. It''s the only thing that really matters, I''m not kidding!"
"Yes, yes, a very secret world conspiracy, but you can''t prove anything." There is more boredom and blatant irony in his voice than snow in the Arctic.
Actually, this time you have the proof, and it''s very real. But for reasons of conspiracy, you are holding back until you are in a safer place.
When you take the bus to Sparky''s house, the first thing you do is ask if anyone else is here beside him, and you earn a few strange looks. When you''re sure you''re alone for the evening, you offer to go up to his room, fleetingly surprised by the increased amount of red in it. Sitting on the edge of the bed, you begin your story with a strange find in the attic...
"...and I haven''t even read all of it yet, so there may be a few more Secrets of various aspects." After the long speech, your throat was already feeling queasy, and thoughts of going down to the kitchen for water flashed in your head. But Sparky''s next question stopped you more firmly than a concrete wall.
"So I understand correctly that you found a bunch of murky literature of dubious origin, which makes you go crazy, as someone''s diary clearly warns you about. Started studying this literature, and you started having hallucinations, memory lapses, and other things? And now you want me to do the same thing, right?"
Well, from his point of view all this may look a little suspicious, but you have a reliable counterargument...
"But it works!" With puppy eyes, you whined. "It''s like superpowers you can learn from a book!"
"So far you haven''t demonstrated any superpowers, just talk. And the delusions may simply be a consequence of your driving brain." It looks like your roll for charisma was offset by his intellect. So it''s time for a demonstration. And you''re going to make sure it''s convincing.
"All right, I''ll prove it! Close your eyes and count to thirty."
Despite all his skepticism, Sparky trusted you and closed his eyes.
Looking around, you plunged into the bowels of your memory, searching there for the necessary Knowledge. What could be lost?
Me. Me could be lost. Frozen, out of breath, against the full-length poster of Legend, you listen to the rustling of invisible wings around you, observing the room through squinted eyelids.
2d6 (Sparky''s Mind) vs. 3d6 (An Ecdysiast''s Parable )
2,1 (3 total) < 6,6,6 (18 total)
(Author''s note: I''m shocked myself, if anything...)
Out of the corner of your eye, you see Sparky open his eyes. He blinks perplexedly, and looks around, swiping at you a couple of times, but clearly not seeing, or realizing, that you''re there.
"Um, dude? Where are you?" Rising from his seat, your friend walks around the room, looking in the closet and under the bed, walking at arm''s length from you a couple of times. "What are you, offended and gone or something?"
He ran out of the room, stood by the stairs, probably looking at the sneakers you''d left at the entrance to the second floor, and then started peeking through all the doors. If at first, you wondered if your friend was kidding you, now it was clear that it was for real. Sparky would never be able to fake panic like that in his life.
When he goes all the way around the house and comes back to his room to get his cell phone, you reach out and grab his shoulder. You nearly lose your hearing the next moment. It''s been a long time since you''ve heard Sparky squeal like that.
It was probably even louder than the time you yanked his leg while you were watching "Pull Me to Hell", right in the middle of another screamer. But at least now you were sure he wasn''t making fun of you.
"So, are you convinced now? I''ve been standing here the whole time, and you didn''t see me." The solemnity in your voice was enough to shame the Pope, but it was more than justified.
From the wheezing and gurgling coming out of Sparky''s throat, he can''t answer with words yet, but that didn''t stop him from nodding and elbowing you right in the ribs.
(Received 1 uninitiated follower ( The tendency to the Aspect of the Grail). The cult must be organized for further action)
Travel:
[X] (B) A place to exercise. For productive exercise, you need to find a gym of some kind. According to your agreement with Linda, she''ll pay for your membership, but you have to find a comfortable enough place, preferably not affiliated with any of the gangs. That should be enough until your strength exceeds that of mere mortals.
Requires 1 pass, 60%/20% chance of success.
Required: 40/80. Roll: 79 + 5 (Vitality) = 84 Pass!
Actually, the problem is not finding a gym; there are plenty of those in Brockton Bay. The problem is that most of these gyms are owned by one gang or another, and half of the rest are unreasonably expensive fitness centers that only wealthy people can afford. Which your family can''t possibly be included in.
So you had to wander around the neighborhood with a sheet of printed addresses, instantly turning back when you saw the gang signs painted on the facade. Sometimes everything looked decent on the outside, and you''d go inside, but only to see the suspicious monotony of races inside or the excessive number of tattoos per square meter of visible skin.
Just when you were almost desperate to find a decent and inexpensive place, and there were only a couple of addresses left on the list, a modest sign on one of the old houses caught your attention. Gym. And that was it. No advertising, no contacts, not even the owner''s last name. It seemed suspicious but still, you decided to go in, and you didn''t regret it later.
It turned out that this small institution was maintained "for his own" retired Blackwater veteran, but since recently he has been short on cash, so now for a modest fee, anyone can practice. Except that the owner does not welcome members of gangs, so you can safely engage without fear of recruitment.
When you pay for your monthly membership, the owner of the gym gives you a piercing look from under his frowning eyebrows, but still gives you a business card. You''d be willing to swear that this man belongs to the Edge as much as it is possible for the uninitiated.
(Gained an indefinite (as long as Linda pays for you) gym membership, +10 to body development rolls. Added an extra marker to the success bar because of the possibility of bonus interaction).
[X] (P) Rumor Check. I think I met another soul in the woods last night. I don''t remember what we talked about, but I think we would know each other if we met in person. We must hurry before the details fade from my memory. (Disappears by the next turn) Requires 1 pass, 50%/10% chance of success.
Required: 50/90. Roll: 47 x 0.5 (Emotional Fountain)+ 5 (Vivid Imagination) = 28 Failure.
Following your inner guide led you to the most prosperous part of town, which was already a bad sign. It''s hard to find anyone willing to waste their time on dubious hoaxes in a place like this. If this were another time and another city, there would still be some options, but here and now? However dubious the odds are, you''re willing to take the risk: a wealthy follower would greatly facilitate many of the tasks of establishing a future cult...
When you stopped in front of the low white fence of a two-story mansion, you froze in indecision. For some reason, your knees began to shake, but even before your hand had time to press the bell button, a tall white man in even the most expensive-looking robe came out of the house. When he came to the gate, he took out the correspondence from the mailbox, and only then did he pay attention to you.
"Did you want something, boy?" He asked, giving you an appraising look.
"Not really, mister," you say, picking your words carefully, "You just seem familiar to me for some reason. Have we met before, by any chance? Somewhere in the Woods?"
The gaze of the familiar stranger suddenly went from suspicious to blank and expressionless, and the hand free of paper slipped into the pocket of his robe.
"Very unlikely. I don''t like nature. I also don''t give alms and I don''t buy anything from hand. So get the hell out of here."
Not knowing what to say, you watch as the stranger turns around and begins to walk slowly back toward the house, keeping you in sight until the last moment.
Too bad, this person doesn''t seem to be in the mood for dialogue.
Received a special influence "Mystique I" - causes rolls on the probability that you will get attention. And you won''t like such attention. (Roll at the beginning of the next turn.)
* * *
Turn 9
Turn 9
* * *
Time passes, and the shadow on the sundial moves... The influence of Mystic I provokes a roll!
Results: 53 (threshold 5). Nothing so far.
Once you have a gifted follower, you increasingly return to the idea of founding a cult. But in order to do so, initiation to the Principle is essential. And there''s a bit of a catch: Of course, you''ve always dreamed of power and immortality, but higher knowledge sounds pretty good, too. And even human sacrifice isn''t too disconcerting - after all, there''s plenty of human garbage in the bay...
Also of concern is the decreasing stack of unread books.
Each one promises new secrets of superpowers, but there are simply too few. You need more folios. More!
* * *
Ordinary school days were starting. In the case of Winslow High, it was a boiling cauldron of gang kids, informals of all stripes, and generally aggressive and sometimes intimidated teenagers in the prime of puberty. According to unofficial statistics, one in two had a knife, knuckles, or other means of harming their neighbors. (-1 mind action per move for the sake of study, +1 unit of pocket funds every 2nd school week)
You have two! actions of the body (T), three actions of the mind (R), and three actions of the passion (P). You have 17 funds (all available savings).
Influences:
- Vitality - The drums in your ears. You can work better. (+5 to Body rolls) 1 Lv.
- Enlightenment (+5 to Study rolls. Can turn into a Fascination if it fails) 1 Lv.
* * *
Tip of the day: If you walk past a beautiful official-looking building and hear the cries of martyrs and the laughter of the Dark Gods know that the call center is located there. (I also now know exactly where I won''t work for any paycheck...)
Regarding mystics: For each mystic available, a roll is made at the beginning of the turn. If you roll a number below the threshold, you have attracted unnecessary attention. A Mystic exists for two turns. But. If you get a Notoriety, then: A) M. Threshold is increased by 10 for each N, and B) All Mystic lives 1 turn longer as long as there are Ns. Notoriety lasts 4 turns.
* * *
Turn 9 Results
* * *
Twirling a pen in your hand, you can''t concentrate on the journal open to the week''s recap page while your elusive gaze keeps returning to the densely packed painting in the dark corner of the attic. Your new vintage lamp provides just enough light for the coffee table, while the rest of the room is plunged into an ominous gloom.
After the recent seizure, there is still a ringing in my head and some emptiness. It doesn''t feel like it''s going to go away anytime soon. Maybe you should rest more next week.
As you put your pen back over the page, you catch yourself staring at the painting again. Even wrapped in several layers of packaging, it, or even the memory of it itself, continues to affect the mind of the beholder. Perhaps something should be done about it. Having a suitable place outside the house would help a lot with the storage of such things...
* * *
Influences:
- Vitality - The drums in your ears. You can work better. (+5 to Body rolls) 1 Lv.
- Enlightenment (+5 to Study rolls. Can turn into a Fascination if it fails) 1 Lv.
- Mystique I (provokes checks at the beginning of each turn, attracts unwanted attention if it fails)
Work:
[X] (B) This body is mine. 2 All these rites and rituals are quite traumatic, not to mention sacrifices. Yes, and some knowledge, as well as much more than some practices, hurts the one who learns and performs them. You need a much more resilient and strong body so that you don''t have to go to the emergency room after every vein you open. Exercise should do you good, and the dumbbells dug out from under the rubble in your room are already helping a lot with that. Requires 2 passes, odds of success 70/15%. (On completion, +1 body action, vitality boost)
Required: 30/85. Roll: 13 + 10 (Decreasing Growth Burst) + 5 (Vitality) + 10 (Gym Pass) = 38 Pass!
And fifteen! - With trembling hands, you return the barbell to the rack under the watchful eye of the coach. This is the third attempt today, and probably the last because your muscles are already quite sore. Getting out of bed tomorrow will be a real torture, but the results are visible to the naked eye: you are gradually gaining muscle, and in a couple of weeks you will already look like an amateur athlete, which is no small achievement for yesterday''s semi-recluse.
You might even consider asking a local veteran, or even the owner, for a lesson or two. The only thing stopping you is that they''re unlikely to take you seriously or charge you more than your meager budget can afford. Maybe once you''ve become a bit more well-known, it''ll be easier to get with one of these helpful people.
[X] (B) Garage junkets. Speaking of junkyards. Since you don''t have a basement in your house, because of the proximity of the aquifer, the main place to store all sorts of useless stuff that you feel sorry to throw away is the garage.
You can also look for useful things under the pretext of cleaning, and maybe find some tools or materials. If you understand something after a cursory reading of the diary - both are never superfluous. Requires 1 pass, 80%/20% chance of success.
Required: 20/80. Roll: 42 + 5 ( Vitality) = 47 Pass!
Unlawfully taken from Royal Road, this story should be reported if seen on Amazon.
A few free hours after school and part of the weekend you spent dismantling the junk that had piled up in the garage. Among the old garage sale items and forgotten tools there were some interesting, but unfortunately not at all abnormal things. So you requisitioned a lamp in the form of an antique lantern and what was once a wood carving tool set for the attic. Subsequently, someone decided to expand it, adding a few oddly shaped chisels and half-crafted bent iron of unclear purpose with traces of heating.
I also managed to pick up a few sets of old clothes that fit you, so you could walk around the back alleys of the docks without attracting the attention of the local gangs. Among other benefits, there were a few crumpled bills in the inside pocket of one of the jackets, which made a nice addition to your savings.
(Obtained: Toolkit for carving (opens the action of crafting after Mastering of Craft knowledge without the cost of tools); Hobo outfit - camouflage clothing, turning the dressed in the invisible man (+10 to the rolls for the options Search the city and a Reliable place. Only for poor neighborhoods!); Funds - 2 units; Junk for sale - 5 units (may be worth something when selling at the flea market); Visibly cleaner and organized garage (in the absence of Linda you can try to conduct some ritual in it, although in the attic is still more convenient))
[X] (P) The creation of art. Your parents and teachers have mentioned more than once that you''re not a bad painter. You''ve indeed been neglecting it lately, but getting an album and paints out of a drawer is a minute''s work. And although the painting will take a long time, if you put the picture in a frame, it can try to sell. And you''ll need the money and a lot of it. Requires 1 pass, chances of success 80%/60%/40%/20%/5%.
Required: 20/40/60/80/95. Roll: 86 x 1.5 (Emotional Fountain) + 5 (Vivid Imagination) + 5 (Painter) + 5 (Good Paint Set) = 144! Supercrit!
You don''t remember exactly what happened. The last memory of a piece of text crawling into your head through your eye sockets contradicts the laws of reality and common sense. It also gives absolutely no answers about what happened afterward.
Apparently, hours after this event, you woke up on the floor in front of your finished painting with your face covered in blood and paint. Judging by the smears on your skin, you used the blood oozing from your eyes and nose to dilute the paint, which is disturbing in itself. That just looking at the painting made it ooze again from the barely crusted ducts is far worse.
After all, you managed to turn the painting back against the wall before it could do anything unnatural to your mind. The fact that you were able to get away from it without any help at all is regarded as a small miracle. Removed from the easel for framing, the back of the canvas revealed a vast patch of primer detailing a scattering of assorted eyes and a single inscription:
Fascination.
Well, the title is as good as any. And it''s also done in bright scarlet, with a fair amount of blood. So symbolic!
Obtained item: Picture Artifact "Fascination". Power of Aspects: 3 Lantern, 3 Moth. Can be used in rituals, but increases the chance of failure. (In case of "Horror" influence, a new voting option will be available: "Neutralizing by Fascination")
Study:
[X] (M) School attendance. As a minor U.S. citizen, you are obligated to receive a general education. The state doesn''t need savages. Well, more than there already are. The usual school routine has set in. Repetitive action, 90% chance of success.
Required: 10. Roll: 84 + 5 (Scholarship) + 5 ( Enlightenment) = 94 Pass!
Out of boredom and because of the primitiveness of the knowledge taught at Winslow, you easily complete any assignment with the highest marks. This does not go unnoticed: the teachers were so surprised by your academic performance that they made a series of tests trying to catch you cheating. There have also been a few dozen of odd looks from other students, but exactly what they mean is still unclear.
You''ve also noticed that you get pushed around a lot less in the halls, although this is more likely due to your increased body weight. But nerd calls are much more frequent but less and less to your face. Linda enjoys good grades and occasionally orders pastries to celebrate your progress.
[X] (M) Books are immortal memory. Among other things, the Predecessor''s possessions contained books. It is unlikely that he kept tabloid journalism along with mystical pigments. The subject matter of the books and the references in the diary suggest the same thing: Whatever the content, these texts are related to Mansus and the Principles. There is much to be gained by reading them... Except, where to begin?
- "Traveling at the Night," by Christopher Illopoli, volume 3. Requires 1 pass, 75%/15% chance of success.
Required: 25/85. Roll: 3 + 5 (Scholarship) + 5 ( Enlightenment) + 5 (1d6 from " Watchman''s Secret ") = 18 Failure.
As soon as you began to study the last volume of Illopoli''s work, you were forced to interrupt by... The incident with the painting. As a result, the whole mood was shattered, and you discovered with dismay that you don''t remember at all what it was about. The notes about the text in your work diary made almost no sense, which may be evidence of the accumulation of the condition to the point of a breakdown, rather than a sudden seizure, as you had previously thought...
Either way, work on the book will have to start from scratch, and you can only wonder what else was lost in the seizure.
[X] (P) Admiration of Art 2. Your drawing skills have dulled considerably, and at the best of times, they didn''t exactly shine. But you can fix that! The Internet is full of films about famous art galleries with the works of great artists of the past and online tutorials on many types of art! With a goal in mind, you can greatly improve your skills.
Requires 2 passes, 60% chance of success. (On completion of +1 sense action, creativity boost)
Required: 40. Roll: 1 x 1.5 (Emotional Fountain)=~2 An almost natural critical failure! (Except for natural, bonuses don''t count)
Attempt to correct: 11 (22/2 from Creation of Art crit) + 5 (Enlightenment) = 16 Barely.
Once again, while rummaging through the planet''s garbage dump called the Internet, you stumble upon something called "art brut". Interested in styles, unlike any other trend, you click on a link to one of the popular articles. In retrospect, you can safely conclude that this was a mistake.
...Romantic artists relentlessly painted images of madness. They began to depict feelings, feelings of the soul, anxiety, desire and drama. "Crazy Kate" by Heinrich F¨¹ssli tells the story of a maid who goes mad after her fianc¨¦ is killed at sea. Delacroix depicts a distraught Medea about to kill her children. William Bouguereau has the Furies driving Orestes mad. Otto Dix also has several works on the theme of madness.
No disease has been portrayed as often in the history of art as madness. The disease inspires artists, but it also inspires madmen themselves. Some of these artists were visionaries, but were they insane, the author asks? They suffered from visions, and their art (especially that of the surrealists) was a reflection of their unconscious. They wrote very differently because they were far from a rational view of the world, creating hallucinatory works.
William Blake in his lifetime was considered peculiar, eccentric, perhaps even...
This is IT! ThAt''s thEReazon! It MightBEWHatyOuNeed!
Received Psychic Trauma: Feeling Depletion (-1 action of Feeling until healed)
[X] (M) There is knowledge in words 2. A mind is a useful tool. Especially when the path to greatness involves comprehending the Secret Knowledge. To better understand them, to gather them into a single mosaic, decipher them, and perhaps find new ones - one should keep this tool sharply honed. There were some of your parents'' old school textbooks left in the home library, and the articles found on the Internet are still relevant. Requires 2 passes, 60% chance of success. (On completion of +1 mind action, increase in erudition)
Required: 40. Roll: 19 + 5 (Enlightenment) = 24 Fail.
After the recent incident with the psychedelic text, and the subsequent creative seizure, it''s amazing not that you couldn''t focus properly on developing your mind, but that you managed to keep it at all. Sometimes staying on one''s own is a win that many dare not hope for.
Conversation:
[X] (P) Conversation about... Your friend, Sparky, has a talent for the arcane arts. Not that you approve of the Principle he''s inclined to... A full initiation requires a cult, and until you are united by a common oath, it is dangerous to entrust him with the Secret Knowledge, but it wouldn''t prevent you from discussing the general situation with him. Perhaps Sparky will be able to give some sound advice... 1 pass required, chances of success ???%.
Required: 100/90/80/70/60/50/40/30/20/10. Roll: 7 x 1.5 (Emotional Fountain) + 5 (Vivid Imagination) = 16 Quite of pass...
"Auuuu Ehhh...."
Even after the new picture was draped back up, it took you almost fifteen minutes to bring Sparky to consciousness with a lot of kicks and slaps (and some very cold water and a lot of cursing). He stopped bleeding from his eyes almost immediately, but the nosebleed didn''t.
But in spite of his condition, you couldn''t help but ask your friend: what does he think of your work?
"What do you think of the painting? It''s cool, isn''t it? Think about making a print with it on a cape, or even getting a tattoo... If it''s in pieces, then the master probably shouldn''t get stuck."
"S-s-s-awa a-a-you-h-h-h!" Shaking, Sparky muttered from the floor.
"What''s that? Speak up, I can''t understand you!"
"Bu-urn tha-t shit!" Ahem. Well, that''s some advice.
* * *
Attention!
Because of the presence of a dangerous artifact in the vicinity, a special vote is taken:
[X] Leave the painting. Add a couple of layers of wraps and stuff it away in a closet until needed (will be taken out of the house and re-hidden in a safer place at the earliest opportunity)
* * *
Turn 11
Turn 11
* * *
Time passes, and the shadow on the sundial moves... The influence of Mystic I provokes a roll!
Results: 79 (threshold 5). Nothing. The mystique disappears.
"Eh, kids are growing up so fast these days! It seems like only yesterday the shopping list was limited to onesies and undershirts..."
"Mo-o-m!"
"Don''t fidget, dear, better try on this sweater."
Through the curtain of the fitting room hung another item of clothing from the endlessly replenishing pile, which Linda, like a magpie, dragged in pieces from all over the store. The subjective feeling was that it was the fourth hour of endless torture, which, by some misunderstanding, was called shopping.
Once it became clear that most of your closet was ready to rip at the seams with any careless movement, the decision was made to replace it entirely. They weren''t too interested in your opinion, so instead of walking to the nearest "All for $5" clothing store, they had to make a trip to the downtown department store.
"Here, put this on, these jeans should look good with the pattern on the shirt. And this one. Or maybe this one, too. Try them all on, and then we''ll see!"
"Will you stop it? We''ve been here forever!"
"Greg, honey, don''t be so dramatic, we only got here fifteen minutes ago."
"Mo-o-m!"
* * *
The usual school routine continues. In the case of Winslow High, it''s a seething cauldron of gang kids, informals of all stripes, and generally aggressive, and sometimes intimidated, teenagers in the prime of puberty. According to unofficial statistics, one in two had a knife, knuckles, or other means of harming their neighbors. (-1 mind action per move for the sake of learning, +1 unit of pocket means every 2nd school week)
You have three actions of the body (B), three actions of the mind (M) and three actions of the passion (P). You have 20 funds at your disposal (all available savings).
Influences:
- Vitality - The drums in your ears. You can work better. (+5 to Body rolls) 1 Lv.
- Enlightenment - Enlightenment is near! I can feel the world ticking! (+5 to Study rolls. Can turn into a Fascination if it fails) 1 Lv.
* * *
Turn 11 Results
* * *
Time passes, and the shadow on the sundial moves...
At the busy weekend market, you stash the last of your hard-earned money in your jacket pockets. Fortunately, no one has tried to pester you with insistent offers to pay for space, protection, or any other way to squeeze your hard-earned money. Maybe it''s the bright European appearance, but the market-keepers and the occasional Empire 88 skinheads who snooped around had never bothered you.
Nevertheless, the time for earning money was coming to an end, and it would be a good idea to exchange the pocket-wasting funds for something more useful before the sellers began to disperse. In the week you spent at the flea market, you began to get a much better understanding of the currents and hidden dangers of this area of the human element.
* * *
Influences:
- Vitality - The drums in your ears. You can work better. (+5 to Body rolls) 1 Lv.
- Enlightenment - Enlightenment is near! I can feel the world ticking! (+5 to Study rolls. Can turn into a Fascination if it fails) 1 Lv.
Work:
[X] (B) This body is mine 2. All these rites and rituals are rather traumatic actions, not to mention sacrifices. Yes, and some knowledge and much more than some practices injures the one who learns and performs them. You need a much sturdier and stronger body so that you don''t have to go to the emergency room after every vein you open. Exercise should do you good, and the dumbbells dug out from under the rubble in your room are already helping in no small way.
Requires 7 passes, 60/20% chance of success. (On completion +1 body action, vitality increase)
Required: 40/80. Roll: 85 + 10 ((Decreasing Growth Burst) + 5 (Vitality) + 10 (Gym Pass) = 110 Artificial Crit!
On your previous visits, you learned that in addition to the gym itself, there was a small gym with mats on the floor above, where visitors from among the owner''s acquaintances practiced some kind of military martial arts. Once you got to know the gym, you decided it was time to try to find out more about the place and the people who frequented it.
"Mr. Linderman, may I watch a class upstairs in the gym?"
As always, the owner''s keen gaze scans you as if shining through, and after a dozen seconds of silence, he shrugs indifferently.
"If you want to see it, watch."
You go upstairs, and for about an hour you watch lean men of indeterminate age wrestle each other to the mat and poke each other with oblong, blunt objects. As it turned out later - it''s a rubber model of combat knives, not what you thought at first. Toward the end of the class, the least exhausted visitors decide to see if you are fit to be a punching bag since their usual sparring partners are already exhausted.
After a dozen minutes, lying on your back with your tongue out and breathing heavily, you realize that muscles are not everything. Knowing how to use them is the most important part of any confrontation. After the workout, a gaunt man who introduces himself as "Mr. Fisher, but better just Martin," suggests you take up martial arts in the upper gym a couple of times a week because, quote, "It hurts to look at this miserable mess."
Stolen content warning: this tale belongs on Royal Road. Report any occurrences elsewhere.
You can''t turn down an opportunity to learn more about the aspect of the Edge in such a safe, or even rather hothouse environment. Plus, the possibility of getting a follower from among such people would be a great boon to any cult...
(Gained a new action: Mastering the Edge. Available from next turn.)
[X] (P) The creation of art. Your parents and teachers have mentioned more than once that you''re not bad at drawing. Recent events have confirmed that it''s even more than "not bad". And although drawing will take a lot of time, if you put the picture in a frame, you can try to sell it. And you''ll need the money and a lot of it. It takes 1 pass, 80%/60%/40%/20%/5% chance of success.
Required: 20/40/60/80/95. Roll: 72 x 0.5 (Emotional Fountain) + 5 (Vivid Imagination) + 5 (Painter) + 5 (Good Paint Set) = 51 Pass.
To distract yourself from your boring self-development and the failures that haunt you, you decide to relax and simply splash out your accumulated emotions on a canvas. In a few evenings of such a pastime, from under your brush comes out a fairly ordinary painting that does not carry any aspects. Just a landscape with slight elements of abstraction in the style of Salvador Dali.
After putting your painting in the corner of the canvas, you check the image again for leaked Secrets, just in case, but find nothing. Since the painting has no nostalgic or other value, you decide to sell it at a flea market along with the rest of the junk. Exchanging an ordinary painted canvas for ringing coins and crisp paper sounds like a good deal.
Study:
[X] (M) School attendance. As a minor U.S. citizen, you are obligated to receive a general education. The state doesn''t need savages. Well, more than there already are. The usual school routine has set in. Repeated action, odds of success Automatic passage (thanks to the Silver Quill trait).
Required: 0. Auto Success.
After last week''s events, the normal school routine seems like a breath of fresh air. Well, staring at you is much more than before, but other than that, not much has changed. There was one funny moment with a guy from a "cool" company who tried to "accidentally" push you, but almost flew off himself as a result, and had to hurriedly retreat into the crowd.
And, though it may be mere speculation, there were several guys from the football team among the usual observers who were clearly watching more intently than the others. It''s unlikely that it was a romantic interest, and you can only hope that they didn''t suddenly need a special sacrifice for some ritual.
There was also a little more unobtrusive attention from the Empire 88 school cell, which could well mean recruitment attempts soon. Also, you''ve been groped several times in the crowd by someone''s hands with long fingernails, and you''re not sure exactly who did it, or if it was one person or different.
[X] (M) Books are immortal memory. Among other things, the Predecessor''s possessions contained books. It is unlikely that he kept tabloid journalism along with mystical pigments. The subject matter of the books and the references in the diary suggest the same thing: Whatever the content, these texts are related to Mansus and the Principles. There is much to be gained by reading them... Except, where to begin?
- ''The Humours of a Gentleman" a satirical comedy by Samuel Savage about the intrigues of the sickly but cunning John Zonnet, Mrs. Mavelin, her lover Leo, and the upstart Corvino. Requires 1 pass, 80%/10% chance of success.
Required: 20/90. Roll: 5 + 5 (Scholarship) + 5 ( Enlightenment) + 4 (1d6 from The Watchman''s Secret) + 18 (1, 5, 1, 5, 6; from the Silver Quill trait) = 37 Pass!
Despite the venerable year of publication, the book is sturdy and does not look its age, although the paper quality is poor. It appears to have been reread more than once, but the edition is surprisingly well-preserved. In some places, the text is circled or underlined, and in the margins, there are a few notes in small handwriting mentioning Glory and the House. The text itself is no less interesting:
By the end of the first act, Maevelin has revealed a secret door in the walls of the House to Leo, and Corvino has taken to consuming Worms.
The play is scabrous and occasionally hilarious. The characters are contrary and capricious. Many of the more resonant lines might well be formulae of power, disguised in plain sight.
(Secret Knowledge Obtained: The Watchman''s Secret - Knowing the Lantern)
A Watchman''s Secret: It has been expressed like this: ''Each Hour has its colour, but colour exists only where there is light''.
[X] (P) Admiration of Art 2. Your drawing skills have dulled considerably, and at the best of times, they didn''t exactly shine. But you can fix that! The Internet is full of films about famous art galleries with the works of great artists of the past and online tutorials on many types of art! With a goal in mind, you can greatly improve your skills.
Requires 2 passes, 60%/40% chance of success. (On completion of +1 pssion action, creativity boost)
Required: 40/60. Roll: 49 x 1.5 (Emotional Fountain) + 5 (Enlightment) = 79 Pass!
For once you manage to break down the invisible wall that prevents you from developing your Sensual Perception. At least, it seems that way to you. Now your imagination has reached a new level, and you can see it: I''ve had to keep a separate notebook for sketching everything that comes into your head during another "daydream". The pencils suffer most of all, and the hour is not far off when stationery stores will make a small fortune out of you.
(+ 1 Passion action from next turn. The trait Vivid Imagination evolves into Wild Imagination (+ 10 to Passion rolls, except for the Sense Development action) Further development is blocked until special actions are performed).
[X] (M) There is knowledge in words 2. A mind is a useful tool. Especially when the path to greatness involves comprehending the Secret Knowledge. To better understand them, to gather them into a single mosaic, decipher them, and perhaps to find new ones - one should keep this tool sharply honed. There were some of your parents'' old school textbooks left in the home library, and the articles found on the Internet are still relevant. Requires 1 pass, 60% chance of success. (On completion of +1 mind action, increase in erudition)
Required: 40. Roll: 32 + 5 ( Enlightenment ) = 37 Minor Failure.
This time failure follows you as you try to bring your mind to the highest levels of awareness. You''re working just as hard as usual, but it''s just not enough. Something tells you that this stage of development will be the last one you''ve ever had so easily.
Travel:
[X] (B) Search the city. Lively avenues by day and mist-clad labyrinths by night. Set out to roam the streets in search of mysteries until your legs give out. Requires 1 pass, chances of success ??? %.
Required: 20/40/60/80/95. Roll:10 + 5 (Stronger Physique) + 5 (Vitality) + 5 (20/4 from the "This Body is Mine" crit) = 25 Pass!
In the hour that is called Meniscata, the streets become not what they always are.
I thought it was an exaggeration, a kind of fanciful way of talking about how darkness changes a person''s perception. Distorts his consciousness, but that''s all. I had never been so wrong before.
Sometimes moonlight becomes the key. Not far from the intersection of Blando and Archer Street, I happened to stumble upon a strange alley, where for one or two nights the streets change direction and lead to an unfamiliar place. If I went there, I might gain secret knowledge - or feel a touch of madness.
You don''t remember how that entry appeared in your diary, or that you even went out at night, though you were definitely going to do it the day before. But if this place exists, you can probably find it by smell, because your hiking clothes stink horribly of something unidentifiable.
(Gained new action: Streets Strange by Moonlight. (P) Lasts for 2 turns, then disappears. You''ll have to wander around to get it again).
[X] (P) Looking for special items. The Lord Street flea market is the biggest flea market in town. Among the junkies selling off the last items and gang members selling stolen goods and drugs under the table, you might find something of interest... It takes 1 pass, and the chances of success are variable. There is a chance to find something with an aspect, suitable as an ingredient, or even an artifact, but they will definitely be worth something.
Required: 25/50/75/85/95. Roll:21 x 1.5 (Emotional Fountain) + 5 (Initiated) = 37 Pass!
After most of your stuff sells out, it seems logical to spend the money on something more valuable. In the esoteric sense, of course.
Walking through the half-empty rows, you stumble upon a tiny counter. The vendor is an older man in fish-scented clothes, selling seafood. And it''s not seafood or seaweed, but something more interesting: seashells, bizarre stones and snags, pieces of colorful glass polished by the sea...
Some of these things bear the mark of the power of aspects.
A Shark''s Tooth the size of an arrowhead (Aspect Edge 1) p. - 1 Fund. Colored Glasses (Aspect Lanterns 1) p.- 3 funds.
Very Rusty Dirk (Aspect Edge 2) p. - 3 Funds.
[X] (T) Sale! You have a whole pile of things to sell. It would be a good idea to trade them in for jingling coins and rustling papers. But first, you''ll have to drag them to the market and spend a few hours in the cold square waiting for buyers. Requires 1 pass, odds of success distributed (separate d4 for each unit of Junk, d100 for "Graphomania").
Sales rolls:
Junk 1: 2 (1 funds)
Junk 2: 1 (0 funds)
Junk 3: 3 (2 funds)
Junk 4: 3 (2 funds)
Junk 5: 4 (3 funds)
New picture: 4 (1d5) (3 funds)
Graphomania: 65 (1d100) (5 funds)
Some of the junk you collected is worth money. Something is worth almost nothing.
And yet, all together it brings in more than half of what you''ve been able to accumulate in the last couple of months. I was especially pleased with the painting which sold well. It''s far from your best work, but it''s much more rewarding than The Fixation. After all, the money you get for it can be spent on something useful.
The antique graphomania also managed to sell well - despite a warning about its worthlessness, the book was purchased by a dried-up old man in old-fashioned glasses. It seems that he was only interested in the age and condition of the book, not in its contents, which seems rather strange. But in any case, money never smells.
* * *
Turn 10
Turn 10
* * *
Time passes, and the shadow on the sundial moves... The influence of Mystic I provokes a roll!
Results: 14 (threshold 5). Nothing so far.
As you tighten the last knot on the life-beaten tarp wrap, you take another look at your work. It''s not enough. Not nearly enough. It''s not a fact that even a lead-lined safe could contain all the Fascination''s emanations. Other occultists must have had problems storing such artifacts, but there wasn''t a single suitable method in the materials you studied. One can only hope that the measures taken will be sufficient.
It will take some time to fully recover from the turmoil of last week, but the worst has been avoided: Nothing irreversible has happened. These failures are just unfortunate delays, and you will make an effort to learn the proper lessons from them.
* * *
The usual school routine continues. In the case of Winslow High, it''s a seething cauldron of gang kids, informals of all stripes, and generally aggressive, and sometimes intimidated, teenagers in the prime of puberty. According to unofficial statistics, one in two had a knife, knuckles, or other means of harming their neighbors. (-1 mind action per move for the sake of learning, +1 unit of pocket means every 2nd school week)
You have two! body actions (B), three mind actions (M), and three two passion actions (P). You have 20 funds at your disposal (all available savings).
Influences:
- Vitality - The drums in your ears. You can work better. (+5 to Body rolls) 1 Lv.
- Mystique I - provokes checks at the beginning of each turn, and attracts unwanted attention if it fails.
- Psychic Injury: Depletion of the Feelings -1 action of the Feelings until cured.
Healing rolls at the end of each turn.
* * *
Turn 10 Results
Biting your pencil, you glanced at the old-new book. If you''re right, it''s another source of Knowledge, another rung on the ladder leading to Glory. Although, you can''t neglect the other resources you''ve gained this week.
Changing your status at Winslow alone can do a lot for you, not to mention everything else. So, thanks to the training, the second stage of finding your way to the Abode should be much easier and painless.
On the other hand, you still feel some numbness in your feelings, even though the main symptoms are gone. Perhaps you should refrain from dangerous ventures for a while and take care of your health?
* * *
Influences:
- Vitality - The drums in your ears. You can work better. (+5 to Body rolls) 1 Lv.
- Mystique I - provokes checks at the beginning of each turn, and attracts unwanted attention if it fails.
- Psychic Injury: Depletion of the Feelings -1 action of the Passion until cured.
Healing rolls at the end of each turn.
Work:
[X] (B) This body is mine 2. All these rites and rituals are rather traumatic actions, not to mention sacrifices. Yes, and some knowledge, and much more than some practices injures the one who learns and performs them. You need a much sturdier and stronger body so that you don''t have to go to the emergency room after every vein you open. Exercise should do you good, and the dumbbells dug out from under the rubble in your room are already helping in no small way. Requires 1 pass, odds of success70/15%. (On completion +1 body action, increase vitality)
Required: 30/85. Roll: 32 + 10 (Decreasing Growth Burst) + 5 (Vitality) + 10 (Gym Pass) = 57 Pass!
"Dude, what are you eating?" Suddenly Sparky interjected himself into your train of thought.
"What do you mean?" You tried to clarify the situation, catching sight of your friend''s eyes hidden behind his bangs. Not very successfully. How can he see at all?
"You''ve almost doubled in a couple of months. What is that, steroids, or some super-prescription from your books?" He lowered his voice, poking you sensitively in the stomach.
You took a critical look at yourself, just in case. No, that you''d grown significantly taller was obvious from the noticeable shrinkage in your clothes, but the gain in muscle mass, on the other hand, was gradual and much less noticeable. But now that Sparky had brought it to your attention...
"It''s not a super prescription, it''s just that I have a growth spurt. I also go to the gym and eat right. The secret knowledge will be needed in the final stage, to overcome the human limit a little." You whispered that last sentence, leaning in close to your friend''s ear. No need to yell about the world''s secrets in the middle of a crowded corridor.
"Aha! So there is a secret after all!" He whispered, jumping up and down so he almost hit you in the forehead.
"There is. But until you get close to the limit - it is of no use." You are in a hurry to break your friend''s spirits.
It made Sparky resent the world''s injustice and sulked at you for the rest of the day. Also, when you stretched out after a particularly tedious Social Studies lecture, your shirt ripped open, and you were getting strange looks from Winslow students for the rest of the week.
(Gained trait: Stronger Physique (Arms of Bronze) +1 body action each turn, +5 to body rolls, except body development action. +1 HP box (+10 to health). Unlocking new actions is open. The next step action will be available from the next turn).
Dream:
[X] (P) Calming of the nerves. After the incident with the painting, you feel some emotional burnout. Perhaps if you relax well, this feeling will go away faster? Requires 1 pass, 70% chance of success (Opportunity to greatly reduce recovery time after injury)
Did you know this story is from Royal Road? Read the official version for free and support the author.
Required: 30. Roll: 22 + 10 (Decreasing Growth Burst) + 5 (Vitality) = 37 Pass!
You spend several hours a day relaxing, just lying in bed and trying not to think about anything. It turns out badly, and then you listen to quiet music or watch shows about the animal world. Everything is quiet and peaceful. The grip on your soul loosens a little.
(The probability of curing psychic injury at the end of a turn is higher by 15 points.)
Study:
[X] (M) Attending class. As a minor U.S. citizen, you are obligated to receive a general education. The state doesn''t need savages. Well, more than there already are. The usual school routine has set in. Repetitive action, 90% chance of success.
Required: 10. Roll: 100 + 5 ( Scholarship) = 105 Natural Crit!
Last week, noticing your high grades, your math and science teachers asked you to write some extra tests. In a rush to get away from them so you could go home to study the really important Knowledge, you solved everything in about twenty minutes, turning in the worksheets under the skeptical looks of the teachers. You did not pay any attention to this occasion, and as it turned out, in vain.
The following Monday you were unexpectedly called to the principal''s office, where a very polite Principal Blackwell asked you to participate in the high school Olympiad. She said something at length about honor protection, preferential treatment, and the like, but in such a vague way that it was almost impossible to get specifics out of the speech. You agreed just to finally get rid of her.
A couple of days later you were taken straight from school to some school on the other side of town, where they gathered a small crowd of similar sufferers from all over the city and put you to write another test. After a lot of headaches over the murky wording, you were done with this bullshit and spent the rest of your time observing the students of other schools, hoping to identify in them an aptitude for some principle.
A day later it was repeated, already with a different set of participants, but with the same result. And on Friday you were again called to the principal''s office, from where you and several other school staff members went to the gymnasium, where, after another vague speech, Blackwell ceremoniously presented you with your certificates.
Turns out you somehow managed to get second place in the city''s high school Math and Science Olympiad. Quite a prestigious achievement, opening up some opportunities. For example, with this kind of data, it would not be so difficult to transfer to Arcadia next year... And the attitude of the teachers and students towards you has improved noticeably.
(Trait received: Silver Quil (Nat. Crit #2 in the trait roll) - Your academic achievements, and getting second place in two city olympiads at once, have turned you from a representative of the masseurs into a rising star among the students. At least in the eyes of the school administration. This has its perks... (The "Attending class" action always ends in auto-success, thanks to your advanced knowledge of the program (and the goodwill of the school administration), and the mind action with the lowest result in this move adds 5d6 dice, thanks to the time freed up for thinking.)
Trait "Outcast" upgraded to "Weirdo" because of achievements in improving the physique and increasing reputation among students)
[X] (M) Books are immortal memory. Among other things, the Predecessor''s possessions contained books. It is unlikely that he kept tabloid journalism along with mystical pigments. The subject matter of the books and the references in the diary suggest the same thing: Whatever the content, these texts are related to Mansus and the Principles. There is much to be gained by reading them... Except, where to begin?
- "Traveling at the Night," by Christopher Illopoli, volume 3. Requires 1 pass, 75%/15% chance of success.
Required: 25/85. Roll: 68 + 5 (Scholarship) + 2 (1d6 from the Watchman''s Secret) = 75 Pass!
Illopoli''s musings on the flame and the Unburnt Goddess are interspersed with passages of highly sensual poetry addressed to a certain Baldomera.
The passage near the end of the book is the most useful: ''To reach the Stag Door, I believe that all you really need is to want something enough. But I''ve never wanted anything that much, except of course Baldomera, and I''m very much afraid that the knot in the story is this: what Baldomera wants is the Stag Door. But here''s something I learnt in Persia. Perhaps it''ll teach you what you want.''
( Acquired Secret Knowledge: A Smith''s Secret - The Forge Knowledge)
A Smith''s Secret: In five continents, smiths have whispered the same words to the iron. Murderers have been known to whisper these words, too. And adepts, of course. These words are spoken in ritual to inspire an unmerciful Change. (Knowledge 1, Power 2)
In addition, due to the analysis of the author''s thoughts on serious topics, from the next turn there will be an effect - Enlightenment (+5 to the rolls of the Study. If failed, it can turn into a Fascination) 1 Lv.
[X] (P) Admiration of Art 2. Your drawing skills have dulled considerably, and at the best of times, they didn''t exactly shine. But you can fix that! The Internet is full of films about famous art galleries with the works of great artists of the past and online tutorials on many types of art! With a goal in mind, you can greatly improve your skills.
Requires 2 passes, 60% chance of success. (On completion of +1 Passion action, creativity boost)
Required: 40. Roll: 34 x 0.5 (Emotional Fountain) + 22 (89/4 from Crit to Kindred spirit?) = 39 Minor Failure.
With all the worries of this week and last week, it''s no surprise that you''ve had little time to develop your sensual perception. Nevertheless, you feel some progress, and perhaps you can do better next time.
(On the next roll for this option, a score greater than 60 will allow 2 degrees of success on account of the work done this turn. Otherwise, the bonus disappears).
[X] (M) There is knowledge in words 2. A mind is a useful tool. Especially when the path to greatness involves comprehending the Secret Knowledge. To better understand them, to gather them into a single mosaic, decipher them, and perhaps to find new ones - one should keep this tool sharply honed. There were some of your parents'' old school textbooks left in the home library, and the articles found on the Internet are still relevant. Requires 2 passes, 60% chance of success. (On completion of +1 mind action, increase in erudition)
Required: 40. Roll: 29 + 15 (31/2 from Nat. Crit in " Attending Lessons") = 44 Pass!
Because of all these tests, or because of the temporary dulling of your senses, the failures in the development of your mind that have haunted you in recent weeks have finally ceased. Though you can already tell by now that things are going to get a lot harder from here on out. It''s time to start preparing for the next stage since the materials you can develop are almost exhausted.
Comversation:
[X] (P) A kindred spirit? You certainly have a penchant for the arcane arts, you remember the Wood, and you''ve noticed some signs of it. But is such an inclination hereditary? Perhaps a conversation with your mother might help clarify it. Requires 1 pass, 55% chance of success/???
Required: 45/90. Roll: Roll: 72x 1.5 (Emotional Fountain) + 5 (Vivid Imagination) = 113 Crit!
"Oh, and I was hoping it was about the girl." Linda sighed sadly.
"Mom! Don''t change the subject!"
"All right, all right. I thought about talking to you about it after I heard about the dream about the Wood, but I didn''t think it was important. And after the trauma, I''d forgotten..." She was silent, gathering her thoughts, and the curl on her forefinger, the characteristic curl she usually did on such occasions, came out.
While Linda was gathering her wits, you were fiddling with a pencil, which was also a form of stress control. From the very beginning, as you tried to lead your mother down the right path, she stunned you by saying that she already knew as much about the occult as you did, and she knew almost immediately what you were talking about.
"It all started with a little literary club in Boston, to which I was dragged by an acquaintance. I don''t remember her name anymore, was it, Anne? The owner of the bookstore, Mrs. Cat, had Friday night readings with tea and homemade baked goods. I liked the warm atmosphere and became a frequent visitor." Linda paused for a moment as if she were going back in her mind to those early days.
In addition to the usual novels coming out at the time, old books were often mentioned. Strange books. Sometimes all evening we would discuss someone''s dreams. People would come and go. One day it was my turn to leave: I met your father, and we moved here to Brockton Bay. Some relative, or acquaintance of your father''s family was selling this house for cheap, and we decided this was our chance.
Holding your breath, you listened as the details of your family''s biography came to light. Even on the surface, this is very valuable information, especially about the Boston Cult (or its cell), as well as a thread to the Predecessor.
"As a parting gift, Mrs. Cat gave me one of those strange books. For a while, I tried to keep in touch with old acquaintances, but afterward... It became too difficult. The gang wars, the Endbringer, the parahumans everywhere, and when I got pregnant!" Your mother''s voice was colored by the fatigue you must have felt in those days. - I even had to go to the emergency room a couple of times because of my nerves.
"A sterile white room, white ceilings, linen, white everything. That''s when the dreams came. Dreams about Wood. At first, I thought they were just memories of the stories in the literary club until I woke up and found cobwebs in my hair and dirt under my fingernails."
"For a while, I thought about what it was, was afraid of course, tried to find out more. But I couldn''t find anything useful. And then you were born, and I couldn''t care less." With a sad smile, Linda shook her head as she looked at your focused face. "I didn''t think my son would ever have to deal with this, much less delve into ancient speculation and secrets..."
"If you''re interested, I still have that book." She said as she came out of the kitchen. "Just be careful with it, okay?"
Only now you realize that you didn''t say a word during the whole story. And your tea is completely cold.
( Acquired 1 initiate of the Secret of the Aspect of the Lantern. The cult must be organized for further action. New book received: The Humours of a Gentleman).
Healing of psychic injury: Requires 75 (-10 per turn, -15 from rest) Roll: 76! Pass! The injury reluctantly fades away.
* * *
The Rumor Mill - 2
The Rumor Mill - 2
* * *
Brockton Bay Police Department: 59.
The Police Department''s results this month are not as impressive, but the BBPD and Protectorate have clashed with gangs rampaging in the city and managed to seize some illegal substances and unlicensed firearms. Several dozen gang members have been taken into custody, and not all of them will be able to make bail.
PRT ENE: 81
Thanks to careful planning and coordination between PRT officers and the Protectorate, a crisis is avoided. All of the branch''s assets are safe and ready for further deployment, despite gang attempts to undermine the PRT''s control of the city.
Ward: 54.
The Wards have tried not to get involved in a confrontation with the gangs for fear of a possible reaction from the public and the controlling authorities. So even the most senior and combat-ready of them spent the past month doing console duty, patrolling the safest areas of the city, and PR events.
Protectorate: 61
The Protectorate was able to partially make up for last month''s lapses by getting the Gunsmith back in action after he recovered from his concussion. Thanks to this, it was able to conduct several more operations against the battered ABB
Empire 88: 92.
Due to the disorganization of the ABB caused by the recent PRT and Protectorate operation, Empire 88 took over some of the rival gang''s territory, gaining some legal and clandestine resources along with the latter.
Thanks to the ABB''s continued failures, the Empire is gaining more and more resources. Many establishments that previously paid tribute to the Lung are now bowing to the Empire, and more and more combat-ready white men are flocking to the Kaiser''s banners. Even the Hookwolf dogfighting arenas are more profitable than ever.
ABB: 11.
The ABB continues to bleed. More and more resources are leaking from Lung''s claws like water through his fingers. Taking advantage of its numerical advantage, the Empire launches multiple raids into its territory, and while one squad distracts Lung''s attention - the others loot warehouses, maim gang members, and destroy lucrative establishments. If nothing changes, soon Dragon Kyushu will be left in the ruins proudly alone.
This story originates from a different website. Ensure the author gets the support they deserve by reading it there.
Merchant: 60.
Because of the ABBs losses, there is a huge hole in the drug market in Brockton Bay. And while most customers have chosen to buy substances from the Empire, there are always those who are not so picky about quality. And the Hoarders are ready to meet their demands to the fullest.
Coil: 84
In adjusting to the changing rules of the game, Coil has managed not only to regain his former position but to fish in troubled waters. His rings now lie in the shadow of an overfed Empire, his resources have been replenished, and his position as consultant to the PRT is solid and well lubricated by mutual benefit. Thomas Calvert is a very useful man, as long as it benefits him.
Faultline Crew: 48.
The ongoing gang war in town spoils the mood of the entire mercenary team. Faultline''s assets in town are intact, but there is more and more talk within the team that it is time to move the base to a quieter place.
Uber and L33t: 2
Far from timely, caught in the middle of the Dragon Kyushu vs. Empire battle, the duo of gamers lost their main base and walked the very brink between life, and death. And would certainly have crossed it if not for the intervention of the New Wave. True, no one has treated them for non-life-threatening injuries, so Uber and L33t will have plenty of time to reflect on their life choices in the prison infirmary.
The New Wave: 81
By pulling half-dead villains out of the middle of the battle, New Wave has not only regained its former position but has gained even more popularity with its show of mercy. And handing over the captured villains and their tech junk to the PRT brought them a certificate of appreciation from the central office. The influx of donations has seriously increased, allowing the paralegal family to devote more time to patrol.
Loner Heroes: 83
In the hype surrounding the bleeding ABB, several lone heroes have made a name for themselves in clashes with villains, gaining experience and improving their financial situation. Being a hero is more lucrative now than before...
Loner Villains: 58
In the hype surrounding the bleeding ABB, a couple of lone villains have made a name for themselves in clashes with heroes and gained experience. Though the redistribution of gang zones of influence makes the city more dangerous for loners...
Fresh Triggers: 77
Brockton Bay never tires of surprising its residents with more and more surprises. Just when it seems it can''t get any worse, there''s a knock from downstairs. This city lives in even more interesting times than most of the rest of the world.
Newcomers: Ylilis (Breaker 4, Mover 4, Brute 2), Zerietten (Master 3, Breaker 3), Raincid (Shaker 6, Brute 3)
Cultists: 6
People''s desires are different: So, among other things, the Scarlet Grail teaches us...
In an operation to seize gang resources, Brockton Bay police forces stormed a warehouse on the outskirts of the Docks, which had received several anonymous reports of suspicious activity. Inside, several working refrigerated trucks were found containing what was initially thought to be a warehouse of donor organs, but it later turned out that the freezers contained mostly unused human body parts for transplants. After finding traces of human teeth on some of the fragments, a Special Department was involved in the case, and later the PRT. An investigation was initiated...
* * *
Turn 12
Turn 12
Time passes, and the shadow on the sundial moves...
???: 49 Not now...
When you return from the market, you carefully go through your purchases before putting them away in your predecessor''s suitcase. The Shark Tooth needs no special storage conditions and takes its place in one of the empty bags.
The Sea-polished glass, on the other hand, has to be carefully distributed over several receptacles, wrapped in an additional layer of cloth. Even though there isn''t much of it, there are pieces of blue, red, and yellow among the usual green and brown colors.
The Dirk, or rather what was left of it by corrosion, had to be wrapped in newspaper so as not to spread rust everywhere: the only thing that gave it away as a once-proud ceremonial weapon was the greenish, probably bronze, hilt. Without it being re-forged, there was no use for it.
Before you close the suitcase, you suddenly feel a chill run down your spine. It''s not a chill or an itch. At such moments, the English sometimes say, ''It feels as if someone has walked over my grave...''
* * *
Warmth is gradually returning to the bay, and spring break is approaching
Around the same time, King is likely to return from his business trip. But that moment has not yet arrived. (-1 mind action per turn for the sake of study, +1 funds in pocket every 2nd school week)
You have three actions of the body (B), three actions of the mind (M), and four actions of the passion (P). You have 20 funds at your disposal (all available savings).
Influences:
- Vitality - The drums in your ears. You can work better. (+5 to Body rolls) 1 Lv.
- Enlightenment - Enlightenment is near! I can feel the world ticking! (+5 to Study rolls. Can turn into a Fascination if it fails) 1 Lv.
Turn 11 Results
Leaving aside some minor mishaps, you can call the past week quite successful: the long training has more than paid off, and you finally have the Knowledge of the Knock in your hands.
It might not matter as much if King knew about Mansus, but somehow it might lend credibility to your words in his eyes.
The knowledge of the Edge was a pleasant surprise, but you consider your greatest accomplishment to be your successful Initiation. Now you can finally begin to create a proper cult, for which there are already several worthy candidates.
You stretch, adjusting the plaid on your legs. The diary didn''t lie one bit: You can feel the cold inside, even with your hands over the stove on. The only part of your body that isn''t affected by it is the mark you received, which seems to be drawing heat from all the other places. That''s all the more reason not to delay further Ascension.
* * *
Influences:
- Vitality - The drums in your ears. You can work better. (+5 to Body rolls) 1 Lv.
- Enlightenment - Enlightenment is near! I can feel the world ticking! (+5 to Study rolls. Can turn into a Fascination if it fails) 1 Lv.
Work:
[X] (B) This body is my 3. All of these rites and rituals are rather traumatic acts, not to mention sacrifices. Yes, and some knowledge and much more than some practices injure the one who learns and performs them. You need a much tougher and stronger body so that you don''t have to go to the emergency room after every vein you open. Exercise will do you good, and a good gym will help with that.
Requires 6 passes, 60% chance of success. (On completion of +1 body action, increase vitality)
Required: 40. Roll: 31 + 10 (Decreasing Growth Burst) + 5 (Vitality) + 10 (Gym Pass) = 56 Pass.
Going to the gym had already become routine, each time different from the last only with slightly higher standards for approaches. If it weren''t for Mr. Fischer''s suggestion, sooner or later you''d get bored.
But now you don''t get bored! Whenever you finish your exercises, you go upstairs to watch the older one''s practice, even if you don''t know much about it yet. Sometimes, you join in when the bruises from last time start to fade.
[X] (B) Mastering the Edge. The Art of Falling. As it turns out, you''re a total zero at any kind of physical confrontation. It''s a good thing this was discovered in a controlled environment, not in an actual combat encounter. This deficiency can be remedied, which Mr. Fisher, aka Martin, has agreed to do. According to him first, you need to learn how to fall. Nothing
complicated, is it? Three passes are required, with a 70% chance of success. (Upon completion, access to the next stage, improvement of combat statistics)
Required: 30. Roll: 34 + 5 (Stronger Physique) + 5 (Vitality) = 44 Pass! Numbers appear on the frost-covered mirror...
Roll 1d100: 100! Natural Crit!
The training didn''t start quite the way you expected: after demonstrating a few correct actions for falling from different positions, and making sure you had them memorized, Martin started "dropping" you. Over and over again, accompanying the techniques with a lecture on how a wrong fall could cripple or kill you. The interested old-timers, taking a breather on such an occasion, began inserting comments and additions of their own about how you can "accidentally," or not so accidentally, drop a person to death. Or at least cripple them.
Over the noise of the blood in your head, and the hum of the voices around you, calling out in their essence to the Edge, you feel the Knowledge descending from nothingness. The ancient story of the warriors and their leader, and the wounds they received and inflicted, flood your mind. The world around you trembled, every corner stretched into a merciless blade, eager to plunge into flesh, the air showed a sharp tension... Darkness came.
A little later, when you woke up from the cold water on your face, Mr. Fisher apologized to you for "overdoing it a little". According to him, in their circle, it''s a common ritual to greet a newcomer, designed to test his spine. Except that it had never been tested on such young applicants.
Your mentor said he''d understand if you didn''t want anything more to do with them, or if you sued him at all. But if you decide to stay, Martin promised to bring you up to a "decent" level, because he sees some potential.
Received: Chiliarch''s Lesson. This is the bone-deep story the thousandman learnt in antiquity, of blood and its exits. To speak it aloud is to hear the sword hiss. [Use this in a Rite with a corpse and Winter power, and the corpse will rise.] (Knowledge 2, Power 4)
Stolen from Royal Road, this story should be reported if encountered on Amazon.
[X] (B) Dedication - Power. It has occurred to me that I hold in my hands the key to power. In search of immortality and power, I can turn to the Hour known as the Forge of Days. Its touch awakens special desires and grants special marks. Requires 1 pass, 100%/70%/30% chance of success. (Cult founding is impossible without Dedication. It is impossible to change a decision once made).
Required: 0/30/70. Roll: 57 + 5 (Initiate) + 5 (Stronger Physique) + 5 ( Vitality) + 6 (2d6 (1.5) Ardent Orison) = Pass.
When you realize that there is no point in waiting any longer, you begin the rite of dedication. It''s quite simple, really: all you need is the most modest of the Forge''s knowledge and some simple materials to make it work. It''s a good thing you made sure you had enough strength before you started the sacrament.
This night, instead of falling asleep or going to Mansus, you turn to the Forge of Days with the knowledge known as the Ardent Orison. And the moment the last word falls from your lips, the heat inside you is concentrated at one point.
And at the same time, you see, not with your eyes, which are useless here, a vast space illuminated by the light of the roaring crucible. In it, like strange machines, hundreds of beings are at work, ceaselessly devoting themselves to the Great Work. And in the midst of them all, like a mountain, a volcano, rises one. One.
The Forge of Days, never taking a moment''s break from her work, lowers the monstrous hammer to the anvil. Her hands are almost shoulder-length and covered in soot as if covered by an outlandish glove, and her body is concealed by an apron of some titanic creature''s skin. She throws only a fleeting glance at you, which evaluates, weighs, checks, and...
You realize that you have been deemed worthy material. And at the same brief moment, something in you has changed forever.
One last whisper escapes your lips as the internal heat becomes unbearable, and you curl up on the floor, biting your hand to keep from making a sound. But just as it appeared, the fever suddenly subsides, and you feel cold, everywhere except in a single part of your body. There is no wound, no burn, only the Mark, which will remain with you until the end, whatever it may be.
The ritual was more than successful, causing no abnormalities. According to the Diary, some initiates suffered exhaustion or even wounds in the process, but you probably met the criteria of your current divine patron. The only consequence, however, which, if the Predecessor is to be believed, haunted all initiates of the Forge until death or Ascension, is reflected in your Diary as a kind of milestone:
No warmth is enough for me now.
(The path of Ascension of Power has begun! From now on, only a few steps separate you from Immortality and Might! But to go through them, you will have to make an effort. "Almost impossible work!" - Someone else will say.
All you can say is, "It''s worth it!")
[X] (P) The creation of art. Your parents and teachers have mentioned more than once that you''re not a bad painter. It''s true that you''ve given it up lately, but getting an album and paints out of a drawer is a minute''s work. And although the painting will take a long time. If you put the picture in a frame, it can try to sell. And you''ll need the money and a lot of it. It takes 1 pass, and the chances of success are 80%/60%/40%/20%/5%.
Required: 20/40/60/80/95. Roll: 8 x 1.5 (Emotional Fountain) + 10 (Wild Imagination) + 5 (Painter) + 5 (Good Paint Set) = 32 First Order Passes.
Because of the other events of the week, it wasn''t easy to concentrate on painting, but you did manage to finish the picture. It''s a pretty sketchy cityscape of a mid-nineteenth-century settlement. Brick, tiled roofs, and the ubiquitous smog. Certainly not your best work, not bearing a trace of Principle, but it might well adorn someone''s living room.
Finding no other use for the painting, you sell the Smog at an art store. I''d rather have a few bills than a painting that takes up useful space. If you''re going to decorate your home in the future, it''s going to be better quality things.
(Received: 3 funds.)
Dream:
[X] (P) Way: The Wood. I''ve learned the path to the Wood, tangled darkness that grows around the walls of the Mansus (thought the Mansus has no walls). I can Dream with this to return to the Wood. Requires 1 pass, 90% chance of success.
Required: 10. Roll: 25 x 1.5 (Emotional Fountain) + 5 (Initiate) + 9 (3d6 (4,3,2) from The Ecdysiast''s Parable) + 10 (Wild Imagination) = 62 Pass!
It''s time for another visit to the Wood. Perhaps you should come here more often because after all, this is the only place where you can find your way to the walls of the Abode...
Now I pass between scar-barked trees. The moon passes behind branches, though her fingers remain in my hair. I am stumbling over roots, now. It is tempting to drop to all fours, to avoid the low branches. Pale wings move, deep in the night.
The Well in the Wood is sacred to the Grail, the Hour that hungers, and to the Velvet, the Hour that guards secrets... tonight as I approached, it heaved with the Velvet''s moss, struggling waves of deep and vibrant green, pulsing again and again from its throat. It surged around my calves, rose to my thighs, and this morning I still feel the Velvet''s breath, strong within me.
(The influence Vitality has advanced to the Encouraged Vitality, and will take effect from the next turn (+10 to Body rolls. May disappear if failed) 2 Lv.)
Study:
[X] (M) School attendance. As a minor U.S. citizen, you are obligated to receive a general education. The state doesn''t need savages. Well, more than there already are. The usual school routine has set in. Repeated action, odds of success Automatic passage (thanks to the Silver Quill trait).
Required: 0. Auto Success.
This week the number of stares from the Empire and the cult has noticeably diminished. Though that may be because you''ve been avoiding them yourself, spending your time between classes collecting interesting rumors. In any case, they all seem to have better things to do without you.
In school, everything goes as smoothly as possible: teachers are willing to give you positive grades just for being in class. You don''t abuse your privileges, though, doing all your work on time and with enough care. You''re not going to draw unnecessary attention to yourself, especially for such a insignificant reason.
[X] (M) Books are immortal memory. Among other things, the Predecessor''s possessions contained books. It is unlikely that he kept tabloid journalism along with mystical pigments. The subject matter of the books and the references in the diary suggest the same thing: Whatever the content, these texts are related to Mansus and the Principles. There is much to be gained by reading them... Except, where to begin?
- "The Locksmith''s Dream: Portions and Proportions" by Therese Galmier, volume 2
Requires 1 pass, 70%/10% chance of success.
Required: 30/90. Roll: 13 + 5 (Scholarship) + 5 ( Enlightenment) + 2 (1d6 from Watchman''s Secret) + 17 (3, 4, 6, 2, 2; from Silver Quill trait) = 42 Pass!
In this volume, Galmier discusses fewer dreams, but describes more of her own intricate and incomprehensible theories ''We see this again and again: what is below can''t escape what is above.''
''The finest artisans all dream of the White Door in the end. I''m no artisan, only a scholar. I think there''s a Secret that all these artisans know, but I think that Secret is only half the story.''
(Secret Knowledge Gained: Locksmith''s Secret - The Knowledge of the Knock)
A Locksmith''s Secret. Sooner or later, every locksmith has the Dream. Now we recite its seven phases... [Nearly every summoning rite requires Knock influence. This lore will provide it.] (Knowledge 1, Power 2)
In addition, because of the analysis of the author''s reflections on serious topics, the influence of Enlightenment has advanced to the Bright Enlightenment step, and will from the next turn (+10 to Study rolls. If it fails, it may turn into a Fascination) 2 Lv.
[X] (M) There is knowledge in words 2. A mind is a useful tool. Especially when the path to greatness involves comprehending the Secret Knowledge. To better understand them, to gather them into a single mosaic, decipher them, and perhaps to find new ones - one should keep this tool sharply honed. There were some of your parents'' old school textbooks left in the home library, and the articles found on the Internet are still relevant. Requires 1 pass, 60% chance of success. (On completion of +1 mind action, increase in erudition)
Required: 40. Roll: 22 + 5 (Enlightenment) + 10 (Last time almost worked) = 37 Minor Failure.
Your efforts to develop your mind have once again hit some kind of limit, in exactly the same way as the last time. Perhaps you are doing something wrong? Or is fatigue making itself felt?
You feel it''s probably worth a little distraction before the next attempt. Change your perspective on the problem, or take a new approach... Either way, it''s a matter of the future.
Conversation:
[X] (P) Interesting rumors. Going back to school, you can''t help but wonder how many potential followers are within its inhospitable walls. And, of course, it never hurts to know what kind of relationship the factions are arriving in right now. Listen to the chatter here, ask a few leading questions there... there''s a chance to learn something interesting. Requires 1 pass, chance of success 60%/???%.
Required: 35/??. Roll: 70 x 0.5 (Emotional Fountain) + 10 (Wild Imagination) + 12 (+ 3d6 (1, 5, 6) Ecdysiast''s Parable) = 57 Pass.
Like a true social butterfly, you gently flit from one group of students to the next. The mangled English of the Asian immigrants is replaced by the street lingo of the docks, which, in turn, is the usual but crude language of the natives of more affluent neighborhoods. No one pays any attention to you, taking you for a part of the neighborhood, but that''s normal, that''s how it should be.
After a while, you manage to catch on to a curious rumor... A certain Adam Green, having failed to qualify for the Math Olympiad (second place, to be exact), is absolutely convinced that you have somehow cheated, and intends to expose the alleged cheating. At least in words.
Taking a moment during your lunch break, you watch this hypothetical source of trouble for a while. At first glance, the skinny nerd with the huge glasses doesn''t seem like a threat, but the sharpness of his gestures and the glint in his eyes suggest that he may well be an asset, not a problem. Still, it''s always nice to talk to an intelligent man, and since he''s so interested in your cheating, it might be worth introducing him to a couple of methods.
(Recruitment candidate received)
Travel:
[§·] (P) Streets Strange by Moonlight. Sometimes the moonlight becomes the key. You meet an alley where for one or two nights the streets change their direction and lead to an unfamiliar place. If you go there, you might find secret knowledge - or feel a touch of madness.
Requires 1 pass, 70%/50%/20% chance of success. Disappears after 2 turns.
Required: 30/50/80. Roll: 94 x 0.5 (Emotional Fountain) + 10 (Wild Imagination) + 13 (+ 3d6 (2, 5, 6) Ecdysiast''s Parable) = 70 Pass.
After properly equipping yourself and warning Linda that you''ll be back late, you set out to explore the sinister tangle of streets under the light of the moon.
Finding the right spot in the gathering twilight, you dive into tangled alleys that clearly don''t belong in a town like Brockton Bay. It''s too young for such cramped streets, not to mention the ups and downs that are nowhere to be found in the flat, table-like terrain of the Bay Area.
Gradually you fall into a kind of trance. Visions replace one another with the leisurely grace of pavanilla dancers (you don''t even know what pavanilla is, but the thought seems only right): a window over the forest, an icy garden, the shivering sun, a glass woman. You don''t feel like going home.
(Obtained Contentment influence. To be spent next turn.)
* * *
Turn 13
Turn 13
* * *
Time passes, and the shadow on the sundial moves...
???: 68 Not now...
Spring is in the air, and so is the activity of the parahumans. It''s not that battles between them have ever ceased, it''s just that few want to fight in the cold. The exception is Lung and Purity, who regularly clash in ABB territory: while the Nazi tries to destroy another Asian gang object (or whatever she deems it), the Dragon of Kyushu arrives and starts pouring fire on the insolent flyer. Usually, the skirmish ends before any significant damage is done, with rare exceptions.
Against the backdrop of the ongoing unrest, the PRT is justifying most of its acronym by trying to look good doing nothing. Not that they succeed, given the possibility of the National Guard entering the city, with further escalation of the conflict. Sometimes you wonder what the world was like before all this trouble... and then you remember that according to the Diary, some of the Hours are older than humanity.
Every conquest takes place on the Edge. And to carve out a place for yourself in the ranks of the High Ones, you need the help of dedicated followers. Practicing the occult without followers is no more than an exotic hobby. To achieve more, you would need to establish an organization: a Society, an Order, a Cult.
* * *
Warmth is gradually returning to the Bay, and spring break is approaching.
In about a week, King is likely to return from his business trip. But that moment has not yet arrived. (-1 mind action per turn for the sake of study, +1 funds in the form of pocket every 2nd school week)
You have three actions of the body (B), three actions of the mind (M), and four actions of passion (P). You have 33 funds at your disposal (all your available savings).
Influences:
- Encouraged Vitality - The blood sings in my veins! Any job I can do! (+10 to body rolls) 2 Lv.
- Bright Enlightenment - Enlightenment is near! The light of the mind is getting brighter and brighter! (Bonus to Study rolls. If you fail, it can turn into a Fascination.)
- Contentment - You''re happy, probably. (On this turn, the worst shot gets a re-roll with the advantage - the best score remains.)
* * *
Turn 13 Results
* * *
On the pages of your diary appear lines and figures describing the events of the week and the values received. A warm plaid, which has recently become a permanent feature of your workplace in the attic, wraps your legs, and things that need sorting are piled on the table a little farther away. Though some of them, like the scroll, don''t really need any of that - their main purpose is as obvious as a flowing light. Others, on the other hand, need a closer look, and perhaps an unorthodox approach.
You cast a glance at the dresser shelf, where the books and articles from your suitcase are still unread. More precisely, the book. There is still something to work with, but the stock of occult materials is rapidly running low. It''s worth finding a way to replenish them in the near future. One way or another.
Received (as a gift?): A scroll containing the knowledge of the Heart in a clear, detailed statement.
Words that Walk: The syllables of this formula are compelling. I find myself snapping my fingers to its rhythm. It desires not to cease. (Knowledge 2, Power 4)
* * *
Influences:
- Encouraged Vitality - The blood sings in my veins! Any job I can do! (+10 to body rolls) 2 Lv.
- Bright Enlightenment - Enlightenment is near! The light of the mind is getting brighter and brighter! (Bonus to Study rolls. If you fail, it can turn into a Fascination.)
- Contentment - You''re happy, probably. (On this turn, the worst shot gets a re-roll with the advantage - the best score remains.)
Work:
[X] (B) This body is my 3. All of these rites and rituals are rather traumatic acts, not to mention sacrifices. Yes, and some knowledge and much more than some practices injure the one who learns and performs them. You need a much tougher and stronger body so that you don''t have to go to the emergency room after every vein you open. Exercise will do you good, and a good gym will help with that.
Requires 5 passes, 60% chance of success. (On completion of +1 body action, increase vitality)
Required: 40. Roll: 60 + 10 (Decreasing Growth Burst) + 10 (Encouraged Vitality) + 10 (Gym Pass) = 90 Pass.
With a sharp exhalation, you straighten your arms and return the bar to its holder. Blood pounding in your ears, but instead of fatigue you feel only a slight buzzing tension in your muscles. The exercise seems too light again, and you decide to add weight on your next attempt.
Some of the old-timers in the gym, watching your progress, nod approvingly and mutter something about youth. You are left to envy their skills and experience as you gradually re-shape your body into the proper receptacle of your essence.
[X] (B) Mastering the Edge. The Art of Falling. As it turns out, you''re a total zero at any kind of physical confrontation. It''s a good thing this was discovered in a controlled environment, not in an actual combat encounter. This deficiency can be remedied, which Mr. Fisher, aka Martin, has agreed to do. According to him first, you need to learn how to fall. Nothing complicated, is it? Two passes are required, with a 70% chance of success. (Upon completion, access to the next stage, improvement of combat statistics)
Required: 30. Roll: 61 + 5 (Stronger Physique) + 5 (Encouraged Vitality) = 76 Pass!
A new lesson, and the old tricks. They still "drop you," occasionally showing you the finishing blows. Some of them almost leave bruises, but it helps you remember the material better. It''s not enough to group up for a fall if there''s an opponent nearby - you have to defend yourself, change position, break the distance, stand up, and use a trick.
You''re only learning the basics so far, but thanks to the teacher, you''re already thinking about how much there is you don''t know.
[X] (P) The creation of art. Your parents and teachers have mentioned more than once that you''re not a bad painter. You''ve indeed given it up lately, but getting an album and paints out of a drawer is a minute''s work. And although the painting will take a long time. If you put the picture in a frame, it can try to sell. And you''ll need the money and a lot of it. It takes 1 pass, and the chances of success are 80%/60%/40%/20%/5%.
Required: 20/40/60/80/95. Roll: 84 x 0.5 (Emotional Fountain) + 10 (Wild Imagination) + 5 (Painter) + 5 (Good Paint Set) = 62 Pass.
In between all the busy events of the week, you set aside a couple of evenings to work on a new painting. When the last strokes are on the canvas, you take a few steps back to assess perspective and check for imperfections. There aren''t many, and you fix a few things, adding a few strokes here and there, and a few details where they should be. The picture is finished.
It''s not your best work, and it''s certainly not a masterpiece, but "Moonlight Cityscape" isn''t bad. You wouldn''t hesitate to hang it in your living room. But you''d better find another use for it: you make art to share it with others. And if you get money for it for your other projects, its existence is more than justified.
At the shop, familiar from past visits, the appraiser greets you with a nod. It''s not the first time he''s parted with money to buy your work, and this time he seems pleasantly surprised by the quality of the painting. After a couple of dozen minutes of haggling, you leave the shop with a few crisp bills in your pocket.
Obtained: 4 Funds.
Study:
[X] (M) School attendance. As a minor U.S. citizen, you are obligated to receive a general education. The state doesn''t need savages. Well, more than there already are. The usual school routine has set in. Repeated action, odds of success Automatic passage (thanks to the Silver Quill trait).
Required: 0. Auto Success.
In contrast to the other events of the week, school days are quiet and peaceful. The occasional skirmish between Empire followers and various Asians has all but subsided, mainly because the latter hardly attend school. Recent events seem to have forced many immigrants to seek a quieter place to live than Brockton Bay. This most likely has something to do with the constant cape battles and fires in Chinatown.
[X] (M) Books are immortal memory. Among other things, the Predecessor''s possessions contained books. It is unlikely that he kept tabloid journalism along with mystical pigments. The subject matter of the books and the references in the diary suggest the same thing: Whatever the content, these texts are related to Mansus and the Principles. There is much to be gained by reading them... Except, where to begin?
- "The Locksmith''s Dream: Trespasses" by Therese Galmier, volume 3.
Required: 40/90. Roll: 75 + 5 (Scholarship) + 10 (Bright Enlightment) + 2 (1d6 from " Watchman''s Secret") = 92 Pass!
Taken from Royal Road, this narrative should be reported if found on Amazon.
In this volume, Galmier''s notes become far less consistent. It is unclear which dreams she saw and which she did not. Most likely, her plunge into the mysteries of the Wood did not go in vain, and her mind was touched by the Moth.
''The woman in the sand-coloured robe has told me: the stairways of the Mansus go ever up. Death is down. The Mother of Ants guards both directions with each of her heads, and so the passage must always be through a wound. I think the White Door might be a wound. That''s one reason the Dead sometimes pass it. I think I have the other half of the Secret now, and I hope my reader can put both halves together.''
In addition to a much more confusing text than before, there was something else of interest at the end of the book: a bookmark. An ordinary scrap of heavy paper, with unusual contents. In the interweaving of thin black lines was a sketch of a ritual dedicated to someone''s summons. According to the notes, you can summon an entity known as Baldomera with a Flare of Radiance (a powerful Lantern Influence), an Adept of the Knock, and Knowledge of History of any rank (or other resources of comparable power). The details of the ritual are unfortunately elusive, but you''ve encountered this name before in the books of Illopoli.
Hm-m...
Obtained: A Wood-Whisper: Lie awake, and listen. The wind speaks in the branches. The house cries out in its sleep. These are the roads that chaos ride. [Speak this over a corpse in a Rite, with a Winter influence present, and the corpse will rise.] (Knowledge 2, Power 4)
Knowledge of the resources needed to summon Baldomera (the action will appear when the appropriate ritual and all necessary resources are obtained).
[X] (M) There is knowledge in words 2. A mind is a useful tool. Especially when the path to greatness involves comprehending the Secret Knowledge. To better understand them, to gather them into a single mosaic, decipher them, and perhaps to find new ones - one should keep this tool sharply honed. There were some of your parents'' old school textbooks left in the home library, and the articles found on the Internet are still relevant. Requires 1 pass, 60% chance of success. (On completion of +1 mind action, increase in erudition)
Required: 40. Roll: 66 + 10 (Bright Enlightenment) + 15 (3, 1, 6, 1, 4; from trait "Silver Quill") = 91 Pass!
Finally, after a long period of failure, you manage to cross the threshold that separates your mind from the next stage of development. But, with it came an understanding...
Knowledge is a city wall, built stone by stone. But what awaits us in the darkness behind the walls? Why hide in a fortress? The only reason is that danger lurks outside...
(+ 1 Mind action from next turn. The trait Scholarship evolves into Notable Scholarship (+ 10 to Mind rolls, except for the Mind development action.)
Further evolution is blocked until special actions are performed).
Conversation:
[X] (P) Candidate Recruitment. Among some of your acquaintances, there are worthy candidates for recruitment. It''s worth getting to know them better, or better yet, getting them interested in cooperating.
- Adam Green. (Lantern?). A student at Winslow High School, he seems enthusiastic about the learning process, but apparently doesn''t do very well. Why else would he be stuck in this hole? Requires 1 pass, 55%/10% chance of success.
Required: 45/90. Roll: 76 x 0.5 (Emotional Fountain) + 10 (Wild Imagination) + 10 (Geek) - 10 (in a "cool" hangout) + 5 (+ 1d6 Watchman''s Secret) = 53 Pass.
After catching a student you are interested in alone, you apply the standard approach to nerds, which you have seen and experienced many times: quickly sneaking up behind them, throwing your arm around their shoulders, and lightly pressing them to the ground.
"Hello, Adam! I have something to talk to you about. Let''s go away for a moment..." With a little effort, you drag the near-crouching nerd to an inconspicuous nook near the fire escape. He flutters weakly but makes no serious attempt to escape. However, as soon as you stop and open your grip, he regains some of his composure, retreating to the maximum possible distance.
"I warn you that I am not in good health, and I will not hesitate to yell when I get hit!" Despite his clear diction, one of the few excellent Winslow students, his knees were visibly trembling.
"Don''t be so shaky," you countered patronizingly. "Unlike some intellectually deprived individuals, by talk, I mean talk. And it''s very fortunate that you could take the time to clear up a little misunderstanding between us, isn''t it?"
"Well, actually..." Adam started to argue, but you were already on fire, so he could keep his opinion to himself.
"I heard a curious conversation the other day about how you were quite clearly blaming me for your failure, trying to pass off my learning abilities as cheating" He lifted a finger, trying to dispute the argument, which in no way could temper your enthusiasm. "I''m not going to argue, there''s common sense in your thinking. I did have something that helped me learn and understand the curriculum better - a particular studing methodology I found on an unpopular Web site."
"To keep this knowledge to myself would be a crime against the world scientific community, so I''m going to organize a small study group... A kind of interest club, where participants will share knowledge, discuss it, learn new lessons from different sources, and improve themselves! I take it you''re interested?"
Carefully adjusting his glasses on the bridge of his nose, it''s as if Adam is trying to place you in a familiar category, but can''t decide between the array of "dangerous lunatic" and "eccentric dreamer." Eventually, the latter point is overridden by a small margin, and he nods slowly.
"That...might be interesting. I don''t mind." His voice sounded firm, and there were sparks of lust for knowledge in the eyes behind the imposing glasses.
"I knew you wouldn''t say no!" You smile, patting him on the shoulder. "I''ll let you know when it''s ready. In the meantime, I have an interesting thesis for you, which has given me food for thought. They say that every Hour has its own color..."
(Obtained supporter: Adam Green. When a cult is created, his initiation will become possible).
[X] (P) Interesting rumors. Going back to school, you can''t help but wonder how many potential followers are within its inhospitable walls. And, of course, it never hurts to know what kind of relationship the factions are arriving in right now. Listen to the chatter here, ask a few leading questions there... there''s a chance to learn something interesting. Requires 1 pass, odds of success 65%/???%.
Required: 35/??. Roll: 88 x 1.5 (Emotional Fountain) + 10 (Wild Imagination) + 3 (+ 3d6 (1, 1, 1) Ecdysiast''s Parable) = 145 Crit!
During your lunch break, just as you were about to use your Moth Knowledge to eavesdrop again, a student emerged from an inconspicuous opening in the row of lockers. It''s hard to tell how a man of his proportions managed to get up unnoticed, but before you could even blink, he made a strange gesture with folded hands that resembled a beating heart and bowed briefly.
"Greetings, initiate! My Master wishes to speak to you."
You didn''t think that by choosing one of the most deserted corners of the school for your activity, you could get into a situation like this. Of course, you could try to shout, or even start a fight, but such actions did not guarantee a result, but they almost guaranteed problems. And if they wanted to do something to you other than the intended conversation, the same guy might not bow, but rather hit you with something heavy from around the corner.
You nodded briefly, gestured for the student to lead the way, and followed him. Check your phone in your pocket, just in case. After a few minutes of walking through the almost deserted corridors, your taciturn guide stopped at the back of the sports equipment storage room and tapped a complicated rhythm on the door.
A few seconds later, the door opened, and a large student in a sports uniform emerged from the back room. If you had some vague suspicions about who exactly initiated this meeting, now they are fully confirmed. It looks like you''re about to have a conversation with the captain, excuse me, Master Donovan, and his "football team".
Strangely enough, the student who let you in remained at the entrance, only pointing to the back of the room, while the guide went somewhere else. Probably to provide himself an alibi. Suppressing gloomy thoughts, you made your way to the depths of the surprisingly well-lit room. By the far wall, on one of the stacks of mats, the very man you thought of a minute earlier was already waiting.
"Hey, hey, hey! Diaduit, Greg! Glad you decided to stop by!" The suspiciously cheerful captain greeted you. "Come and sit down, I won''t keep you long, but what a host keeps a guest on his feet!"
"Hey, Donovan!" You got yourself oriented. "I hope you don''t mind being addressed like this? To be honest, I wasn''t looking forward to this meeting, at least not so soon!
"That''s what I''m talking about!" He stretched his lips in an almost unnatural smile.
"Just thought we''d speed things up a bit! Really, you know about me, I know about you, it''s better to clarify each other''s intentions right away than to be too cautious and then push our butts over the same chair!"
"I''ll tell you right off the bat, you''ve been on my radar for a long time," Donovan leaned toward you.
"As a candidate for recruitment, at first, but there were other priorities, and then you got to the Knowledge yourself. In such cases, it is customary to wait to see which Principle the initiate is inclined to. With some, it is certainly, believes me, better don''t get involved at all. But you, as it became clear, chose the Forge which means you''re one of those guys we can deal with!"
As the Cult Master''s monologue raced through your head, you had a lot of questions, the most interesting of which you had to put aside for later. You were obviously invited for a reason, so you should not let the ears of the wily Irishman pass you by.
"Also, judging by the actions we''ve seen, your organization isn''t far off, is it?" Donovan''s tone became somewhat serious, but strangely, there was no threat in his voice. "It''s a serious step, not easy for everyone. Especially since the most promising candidates in the school are already taken, and other sources of people are more difficult to work with... Frankly speaking, I''d be glad to see you in the ranks of my followers. Or, if you do decide to act on your own, we could become allies: exchange Knowledge and valuable resources!"
However, nothing prevents you from simply walking out of here and pretending that this conversation never happened.
"No matter what you choose, I won''t hold a grudge." He summed it up as he rose from his seat. "And you can think of this as a little welcome gift. If you want to talk, go to any member of the football team, they''ll help you get in touch with me. I still have things to do today, so, sl¨¢nleat!"
A few minutes later, at the end of the corridor, you somehow push your swarming thoughts aside and take the time to look at what you''re holding. The thick scroll of paper the size of an ordinary sheet of paper Donovan slipped into your hands at the exit bears the seal of the Heart. It goes to the bottom of your backpack, where it will await its return to a safer place, keeping its contents out of sight.
This meeting is not at all what you''d expect from the leader of a not insignificant cult. But it''s better this way: waking up on the altar in the middle of a sacrifice is not how you want your day to end. And yet, the cult leader''s offer must be answered in some way...
"Choise, choice."
[] Become a follower. Who''s a good doggie? Yes, you are! (Joining the Heart Cult promises big bonuses, like access to their Knowledge and support. On the other hand, you also have to share your Knowledge and do the leader''s bidding. Forget about the Ascension until Donovan completes it, or dies trying.)
[X] Accept the outstretched hand. Standing side by side as equals is not so bad. Until you realize that someone is more equal after all. (Opportunity to initiate a commodity-money relationship with the Donovan cult, to exchange services and information. Hand washing hands, that sort of thing... Until it smells fried.)
[] Proudly decline. The Heart has its ways, the Forge has its ways. (A possible intersection of interests with an unknown outcome.)
Travel:
[X] (B) Search the town. Lively avenues by day and mist-clad labyrinths by night. Set out to roam the streets in search of mysteries until your legs give out. Requires 1 pass, chances of success ??? %.
Required: 20/40/60/80/95. Roll: 19 (10 Contentment) + 5 (Stronger Physique) + 10 (Encouraged Vitality) = 34 First Order Pass!
In your wanderings, you stumble upon some diner nestled on the corner of a dilapidated building near the docks. When you slip inside, you realize it''s a bar. Probably the seediest bar you''ve ever seen, even in the spaghetti westerns. you''ve ever seen, which is saying a lot. There''s some jazz playing from a hoarse speaker hanging on the wall, and the stereotypical bartender is reading a newspaper in the dim, dusty lights, in a totally unstereotypical way.
The few visitors sit either alone or in small groups. Their quiet voices merge into a monotonous hum. Someone is sleeping under a bench. Slipping over to the counter, you ask the bartender about the place.
It''s "Two-Fourths". Don''t ask me about the name; I don''t know why it''s called that either. I bought this shithole from the last owner about twenty years ago for a hundred bucks. It''s usually a place where the little things from the streets get together to drink something and swap the news. Sometimes the dockworkers come in, or some other handy guys... If you''re done spreading your ears, order something before they steal your wallet. Anticipating the question: without alcohol, there''s only Coke and mineral water.
Obtained: The location of the Two-Fourths Bar, an eatery where the "sludge" of city society gathers. Here you can find out rumors that don''t usually reach the more respectable circles, and probably find someone suitable for a dirty job that no one can find out about. The main thing is not to carry anything of value - they will steal. Or worse.
[§·] (P) Streets Strange by Moonlight. Sometimes the moonlight becomes the key. You meet an alley where for one or two nights the streets change their direction and lead to an unfamiliar place. If you go there, you might find secret knowledge - or feel a touch of madness.
Requires 1 pass, 70%/50%/20% chance of success. Disappears after 1 turn.
Required: 30/50/80. Roll: 58 x 1.5 (Emotional Fountain) + 10 (Wild Imagination) + 5 (+ 3d6 (2, 2, 1) Ecdysiast''s Parable) = 102 Crit!
Once you find the right spot in the gathering twilight, you dive back into the tangled alleys that clearly don''t belong in a town like Brockton Bay. It''s too young for such cramped streets, not to mention the ascents and descents that are nowhere to be found in the flat, table-like terrain of the bay area.
Gradually you fall into a kind of trance. Visions replace one another with the leisurely grace of pavanilla dancers (you don''t even know what pavanilla is, but the thought seems only right): a window over the forest, an icy garden, the shivering sun, a glass woman. From somewhere comes the tearing sound of an unknown bowed instrument, and a gust of cold wind throws several sheets of sheet music in your face. Feeling something familiar in them, you carefully pick them up, roll them up, and put them in your pocket.
So beautiful the moonlit night is!
Obtained: Mysterious Notes - a walk through non-existent streets left quite a tangible trophy. This thing cannot be ordinary, but what exactly is it?
* * *
Turn 14
Turn 14
* * *
Time passes, and the shadow on the sundial moves...
???: 35 Did the rumor reach them..?
[X] Accept the outstretched hand.
Standing side by side as equals is not so bad. Until you realize that someone is more equal after all. (Opportunity to initiate a commodity-money relationship with the Donovan cult, to exchange services and information. Hand washing hands, that sort of thing... Until it smells fried.)
During another lunch break, you find Donovan with the help of one of his followers, and inform him of your decision. With a big smile, he claps you on the shoulder and promises you won''t regret it. Unfortunately, he doesn''t have time for a more in-depth conversation right now, but you have a lot to agree on in the next few days
Also, your father finally returns from a business trip, and you get a chance to discuss face-to-face those topics that you didn''t dare trust to paper or phone communication. When you meet him at home upon his return from school you don''t immediately realize what exactly has changed about him. Only sometime later you realize that it is not King who has shrunk, but you have grown during his absence.
Whether it''s the training, the knowledge, or the lucky heredity, you''ve almost caught up with your father in height and muscle mass. You''re probably ahead of your father in the latter - King''s not the most athletic man.
* * *
Most of the snow melted and flowed down the storm drain into the ocean.
It''s a rare oddball to leave the house in winter clothes. Your father is back in town from a business trip. He won''t be here long. (-1 mind action per move for study, +1 funds in the pocket every 2nd school week)
You have three body actions (B), four mind actions (M), and four passion actions (P). You have 38 funds at your disposal (all available savings).
Influences:
- Encouraged Vitality - The blood sings in my veins! Any job I can do! (+10 to body rolls) 2 Lv.
- Bright Enlightenment - Enlightenment is near! The light of the mind is getting brighter and brighter! (Bonus to Study rolls. If you fail, it can turn into a Fascination.)
* * *
Turn 14 Results
* * *
Humming a sticky tune under your nose, you fill your diary with the achievements of the past week. And there are... a lot of things to fill in. Like what you learned from Donovan about the occult forces in the city. Or the gradual changes in the alignment of factions in the city and the school. Or the pleasant surprise of the latest volume of "Dreams..."
But it can wait a little longer! Leaving the boring papers on the table, you get up and start circling the room in a kind of dance that moves between waltzing and tap dancing into something in between, but no less exciting and fun. For you.
"Greg! Stop trashing the attic right now! There''s whitewash coming down! You''re cleaning it up!"
"Yes, Mom!"
* * *
Influences:
- Encouraged Vitality - The blood sings in my veins! Any job I can do! (+10 to body rolls) 2 Lv.
- Bright Enlightenment - Enlightenment is near! The light of the mind is getting brighter and brighter! (Bonus to Study rolls. If you fail, it can turn into a Fascination.)
Work:
[X] (B) This body is my 3.
Requires 4 passes, chance of success60%. (On completion of +1 body action, increased vitality)
Required: 40. Roll: 91 + 10 (Decreasing Growth Burst) + 10 (Encouraged Vitality ) + 10 (Gym Pass) + 7 (2d6 (3,4) Words that Walk) = 128 Crit!
You work out at the gym, as usual, it would seem, but with your newfound knowledge, everything seems... easier. Quietly humming the rhythm to yourself, you not only catch your breath faster between sets, but you can do more exercises at a time. It''s been a long time since you''ve felt such a qualitative improvement!
You feel that you should definitely try to get more Knowledge of the Heart, because this aspect looks much less difficult to understand than many others, and at the same time has a very clear benefit, an unquestionable benefit!
Receiving the Body Trait: 100! Natural Crit!
Received: Trait "Natural Development (B)" - It''s as if your body wants to get better! What comes to others with hard work is just a matter of time for you. (+ 5 to actions for body development and healing. The number of actions needed to reach the next stage is reduced by 2 for each of the following stages)
[X] (B) Mastering the Edge. The Art of Falling.
One pass are required, with a 70% chance of success. (Upon completion, access to the next stage, improvement of combat statistics)
Required: 30. Roll: 87 + 5 (Stronger Physique) + 10 (Encouraged Vitality) + 4 (2d6 (3,1) Words that Walk) = 106 Crit!
In your last class on the art of not getting killed on the spot, you demonstrated everything you could learn, and even a little more than that.
To say that Martin was impressed by your progress is to say nothing! Even after the end of the lesson, which you met on your feet (which has never happened before), your teacher talked about something with the owner of the gym. It''s hard to know what exactly he was talking about, but in the bits and pieces you heard, there was something about a "promising guy" and a "personal disciple". You wonder what exactly was meant by that.
From this short trauma reduction course, you''ve been able to learn several important lessons, the most valuable of which you consider this one:
The best fight is the one that never got started. Because if after your first attack the enemy can still somehow respond - then you''ve done something wrong! Oh, and learning not to break half your bones when you fall was useful, too!
Received: Lessons in Survival! (+5 to rolls for possible injury, +5 to rolls to check the severity of injury)
The next step of the action is open from the next turn.
Influence Encouraged Vitality develops to the next rank.
[X] (P) The creation of art.
It takes 1 pass, and the chances of success are 80%/60%/40%/20%/5%
Required: 20/40/60/80/95. Roll: 6 x 1.5 (Emotional Fountain) + 10 (WildImagination) + 5 (Painter) + 5 (Good Paint Set) = 29 Pass.
You have too much to do this week to devote enough time to painting as well. And when you pick up the brush, your mind keeps returning to other activities. True, you do finish the painting, but it''s far from your best work. An ordinary beach landscape, painted with careless strokes, it seems so... flat and flat that it just doesn''t compare to your past works.
In your haste to sell this work before someone sees it, you get such a ridiculous sum for your work that it''s barely enough for your school lunch. However, the price corresponds to the quality, so you can''t complain about that.
Roll 1d3 for the cost of the painting: 1 (gained 0 funds).
Dream:
[X] (P) Way: The Wood. I''ve learned the path to the Wood, tangled darkness that grows around the walls of the Mansus (thought the Mansus has no walls). I can Dream with this to return to the Wood. Requires 1 pass, 90% chance of success.
Required: 10. Roll: 60 x 1.5 (Emotional Fountain) + 5 (Initiate) + 12 (3d6 (4,2,6) Ecdysiast''s Parable) + 10 (Wild Imagination) = 117 Crit!
If you stumble upon this tale on Amazon, it''s taken without the author''s consent. Report it.
In my sleep I came to the high jagged rock which is still called the Temple of the Wheel, though the hour called Wheel is long extinct. Another hand had scratched a secret in the black lantern on its flank. I burned that secret into my memory to preserve for waking before the Velvet came out of the velvet Wood-depths and erased it. The Velvet is jealous of her secrets.
Received: Knowledge of Secret Knowledge: A Furtive Truth, A detail smuggled in from an adjacent narrative. Don''t speak this where you may be overheard. [Exploring with this scrap of knowledge may uncover secret locations in the Shires.] (Knowledge 2, Power 4)
Study:
[X] (M) School attendance. As a minor U.S. citizen, you are obligated to receive a general education. The state doesn''t need savages. Well, more than there already are. The usual school routine has set in. Repeated action, odds of success Automatic passage (thanks to the Silver Quill trait). Required: 0. Auto Success.
All is quiet at school. So far. True, there are almost no Asians among the students, and most of the Empire''s neophytes are absent for far-fetched reasons, or none at all. To control the expanded territory, the Kaiser needs free fighters, which he gathers from wherever he can, replacing less valuable cadres. At least, that''s the opinion of a lot of reputable users on the PHO.
[X] (M) Books are immortal memory.
- The Locksmith''s Dream: Stolen Reflections by Teresa Galmier, volume 4. Requires 1 pass, 60%/10% chance of success.
Required: 40/90. Roll: 100 (Natural Crit!) + 10 (Notable Scholarliness) +10 (Bright Enlightment) + 6 (1d6 from " Watchman''s Secret") = 126 Natural Crit+!
The fourth volume of Teresa Galmier''s expansive work - no longer a discussion of the dreams of artisans, but a valuable survey of other works. The tone is calmer than that of ''Trespasses'', but occasionally fearful, even paranoid. This volume was published in 1926 but almost immediately recalled and pulped by the publisher - at the request of the author or possibly the authorities, depending which story you believe. A few copies survive.
Teresa''s reasoning is quite confusing, but it also carries real layers of valuable information: ''Janus is the Gatekeeper, the twin-god, the god that wounds, the presager of changes, the sun, the moon. So we identify him with the Watchman, the Twins, with the Mother, with the Forge, with the Meniscate and the Madrugad. He cannot be all these. Can he? The flamines knew the Church, knew the Dry Land, knew Elagabalus. Is he then synthesis? Or is he something else? In Gallaecia they called him Ianus Lamius, but the Obliviates are notorious for their slanders.''
''Janus has, they say, not one face but two. To which I reply: why only one? Why only two? Hersault and Coseley - according to Thomas Love Denman - once agreed that Janus was ''all the gods and none''. But later, Hersault insisted he was ''all the gods'', and Coseley favoured simply ''none''. Denman was a sinister dilettante, but this rings true of them both.''
In some places, you have to seriously strain your brain, as the author''s reasoning begins to touch the works of other occultists with whom you are not familiar. Some of the names you encounter are written down in your diary for further research.
In the second half of the book was a strange bookmark made of heavy cardboard, like some kind of stencil with markings. Each hole was dotted around the edges with ink as if someone had painstakingly and painstakingly painted over what was in the cutout. It''s unlikely this thing was just lying there, so you added a note about having to deal with it.
Received:
Knowledge of Lantern: An Unmerciful Mantra. ''Mercy'', saith the Watchman, ''is found only in shadow.'' (Knowledge 3, Power 6)
Knowledge of Moth: An Ecdysiast''s Parable. The Ecdysiast''s Riddle is ''What may be lost?'' Each Ecdysiast''s Parable is an attempt to answer the Riddle. (Knowledge 3, Power 6)
Mysterious stencil (can be explored).
Influence Bright Enlightenment develops to the next rank.
[X] (M) Mastering of the Craft. You''ll need more than a little arcane knowledge to make special items. Of course, you can always leave that to the people who have the right hands... When you have them among your followers. In the meantime, it''s worthwhile to improve your own skills in manual labor. Requires 1 pass, 60% chance of success. (On completion, a crafting item will open.)
Required: 40. Roll: 32 + 10 ( Notable Scholarship) + 10 ( Bright Enlightenment) + 17 (1, 6, 5, 4, 1; from Silver Quill trait) = 69 Pass.
You finally succeeded in completing something that had been so long delayed! Whether it was your past failure, or whether other things took precedence, it doesn''t matter. Now that you''ve passed the initiation of Forge and felt the heat of transformation, your hands are reaching out to try to transform something! And now you finally know-how! Well, on a basic level...
It will be a long time before you dare to forge anything on your own, but crafting with easier-to-handle substances like wood shouldn''t be too difficult if you try hard enough. You can''t wait to pick up your tools and Change something!
Received: Ability to craft (+ new action options) The next level of skill ( study).
Conversation:
[X] (P) Candidate Recruitment.
- King Vader. Your father clearly has a penchant for the Knock aspect and has probably heard something about the secret part of the world. Or knows someone who has.
Before introducing him to the cult or initiating him into the plans, you should make sure he has a positive attitude to the idea. Requires 1 pass, 75%/10% chance of success.
Required: 25/90. Roll: 31 x 0.5 (Emotional Fountain) + 10 (Wild Imagination) + 10 (Kindred Soul) + 3 (1d6 Locksmith''s Secret) = 38 Pass.
You start the conversation from afar, probing the ground, and at first, it doesn''t go... very well. Perhaps this time your emotion didn''t play the best trick on you, or King, as a man of similar temperament, was too resistant to your conviction. But over time, thanks to your hard-earned Locksmith''s Secret, he has thawed out and become more receptive to new ideas (especially since he had heard something similar once before, but unfortunately didn''t remember).
With this Knowledge, he will be able to visit Mansus on his own, and, if a schedule could be agreed upon, you might well see each other in your sleep to exchange information. This could be quite useful, especially if your father manages to stumble upon some Knowledge or other valuable information. It would be more difficult with items and reagents...
Perhaps, while he''s still here, you should create a cult and bring King under oath. That way there would be less doubt about his loyalty to your plans. After all, older people often have a tendency to get into hiccups about what should be done, based on the idea of the wisdom that comes with age.
(Received supporter: King Vader. When a cult is created, it will be possible to dedicate him).
[X] (P) Interesting rumors.
Required: 35/??. Roll: 68 x 0.5 (Emotional Fountain) + 10 (Wild Imagination) + 14 (+ 3d6 (5,5,4) Ecdysiast''s Parable) = 58 Pass.
According to rumors circulating the school, some new guys have replaced the ABB dealers who were put out of business. Their quality of goods is worse, but they do not charge high prices. The reaction of the Imperials to the arrival of the newcomers is not yet clear, especially since they''re mostly focused on racial minorities, and don''t get involved with whites (read: the Imperial talent pool, according to Kaiser). How this will affect the school''s still unstabilized political environment remains to be seen. The school administration, as usual, is unaware of anything or turns a blind eye to what is going on.
Received: Information about the new faction?
[X] (B) Ball Game. As it has occurred to you before, playing together will not only help build up your relationship with the Donovan cult, but it may also help you learn news, rumors, or even some of the little secrets...At worst, it will just be a game, well what could go wrong? Requires 1 pass, 70% chance of success.
Required: 30. Roll: 43 + 5 (Stronger Physique) + 10 (Encouraged Vitality) + 7 (2d6 (2.5) Words that Walk) = 65 Pass!
What do the heartbeat and the thunder beat have in common? It''s hard to say right off the bat, but sometimes it seems as if there is no difference between them at all. Especially in moments of intense tension, when you are trying to keep up with athletes who are at best equal to you, or even superior in the physique.
Although the game is played in a fairly friendly atmosphere, that doesn''t make it any less tense. By the coach''s last whistle, your jersey could be wrung out, and your uniform as a whole would need at least a liter of perfume to stop exuding the persistent smell of sweat.
Afterward, under the faint spray of cold school shower water, you notice something strange: that haunting tune Donovan mumbled under your breath as you walked by. It''s like it''s ingrained in your memory, and now you can hardly bring yourself to stop humming it. It doesn''t seem like a bad thing; on the contrary, the motif makes the fatigue in your muscles recede...
Received:
Influence: Trembling Airs. The toes tap. All is brisk and all is well. [The influence of the second level: obvious to the susceptible, instantly recognized by the knowledgeable.] (Power 2) - 2D6 to the lowest action roll, whose principle is the same as the principle of influence. Can be used in some rituals to summon underlings. It works from the next turn.
[X] (M) A heart-to-heart talk. Donovan knows more about the occult than you do. I don''t know how much more, but the fact that your knowledge of the underworld is at least nine decades out of date speaks for itself. I don''t know anything about the local situation. You really need that information. One pass is required, 75% chance of success.
Required: 40/90. Roll: 96 + 10 (Notable Scholarship) + 10 (Bright Enlightenment) + 5 (Initiate) = 121 Crit!
After the game, barely out of uniform, the captain of the school football team, and also the most influential occultist in the school, invites you into the back room for supplies. If it weren''t for the growing confidence that this is his standard meeting place, you might suspect your interlocutor of some nefarious agenda.
After a brief conversation designed to clarify the depth of your occult knowledge, you conclude that the difference between you is not so great. And that''s when the real conversation begins.
"As far as the school was concerned, it was pretty simple: no occultists had been noticed among the local factions, which were mostly gangs. Sure, there might be some who use a few little secrets without realizing what they''re really dealing with but that''s about it." Donovan began his speech with a faint accent, making himself comfortable on the stack of mats. "Though I''m pretty sure there might have been a couple of parahumans among the students but that''s rather conjecture."
"Aren''t the parahumans...?" You twist your finger in the air with a profound look.
"No, lunatics in underpants over tights have nothing to do with the mysteries of Mansus. Their powers with the power of the Principles are as if they were in different worlds." The cult leader leaned closer and lowered his tone as if he were giving away some terrible secret. "I''ve heard experimenters tell me that the Parahumans can''t even sense the Influences, though most of the uninitiated are capable of it."
He pulls back, assuming a thoughtful pose and an appropriate expression on his face drumming his fingers on his chin. Even with your semi-atrophied social skills, it''s not hard to see that Donovan is trying hard to decide how much information to pass on to you. A few seconds later, having probably come to some conclusions, he comes back to life and focuses his gaze back on you, and a smile crosses his face. In the eyes turned to your face shines determination though it is not very clear what could cause such a flurry of emotions, and why you so clearly understand what exactly he wants to convey with all these expressions...
"As for the city," Donovan said, leaning in close, "I know of two more or less large organizations of devotees. You see a lot of pale men in the local cemeteries, covered in fresh earth, and eyewitness accounts say they''re cold. I don''t know what they call themselves, or how many of them there are, and I don''t want to know. It is more expensive to mess with corpse-eaters."
If I remember the Predecessor''s notes correctly, Winter''s cults are dedicated to the principles of silence and end, but their purposes may differ... It is one thing if they are trying to turn their Master into a Ghoul, and quite another if the bodies actually serve a different purpose.
"How do I know they''re not loners?" He asks, reading something on your face (really, you''re just trying to comprehend his words, and at the same time move away from the older guy who almost bumps into you), "Well, let that be my little secret!"
"There''s also a crowd of people with butterfly imagery: badges, prints, tattoos, all kinds of crap..." Donovan adds to his story with active gesticulation, using his hands to represent something between a butterfly and a flying bird. "Except they''re not really butterflies, they''re colored moths. These guys like to go out into the nearby woods and get high on some crap. I''d even take them for regular junkies if I could trace their gatherings even once."
Moth. A moth is a bad thing. You never know what to expect from those dedicated to the Principle of Chaos.
"Well, that''s about it," the leader of the now friendly cult ended his story with a show of hands. "If you don''t think about some of the loners my boys have met, the occult underbelly of the city is made up of these kinds of personalities. I have to go now, but if you have any questions - come to me!"
You leave the storeroom after thanking him hastily, trying not to show your excitement. The information about the cults operating in the city is of particular interest, but no less interesting is the identity of the cult leader you already know...
Received: Information about factions - Cults of the City (Heart, Winter, Moth) related actions will be available in the next turn.
* * *
Turn 15
Turn 15
Time passes, and the shadow on the sundial moves...
???: 43 All is quiet, all is calm.
After your conversation with Donovan, you still can''t forget his strange behavior and his uncharacteristic empathic displays during the conversation. There''s also one, no, two other things that bother you: the cults in town, which are not that important, and Mellone''s orientation.
You vaguely recall seeing him in the cafeteria with cheerleaders several times, but on the other hand, all the known members of his cult are sports guys of school-age... In light of recent revelations, the question arises: should you fear for your rear, or is it just paranoia?
In any case, as a result of the many revelations of the past week, a vast canvas of possibilities stretches in front of you, limited only by your ability to allocate your priorities. Your stock of occult texts is about to run out and needs to be replenished. Hands are itching to try out the tools to create empowered items. Bargaining with the Cult of Heart promises new opportunities, and the Wood are ready to reveal their secrets under the light of the Lantern...
* * *
Brockton Bay''s sparse greenery tries to represent the awakening of nature. There''s a distinct breath of spring in the air, even through the pervasive smog. At times it begins to drizzle a nasty cold rain, common to the nasty New England coastal climate. King Vader is still here, trying to get some rest before another business trip (or maybe find his way to the Wood).He won''t be here long. (-1 mind action per turn for study, +1 funds in pocket every 2nd study week)
You have three body actions (B), four mind actions (M), and four passion actions (P). You have 38 funds at your disposal (all available savings).
Influences:
- Visible Vitality - Heartbeats like thunder! (+15 to body rolls) 3 Lv.
- Visible Enlightenment - Enlightenment is so close! In a little while, even the uninitiated will be able to feel the light of my mind! (+15 to the Study rolls. May lose 1 or 2 steps or, in critical failure, turn into a Fascination) 3 Lv.
- Trembling Airs - The toes tap. All is brisk and all is well. [The influence of the second level: obvious to the susceptible, instantly recognized by the knowledgeable.] (Power 2) - 2D6 to the lowest action roll, whose principle is the same as the principle of influence. Can be used in some rituals to summon underlings. It works from the next turn.
* * *
Turn 15 Results
When you have completed the things planned for today, you put the diary aside. With all this new Knowledge and the hum of thousands of little wings settling in your head again, it is not hard to forget about the event that has long been circled in the desk calendar. The Creation of the Cult.
But a cult with only one member is nothing more than an exotic fad. You have to choose a follower. And you will identify the right person among the available candidates when you put on the right vestments and prepare the right ceremony.
It''s almost time.
* * *
Influences:
- Visible Vitality - Heartbeats like thunder! (+15 to body rolls) 3 Lv.
- Visible Enlightenment - Enlightenment is so close! In a little while, even the uninitiated will be able to feel the light of my mind! (+15 to the Study rolls. May lose 1 or 2 steps or, in critical failure, turn into a Fascination) 3 Lv.
- Trembling Airs - The toes tap. All is brisk and all is well. [The influence of the second level: obvious to the susceptible, instantly recognized by the knowledgeable.] (Power 2) - 2D6 to the lowest action roll, whose principle is the same as the principle of influence. Can be used in some rituals to summon underlings. It works from the next turn.
Work:
[X] (B) This body is my 3.
Requires 2 passes, chance of success 60%. (On completion of +1 body action, increased vitality)
Required: 40. Roll: 45 + 10 (Decreasing Growth Burst.) + 15 (Visible Vitality) + 10 (Gym Pass) + 5 (Natural Development) + 7 (2d6 (2, 5) Words that Walk) = 92 Pass.
Since you have mastered the Knowledge of the Heart, exercise is surprisingly easy, and progress can be seen with the naked eye. It''s still far from peak form, but your muscles will be the envy of more than just people your age. Plus, the growth spurt and abundant nutrition combined with grueling exercise seem to have spurred your body to stretch upward. You weren''t short before, but if you keep this up, you might make the volleyball team, or even lead it, given all that muscle mass.
[X] (B) Mastering the Edge. How to Make a Fist. Now that you''re almost certainly not going to break your neck in a fall, Mr. Fisher (aka Martin) is going to start teaching you martial arts. More specifically, methods on how to inflict exactly the right amount of damage on your opponent and avoid his attempts to do the same
Requires 6 passes, a 60% chance of success. (On completion will receive a trait combat statistics, + open access to the next stage, +variable)
Required: 40. Roll: 84 + 5 (Stronger Physique) + 15 (Visible Vitality) + 3 (2d6 (1, 2 Words that Walk) = 107 Artificial Creed!
Once the very basics have been deemed satisfactory by your mentor, the real training begins. Although, in fact, these are also the basics but a bit more advanced, and have some relation to the art of inflicting injuries of varying degrees of severity on one''s fellow man.
After everyone laughed at your attempt at a fighting stance (which Martin, who laughed the loudest, asked you to demonstrate), the instructor began to poke your body into different poses. As it turned out, these are the stances you will have to take when you continue to perform techniques. In the meantime, you have to learn how to move from one to the other so that you don''t get your own feet entangled. Step by step.
Received: ??? 1/3. (Roll of difficulty definition 2d6+1: 1.1.)
Body Trait: Huge - It didn''t happen overnight, but over time and with persistent physical development you began to rise above most people. This has some advantages. (+5 to rolls in Aggressive Negotiations, some changes in social interactions. From a certain stage of body/martial arts development - bonuses to direct confrontation).
[X] (M) The Ascension of the Foundation. You have several people who can help with your goal of Ascension. But first, you need to create something that will bring you together. A society, an order, a cult. Requires 1 pass, 100%/70%/30% chance of success. (When selected, triggers a sub-vote to select the aspect to which the cult will be dedicated and the first follower. Choices are limited to aspects of which you have Knowledge. Once decided, you cannot change your decision).
* * *
Interlude "The Way to Greatness"
* * *
[X] (P) The creation of art.
It takes 1 pass, and the chances of success are 80%/60%/40%/20%/5%
Required: 20/40/60/80/95. Roll: 16 x 1.5 (Emotional Fountain) + 10 (Wild Imagination) + 5 (Painter) + 5 (Good Paint Set) = 44 Pass.
This time you get a strange idea: You draw a picture that is a reflection in the mirror hanging on the wall of the opposite wall with a plant in a pot and a picture hanging above it. No, that painting is no longer a mirror, which is a reflection of another painting above the potted flower, which is a reflection of... In short, it''s not recursion. Although you were tempted to draw something like this, it''s probably too complicated for now.
If you discover this tale on Amazon, be aware that it has been unlawfully taken from Royal Road. Please report it.
The idea of recursion and more creative use of mirrors was written down in the diary and postponed until better times. The current work, however, waited for the paint to dry and went to a familiar store, where it passed into the hands of the elderly owner in exchange for a good sum of money. Unfortunately, all of it was immediately spent (with a small surcharge) on a new set of paints, as yours was almost out of some important colors. Well, you didn''t need those pocket money that badly.
Received: 3 funds. Spent on new paint set 1d4: 4 funds. Total: -1 unit of funds from the current inventory.
Dream:
[X] (P) There is a Home in the Wood. Now I know the way to the Forest, which surrounds the walls of the Abode with a black ball of roots (though the Abode has no walls). With enough strength of emotion, I will be able to walk again on the road to the Forest. Now that my path through the tangle of branches can be illuminated by the mighty Knowledge of the Lampade, it won''t be difficult to pass any further. It takes 1 pass, with an 80% chance of success.
Required: 20. Roll: 5 x 1.5 (Emotional Fountain) + 5 (Initiate) + 16 (3d6 (6, 6, 4) Unmerciful Mantra) + 10 (Exuberant Imagination) = 39 Pass.
There is a House in the woods. I know something about this House. Is it enough to approach its light? Only an attempt will provide the answer.
The house is surrounded by the Limits, shrouded in mists and trails. This rock bears the name of the Temple of the Wheel: it is as tall as any other high-rise, and it is all mottled with patches of black lichen and painted eyes. I walk around it and see the White Door. Its edges are outlined by the light of the House
I approach the White Door. I touch it, feel its coldness, and see it swing open. The door opens and my mouth closes, shrinks, and hides under the fresh skin as if it were an ugly defect. The blue light of the Abode surrounds me...
Now I know the way that leads through the borders to the White Door. However, many dead men gather on this road. To escape the piercing cold of dead flesh, I will need an enduring body.
Received: The Way: The White Door. I dreamt of the White Door, also called the Bone Door and the White Gate. When I pass through it, my voice remains outside the House.
Study:
[X] (M) School attendance.
Lately, classes have been flowing like water under a bridge. You hardly pay any attention to them, concentrating on other things, awakening from your thoughts only when it''s time to answer questions or do group assignments. Usually, the teachers barely touch you, convinced of your deep knowledge of their subject, and Sparky takes care of most of the communication activity.
At least in general classes, this is usually the case, and when he''s not around, one or two random people join you. Sometimes you look at them closely, trying to discern useful traits that would define them as candidates for recruitment but usually, this interaction ends up in nothing. Lately, you''ve found yourself quite often in the same study group as a girl named Taylor... Abert? Hebert? Herbert?
A few months ago she used to keep you and Sparky company quite often on group assignments, but she hasn''t been around for a while. Come to think of it, it probably has something to do with your change in status. But, in that case, why is she here again?
[X] (M) Books are immortal memory.
- The Craft of the Forge - An article written by the Predecessor for a certain Mme Bechet (probably a pseudonym). Contains encrypted secret knowledge. Requires 1 pass, 60%/5% chance of success.
Required: 40/95. Roll: 14 + 10 ( Notable Scholarship) + 15 ( Visible Enlightenment) + 10 (3d6 (2, 3, 5) Unmerciful Mantra) + 8 (5d6 (2, 1, 1, 2, 2) Silver Quill) = 57 Pass.
In the course of working on a manuscript, you expect some ciphers, subtexts, allegories, or other methods of distorting information that is peculiar to occultists. What a surprise, then, when the article rather briefly and succinctly describes several clear postulates that, on some reflection, acquire the distinct structure of full-fledged Knowledge. And not just any simple knowledge, but the Knowledge of the Forge, as powerful as (until recently) the strongest of your Knowledge of the Moth aspect!
One is tempted to ask: What power did the Predecessor possess if he so easily parted with such Knowledge? And more importantly, where did he go? Such as he was not in the habit of going quietly into the night. Something must have remained.
Obtained: Knowledge of the Forge - A Shaping Chant. The proper words must be employed when the Change comes. [Use this in a Rite with a Knock influence and a Bone Flute - or other resources of equal power - to summon a Caligine.] (Knowledge 3, Power 6)
[X] (M) What does this key unlock? The mysterious stencil found in the final volume of Therese Galmier''s work is the key. The only question is what doors it opens. You''re bound to find out! Requires 1 pass, 70% chance of success. (Probably contains something curious.)
Required: 30. Roll: 93 + 10 (Notable Scholarship) + 15 (Visible Enlightenment) + 3 (3d6 (1, 1, 1) Unmerciful Mantra) = 121 Crit!
Well, it was a lot easier than you thought: after all, there weren''t many handwritten books among the items, or rather only one - a Diary. A short search revealed a few pages that, when stenciled over, produced meaningful text through the slits. Some of these text fragments had already attracted your attention earlier with non-standard word order, extra gaps, and other suspicious evidence of hiding a second layer of information.
When you immediately began to decipher and write it out in your diary, you found out that the diary hides something like a Bestiary of summons in addition to the general information. In the pages that previously mentioned general information about the servants of the Hours, you now found the requirements for the aspects of their summons. It was rather clever to hide the numbers among the references to other pages or paragraph numbers from other books.
Also, at the very end was a peculiar footnote on the method of opening the box, which you had almost forgotten about. According to the note, the Third Rank Knock Knowledge, or his Sixth Level Influence, will help you open it without damaging its contents.
Received: The research of the Predecessor''s Diary is complete. It seems that all its secrets have been discovered and revealed to the light, so now it can be used for something else.
It is now clear what to do with the box. When Knowledge or Influence of the desired rank appears, the corresponding action will appear.
[X] (B) Knowledge of the Craft, Principles of the Forge. It will take more than one secret knowledge to make complex items. A high-level craft cannot do without knowledge of metalworking. Of course, you can always leave your craft to people who have their hands in the right place... When you have them among your followers. In the meantime, all you have to do is learn the skill yourself. Requires 6 passes, a 50% chance of success. (The crafting point will improve on completion.)
Required: 50. Roll: 16 + 5 (Strong Body) + 15 (Visible Enlightenment) + 7 (2d6 (4, 3) Ardent Orison) + 11 (2d6 (5, 6) Trembling Airs) = 54 Pass!
The Internet, as usual, easily provided general information on the requested topic, but went silent when I tried to go deeper into the subject. However, some general information about tools, processes, and technology was obtained. The most useful information went into a separate diary, which already carried records of other types of crafts:
All the variety of techniques for manufacturing products using forging technology boils down to several main groups of operations of the technological process. These operations are separating, connecting, as well as forming, and finishing.
Cutting, chopping, as well as cutting, and broaching, are among the separating blacksmithing operations. Although, chisels and blacksmith''s axes are now often replaced by cutting machines (grinders with a cutting wheel).
Connecting forging operations are performed by forging, electric or another welding.
The shaping operations include work on shrinking, broaching and drawing, piercing, bending, and twisting.
Finishing operations should be considered notching pattern, smoothing, stuffing relief, and texture.
The process of manufacturing any part begins with separating operations, by which the initial metal is divided into certain measured blanks or its parts...
Some spreads even get their bookmarks, so you''re already starting to think about putting together content.
[X] (P) To listen to the rustling of wings in the night. "We hear these words as the breath turns black on the glass, as the fog cools our skin, as the trees make their way through the snow." It''s time to learn more about the Wood. Requires 1 pass, 60% chance of success. (Two Moth Knowledge fragments will reverse into one - the more powerful "3D6 => 4D6")
Required: 40. Roll: 84 x 1.5 (Emotional Fountain) + 10 (Wild Imagination) + 15 ( Visible Enlightenment) = 151 Krit!
Moth - the principle of change, whimsy, madness, secrecy, nature and the Wood. It is associated with hairdressers and the loss of unnecessary things. It is hard to comprehend while in your right mind, but fortunately, some texts can help set the mood...
How weary of the heat of the day I am,
The night is short and hot,
The candle weeps softly,
Dropping white tears.
The midnight sighs of the flame,
The darkness breathes and sneaks,
She brings a moth,
The heart hears its flight,
And closer and closer to the light he flies, rebellious,
With its faint glass wing
He flutters above the fire,
Passionate, and bold, and gentle.
I wait... How near the possibility of salvation:
I will stand and close the window.
There, on earth, where it is dark,
I''m waiting for him to live.
I hesitate, I hesitate... You''re longing for the light
You can''t wait for the dawn...
No, don''t be deprived of the raptures of suffering.
In the light burn...
I think I now have a better command of the knowledge of the Wood, which we call by their aspect, the Moth. Namely, about one of the Hours, whose name sometimes glimpses between the lines of Knowledge when the text takes on a special meaning. Velvet.
Received: Moldywarp Admonitions: Moldywarp keeps her crowns in the moss and her feet in the dirt and the trees locked jaw-tight. Moldywarp has these warnings for you. (Knowledge 4, Power 8)
Influence Buzzing in your Brain. (Power 2) will take effect next turn.
Conversation:
[X] (P) Interesting rumors.
Required: 35/??. Roll: 73 x 1.5 (Emotional Fountain) + 10 (Wild Imagination) + 4 (+ 3d6 (2, 1, 1) Ecdysiast''s Parable) = 124 Crit!
When you paid attention to Taylor''s renewed presence in your surroundings, some features peculiar to her became noticeable as well.
For example, the Queen School gang of three popular girls and their large entourage, for whatever reason, chose her as their favorite punching bag.
And, it would seem, an ordinary situation, several popular girls against one unpopular girl but the circumstances of this confrontation are, to put it mildly, unusual. For example, even though the victim of bullying does not resist and does not respond (which is no longer typical for a teenager her age), the intensity of the conflict does not subside but only grows. It is as if, for some reason, it is not just a proof of power on the part of the Trio, but something personal.
A brief observation of an interesting situation reveals that the main mastermind behind the cruel pranks and sabotage is Emma Barnes, a redheaded model who suspiciously knows a lot about Taylor''s past. This could carry interesting possibilities, one way or another. Sounds like you''ve got a couple of candidates to recruit.
* * *
The Path to Greatness
The Path to Greatness
* * *
You check the items needed for the ritual one more time before donning the ceremonial garb you collected from the items in the pantry and Darth Sidious''s cloak (bought once on a momentary impulse). In addition to the candles, a few mirrors, herbs requisitioned from the condiment box, and flowers stolen from someone else''s flowerbed, there were a few more important things to decide...
Cult principle and patron:
The Moth (Moth) is a moth cult dedicated to chaos, languor, and the Unexpected Hours. Its founders can promote followers of the Moth aspect to the tenth rank (Skin Vateurs).
The Heart (Thunder Rhythm) is a heart cult dedicated to the principle of protection, preservation, and determination. Its founders can promote followers of the Heart aspect to the tenth rank (Tarantellists).
Forge (Forge of Days) is a Forge cult dedicated to transformation and destruction. Its founders can promote followers of the Forge aspect to the tenth rank (Apprentices).
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Lantern (Door in the Eye) - a lantern cult dedicated to the principle of glory, light, and abode. Its founders can promote followers of the Lantern aspect to the tenth rank (Prophets).
Edge (Colonel) - a fringe cult dedicated to combat and battle. Its founders can promote followers of the Edge aspect to the tenth rank (Assassins).
Winter (Sun in the Shroud) - Cult of Winter, the principle of silence, the end, and everything that is frozen on the border of life and death. Its founders can promote followers of the Winter aspect to the tenth rank (Those who are silent).
Knocking (Mother of Ants) is a cult of knocking, opening doors, and breaking the seals of barriers. Its founders can promote followers of the Knock aspect to the tenth rank (Keys).
Secret Stories (Wanderer) - A cult of secret stories that describe unknown details of the complex structure of the world and the offshoots of its past. It worships all principles at once. It is the only society in which followers cannot be promoted above the rank of adept, but any aspect can be used to promote from apprentice to adept.
But a cult with only one member is nothing more than an exotic fad. There are a few people who can become the first followers. However, the initiation ritual is not simple, so only one will have to be chosen.
First follower:
King Vader (Knock)
Linda Vader(Lantern)
"Sparky" (His name doesn''t even seem to be remembered by his own mother Grail)
Adam Green (Lantern)
* * *
Rumor mill - 3
Rumor mill - 3
* * *
Brockton Bay Police Department: 52.
The Brockton Bay Police Department is operating as usual. Because of the de-escalation between parahuman criminals and members of law enforcement, conventional crime has begun to raise its head. A lot of small-time drug dealers, squatters, and pickpockets are entering the holding cells, but overall everything is under control.
PRT ENE: 89.
During several operations this month, PRT officers have proven themselves to be exemplary experts at their jobs. It was their swift positioning and evacuation actions that avoided irretrievable losses in the ranks of valuable personnel. The command, represented by Director Emily Piggott, thanked the personnel.
Also, a preliminary report came from headquarters on a study of the L33t Tech provided. If the prognosis is correct, and the prospects for reengineering are indeed so favorable, the department can look forward to increased funding.
Wards: 100!
Over the past month, the Wards have managed to participate in several hugely successful PR events, cover up the Protectorate''s failures in confronting gangs, and even incapacitate several minor parahuman criminals themselves! The team has a warm, friendly atmosphere, and even the Shadow Stalker walks contentedly and doesn''t lash out at people!
Protectorate: 2.
The only reason the Bay Branch of the Protectorate still exists is because of the swift and coordinated actions of the PRT, Wards, and the New Wave. Caught in the middle of a battle between the Empire and the ABB, it was as if the heroes were caught between a hammer and an anvil. Almost all members of the team were severely injured, most of which would be extremely difficult, if not impossible, to heal without the help of parahuman healers. Also, due to the somewhat intemperate nature of certain individuals, getting help from Panacea will be a challenge...
Empire 88: 76
Thanks to several noisy victories this month, the reputation of the Empire as a whole and Kaiser in integrity is on the rise, with the result that the gang has acquired several dozen recruits. While the usual tough guys without abilities aren''t as useful as the capes, in light of the increased territory, and markets, they will be a definite boon to the organization''s assets.
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ABB: 64.
The extensive use of automatic weapons, the voluntary and forced recruitment of many East Asians, and a few targeted uses of dragon fury have allowed the ABB to regain some of its lost ground and territory. Lung proved once again that he is a dragon for a reason, nearly wiping out the entire local Protectorate in a battle with a number of Imperial capes.
Merchant: 16.
To Skidmark''s deep regret, his luck didn''t last long - the gangs that remembered his lost territory and assets clamped down hard on his dealers and rank-and-file bulls. The main squad licks their wounds, using a bunch of products to numb the pain, to the profanity of their boss, nursing cracked ribs.
Coil: 93.
Careful planning, with a modicum of luck, has allowed Coil to multiply his assets. Having helped balance the city, and having made a small fortune in the automatic weapons trade through his business partner Accord, the two-headed serpent is ready to proceed with the next phase of his plan. A team of Parahumans loyal to him personally will begin next month.
Faultline Crew: 94.
Thanks to a couple of lucrative orders that have come up in the last month, the Faultline mercenaries have acquired enough money to acquire several assets in and out of the city. Money makes money, and so in addition to their main income, the team has formed a small business that generates stable profits that can support them in hard times... And the profits from the contracts are now much more convenient to launder than with just one nightclub.
Uber and L33t: 32
About half of the bandages of the loser duo have been removed, but the cast is still in place. L33tis slacking off, taking notes in the notebooks given to him and trying to haul medicine for later use in the projects, while Uber uses his abilities to flirt with the nurse.
The defense is holding out for now. Their court hearings have dealt with numerous claims of moral damages, but so far they have both not been charged with anything serious.
New Wave: 48
A few patrols and help from PRT with their problems have helped the team keep the momentum going for the most part without getting bogged down in the daily grind. Although school and college classes take a lot out of the younger generation, the older members of the family devote their free time to keeping order in the patrolled area. Work responsibilities and personal circumstances are slowly eroding the team''s enthusiasm, and with gang warfare subsiding, it''s likely that New Wave will soon return to its usual lethargic state.
Lone Heroes: 88
Several battles with small gangs and minor villains have brought fame and notoriety to previously unknown lone heroes. This month, there are surprisingly few victims in the ranks of this endangered species.
Some of these heroes have even considered joining the Protectorate or forming their own teams.
Lone Villains: 36
Plenty of Single Villains have realized the error of their life choices when confronted by PRT units, with the support of the Wards, the New Wave, or the discontent of the larger gangs. For some of them, this revelation was their last, while others are settling into their new cells and hospital wards.
Fresh Triggers: 21.
There have been surprisingly few triggers among Bay Area residents this month. Given the activity of the conflict that has raged, it will probably be some time before more variables are added to the global experiment...
Cultists: 38
The investigation into the discovery of human remains conveniently packaged in refrigerators is moving as slowly as possible. Some important evidence has disappeared right out of locked safes and vaults, witnesses are being silenced, and the special unit, and the PRT experts, are almost ready to admit that the investigation has reached a dead end. It seems that whoever was responsible for this crime - he or they lay low, making an exception only for the activity of sabotaging investigative teams.
* * *
Turn 16
Turn 16
* * *
Creation of the Cult: Required: 0/30/70. Roll: 79
There are things that one person can do. There are also things that two people are necessary. Some require much more, but in the end, it all comes down to cooperation. Even the process of creation is rarely without an assistant, let alone birth, or a sacrifice. There are times when the second pair of hands is indispensable.
Especially since a cult with only one member is nothing more than an exotic fad. However, organizing a secret society is thorough work, and it is bound to attract the attention of the authorities in time. It takes some time to prepare, but just as all stories stem from one immutable truth, so all the efforts made have led to this day.
Firmly adhering to a decision once made to follow the Way of the Forge of Days, you decide to found the Workshop of the Creators of Flame, an occult society dedicated to the fire that changes and reshapes. Torn between two fully trustworthy people, you end up choosing Linda.
Because if you can''t trust your own family, then who can you trust?
Despite the repeatedly negotiated order of the ritual, when the time comes to apply the branding - your hands tremble. But the Hour you will serve requires pain. It is necessary to honor him with a sacrifice.
A red-hot branding emerges from a small roaster, enveloped in the smoke of aromatic herbs, and, to the monotonous recitation of the Shaping Chant, presses itself against pale skin. The smell of the smoke stupefies the mind, downplaying the pain of the burn but the lips of your mother, the follower, are still pressed to the blue.
All the oaths are taken and the words spoken, and a scarlet mark remains on the follower''s body, in the form of a tongue of flame clamped with pincers, over which the great and small forge hammers are drawn. The mark is small but it will remain on the skin until death.
The sacrament was a success, though the nervous strain of the process was exhausting and dulled my mental acuity. Perhaps the latter was due to the clouds of bitter smoke that enveloped the whole attic. They were barely visible below but it was more likely that they would have to ventilate more often than usual, especially if the rituals were to continue and no other suitable place could be found.
Received: The Cult of the Workshop of the Creators of Flame (Patron - Forge of Days) dedicated to transformation and destruction is founded. You will be able to advance followers of the Forge aspect to the tenth rank (Apprentice) when you have them, with sufficient Forge power.
The first follower is Linda Vader, a neophyte (Lantern 2). Linda, who works as a nurse at a hospital in Brockton Bay, has recently developed a fondness for reading in bright light. Her eyes are not always open.
* * *
It''s getting warmer, as the weather forecasters assure us, but the Atlantic Ocean is showing its bad temper again: gusts of wet, salty wind are driving heavy clouds to the coast and scattering debris. King Vader is still here, trying to get some rest before another business trip (or maybe find his way to the Wood). He''ll leave next week, with the start of vacation. (-1 mind action per move for study, +1 funds every 2nd school week.)
You have three body actions (B), four mind actions (M), and four passion actions (P). Cultists may perform one action from a special section. You have 38 funds at your disposal (all available accumulation).
Influences:
- Visible Vitality - Heartbeats like thunder! (+15 to body rolls) 3 Lv.
- Evident Enlightenment - There''s more and more glare on reflective surfaces! I can see not just normal light, and it''s noticeable. (+20 to the Study rolls. May lose 1 or 2 steps or, in critical failure, degenerate into a Fascination) 4 Lv.
- The buzzing in the Brain - In gi rum imus noc te et con sumi click-click-click-click [Influence of the second level: obvious to the susceptible, instantly recognized by the knowledgeable. Can be used in some rituals to summon underlings; some underlings will retain influence when destroyed] (Power 2)
* * *
Turn 16 Results
* * *
After all the events of the week, you''re completely exhausted, and you''d much rather sleep for a couple of days than write down the results of your actions in your diary. Powerful objects and strange traders, new revelations and knowledge, piling cases and assets - all so mixed up that it will soon give you a chronic migraine if nothing is done.
The tantalizing heat of the forge and the layering of dust, the buzzing of insects, and the pounding of your heart... You slammed the notebook shut, placing your pen on the table. It''s worth going back to the notes later when the emotions have subsided. But this week is definitely one of the most stressful you''ve experienced in your entire life.
It gets a little easier when you think again about what happened, and you begin to see what is happening as a test. And trials, as you know, harden you. Hardening is part of the transformation of the Forge.
Hence, everything is going as it should.
* * *
Influences:
- Visible Vitality - Heartbeats like thunder! (+15 to body rolls) 3 Lv.
- Evident Enlightenment - There''s more and more glare on reflective surfaces! I can see not just normal light, and it''s noticeable. (+20 to the Study rolls. May lose 1 or 2 steps or, in critical failure, degenerate into a Fascination) 4 Lv.
- The buzzing in the Brain - In gi rum imus noc te et con sumi click-click-click-click [Influence of the second level: obvious to the susceptible, instantly recognized by the knowledgeable. Can be used in some rituals to summon underlings; some underlings will retain influence when destroyed] (Power 2)
Work:
[X] (B) This body is my 3.
Requires 1 pass, chance of success60%. (On completion of +1 body action, increased vitality)
Required: 40. Roll: 26+ 10 (Decreasing Growth Burst) +15 (Visible Vitality) + 10 (Gym Pass) + 5 (Natural Development) + 4 (2d6 (1, 3) Words that Walk) = 70 Pass.
When you woke up today, you felt that you had crossed a certain line that separated the different levels of strength from each other. Not so long ago, your muscles stood out under your skin like a temple bas-relief, working precisely and steadily like pistons and levers. Your body is like a machine, pulsing with newfound strength.
Also, you need new shoes, because the old ones have become noticeably tight.
At least the clothes were bought with some margin, in anticipation of such changes, and some things do not have a certain size at all. Although T-shirts were not so tight before for the sake of economy you can tolerate it...
Received: Trait Stronger Physique (Arms of Bronze) evolves into a Hardened Physique (Arms of Steel). You can almost tell by your appearance that you are as strong as a blacksmith or a soldier. (+1 body action each turn (4 total), +10 to body rolls except body development action. +1 HP box (3 total) = +10 to health (30/30)).
[X] (B) Mastering the Edge. How to Make a Fist.
Requires 5 passes, 60% chance of success. (On completion will receive a line of combat statistics, + open access to the next stage, +variable)
Required: 40. Roll: 28 + 5 (Stronger Physique) + 15 (Visible Vitality) + 5 (2d6 (1, 4) Words that Walk) = 53 Pass.
The training is going smoothly, though it''s taken a while for you to get used to a different proportion of your strength because of your development. Martin, like everyone else, noticed your obvious progress but didn''t say anything, though he looked more closely than usual. After a while, he obviously made some conclusions for himself, but he didn''t share them.
And you''re still being mashed up like a fish in the crust, "so you don''t think too much of yourself and get too cocky."
[X] (P) The creation of art.
It takes 1 pass, and the chances of success are 80%/60%/40%/20%/5%
Required: 20/40/60/80/95. Roll: 7 x 1.5 (Emotional Fountain) + 10 (Exuberant Imagination) + 5 (Painter) + 5 (Good Paint Set) + 5 (2d6 (3, 2) "Buzzing in the Brain") = 36 Pass.
Inspiration still hadn''t shown itself. At one point you thought the idea would come on its own if you listened to the moth''s influence seeping into your head but that didn''t help, either.
As a result, you wove your brush frustratedly across the board until you painted a landscape - a view from above of a green field covered in puddles of blood and the unrecognizable remains of weapons and armor gleaming in the sunlight. These sad ruins are the only thing keeping the blood from being mistaken for some poppies.
You didn''t even sell the sketch, knowing that you could hardly get anything for it. Unless inspiration came and you finished it later. Maybe.
(Roll for Sale Price: 1d4, where 1=0: 1. It''s not even worth trying.)
Study:
[X] (M) School attendance.
You use school attendance mainly to relieve your head a little from more important and complicated questions. Elementary math with the simplest coefficients and integrals helps you dive for a moment into a boring life without the secret world and occult mysteries...
Somewhere in the middle of the week, you notice a large concentration of strange looks on you again. Some students seem interested, for some reason, in watching you do mundane things. How you eat, stretch, straighten an accidentally bent locker door, and other little things. This is especially common with those who are in the same study group as you, like Sparky, or Taylor, or those few students who, for some unknown reason, have decided to join you in some classes.
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When you asked your friend what the hell was going on, he just muttered something about muscle-headed jocks and didn''t talk to you for the rest of the day. He must have been offended.
[X] (M) Books are immortal memory.
- "The Knock Mysteries" - An article written by the Predecessor for one Poppy Lossels (probably a pseudonym). Contains encrypted secret knowledge. Requires 1 pass, 50%/5% chance of success.
Required: 50/95. Roll: 61 + 10 ( Notable Scholarship) + 20 (Evident Enlightenment) + 11 (3d6 (3, 3, 5) Unmerciful Mantra) = 102 Artificial Crit!
The article about the Knock, which is not surprising, describes one of the mysteries of the Knock, namely a minor knowledge of the same rank as the secret you already know. Of course, you would like more, but you are sure that with some diligence you will be able to deduce a more powerful Knowledge from the fragments you know, as you already did once with a couple of Parables.
More interestingly, you''ve heard somewhere about the Penelope (Poppy) Lossels mentioned on the title page before, and quite recently. It''s worth refreshing your memory, it might be a clue to something interesting.
Received: Locksmith''s Secret (+1), Investigation: A familiar name!
[X] (B) Mastering the Craft, Principles of the Forge. You will need more than one arcane knowledge to make complex items. A high-level craft cannot do without knowledge of metalworking. Of course, you can always send your craft to people who have their hands in the right place... When you have them among your followers. In the meantime, all you have to do is learn the skill yourself. Requires 5 passes, 50% chance of success. (The crafting point will improve on completion.)
Required: 50. Roll: 94 + 5 (Stronger Physique) + 20 (Evident Enlightenment) + 7 (3d6 (2, 1, 4) Shaping Chant) = 126 Artificial Creed!
After reading thematic articles about crafting things out of nonferrous metal, you assembled a roll of copper wire, a hammer, and pliers, and then occupied the gas stove. After about half a dozen failed attempts and scrapping the material, you ended up with a pretty passable medallion with seven spirals. In the old days, it might have been the cult object of a deity called the Seven Spirals but he''s long dead, so your piece is just a trinket.
You were so inspired by this little creative impulse that for several days you dreamed of the crucible, the heat from it, and the clang of the hammer on the anvil of sparks. You too are material, and one day you will be transformed into a higher form, whether you forge yourself or entrust the work to someone else. And then again. And again. For as long as it takes.
Deconstruct, reconstruct, modernize.
Received: Influence of Forge - Trembling Heat. The possibility of sparks.[Sixth-order influence: Impossible to mix up. Can be used in some rituals to summon underlings] (Power 6)
Conversation:
[X] (P) Candidate Recruitment. Among some of the people you know, there are worthy candidates for recruitment. It''s worth getting to know them better, or better yet, getting them interested in cooperating.
- Taylor Hebert (Winter?). A student at Winslow High School, a taciturn girl who has survived the teenage society as a punching bag for the " Queensbees" of the school for a long time. Used to try to complain about the antics of her bullies, but stopped due to a lack of results. Requires 1 pass, odds of success ???
Required: ???. Roll: 39 x 1.5 (Emotional Fountain) + 10 (Wild Imagination) + 10 (Geek) + 3 (+ 1d6 (3) Sexton''s Secret) = 82 Pass.
After another round of bullying, which some uninterested people took as a joke, you find Taylor crying quietly in the back of the school bus. Vaguely recalling some advice on socialization, either read on the World Wide Web or given to you by Linda in another moralizing session, you cautiously sit down next to her.
When the weeping girl raises her swollen red eyes at you, you just nod, and gently squeeze her forearm with your hand, silently offering support. She looks back into your eyes for a moment and then continues to sob quietly against your shoulder. The sweatshirt is instantly soaked.
A few stops later, the bus pulls up in front of Taylor''s house, and you awkwardly say goodbye, waving to each other through the window. Although the girl has almost completely calmed down in the meantime, and the social interaction session went quite well, you can''t help but feel that something didn''t go the way you wanted it to.
It''s worth pondering at your leisure.
Received: Action completed, but no result. Received options: Analyze Interactions and Continue Recruitment.
[X] (P) Interesting rumors.
Required: 35/??. Roll: 59 x 0.5 (Emotional Fountain) + 10 (Wild Imagination) + 16 (+ 4d6 (3, 3, 4, 6) Moldywarp Admonitions) = 55 Pass.
With all the squeezing of this week''s events, you''ve barely had time to give proper attention to sifting through school rumors. Amid all the little things, good for nothing more than minor blackmail and dirty rumors about some romances, you managed to pick up a story about a scary house.
As usual, the cursed building gained notoriety after the eerie and tragic deaths of its owners (or their eerie and tragic lives, rumors differ), and is now used for tests of courage.
However, there was also a rumor of some kind of treasure or stash that may have been in the past owners, which has not yet been found.
Most likely, it''s just another urban legend, but just in case you wrote down everything you heard, including the location with the signs of the structure, and sooner or later you will check the information you received in person, or through intermediaries.
Received: Opened action to explore the urban legend and/or minor expedition.
Trravel:
[X] (P) Looking for special items. The Lord Street flea market is the biggest flea market in town. Among the drug addicts selling off the latest and the gang members selling stolen goods and drugs under the table, you might find something of interest... It takes 1 pass, the chances of success are variable. There is a chance to find something with an aspect, suitable as an ingredient, or even an artifact, but they will definitely be worth something.
Required: 25/50/75/85/95. Roll: 30 x 1.5 (Emotional Fountain) + 5 (Initiate) = 50 Second Order Passage!
When you arrived at the market on Saturday, near noon, you strolled thoughtfully through the aisles, trying on the trinkets you liked. Alas, none had an unmistakable sense of the power of aspects, and so it was a pity to spend money on them. Tired of the blazing sun, you decided to turn into a little dead-end alley, where there was shade and blessed coolness.
In addition to the trash cans, there was another hoarder in the narthex, sitting on a crate in front of two boxes on which his meager possessions were piled. The trader, an African-American man of indeterminate age, looked up at you silently, as if urging you to look at his goods. As you approached closer, out of politeness, you glanced over the junk, almost consigned it to the useless trash, and suddenly a feeling that unmistakably identified the special items among the others howled in your soul.
Among the jumble of necklaces, feathers, plastic amulets, and shards of small animals, a few really worthwhile items stood out as a bright beacon. For this? Yes, that''s what you''re willing to pay for!
There are 5 items available for purchase:
1. An unsightly notebook titled "Research Diary". The handwriting is sloppy but readable. You can sense the smell of adventure. (S. Stories. 1) P. - 3 Funds.
2. A sharp fragment of a walrus tusk. More than once spilled blood, and would not mind tasting it again. (Edge 3) P. - 5 Funds.
3. A scented candle with a strange odor. Clearly homemade, the composition is not written anywhere. The wick looks like a root. (Moth 3) price. - 4 funds.
4. A key blackened by time. Unknown what it opens, but it''s a fine piece. In capable hands, it will shine again. (Knock 1) P. - 2 Funds.
5. The crumbled little tambourine. It looks like it will crumble with the slightest sneeze, but the foundation is still strong. Who knows what music was played on it? (Heart ?) P. - 4 Funds.
During the bidding that followed, in which the sitting "interlocutor" did nothing but point the price on his fingers, you had to argue vehemently about the value of each item. Finally, having agreed, you made a deal. And you left the alley, rubbing your cold hands. You turned around at once, on a sudden intuition, and saw the merchant looking on, smiling with a sharp set of triangular teeth. Only now did it become clear to you that the alley was unusually cold.
You don''t remember how you got home.
[X] (M) Looking for a second-hand bookstore. After a thorough search of the Internet, you discovered with indignation the absence of specific literature, namely, textbooks of ancient languages. There is only a reference to a small edition of a Bible-Aramaic textbook published in the last century, but its excerpts are not very similar to the existing specimen. Apparently, the authorities are withholding anything that might lead to really useful knowledge, so we''ll have to trust the more independent (and ancient) sources. Requires 1 pass, 60%/10% chance of success
Required: 40/90. Roll: 78 + 10 (Notable Scholarship) + 5 (3d6 (2, 1, 2) Unmerciful Mantra) = 93 Pass.
It took a lot of time and effort but through persistence, you managed to find something unusual: Not far from the line where the southern Docks and the Business district meet, an inconspicuous alleyway hides the entrance to an old bookstore. It''s unmarked on maps, barely mentioned a couple of times in the book-loving forums you had to sift through with a fine sieve, and judging by the reviews, even knowing its location - not everyone will be able to find this mysterious place.
After circling the block where the store is supposedly located several times, you decide to apply your occult knowledge, and, to the last sounds of the Unmerciful Mantra recitation, you almost bump your nose against the wooden door. This monument to a bygone era is covered in peeling green paint, and no spotlight, let alone the dim glow of the setting spring sun, would penetrate the dusty glass.
Above the door was a time-darkened sign that read "Rorri" and a drawing of an open book. As you gently push the door open, you cringe at the sound of a massive bronze bell suspended just above your head. From the look of the thing, it looks like it was fished out of a shipwreck, and the owner had nothing better to do than to frighten careless visitors with it falling on their heads.
"Is there anything I can do for you, young man?" Asked the old man behind the counter a question. He was so in tune with his surroundings that you didn''t even notice until he spoke up. Judging by the deep wrinkles and sagging skin, he was at least two hundred years old.
"Greetings Dear sir." You remembered the rules of politeness. "Considering how hard it was to find this place, I guess so. I need books that are valuable for their... content. They''re rare these days, but they were more common in the past. Perhaps you can suggest something?"
"Ho-o-o?" The shopkeeper looked surprised. I can tell by his expression that he''s seen a lot of customers like that in his day. "All I can tell you is to look on the shelves. I can''t remember where or what''s on the shelves myself but you seem to be able to tell the difference between a useful book and some mysterious scribblings, don''t you?"
Nodding silently at this statement, you go further into the rows of racks to comb through the local scatterings properly.
Roll 1dn (where n = value of Mind): 1d4 = 2
After a while, when it''s almost completely dark outside the dusty window, you walk up to the counter with a couple of books you''re interested in, and the owner calls his price.
"On the White" by Solomon Hasher. p - 2 funds.
"How to Learn to See the Light" by Oliver Duong. p - 2 funds.
As you leave the "Rorri" Bookstore, you wonder if you''ll be coming back here more than once.
Perhaps next time it''s worth finding out the owner''s name.
Received: Address of a bookstore accessible only to persistent customers
[X] (M) A secure place. To organize a cult requires a secure and, most importantly, a secret refuge. It is difficult to take rituals performed in one''s bedroom seriously. You need to find a more secluded place.
Requires 1 pass, 50%/25%/5% chance of success.
Required: 50/75/95. Roll: 18 + 10 ( Notable Scholarship) + 12 (3d6 (4, 5, 3) Unmerciful Mantra) + 12 (5d6 (3, 3, 4, 1, 1) Silver Quill) = 52 Pass.
You''ve researched the map of the city with great care, and you''ve identified several promising places that, if you wish, and with some care, can be occupied for meetings and rituals. Especially rituals, since animating a corpse with the power of the Wood in your garage is a very shortsighted thing to do.
After looking around at several of the places on the list, you find that most of them are either in ruins or populated by numerous squatters. That wouldn''t be a problem if you had a few of the Frontier adepts, and all the extra people would just populate the basements, waiting for the right opportunity for a ritual... But you have to work with what you''ve got.
In the end, with difficulty avoiding the most disadvantaged areas of the city, you managed to find an abandoned warehouse on the border of the northern and southern docks. Outside the control zone of the Asians and the Merchants, but far enough away from residential buildings to avoid the idle curiosity of the philistines.
The main gate of the old brick structure is rusted and overgrown with grass, but the staff door hidden in the alley is surprisingly well preserved.
After a brief search, accompanied by the usual recitation of a mantra, a spare key was found behind a brick jutting out of the masonry. It unlocked the creaky door and brought you inside, where you saw a small storeroom that served as a prelude to the very dusty and empty space of the warehouse.
After kicking a couple of plywood crates, cracked from old age, and raising a cloud of dust, you left the abandoned building, coughing and sneezing. Of course, the key you found joined the others on your bundle: this place could be used, one way or another, though it would take a lot of work to turn it into a reliable shelter.
Received: Option for a Cult shelter, actions to bring it to a usable condition.
Cult Affairs:
[X] (Candidate) Initiation. One of the people who have expressed an interest in our activities will now have the honor of becoming a neophyte of your cult. The ceremony will require some preparation, including the processing of the candidate.
- King Vader (Knock) is the ever-traveling father of the Vader family who hates confined spaces from rooms to drawers inclusive. He can probably find something useful in his travels...
Once again, the branding and herbs are being smoked in the roaster in the attic, and the neophyte candidate (with some displeasure), prepares to accept the mark and take the oaths. Mansus'' power is undeniable, and it didn''t take you long to convince your father of the benefits of the upcoming event. Oddly enough, what he disliked most was that the branding did not leave a bleeding wound, which is most likely an echo of his aspect.
At the end of the brief ritual, once again ventilating the attic from the smoke, you discuss in a family circle how you can attract new supporters and resources to the cult. Unfortunately, King can''t help much because of his job, but he promises to use his travels to his advantage and look for texts, reagents, or materials carrying the power of Aspects in the places he visits.
Received: New follower (unavailable most of the time); Souvenirs - at the beginning of each turn (starting from the 18th), there will be some chance of receiving a parcel from King. The value of the contents will be checked separately, but don''t count on much
A new follower is King Vader, a neophyte (Knock 2). King has no tolerance for locked doors. And closets. And complicated knots. But for some inexplicable reason, he likes ties and, for some reason, snakes.
* * *
Technical Section (Turn 16)
Technical Section (Turn 16)
* * *
General:
"The Wood grows around the walls of the Mansus. As any student of Histories knows, the Mansus has no walls."
Fragments of the mechanics of Cultist Simulator, board games, and some other quests are borrowed in the creation of this quest.
Greg has a total of 3 Characteristics: Body, Mind, and Passion. Each of them gives one action of its kind per point. The body is also responsible for the number of HP boxes, and the amount of actual HP in each box depends on the body type (see Traits). All actions in the quest will be divided into 5 categories:
- Work - Earnings, training, making things, and rituals.
- Dream - Rest, treatment of wounds and illnesses, forays into Mansus (the Abode).
- Studying - Learning, Understanding occult mysteries, Research.
- Conversation - Conversations, Gathering rumors, Identifying candidates for the initiation, Cult actions.
- Travel - Trips for ingredients (purchase or extraction), Search for special places, raids on bases of competitors and enemies.
Time:
"Time passes, the shadow on the sundial moves."
Each turn is one week. No more, no less. Some actions, like expeditions or encounters, may require separate votes but are part of the turn to which they belong.
Every 5 turns, information known from various sources about what is going on in the city (and the most important of the world news) will be published.
Stats:
"This is my body. There are other bodies, but this one is mine, and my mind needs it as a fungus needs soil."
Greg''s current stats:
Body - 4 (1 + (1 by the results of the 6th turn) + (1 by the results of the 10th turn) + (1 by the results of the 16th turn)); 3 boxes of HP (30/30)
Mind - 4(2 + (1 by the results of the 3rd move) + (1 by the results of the 13th move));
Passion - 4(2 + (1 by the results of the 5th turn) + (1 by the results of the 11th turn));
Things:
"Fuel, ointment, pigment, patience. Things that gradually dry up."
Books (11)
- Diary of a Predecessor.
- The Collected Works of Therese Galmier, in four volumes.
- Christopher Illopoli''s three-volume Travelling at Night.
- The Burning of the Unburnt God tales recorded by Jay Wigglesworth Jensen.
- The Manner in which the Alchemist was Spared - an ancient book in the Vak language.
- The Humours of a Gentleman - Samuel Savage''s satirical comedy.
- Research Diary. The handwriting is sloppy but readable. You can sense the smell of the adventure.
- On the White by Solomon Husher. The work is probably allegorical.
- How to Learn to See Light by Oliver Duong. A handbook for photographers that carries an unorthodox approach to the art of photography.
Articles:
- The Mysteries of Knock,
- The Secrets of Lantern.
- The Crafts of Forge
- Mysterious Revelation
Paints and reagents:
- Two bags of "Bitterblack Salts" - black crystals no bigger than a fingernail. According to the diary, cannot be created without the secrets of the Forge.
- A small tin can of shoe polish. Signed "Vital Pigment".
- Refulgin
- Rose Pearl Dust
- Martensite Paste
Materials:
- A shark''s tooth the size of an arrowhead (Aspect Edge 1)
- Colored Glasses (Lantern 1)
- A Very Rusty Dirk (Edge 2)
- A sharp fragment of a walrus tusk. (Edge 3)
- A scented candle with a strange odor. (Moth 3)
- A key blackened by time. (Knock 1)
- The crumbled little tambourine. (Heart ?)
Other things:
- A hard leather case with a dozen sketches of paintings dedicated to the Hours.
- A box with unknown contents, with no visible joints or lock.
- A record of the knowledge and resources needed to summon Baldomera (the action will appear when the appropriate ritual and all necessary resources are obtained).
- Mysterious Notes. A walk through non-existent streets left quite a tangible trophy. Needs to be deciphered.
- Something something DEEP MYSTERIES something - a late nineteenth-century pornographic graphomania. It''s worth something. (sold on turn 11
- Bag of spintrii, arcane world currencies: 7 iron, 5 bronze, and 3 silver (+1 By turn 7) spintrii.
- Junk for sale - 5 units (sold in turn 11)
- Mysterious stencil (obtained in turn 14) (can be explored) (Explored in turn 15 and stored with the diary).
Pictures:
- Painting with the mood - "Moths". Kept in a dark and quiet place, facing the wall.
- Picture Artifact - "Fascination". Power of Aspects: 3 Lamp, 3 Moth. Can be used in rituals, but increases the chance of failure. Stored in the attic in several layers of wrappings, away from anyone''s eyes.
Funds:
16 units. = 9 units (starting) + 7 units (By the results of turn 1) + 1 unit (pocket turn 7) + 2 units (found in the garage in turn 9.) + 1 unit (pocket turns 9) + 1 unit (pocket turns 11) + 16 units (trade junk turn 11) - 7 units. (purchases of move 11) + 3 units (selling paintings of turn 12) + 1 unit (pocket turn 13) + 4 units (selling paintings of turn 13) - 1 unit (buying paints of turn 15) + 1 unit (pocket turn 15) - 22 units (purchases of turn 16)
Place in the Town:
"There are places in the city where you can find the weirdest things ... You just have to pick out from the history and rumors useful information."
- The Two-Fourths Bar, an eatery where the "sludge" of city society gathers. Here you can find out rumors that don''t usually reach the more respectable circles, and probably find someone suitable for a dirty job that no one can find out about. The main thing is not to carry anything of value - they will steal. Or worse.
The Cult of the Workshop of the Creators of Flame:
"A cult with only one member is nothing more than an exotic fad."
- Patron - Forge (Forge of Days) is a Forge cult dedicated to transformation and destruction. You, as its founder, can promote followers of the Forge aspect to the tenth rank (Apprentice).
- Cult Sanctuary - Attic of the Vader House (temporary hideout.
- Cult members:
-- Linda Vader, neophyte (Lantern 2). Linda, who works as a nurse at a hospital in Brockton Bay, has recently developed a fondness for reading in bright light. Her eyes are not always open.
If you stumble upon this narrative on Amazon, it''s taken without the author''s consent. Report it.
-- King Vader, neophyte (Knock 2). King has no tolerance for locked doors. And closets. And complicated knots. But for some inexplicable reason, he likes ties and, for some reason, snakes. (Almost always on the road and unavailable. Source resource "Souvenirs.")
Influences:
"An echo, a resonance, an alignment. Something that will fade soon. "
Temporal effects that provide bonuses to rolls will be listed after the turn entry along with the stats. Can affect the stats themselves, but only slightly. They are divided into orders of magnitude: 1st is +5, 2nd is +10, etc.
Known Influences:
- Enlightenment - Enlightenment is near! I can feel the world ticking! (+5 to Study rolls. Can turn into a Fascination if it fails) 1 Lv.
- Bright Enlightenment - Enlightenment is near! Light of the mind became brighter!(+10 to the rolls of the Study. Can turn into a Fascination if it fails) 2 Lv.
- Visible Enlightenment - Enlightenment is so close! Just a little more and the light of my mind can be felt even by the uninitiated!(+15 to Study rolls. May lose 1 or 2 levels or, in critical failure, turn into a Fascination) 3 Lv.
- Evident Enlightenment - There''s more and more glare on reflective surfaces! I can see not just normal light, and it''s noticeable. (+20 to the Study rolls. May lose 1 or 2 steps or, in critical failure, degenerate into a Fascination) 4 Lv.
- Unbearable Enlightenment - The human mind can''t stand it! (Provokes a roll of consequence. Either way will be reduced in power or disappear altogether.)
- Vitality - The drums in your ears. You can work better. (+5 to Body rolls) 1 Lv.
- Encouraged Vitality - The blood sings in my veins! Any job I can do! (+10 to body rolls) 2 Lv.
- Visible Vitality - Heartbeats like thunder! (+15 to body rolls) 3 Lv.
- Contentment - I''m happy, I think. (next week''s Trouble Roll will have a lower threshold).
Influences of Heart:
- Trembling Airs. The toes tap. All is brisk and all is well. [The influence of the second level: obvious to the susceptible, instantly recognized by the knowledgeable.] (Power 2)
Influences of Moth:
- The buzzing in the Brain - In gi rum imus noc te et con sumi click-click-click-click [Influence of the second level: obvious to the susceptible, instantly recognized by the knowledgeable. Can be used in some rituals to summon underlings; some underlings will retain influence when destroyed] (Power 2)
Influences of Forge:
- Trembling Heat. The possibility of sparks.[Sixth-order influence: Impossible to mix up. Can be used in some rituals to summon underlings] (Power 6)
Traits:
"The mind, the heart, the hand or the eye. Most of us have it from birth."
Traits - Traits of Greg that affect certain actions. Can change as a result of actions, or over time, greatly affecting both game mechanics and social interactions. New traits can be gained through critical successes and failures, as well as by performing special actions.
- Decreasing Growth Burst - Your body is growing rapidly and, although the growth spurt is on the wane, you can take advantage of it. (+10 to body enhancement exercise rolls) lasts 20 turns. (Exists from Turn 1)
- Schoolboy - whether you like it or not, basic education is mandatory for everyone. You have to go to school if you don''t want any real problems (in particular, your allowance depends entirely on your grades), although given that you go to Winslow, no one will even notice if you score a few weeks in a row. Maybe. (1 mind action blocked for the duration of your studies, + 1 to the Funds every 2 turns, some options are impossible without this trait)
- Geek - You are a treasure trove of knowledge in all things related to popular culture. Games, movies, TV shows - in these topics you are like a fish in water! As opposed to the more pressing and closely related to everyday life... (a bonus when interacting with those who are on topic, a penalty when interacting with those who are not. Some social interactions are blocked)
- Emotional Fountain - Your emotions are literally spurting out of you! You give 150% when it comes to feelings! You even have a note with the name of the syndrome, it''s just very illegible handwriting! (50% chance of adding half the dice for a feeling-based action, and 50% chance of halving it. Solved by flipping a coin, for there is no middle ground.)
- Weirdo - you''re still out of the accepted framework of the social level, but in a much more positive way than before. Social interactions in the school environment have become easier. (A small bonus for social interactions with "regulars," a small penalty for social interactions with "cools," no bonuses or penalties for social interactions with outcasts, and a bonus for finding promising people among other students)
- Initiate - A veil has been lifted over the mysteries of the universe. You know something about how the world ticks. (Bonus to paranormal actions and recognition of such, special actions unlocked).
- Notable Scholarship - You know enough to know how little you know. (another +1 mind action each turn, +10 to mind rolls other than the mind development action).
- Knowing Aramaic - Aramic is the language of Aram and her many descendants for three thousand years or more. Studied at 1/10. (when completed will allow translation of texts in Aramaic)
- Painter - bonus +5 to drawing rolls, high probability of determining the paintings affected by the Principles, and the power invested in them.
- Wild imagination - You''ve been known to break six pencils a day. It''s not long before the stationery stores make a small fortune off of you. (One more Passion Action each turn, +10 to Passion Rolls, except Passion Development Action)
- Silver Quill - Your academic achievements, and getting second place in two city Olympiads at once, turned you from an extra person to a rising star among students. At least in the eyes of the school administration. This has its perks... (The action of "attending class" always ends in auto-success, thanks to your advanced knowledge of the program and the goodwill of the school administration, and the action of the mind with the lowest result in this move adds 5d6 dice, thanks to the time freed up for thinking).
- Hardened Physique (Arms of Steel) - You can almost tell by your appearance that you are as strong as a blacksmith or a soldier. (+1 body action each turn (4 total), +10 to body rolls except body development action. +1 HP box (3 total) = +10 to health (30/30)).
- Natural Development (B) - It''s as if your body wants to get better! What comes to others with hard work is just a matter of time for you. (+ 5 to actions for body development and healing. The number of actions needed to reach the next stage is reduced by 2 for each of the following stages)
- Lessons in Survival! - (+5 to rolls for possible injury, +5 to rolls to check the severity of injury)
- Huge - It didn''t happen overnight, but over time and with persistent physical development you began to rise above most people. This has some advantages. (+5 to rolls in Aggressive Negotiations, some changes in social interactions. From a certain stage of body/martial arts development - bonuses to direct confrontation).
- The Cult Master of the Workshop of the Creators of Flame - is not just a title, nor is it just a status. The attitudes of people who know about it will change, and probably not for the better. Remember that secrecy is the best defense (Some changes in social interactions with people aware of your status. The respect and loyalty of cult members, as long as their trust is not betrayed.
Possible problems with the law and social organizations, if this ever becomes public knowledge).
The Knowledge of Mansus:
"Glory comes to a house without walls"
Mansus knowledge is powerful enough to change reality. They give bonuses for certain rolls related to their principle (Lamp to Paranormal Knowledge, Edge to Combat, etc.). In the case of public actions, Greg will try to refrain from using overtly paranormal influences to preserve his anonymity.
Knowledge of Lantern:
- 2X Watchman''s Secret: They say that each Hour has its own color, but it exists only where there is a source of light. ( Knowledge of Lantern 1, Power 2)
- The Unmerciful Mantra. "Mercy," says the Watchman, "does not emerge from the shadows." (Knowledge 3, Power 6)
- Adds an amount of 1d6 equal to the rank of Knowledge to the action in which it is used ( Lantern is the principle of a secret place, sometimes called the house of the sun, and the light above it. Helps in forays into Mansus if no more powerful Knock or Moth knowledge is available, and is also used in crafting with this Principle, searching and researching Secret Knowledge)
Knowledge of Forge:
- A Smith''s Secret. In five continents, smiths have whispered the same words to the iron. Murderers have been known to whisper these words, too. And adepts, of course. These words are spoken in ritual to inspire an unmerciful Change. (Knowledge 1, Power 2)
- An Ardent Orison. What do we look for as we gaze into the flames? We find what we seek, and it speaks words that illuminate change when the burnt skin comes off. (Knowledge 2, Power 4)
- A Shaping Chant. The proper words must be employed when the Change comes. [Use this in a Rite with a Knock influence and a Bone Flute - or other resources of equal power - to summon a Caligine.] (Knowledge 3, Power 6)
- Adds an amount of 1d6 equal to the rank of Knowledge to the action in which it is used (Forge is a principle of Forge of Days, Meniscata and Madrugada, transformation, invention, fire, and destruction. It is used when crafting and trying to destroy something, be it a castle or a wall)
Knowledge of Moth:
- A Barber''s Warning. A power of the Wood enjoys the separation of the lock from the scalp. For attention, burn it. For opportunity, bury it. [Speak this over a corpse in a Rite, with a Winter influence present, and the corpse will rise.] (Knowledge 1, Power 2)
- A Wood-Whisper. Lie awake, and listen. The wind speaks in the branches. The house cries out in its sleep. These are the roads that chaos ride. [Speak this over a corpse in a Rite, with a Winter influence present, and the corpse will rise.] (Knowledge 2, Power 4)
- An Ecdysiast''s Parable. The Ecdysiast''s Riddle is ''What may be lost?'' Each Ecdysiast''s Parable is an attempt to answer the Riddle. (Knowledge 3, Power 6)
- Moldywarp Admonitions. Moldywarp keeps her crowns in the moss and her feet in the dirt and the trees locked jaw-tight. Moldywarp has these warnings for you. (Knowledge 5, Power 8)
- Adds an amount of 1d6 equal to the rank of Knowledge to the action in which it is used (Moth - principle of change, whim, madness, stealth, nature, and the Wood. It is associated with hairdressers and loss of unnecessary things. It is very helpful to hide on the flat by doing a fancy haircut, to rid your neighbor of something unnecessary, like a watch or an appendix (even if it has already been removed), and also to portray very authentically a madman or a person sitting on very heavy drugs)
Knowledge of Winter:
- A Sexton''s Secret. Certain knowledge, it is said, can be expressed only through the particular quality of a silence. It has been suggested that one can only read such knowledge with one''s eyes closed, but only by mischievous commentators. [Use this in a Rite with a corpse and Edge aspect, and the corpse will rise.] (Knowledge 1, Power 2)
- Adds an amount of 1d6 equal to the rank of Knowledge, to the action in which it is used (Winter is the principle of Sun-in-the-Sun, Elegyast, and Divided Wolf, death, memory, non-life, exhaustion, and beauty. Helps to keep calm when needed, make sounds go silent, or inspire fear).
Knowledge of Knock:
- 2X A Locksmith''s Secret. Sooner or later, every locksmith has the Dream. Now we recite its seven phases... [Nearly every summoning rite requires Knock influence. This lore will provide it.] (Knowledge 1, Power 2)
- adds a number of 1d6 equal to the rank of Knowledge to the action in which it is used (Knock is a principle of the Mother of Ants, Horned Axe, Meniscata, and Holes. It is associated with wounds, locksmiths, robbers, and oracles. It is a key aspect for summoning the inhabitants of Mansus. Also, it can be used to unlock... well, Everything).
Knowledge of Edge:
- Chiliarch''s Lesson. This is the bone-deep story the thousandman learnt in antiquity, of blood and its exits. To speak it aloud is to hear the sword hiss. [Use this in a Rite with a corpse and Winter power, and the corpse will rise.] (Knowledge 2, Power 4)
- Adds 1d6 equal to the rank of Knowledge to the action in which it is used ( the Edge is a principle of combat and battle. The Hours of the Edge include the Colonel, the Lion''s Blacksmith and the Divided Wolf. It is an aspect of violence, betrayal, cunning and pain. No battle, no confrontation, is without the Edge).
Knowledge of Heart:
- Words that Walk. The syllables of this formula are compelling. I find myself snapping my fingers to its rhythm. It desires not to cease.(Knowledge 2, Power 4)
- Adds an amount of 1d6 equal to the rank of Knowledge to the action in which it is used (The Heart is a principle that continues and preserves. The Heart Hour includes Thunderskin, Velvet, Lion''s Blacksmith and Sister and Witch. It is an aspect of life, preservation, protection, union, drumming, and dancing that must never cease).
Knowledge of Secret Histories:
- A Furtive Truth A detail smuggled in from an adjacent narrative. Don''t speak this where you may be overheard. [Exploring with this scrap of knowledge may uncover secret locations in the Shires.] (Knowledge 2, Power 4)
- allows you to search for places for expeditions. The number of 1d6 equal to the Knowledge rank determines the value of the loot (hidden roll). (Unique knowledge of the occult side of the world, consumed when used)
Rites:
"The proper things, in the proper manner, in the proper order. God help us all."~ Attributed to Hersault
- Rite of the Crucible Soul. This rite uses an instrument of power to set the blood afire: fire is the lesion in the skin of the world. The assistant rarely survives unharmed.
* * *
Turn 17
Turn 17
* * *
"Time passes, the shadow on the sundial moves."
??? (d20): 84 Everything is quiet, everything is calm.
Last week''s acquisitions finally got rid of a considerable amount of money that had been gathering dust in your pockets. In exchange for the crinkling paper and the jingling coins, you''ve got a lot of treasure that will soon have to be put to good use, preferably before the tingling heat in your gut finds an unwanted outlet.
When you put the three books you''d bought into the closet (with some hesitation, the notebook was counted among the carriers of knowledge), you laid out the remaining items in front of you, examining them as carefully as you did all the other receptacles of the power of Principles that came into your possession.
A fragment of walrus tusk nearly ten inches long, about both ends of which you could easily cut your hand, matches up perfectly with the shark tooth you keep in the suitcase - both bones, teeth, and from the sea. There''s a theme to this that you can definitely work with. Especially since there''s no need for metal work when working with them.
The candle can be used by incensing in the ritual for the sake of obtaining the necessary saturation of the Moth aspect. Although, at this moment, you are more intrigued by its composition and whether it is possible to replicate it somehow. And why do you need some root instead of a wick?
The key doesn''t look anything special, with no fine embossing or particularly elaborate beard structure, but that''s only until you carefully erase the patina from a small section of the ring. It looks very much like silver. Most likely an alloy, of course, but even so, the material alone is worth more than you paid for it. Good buy.
The last piece is of most interest: A small tambourine with a membrane almost destroyed by entropy. Oddly enough, it is the only worn part-the base of the tambourine consists of elaborately carved and connected fragments of reindeer antler, covered with fine carvings. The images are small and hard to see, but it looks like some dancing or hunting... It''s worth thinking about replacing the membrane with something more decent, and then the tambourine can be used again.
After putting everything in its place, you took out your diary and began to make a plan for the well-timed vacation.
* * *
The temperature has finally reached a decent above-freezing point, and you can show up outside in a light sweatshirt without much risk of catching a cold. King Vader went on another business trip, carrying the mark of your cult and the promise to search for the resources the cult needs: Reagents, receptacles of arcane knowledge, and materials. Spring Break has begun at school.
You have four body actions (B), four mind actions (M), and four passion actions (P). Cultists may perform one action from a special section. You have 16 units at your disposal (all available accumulation).
* * *
Influences:
- Visible Vitality - Heartbeats like thunder! (+15 to body rolls) 3 Lv.
- Evident Enlightenment - There''s more and more glare on reflective surfaces! I can see not just normal light, and it''s noticeable. (+20 to the Study rolls. May lose 1 or 2 steps or, in critical failure, degenerate into a Fascination) 4 Lv.
- Trembling Heat. - The possibility of sparks.[Sixth-order influence: Impossible to mix up. Can be used in some rituals to summon underlings] (Power 6) - - 6D6 to the body action roll, whose principle is most similar to that of influence.
* * *
Turn 17 Results
* * *
When you list all the events of the past week in your journal, you clearly realize that things are going well for you. Yes, because you''re not alone, and you''re not just taking care of yourself. Steady progress on all fronts makes you one step closer to your ultimate goal every day.
You got the first artifact. What''s more, you didn''t get it from a dusty refuge where it had been for centuries, and you didn''t even take it from another initiate, you created it with your own hands! What is more, it is a useful item that will not only help you in battle but also come in handy in the rituals of summoning spirits from Mansus!
If King were here, you might even be able to summon Hint, if only at the cost of some wounds... The other spirits of the Abode could also be summoned using your new athame, but not yet enough knowledge of the rituals and principles.
You consider looking for rituals more reliable than the Rite of the Crucible Soul. you know, which may be good for the Ascension of the Forge but is unsuitable for use regularly without an endless stream of followers.
* * *
Influences:
- Visible Vitality - Heartbeats like thunder! (+15 to body rolls) 3 Lv.
- Evident Enlightenment - There''s more and more glare on reflective surfaces! I can see not just normal light, and it''s noticeable. (+20 to the Study rolls. May lose 1 or 2 steps or, in critical failure, degenerate into a Fascination) 4 Lv.
- Trembling Heat. - The possibility of sparks.[Sixth-order influence: Impossible to mix up. Can be used in some rituals to summon underlings] (Power 6) - - 6D6 to the body action roll, whose principle is most similar to that of influence.
* * *
Work:
[X] (B) This body is my 4.
Requires 8 passes, 50% chance of success. (On completion of +1 body action, increase vitality)
Required: 50. Roll: 83 + 10 (Decreasing Growth Burst.) + 15 ((Visible Vitality) + 10 (Gym Pass) + 5 (Natural Development) + 6 (2d6 (4, 2) Words that Walk) = 129 Crit!
This time, you seldom have to replace the weights used by the other visitors when working in the gym. Considering that all or almost all of them have had time to serve in the military, have considerable experience, and have been training regularly for at least a dozen years each, you can become involuntarily proud. But you don''t have to be. Because the skill of the soldiers is based not so much on their strength, although that too is important, as on their technique and combat experience. The very components you lack.
"I see you''re lost in thought again, aren''t you, Greg?" Martin popped up behind me, wiping off his wet hair with a towel. Just when you were trying to squeeze out that last approach.
"H-h-h-h! I work to the bone!" You objected angrily, swallowing precious oxygen.
"Oh, now that you''re pretty chipper, let''s do a couple more rounds, and then we can spar!" The coach cheered, and, whistling, went to the second floor.
"Yes, Master."
You really hope that the squeaking sound was caused by worn and unlubricated parts of the simulator and not by your teeth. You don''t need to spend money on a dentist to get your teeth fixed.
[X] (B) Mastering the Edge. How to Make a Fist.
Requires 4 passes, 60% chance of success. (On completion will receive a trait combat statistics, + open access to the next stage, +variable)
Required: 40. Roll: 78 + 10 (Hardened Physique) + 15 (Visible Vitality) + 4 (2d6 (2, 2) Words that Walk) = 107 Crit!
You keep getting tossed and kicked all over the gym, but it seems to be harder now than in the beginning. Indeed, it''s mostly due to your increased body mass, rather than any great skills you''ve gained. If it weren''t for continued training in fighting skills, you''d think you were being used as a self-propelled punching bag.
Some visitors encourage you with shouts and other expressions of encouragement during the class. It sounds like you''re slowly becoming part of the group in some way.
Received: ??? 2/3.
[X] (B) Sheltering. During your search, you came across a vacant warehouse in surprisingly decent condition for many years. With some effort, it can be tidied up and arranged to become a proper cult shelter. Three passes are required, with an 80% chance of success.
Required: 20. Roll: 26 + 10 (Hardened Physique) + 15 (Visible Vitality) + 7 (2d6 (1, 6) Words that Walk) = 58 Pass.
With the help of a few five-liter bottles of water, a mop brought from home, and hard work, the warehouse is slowly stripped of years of dirt. Of course, the procedure has to be repeated more than once, because the dust that has been lifted by your actions settles on the walls, floor, and ceiling, resulting in a cleaning that resembles the agony of Sisyphus.
Strange as it may seem, the wide webs of spiders web stretching from the height like an artificial sky help a little: everything settled on it winds up coiled into one big and disgusting tangle. You didn''t even have to use fire cleansing, though there were fears about the necessity of such an approach when characteristic shells with an hourglass pattern were found among the cobwebs and chitin that lodged in the ground.
In the end, most of the dirt and debris were removed, but there is still a lot of work to be done to bring the room to a minimum acceptable level of livability.
[X] (P) The creation of art.
It takes 1 pass, and the chances of success are 80%/60%/40%/20%/5%
Required: 20/40/60/80/95. Roll: 14 x 1.5 (Emotional Fountain) + 10 (WildImagination) + 5 (Painter) + 5 (Good Paint Set) = 41 Pass.
This time, probably thanks to your project to create your first artifact, another attempt at drawing have resulted in an underwater landscape.
Light sand, a small coral reef, lots of small motley fish, jellyfish, and polyps... In the distance, behind a vague thickness of water, silhouettes of huge sea predators, monsters, and shapeless monsters from the edge of sanity can be guessed. True, it is possible to consider them only with a rich enough imagination, well, or megalohichthyophobia with bathophobia.
Probably. Most likely.
After taking a closer look at the picture, you decide to leave it for a while to make sure there are no unwanted side effects. You don''t want to end up on the PRT lists because of a stupid accident and your inattention.
(No profit roll, the picture is left for inspection.)
[X] (B) Creating Things. Now, after a long study of creation methods, acquiring the Knowledge of the Forge, and dedication to the Principle of Flame Transfiguration, you finally consider yourself qualified to create artifacts! Not the most powerful ones, of course, but can you transform fragments of the power-bearing Principles into a new, functional whole? Yes, it''s up to you! Requires 1 pass, the chances of success depend on the complexity of the product. (The ordinary tools you assemble in your garage are enough to work with raw materials of power level 4. The skill is insufficient for working with metal. Selecting the item will attempt to combine 2 materials of the same principle into a functional whole, or turn 1 of the materials with a reduced chance into an artifact. Recipes and omakes in the comments may or may not affect the choice of materials and the resulting item, because the Creation is a creative process!)
Required: 60. Roll: 73 + 10 (Hardened Physique) + 15 (Visible Vitality) + 5 (Initiate) + 10 (3d6 (6, 3, 1) Shaping Chant) + 17 (6d6 (2, 4, 2,1, 4, 4) Trembling Heat) - 1 (1d6 (1) Rank of one material exceeds its aspect knowledge) = 129 Crit!
Using a vise and a hacksaw with the thinnest blade you could find, the tusk was carefully sawed along the central axis. The fragile central part was removed and set aside to polish the saw cut, preparing the separated parts for the foregone reunion. The outer side of each half was subjected to even more careful treatment: some material was removed to give the future blade a plane, and at the edges, it was ground to create a sharp edge.
Using the same hacksaw, along the edge of the future blade there were made triangular hollows in the shape of pin inserts, into which most of the shark''s tooth was divided. The tip of the tusk with a longitudinal protrusion took its place in the very tip of the future knife, giving it additional sharpness and durability.
After the assembly, accompanied by the firm recitation of the TShaping Chant, it was time for an even more delicate and complex process: using a set of chisels and a magnifying glass, the plane of the blade was gradually covered with a pattern of intertwined sea predators, both living and extinct, or maybe never existed. The ledge of the blade, under careful movements of the incisor, turned into the tail of a sea serpent, whose torso was braided around the hilt, and whose head took the place of the honorable backstrap.
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Just when you had finished the finishing touch, putting aside the sanding paste and the brush with the remnants of the glue-varnish made of crushed bone scraps, the smithy''s influence in your soul reduced its heat to smoldering embers. On the contrary, the blade that came out from under the hands of the diligent craftsman, as if illuminated with inner flame, the patterns came to life for a moment, moving, and the previously divided bone suddenly began to feel not as separate components, but as a single monolith, fused by a common essence...
Received:
- Influence of the Forge: Rising Heat (Spent the same turn for the Rise of the follower).
- Artifact "Fang of the Deep" ( Edge 3/?) - Atham, carved from a sharp fragment of walrus fang, inlaid with fragments of shark tooth and decorated with convex patterns in the form of sea predators.
The blade is much sharper and stronger than it should be, and the wounds it leaves have a jagged nature, as if from the teeth of a saw, though the blade is perfectly smooth. There is a sense of anticipation from the artifact, which seems to intensify with sufficient tension of the corresponding aspect...
Dream:
[X] (P) Way: The Wood. I''ve learned the path to the Wood, tangled darkness that grows around the walls of the Mansus (thought the Mansus has no walls). I can Dream with this to return to the Wood. Requires 1 pass, 90% chance of success.
Required: 10. Roll: 74x 1.5 (Emotional Fountain) + 5 (Initiated) + 10 (Wild Imagination) + 19 (4d6 (3, 6, 4, 6) Moldywarp Admonitions) = 145 Crit!
You walk again between the scarred trunks. The moon moves somewhere behind the branches, but its fingers keep tracing your hair. You stumble over the roots. You want to get down on all fours to more easily avoid the low-hanging branches. Somewhere deep in the night, pale wings flutter.
"Last night I came in the Wood to the high jagged rock called the Temple of the Wheel. Its flank, patched with black lichen and eye-signs, opened like a mouth beneath my hands, and I walked in the whispering space within. The Gods-who-were-stone, the first of the Hours, are almost all gone now, but here their voices remain: Wheel, Flint, Tide, the others without names."
Your ears still echo with the voices from the grotto, and you see visions of pale, immovable men wrapped in shrouds like shrouds, silently praying for the names of the gods who are gone, standing in a dark grotto covered with candle burners. You remember them, unlike the faces of the pale servants who dream dreams and remember names. But what you remember best is the feeling that allowed you to open the grotto, because it was not a simple action, it carried the weighty echoes of a power that tolerates no limits or locks!
And while your hands are remembering the stone underneath them, and your mind is filled with the revealing knowledge that has come so conveniently, in a semi-somnambulistic state, you reach into your suitcase and pull out a small box without a lock or hinges. Your fingers find a thin slit (which definitely was not there before), removing the detachable lid, and your gaze is opened to the hidden contents...
Received:
- Subtle Flaw. Laces uncoil -- windows swing open -- locks move as if oiled. [Second-order influence: obvious to the susceptible, instantly recognized by the knowledgeable. Can be used in some rituals for summoning underlings] (Power 2) - Expended to perform bonus action.
- Due to the accumulation of the necessary power of the Knock aspect (and serious critical success), the bonus action "Open the Box" was performed for free.
- The contents of the box - Artifact ??? (will be known at the beginning of the next turn).
Study:
[X] (M) Books are immortal memory.
- An unsightly notebook titled "Research Diary. The handwriting is sloppy, but readable. You can sense the scent of adventure. Requires 1 pass, 80%/10% chance of success.
Required: 20/90. Roll: 81 + 10 (Notable Scholarship) + 20 (Evident Enlightenment) + 8 (3d6 (3, 1, 4) Unmerciful Mantra) = 119 Artificial Crit!
You eagerly start studying a curious notebook, bought the day before at a flea market from a suspicious follower of the Winter aspect. In the beginning, there is nothing special, a few lists of some items of most tourist use, a couple of vague sketches... But after a couple of pages something interesting begins: Apparently, the former owner of the notebook was an experienced digger, exploring the dungeons in search of secrets and possible valuables.
The first half of the records describe rather mediocre raids into the Brockton Bay storm sewer, intersecting in places with older tunnels:
"How? There is not a single mention of the older structures in the records or on maps from the archives! The current storm drain was built in exactly the same place as the last one, as part of a plan to upgrade the sewage treatment plant back in the first half of the last century. The smugglers'' tunnels are much farther north; it makes no sense to lay them so far from the port, from the coast. I''m afraid to even think how much it would cost to build something like that in secret! The masonry is very dirty and uneven, it''s hard to tell if it''s concrete or stone..."
Having marked the tunnels for further exploration, the author of the diary follows the intended route, exploring the sewers, where he encounters fragments of human remains several times, and also picks up a brand-new leather wallet (completely empty, of course). With each page you turn, you feel the approach of a fragment carrying the power of Histories, which feels much more vivid than other fragments of knowledge in the books you read, though the tension remains just as faint.
Finally, almost at the end of the diary, an anomaly appears: There are notes on the pages, but they are in two layers as if the author forgot that he had already written on this page. The first version of the entries tells how the explorer went on an expedition to check the tunnels he had discovered towards the city center, where he soon stumbled upon a heavily rusted steel door (which, was discovered through some simple calculations and archive searches, which led to the basements under the old city hall). The next day, the digger explored the opposite direction, and there the tunnels turned to the northern docks, where through a door forged of rebar in an inconspicuous dead end, they connected with the already mentioned smugglers'' tunnels.
In another version, written down much more illegibly, on the first day the digger chose the opposite direction, and something went wrong... Usually, his notes were more like notes to a map, with coordinates, directions and signs of places visited, but this time they took on a character more befitting a diary. And the first words on the page were the lines:
"... There''s a hell of a lot going on. The damn corridors loop like intestines, and yet both my compass and my sense of direction assure me that I am moving almost in a straight line. It doesn''t look like a magnetic anomaly, is my device broken, or have I inhaled some gas? Attempts to go back by the marks did not lead to anything, the line was broken, the charge of the flashlight is running out, and soon I will be left with one dynamo. The humidity was gradually increasing, condensation was trickling down from the walls. The masonry looks older with every turn, it is harder to breathe. What depth am I at anyway? No slope was felt, but in this cursed city, it was enough to go down a couple or three meters to find me below sea level. Up ahead I could hear sounds reminiscent of music, or maybe it was just a rat squeak. We''ll have to check it out."
At this point, both parts of the entries break off, and the last pages are waterlogged but unequivocally blank. You don''t know which version of the diary story corresponds to the one you''re in at the moment, but for your own peace of mind, you decide to think that the digger just threw away the tainted diary when he transferred all the useful notes to a new notebook. That eccentric African-American just pulled it out of the trash, not plucked it from the cold, dead hands of his future dinner party. Yes, that''s how it happened.
Received:
- The Old Tunnels Expedition Site.
- Enlightenment increased by one level.
[X] (M) Fresh air and exercise. Since you''ve taken up dumbbells, it''s a good idea to know exactly how to use them correctly. The school warm-up may be enough for the first time, but then you''ll need more serious exercises. Breathing technique, proper diet, effective equipment... It''s worth pulling up the theory. Requires 1 pass, 80% chance of success/???%. If successful, it gives +10 to training throws until you reach the next step or ???
Required: 20/90. Roll: 10 + 10 (Notable Scholarship) + 20 (Evident Enlightenment) + 6 (3d6 (2, 3, 1) Unmerciful Mantra) = 46 Pass.
A few pamphlets on the right training regimen, some advice from Martin looking at you strangely, a couple of pages of excerpts from all-knowing Internet forums, and here you have a plan for the right diet, training schedule, rest periods, and so on. It is normal that this should have been done in the beginning, even before the active training regimen, but somehow it all turned out on sheer enthusiasm.
Now you know that you can develop better than with occasional bursts of motor activity, as you did before. Otherwise, not much has changed, because you haven''t made any special mistakes. Some changes in your diet, a couple of vitamin supplements, hardening...
Received:
- "Workout Plan" - a comprehensive plan for proper nutrition, workout schedules, rest periods, and the like that visibly improves workout results. (permanently +10 to the "This body is mine" action)
[X] (M) Interaction Analysis. Not long ago you found out that there was something wrong with the recruiting methods you were using. In the past, you''ve been guided by recommendations from your diary about attracting interesting candidates and a couple of training from the web, like "How to Make Friends?" or "Management for Beginners." Maybe you should try reconsidering your methods... 1 pass is required, 25% chance of success.
Required: 75. Roll: 43 + 10 ( Notable Scholarship) + 20 ( Visible Enlightenment) + 8 ( 3d6 (2, 3, 3) Unmerciful Mantra) = 81 Passage!
The result of your research on the failures to recruit followers was an unexpected conclusion: you don''t know how to communicate with people properly. You and most of the human masses are simply on different wavelengths, you have different interests, desires, social circles, and so on. And everything would be all right if a person originally had a tendency to mystical practices, but this trait is inherent in an offensively small percentage of all mankind.
But even to recruit even a small fraction of that percentage, you will need something to hook them. A fragment of Knowledge that the candidate has an aptitude of course is good, but, alas, not enough, as practice shows. You need to learn how to captivate your interlocutor without revealing secrets. To correct an unfortunate defect in your socialization.
Received:
- Options for the "Oratory Courses" project
[X] (M) Reveal revealing knowledge. There are gap spells in which the pauses between words are as important as the words themselves. When something is revealed, we learn its essence. Now is the time to learn more about the Knock.
Requires 1 pass, 70% chance of success. (Two Knock Knowledge fragments will turn into one - more powerful "1D6 => 2D6")
Required: 30. Roll: 2 + 10 ( Notable Scholarship ) + 20 ( Visible Enlightenment ) = 32 Pass. (Barely made it...)
At a certain moment you were almost sure that to correctly comprehend the Revealing Knowledge you would have to open yourself up in some way (and your hands even reached for sharp objects a couple of times), but thanks to the timely insight you managed to get by without such drastic measures as well.
Later, when another plunge into the vestibule of Mansus occurred, culminating in the exploration of the Temple of the Wheel, the possession of the completed Knowledge of the Second Rank Knock came in handy, allowing you to finally open the box of the Predecessor that had been cluttering your eyes all this time.
Received:
- An Iguvine Rite: Every door in the Mansus requires its sacrifice before it will open. The Iguvine Rites prescribe the manner of the sacrifice. [Nearly every summoning rite requires Knock influence. This lore will provide it.] (Knowledge 2, Power 4)
Conversation:
[X] (P) Conversation about... Your friend, Sparky, has a talent for the arcane arts. Not that you approve of the Principle he harbors a penchant for... A full initiation requires a cult, and until you are united by a common oath, it is dangerous to entrust him with Secret Knowledge, but it would not prevent you from discussing the general situation with him. Perhaps Sparky will be able to give some good advice... And perhaps it will be more useful than the last one. It takes 1 pass, chances of success ??? %.
Required: 100/90/80/70/60/50/40/30/20/10. Roll: 9 x 0.5 (Emotional Fountain) + 10 (Wild Imagination) = 14 Pass.
Sparky cautiously stepped around the easel, looking through his fingers at the fresh painting.
When, a dozen seconds later, he still hadn''t collapsed in convulsions, the anxiety subsided a little. The work was subjected to a more serious examination.
"I don''t know, it looks like a picture, with all sorts of fish floating around. I saw something like that on TV when they showed a documentary about Australia. What''s it supposed to do?" Still fearing a catch, your friend asked.
"Well, actually, the point is that she doesn''t have to do anything. It''s just a painting, for sale. And if she just happens to be doing something, and I happen to be out of the loop and sell it, that becomes a problem."
Sparky raised his eyebrows skeptically, but he moved closer to the canvas, almost scratching it with his nose, and spent a good five minutes examining every detail. Finally, pulling back, he gave his verdict:
"There doesn''t seem to be anything like that. A picture is a picture, nothing to do with that brainwashing crap. There''s no shame in hanging it on the wall."
"What about the silhouettes?" Just in case, you asked.
"What silhouettes?" Sparky squinted suspiciously, turning away from the painting.
There was a tense silence for a few moments, as everyone in the room waited for the other to admit that the last phrase was a joke.
"Oh, nothing, I guess," you grinned nervously, getting ready to turn your easel against the wall.
"No, wait a minute," Sparky got wary of something, "What are these silhouettes, what are you talking about?!"
By clutching at the sleeve of your homemade sweater (your favorite, with the pokeball), which was starting to crack menacingly, he still managed to convince you to let him take another look at the painting.
"It''s just murky figures in the background," you grumbled grudgingly, fixing your skewed clothes. "I wanted to make some kind of sea monsters floating there, whales, krakens, dinosaurs and all the other chthonic stuff... Well, it didn''t work and it didn''t work, to hell with it!"
During your tirade, you did not immediately notice that your friend, looking at the picture, gradually turned pale and gray, and his pupils narrowed into dots. You noticed what was wrong, and you tried to distract him with a gentle nudge on his shoulder, making sure that the slightly frightening blank stare moved smoothly from the painting to your face.
"Dude, I hate you. Fuck you and your paintings. I can''t go within a mile of the sea now!"
After giving your friend some tea and cookies, and discussing with him the novelties of the game and movie industry (about which you, due to your busy schedule, knew less than usual), you managed to restore his good spirits, as a result of which the incident with the picture was almost forgotten. It was only in the evening, as you were getting ready for bed, that you remembered that in a burst of inspiration you had added to the primer the remnants of bone glue and ground bone, which were superfluous in the creation of the Athame.
Received:
- Sparky got a slight phobia about the sea, and now he''s wary of looking at your paintings (though he''ll probably do it anyway out of curiosity)
- The "Coastal Reef" painting is considered safe and will be sold when the opportunity arises. (The painting can cause fear in impressionable and observant people, though it is not considered fully abnormal. Rarity rating +1)
Travel:
[X] (P) A walk along the Boardwalk. Walk through the tourist center of Brockton Bay, and gaze at the ship''s graveyard and the power-domed Protectorate headquarters on a tower in the middle of the bay. See how the visiting bigwigs spend your family''s monthly income at a time in brand-name boutiques and trendy cafes. Or just breathe the sea air in pleasant surroundings. Requires 1 pass, 75% chance of success. (can bring a positive influence, giving an increase in some dice in the next turn, random encounters are possible)
Required: 25/??. Roll: 38 x 0.5 (Emotional Fountain) + 10 (Wild Imagination) = 29 Pass.
As usual, the Boardwalk is crowded with moneybags, stopping in town to take pictures with the capes in front of the Protectorate Tower, surrounded by a force field. Perhaps, after buying souvenirs at exorbitant prices, they will also go to the Docks in search of less legal entertainment, and from there (if unlucky), to the city''s famous medical facilities.
You don''t care about any of this. Any Brockton Bay resident of decent enough appearance can visit the Boardwalk without fear of Enforcers from private security, prone to breaking the limbs of unpresentable-looking visitors to their area of responsibility so that vagrants usually get the idea the first time they enter the city''s tourist mecca that it''s not worth it. But few go to the coast other than for the PRT, Wards, or Protectorate PRs every few months because the views get boring and the prices here are simply unaffordable.
You walk back and forth for nearly half an hour, staring at the tourists and breathing in the air that reeks of rotting algae. Another Wards PR patrol of Vista and Aegis passes nearby, and you try to get close to the gathering crowd and get a whiff of the Principle in them. Nothing. Nothing at all.
With mixed feelings from the confirmation of Donovan''s hypothesis, you return home without even trying to get autographs, which you certainly would have done before you found out about the Abode. On the one hand, time is not wasted. If the Parahumans were peculiarly mystical and High, Ones everything would be much simpler and clearer... What is the source of their power? How do they get it? Unverified Internet rumors have no basis in evidence, and to know more would require direct interaction with the Cape.
Received:
- Food for thought.
- Contentment - I''m happy, I think. (next week''s Trouble Roll will have a lower threshold).
Cult Affaitrs:
[X] (Linda, Lantern) Ascension. Kneeling as a new convert, your follower will rise as an adept. You will personally take her oath. (Due to insufficient power of the Forge due to insufficient Knowledge and lack of Influence or artifact, 1 Bronze Spintria will be used, or if none remain 1 Bitterblack Salts) You may use available Forge Influence. Requires 1 pass, 80% chance of success.
Required: 20. Roll: 10 + 5 (Initiate) + 9 (3d6 (5, 1, 3) A Shaping Chant) + 5 (2d6 (4, 1) Rising Heat) = 29 Pass
Once again the smoke-soaked attic, lit by the few candles and the heat of the embers. Kneeling as a neophyte, your follower rises as an adept. You personally approve her vows.
"I am dying. I am born again. I burn my skin with fire and let them recognize me by these marks. I give myself to the flames, and I swear that I will accept any rebirth without a shadow of fear."
Received:
- Linda Vader, now an adept ( Lantern 5). Linda likes to look for hidden meanings in books and read between the lines. Recently she found the author''s deep personal tragedy in a cookbook. Her discernment is noticeably higher than that of the average person.
* * *
Turn 18
Turn 18
* * *
"Time passes, the shadow on the sundial moves."
Because of reaching the limit of Enlightenment, which the fragile human mind cannot stand, a roll for the consequences is made:
Required: 70 (80-10 (Contentment)). Roll: 95. (I don''t get it, are you charmed?! Ffff...)
You woke up, feeling something hard on your face, smelling of fresh ink. A pain shot up your neck as you struggled to get up and open your eyes, trying to understand where you were and what had happened. Your memory, treacherously perverse, retained hints of a revelation ... Oh, right. Most likely, it was the same thing that led to that self-written treatise on the Moth!
... But in that case, where is the manuscript, and what is a map of the city in front of you that exceeds your height in both length and width? And what are these notes with stickers covered with strange explanations? Some streets, alleys, and marked houses, crossed by thin lines at strange angles are accompanied by geometric drawings, poems, and formulas that have no application in the normal sciences.
The growing migraine of trying to make sense of one''s notes almost made you regret missing the Shining of the Clear Mind from the depths of consciousness. Despite the possible consequences, making sense of the incomprehensible notes would have been much easier with its help!
Through the oppressive headache, a vague memory of how, in a fit of inspiration, you decided not to take the bus home but to walk a shortcut. You don''t know what impulses were guiding your dim (or overly enlightened) mind, but you eventually managed to get home by some alleys, outrunning the bus by almost ten minutes.
This incident, like the strange map, needs to be investigated.
Received:
- Shortcuts map (needs research, opens a new location?).
Opening the box: ??? - 1d3: 1, ??? - 1d6: 4 ...
To be perfectly frank, when you opened the box, you expected something more... powerful. However, the box contained only a strange-looking clock, no, a compass? With a winding mechanism and four, two... three hands? Through a dial divided into twenty-four sections, a moving clockwork is clearly visible, but the parts just don''t move right!
Barely taking your eyes off the unnatural thing, you suddenly realize that you haven''t even touched the crown, and yet the device works. "Still," or "Already," that is the question. Just as you were finishing that thought, there was a quiet ticking sound that certainly wasn''t there before. The hands of the device suddenly began to move in different directions almost independently of their position in space, and the gears broke the laws of geometry a couple of times in a second. Trying not to think too loudly, you return the Compass Clock to the box, deferring the matter to that beautiful moment when the headache subsides.
Received:
- Path to the Horizon! (Expedition outside the town).
* * *
Souvenirs (Requires 95): 56 Nothing.
Faction Interest (???) (Requires 10 (20-10 "Contentment")): 2 Almost a critical failure.
An early graying detective from a once-powerful, and still almost obscure, organization (now operating under the guise of a department of a much better-known and more public institution) picked at random from a stack of cases a report that was already stained with something. He took a sip from his mug of very trashy instant coffee, which had also cooled down to room temperature, grumbled and, after logging on to the ancient office computer, plunged into the depths of the department''s database.
It will take some time...
As a result of increased anomalous activity in the city (including the failure to investigate the Cannibal Cult), the Bureau has allocated additional forces to suppress the actions of occultists. Possible events ??? and ???
Rapid warming is accompanied by winds bringing the smell of rotting algae and rotting seafood from the sea: after the Leviathan attacks most of the ocean fisheries have given up, and the depleted ecosystem has begun to regain its footing. The short spring break is over, and exams are approaching. (-1 mind action per move for study, +1 fund every 2nd school week)
You have four body actions (B), four mind actions (M), and four passion actions (P). Cultists may perform one action from a special section. You have 16 funds at your disposal (all available accumulation).
Influences:
- Visible Vitality - Heartbeats like thunder! (+15 to body rolls) 3 Lv.
* * *
Turn 18 Results
Leaving aside a few minor setbacks, this past week has been extremely rich in pleasant revelations. A generous stream of knowledge came down and through it, the power grew! For once the future looks bright and serene, full only of new achievements and victories. One can only hope that this glimmer of Glory is not a mere mirage...
* * *
Influences:
- Visible Vitality - Heartbeats like thunder! (+15 to body rolls) 3 Lv.
Work:
[X] (B) This body is my 4.
Requires 7 passes, chance of success50%. (On completion +1 body action, increase vitality)
Required: 50. Roll: 93 + 10 (Decreasing Growth Burst.) + 10 (Gym Pass) + 5 (Natural Development) + 10 (Workout Plan) + 15 (Visible Vitality) + 2 (2d6 (1, 1) Words that Walk) = 145 Artificial Crit!
No matter how many approaches you make, and no matter how much you play tricks on your body, it seems to be not enough. At least there is no other way to explain this endurance, this hunger, which can be satisfied only by a new workload, the next bar, one more spurt. And again. And again. And again.
At some moment you realized that that pounding in your ears was not your heart at all.
More precisely, so is it, but not only. The pulsating songs are echoes of the Restless Heart, beating to protect the skin of the world we understand. To the end of the week, the influence of the principle of continuation and preservation pulses in your blood.
Received:
- Influence of Heart - Pulsing Airs. A rising power; a reassuring energy. [Influence of 6 levels: Impossible to mistake. Can be used in some rituals for summoning underlings.](Power 6)
[X] (B) Mastering the Edge. How to Make a Fist.
Requires 3 passes, 60% chance of success. (On completion will receive a trait combat statistics, + open access to the next stage, +variable)
Required: 40. Roll: 34 + 10 (Hardened Physique) + 15 (Visible Vitality) + 8 (2d6 (3, 5) Words that Walk) = 67 Pass.
You seem to be the one who is supposed to be taught how to throw punches, but for some reason, you are the one who has to fly around the room from all kinds of throws, grabs, and just plain slaps. When you subtly hinted this to your mentor, he just laughed and asked: How am I going to learn how to punch properly if I have no idea what effect it will have on my opponent''s body?
After watching the intense work of thought on your face, Martin nodded to something and sent you smashing your fists against a brick-crusted pear.
Life is pain. And pain is a good teacher.
[X] (B) Sheltering. During your search, you came across a vacant warehouse in surprisingly decent condition for many years. With some effort, it can be tidied up and arranged to become a proper cult shelter. 2 passes are required, with an 80% chance of success.
If you spot this narrative on Amazon, know that it has been stolen. Report the violation.
Required: 30. Roll: 35 + 10 (Hardened Physique) + 15 (Visible Vitality) + 11 (2d6 (6, 5) Words that Walk) = 71 Pass.
After another week, the cleaning is bearing visible fruit, the amount of dust is not too much higher than usual for your room, and it''s time for the next step. All the hinges are thoroughly oiled, the light window above the entry door is covered with a layer of plywood covered with a dark cloth, and both doors are draped with heavy, sound-dampening old curtains.
The outbuildings are also equipped with a couple of old chairs found in the attic and brought into acceptable shape, and the ancient plumbing and electrical systems are cleaned up with cleaning agents, replacement of dried rubber parts and a large skein of duct tape. The hardest part is left: discreetly create a tapping into the network and reconnect the water supply. After that, all that''s left is the little things, like screwing in light bulbs and setting up a seating area for meetings with cult members...
[X] (P) The creation of art.
It takes 1 pass, and the chances of success are 80%/60%/40%/20%/5%
Required: 20/40/60/80/95. Roll: 11 x 1.5 (Emotional Fountain) + 10 (Wild Imagination) + 5 (Painter) + 5 (Good Paint Set) = 37 Pass.
Lately your art... to put it mildly, doesn''t shine. It seems like it''s about to get a lot better. But it''s not. It''s like there''s a little touch missing, a twist, something that would make the work stand out among the others.
You stepped away from the easel, taking another critical look at the layers of dried paint that were forming into an image of an empty, gray city under a blinding, multicolored sun surrounded by halo circles. As you blinked, your eye saw for a moment a different picture-the white wasteland beyond the Door of the Dead, the stairs of the Abode made of blue stone that rise upward, and the almost blinding, bleeding sun whose face crosses Wound
The illusion disappeared as quickly as it had appeared. Shaking your head to dispel the vision, you reached for the newspaper and a roll of twine to wrap the painting. And all the way to the familiar store, the obsessive thought did not leave your head: "What nonsense! After all, Glory is not visible from the pale confines..."
Received:
- 4 funds for the sale of the painting "Coastal Reef" (painted in turn 17, but not sold due to certain circumstances) + 1 unit for the sale of "Sol Invictus" painted this turn.
Study:
[X] (M) School attendance. Auto-success.
As spring draws to a close, most students (even in a dump like Winslow) begin to prepare maniacally for their upcoming exams. Just in case, you, too, flip through your textbooks and carefully solve the tests provided. Contrary to your subconscious expectation, each of the tests is 100% correct.
Most of your peers practice the gaze-killing technique on you, but their mortal Dao is nothing compared to the power of a follower of the Forge of Days!
[X] (M) Books are immortal memory.
- On the White by Solomon Husher. He writes, perhaps allegorically, of Winter, and its long slow doomed romance with the Sun. The epigraph is ''Sunset at Noon''.
Requires 1 pass, 80%/10% chance of success.
Required: 20/90. Roll: 95 + 10 ( Notable Scholarship) + 10 ( 3d6 (4, 1, 5) Unmerciful Mantra) = 115 Artificial Crit!
The reader who has carefully studied this work will think it is about aesthetic theory or is a collection of warnings about the dangers of drawing (Which, knowing your work, is quite a hot topic).
Husher writes distractedly of his hatred of colours and his yearning for death. (Is that what ancient emos were like?) He hints at a Great Work he has envisaged or begun, where the ''palest of paintings'' will enthrall the world. He returns again and again to certain compelling phrases which he claims are the ''secret words of Winter''.
Under the cover at the end of the book, someone wrote down the necessary conditions for summoning the voiceless dead. There was a brief mention of these creatures in the Predecessor''s Diary, but for some reason, the knowledge of any interaction with the dead was rather sketchy. Now that you think about it, there might have been some good reason... Or maybe the man just didn''t like the dead.
Received:
- A Sexton''s Secret. Certain knowledge, it is said, can be expressed only through the particular quality of a silence. It has been suggested that one can only read such knowledge with one''s eyes closed, but only by mischievous commentators. (Knowledge 1, Power 2)
- Conditions for summoning the Voiceless Dead (will be available for summoning when resources of the necessary aspects appear).
- Mind trait: The Occultist Theorist - you''ve dug through so many books on occult topics that you already feel which text fragments can lead to the full picture of the Knowledge you''re looking for (+5 when trying to find Knowledge fragments in written sources).
[X] (M) Decipher notes (Personal). Why trust someone else with something you can do yourself! You dive into the abysses of the Internet and try to compose a tune yourself. Linda is probably exaggerating your lack of musical ear, right? Requires 1 pass, 50% chance of success. (Probably contains something curious.)
Required: 50. Roll: 99 + 10 (Notable Scholarship) + 5 (Initiate) + 8 (3d6 (2, 2, 4) Unmerciful Mantra)= 122 Artificial Crit!
With the help of Internet music enthusiasts, you managed to establish that the messy bale of notes was intended for the viola. It was impossible to find an emulator of the instrument, so you had to judge very roughly how the recorded music should sound. But with some effort, you did manage to put together a few melodies, some of which bore clear signs of the Heart (they are easy enough to identify because once created, the rhythm does not want to leave your head).
The other melodies you tried to play on a junk puffer strangely thinned the space, which immediately reminded you of Knock''s power. There, among the remaining mess of notes, which at first glance did not make any sense, was accidentally found a simple cipher, correlating the order of the notes with the serial number of the letters of the alphabet. Apparently, the author tried his best to rework the ritual of sacrificing Knowledge into something that would be able to erase something else. Unfortunately, this work seems to have reached a dead end. Most likely, these sheets of sheet music are all that remain of one E. Zann.
Received:
- The Knowledge of the Heart - Words that Walk: Each syllable of this formula subdues itself. I unconsciously snap my fingers to the rhythm. It doesn''t want to stop. (Knowledge 2, Power 4),
- A Consent of Wounds. To open certain Ways, one must first open oneself. This practice outlines that opening, in the name of the Mother of Ants. [Nearly every summoning rite requires Knock influence. This lore will provide it.] (Knowledge 3 Power 6)
- Rite of the Watchman''s Sorrow. This rite recalls the loss of the Watchman, who walks the house which has no walls. (Light goes before him and shadow behind. He must not see you.) The instrument of power is used to summon him to take his sacrifice: precious knowledge from the root of your thoughts. The assistant must speak the words that anchor your sanity, so choose someone you trust.
[X] (M) Shortcut. In another mad rush of Enlightenment, you somehow made it home from school earlier than theoretically possible.
Moreover, overnight you created a strange map of the city, nearly four square meters in area, covered entirely with strange markings. Perhaps this strange moving process can be repeated if I can make sense of my notes. Three passes are required, 60% chance of success
Required: 50. Roll: 83 + 10 (Notable Scholarship) + 5 (Inatiate) + 10 (3d6 (6, 1, 3) Unmerciful Mantra)= 108 Artificial Crit!
In a wave of success, you''ve made some progress on the shortcut map. The part of the map that dealt with the most visited places in the city. Unfortunately, this was also the least densely populated area on the map, with a number of "passages" in which you can count on the fingers of both hands. You don''t really see how you could benefit from the ability to get quickly to the Central Library from any residential area, effective only on Thursdays, and exclusively before sunset, but you can''t complain have to. Better to know but not apply than not know and need.
As you studied the map, you felt something that reminded you of the Abode. You even dreamed of the crossroads a couple of times, though you didn''t feel the sensation of crossing into the vestibule of Mansus. Something stayed with you after you woke up.
Received:
- Influence of Lantern - A Consciousness of Radiance. There is a light behind the world, a light above the Mansus, a light that penetrates both glass and skin. It is present here. .[Second Order Influence: obvious to the susceptible, instantly recognizable to the knowledgeable. Can be used in some rituals to summon underlings; some underlings will retain the influence when destroyed. Unused influence becomes Fascination.] (Power 2)
[X] (P) Oratorical Courses: The Flaming Approach. You''ve watched politicians talk nonsense on TV many times and everyone believes them, just because they''re charismatic. You''ll learn to do the same, and to hell with abstruse reasoning! It takes five passes, with a 25% chance of success.
Required: 75. Roll: 57 x 0.5 (Emotional Fountain) + 10 (Wild Imagination) = 38 Fail!
It is surprisingly difficult to find a working manual on how to properly ride a speaker''s ears on the global web. There are similar topics in psychology and rhetoric, but they''re either highly specialized practices or ancient-era precepts translated from another translation. At this rate, you''ll have to look into magicians'' manuals on dental juggling, comb through dubious manuals like "Hypnosis for Dummies," or even look for a politician-tutor... In any case, this is a future thing, but for today you have enough Internet.
[X] (B) Mastering of the Craft, Principles of the Forge. You will need more than arcane knowledge alone to make complex items. A high-level craft cannot do without knowledge of metalworking. Of course, you can always send your craft to people who have their hands in the right place... When you have them among your followers. In the meantime, all you have to do is learn the skill yourself. Requires 4 passes, 50% chance of success. (The crafting point will improve on completion.)
Required: 50. Roll: 97 + 5 (Strong Body) + 13 (3d6 (4, 3, 6) Shaping Chant) = 115 Artificial Crit!
Articles about metalworking using ancient techniques and some clips about jewelry casting at home were surprisingly informative, in addition to wonderfully complementing the previously learned methods of working with blacksmithing tools. Doing a few experiments with the stove and pliers, you got a little better at blacksmithing, and after finishing the work, you felt the presence of a strong influence.
Received;
- Influence of Forge - A Trembling Heat. The possibility of sparks. [The influence of the sixth degree: Impossible to mistake. Can be used in some rituals for summoning underlings.](Power 6)
Conversation:
[X] (P) Continued Recruitment. Not long ago you tried to recruit another cultist candidate, but something went wrong. You refuse to admit defeat, and you will continue trying to recruit Taylor! Requires 1-? pass, chance of success 30%/???%.
Required: 70/???. Roll: 26 x 0.5 (Emotional Fountain) + 10 (Wild Imagination) + 10 (Geek) = 33 Fail!
Ignoring your plans to make contact, Taylor has been careful to keep her distance all week, avoiding staying in the same room, except in classes where it was impossible. Trying to analyze the possible reasons for this, you decided not to press and give her some time.
[X] (P) Interesting rumors. Going back to school, you can''t help but wonder how many potential followers are within its inhospitable walls. And, of course, it never hurts to know what kind of relationship the factions are arriving in right now. Listen to the chatter here, ask a few leading questions there... there''s a chance to learn something interesting. Requires 1 pass, odds of success 65%/???%.
Required: 35/??. Roll: 77 x 0.5 (Emotional Fountain) + 10 (Wild Imagination) + 16 (+ 4d6 (6, 4, 2, 4) Moldywarp Admonitionsn) = 64 Pass.
In the light of the whole exam situation, you managed to find another possible candidate for recruitment, thanks to the rumors. It was one of the teachers, mathematics teacher Howard Wheatley, whom you had only glimpsed before. As it turned out, this dried-up middle-aged man has a great passion for his subject, and could probably find a better job, if not for the bordering obsessive habit of looking for secret meanings in numbers. As well as a love of trying to discover new uses for formulas and equations, or to prove the validity of once-denied mathematical theories. For these strange habits, the teacher gained notoriety as an annoying but generally harmless quiet lunatic. Any other school would probably have quietly dismissed such a cadre, but Winslow has never been known for a significant talent pool, and Mr. Wheatley is more than up to the job. But, anyhow, the man might be useful to you.
Received:
- Candidate for Recruitment.
Cult Affairs:
[X] (Candidate) Initiation. One of the people who have expressed an interest in our activities will now have the honor of becoming a neophyte of your cult. The ceremony will require some preparation, including the processing of the candidate.
- Sparky (Grail) - A teenager whose nickname long ago replaced his name.
Wishes one day to start his own musical band, and most likely many other things, even if he is not ready to admit some of his wishes even to himself.
"So, how does it feel?" You asked Sparky, who was sprawled out on the couch.
"It burns like spilled boiling water! Couldn''t you have been gentler or something?!" He groaned defiantly as he groped the bandage.
"Nope." You grunted, settling back in your chair. "The Forge of Days demands pain."
"It was necessary to honor her with a sacrifice. If you want, I can show you my mark, it''s bigger..."
"No, thank you! I''ll manage somehow!"
Received:
- A new follower, Sparky, a neophyte (Grail 2). Sparky is still passionate about musicianship, no longer limited to the drum set. He has been eating more sweets lately, but it seems to do him nothing but good. His voice and movements are unwittingly eye-catching.
* * *
Turn 19
Turn 19
* * *
"Time passes, the shadow on the sundial moves."
Faction Interest (???) (Requires 40): 67 None.
Because of the heat at school, you have to make some effort to look normal and not accidentally show that you''re wearing a pair of shirts and a T-shirt underneath your light but a warm turtleneck. No matter how much heat the faded glow of modernity exudes, it''s still not enough for a follower of the Forge of Days. And it won''t be enough until the fiery transformation is complete.
Sparky, on the other hand, is almost slipping out of his wet white T-shirt, constantly complaining about the unbearable heat and waving whatever he can. A couple of times you saw him being offered bottled water by some unfamiliar girls from the background characters, and a shaved guy from the Empire followers almost crashed into a wall after staring at him. Fortunately, this is as far as any group''s interest goes so far.
All this turmoil with exams forces you to be more careful that the influences accumulated through recent events don''t affect the surrounding reality... too much. Although, when you crossed paths with Donovan near the cafeteria, humming softly, a scene from an Indian movie almost happened. Fortunately, you were able to separate before your hearts finally resonated, though, from the outside, the synchronized pirouettes to music that sounded only to you must have been quite amusing.
* * *
Summer is finally in full swing, and only the sea breeze is keeping the air from stagnating from the heat. Working without air conditioning is nearly impossible, and Winslow students and teachers are languishing in moldy hallways and classrooms. Exam week is in full blast. (-1 mind action in progress for the sake of studying, +1 fund every 2nd school week)
You have four body actions (B), four mind actions (M), and four passion actions (P). Cultists may perform one action from a special section. You have 22 funds at your disposal (all available savings).
Influences:
- Visible Vitality - Heartbeats like thunder! (+15 to body rolls) 3 Lv.
- Influence of Heart - Pulsing Airs. A rising power; a reassuring energy. [Influence of 6 levels: Impossible to mistake. Can be used in some rituals for summoning underlings.](Power 6)
- Influence of Lantern - A Consciousness of Radiance. There is a light behind the world, a light above the Mansus, a light that penetrates both glass and skin. It is present here. .[Second Order Influence: obvious to the susceptible, instantly recognizable to the knowledgeable. Can be used in some rituals to summon underlings; some underlings will retain the influence when destroyed. Unused influence becomes Fascination.] (Power 2)
- Influence of Forge - A Trembling Heat. The possibility of sparks. [The influence of the sixth degree: Impossible to mistake. Can be used in some rituals for summoning underlings.](Power 6)
* * *
Turn 19 Results
* * *
With a feeling that is difficult to describe other than sacred awe, you stand before your painting. It seems sacrilegious to hide it from the light, even under the best of what you have been able to cover it with. It is no less blasphemous to look at it otherwise than in the light of the flame, whether it be the roaster for the ritual branding, or the twenty candles sacred to your Hour. But it cannot be otherwise. The very knowledge of the existence of such a thing could put you all at risk, especially if the Bureau found out about the masterpiece.
They won''t know. Not until you''ve made many truly disastrous mistakes, but that''s no reason not to be careful. The ranks of your cult are expanding slowly but surely. Creating a painting is just another step on the road to realizing your dreams. But dreams alone won''t make you immortal...
More fire is needed.
* * *
Influences:
- Visible Vitality - Heartbeats like thunder! (+15 to body rolls) 3 Lv.
- Influence of Heart - Pulsing Airs. A rising power; a reassuring energy. [Influence of 6 levels: Impossible to mistake. Can be used in some rituals for summoning underlings.](Power 6)
- Influence of Lantern - A Consciousness of Radiance. There is a light behind the world, a light above the Mansus, a light that penetrates both glass and skin. It is present here. .[Second Order Influence: obvious to the susceptible, instantly recognizable to the knowledgeable. Can be used in some rituals to summon underlings; some underlings will retain the influence when destroyed. Unused influence becomes Fascination.] (Power 2)
- Influence of Forge - A Trembling Heat. The possibility of sparks. [The influence of the sixth degree: Impossible to mistake. Can be used in some rituals for summoning underlings.](Power 6)
Work:
[X] (B) This body is my 4.
Requires 6 passes, 50% chance of success. (On completion of +1 body action, increase vitality)
Required: 50. Roll: 89 + 10 (Decreasing Growth Burst) + 25 (Gym Pass, Natural Development, Workout Plan) + 15 (Visible Vitality) + 4 (2d6 (1, 3) Words that Walk) = 143 Artificial Creed!
After Arcadia''s nerdy tests, nothing is as satisfying as pulling weights and not thinking about anything. To pump iron and think about nothing.
Do squats and don''t think about anything. Lift a block and think about nothing. Do abs and don''t think about anything.
By the end of each day''s exercise, you can squeeze at least a liter of sweat out of your form, and your muscles, already accustomed to heavy exertion, ache as if they''d been hit with at least a crowbar. But it was worth it-the noise of annoying thoughts in my head changed its familiar rhythm again.
Received:
- Influences of Heart - Trembling Airs. The toes tap. All is brisk and all is well. [The influence of the second level: obvious to the susceptible, instantly recognized by the knowledgeable.] (Power 2)
[X] (B) Mastering the Edge. How to Make a Fist.
Requires 2 passes, 60% chance of success. (On completion will receive a trait combat statistics, + open access to the next stage, +variable)
Required: 40. Roll: 25 + 10 (Hardened Physique) + 15 (Visible Vitality) + 4 (2d6 (2, 2) Words that Walk) = 54 Pass.
With all the serious thought work draining you of all your moral strength, there is no stamina left for any exploits on the training front of punching faces. However, sometimes just hitting the punching bag is also useful - reflexes are built up, and the head is cleared.
Good thing the regulars at the gym were sympathetic to your situation and didn''t throw you down... too many times this week.
[X] (B) Sheltering. During your search, you came across a vacant warehouse in surprisingly decent condition for many years. With some effort, it can be tidied up and set up to become a proper cult shelter. Requires 1 pass, 100/50% chance of success (every 10 < 50 consumes 1 funds).
Required: 0/50. Roll: 93 + 10 Hardened Physique) + 15 (Visible Vitality) + 6 (2d6 (5, 1) Words that Walk) = 124 Artificial Creed!
As it turned out, connecting illegal cut-ins to the power grid and water supply can be profitable not only in terms of receiving utility services for free. And if the connection of the water supply was to install a tap instead of a plug, then to connect the electricity had to pull a cable to an ancient switchboard, which turned out to be someone''s reliably forgotten bookmark. At least, judging by the layer of dust on the package, the owner is unlikely to return for it.
Unfortunately, the weed (which is definitely not tea) has completely lost the properties it once possessed, but the dollar roll has survived, so the shelter has acquired good lighting and a rather cozy set of old furniture that came up for nothing at a garage sale not far from home.
If you stumble upon this narrative on Amazon, it''s taken without the author''s consent. Report it.
Received:
- Furnished shelter, 4 funds.
[X] (P) The creation of art.
It takes 1 pass, and the chances of success are 80%/60%/40%/20%/5%
Required: 20/40/60/80/95. Roll: 38 x 1.5 (Emotional Fountain) + 10 (Wild Imagination) + 5 (Painter) + 5 (Good Paint Set) + 19 (6d6 (2, 2, 3, 6, 5, 3) Trembling Heat) = 96 Pass!
As you once again look at the sketches from the tube for inspiration, you feel a strange, fiery urge that causes you to retrieve one of the bags of Bitterblack Salts. Their bitter smell of smoke and incandescent metal resonates with the heat deep inside you that now yearns to be released in a single rush.
An ordinary chemist would not be able to obtain these dark, shiny crystals - it requires a touch of the Forge. This pigment is dangerous, and probably illegal. Oh, who cares about that? The important thing is that the dark grains of Bitterblack salts if handled properly, give off a bright, fiery color.
When you step back from the finished painting, laid on top of the sketch completed after the Predecessor, the last sparks of inner heat have already faded. But something remains, woven into the very essence of the created masterpiece.
One only has to look at the fiery bright colors, and one can almost feel that incomparable heat of the flame of destruction and change.
At this point, a quote from an old diary seems strangely appropriate: "If Forge could regret, she would regret Intercalation, but all other acts bring her joy."
Received:
- The Forge Masterpiece: The Forge of Days artifact painting (Forge 8) - A painting painted with mystical pigment created by occult methods on a sketch nearly a century old. Must be kept in a secret (and sacred) place away from the eyes of the uninitiated. Knowledge of its existence will in itself raise unnecessary questions.
Study:
[X] (M) School attendance. Auto-success.
The last exams are over, and all that''s left is the paperwork for the transfer, which is still taking up your precious time. The good news is that it won''t be for long - next week you can devote more time to the work of the Cult.
[X] (M) A long-awaited opportunity. Transferring to Arcadia has been a longtime goal, and given your track record, it''s almost a done deal. However, there is still a huge waiting list for admission, in which a promising student like you can be beaten by someone with a pretty fat wallet. This can easily be prevented by putting some effort into taking the exams and passing the elite school''s internal tests and checks. The talent they can turn down, genius they can''t. Requires 1 pass, 50% chance of success
Required: 50. Roll: 59 + 10 ( Notable Scholarship) + 15 ( 3d6 (6, 5, 4) Unmerciful Mantra) = 84 Pass!
A couple of days later, at the end of the week, you''re standing in the office of Arcadia High School''s secretary, filling out the latest paperwork.
"I''m glad to tell you, Mr. Vader, that your transfer is almost a done deal. We are always happy to see young talents like you in the walls of our prestigious institution." A woman in a suit smiles at you as she stamps your documents.
After a whole week of tests and quizzes, from the material in which even you had to wrinkle your brain properly, it would be disappointing to hear anything different.
"Thank you, Miss Allen, it means a lot to me."
"No, it''s okay, just Jessica." The woman smiles as she hands you the papers.
Freedom at last! A couple more months of no school!
[X] (M) Books are immortal memory.
- How to Learn to See Light by Oliver Duong. A handbook for photographers with an unorthodox approach to the art of photography: Where it is usually recommended to observe how shadows are laid down, Duong suggests feeling the light. Requires 1 pass, 75%/10% chance of success.
Required: 25/90. Roll: 5 + 10 ( Notable Scholarship) + 5 ( Occult Theorist) + 8 ( 3d6 (1, 6, 1) Unmerciful Mantra) = 28 Pass.
"I remember when I was younger, I wrote a letter to my grandfather who was in the hospital. He was almost dying at the time, and the main thing I wrote him was, "Dear Grandpa... if you find yourself in a tunnel with a bright light at the end... RUN TO THE OTHER WAY!" Why do I bring this up? Because a photographer has to do exactly the opposite. Follow the light."
The text is replete with allegories, colorful comparisons, and numerous references to sources of light, sometimes the sun, but often others, and how this light affects what we see. There are also frequent references to the effects of light and its quality, the author urges us to follow the light, and at times it seems that he puts into these words some special meaning...
Received:
- Knowledge of Lantern: A Mansus-Glimpse. A snatch of poetry; a single memory of a certain house that all of us visit at least twice in our lives. For one''s first visit to the Mansus, this lore is almost essential. (Knowledge 2, Power 4)
[X] (M) Shortcut. In another mad rush of Illumination, you somehow made it home from school earlier than theoretically possible. What''s more, overnight you''ve created a strange map of the city, nearly four square meters in size, covered entirely with strange markings. Perhaps this strange moving process can be repeated if I can make sense of my notes. Two passes are required, 50% chance of success
Required: 50. Roll: 12 + 10 (Noticiable Scholarship) + 5 (Initiated) + 13 (3d6 (4, 4, 5) Unmerciful Mantra) + 6 (2d6 (1, 5) A Consciousness of Radiance) = 46 Fail!
As it turns out, some of the places of interest to you are now a kind of war zone between the gangs. This state of affairs is naturally not conducive to the quiet study of anomalous passages.
Perhaps it would be better to return to this some other time when the conflict has subsided a little or at least has moved farther away.
[X] (P) Oratorical Courses: The Flaming Approach. You''ve watched politicians talk nonsense on TV many times and everyone believes them, just because they''re charismatic. You''ll learn to do the same, and to hell with abstruse reasoning! It takes five passes, with a 25% chance of success.
Required: 75. Roll: 47 x 1.5 (Emotional Fountain) + 10 (Wild Imagination) = 81 Pass
Things are finally moving along! It took a lot of searching through the websites of various universities but you finally managed to find a fairly viable manual on rhetoric. Of course, the approach described here is somewhat unorthodox and does not include the usual "achievements" of modern linguistics, perceptual psychology, communication theory, and other modern nonsense.
The manual you have found is based on more basic, one might even say fundamental, methods: the biographies of famous figures of past centuries (including religious ones), treatises and teachings written by some of these personalities, and even some older texts carefully collected, translated and compiled by one Randall Slee early last century. As you copy to yourself all the material you find, you consider looking for other works by this eminent man...
[X] (B) Mastering of the Craft, Principles of the Forge.
Requires 3 passes, 50% chance of success. (The crafting point will improve on completion.)
Required: 50. Roll: 80 + 5 (Hardened Physique) + 13 (3d6 (4, 4, 5) Shaping Chant) = 98 Pass!
Melting, etching, welding and hardening, patination with different compositions... Before, you couldn''t imagine that working with metal could require such knowledge of various chemical and physical processes! By the way, some of the school knowledge also came in handy, at least to understand the essence of some of the processes.
The day is not far off when you''ll be able to work some of the basic metals more or less confidently. At least a basic understanding of metals such as copper, iron, gold, and silver will allow you to create on a very different level than you can now.
[X] (P) "..." These words cool the air and make me go pale. However, this is the only way to invoke the Ravaged Knowledge. Requires 1 pass, 70% chance of success. (Two fragments of the Knowledge of Winter will turn into one - the more powerful "1D6 => 2D6")
Required: 30. Roll: 33 x 0.5 (Emotional Fountain) + 10 (Wild Imagination) = 26 Fail!
You were desperate to drain yourself of excess blood and/or spend the night in an ice bath but you changed your mind just in time. Patience is a virtue. There will be other opportunities to make sense of Knowledge. It''s just that sometimes you need a break.
Conversation:
[X] (P) Continued Recruitment. Not long ago you tried to recruit another cultist candidate, but something went wrong. You refuse to admit defeat, and will continue trying to recruit Taylor! Requires 1-? pass, the chance of success 30%/???%.
Required: 70/???. Roll: 56 x 0.5 (Emotional Fountain) + 10 (Wild Imagination) + 10 (Geek) + 23 (6d6 (2, 5, 1, 6, 5, 4) Pulsing Airs) = 71 Pass.
On the morning before exams begin, you take the usual shortcut through the corridor where the Empire skinheads usually hang out. Not that there''s anything to threaten you here - your imposing physique, your good looks (and probably your close acquaintance with Donovan and his friends) don''t make you feel too bad about it.
Suddenly, the melody in your head, pulsating in time with your step, distorts and trembles like a taut string: you must be somewhere else! Without waiting for the involuntary twitches, probably carrying valuable instructions that you can''t yet decipher, your feet abruptly change course perpendicular to the previous one, turning toward the little-visited bathroom (which, for a change, is kept by the ABB girls).
From behind the door to the janitor''s closet, locked with a large padlock, you hear vain pleas for release made by a suspiciously familiar voice... After making sure there are no observers (even a fake camera has been torn from the ceiling! ), you ask the prisoner to step away from the door and, with a couple of kicks at a run, knock out the flimsy fasteners from the crumbling plywood (actually, the door opened in the other direction, judging by the broken hinges, but that is not your problem).
As was clear earlier, the unfortunate prisoner was Taylor, who had been carefully avoiding meetings for the past few weeks, and who was now looking at you with huge eyes, seemingly even bigger because of her glasses. Judging by the state of her clothes, there was tomato juice, and probably something else, before she was stuffed into a damp and dark place. The backpack is also nowhere to be seen.
After rather sincere words of gratitude, expressed in a quiet and trembling voice, you give her the top layer of your clothes (leaving some pathetic three covers) and some of your writing utensils. Whatever it takes for a potential follower!
After escorting a slightly retarded girl to the right class, you are almost late for the exam, but this is a completely insignificant detail compared to the success achieved in the recruitment of your future adept...
Received:
- Now Taylor considers you her friend. Somehow. (Thanks to the Influence, you saved her from the antics of Trio, nearly making her miss her exams, or worse...)
Cult Affairs:
[X] (Candidate) Initiation. One of the people who have expressed an interest in our activities will now have the honor of becoming a neophyte of your cult. The ceremony will require some preparation, including the processing of the candidate.
- Adam Green (Lantern) - A student at Winslow High School, apparently not very successful in the sciences. Meanwhile, there is sometimes a gleam of lust for less... public knowledge in his eyes. At such moments, the lenses of his glasses twinkle mysteriously.
"Honestly, it wasn''t exactly what I expected from the Knowledge Exchange Club. Was the branding a compulsory element of, um, initiation?" Your newest neophyte asks, tentatively touching the bandage.
"Yes, Adam." With a flirtatious hug on his shoulder, you say. "As the old saying goes, "What is given for free will not be holy!"
"Once you''ve paid that price for the secret knowledge, you won''t be spreading it for nothing. Am I not right?"
"...Yeah, that makes a lot more sense to me now." Adam nods, adjusting his gleaming glasses. A clear sign of his dominant aspect, given the lack of sufficient light sources for such a glare.
"Great! In that case, I think it''s time to introduce you to the rest of our little underground society, after which we can discuss some more esoteric topics. For example, there''s a certain house we all visit at least twice in our lives..."
Received:
- New follower - Adam Green, neophyte (Lantern 2)
Adam is truly fascinated by the mystical underside of the world. The knowledge of how widespread the cults are leaving him in holy awe, and the realization that one of them has existed at Winslow High for some time awakens his research zeal. His glasses sparkle even more mysteriously than before, despite his lack of sufficient light sources to do so.
* * *
Turn 20
Turn 20
* * *
"Time passes, the shadow on the sundial moves."
Souvenirs (Requires 95): 8 Nothing.
Faction Interest (???) (Requires 40): 52 Nothing.
* * *
You are... at a bit of a loss. After Taylor Hebert was rescued from the storeroom, a bond developed between you that could hardly be described as anything other than friendly. It should have helped to better determine the nature of the principle to which she was prone. With luck, it might even have been two principles, as mentioned a couple of times in the Predecessor''s Diary.
A closer look, however, revealed that you could not unequivocally relate her propensity to the principle. Could it be that a new principle has emerged in the time since the diary was written? At first glance, it sounds absurd, but Lithomachy and Intercalation have occurred in their time... It remains to be hoped that her dedication will help determine the field of application of the revealed talent.
Also, in honor of finishing the year and transferring to the prestigious Arcadia, your hench..., oops, sorry, parents, have decided to give you a certain amount of money. These 14 funds (4d6: 1, 5, 5, 3) combined with your finances can help you buy new books, resources, or even small artifacts, new tools for the workshop like a crucible or a welder, and can speed up some plans in general.
Unfortunately, there''s no way to save pocket money outside of the school period, so you won''t get any more money until the next school year, unless, of course, you find a part-time job for the summer. After all, you need somewhere to put all that free time!
* * *
It''s a hot summer, and even though you no longer feel the warmth that once enveloped you during this period, it is still capable of delighting you with opportunities. It''s the season for slim shirts and short skirts.
You have four body actions (B), four mind actions (M) and four passion actions (P). Cultists may perform one action from a special section. You have 40 units at your disposal (all available accumulation).
Influences:
- Visible Vitality - Heartbeats like thunder! (+15 to body rolls) 3 Lv.
- Influences of Heart - Trembling Airs. The toes tap. All is brisk and all is well. [The influence of the second level: obvious to the susceptible, instantly recognized by the knowledgeable.] (Power 2)
* * *
Turn 20 Results
"Time passes, the shadow on the sundial moves."
Your cult is expanding its ranks, your sanctuary is ready and set up, your knowledge is piling up and multiplying, and your artifact caches are filling up. The day is not far off when you can finally try your hand at a bigger enterprise than sitting on your ass at dusty books and fiddling in the gym.
As safe as it is to accumulate power gradually, it is a dead-end road. You must act to reach your goal, or your desire will eat you from within. Or, worse, the favor of the Hour will abandon you, depriving you forever of your chance for ascendancy.
So far, the urge to act is only a fleeting itch in the depths of your skull, but a little longer and it may become a restlessness. Well, it just means that soon you will have to come out of your shell and do something.
* * *
Influences:
- Visible Vitality - Heartbeats like thunder! (+15 to body rolls) 3 Lv.
- Influences of Heart - Trembling Airs. The toes tap. All is brisk and all is well. [The influence of the second level: obvious to the susceptible, instantly recognized by the knowledgeable.] (Power 2)
Work:
[X] (B) This body is my 4.
Requires 5 passes, 50% chance of success. (On completion of +1 body action, increase vitality)
Required: 50. Roll: 34 + 10 (Decreasing Growth Burst) + 25 (Gym Pass, Natural Development, Workout Plan) + 15 (Visible Vitality) + 8 (2d6 (5, 3) Words that Walk) = 92 Pass.
Over the past months, physical training had long since become routine, something done automatic and soothing in its monotony. The drumbeat of the heart in your ears, like a melody from the depths of time, the aching pain of the muscles stretching and contracting, eventually becoming more like cables in a system of counterweights, and the sticky sweat immediately evaporating on your skin reddened by the exertion had become routine.
The only thing that still hasn''t bored you is a sense of progress, of gradual but incessant development. It feels like a promise, a promise to reach new heights. You just have to keep going.
[X] (B) Mastering the Edge. How to Make a Fist.
Requires 1 pass, 60% chance of success. (On completion will receive a trait combat statistics, + open access to the next stage, +variable)
Required: 40. Roll: 20 + 10 (Hardened Physique) + 15 (Visible Vitality) + 6 (2d6 (4, 2) Words that Walk) = 51 Pass.
Again the throws, the painful grapples, and the blows to vulnerable areas of the human body. But this time, every move is accompanied by the squinting gaze of your mentor, assessing every step and every movement. In the last session of the week, when everyone is starting to disperse, Mr. Fisher calls you aside.
"Well, from what I can see, we''ve succeeded in setting our base. At least you won''t break your fingers trying to hit someone. So get ready, in the next class, we''ll start gradually complicating the program. But don''t get cocky you''ve had no real experience in combat!"
"Yes, Master, thank you." Exhaling heavily, you answered, brushing your hair back from your forehead. "I won''t."
Lately, the once-short hair has grown out and become more like a pale straw mane. In terms of ruffled hair, it certainly has. When was the last time you went to the hairdresser?
Received:
- Body Trait - Combat Skill ( Basic). When fighting, you roll 1d5 for each body point (not 1d3 as without the trait).
- Mastering the Edge. Body and Blade. - will be available from the next turn.
- Conversation with Mr. Fisher?
[X] (M) Hidden Secrets? The coin of the secret world found in the waste paper confirmed that the Predecessor''s suitcase was not in the attic by accident. Had the place been inhabited? And is there no other evidence of past owners or their valuables? We''ll have to search every plank... One pass is required, and the chances of success are 50%/10%.
Required: 50/90. Roll: 57 + 10 ( Notable Scholarship) + 14 (3d6 (3, 5, 6) Unmerciful Mantra) + 5 (Initiated) = 86 Pass.
A thorough search of the attic during and after the move resulted in the discovery of several items in a cache under an overstuffed closet:
First Order Pass: 2d6 Roll 1: 5 (book). Roll 2: 6 (power item/artefact)
Received:
- History of the Ancient Metallurgy of Eastern Europe by E.N. Chernykh, translated by S. Thurroughs.
- Dried Heart (Heart 2) - Shiny and somewhat elastic, seems quite fresh, though probably not. (Research Required).
[X] (B) Shelter Change. Your new sanctuary (completely unrelated to your home and family, thank you Forge) is ready for use! Sure, you could make it cozier, but after all, you''re not going to live there; it''s a place for gatherings and rituals. You will move all, or almost all, things related to occult knowledge and practices into it, to deflect the suspicion that is sure to follow if it is found in your home. Requires 1 pass, 90/50% chance of success
Unauthorized use: this story is on Amazon without permission from the author. Report any sightings.
Required: 10/50. Roll: 53 + 10 (Hardened Physique) + 15 ( Visible Vitality) + 7 (2d6 (1.6) Words that Walks) = 85 Pass.
With some help from Linda and a rental car, you were able to transport and place all the things related to the occult in the shelter without any problems. Thanks to the fact that the car was also used to go out of town for a small family picnic, using the shelter only as an intermediate destination, you are sure that there are no traces leading to you.
If anyone tries to incriminate you in the occult, the proof of guilt will not come as easily to him as before. Of course, this does not mean that you should not be vigilant when visiting an asylum...
As an extra security measure, you have placed a "Fascination" on the door to the interior of the warehouse, covering it with a heavy curtain, the curtain rod of which is reinforced directly on the door leaf. Now it remains only to remember to pull the handle without pushing the leaf, which is somewhat more difficult than it may seem. However, this is the calculation.
Received:
- Cult Headquarters - Hidden Warehouse (hiding place, -20 to the difficulty of the Cult''s stealth rolls).
- Available HQ action: Ignition (Creating a small Forge influence for 3d2 funds).
[X] (P) The creation of art.
It takes 1 pass, and the chances of success are 80%/60%/40%/20%/5%
Required: 20/40/60/80/95. Roll: 18 x 0.5 (Emotional Fountain) + 10 (Wild Imagination) + 5 (Painter) + 5 (Good Paint Set) = 29 Pass!
Being busy with other things, you didn''t find the energy to give proper attention to your art, creating a fairly ordinary watercolor sketch with a "coastal" theme, depicting the little cove you and Linda went to for a vacation.
Compared to the last masterpiece, this work looks extremely mediocre, which, given the very little time involved, is more than understandable. Unfortunately, you don''t think you can sell it - it''s just not at the level that anyone would buy it.
Study:
[X] (M) Books are immortal memory.
- The Secret of Lantern - An article written by the Predecessor for a certain Doctor Ibn al-Adim (probably a pseudonym). Contains encrypted secret knowledge. Requires 1 pass, 60%/10% chance of success.
Required: 40/90. Roll: 12 + 10 ( Notable Scholarship) + 5 ( Occultist Theorist) + 12 ( 3d6 (4, 5, 3) Unmerciful Mantra) = 39 Failure?
You... underestimated the complexity of the Predecessor''s manuscript. To be precise, how disgusting the handwriting is in this particular case. It looks more like deciphering a cryptogram than reading, the letters jump and overlap as if the writer suffers from severe epilepsy, trying to restrain a fit with excessive drinking and heavy drugs (otherwise it is impossible to explain the occurrence in some places of absolutely delirious word combinations).
It will take at least that long to read the work properly, unless, of course, your patience runs out sooner. But, judging by some indications, it will be worth it -- the manuscript certainly does not contain the lesser knowledge.
[X] (M) Shortcut. In another mad rush of Enlightenment, you somehow made it home from school earlier than theoretically possible. What''s more, overnight you created a strange map of the city, nearly four square meters in area, covered entirely with strange markings. Perhaps this strange process of movement could be repeated if I could make sense of my own notes. Two passes are required, 50% chance of success.
Required: 50. Roll: 12 + 10 ( Notable Scholarship) + 5 (Initiate) + 7 ( 3d6 (1, 4, 2) Unmerciful Mantra) = 34 Fail!
Gang warfare is still going on in the area you''re supposed to be exploring, limiting your ability to explore significantly. You probably would have ventured out at night if you hadn''t learned about the clashes in the dark hours as well, even just before dawn. The fact that most of the marked paths were accessible during the day, however, also played a role. I would have to put off exploring for a while longer and hope that the disassembly of the caves would not damage the mysterious secret paths.
[X] (P) Oratorical Courses: The Flaming Approach. You''ve watched politicians talk nonsense on TV many times and everyone believes them, just because they''re charismatic. You will learn to do the same, and to hell with abstruse reasoning! It takes four passes, with a 30% chance of success.
Required: 70. Roll: 24 x 0.5 (Emotional Fountain) + 10 (Wild Imagination) = 22 Failure.
In the process of training in the art of oratory (the victim of which Sparky did not quite volunteer to become) it was sadly discovered that it is not so hard to talk nonsense with a spirited expression, but it is of little use. The speech should carry some basic idea, with which you have difficulties at the initial stage, and at least remotely resemble the arguments of the statement.
But when one is nothing and the other is a clear and obvious lie to anyone... Well, let''s just say that no good can come of it.
"Dude, this is so fucking bullshit, I don''t even know where to start! The Chief Director of the PRT, Costa-Brown is Alexandria? What a load of crap! The web is full of recordings of them attending events at the same time. Was she the one presenting awards to herself last month? Also, in almost every battle with the Endbingersr, Alexandria is left without a costume, and no one still recognizes her? Seriously, come up with something better, preferably not from the wilds of conspiracy theories! " You were drowning in arguments by Sparky defiantly occupying your bed. He didn''t even bother to stop waving his own T-shirt around to cool himself.
"Geez, when you say that, I''m starting to doubt it myself. And how well everything fits into the general theory of a supranational parahuman organization!" Out of frustration, you even stopped for a moment the Brownian motion around the room, into which you entered under the influence of your own inspired speech. "All right, next time I''ll prepare a speech about the emergence of Case 53 because of the side effects of the use of ''power in bottles''!"
"Dude, where do you even get such ideas? Are you use ''powers in a bottle'' yourself? Do you swallow them or snort them? And share with a friend?" Sparky showed unhealthy enthusiasm, rolling over to the very edge and looking at you with big glistening eyes.
"I''ve got enough of my own stupidity! In fact, sit in the chair already!"
"But it''s warm in the sun! And I''m hot! And..."
"Damned Aspect of the Grail..."
"Did you say something?"
"Nah. nothing."
[X] (B) Mastering of the Craft, Principles of the Forge.
Requires 2 passes, 50% chance of success. (The crafting point will improve on completion)
Required: 50. Roll: 81 + 5 (Hardened Physique) + 6 (3d6 (1, 4, 1) Shaping Chant) + 8 (2d6 (4, 4) Trembling Airs) = 100 Artificial Crit!
Roll to get a Trait (85): 89!
After a thorough multi-day study of the properties of metals and methods of their processing, which are the same in general, but differ in particulars in the ordinary and occult approach to the matter, you can claim to have become much better at understanding metals, as well as, with a certain concentration, feeling their nature, and some of their properties. This skill will definitely be useful when working with artifacts and even ordinary metal things, should it suddenly become necessary. Apparently, you''ll be ready to start working with artifacts at the next level of knowledge very soon!
Received:
- Creation trait: A sense of metal - something in-between ability and sense, allowing you to sense the nature of metals, and some of their properties (+5 when working with (partially) metal things/artifacts).
[X] (P) Follow the rhythm. "There are lessons to be learned by the anatomist, the dancer, and the shaman. Time to learn more about the rhythm of Unshakable Knowledge. Requires 1 pass, 60% chance of success. (Two fragments of Knowledge of the Heart will turn into one - a more powerful "2D6 => 3D6")
Required: 40. Roll: 17 x 0.5 (Emotional Fountain) + 10 (Wild Imagination) = 18 Fail!
Despite the good omens (which you could have imagined), nothing came of comprehending the new level of knowledge of the Heart. Whether it was the discovery of the cache in the attic that threw you off, or whether Mars was in the wrong constellation today, music, dance, and anatomical atlases were of no discernible use. Well, when, near dawn, you put everything aside and turned off the music, there was silence in the house...
[X] (P) "..." These words cool the air and make me go pale. However, this is the only way to invoke the Ravaged Knowledge. Requires 1 pass, 70% chance of success. (Two fragments of the Knowledge of Winter will turn into one - the more powerful "1D6 => 2D6")
Required: 30. Roll: 78 x 0.5 (Emotional Fountain) + 10 (Wild Imagination) = 49 Pass.
From the torn pieces of silence stolen from the city noise, from the torn fragments of Knowledge that can only be conveyed by the silence of special qualities, slowly and sadly a picture of something larger, something a little but still more whole is assembled.
Your lips utter words, and those words chill the air bursting out with cold steam and making you pale like a fresh corpse.
You won''t dare sleep tonight.
Received:
- A White Ceremony. When I speak it, my lips don''t crisp with frost. Each time, this is surprising. [Use this in a Rite with a Heart influence and Byzantine Tinct to summon the Voiceless Dead.] (Knowledge 2, Power 4)
Travel:
[X] (M) Visit the Rorri Boockstore. A mysterious bookstore opens its doors to anyone who can find it. For a modest fee, you can find volumes and folios that hold hints and clues to secret knowledge. The ancient shopkeeper seems to be no ordinary person (or, for that matter, no ordinary occultist), and it would be nice to discuss a few things with him, but alas, you don''t even know his name. Requires 1 pass, 70%/?% chance of success.
Required: 30/??. Roll: 60 + 10 ( Notable Scholarship) + 13 ( 3d6 (6, 5, 2) Unmerciful Mantra) = 83 First Order Passage.
Just like last time, the bookstore lurked on a corner that probably wasn''t here before. And if there had been, few would have been able to tell, let alone go inside. And, as before, as if out of nowhere, a deep, old man appears, seemingly more of an object than a living person.
With a silent nod, he points to the rows of shelves where your path leads.
Among the piles and piles of dusty folios filled with the decrepit fiction of the last century, the filing of now-forgotten magazines, and even manuscripts whose handwriting is so illegible that even their language cannot be determined.
As you put aside the yellowed pages of the book, covered with incomprehensible scribbles in an unknown language (obviously scrawled by a madman) that dotted random places with drawings of dicks and tentacles that gave you a headache, you caught a glimpse of the name "Kitab al-Azif" scratched into the dried-out skin. Probably something Arabic.
Roll 1dn (where n = value of Mind): 1d4 = 1
In the end, you only managed to find one book, but a promising one:
- On What Is Contained By Silver. A bestiary by ''Poemander''. In Greek. Price - 4 Funds.
You''ll have to bother with the translation, of course, but a reprint of a manuscript by an occultist who lived around the beginning of the era is unlikely to be useless. If it were, they wouldn''t reprint it.
Cult Affairs:
[X] (Candidate) Initiation. One of the people who have expressed an interest in our activities will now have the honor of becoming a neophyte of your cult. The ceremony will require some preparation, including the processing of the candidate.
- Taylor Hebert (???). A student at Winslow High School, a taciturn girl who has long survived in teenage society as a punching bag for the "Queen bees" of the school. Used to try to complain about the antics of her bullies but stopped for lack of results.
At the initiation, which, despite the demonstration of rather spectacular applications of Knowledge and artifacts, was met by the girl without much enthusiasm, there were some oddities. Visions that appeared as soon as the branding touched her skin and faded almost immediately afterward. Something to do with multiple dimensions, or paths, or something really strange, like two big fish (who knows what the hell it all meant).
"I hope Dad won''t notice the bandage. If he finds out about this, let alone that I allowed it... He''d kill me for sure. And that really hurt! It hurts now, too, couldn''t you have taken some painkillers?"
"Hour, to which we have dedicated a cult, requires pain. However, compared to the rest, it is a low price to pay. A scar on the skin, nothing more. Other initiations might leave scars that are harder to hide, let alone heal."
"I think... I understand. Yes, it''s probably for the best."
Received:
- A new follower. Taylor Hebert - a neophyte (Secret Histories 2). Taylor has begun to talk even less, and from the outside it may seem that she is immersed in herself. In fact, she isn''t. Or rather, not really: she sees, or feels, things that didn''t happen. Or it couldn''t have happened at all. According to her, it''s like she''s a character in a multitude of stories. Interesting...
* * *
Rumor Mill - 4
Rumor Mill - 4
* * *
Brockton Bay Police Department: 44.
Gang activity puts an increased strain on the police department, which, given the outdated technical fleet and general underfunding, leads to a gradual decline in efficiency. It''s a good thing the older cars hold bullets better, or a few minor to moderate injuries among patrol officers would have been a problem.
PRT ENE: 99.
Due to the ongoing conflicts in the city and the success of the PRT, Wards, and Protectorate, the CEO was forced to increase funding for the SCP branch and send additional forces to the city, more specifically a squad of professional PRT fighters from New York, equipped with the latest technology. Most of the squad is guarding the warehouse with the L33t Tech still to be shipped to Canada, while Dragon begins examining the resulting samples. It''s too early to tell the results, but there are persistent rumors floating around the net that the tinker tech L33t is a real gold mine for reverse engineering.
Wards: 95
The Guardians of Brockton Bay continue to save their immediate superiors from ignominious dismissal, time after time leveling the balance of power (and influence) in the city, often forcing groups of powerless gang members to retreat by the mere fact of their appearance. Thanks in large part to them, the Protectorate has managed to maintain the status quo all this month.
Protectorate: 50
Through the efforts of the Armsmaster and medics, the Protectorate has managed to stabilize the fragile balance by the end of the month. The Head of the Protectorate has to personally patrol the most dangerous areas where conflicting gangs clash, and judging by the state of his equipment, it''s not easy.
Empire 88: 3.
A near catastrophe caused the Empire to split.
Caught in the crossfire, Kaiser was seriously wounded, and Hookwolf, Stormtiger, Krieg, and Rune were captured by the New Wave. Parts of the city center, for decades owned by the Empire, have fallen into the power of the Coil, and are now controlled by his mercenaries. According to the PHO, Night and Fog have left the Empire, and have left the city, and Purity has had a serious falling out with the gang leader.
ABB: 34.
The tale has been illicitly lifted; should you spot it on Amazon, report the violation.
The previous efforts have markedly undermined the ABB''s fighting ability, draining the gang''s financial and human resources. Thanks to Lung, they still manage to hold their territory somehow, but if this continues, it may not be enough.
Merchant: 31.
While street fights are simmering in the more financially secure parts of the city, the half-defeated gang of junkies and drug dealers have been all but forgotten by most of the powerful players in the Bay Area. And in vain, for it is only the efforts of the police holding them back at the edge of residential neighborhoods prevented Skidmark from bringing his subordinates back to their former level of strength.
Coil: 98.
The two-headed serpent has once again lived up to his dark fame by snatching a notable chunk of territory from the jaws of Empire 88. Some sofa theorists from the PHO believe he''ll use the cash flow from the takeover to further increase his own influence or other sinister projects. Or maybe he''ll buy himself a farm to breed ponies, but that''s where they differ.
Undersiders?: 49
If it weren''t for the special effects like pitch-black smoke and huge dog-like monsters, the appearance of another small parahuman group in town might have gone unnoticed. But they deservedly so, for there was no activity worthy of the community''s attention.
Faultline Crew: 84
A small local war makes a major shift in the political landscape of the region, mixing the cards for some factions and providing noticeable profits for others. Of course, both need the services of those who can solve their little quandary with their rivals... Fast, high quality, and for a handsome fee.
Uber and L33t: 53
Somewhat quietly and mundane, amid the ongoing gang war, the news of Uber and L33t''s disappearance from the detention cells to which they have been transferred from the hospital slips online. Given the so-called "revolving door system" into which cape justice has evolved, this was to be expected.
New Wave: 90
Thanks to the knowledge of not entirely voluntary informants and a fair amount of luck, New Wave manages to inflict substantial damage on the operations and assets of most of the gangs in the city, taking advantage of their distraction to the internecine squabbles. Thanks to an in-house healer, team members are able to return to action time and time again, while their opponents take months to recover from their wounds and injuries. Because of the long-standing blood between them, Empire 88 suffers noticeably more than the other gangs.
Lone Heroes: 53.
This time the lone wolves in white hats don''t get any significant amount of glory - teamwork has its advantages. They''re left with crumbs from the table of glittering parahuman alliances in the form of small-time dealers, burglars, and the occasional post on parahuman websites.
Lone Villains: 82.
Feeling the blood in the water, the rabble in black hats seeks to fill the vacant spots of roofies, petty pushers (among the few underlings, of course) and other vacancies in the underground business. While the few heroes are distracted by the big targets, the small fish thrive under the cover of the raised murk.
Fresh Triggers: 79.
Countless street fights have spawned quite a few casualties, not all of whom have survived their injuries the way they were before...
New: Bownancic (Mover 2, Blaster 4), Nefry (Mover 3, Thinker 3), Thing (Breaker 8)
Cultists: 29
Silent investigators in tight suits and wrinkled uniforms manage to apprehend some strange people who are rumored to belong in an insane asylum or drug treatment center rather than behind bars. They talk about some kind of drug, new but old, and say nothing else. The people of the Bureau seem to be worried - they haven''t found what they''re looking for at all.
* * *
Turn 21
Turn 21
* * *
"Time passes, the shadow on the sundial moves..."
Souvenirs (Requires 95): 32 Nothing.
Faction Interest (???) (Requires 35): 57 Nothing.
Decreasing Growth Burst (Requires ??? and ??? or ???): 63 => Trait reduced to Fading Growth Burst (+ 5 to body enhancement exercise rolls, lasts 10 turns).
Desire for Action (Requires 20): 34 Nothing yet.
Despite the ongoing conflict in the city, which would much more appropriately be called a gang war if it weren''t for the involvement of state and community-supported organizations like the PRT, Protectorate, and New Wave, your little "hobby club" is doing quite well.
Your personal affairs are generally favorable as well. Of course, if you don''t take into account some rather frustrating failures last week... Maybe you should pick up the pace. After all, Forge is a principle closely associated with passion; there''s a reason its Highs are called none other than the Furious!
Lately, your once cozy room is beginning to feel cramped and musty, and as you know, what''s outside is inside. Stagnation leads only to ruin, for Ascension is a race against time. Slow down and you grow old, stop and you die.
A little forcing of events should do you good, especially now that your body isn''t in danger of snapping in half with every sneeze. Learning the Limits of Mansus, acquiring new Knowledge and ingredients from suspicious places, and even a small victorious battle or practice in artifact creation, can all be the next step on the path to Greatness and Immortality.
It''s time to act.
* * *
It''s a hot summer, and even though you no longer feel the warmth that once enveloped you during this period, it is still capable of delighting you with opportunities. It''s the season for slim shirts and short skirts.
You have four body actions (B), four mind actions (M), and four passion actions (P). Cultists can now perform two actions from the special section. You have 36 funds at your disposal (all available accumulation).
Influences:
- Visible Vitality - Heartbeats like thunder! (+15 to body rolls) 3 Lv.
* * *
Turn 21 Results
* * *?
"Time passes, the shadow on the sundial moves..."
Influences:
- Visible Vitality - Heartbeats like thunder! (+15 to body rolls) 3 Lv.
* * *?
Work:
[X] (B) This body is my 4. All of these rites and rituals are rather traumatic acts, not to mention sacrifices. Yes, and some knowledge, as well as much more than some practices, hurts the one who learns and performs them. You''ve already accomplished a lot, but on the scale of ubiquitous parahuman powers, it''s just nothing. Exercise will benefit your health and fitness, and a good gym will help with that. Requires 4 passes, 50% chance of success. (On completion, +1 body action, vitality boost).
Required: 50. Roll: 34 + 5 (Fading Growth Burst) + 25 (Gym Pass, Natural Growth, Training Plan) + 15 (Visible Vitality ) + 4 (2d6 (1, 3) Words That Walks) = 83 Pass.
Working out at the gym has long since become as mundane a part of life as eating or sleeping, and you could navigate the layout of the machines with your eyes closed. This routine becomes even a bit boring, even though it produces tangible results. Perhaps you should consider options to speed up the process? Definitely not steroids, but maybe there are more esoteric options...
[X] (B) Mastering the Edge. Body and Blade. Mr. Fisher (aka Martin) has decided that you are ready to move on to the next stage of training. The club above the training room doesn''t have color-coded belts to indicate rank but on the other hand, working with a short-bladed weapon on vulnerable points of the human body is also not taught formally anywhere else. Nine passes are required, with a 55% chance of success. (On completion will improve the trait combat statistics, + open access to the next stage ?, +? (variable))
Required: 45. Roll: 77 + 10 (Hardened Body) + 10 (Hardened Physique) + 15 (Visible Vitality) + 7 (2§Õ6 (6, 1) Words that Walk) = 109 Artificial Crit!
At the next class, the discussion of battle wounds and, later, the scars they left behind came as a matter of course for unknown reasons. Throughout the evening, visitors recounted their and their acquaintances'' battles, their terrible wounds, and the inevitability of the end. When the stories came to an end, the hanging silence was palpable. That day, everyone went away in silence, immersed in their own thoughts.
You thought about the fact that those who have ascended are able to escape the end. Maybe for a while, maybe forever.
Received:
- A Chilly Atmosphere. A peculiar chill lingers in my rooms.[Second-order influence: obvious to the susceptible, instantly recognized by the knowledgeable. Can be used in some rituals for summoning underlings. It decays to Dread.] (Power 2)
[X] (B) Sparring on the Edge. Not long after creating your first artifact, you had an idea of how you could experience the saturation of its Edge influence to unleash the full potential of this peculiar weapon. To do so, all you have to do is offer the regulars on the upper floor of the hall to place small bets on their victory from a series of sparring matches, as an added motivation to compete... Requires 1 pass and 1 unit of funds (bet), odds of success 70/30%.
Required: 30/70. Roll: 49 + 10 (Hardened Physique) + 15 (Visible Vitality) + 10 (2§Õ6 (5, 5) Words that Walk) = 84 Pass.
There''s only one visitor so far who''s interested in a small wager. He is a wiry man in his thirties, about half a head shorter than you, who is a rare guest in the gym, as far as you know. It seems that one of the regulars called him Philip, but you''re not sure if it''s a name or a nickname. You''ve never spoken before, but of all the people here, he''s the only one who immediately decided to take you up on your challenge.
"Well, since you want your ass kicked so badly, kid, who am I to turn down extra bucks?" Philip smirks. "Just don''t complain about the tweaked face later, okay?"
"Don''t brag before your time. Haven''t you heard that beginner''s luck is good?" You answer aloof, recalling the Chilliarch''s lesson as the circle of spectators gathers around you.
"Not this time, buddy!" The opponent''s grinning
"A reminder of the rules," Martin, who had volunteered to be referee, raised his voice, drowning out the visitors'' cries of anticipation, "Maiming and lethal techniques are prohibited, the fight goes up to three rounds, a knockout or a forfeit. The round ends with the surrender of one of the fighters, a technical defeat, or my decision. The fight will begin on the signal... Go!"
Greg King Vader
Body - 4, 3 boxes HP (30/30)
Combat Skill ( Basic). When fighting, you roll 1d5 for each Body point (not 1d3 as without the trait).
Chiliarch''s Lesson (Knowledge 2: adds 2d6 to combat rolls. Almost any use of knowledge less than or equal to the third rank is not obvious to the uninitiated.)
Philip
Body - 4, 3 boxes HP (30/30)
Combat Skill (???). When fighting, roll 1d5+1 for each Body point.
Fight.
Round 1.1
Round 1.2
Round 1.3
Finally, taking advantage of your arm length advantage, you manage to partially bypass Philip''s defense and land a straight punch to the body. Unfortunately, he manages to save the solar plexus, where the punch was originally aimed, by framing his ribs.
Round 1.4
Greg wins the first round.
Round 2.1
Round 2.2.
K.O. Round 2 ends with Greg''s uncontested victory.
The fight is over.
After the fight, when the majority of those who wanted to congratulate you dispersed, Martin very satisfied with something appeared as if from nothing handing you a bundle of bills.
"Your share of the sweepstakes, kid. As your mentor, I couldn''t afford to bet on Philip, though I wanted to." He looked at you thoughtfully and continued. "With a little more technique, you could make good money on the bets! Not here, of course, but in... but that''s not important at the moment."
Received:
- 13 (4, 5, 4) =>10 Funds (sweepstakes) + 1 Fund (your bet).
[X] (P) The creation of art.
It takes 1 pass, and the chances of success are 80%/60%/40%/20%/5%
Required: 20/40/60/80/95. Roll: 65 §ç 1,5 (Emotional Fountain) + 10 (Wild Imagination) + 5 (Painter) + 5 (Good Paint Set) = 118 Pass!
This time the coming of inspiration caught you over the Predecessor''s article on Glory, the centerpiece of the Lantern''s aspect. From the sketchbook, a sheet of crude images of the eye appeared as if by itself, and an open tin of Refulgin took center stage among the paints. You painted until all you saw turned to light, and continued painting afterward. May Glory unmerciful, but you couldn''t help but see: It came from Glory.
Received:
(Masterpiece of Lantern): The Door in the Eye Artifact Painting (Lantern 8) - A painting painted with mystical pigment created by occult methods on a sketch nearly a century old. Must be kept in a secret (and sacred) place away from the eyes of the uninitiated. Knowledge of its existence will in itself raise unnecessary questions.
An Intensity of Radiance. Light dews the skin and suffuses the air. [Sixth-order influence: Significant resonance or correspondence. Can be used in some rituals to summon underlings] (Power 6)
Dream:
[X] (M) Way to the Deer Door. I know the road that leads through the borders to the White Door. If my desire is strong enough, perhaps I can find my way through the labyrinths of the confines of the Deer Door, described in the writings of Illopoli. It also mentions a certain guardian that sets riddles, like a sphinx. Requires 1 pass, 50% chance of success (no modifiers).
Required: 50. Roll: 47 Fail?
I slip into other dreams...
Locations of the White Foor, except the door itself. Is the bonus reduced? Yes.
The dream path from the White Door led you to a mottled tent the size of a small house. Its colors have faded with time, but the structure itself has not lost its imposing appearance, towering above the endless plain of the wasteland beyond the Bone Gate.
At the entrance to the tent, you were met by a short, slender woman with glasses and the hair of a stereotypical librarian. The only thing that revealed her belonging to this place and not to the reality outside of the dream were her curious eyes, glowing with the light of Glory, that squinted at you from behind the glass.
"That''s very interesting. I don''t get many visitors lately."
How can she speak? After all, those who have passed through the White Door have no voice! Unless she... Use other ways?
"Those who have ascended have their own ways, Aspiring. I have not passed through the White Door, so I can speak in this place. Unlike those ignorant people in the office that replaced the obsolete Suppression Bureau, who sometimes try to get things out of me. As if I would forgive what they did and help the bloodhounds!"
If you encounter this story on Amazon, note that it''s taken without permission from the author. Report it.
You talk to Teresa for a while longer about the Bureau and the authorities. She doesn''t reveal any terrible secrets, but she helps you understand the big picture. As you suggested, they are after those who have taken to studying the secrets of Mansus in earnest, or who are trying to ascend. Your companion suggests that the earthly rulers are getting on their throats with immortal and overly knowledgeable occultists. Perhaps the eating habits of some of them that thin out the human herd have something to do with it, or the ability to get the secrets of those in power directly from their dreams...
Study:
[X] (M) Books are immortal memory.
- The Secret of the Lantern - An article written by the Predecessor for a certain Doctor Ibn al-Adim (probably a pseudonym). Contains encrypted secret knowledge. Requires 1 pass, 80%/60% chance of success.
Required: 20/40. Roll: 58 + 10 (Notable Scholarship) + 5 ( Occult Theorist) + 12 ( 3d6 (2, 4, 6) Unmerciful Mantra) = 85 Pass!
Recorded in bouncing and wriggling handwriting are the Predecessor''s reflections on the ways of the Undivided Sun and its fragments already generated by the Hours. Particular emphasis is placed on the incredible power of the Sun-In-Zenith, so great that even in its totality, the multitude of the lesser of the Hours cannot compare with it.
Near the middle of the text, the Predecessor''s thought gradually shifts from a discussion of why the Light is unmerciful to a discussion of the "Unmerciful Mantras," each of which gives a different perspective on the Glory. Lost among the piles of papers was Dr. Ibn al-Adim''s nearly faded business card, made of thick brown paper, the back of which bore a return address in elegant curlicues and strange handwriting. The crimson color of the ink has not faded to this day, and if you should happen to be in this Khali one day, you might be able to see if there is anything of interest there...
Received:
- Unmerciful Mantra: ''Mercy'', saith the Watchman, ''is found only in shadow.'' (Knowledge 3, Power 6)
- Return address: the coastal town of Khali.
[X] (M) Shortcut. In another mad rush of Enlightenment, you somehow made it home from school earlier than theoretically possible.
Moreover, overnight you created a strange map of the city, nearly four square meters in area, covered entirely with strange markings. Perhaps this strange moving process can be repeated if I can make sense of my notes. Two passes are required, 50% chance of success
Required: 50. Roll: 13 + 10 ( Notable Scholarship) + 5 (Initiate) + 17 ( 3d6 (5, 6, 6) Unmerciful Mantra) = 45 Fail!
Three failures in a row bring consequences.
Event roll... Injury (minor, creature/anomaly encounter/unusual from disorientation) from 75, Fixation from 50, Out in the wrong place (town) from 25 (further roll), Lost (out in a lacuna from 15/other story from 10/the world from 1): 7
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While exploring an unknown spatial (or even space-time) anomaly, something went wrong and you came out in a strange place you never expected to find yourself in...
What happened will follow separately after an additional vote.
[X] (P) Oratorial Courses: A Flaming Approach. You''ve watched politicians talk nonsense on TV many times and everyone believes them, just because they''re charismatic. You will learn to do the same, and to hell with abstruse reasoning! Four passes are required, 30% chance of success.
Required: 70. Roll: 36 x 1.5 (Emotional Fountain) + 10 (Wild Imagination) = 64 Fail...
You managed to collect materials on the oratory of some value to follow, but due to certain circumstances, their study had to be postponed until better times.
Received:
- Simplification of the next roll (+20 to the result)
[X] (B) Mastering of the Craft, Principles of the Forge. It will take more than arcane knowledge alone to make complex items. In a high-level craft, one cannot do without knowledge of metalworking. Of course, you can always leave crafts to people who have their hands in the right place... When you have them among your followers. In the meantime, all you have to do is learn the skill yourself. Requires 1 pass, 55% chance of success. (The point of crafting will improve upon completion.)
Required: 50. Roll: 57 + 5 (Hardened Physique) + 11 (3d6 (5, 1, 5) Shaping Chant) = 73 Pass.
The final blow of the hammer gives the workpiece its proper shape, after which the forged piece is sent into a basin of water, raising a cloud of white steam. Taking the next one out of the brazier, which serves as a makeshift crucible, you examine it for visible defects, and if none are found, you place it on a dented corner of a metal table.
The sound of metal ringing once again echoes through the barely lit garage, whose only window is half-occupied by a chimney from the exhaust hood. It is only by putting theory into practice that one can fully achieve true craftsmanship, and though you are far from it yet, the metalworking skill is already sufficient for making many things previously inaccessible.
Received:
- Flame Creation (work with metal as well as any material with saturation up to 8th order)
After gaining more powerful knowledge of the Forge, the next improvement will be possible...
[X] (P) Follow the rhythm. "There are lessons to be learned by the anatomist, the dancer, and the shaman." It''s time to learn more about the rhythm of the Unceasing Knowledge. Requires 1 pass, 60% chance of success. (Two fragments of Knowledge of the Heart will turn into one - a more powerful "2D6 => 3D6")
Required: 40. Roll: 7 x 0.5 (Emotional Fountain) + 10 (Wild Imagination) = 13 Fail!
Misfortune. Incident roll: 75 (Minor: +5 to the difficulty of the next roll for this option)
It seems that the Winter influence that has been weighing on you since the memorable discussion at the gym has prevented you from understanding the mysteries of the Heart... You are not sure what is wrong, but your heart is beating slower now than it did at the beginning of the week. The thermometer stubbornly shows thirty degrees Celsius, but your hands and feet are freezing. Maybe next time.
Conversation:
[X] (P) Conversation with Mr. Fisher. After all the time you''ve spent training, it might be time to learn more about this very entertaining man. He''s unlikely to be turned into a follower (though who knows...), but even so, he can be quite useful in many ways. Requires 1 pass, 50% chance of success.
Required: 50. Roll: 50 x 1.5 (Emotional Fountain) + 10 (Wild Imagination) = 85 Success.
"I didn''t know you were into arms making. You look more like someone who uses arms than someone who makes them." Martin looked a little surprised, looking at you over the top of the hunting knife whose sharpening he''d checked a minute earlier.
"That too. Actually, I just like creating something beautiful and useful with my own hands. Weapons fit into both categories if they''re made with heart..." You looked around at the other items in the small arms store, which didn''t seem to contain anything remarkable at first glance. "By the way, I wouldn''t advise you to buy this junk. The alloy is too brittle."
With a puzzled blink, your mentor turned his gaze back to the knife and tried to bend it holding it by the end of the blade. When the excessively hard metal didn''t budge a millimeter he grimaced, muttering to himself. "Almost cast iron, indeed. Hmmm."
"You know, you reminded me of some interesting guys from New Bedford. Pistons and sharpeners, I think. They''ll do anything. Literally. A friend of mine recently ordered a three-edged bayonet from them and is very happy with it. And it is probably the least strange thing in their catalog. How about a battle-ax with a built-in revolver?"
"Now that''s interesting." You couldn''t help but think that these people could hardly have anything to do with the Forge or the Edge, making such a trade. "Tell me more."
High Success: 68
Received:
- Contact with the Armsmiths (a seemingly mediocre (no) group of craftsmen engaged in crafting weapons and unconventional modding)
Travel:
[X] (M) Visit the Rorri Bookstore. A mysterious bookstore opens its doors to anyone who can find it. For a modest fee, you can find volumes and folios that hold hints and clues to secret knowledge. The ancient shopkeeper seems to be no ordinary person (or, for that matter, no ordinary occultist), and it would be nice to discuss a few things with him, but alas, you don''t even know his name. Requires 1 pass, 70%/?% chance of success.
Required: 30/??. Roll: 86 + 10 (Notable Scholarism) + 15 (3d6 (4, 5, 6) Unmerciful Mantra) = 111 Artificial Crit! Passage ??? order.
This time, as you crossed the threshold of the bookstore, the usually phlegmatic owner, who in previous visits had barely glanced at you, raised his gray eyebrows in surprise, staring you straight in the eye over his glasses.
"Curious, young man, very curious... It''s rare case meet initiates these days who follow the path of art. After all, it''s not the most common tradition."
"Excuse me, but how do you...?"
"No, no, young man, you shouldn''t ask questions you don''t want to know the answer to. And you don''t want to, believe me. Besides, we''ve suddenly got a much more interesting subject to discuss! Where are my manners, though, we haven''t been properly introduced. Call me Mr. Mirror..."
Your new acquaintance, Mr. Mirror, has made an interesting offer: he is willing to give you one of his mirrors, namely the Mirror of Confusion, in exchange for a favor in the near future. He does not disclose what it will be.
As you ponder the unexpected offer, you wander between the shelves until you come across a small stack of three books with someone else''s notes sticking out of them. It could be very useful, but here''s the price...
Roll 1dn (where n = value of Mind): 1d4 = 3
- A True and Complete Accounting of the Asclepian Mysteries of the Roots of the Reproduced by one ''Rylee Grese'' from - supposedly - a much older text. A translation from Greek, but the original text is attached. - 6 Funds.
- The Rose of Hypatia. Marked with the tripled sign of the arcane-contemplative order known as The Sisterhood of the Knot. In Greek. Written in Greek, with notes in the margins with translations of rare words. - 4 Funds.
- On Matthias and the Amethyst Imago: Pursuit. The diagrams and illustrations, even across the centuries, are elegant, hypnotic, and occasionally erotic. Written in Aramaic, with a thin notebook with partial translation in the front flyleaf. - 9 Funds.
Cult Affairs:
[X] (Sparky, Grail) Ascension. Kneeling as a neophyte, your follower will rise as an adept. You will personally take his oath. (Thanks to Masterpiece Forge, ascension from neophyte to adept is possible at no cost.) Requires 1 pass, 99% chance of success
[X] (Taylor, Secret Histories) Ascension. Kneeling as a neophyte your follower will rise as an adept. You will personally take her oath. (Thanks to Masterpiece Forge, ascension from neophyte to adept is possible at no cost.) Requires 1 pass, 99% chance of success.
The recitative of prayers and vows echoes in the barely furnished warehouse. The sacred picture seems alive as your followers gaze at it through the quivering air of the crucible, filling the air with the smells of incense and red-hot metal. As you kneel as a new convert, each of the two followers will rise as an adept. You will personally accept their oaths.
"I am dying. I am born again. I burn my skin with fire and let them recognize me by these marks. I give myself to the flames, and I swear that I will accept any rebirth without a shadow of fear."
Received:
- Sparky, Adept (Grail 5). Sparky''s movements are like a dance. If you watch too long, it begins to seem like the kind of dance that two people usually do. His smile and gestures are full of unspoken promises.
- Taylor Hebert, Adept (Secret Stories 5). Most of the time Taylor is immersed in deep thoughtfulness. Her visions speak to her, telling her things that haven''t happened and things that won''t happen. A couple of times you notice that she goes off somewhere and comes back from the opposite direction...
* * *?
In your search for the mapped passageways, you turn down a poorly lit alley in the south of the business district. If you understand the time notes correctly, this is the one through which you can exit to somewhere in the dock area now, if you do it right, of course.
Just in case, you brought a travel kit, assembled from whatever was in the house since your parents'' youth. A canvas backpack, a sleeping bag, provisions and water for a couple of days, a roll of rope with wedges, a notebook with your notes, and a Fang of the Deep in a belt sheath. Most of this junk is, in your humble opinion, an obvious overkill, but Linda insisted that you carry it with you on your scouting trips. Supposedly just in case you got stuck in some gang''s territory and had to wait for the back door to open, or until you could get away.
Nonsense, most paths don''t have a back way, they only lead where they lead, not in the opposite direction. At least you managed to fight off the tent and the ice axe, or there would have been no stealth at all.
At the appointed time, the damp brick of the alley behind the trash garbage cans began to fall in on itself, revealing a long gut of a passage in the distance, interspersed with fragments of the same alley of varying degrees of light. You don''t hesitate to adjust the strap of your backpack and turn into the passageway making sure no one follows you.
After a while, a mist begins to drift beneath your feet, thick enough that you can barely see your own boots. Thinking this is a favorable sign that you''re approaching the sea, you speed up. But you soon realize that this was a mistake. Some unevenness under your feet makes you lose your balance and grab the wall. But there is no wall at hand, and your body flies through the loose support. After a few moments, the impact of your head on some hard surface knocks you unconscious.
When you wake up, the first things that greet your awakening are the familiar stench of the damp carpet and the lighting, too bright after the shock you''ve suffered. Your eyes are double vision, you are very dizzy, and every one of these symptoms clearly hints at a concussion.
Rising to your feet, avoiding the help of the treacherous walls, you look around as much as you can in this state. Your tongue, as it often is with you, is faster than your consciousness.
"It seems I already was here..."
* * *?
Wandering on the other side...
* * *
When you wake up, the first things that greet your awakening are the familiar stench of the damp carpet and the lighting, too bright after the shock you''ve suffered. Your eyes are double vision, you are very dizzy, and every one of these symptoms clearly hints at a concussion.
Rising to your feet, avoiding the help of the treacherous walls, you look around as much as you can in this state. Your tongue, as it often is with you, is faster than your consciousness.
"I seem I''ve been here before..."
* * *
The headache is a killer, not to mention the disorientation and dizziness. Your thoughts are confused and flowing as if jerking, with a noticeable effort. You have to... You have to get out of here. Quickly find a way out! The vile hum of the lights twists directly into your brain, bypassing your ears.
Forward. You must go forward.
There''s a gap in the wall, through which you can see another corridor. It''s impossible to squeeze through.
You''ve been here before! Exactly the same place, and you haven''t turned anywhere! Damn labyrinth! You''ve been here before!
The passageway forward is the widest, you have to go that way.
There are mushrooms growing on the carpet in the corner. The first thing I encountered here which is not carpet, lamps, or wallpaper. You should take it with you. It might come in handy.
(Received: Mushrooms +1 food? / 5 total)
Through the deafening hum of the lamps came a strange noise, like a huge swarm of flies hovering over a rotting corpse. A foul, putrid smell spreads through the air, clogging your nostrils and making you feel nauseous. A moment later, everything disappears, leaving only the familiar hum of fluorescent lights behind. A hallucination?
In the dark crevice to the right of the passageway, a pink glass glittered. A small vial, as if from perfume, and inside something that looked like blood, as if blood were oil. You remember. You remember the description of a similar thing. But where did it come from?
(Received: Witch''s Kiss Oil (Heart Ingredient 8))
The yellow wallpaper, damp carpets, and randomly placed fluorescent lights everywhere. This damned maze is trying to drive you crazy.
The ceiling looks soggy, with barely visible thin threads hanging from it. It''s better to go back.
The way forward is abruptly cut off by a hole at least a dozen meters deep. The yellow carpeting and lamps are all the same below. You have to turn around.
You go left.
The ceiling looks wet again, with barely visible thin threads hanging from it. You''d better go the other way.
There was a change in the ambient hum, an inaudible whispering could be heard through it, gradually increasing. Soon it was shouting and chanting in an incomprehensible language: J''po Gror i''yao mot J''chprp''t JEOT p''joi opie Opie Oam''t! A minute later, the deafening screams with no apparent source subside, replaced again by the hum of fluorescent lights. What was that?
Dirty yellow floor. Dirty yellow walls. The constant dampness and hum of fluorescent lamps. An endless maze with no beginning or end. Is this hell?
Left.
Suddenly, terror ran through your bones, and cold sweat trickled down your back. Paralyzing fear prevented you from moving forward. You had to go around.
You go back.
Left.
Now, right.
All around in children''s crayon drawings. Even the ceiling. You don''t believe in two-meter-tall kids, but you don''t think it would embarrass them much if you met.
Another hole in the floor. This time, you could not see the bottom, only a faint light from the depths. It would take a long time to fly...
Dirty yellow floor. Dirty yellow walls. The constant dampness and hum of fluorescent lamps. An endless maze with no beginning or end. Is this hell?
There''s a gap in the wall, through which you can see another corridor. It''s impossible to squeeze through. Probably for the best. It''s too dark.
The humming of the lamps becomes deafening, your eyes go dark, and reality itself vibrates all around you. As soon as you touched the nearest wall for support, there was a sharp crack, and the crack in the wall became wider. What was that? No, never mind! It''s time to get out of here!
The ceiling looks soggy, with barely visible thin threads hanging from it. It''s better to go back.
The ceiling lamps flicker chaotically and emit a constant buzzing sound that reverberates in your bones with an abominable vibration. This sound is much louder and more obtrusive than the noise of ordinary fluorescent lamps... (Perhaps the effects of concussion?) Your eyes are blurred by the endless yellow corridors with yellow carpets and the same lamps.
Back.
Paralyzing fear again prevents you from moving forward. You have to go around.
Around the corner was a room covered with huge claw marks. In a couple of places, the walls were gaping holes, and the floor was covered with tiny crumbs... What was that? It wasn''t plaster, cement, or concrete, but the same patterned, yellow surface under the wallpaper. So it''s not wallpaper at all? Some kind of sponge or coral? I''d better take a few pieces with me and roll before the claw master comes back... (Received: Handful of yellow rubble (smells like damp carpeting))
In the corner, a small bush-like plant sprouted through the carpeting, covered with large, plum-sized berries. If you squint, the fruit looks a little like eyes... No reason to be squeamish. Anything even remotely edible is rarer here than gold in manure. (Received: juicy fruit +1 water?/ Total 5)
Hole on the floor, go around again.
The yellow wallpaper, damp carpets, and randomly placed fluorescent lights everywhere. This damned maze is trying to drive you crazy.
Dead end, you go back.
It''s very thirsty. How long have you been wandering? (Exhausted: 1 water/total is 4)
Paralyzing fear prevents you from moving forward. You have to go around.
It''s very thirsty. How long have you been wandering? And half of the water from one bottle went somewhere. You should be more economical. You don''t want to experiment with the local diet. (Exhausted: 1 water/Total is 3)
Dirty yellow floor. Dirty yellow walls. The constant dampness and hum of fluorescent lamps. An endless maze with no beginning or end. Is this hell?
The arrows on the walls indicate the direction. Why not? It doesn''t matter where you go...
Dirty yellow floor. Dirty yellow walls. The constant dampness and hum of fluorescent lamps. An endless maze with no beginning or end. Is this hell?
In the corridor wall, there is a beige-tiled passageway downstairs. These tiles are especially handy for washing away the blood. The humid air smells unbearably of chlorine. The ugly yellow wallpaper almost drains off the walls. No, not there!
Through the deafening hum of the lamps came a strange noise, like a huge swarm of flies hovering over a rotting corpse. A foul, putrid smell was already in the air, clogging my nostrils and making me feel nauseous. A moment later, everything disappears, leaving only the familiar hum of fluorescent lights behind. A hallucination?
Dirty yellow floor. Dirty yellow walls. The constant dampness and hum of fluorescent lamps. An endless maze with no beginning or end. Is this hell?
A pipe with a tap is sticking out of the wall. Under the surrounding wallpaper, tile can be seen. You dared to open it. A thin trickle of water poured out, soaking into the carpet. It smelled okay. Tastes good, too. You filled an empty bottle and drank to spare. (Received: 2 water/Total is 5)
A hole in the floor, this time a gap about a meter wide. You risked jumping over.
Arrows on the walls indicate the direction of travel. The last time you followed them, you found water. Maybe you''ll find something else useful.
Paralyzing fear prevented you from moving forward. You had to go around.
The humming of the lamps becomes deafening, your eyes go dark, and reality itself vibrates all around you. Is it a delusion, a hallucination? As soon as you touch the nearest wall for support, the noise abruptly subsides, leaving behind the usual hum of fluorescent lamps. What was that?
The ceiling looks soggy, with barely visible thin threads hanging from it. It''s better to go back.
The ceiling lamps flicker chaotically and emit a constant buzzing sound that reverberates in your bones with an abominable vibration. This sound is much louder and more obtrusive than the noise of ordinary fluorescent lamps... (Perhaps the effects of concussion?) Your eyes are blurred by the endless yellow corridors with yellow carpets and the same lamps.
Dirty yellow floor. Dirty yellow walls. The constant dampness and hum of fluorescent lamps. An endless maze with no beginning or end. Is this hell?
The humming of the lamps becomes deafening, your eyes go dark, and reality itself vibrates all around you. Is it a delusion, a hallucination? As soon as you touch the nearest wall for support, the noise abruptly subsides, leaving behind the usual hum of fluorescent lamps. What was that?
Dirty yellow floor. Dirty yellow walls. The constant dampness and... Wait, did I just
The humming of the lamps becomes deafening, your eyes go dark, and reality itself vibrates all around you. Is it a delusion, a hallucination? As soon as you touch the nearest wall for support, the noise abruptly subsides, leaving behind the usual hum of fluorescent lights. Again?
Paralyzing fear prevents you from moving forward. You have to go around.
The corridor leads forward, with not a single turn in sight. You can''t even hide if anything.
Through the deafening hum of the lamps came a strange noise, like a huge swarm of flies hovering over a rotting corpse. A foul, putrid smell was spreading in the air, clogging your nostrils and making you feel nauseous. A moment later everything disappears, leaving behind only the familiar hum of fluorescent lights. It''s not the first time this has happened. Is it really glitches?
In the corridor wall, there is a beige-tiled passageway downstairs. These tiles are especially handy for washing away the blood. The humid air smells unbearably of chlorine. The ugly yellow wallpaper almost drains off the walls. No, not there!
You are very hungry. You don''t know how long you''ve been wandering around in this yellow hell. You''ll have to sacrifice some of your rations to conserve your strength. (Exhausted: 1 food/total is 4)
In the corridor wall, there is a beige-tiled passageway downstairs. These tiles are especially handy for washing away the blood. The humid air smells unbearably of chlorine. The ugly yellow wallpaper almost drains off the walls. You are pretty sure it''s the same aisle! It''s following you!
There''s a gap in the wall, through which you can see another corridor. It''s impossible to squeeze through.
You''ve been here before! You are sure! Damn labyrinth! You''ve been here before!
The ceiling looks soggy, with barely visible thin threads hanging from it. It''s better to go back.
Dirty yellow floor. Dirty yellow walls. The constant dampness and hum of fluorescent lamps. An endless maze with no beginning or end. Is this hell?
In the corridor wall, there is a beige-tiled passageway downstairs. These tiles are especially handy for washing away the blood. The humid air smells unbearably of chlorine. The ugly yellow wallpaper almost drains off the walls. No, not there!
Dirty yellow floor. Dirty yellow walls. The constant dampness and hum of fluorescent lamps. An endless maze with no beginning or end. Is this hell?
The humming of the lamps becomes deafening, your eyes go dark, reality itself vibrates all around you. Is it a delusion, a hallucination? As soon as you touch the nearest wall for support, the noise abruptly subsides, leaving behind the usual hum of fluorescent lamps. Could it be a concussion after all?
Through the deafening hum of the lamps comes a strange noise, like a huge swarm of flies hovering over a rotting corpse. A foul, putrid smell is spreading in the air, clogging your nostrils and making you feel nauseous. A moment later, everything disappears, leaving only the familiar hum of fluorescent lights behind. A hallucination? No, the smell of something rotten still hangs in the still air.
There was a change in the ambient rumble, an inaudible whispering could be heard through it, gradually increasing. Soon it was wild shouts and chants in an incomprehensible language: Zydpoi tkeri spi vep kaer n'' ypi yvap r l''dotkp ms''shgm r yer s doit zhdovyvn gerr! A minute later, the deafening screams with no apparent source subside, replaced again by the hum of fluorescent lights. What was that?
The yellow wallpaper, damp carpets, and randomly placed fluorescent lights everywhere. This damned maze is trying to drive me crazy.
A fork. You are going to turn right.
Through the deafening hum of the lamps comes a strange noise, like a huge swarm of flies hovering over a rotting corpse. A foul, putrid smell is spreading in the air, clogging your nostrils and making you feel nauseous. A moment later, everything disappears, leaving only the familiar hum of fluorescent lights behind. You don''t like it. The smell got stronger.
You woke up huddled in a corner, breathing heavily. Were you running away from someone? You don''t remember anything, but at some point the feeling of staring at my back became unbearable. You could hardly bring yourself to get up. Now you are constantly turning around and jerking at the sound of your own footsteps. You could barely hear behind the rumble, but the carpeting was a damn nasty smack.
Dead end. You thought you''d have to shake out your pants, but no, it was fine. The hand on the Fang, though, wouldn''t unclench at all.
There''s a gap in the wall, through which you can see another corridor. It''s impossible to squeeze through. Well, you don''t want to, anyway.
The humming of the lamps becomes deafening, your eyes go dark, and reality itself vibrates all around you. Is it a delusion, a hallucination? As soon as you touch the nearest wall for support, the noise abruptly subsides, leaving behind the usual hum of fluorescent lamps. What was that?
All around in children''s crayon drawings. Even the ceiling. I wish they were flying shorts, not ones that could reach from the floor. Almost two and a half meters to the ceiling.
The ceiling lamps flicker chaotically and emit a constant buzzing sound that reverberates in your bones with an abominable vibration. This sound is much louder and more obtrusive than the noise of ordinary fluorescent lamps... (Perhaps the effects of concussion?) Your eyes are blurred by the endless yellow corridors with yellow carpets and the same lamps.
The humming of the lamps becomes deafening, your eyes go dark, and reality itself vibrates all around you. Is it a delusion, a hallucination? As soon as you touch the nearest wall for support, the noise abruptly subsides, leaving behind the usual hum of fluorescent lamps. Could the concussion be playing tricks on you?
You were very hungry. The second half of the ration evaporated as if it had never existed. A couple more meals, and you''ll have to taste the mushrooms. (Expended: 1 meal/total is 3)
Through the deafening hum of the lamps comes a strange noise, like a huge swarm of flies hovering over a rotting corpse. A foul, putrid smell is spreading in the air, clogging your nostrils and making you feel nauseous. A moment later, everything disappears, leaving only the familiar hum of fluorescent lights behind. No, not again! you don''t want to!
The ceiling lamps flicker chaotically and emit a constant buzzing sound that reverberates in your bones with an abominable vibration. This sound is much louder and more obtrusive than the noise of ordinary fluorescent lamps... (Perhaps the effect of the concussion?) Your eyes are blurred by the endless yellow corridors with yellow carpets and the same lamps. It''s worth being careful. There''s anything that can disguise itself here.
The hole in the floor is deep.
You''d better turn back.
The yellow wallpaper, damp carpets, and randomly placed fluorescent lights everywhere. This damned maze is trying to drive me crazy. It''s already driven you crazy, to a certain extent.
You''ve been here before! You are sure! Damn labyrinth! You''ve been here before!
You left blood marks on the wall from your knuckles smashing into them. You understand the dude with the claws a little bit.
Dirty yellow floor. Dirty yellow walls. The constant dampness and hum of fluorescent lamps. An endless maze with no beginning or end. Is this hell?
Dead end. This time you decided to mark the area abundantly to avoid excesses. At least you had some paper towels with me.
The lights flashed brightly for a moment, leaving a blur of yellow floating in front of my eyes, and then abruptly extinguished. The labyrinth was momentarily dark and silent, interrupted only by the sound of your breathing and your heart beating frantically in your chest. A few moments later, the light came back on, but it was a completely different place. You didn''t like it, did you, you bastard?
The ceiling looks soggy, with barely visible thin threads hanging from it. It''s better to go back.
You''ve been here before! You are sure! Damn labyrinth! You''ve been here before! I thought I saw blood on the wallpaper, but no, the lights were blaring. But the place is exactly the same.
Hole in the floor. You spit down, just out of principle.
The lights flashed brightly for a moment, leaving a blur of yellow floating in front of my eyes, and then abruptly extinguished. The labyrinth was momentarily dark and silent, interrupted only by the sound of your breathing and your heart beating frantically in your chest. A few moments later, the light came back on, but it was a completely different place. Well, there''s definitely a pattern.
You''d better go back.
This book''s true home is on another platform. Check it out there for the real experience.
The lights flashed brightly for a moment, leaving a blur of yellow floating in front of your eyes, and then abruptly extinguished. The labyrinth was momentarily dark and silent, interrupted only by the sound of my breathing and my heart beating frantically in my chest. A few moments later, the light came back on, but it was a completely different place. Not the same place as before. A rift in space? Then why didn''t you feel the Knock?
There was a change in the ambient hum, and an inaudible whispering could be heard through it, gradually increasing. Soon it was wild shouts and chants in an incomprehensible language: Up ch''jwa itfukp n sapi chap yad''lo hekr s chaep r n''grdtiv s yatushch''gegrs yva rpyakyr! A minute later, the deafening screams with no apparent source subside, replaced again by the hum of fluorescent lights. If it''s language, it''s definitely not human. Does the scream have a source, or is it such a peculiar echo?
There''s a gap in the wall, through which you can see another corridor. You couldn''t squeeze through. You didn''t really want to. It was dark in there. The lamps were less frequent.
Another eyed bush. I picked some fruit to spare and watered it with used water. Sounds like a fair trade to me. ( Received: juicy fruit +1 water? / total is 6)
In the corridor wall, there is a beige-tiled passageway downstairs. These tiles are especially handy for washing away the blood. The humid air smells unbearably of chlorine, and the ugly yellow wallpaper is almost dripping off the walls. No, You are not going in there!
All around in children''s crayon drawings. Even the ceiling. The drawings are similar. Maybe it''s the same unknown person having fun. There is no sense in the drawings.
A fork. The last time you took a turn, it seemed like... Who cares anymore. Left.
The ceiling looks soggy, with barely visible thin threads hanging from it. It''s better to go back.
Dirty yellow floor. Dirty yellow walls. The constant dampness and hum of the fluorescent lamps. An endless maze with no beginning or end. Would have preferred devils with pitchforks and cauldrons of oil. Again, celebrities of all sorts, pleasant company...
Dirty yellow floor. Dirty yellow walls. The constant dampness and hum of the fluorescent lamps. An endless maze with no beginning or end. Is this hell?.. Stop, what?
The ceiling looks soggy, with barely visible thin threads hanging from it. It''s better to go back.
¡
The ceiling looks soggy, with barely visible thin threads hanging from it. It''s better to go back.
In the process of returning, you found that you had trampled a path on the floor. How many times had you "returned"?
The yellow wallpaper, damp carpets, and randomly placed fluorescent lights everywhere. This goddamn maze is trying to drive you crazy. Or it already has.
Back, forward, sideways. You couldn''t tell the difference. If only there was a path anywhere...
There''s a gap in the wall, through which you can see another corridor. You couldn''t squeeze through. Too bad, the air seems fresher there.
The ceiling looks soggy, with barely visible thin threads hanging from it. It''s better to go back.
A slightly rusted oval door, like a submarine, even with a wheel! But there was nothing interesting inside, just a couple of dead-end rooms, with the same vomit-yellow coloring. On the inside near the wheel is a stamp: ?§¯.§ª.§ª. §¤§Ö§â§Þ§à§ä§Ö§ç §Ú§Þ.§ä§à§Ó. §ª.§±. §¤§â§Ñ§Ò§Ý§Ö§Ó§Ñ? and below ?§¢§±§©-011-§µ-§¥7?. Not exactly Latin, but some letters are similar.
You''ve been here before! You are sure! Damn labyrinth! You''ve been here before! Only the door is gone. Everything else is the same!
The ceiling lamps flicker chaotically and emit a constant buzzing sound that reverberates in your bones with an abominable vibration. This sound is much louder and more obtrusive than the noise of ordinary fluorescent lamps... (Perhaps the effects of concussion?) Your eyes are blurred by the endless yellow corridors with yellow carpets and the same lamps.
The lights flashed brightly for a moment, leaving a blur of yellow floating in front of your eyes, and then abruptly extinguished. The labyrinth was momentarily dark and silent, interrupted only by the sound of your breathing and your heart beating frantically in your chest. Weird smell, raw meat? A few moments later, the light came back on, but it was a completely different place.
All around in children''s crayon drawings. Even the ceiling. It is painted so thickly that the original color of the wall is lost. Why are there so many crayons? Or is it, not crayons?
Dirty yellow floor. Dirty yellow walls. The constant dampness and hum of the fluorescent lamps. An endless maze with no beginning or end. Is this hell?
The lights flashed brightly for a moment, leaving a blur of yellow floating in front of your eyes, and then abruptly extinguished. The labyrinth was momentarily dark and silent, interrupted only by the sound of your breathing and your heart beating frantically in your chest. A few moments later, the light came back on, but it was a completely different place. It starts bothering you.
Three paths. You will go to the right.
The lights flashed brightly for a moment, leaving a blur of yellow floating in front of your eyes, and then abruptly extinguished. The labyrinth was momentarily dark and silent, interrupted only by the sound of your breathing and your heart beating frantically in your chest. A few moments later, the light came back on, but it was a completely different place. It''s happening more and more often. A bad sign?
The ceiling lamps flicker chaotically and emit a constant buzzing sound that reverberates in your bones with an abominable vibration. This sound is much louder and more obtrusive than the noise of ordinary fluorescent lamps... (Perhaps the effects of concussion?) Your eyes are blurred by the endless yellow corridors with yellow carpets and the same lamps. You cover your eyes. The hum seems louder. It''s even worse. You have to go.
The ceiling looks soggy, with barely visible thin threads hanging from it. You don''t know what it is, although you''ve seen it more than once. Your gut tells you it''s better not to know. It''s better to go back.
In the corridor wall, there is a beige-tiled passageway downstairs. These tiles are especially handy for washing away the blood. The humid air smells unbearably of chlorine, and the ugly yellow wallpaper is almost dripping off the walls. It''s as dark as a burial ground down there.
You''ve been through here ten times already!!! The damn labyrinth is just endless. Everything is the same! You''ve been here before!
A hole in the floor, narrow. Just enough to break a leg.
There''s a gap in the wall, through which you can see another corridor, and in the distance, there''s another gap just across the way. Someone is peeking in from the other side. You hope he can''t get through, either.
Through the deafening hum of the lamps came a strange noise, like a huge swarm of flies hovering over a rotting corpse. The air was already filled with a foul, putrid smell, clogging your nostrils and making you nauseous. At least it''s not raw meat. A moment later, everything disappears, leaving only the familiar hum of fluorescent lights. It''s ridiculous to write it off as a hallucination so many times in a row.
There was a change in the ambient rumble, an inaudible whispering could be heard through it, gradually increasing. Soon it is already wild shouts and chants in an incomprehensible language: ZSh''Shogsh gyrv chvar dylov cha ysh''pi sg yer yp zhlot''jot uk p apt zh''shoryek sh''tsokup zuker dchaoitz''ch! A minute later the deafening shouts without visible source subside, being replaced again by the hum of fluorescent lamps.
You are going back.
No, better forward.
Better not forward or backward, and this hole in the floor came just in time. It''s only four meters high, and if you hang on your fingers, it''s barely more than two. Let those on top of your worry about... Who are they? Why did you jump in the first place?
The lights flashed brightly for a moment, leaving a blur of yellow floating in front of your eyes, and then abruptly extinguished. The labyrinth was momentarily dark and silent, interrupted only by the sound of your breathing and your heart beating frantically in your chest. A few moments later, the light came back on, but it was a completely different place. Or the same?
Dirty yellow floor. Dirty yellow walls. The constant dampness and hum of the fluorescent lamps. An endless maze with no beginning or end.
"¡ Look out world, take a good look at what comes down here!"
"You must learn this lesson fast and learn it well!"
"This ain''t no upwardly mobile freeway!"
"Oh no, this is the road, this is the road, this is the road to hell!"
You don''t remember any other song about hell, and if you''d known beforehand... You wouldn''t have gone in at all!
The ceiling looks soggy, with barely visible thin threads hanging from it. Is it just me, or are they moving slowly in my direction? It''s better to go back.
The humming of the lamps becomes deafening, your eyes go dark, and reality itself vibrates all around you. Is it a delusion, a hallucination? As soon as I touch the nearest wall for support, the noise abruptly subsides, leaving behind the usual hum of fluorescent lamps. Should you keep your hand on the wall at all?
There was a change in the ambient hum, and inaudible whispers could be heard through it, gradually increasing. Soon it was wild shouts and chants in an incomprehensible language: Nyzhyapit J''ld o''zhelr efkop i yart n''rkp zhoykerp yergyo yerg zhorp yvarp chaim! A minute later, the deafening shrieks with no apparent source subside, replaced again by the hum of fluorescent lights. It sounds as if someone is choking on something.
In the corridor wall, there is a beige-tiled passageway downstairs. These tiles are especially handy for washing away the blood. The humid air smells unbearably of chlorine, and the ugly yellow wallpaper is almost dripping off the walls. Are these different places or one place? You can see through the holes that there are yellow corridors below, too, but that''s down there, too. Maybe not everywhere?
Dirty yellow floor. Dirty yellow walls. The constant dampness and hum of fluorescent lamps. An endless maze with no beginning and no end. So tired of it.
The fork. Left.
You''ve been here before! You sure have! Damn labyrinth! You''ve been here before! Or...
This room wasn''t here before. What is it? Such a delightful smell! Is it for you? What a beautiful gift! You promise to treasure it! (Received: Rose Glass Bottle artifact (Chalice 6))
Once you wrapped the treasure in a donated top sweater for a good cause, you were slightly relieved. Dangerous stuff. But once a coincidence, twice a coincidence... it''s not a coincidence. Yellow Hell can''t digest objects that carry the power of the Abode?
The humming of the lamps becomes deafening, your eyes go dark, and reality itself vibrates all around you. Is it a delusion, a hallucination? As soon as you touch the nearest wall for support, the noise abruptly subsides, leaving behind the usual hum of fluorescent lamps. It was as if your head had been stuck in a bell and punched hard. Such a sensation, 2/10. You don''t recommend it.
The yellow wallpaper, damp carpets, and randomly placed fluorescent lights everywhere. You pretend to waltz. Maybe they''ll think they''ve reached their goal and you crazy. "Na-na-na-na-na-na. Na-na-na-na-na-na!"
Paralyzing fear prevents you from moving forward. Did that wall just move? You have to go around it.
All around in children''s crayon drawings. Even the ceiling. Even the floor. How?
The humming of the lamps becomes deafening, the eyes go dark, and reality itself vibrates all around. As soon as you touch the nearest wall for support, the noise abruptly subsides, leaving behind the usual hum of fluorescent lamps. Second-degree concussion?
Dirty yellow floor. Dirty yellow walls. The constant dampness and hum of fluorescent lamps. An endless labyrinth with no beginning and no end. The end lies at the beginning, and then vice versa. Swapping places, sly bastards.
Through the deafening hum of the lamps came a strange noise, like a huge swarm of flies hovering over a rotting corpse. A foul, putrid smell spreads through the air, clogging your nostrils and making you feel nauseous. A moment later, everything disappears, leaving behind only the familiar hum of fluorescent lights. Averted the treasure, you breathed. A little relief.
Left.
All around in children''s crayon drawings. Even the ceiling. The smiley faces are a little too much.
The lights flashed brightly for a moment, leaving a blur of yellow floating in front of my eyes, and then abruptly extinguished. The labyrinth instantly fell into darkness and silence, interrupted only by the sound of my breathing and my heart beating frantically in my chest. A few moments later, the light came back on, but it was a completely different place. That''s it.
A hole in the floor, or rather a breach. Or even an entire canyon! On the other side, there were hundreds of floors of yellow hell. You wish you could run and jump! But who was to say there was a bottom here and that it would end at all and not go to another level of torment?
Dirty yellow floor. Dirty yellow walls. The constant dampness and hum of fluorescent lamps. An endless maze with no beginning and no end. You can''t deny the architect''s sophistication. It takes a lot of effort to create something like that.
You''ve been here before! You are sure! Damn labyrinth! You''ve been here before! There''s a wall instead of a breach, but it''s the same!
The lights flashed brightly for a moment, leaving a blur of yellow floating in front of your eyes, and then abruptly extinguished. The labyrinth was momentarily dark and silent, interrupted only by the sound of your breathing and your heart beating frantically in your chest. A few moments later, the light came back on, but it was a completely different place. Again.
Dirty yellow floor. Dirty yellow walls. The constant dampness and hum of fluorescent lamps. An endless maze with no beginning and no end. There is no end to the twists and turns.
Through the deafening hum of the lamps came a strange noise, like a huge swarm of flies hovering over a rotting corpse. The air was already filled with a vile, putrid smell, clogging your nostrils and making you feel nauseous. You sniffed the bottle and felt better. But it''s better to turn.
All around in children''s crayon drawings. Even the ceiling. Balloons and cake. A cake would have been nice.
A hole in the floor, or rather an open manhole hatch. It was ten meters to the bottom, and there was a corpse at the bottom. Nothing could be seen except that it was swollen on the inside. You can''t go down. You can''t go back up. And maybe it''s buzzing from here?
You are going back.
Dirty yellow floor. Dirty yellow walls. The constant dampness and hum of the fluorescent lamps. An endless maze with no beginning or end. You wish the Forge of Days were here. To overhaul everything. Every night must end!
Through the deafening hum of the lamps came a strange noise, like a huge swarm of flies hovering over a rotting corpse. The air was already filled with a vile, putrid smell, clogging your nostrils and making you feel nauseous. It''s starting to feel like these are the kind of local Influences you are just getting into as you go along. No way. Or...?
Dead end. It''s been a long time since you''ve seen one.
The ceiling looks soggy, with barely visible thin threads hanging from it. You tossed in an empty solder packet that was uselessly taking up space. Can''t see much from here, but the foil seems to be melting. Or is it corroding it?
Back and left.
The ceiling lamps flicker chaotically and emit a constant buzzing sound that reverberates in your bones with an abominable vibration. This sound is much louder and more obtrusive than the noise of ordinary fluorescent lamps... (Perhaps the effects of concussion?) Your eyes blur over the endless yellow corridors with yellow carpets and the same lamps. "Bzzzzzz!"
Through the deafening hum of the lamps came a strange noise, like a huge swarm of flies hovering over a rotting corpse. The air was already filled with a vile, putrid smell, clogging your nostrils and making you feel nauseous. Where''s the bottle? Ah, that''s better! A rose smells like a rose, whether you call her a whore or not... Or was it different there?
There''s a gap in the wall, through which you can see another corridor. There''s no way through. What''s the point? Haven''t you seen corridors?
You are so tired. How much longer?! You just want to fall into the carpet and pass out! But you can''t. You don''t wake up. Or wake up and realize nothing has changed. You don''t know which is worse. (Fatigue 1/2)
You are going right.
Oh, hole in the floor, long time no see.
Then back.
Dirty yellow floor. Dirty yellow walls. The constant dampness and hum of the fluorescent lamps. An endless maze with no beginning and no end. As usual.
You''ve been here before! You sure have! Damn labyrinth! You''ve been here before! Just when you think you are getting used to it, and again!
In the corridor wall, there is a beige-tiled passageway downstairs. These tiles are especially handy for washing away the blood. The humid air smells unbearably of chlorine. The disgusting yellow wallpaper almost drains off the walls. No, no, no. You go there yourself.
Dirty yellow floor. Dirty yellow walls. The constant dampness and hum of the fluorescent lamps. An endless maze with no beginning or end. Is this hell? Isn''t hell supposed to have this purple fog, like a haze?
A hole in the floor, small, about a foot and a half thick. There''s something moving underneath. You run, keeping your hand on Fang. Just let it come out.
Through the deafening hum of the lamps came a strange noise, like a huge swarm of flies hovering over a rotting corpse. The air was already filled with a vile, putrid smell, clogging your nostrils and making you feel nauseous. A moment later, everything disappeared, leaving behind only the familiar hum of fluorescent lights. You didn''t even have time to take off your backpack.
There was a change in the ambient hum, and an inaudible whispering could be heard through it, gradually increasing. Soon it was wild shouts and chants in an incomprehensible language: Yufwadri vgarpi av rkkam and yydekrgui aan yen ovvr dshokovn! A minute later, the deafening cries with no apparent source subside, replaced again by the hum of fluorescent lights. It almost sounds like human speech, if you dip this same person into a clogged toilet cistern and press the drain. You''ve heard it before.
Tap-in-the-wall. You drank, though you didn''t really feel like it. You are not going to pour it into the treasure, there''s nothing to plug it with anyway.
You can spot it only out of the corner of your eye as you wander forward through the endless rooms and corridors: something is moving under the wallpaper. It''s like dozens of insects, irregular insects, scurrying under the dirty yellow wallpaper every second, occasionally showing themselves out. You stay away from the walls. Something new...
The ceiling lamps flicker chaotically and emit a constant buzzing sound that reverberates in your bones with an abominable vibration. This sound is much louder and more obtrusive than the noise of ordinary fluorescent lamps... (Perhaps the effect of the concussion?) Your eyes are blurred by the endless yellow corridors with yellow carpets and the same lamps. At least the walls don''t crawl.
Dirty yellow floor. Dirty yellow walls. The constant dampness and hum of fluorescent lamps. An endless maze with no beginning or end. Is this hell? If so, then logically, the tiled passageways are a transition to the next circle. But I''m going the other way!
There is yellow wallpaper, damp carpets, and randomly placed fluorescent lights everywhere. This damned maze is trying to drive me crazy. You saw a hall where was a lamp instead of every ceiling plate. The hum is unbelievable. Planes take off more quietly.
There was a change in the ambient hum, and an inaudible whispering could be heard through it, gradually increasing. Soon it is wild shouts and chants in an incomprehensible language: Mwepr''jltf eor dort''fzhi sj''slpt iajch zhch''p zh''spoitvrezh ts''mchit! A minute later, the deafening screams with no apparent source subside, replaced again by the hum of fluorescent lights. It was as if someone had put the words through a meat grinder and was trying to put them back in.
You are hungry. Half of the last ration was left. Then only mushrooms to try. (Exhausted: 1 food/total is 2)
Paralyzing fear prevents you from moving forward. Though, what didn''t you see there? But it''s still creepy, and your tongue sticks to your mouth. You have to go around.
The lights flashed brightly for a moment, leaving a blur of yellow floating in front of your eyes, and then abruptly extinguished. The labyrinth was momentarily dark and silent, interrupted only by the sound of your breathing and your heart beating frantically in your chest. A few moments later, the light came back on, but it was a completely different place. Weird place.
The corridor is as wide as a good trestle and bends counterclockwise. Every one and a half meters there is a gap in the wall, through which you can see another corridor. And another corridor. And another corridor. And another corridor. And another corridor. And another corridor. And another corridor. And another corridor. And another corridor. All different. You can''t squeeze into any of them.
In the corridor wall, there is a beige-tiled passageway downstairs. These tiles are especially handy for washing away the blood. The humid air reeked unbearably of chlorine, and the ugly yellow wallpaper almost dripped off the walls. You thought about going downstairs to take a look, but the tiles were too smooth. You don''t think you can get back in.
The lights flashed brightly for a moment, leaving a blur of yellow floating in front of your eyes, and then abruptly extinguished. The labyrinth was momentarily dark and silent, interrupted only by the sound of your breathing and your heart beating frantically in your chest. A few moments later, the light came back on, but it was a completely different place.
Dirty yellow floor. Dirty yellow walls. The constant dampness and hum of the fluorescent lamps. An endless maze with no beginning or end. Is there really this "other place"? Or does only perception change?
You''ll go back.
All around in children''s crayon drawings. Even the ceiling. Teletubbies making a cake? You never liked impressionism.
Dead end. What can you do, you''ll be back.
Paralyzing fear prevents you from moving forward. You think you''ll wait here and see if it doesn''t blow over.
The ceiling looks soggy, with barely visible thin threads hanging from it. Just now everything was fine!
You went left. How? You don''t know. The wall wasn''t a wall. Or you just slipped through.
Ha. Ha ha. Or actually stayed there while the threads climb inside and melt the delicious humans! Ha-ha-ha! You can''t take me, you bastards!
The lights flashed brightly for a moment, leaving a blur of yellow floating in front of your eyes, and then abruptly extinguished. The labyrinth was momentarily dark and silent, interrupted only by the sound of your breathing and your heart beating frantically in your chest. A few moments later, the light came back on, but it was a completely different place. Different place it''s good. It''s even habitual.
Paralyzing fear prevents you from moving forward. That''s a curse. You''ll have to go around.
Through the deafening hum of the lamps came a strange noise, like a huge swarm of flies hovering over a rotting corpse. A foul, putrid smell was already in the air, clogging my nostrils and making me feel nauseous. A moment later everything disappears, leaving only the familiar hum of fluorescent lights behind. Does it seem that way or not?
Arrows on the walls indicate the direction of travel. Apparently, you have to move sideways. You wouldn''t have guessed it yourself. You check the wall, it was solid.
In the corridor wall, there is a beige-tiled passageway downstairs. These tiles are especially handy for washing away the blood. The humid air reeks unbearably of chlorine, and the ugly yellow wallpaper almost runs off the walls. You don''t like water parks. The summer sea is a better place...
The humming of the lamps becomes deafening, your eyes go dark, and reality itself vibrates all around you. Is it a delusion, a hallucination? As soon as you touch the nearest wall for support, the noise abruptly subsides, leaving behind the usual hum of fluorescent lights. "Bzzzzzzzzzz. I can do that, too!"
You can spot it only out of the corner of your eye as you wander forward through the endless rooms and corridors: something is moving under the wallpaper. It''s like dozens of insects, irregular insects, scurrying under the dirty yellow wallpaper every second, occasionally showing themselves out. You stay away from the walls, and the walls stay away from you. Armed neutrality.
The lights flashed brightly for a moment, leaving a blur of yellow floating in front of your eyes, and then abruptly extinguished. The labyrinth was momentarily dark and silent, interrupted only by the sound of your breathing and your heart beating frantically in your chest. A few moments later, the light came back on, but it was a completely different place. You just thought: if you walk with your eyes closed, you''ll be in a new place every time you open them. Maybe that''s how the labyrinth blinks.
The humming of the lamps becomes deafening, your eyes go dark, and reality itself vibrates all around you. Is it a delusion, a hallucination? As soon as you touch the nearest wall for support, the noise abruptly subsides, leaving behind the usual hum of fluorescent lamps. The sound, in fact, is as if a siren is working somewhere far away. Like a submarine. And everyone is closing the airlocks.
The ceiling lamps flicker chaotically and emit a constant buzzing sound that reverberates in your bones with an abominable vibration. This sound is much louder and more obtrusive than the noise of ordinary fluorescent lamps... (Perhaps the effect of the concussion?) Your eyes are blurred by the endless yellow corridors with yellow carpets and the same lamps. In fact, they are the same, but not in the same order. It''s not easy to tell the difference, but it''s there. If you stay here long enough, you can even learn... Heh. Heh heh. That''s ridiculous.
There was a change in the ambient rumble, an inaudible whispering could be heard through it, gradually increasing. Soon it was wild shouts and chants in an incomprehensible language: HAD IT WOULD BE FADED TO FCOUP FJOPFVO IN ODIVLOPRO VEOR! A minute later, the deafening shrieks with no apparent source subside, replaced again by the hum of fluorescent lights. It sounds strangely familiar. You think it''s somewhere...
Right.
The narrow, brick-lined corridor takes on a homely feel. The stench of sewage and rotting algae beckons like bee nectar. You kick the trash can off the sidewalk, watching the non-existent passageway close its jaws behind me. The alleyway is empty. It''s dawn, but it''s still not close to the zenith. You are back in the human world!
*sounds of heavy breathing*
Consequences:
Received:
- Witch''s Kiss Oil (Heart Ingredient 8)
- Artifact "Rose Glass Bottle" (Chalice 6)
- Some mushrooms? from hell.
- 2 X Juicy fruit-eyes from hell.
- A bottle of water from Tap-in-the-Wall, from hell.
- A handful of yellow rubble (reeks of damp carpeting) from hell.
Effects:
- Concussion (-1 to all stats and actions in the next 2 turns)
- 2 X Psychosis + Paranoia (-2 to Mind''s actions till cure)
- Severe Fatigue (-1 to Body Action next turn)