Occultum Arcanus

Dem Taqat

Bladespawn
Joined
Nov 1, 2010
Messages
1,978
Location
Britain
'Dear Member,

As an affiliate of the Mages Council living in the Redtree area, your presence is requested at a meeting to be held at 214 Forrest Avenue this Saturday at 9PM. We have had reports of disturbances of the peace within your area, and would appreciate any assistance or other co-operation you would be willing to grant us in ensuring that all are safe and the matter can be swiftly resolved. Should you be unable to attend this meeting, please respond via the usual channels, and we will endeavour to arrange another time.

Your Sincerely,
Harry McKay, Council Enforcer
'

For all its brevity, the letter is troubling. Enforcers of the mages council are never far from trouble, and to be summoned to meet with one is all but a guarantee the trouble will be landing upon your doorstep at any moment. That said, ignoring the matter will surely only make things worse, and so you gather yourself for the meeting. Hopefully it will not prove too eventful...

Welcome one and all to the latest in a long line of bad ideas: DTACs! Throwing out my long tradition of setting modern games in the fictional eastern-US city of Doumedesville, this game shall be set in the fictional eastern-US city of Redtree. Don't look too closely at that statement, and focus instead on the MAGIC. Yes you'll be playing as magicians, in case you couldn't tell that from the introduction, people who hide the existence of magic under the mask from muggles like the rest of us through the organisations of the council and their enforcers.

Basic Rules:
[Generic anti-troll rules]
As the GM I reserve the right to do anything in the game, up to and including throwing out players who look too shifty. Abuse of power is only okay when I do it after all. :king:

This is an Action Chatroom Game. Most of you whole will join probably know what that is, but for those who don't I will explain now. You will create a character, using the Character creation stuff below. You will then come on the Chatroom at certain times and play as that character in missions, where I throw you in the deep end and cackle as you flail around helplessly. If you're lucky, I might even explain what you're doing wrong, but that's only because it sets you up for a bigger fall. :evil:

And now for Character Creation. See this big form full of stuff? Fill it out with your characters details. If you somehow struggle with this, there is a step-by-step guide just below, so do try to read that if you get stuck.

Spoiler Character Sheet :
Name:
Gender:
Age:
Appearance:
Bio:

SP:

Skills:

Magical Items:

Non-Magical Items:

Other Factors:

Spoiler :
Name: What is your characters name. Not your username, not your real name, the name of your character. If you mess this part up it is possible you aren't cut out for the game.
Gender: Is the character a male, a female or something in between? Again, this shouldn't be too hard.
Age: How long ago was your character born. Do please try to be reasonable about this.
Appearance: What does your character look like. Feel free to include their standard clothing as well as their features.
Bio: What has happened in your characters life, how did they become involved in magic, all that good stuff.

SP: Skill Points, the things you spend to level up your characters. You start with 10 of these, but I imagine you'll be down to 0 by the time you finish making the character somehow.

Skills: The things you buy with skill points. Each point buys one rank in a given skill, and the core skills are listed below.
Spoiler The Skills :
Sorceries: The simplest spells: Directing power with nothing but willpower and a few quick words. Quick to cast, but lack much of the versatility of other forms of magic.
Rituals: Complicated magic requires complicated direction; rituals use focus materials and precise incantations to achieve specific effects.
Circles: Magic Circles allow one to effect everything within with specific effects, although their most well known uses are summoning and shielding from other magic.
Enchantments: An oddity amongst magic, enchantments allow a 'simple' effect to be imprinted upon a person or item for a period of time in a manner not dissimilar to a sorcery. As they are more difficult to maintain, each skill rank allows an additional enchantment to be in use at once.
Willpower: Ability to continue moving, fighting, and casting even when under pressure. Also useful for Sorceries and dealing with supernatural creatures.
Lore: Knowledge of magical history, artefacts, beasts, and society. This will help in dealing with any of these things you might encounter.
Theory: Understanding of magic itself: what the rules are and how to work them. This may help in the casting of various spells, or when faced with unknown effects.
Potions: Potions are another way the well-prepared can gain an advantage, storing certain effects for later use. Each skill rank allows the user to make an additional type of potion at a time, as well as making mass-brewing more effective as the brewer becomes more practised.
Artefacts: Imbuing items with magic is a common trick, especially on mages who avoid quick spells. Although one can give these to others, they are most effective when used by their creator. The user must remain in sync with the item however, so can only use one artefact per rank in the skill.
Fitness: Magic may complete tasks, but sometimes it is necessary to have honed your body as well as your mind.
Combat: Some of the most powerful mages of history have been brought low with a single gunshot; those with an inclination to violence often train in fighting techniques to avoid such embarrassments. This skill only applies to a certain weapon group, such as pistols or swords, but may be taken multiple times.
Other Skills: Although a magician is assumed to be competent in the day-to-day mundanities of life, those who have trained with other significant talents should confirm them with the GM.

Magical Items: Items with various magical effects can be found or even created during the game, and any in your possession should be listed here. This is unlikely to be relevant at game start

Non-Magical Items: Although everyone is assumed to have things like clothes and a certain amount of spell materials, characters who routinely carry around unusual objects should list them here.

Other Factors: At character creation, individuals with ideas for other useful notes about their characters should contact me. Contacts, familiars, old curses, and certain special items such as the trusty wizards staff are among the many things that might be on the table. Be Creative.


Missions will generally occur on Friday at 10pm my time, which I believe means 5pm EST, although this may change should it become necessary, so if you have problems with this schedule please let me know. The game will also have in-thread elements similar to a certain other recent AC, in which you are occasionally assigned a series of action slots, which you can send in orders for to have your character perform out-of-mission activities such as artefact/potion creation, information-gathering, and any other preparations you might try to make to deal with the upcoming missions. Should you have any questions, feel free to contact me through PM or VM, although it may be possible to find me on either chatroom as well.

The Chatroom is Here.

[Anything I missed will be added here when I remember it.]

DT
Summoning Games :run:
 
Spoiler Characters :
Harry McKay: A Mages council enforcer, 'Harry' is in Redtree to investigate the disappearances of Sophie and Lawrence Hass, among the other disturbances. In combat he has been seen using a pistol, and appears to also be a sorcerer of some power. Has been seen using rituals.

'Scarlett': A middle aged woman with short-cut red hair, Scarlett has been seen engaging in combat with the use of circle magic. According to Harry, the council has granted her a ceremonial title in recognition of 'talent', and he implies she is likely to have knowledge of Mr Helfer.

'Jenny': An attractive young woman in who's protective circle Lily and Christopher took shelter during the meeting.

George Helfer: George' messy black hair, dishevelled appearance, and smoking habit are combined with a bad attitude to make for a singularly unattractive individual. Employed in Piper Accounting, a small firm that apparently keeps demonic hellhounds in its office after-hours.

Timothy 'Tim' St. Pierre: Christopher's more successful brother, Timothy is the head of the St. Pierre family. Although his once-black hair is now greying, his smart suits and impeccable grooming mean this only gives him a distinguished air. He has displayed great skill as a sorcerer.

Maria 'Mary' St. Pierre: Christopher's niece, Maria has long blonde hair, usually tied back into a ponytail. She has displayed an intense dislike for her estranged uncle, as well as an aptitude for both Circle and Sorcery Magic.

Jonathan 'John' St. Pierre: Coming soon to a character list near you!

Hector Stone: A man of middling build, Hectors short blond hair spikes upward from his head in sharp contrast with the patched blue robe in which he has been seen. Skyler's brother, Hector appears versed in rituals, if slightly absent-minded when it comes to using them

Floating Head Guy: Coming soon to a character list near you!

The Man From the Cartel: Coming soon to a character list near you!

Do We even have a nickname?: Coming soon to a character list near you!

Tinka the Pixie: Coming soon to a character list near you!

DT
 

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Name: Valerie Wintergreen
Gender: Female
Age: 19
Appearance: Auburn hair and powder-blue eyes. Stands 5' 10" without heels but commonly wears them. Has a maple leaf necklace that signifies her family tree, but it's unlikely anyone without a good knowledge of Lore would know what it means.
Bio:
Spoiler :
Valerie was brought up in family of incredibly powerful sorcerers, enchanters and general magicians. The Wintergreens had lived in the general Edmonton area practically since the city was founded, and the family name was synonymous with power in the local circles. Any magical competition or event basically counted on handing their trophies over the instant a Wintergreen signed up, and they were always on call to deal with delicate magical situations, which never seemed to last long.

Born into that legacy came four children, in two sets of fraternal, opposite-gender twins. The older son, Victor, had an affinity for sorcery and was an incredibly stubborn, prideful jerk who had inherited all of his family's certainty of their own awesomeness. His sister Vera was a brilliant enchantress with a penchant for making the most incredible magic artifacts and toys. Three years younger, the second son(Varden) was an uncommon mind when it came to rituals and circles. And Valerie...was born a normal.

Her parents were sooooooo thrilled.

At first, they assumed that, oh, Valerie was just a late-bloomer. In fact, they probably still hold on to that hope. They probably tell their friends all about how she's SURELY going to start lobbing fireballs around any day now, or enchanting scissors to walk around, or drawing weird symbols in the ground and making the sky light up. Hopefully they aren't holding their breath, because at nineteen going on twenty Valerie hasn't even managed to do the dishes without her own sweat and swearing. Her brothers were less understanding than even her parents, and they teased her ruthlessly about her, stumping her with quizzes and riddles about the complexities of magic until she cried, got mad, beat them both up, studied magical theory until she made THEM cry, and promptly got blasted in the face with about fifty different kinds of spells that she could now identify at a glance. Yay!

What Valerie did have, that none of her siblings did, was an affinity for martial arts and contact sports, which her parents didn't go out of their way to discourage. After all, their other kids weren't allowed to play football(of either kind) with the local normals because of the risk they might actually open a wormhole or set the ball on fire in a fit of frustration. Valerie? No such problem. Small favors. This continued until Valerie convinced her parents to let her learn swordsmanship. Around this time, The Accident With The Basilisk happened and Vera wound up paralyzed from the waist down. Unable to continue her work as a Wintergreen magician in the local council, she found herself spending more and more time with Valerie, and the sisters developed a surprisingly close bond. As a Christmas gift one year, Vera made Valerie a sword using all her skill at enchantment. Grateful and happy to have a close relationship with someone in her uptight family, Valerie let her sister name the blade Celeste.

Times changed. Valerie completed her studies and prepared to enter the big wide world of normal people, since she was out of her depth in magical Canada. That was when Vera won a scholarship to a university in Redtree, and Valerie, at loose ends with her life, decided to come with her and get away from her annoying magical ancestors and their myriad of arcane rules. Her sister seemed happy with the plan, and now the two live together in Redtree, Vera attending school with her scholarship while Valerie tries to figure out what she wants to do with her life.

That's when the summons came in...


SP: 0/22

Skills:

  • Artifact: 5
  • Combat(Sword): 8
  • Fitness: 4
  • Theory: 3

Magical Items:
Celeste, Longsword of the Frozen North: 2SP. The magical blade fashioned for Valerie by Vera, the Enchantress of Edmonton(and her favorite big sister!). A western long sword, three and a half feet long with a silver steel hilt wrapped in black leather, the crossguard set with sapphires and a brilliant amethyst as the pommel stone. The blade's name is inscribed along its length in an ancient runic language.
  • Supernaturally Balanced! Celeste was enchanted and crafted by one of the greatest enchantresses in North America, and it is, need I say, magically light in the hand, and balanced to be perfect for throwing.
  • Comes When Called! Vera thought things through when she crafted Celeste's balance, and whenever Valerie(and Valerie alone) shouts for Celeste, it will fly hilt-first into her hand, no matter if it is held by another.
  • Magic Resistance! Celeste is imbued with defensive spells and counter-enchantments, and will protect her wielder from magical harm.
Scabbard: Celste's scabbard is also enchanted, though not to as great a degree as the blade itself. It renders the sword invisible to nonmagical eyes when it is sheathed, to avoid dodgy questions about why a girl in 2015 is walking around carrying a longsword.

Hairbow: One of Valerie's favorite white hairbows, now both fashionable and functional with the addition of spells to purify the air around Valerie's head in the event of another gas attack.

Ring: In the great magical tradition, Valerie now has a ring: one that can open locks both physical and electronic, while still looking stylish.

Knife: A mated knife to Celeste, which Val keeps in her boot. The blade will return when called just like its larger sister, but lacks a name.

Sunglasses: A pair of sunglasses enchanted to be magical detectors. They're not perfect though...or maybe Val's just not that good with using them.

Non-Magical Items:
Diary: Who knows what mystical secrets are in here?


Other Factors:

Spoiler :
Familiar: Fluffy the Pomeranian.
Fluffy is a happy, big Pomeranian with a tendency to yap too much and lick whoever she comes into contact with. Valerie is unreasonably fond of her.

Big Sister: Vera Wintergreen, the Enchantress.
Vera is an auburn-haired and green-eyed Canadian, three years older than Valerie, who is wheelchair-bound after that incident with the basilisk and the wormholes. She's a snarky, humorous woman, but with a real soft spot for her little sister and a scathing opinion of her dynasty's arrogance. Currently is studying technology in Redtree. Makes artifacts for her sister in her spare time, mainly because she just loves making magical gadgets and gizmos and Valerie loves using them.


Conceptual Artifacts:
Spoiler :
Magical Flashbangs
Magical Frag Grenades
Antimagic Device
Magical Sensor
Healing Device
Recorder
 
Name: Lily Hass
Gender: F
Age: 14
Appearance:
Spoiler :
pYCKEnq.png

Bio: Groomed from a young age to inherit her family's arts Lily always been put under high expectations by her parents. Constantly studying enchantment has lead her escaping some of her lessons to play around and relax.

Her parents recently disappeared during the disturbances. Shocked and left with only the family's familiar to help her, Lily goes to the Mages Council meeting hoping to find some clue of what happened to her parents.

SP: 0

Skills:
Enchantments- 4
Willpower- 3
Fitness- 3
Combat (Staff)- 5
Other: Schooling- 2
Other: Soccer - 6

Magical Items:
N/A

Non-Magical Items:
Bo Mk0 Prime - a broom handle that Lily keeps around to practice enchantments on. It's almost a Bo staff, imagination is a wonderful thing. Now with a magical circle that makes it an iron broom handle.

Other Factors:
Familiar: Cricket is an old familiar of the Hass family that has suck around the family for many generations. He has been teaching heirs of the Hass family during this time and as such has a great deal of patience when dealing with the stubborn children. Wise and laid back, not much seems to faze him although he occasionally does mix up the Hass children he has tutored over the years.
 
Name: Morgan Apdonarth (Morcant map Donyarth)
Gender: Male
Age: 1194 (29 if you want to be boring)
Appearance: Shorter than average, with long braided red hair, thick red eyebrows, a red chin curtain beard, and green eyes. Always wears at least one top hat. Clothing is otherwise extremely old fashioned, and includes breeches, a frock coat, a cravat, gloves, and extremely manly high heels. Age appears indeterminate.
Bio: Something something fought against the Anglo-Saxons at Hingston Down something something went underground something something got involved with almost every rebellion in English history something something moved to the Thirteen Colonies at the first chance something something Cornish nationalist something something senility explains low stats and also biography if you rule 1194 is too old something something thinks he is the rightful ruler of the long-gone Kingdom of Cornwall

SP: 0
Skills:
  • Sorceries 3
  • Circles 7
  • Willpower 2
  • Theory 3
  • Artefacts 3
  • Combat (Stamps) 4
Magical Items:
  • Flying Stamp of Petrification
  • Stamp of Djufuus-Summoning
  • Stamp of Binding
  • Stamp of Injury Healing
  • Scarf Golem (Nicopep)
Non-Magical Items:
  • An authentic copy of the Anglo-Saxon Chronicle; Two-thirds of the pages have notes in Cornish written in them where Morgan has corrected* the false history
  • Handwritten Insular Christian Bible
  • Medal bearing the Tudor Coat of Arms given to him by his favorite lover, Elizabeth I of England**
  • Photograph of himself shaking hands with Frederick Douglas***
  • Compass
  • Telescope
  • Pocketwatch
  • Top Hat (x2)
  • Metal Arm Band (x2)
  • Stamps (Indeterminate)
Other Factors:
  • Seisyll the Frilled Lizard- Morgan's familiar, Seisyll was originally the familiar of the notorious dark wizard John Wilkes Booth who bonded with Morgan after Apdonarth & Booth's legendary wizards duel following the assassination of Abraham Lincoln. Seisyll is hardworking and loyal, but incredibly snarky (in spite of his inability to speak), and never hesitates to let Morgan know when he thinks his master is being a little too nutty. Also a highly skilled tap dancer.

*If 1194 is acceptable, the corrections are all true; if it is not, then they're obviously all made up
**Again, real if old, fake if young
***Ditto

Artefact that weakens and/or reduces the coordination of any hostiles near Morgan?
Artefact Magical Battery?
 
Name: Christopher St. Pierre
Gender: Male
Age: 57
Appearance: Tall and overweight old man. His head is bald, though he does have a long, unkempt, graying beard. Has two earrings in one ear, one in the other. His teeth are crooked and quite discolored. Normally wears an old, frayed, flannel jacket over a stained wife beater. Jeans are old and tattered, full of makeshift patches. Wears a pair of brown work boots with white socks that go halfway up his shins. Potion and spell supplies are carried in a heavy duty backpack that has seen better days.

Bio: The St. Pierre family has long enjoyed the privilege of being a wealthy, upper-class, family living in the Redtree area. Christopher's grandparents were brought up with the notion they must carry on the family name and keep it dignified and respected. Their children were brought up this way, and for the most part Christopher's parents brought him and his siblings up that way. Unfortunately, the young Christopher did not want to follow the rest of his family. In fact, it seemed like he was doing his very best to spite them at every opportunity. He kept unsavory company, partook in the use of a few illicit substances, and generally acted as a black sheep for the rest of his family. He bought an old run-down house in a poorer area of the city to be, as he said, "one with the people." Some of his typical interactions with his family involved calling them "upright, snobby [redacted]s." The rest of his family got fed up and cut off contact with him.

That was more than 30 years ago. Since then Christopher has tried his best to sober up into a somewhat respectable person. Alas, the rest of his family doesn't quite want him back and given his only source of income is brewing potions in his basement, he doesn't really have the funds to move up in the world. He lives his life as a quasi-hermit, living off the sales of his potions to other mages. Most of his time is spent poring over old books on magic for entertainment, along with trying not to be mistaken for a meth dealer. It's worked so far. The only complication recently was the notice from the Mages Council. He doesn't quite know why they want him to attend, but eh, it couldn't hurt to come.

SP: 0

Skills:
  • Sorceries: 3
  • Willpower: 2
  • Lore: 5
  • Theory: 2
  • Potions: 7

Magical Items:

  • 1 Potion A
  • 1 Potion B
  • 2 Potion C

Non-Magical Items:
  • Cane


Other Factors:
 
Name: Maysan Wasam
Gender: Female
Age: 27
Appearance: A slight Arabic woman.
Bio:

SP: 0

Skills:
  • Combat (Pistol): 3
  • Willpower: 1
  • Artefacts: 6

Magical Items:
None

Non-Magical Items:
  • Chalk
  • Rope

Other Factors:
None
 
Name: Skyler Stone
Gender: Female
Age: 37
Appearance: Later
Bio: The Stone family is not one of the oldest magical families in existence, having only three generations of members. They really aren't that prestigious of a family, although their name has become somewhat notorious due to their... eccentric history, mostly referring to the family founder, Henry Stone.

By all accounts, Henry Stone shouldn't have ever been a mage. Both of his parents were non-mages, and there wasn't anyone close to him during his lifetime with magical affinity through his entire life. Yet, somehow this Scottish auto-mechanic taught himself magic, with no known help. There is an agreement that someone had to have taught him, but the identity is shrouded in mystery.

Henry traveled all seven continents, claiming that he was on some sort of quest to save the world. What this quest was, was never mentioned due to a "vow of secrecy". However, he made a name for himself in many magical communities by the sheer magical strength he showed, along with how reckless he was with it (many times he almost blew the entire magical masquerade).

A few years, he would return to Scotland, and settled down. As quickly as Henry entered the magical world, he removed himself from it, only using magic again to teach his children his arts. He had four sons, and three of them remained in Scotland, where they would revel in scandal after scandal. However, this is not their story.

The second oldest, Edward, emigrated to Redtree. He was sick of how infamous the Stones were getting in Europe, and just wanted to sit down and have a normal life. He would marry a non-mage, Jenny. She would give birth to two kids, a daughter named Skyler and a son named Hector.

When Skyler was sixteen, Edward revealed to his family his magical powers, and started to teach both his wife and his two kids how to use magic. However, his tutoring lasted a little less over a year. Jenny accidentally killed herself in a spell gone awry, due to Edward's less-than-stellar knowledge on magic (He was the worst of his family). He refused to teach his kids any more magic, and referred them to the magic council if they cared enough to continue. Both did, although Hector received the bulk of the training.

At that point, Skyler was too focused on achieving her dream of becoming a lawyer, and therefore didn't have as much time devoted to learning as much magic as her brother. She went off to Redtree University, and afterwards Redtree Law. After graduating, she worked at a firm, where she surprised everyone by the speed and skill she was able to win cases. Unbeknownst to everyone, though, she was actually subtly using magic to help her win. No one realized Skyler was creating forged evidence and prying into secrets that she honestly shouldn't have known.

Around the time Skyler was graduating from law school, Edward, at this point in his 60s, was on the receiving end of the affections of an Italian mage known as Clelia D'Hautville, who was one year younger than Skyler. She seemed unhealthily interested in the Stone family history, and having a kid with the kind of magical power Henry Stone possessed. At first Edward rejected her, as she was unsettling and downright creepy. However, after what Hector and Skyler were convinced were love potions, he agreed to marry her.

Clelia would give birth to a set of twins nine months after their marriage. The very next day, Edward mysteriously dissapeared, and Clelia went back to Italy with the twins. Both Hector and Skyler are convinced she murdered Edward, but they didn't have the money, time, or leads to pursue her.

Skyler's first job as an independent lawyer was to defend a man named Juan Gonzalez, a hitman of the Guerrero Cartel which operated in Redtree. She was very weary to take the job, but she was afraid of the retaliation if she didn't, so she accepted. Like before, Skyler used magic to erase evidence implicating Juan as the murderer before cops could make a case against him, and he walked free. However, it came at a price; Skyler wasn't being careful, and Juan saw one of her magic circles.

Juan started to panic at having a witch for a lawyer, and, afraid her secret would get out, promised to be his permanent legal protection if he said nothing to anyone. He agreed, and true to her word, she did protect him two other times when the cops were breathing down his neck.

Since then, Skyler has moved on to mostly civil matters (although many of her clients are just as shady), acting acting as part lawyer, part cleaner to whatever clients requests her services. She has gained the reputation of being able to find even the deepest and dirtiest secrets of others. Unbeknownst to all but a few, these "secrets" are just fabrications that she has created.

Present day, Skyler recently hired a local law student to act as her intern. She also helps support her brother financially, as he does not have the greatest paying job. During the disturbances, Skyler was afflicated with visions of both her father, her grandfather, and the twins that Clelia took back to Italy, all talking to her in strange tongues she did not understand...

SP: 0

Skills: Circles: 4
Willpower: 3
Fitness: 3
Combat (Knife): 2
Legal: 4

Magical Items:

Non-Magical Items:

Other Factors:

Since I am listing a bunch of characters, bolded characters are those who I feel are especially important to show up in-game.

D'Hautville, Alfonzo (10) The younger twin brother of Anna and the child of Clelia and Edward. Shows IMMENSE power for someone of his age. Currently resides in Italy

D'Hautville, Anna (10) The elder twin sister of Alfonzo and the child of Clelia and Edward. Shows IMMENSE power for someone of her age. Currently resides in Italy

D'Hautville, Clelia (36) 2nd wife of Edward and the mother of Alfonzo and Anna D'Hautville. Despite being a year younger, she is also technically the mother-in-law of Skyler. Claims to be from the Norman noble family of the same name; she is a very crazy mage who seems obsessed with power and making herself and her children the most powerful mages in the world. Currently resides in Italy

Gonzalez, Juan (31) A hitman for the Guerrero Cartel. Skyler has successfully defended him from three murder charges in the past, and has pledges to always be there to protect him if needed. Is aware Skyler is a mage, and by extension, of the magical world. However, he is not a mage. Recently, Skyler has been suspecting he has a crush on her....

Kruger, Maddy (21) A freshman in Redtree Law, Skyler has agreed to help pay for her education in return for an internship at her firm. Maddy has heard of the stories about Skyler's miraculous turnabouts, and practically looks up to her as the greatest lawyer ever. Is NOT aware Skyler is a mage.

Stone, Edward (68, if still alive) The second son to Henry Stone and the father of Skyler/Hector Stone and Alfonzo/Anna D'Hautville. Was easily the worst magician out of his brothers, but still had a lot of latent raw power. Mysteriously dissapeared after Clelia gave birth to the twins.

Stone, Hector (33) The younger brother of Skyler. He is a much more accomplished mage than Skyler is, and serves as her main motivation in making money. Thanks to the support he recieved from others to learn magic, he decided to become a full-fledged magic tutor himself. He's fully aware of the dubious nature of which Skyler practices law and heavily dislikes it, but still appreciates the help she gives him.

Stone, Henry (deceased) The father of Edward and grandfather of Skyler and Hector. Was a non-mage who somehow became one of the world's most powerful mages, only to stop practicing as quickly as he started. Most of his life is shrouded in mystery due his refusal to share his story. Is buried in Scotland.

Stone, Jenny (deceased) First wife of Edward and mother of Skyler and Hector. Was a non-mage for most of her life, and accidently killed herself when her husband started to teach her magic.
 
Name: Ray Wolfe
Gender: M
Age: 27
Appearance:
Spoiler :
hqdefault.jpg

Bio: WIP

SP: 0

Skills:
Sorcery 3
Willpower 2
Artifacts 2
Combat 2 (Pistols)

Magical Items:
'Natsa': A family heirloom and Ray's favorite weapon, Natsa is a Colt Single Action Army pistol cast in platinum with ivory grips that once belonged to his great-grandfather. A little bit of magic imbued in the metal allows the weapon to fire with pinpoint accuracy in spite of its age.

Non-Magical Items:
Spare Bandanna
Bowie Knife
Canteen

Other Factors:
WIP
 
Name: Nicodemus Redpool
Gender: Male
Age: 52
Appearance: Cropped gray hair, fit/soldier body, heavy tan.
Bio:

SP: 0

Skills:

Sorcery: 5
Willpower: 3
Fitness: 2

Magical Items:

None

Non-Magical Items:

Necklace of Red and White Stones

Breast Plate Armor

Gauntlets

Other Factors:
 
Arya - based on what I know, Fitness and Sorcery don't synergize well. Willpower is what you want, at a roughly 1(Will)-3(Sorc) ratio. According to my convo with Dem(my first char thought was a fireball-chucking sorceress) Sorcery without Will isn't very useful.

Thanks. I had Willpower down but then I sacrificed it because I thought I was spreading myself too thin. Will talk to DT next time I can find him on chat.
 
Valerie Wintergreen: 3SP
Lily Hass: 3SP
Morgan Apdonarth: 3SP
Christopher St. Pierre: 3SP
Skyler Stone: 3SP
Ray Wolfe: 2SP
Nicodemus Redpool: 2SP

As the players gathered at the meeting, things started on a sour note. The man who identified himself as 'Harry' the enforcer wasted no words on reporting the disappearance of the Hass' Couple, before going on to describe what Christopher recognised as a hellhound attack, as well as numerous other disturbance of the magical peace. Informing the assembled mages that he intended to put a stop to the situation, Harry was distracted by a thick smoky substance rising from the ground.

As the various mages rushed to set up protected circles, there were numerous close calls in the vision-obscuring, brain-numbing fog. The various PCs made little progress on clearing it, until the arrival of Nicodemus, who formed a tornado of wind to start sweeping it away. What this revealed was the presence of a golem within the meeting; a hulking humanoid form made of moulded steel, although the innards would later be revealed as simple mud.

Despite the teams initial struggles, assistance from various NPCs helped to clear away the fog, and the room turned to focus on the rampaging golem. As Valerie and a woman calling herself Scarlett distracted it, Morgan and Christopher turned their magic against it, and it was ultimately overwhelmed. In the aftermath, it was revealed that George Helfer, a young mage on whom little love was lost, had disappeared at some point in the chaos.

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Alright, the first mission has ended, so it is management time. For this management section you have 3 action slots. These can be used to make potions or artefacts, investigate any clues you might have noticed as to what is going on, or otherwise get a feel for the world and what is happening within it. Remember that I have to respond to these before next Fridays mission, so try not to send them in at the last minute. If you want to keep what you are doing hidden from the other players you can PM me, but otherwise just post them in the thread. If you could include any SP spending along with the management actions, that would be greatly appreciated.

DT
Picking up the Pieces :whew:
 
Fitness +1SP
Combat(Sword) +1SP
Artifacts +1SP


Action 1: Manufacturing: A "magical gas mask", taking a bright red hair bow and imbuing it with the power to purify the air around Valerie's head in the event of a repeat gas attack. Well, she's not doing it, Vera's doing it but Valerie's helping so hush. Artifacts 2.

Action 2: Investigating: Who is this George Helfer and what happened to him? Let's get some answers.

Action 3: Investigating: Find out whatever I can about "Harry" and what he's done in the past.

Also, hang out with Chris. He's cool, and maybe Val can learn something about potion-making.(That's just for RP)

-L
 
Apologies for disappearing, fell asleep.

1 SP into Theory, 1 into Lore.

Action 1
Compile a list of General Spells of Sorcery that all Mages should know and be able to use effectively.

Action 2
Buy a set of throwing knives, and a long knife for personal quarters combat, as well as a hunting spear. (No, I am not spending any SP on Combat but I will later. Since I am an ex soldier I figure it wouldnt be amiss for Nicodemus to want to have some weapons by his side after getting kicked around by a giant golem)
 
1 into willpower, 2 into fitness for SP spending

Action 1: Work that law firm like there wasn't a disturbance going on. Find those clients, use my magic to make the cases easily solvable, get paid. Make sure Maddy doesn't see anything.

Action 2: Coordinate with Hector, along with any knowledgeable friends he may have on the issue, to come up with any theroies/leads about who might have initiated the attack. The best preperation for another attack is knowing who is attacking us.

Action 3: Furthermore, try to see if there are cases of coordinated attacks on mages in other places across the world. In particular, try to look up if there were any gas/golem attacks in Scotland or Italy. More for Skyler to see if she was a direct target or just attacked by proxy. Could help lead into 2.
 
1 SP into Circles
1 SP into Theory
1 SP into Artefacts

Action 1: Forge a 2pi m strip of metal that can be split into 4 pieces, which can be combined as necessary and ordered to wrap themselves around opponents
Action 2: Acquire a spare wide-brimmed Top Hat and two metal arm bands
Action 3: Begin magical research on the questions I PMed you
 
Management orders:

1. Weave a circle from rope that protects from both physical and magical harm.

2. Weave a circle from rope that intensifies harm upon anyone inside it.

3. Weave a circle from rope that disables anyone inside it from moving.
 
[ORDERS=Research]

1: Vera works her magic, literally, and soon the job is done. Vera jokes that it might help keep your hair out of your mouth, just like what a real gas mask is for.
2: George Helfers only trace on the internet is a disused Facebook page listing that he lives in Redtree and works in a company named 'Piper Accounting', which another search reveals to be a tiny local firm. Scarlett seemed to know him, but you don't know how, or how well...
3: A day or so after contacting your parents to see if maybe they could wheedle some information of the council, you get an e-mail from them. Although they could not get details, you have a list of council cases he has worked on in the past. Most of these seem relatively trivial, but you note several of them are named 'council secret', including one of the two marked as ongoing.

[ORDERS=Prepare for War]

1: Although you cannot obtain a list of spells as such, a sorcerer is advised to know several things in combat:
-How to inflict harm (lethal and non) on their opponent
-How to avoid harm, with stopping or avoiding gunfire being a priority
-How to deal with defensive circles (Advice appears to focus on mundane alternatives)
-Recognise and know how to react to any spirit or magical creature they are likely to encounter
2: Obtaining several knives is relatively easy, although the spear takes several hours to find.
3: No Order given.

[ORDERS=Suspect Others]

1: You get to work protecting Gerani industries from a lawsuit by an irate Miss Belliam, it's a relatively straightforward case with plenty of simple gruntwork to keep Maddy distracted while you search for little alterations to be made.
2: Hector is positive that, at the very least, your attacker must have been proficient in both Ritual and Circle magic. You seem to recall there are a number of mages in town with such skills, but neither of you have good ideas as to a motive. However, the number of notable families present does suggest politics was involved somehow.
3: Your calls to relatives in Scotland suggest nothing out of the ordinary there, but you find yourself lacking in contacts as far as Italy goes. You simply don't have the resources on hand to examine this kind of thing on a global scale.

[ORDERS=One True PC]

1: Getting your hands on metal of such shape and size is easy, but producing something capable of such operation is far beyond your ability as a novice in the craft.
2: A simple shopping trip for the hat, a little more careful work for the armbands, and voilà, done!
3: You spend a few hours reading through The Science of Magic by R. McFenland, and upon completing it declare the book to be useless garbage relying more on speculation than either science or magic.

[ORDERS=Outdated]

Orders rendered invalid by alterations to character sheet.

Having to do all that makes me see the potential benefits of a player-cap when you're planning to use the management system I must say. :p Still, we shall see how it all works out in the end.

DT
Working Tirelessly :scan:
 
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