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Turn 19

Turn 19

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"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.

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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)

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Turn 19 Results

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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.

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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 discover this tale on Amazon, be aware that it has been unlawfully taken from Royal Road. Please 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.

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