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
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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...
* * *