45 Suns: More Than One Mischievous Mind
--- Jon ---
“Should we really be stashing these here before we actually set up the haunted house?”
“I don’t see why we wouldn’t.” His Ma admitted.
He gave her a dry look. “Uh-huh. And if one of the other cops wanders into one of these before Halloween?”
“They’ll learn not to go through my shit.” The elder Whitaker told him as she stuffed a fake corpse into a closet where anyone could stumble upon it.
“And the fact that you’re leaving your ‘stuff’ in places anyone could find it?” He prodded.
“It’ll teach everyone better situational awareness.” His Ma explained, as she rigged the fake corpse to launch blood at whoever opened the door without severing a particular wire. “After all it’s much better for them to get hit by one of these rather than a bullet by some punk on the streets.”
“And this won’t get you a reprimand or something like that?” He wanted to make sure before he rigged the smoke bomb like his Ma told him to.
“First of all, they can’t prove it was me given how the cameras are down and we’re both wearing gloves.” His Ma reminded him. “Second, I’ve got the highest clearance rate in the station -without fudging my numbers with bullshit arrests I might add- meaning if they fire me the station’s success rate will take a massive hit reducing their overall funding and forcing everyone but the higher ups to take yet another pay cut.”
“Meaning they have to put up with your antics.” He sighed, rigging the bomb to the coffee machine.
“Ah-ah, not my antics.” His Ma corrected as she wrapped an arm around him. “Our antics. Since you aren’t stopping me you’re officially an accomplice in this mess.”
“I feel like if anything, that makes this whole situation worse.”
Scene Consequences
-Gained 1XP to Stealth and Trap Making
--Currently: Trap Making Lv. 9 (6/20) and Stealth Lv. 7 (3/16)
---
“So you mentioned your teacher taught you some stuff about potions, right?” Audrey asked him as she arranged a number of plants on the classroom table.
“Uh, yeah.” He nodded, trying to figure out how many of the plants he recognized. “Potions and Enchanting were Miss Edna’s bread and butter at her store.”
“What kind of potions did she sell?”
“Mostly she sold these mist makers that helped plants grow, and magic candies for the kids.” He answered before frowning at one of the plants as he touched the soil. “Isn’t this one a bit dry?”
“Drip Vine grows proportional to the amount of water in its environment,” Audrey answered, swirling a finger through the air as a small blob of water condensed before trickling into the pot. “What’s really interesting about it is the speed at which it grows, because thanks to an Anima mutation whenever it’s exposed to water it…”
The Drip Vine began growing and continued to grow for a few moments after the other teen cut off the supply of water.
“Huh…” He checked the soil again and found it just as wet as before. “A plant that drinks all the water cannot be sustainable or good for an ecosystem.”
“It was designed to help with areas that flood frequently. And being an artificial plant there’s usually an Arcane nearby to stop it before it goes out of control.” Audrey assured him. “What’s more even if it does get out it has safety limiters that prevent it from growing beyond a certain size, and cause it to wither relatively fast to keep the damage to a minimum.”
“I guess accelerated growth would mean accelerated decay too.” He figured, glad that there was some kind of limiter on it, though he was admittedly more interested in the fact that, “You said this is an artificial plant?”
“Yeah. Well, technically artificial.” The other teen admitted, adjusting her glasses. “There are a lot of plants that turn out weird because of Anima mutations, but Arcane frequently monitor and manipulate those mutations to create strains with specific effects and abilities.” Audrey continued to explain. “All in all it’s no different than non-magical plant breeding.”
“Makes sense.” He accepted thoughtfully, before frowning again. “But why do you need an anti-flooding plant around here, given where we’re at, isn't drought a bigger issue?”
“Depends, thanks to global warming sometimes we get these flooding rains that the city wasn’t built for turning some areas into swamps in between all of the dry periods.” The other teen shrugged. “Still we’re at least a few months from that stuff so that’s not why I brought the Drip Vine.”
“Then why did you bring it?” He asked.
“Because the pasted mulch of it is very good at carrying the properties of the other ingredients on the table. At least if you know what you’re doing with them.” Audrey gave him a look. “Which is why we’re here.”
“Ah.”
Scene Consequences
-Thanks to Audrey gained 4XP to Potioneering.
--*Skill Rank Up* Potioneering Lv. 7 (2/16)
-Progress made towards ??? Perk. (1/4)*
*Note: This progress only applies to Audrey’s Potion perk.
---
A phone started ringing before Audrey pulled out hers. “Shit, I’m going to have to leave a bit early today.”
“Uh, that’s fine.” After all he’d had to do the same just a couple days prior.
This story has been stolen from Royal Road. If you read it on Amazon, please report it
“Yeah, well that also means that I’m going to have to leave you alone with Val for your first lesson.” The other teen pointed out as she began to text on her phone. “I’m telling her to take it easy on you, but knowing her she’s not going to.”
“That’s um, I can handle it.” (After all it can’t be worse than anything DeSade and Rogers put me through back in Blackwell.)
Audrey gave him a look before shrugging as she got another text. “If you’re sure. Either way she’ll be here in about half an hour, just remember that while she may be rough on the outside, she’s a lot squishier on the inside.”
“I will.” He nodded, as the other teen waved her goodbye and left him alone in the classroom.
Figuring that he had a bit to himself, he pulled out his copy of the Layman’s Shaman before flipping to where he was in the book and beginning to read.
While the previous chapters had covered roughly what a Spirit was, what the more common variants were capable of, and then where to find them, this chapter focused more on how to communicate with the lesser spirits. For a given definition of communication at least.
As mentioned in the explanation on what Spirits were, the most commonly seen variants weren’t actually sentient or sapient enough to maintain a true conversation. They were however ‘there’ enough in their existence that one could convince them to do one thing or another if it was something they would naturally do.
In practice this meant that a ‘Fire Spirit’ was always going to generate heat, but you could have it generate that heat where you wanted and then get a number of those spirits to gather to create enough heat to eventually result in a fire. From there one could then convince those Spirits to move said fire wherever it was needed. A principle that would work similarly for other lesser Spirits.
Now as a basic function this would bring up the question of why have the spirits work in such a roundabout way when you could just cast a quick spell and do it yourself. The primary reasoning being that while it took magic to communicate with a spirit once it set off to do whatever task you gave it, it wouldn’t actually need you to supply it with more power to fulfill the task or to keep repeating it on its own.
All of which allowed a person to create a simple Spell Engine with naturally occurring elements, making it more difficult to set up but both easier to maintain and harder to disrupt. Both of which were extremely important factors if one had to worry about an enemy Arcane attempting to set up a spell that could damage the environment around you. A problem that was easily fixed by convincing the environment to work for you and to resist any spells set up by people with ‘unfamiliar Anima’.
(Meaning that while Shamanism isn’t the best for quick one-off casting, it can be extremely powerful for maintaining an area of effect. Technically you can use this to entrap an entire battlefield for defense or offense with enough prep time.)
The handle of the door to the room began to turn, and a quick glance at the clock revealed that his half-hour alone was up.
Scene Consequences
-Thanks to reading the Layman’s Shaman gained 2XP to Arcane Shamanism.
--*Skill Level Up* Arcane Shamanism Lv. 3 (1/8)
---
“No puedo creer que estuve de acuerdo con esto…” Val mumbled as she walked into the room. “Pérdida de un pinche sábado.”
“Uh, sorry…” He apologized, having only understood about half of that but knowing it wasn’t anything positive in his favor.
The Scarecrow’s Keeper gave him a dry look before sighing as she shook her head, something that quickly turned into a glare towards him. “Look I’m only here because Audrey asked me to do her a solid. I’m not here because I like you or because I actually want to be here.”
“Sorry.” He apologized once more, though with a more prominent grimace this time. “If you want you don’t have to help me.”
“No, like I said Audrey asked me to do a solid so let’s just get this over with.” Val sighed, taking a seat.
“Alright, um… So what exactly did you want to do?” He asked, really wishing Audrey hadn’t left to take care of her ‘business’.
“What did she cover with you?” Val asked in turn as she messed with one of the flowers Audrey had left on the table.
“Um, a bunch of stuff about plant breeding and how certain species can work in different potions.” He answered.
“So nothing exciting.” The other teen dismissed as she dropped the plant, and leaned back in her seat as she stared at the ceiling for a moment.
(Starting to think this might not have been a good idea…)
There was a clatter as the front legs of Val’s seat hit the ground. “Alright, I think I’ve got something that isn’t just more boring theory for you to work through.”
Feeling just a little apprehensive he decided to see where she was going with this. “Uh, what did you have in mind?”
“I think you said something about knowing a bit of Contracting, right?” Val double checked as she pulled out a small box from her jacket.
“Uh, yeah.” He nodded.
“What exactly can you summon?” Val asked as she opened her box. “Anything you’ve actually Contracted?”
(Is there a difference?) He wondered, before answering. “Yeah, I’ve contracted a Fairy, a magic wolf, and a Flufflepuff.”
Val paused before giving him an odd look and shaking her head. “Okay… so all beginner summons and nothing really interesting.”
He couldn’t help but frown at that because he felt that Pix, Wolf, and Melon were all interesting in their own ways. But ultimately he didn’t get a chance to argue the point as the other teen continued before he could speak.
“Now I’m Contracted to the Scarecrow.” Val told him with a snap of her fingers, something that immediately had his hackles raising as he sensed the shift in the air.
His eyes darted to the shadow behind the other teen, a shadow that had notably more to it than the last few times he’d seen it creep and crawl. And from within this shadow a white bird skull emerged, and despite being a different face he had no doubt in his mind that this thing was still the Scarecrow he’d seen almost a week prior.
“And through that Contract I get a number of… Perks that most people wouldn’t get for summoning him.” Val continued, as she fiddled with the contents of her box. “And while I don’t plan on telling you what most of those perks are, I will say that he’s taught me a fair number of tricks.”
“What kind of tricks?” He asked, while thinking about those ‘Perks’ she mentioned. (I know Arcane are supposed to gain some extra advantages from Contracting but she’s making it sound like something else…)
“Well for one, I know how to make these… tokens of a sort that let me summon him in places that aren’t next to me.” Val answered, showing him this little bone effigy.
The Scarecrow moved suddenly and he stood from his seat with his knife in hand, ready to gouge out the Demon’s… (empty eye sockets…) (I need somewhere else to stab it.)
Val gave a half chuckle to his reaction. “Relax, he may be a Demon but I’ve got him under control.”
“Are you sure about that?” He frowned, watching the Demon’s flesh shift just enough to approximate a smirk. (On second thought I’ve got acid molotovs to torch it with, let’s use those.)
He’d like to think the Demon lost its smirk.
The Scarecrow’s Keeper seemed to consider his question for a moment before shrugging. “Had to give up most of my ‘Contracting Potential’ but like I said, it comes with its perks and I’ve got him under control. Just about everyone who knows their Contracting can piece that together.”
(Perks, Price, and Contracting.) He thought as he finally figured out what was throwing them about their ‘Contract’. (This sounds closer to Dealmaking than Summoning. Which makes sense when they’re two sides of the same Arcane Art, but this raises an important question.)
His eyes drifted between the Scarecrow and its teenage Keeper.
(Who made the deal with who?)
Scene Consequences
-Thanks to Val gained 2XP to Contracting: Summons and 1XP to Occult and Contracting: Dealmaking.
--Currently: Contracting: Summons Lv. 5 (9/12), Occult Lv. 7 (11/16), and Contracting: Dealmaking Lv. 3 (3/8)
-Progress made towards ??? Perk. (1/4)
A/N: Realized I didn’t specify, but going forward for the most part Val’s Contracting will be of the Summons variety. (The mix of XP types is for not clarifying this.)
Patron Credits
Thank you:
-James Walsh
-Rush99999
-Kcx1
Realized I haven't posted one of these in a while so here's the party's current Character Sheets.
Character Sheets
Jon Whitaker
Name: Jon Whitaker
Physical Health: Very Good
Mental Health: Poor
Max Stamina: 4
Max Focus: 5
MP: 22/25 (+3/Turn)
Quests
Regular Quests
Halloween Haunt: Prepare for and deal with the Creeps prowling the night. (Halloween is on Turn 50.)
Companion Quests
Ying's Free Deal: Figure out how to form a Contract with Ying to try and get her more freedom in her life.
---Keep leveling Contracting: Dealmaking
Epic Quests
Royal Pix: Pix is our partner, she's helped us accomplish so much, it's only right that we help her achieve her dream.
-Help Pix gather enough power and experience to be considered an adult fairy.
Completed Quests
Muffin Man: Jon has made and delivered muffins to his neighbors as well as the cops at his mom's station, and may continue to do so as a cover for any oddly obtained money or to make something extra.
Prove Your Magic: Jon has passed Samantha Delacroix's test of his magic, getting her to agree to sell him her more mystical wares as well as giving him a discount on one of her more powerful products.
Hunt For The Stolen Child: Jon has rescued Kenneth and healed Ms. Valentine of her injuries, though in doing so he's alerted the Dealers to his existence and failed to capture the one responsible for hurting the Valentines.
Pix's Power Problems: While they still aren't quite to where they once were, Pix's magic supply is in a much more manageable place for the little fairy. (And Ying as well.)
Gamer's Guild's Dungeon: Jon and friends have fought their way through the dungeon, and after accidentally summoning an old enemy have been banned from any future dungeon dives.
Upcoming Events
Pix takes her next potion 3 Turns. (0 Potions Left)
Skills
Skill Tutorial
Skill Ranks and Levels:
F(1-3)- Novice
E(4-6)- Beginner
D(7-9)- Intermediate
C(10-12)- Professional
B(13-15)- Expert
A(16-18)- Master
S(19-21)- Grand Master
Note:
-It takes the next level x2 to level up a skill.
-At each rank past Novice you'll earn a perk or bonus related to this skill.
-Skills are ranked by this worlds standards, not reality's.
-While you'll earn XP from certain actions, you can also train skills for more. (Note: the XP gained is based on equipment and the Rank of a mentor if present.)
Caretaker
Childcare: Lv. 7 (7/16)
Cooking: Lv. 9 (7/20)
First Aid: Lv. 9 (11/20)
Huntsman
Archery: Lv. 7 (12/16)
Awareness: Lv. 8 (16/18)
Combat: Lv. 7 (6/16)
Knives: Lv. 4 (4/10)
Mobility: Lv. 7 (0/16)
Psych Warfare: Lv. 4 (6/10)
Stealth: Lv. 7 (3/16)
Throwing: Lv. 3 (7/8)
Trap Making: Lv. 9 (6/20)
Firearms: Lv. 2 (1/6)
Practitioner
Arcane Shamanism: Lv. 3 (1/8)
Contracting: Summons: Lv. 5 (9/12)
Contracting: Dealmaking: Lv. 3 (3/8)
Enchanting: Lv. 4 (6/10)
Occult: Lv. 7 (11/16)
Potion Making: Lv. 7 (2/16)
Script Craft: Lv. 4 (2/10)
General Skills
Computers: Lv. 1 (1/4)
Perks
General
Physical Conditioning (I):
-Take a rank in Physical Conditioning increasing Stamina and max Physical Health by a small amount each rank.
Mental Conditioning (II):
-Take a rank in Mental Conditioning increasing Focus and Mental abilities by a small amount each rank.
Sharpened Edge(I):
-Slightly lowers Crit threshold for all Knife attacks.
Abilities
Basic Self-Care:
-Can heal self for a small amount outside of combat so long as health is it at a minimum threshold based on First Aid skill level. (Costs 1 Focus & 1 Stamina)
Slight of Hand:
-Can more easily pocket, palm, and place objects within arm's reach without being caught. (Costs 1 Focus)
Sprinter's Run:
-Can preform a mobility action as if Mobility was a full rank higher. (Costs 1 Stamina.)
Warp Summon:
-Due to experience with the summon process learn how to teleport active summons to our side for 1MP instead of their full summons cost.
Contracting Circuits (F):
-Jon can spend 10MP to summon any known (F) Rank creature and contract it.
Hit and Run: (Costs 1 Stamina) After performing any attack, spend a point of stamina to perform a move action as if you had full AP. (Requires Lv. 5 Mobility and Combat skill.)
Ranged
Spatial Awareness:
-All ranged actions gain a small bonus. (Unlocked by having a Ranged Skill and a Perception Skill both over Lv. 5)[/SLIDE]
Support
Medicinal Knowledge:
-Healing [Potions] are mildly more effective. (Unlocked by having a Medical Skill and a Chem Skill both over Lv. 5)[/SLIDE]
Tactical
Disable Traps:
-If a trap is discovered, it can be disabled without triggering it so long as the prerequisite skill levels are met.
Basic Environ Reading:
-Can passively detect, note, and possibly use all non-hidden environmental threats.
Phenomenon Codex:
-Can identify supernatural phenomenon, the amount of information known about said phenomenon (including how to use and break it) is based on current Occult level.
Disenchantment:
-Can now remove enchantments valued at a level less than or equal to current Enchanting level.
Hidden Traps:
-Having a better understanding of Traps and Stealth makes it easier to set them in a way that keeps people from noticing them. (Unlocked by having a Stealth Skill and a Trap Skill both over Lv. 5)
Quick Traps:
-Can set traps as a quick action. (Costs 1 Focus and these traps are only at half of the skill level.)
Drugged Cooking:
-Can slip a single potion into any dish without eaters realizing it. (Unlocked by having a Chem Skill and a Cooking Skill both over Lv. 5)
Psychological Exploitation (I)
-Anyone this character targets loses a small amount of Willpower for each rank while targeted.
Silent Steps:
-Can now move at full speed while stealthed without a Stealth penalty. (Note: Penalties for other actions will still trigger.)
Guerilla Tactics:
-If Stealth is broken, after taking down an opponent, perform a Stealth check to disengage and re-enter Stealth. (Costs 1 Focus)
Social
Calming Presence:
-Can more easily calm down children who are overly stressed.
Empathy:
-It's easier to determine the current emotions of whoever you're dealing with, and how to deal with them. (Unlocked by having a Caretaker Skill and a Perception Skill both over Lv. 5) [/SLIDE]
Crafting
Arrow Crafting:
-Being used to working with their hands as well as arrows, this character can create and customize arrows with a few basic supplies. (Options Based on Various Crafting Skills.) (Unlocked by having Archery and a Crafting Skill (Trap) both over Lv. 5)
Flavorful Cooking:
-Slightly increases Reputation gains with people who eat this character's cooking, while also increasing their likelihood of finishing a meal.
Basic Packaging:
-Increases the number of Potions produced at a time by x1.5.
Reusable Scripts(I):
-Allows a Spell Script made by Jon to be used (I) extra time regardless of user.
Magic
Primary
-Hunter
--Stalk, Track, Pack
Secondary
-Defender
--Guard
--Fortify
-Moon
--Moonlight
---Reflection
--New Moon
---Shadows
Learned
-Heat
--Warm, Cool
-Ice
-Wind
General Enchantments
-Recall (2)
-Self-Cleaning (2)
Inventory
Equipment
Combat Knife
-Enchantments: 2/4
--Recall
Quartermaster's Axe
-Enchantments: 2/9
--Recall
Jill's Bow
-Enchantments: 4/9
--Recall
--Tracking Shot (E-Rank): Arrows fired from this bow are less likely to miss.
Helmet
-Passives
--Defense +2
--Full Mask: Greatly increase anonymity but decreases Social.
-Enchantments: 3/9
--Protection: (D-Rank): Reduces damage by a fair amount.
Miss Edna's Scarf
-Enchantments ??/??
--Temperature Regulation
--??? Enchantment(s)
LED Clip-On
-Enchantments (4/4)
--Tracker's Light (C-Rank): With a target's image in mind, light from this object will passively draw attention to anything related to that target. (+4 to finding a target's tracks within light. (Scales with light visibility))
Throwing Knives (x3)
-Passive: +2 when used for Throwing, but -2 when used as Combat Knives.
-Enchantment (0/4)
Ammo/Consumables
-Basic Arrows
-Trip Arrows: 3 Charges
-Tranquilizer Arrows: 5 Charges
-Molotovs: 4 Charges
-Acidic Molotovs: 2 Charges
Books
Miss Edna's Books
-Grants a small bonus to the training of all Basic Magic skills up to Lv. 5.
-Allows the learning of most Basic concepts related to [Hunter] [Defender] and [Moon].
De Sade's Dark Knowledge
-Allows the learning of any 'Offensive' concept of magic related to [Hunter] [Defender] and [Moon].
-Grants a bonus to training Occult, Demonology, Necromancy, Contracting, and Flesh Sculpting until Lv. 10.
-These books are probably illegal to own.
Arcane Affinities for an Arcane Apprentice
-Can be used to learn the General Concepts: Magic, Fire, Ice, Wind, Stone, Electricity, Light, and Shadows. (Note: These may take longer to learn than Concepts Jon has a true affinity for.)
-At Occult Lv. 10 can be used to learn ??? Perk if not already known.
Contractor's Creature Compendium
-Reading this book counts as training to both Occult and Contracting: Summons until both are Lv. 5. (Note: Other Book Bonuses do not stack with this.)
-If Occult or Contracting is Lv. 5 or higher, grants [Creature Codex] perk if read at least 5 times. (Currently read 1/5 times.)
The Layman's Shaman
-Reading this book allows a training bonus to Shamanism until Lv. 5.
-If read while Lv. 5 grants the [Charge Spirit] ability. (Note: If level up is through this book, it counts as fulfilling this condition.
Consumables
-Healing Salve (x5) Reduces scarring, removes skin deep poisons and burns, and heals for a small amount.
-Tranquilized Serum (x14) Knocks target out shortly after ingestion, or exposure to bloodstream.
-(E-Rank) Basic MP Regen Potion (x3) Increases Natural MP Regen by 2 for 3 Days.
-Confidant Contracting Catalyst
Potion Ingredients
-Anima-Enhanced Plants
-Mystical Medicinal Herbs of Blackwell
-Poisonous Plants of Blackwell
Crafting Recipes
Spell Scripts
-Shield Script (5 Magic): When script is used for the next (Script Rank + Occult Rank) minutes, the next hit taken by the target is nullified. (Note: This spell can be overwhelmed if damage is greater than (Script Rank * 3 + Occult Level) or if multiple hits are taken at once.)
-Tracker's Eye (5 Magic, Tracking Affinity): When script is used for the next (Script Rank + Occult Rank) minutes, the user's perception is increased by a small amount for all search and tracking actions. (Bonus is based on (Script Rank + Occult Rank))
-(Makeshift) MP Charge (5 Magic, Magic and Healing affinities): Allows a character to instantly regenerate MP equal to their current MP Regen. (Can only be use once per turn per character)
-Moonlit Double (5 Magic, Moonlight affinity): Creates a hard light double with all stats greatly reduced. Physical and Reflexive stats will grow stronger the closer it is to the Full Moon when used, matching users stats on the day of. (Note: This Script cannot be used on the day of New Moon.)
Enchantments
-??? Ring Enchantment (Requires: Light-related affinity and Ring)
Potions
-Healing Salve (1 Medicinal Herb, Access to Water): Reduces scarring, removes skin deep poisons and burns, and heals for a small amount.
-Poison Coating (1 Poisonous Plant): Creates a poison that can be added to any weapon, increasing it's lethality for several hours.
-Tranquilizer Serum (1 Anima-Enhanced Plant, and 1 Poisonous Plant): Knocks target out shortly after ingestion, or exposure to bloodstream.
-Basic MP Regen Potion (2 Anima-Enhanced Plants, 1 Mystical Medicinal Herb, (5-Skill Rank), and 1 Magic Assist): Increase MP Regen by (1*Potion Rank) for 3 Days.[/SLIDE]
Key
Basic Arcane Ring
-Can measure a touchable target's magic capacity and affinities.
-Can record and verify own development in magical skills.
Witch's Compass (Rank: B+)
-Compass will only work for Jon and those he willingly hands it to.
-Compass will point in the direction of Jon's current goal.
--(Note: Requires Will Check and 1 Focus to use, with the check getting harder the closer it is and the less information we have. Roughly a 2km limit.)
-Compass provides a small map of the area within 50m.
-Map will mark those who currently mean Jon harm within its radius.
Misc.
Silver Rings (x3)- Rings with a higher enchanting capacity than normal. (Ring Enchanting Capacity x2)
Traits
(Severe) Psionic Scarring
-This character is extremely resistant to any telepathic or precognitive abilities.
Guardian of Childhood
-This character will do whatever it takes to protect a child. Even defy god and the devil both if that's what it takes.
Wild Child:
-This person has developed such a connection with nature that other animals have begun to recognize him as a Beast of the wild.
An Insane Beast or A Mad Man, Still A Hunter of Monsters
-Evolved From: Mad Hunter of The Dark Ones
-Gain an additional D6 on all checks against enemies who can be morally considered 'monsters'.
-Gain an additional D6 to all Hunting Checks.
-Jon can now switch masks between the Insane Beast and the Mad Man, spending a small amount of mental health for each change.
--Insane Beast: Gain an additional D6 to all melee combat checks, and another D6 for deciding crits and their damage.
--Mad Man: Gain an additional D6 to all ranged combat checks, and a D6 to the effectiveness of all traps, tools, and potions.
Relationships
(Note: This is what Jon knows/thinks other people think about him.)
---
Minerva Whitaker: Military woman turned police woman, and most importantly Jon's ma.
-Thinks he's a little weird at times, but means well all in all.
-Loves him even if she doesn't understand him.
Pix: A young fairy that Jon nursed back to health, and has since become Jon's partner and best friend.
-Knows Jon will protect her.
-Is worried about him after everything they've been through.
-Is bonded to Jon through a Magical Contract.
Ying: A fellow Camper at Camp Bet, as well as Jon's co-CIT, and the only one of the campers to discover Jon's more supernatural activities.
-Thinks he's a good person.
-Has forgiven him for failing her. (Not that she should...)
-Is worried about his nightmares.
Wolf: A magical wolf Jon contracted using his first Contractor's Companion Catalyst.
-Likes Jon's baked goods.
-Has stuck around after helping find Kenneth and the disaster in the dungeon.
School
SpoilerAliyah Jefferson: A shy girl who is Jon's neighbor and school friend.
Police
Officer Garcia: A young officer who lives in and frequently patrols the same area Jon and his ma live in.
-Is work friends with Jon's ma, and looks to her for career advice.
-Thinks Jon is a sweetheart and a good son.
Apartment Neighbors
[SPOILER]Mr. Petrovitch: One of Jon's older neighbors, him and his wife are raising their grandchildren.
-Thinks he's a nice young man.
Ms. Sarah Valentine: One of Jon's neighbors, a single mother with an abusive ex, who sometimes goes to his ma for advice.
-Thinks he's a good kid.
-His ma helped her get a restraining order on her ex.
-Is okay with Jon occasionally watching her son.
Mr. Jefferson: One of Jon's neighbors, a married man with two kids and a bit of a pessimist.
-Thinks he's a bit na?ve.
Gamer's Guild
Roxanne: A member of the Gamer's Guild that ran their dungeon with Jon and friends.
-Had fun running the dungeon with them.
-Is upset about everything that went wrong at the end.
Blackwell
Camp Bet
Miss Edna: The head counselor of Camp Bet, practicing witch, and the one who introduced Jon to the brighter side of magic.
-Thinks he's a good kid.
-Thinks he has more potential than he knows.
-Knows what he did to save Camp Bet.
Jill: Jon's old Counselor and the Camp Bet nurse, has since retired from camp to become an actual nurse.
-Appreciates him helping her with everything.
-Trusts him to take care of Camp Bet now that she's gone.
Quartermaster Rogers: The quartermaster of Camp Bet, a possible Slasher, and the one who dragged Jon into a fight with the Corrupted of Blackwell.
-Actually knows what he did to save Camp Bet.
-Thinks he's a monster in the making.
-Says he's proud of him.
Camp Bet Kids
-Believe he is the best counselor ever. (I have pictures and letters proving it!)
De Sade Family
Alexander De Sade: The most powerful man in Blackwell, as well as the one who taught Jon about the darker side of magic.
-Thinks he has potential, if he doesn't squander it.
-Says he's (supposedly) tainted by Miss Edna's naivety, but that he's not beyond saving.
-Is impressed by what he did to the Beast of Blackwell.
Rosalind De Sade: Alexander De Sade's daughter. (Who is too kind for that monster.)
-Thinks he's a hero
Pix
Name: Pix
Physical Health: Very Good
Mental Health: Very Good
MP: 20/20 (+2 (+2)/Turn)
Skills
Magical Assistant: Lv. 6
Illusionary Traps: Lv. 1
Minion Management: Lv. 1
Light Scripts: Lv. 2
Mending: Lv. 8
Deception: Lv. 5
Nature Manipulation: Lv. 5
Zapping: Lv. 6
Magic
-Nature (Primary)
--Mending
-Light
-Mischief
Known Scripts/Spells
-Light Bang (Script): Create a large blast of light stunning nearby enemies, deals light damage to all enemies hit equal to half of Zap level.
-Giga-Zap (Script): Drain all MP to deal Light damage equal to MP * Zap level.[/SLIDE][/TABS][/SLIDE]
Equipment
Doll Clothes
-Special: Slightly increases wearer's charm to anyone who realizes what these are.
-Enchantments: 4/4
--Self-Cleaning
--Protection (E-Rank): Reduces damage to wearer by a small amount.[/SLIDE]
Traits
Mischievous
-This character enjoys causing trouble for others, outsmarting their enemies, and embarrassing their allies.
Gluttonous
-This character builds reputation faster when presented with food, and has trouble making choices against food.
Wolf
Name: Wolf
Physical Health: Very Good
Mental Health: Very Good
MP: ??/?? (+?/Turn)
Summon Cost: 2 MP
Maintenance Cost: 1MP/Scene
Skills
Survival: Lv. 7
Tracking: Lv. 6
Wind Manipulation: Lv. 5
Wolf Combat: Lv. 7
Acceleration: Lv. 11
-Increases Speed and/or Agility by up to Power Level. (MP Cost based on Rank of used Acceleration. Cost doubled when boosting both Speed and Agility)[/SLIDE]
Wolf Pack: Lv. 3
-Wolf can create duplicates of herself at a cost of 1 MP per scene to create and maintain them. These wolves share her stats and skills, but have reduced health, Mental, and Social stats.
-Current Limit: 3
Magic
-Wolf
-Moon (?)
-Wind
Equipment
Survivor's Knife: An odd knife Wolf carries around.
-Special: Knife cannot be damaged by mundane or mystical means.
-Enchantments: 0/4
Traits
Pack Mentality
-This person sees people in their life as their pack and will do whatever it takes to protect or aid them.
Wolf Physiology
-Being a Mystical Wolf this unit has enhanced Speed and Agility, as well as a heightened sensory system.
Melon
Name: Melon
Physical Health: Very Good
Mental Health: Very Good
MP: ??/?? (+?/Turn)
Summon Cost: 0 MP
Maintenance Cost: 0 MP/Scene
Skills
Adorableness Lv. 20
Magic
(Affinity-less) Magic
??? Conceptual Affinity
??? Mental Affinity
Equipment
Bow of the Contracted Flufflepuff: A Bow signifying that this Flufflepuff stands above others of its kind by being personally contracted to a magic user.
-Passively Grants Leadership of all nearby uncontracted Flufflepuffs, unless they decide to work with another flufflepuff with an accessory of their own.
Traits
Magically Indestructible: As long as there is (+)magic in the environment this unit is indestructible.
Ying
Name: Ying Zhang
Deviancy: Mad-Corrupted Incarnate (Storm Dragon)
Physical Health: Very Good
Mental Health: Fair
MP: 45/45 (+5/Turn)
Skills
Archery: Lv. 5
Draconian Combat: Lv. 5
Southern Dragon Style: Lv. 8
Draconic Transformation: Lv. 2
-Spend MP to gain Draconic traits increasing an applicable stat.
--Available Transformations: Claws (Strength)
--Max Simultaneous Transformations: 1
Lightning Manipulation: Lv. 4
-Spend MP to manipulate Lightning. (Max size based on Power Level, with cost increasing with necessary rank of manipulation.)
Magic Healing Factor: Lv. 2
-Can convert up to (Skill level) of MP into Physical HP each turn.
Storm Resistance: Lv. 10
-Reduces Lightning and Wind damage by half of Power Level.
Abilities
-Lesser Dragon's Roar (5 MP)
-Unleash an inhuman roar intimidating your enemies, and stunning those of lesser Willpower.
-Range: Short
-Dragon's Breath (Lightning): (5 MP) This ability is a long action. When used this ability hits a target for Electric damage equal to (Willpower + Lightning Manipulation), this ability can be used again during the same action for another D6 MP per extra use, but will be ended early if interrupted by enemy between hits.
Magic
Affinities
-Storm, Dragon
--Lightning
Traits
(Storm) Incarnate
-An Arcane sub-type capable of only using a single affinity but gaining greater control over said affinity.
--Greater learning speed for skills, abilities, and sub-affinities related to Primary affinity.
--(Affinity) Resistance starts at Lv. 10.
--Cannot use Affinities beyond a first tier connection to Primary affinity.
Mad-Corrupted Incarnate: (Dragon)
-An Arcane-Incarnate who has been corrupted by Madness unleashing a new level of potential at the cost of deteriorating their sanity.
--Gains a second Affinity despite Incarnate Affinity penalty.
--All Mental Debuff checks are harder.
--Regain less Mental Health each turn.
Dragon's Instincts
-All animals have instincts, as a Dragon (Incarnate) this character shares some of their's with the various Draconian species.
For Ranking Up A Skill Please Choose A Perk: