[Gm Notes]
Aspects: ??
[Narrative]
The rest of the night passes uneventfully, though the business of the temple leaves Finn less than rested, as he tries to sleep with one eye open. The next day passes mostly the same, when the time for the appointment nears.
Finn makes his way to the address on the map, getting a few sideway glances, but no other problems of note. Soon the door stands across the dusty road, the afternoon sun casting long shadows.
[OOC]
Any preparations before you go in?
[Rolls]
[Notes]
[Gm Notes]
Aspects: ??
[Narrative]
A quick glance around, and then the Tiefling draws a wand and utters some arcane words, and he feels the material of his clothing stiffen slightly. Another flourish, and the world around him blurs for a moment, then comes into sharp relief. Sounds are clearer, and small details come into focus. A bee buzzes past him, and the tiefling feels he can see each grain a pollen that clings to its legs.
Feeling prepared, Finn moves towards the door. He notes that it appears that the ground in front of the door has recently been swept, wiping away the signs of movement. The door is tried, but is locked. Another spell, and the lock slides open, and Finn is inside.
Darkness greets him on the other side of the wall, but his enhanced perception helps tremendously. Down some stairs, and the tiefling comes to another door. This one is also closed, and Finn makes out a soft humming noise.
[OOC]
Protection : +2 (Armour): Roll +2 +0 = +2 fair.
Trans +2 (Replace notice): 2 +2 = +4 Great.
[Rolls]
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Feeling slowly coming back to his hand, the apt wizard waggles his wand, and utters a phrase, and the door opens, revealing a large room. Suspended in the middle of the room, from a large wooden chandelier, is a clear chest. A rope trails from the bottom of the chest to the floor, and seems counter-set against a trigger mechanism.
The floor of the room contains dark stain, and small pieces of what appears to be wood.
The wizards supernatural-enhanced senses picks up sounds emanating from a wall opposite the door he just entered.
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Another spell is cast and a small eye appears. It moves to the side of the chest, but can’t appear to pass through the side of the chest.
Rolls]
Divination +1 + (-1) = 0 vs. 3 fail.
[OOC]
Bad roll. You can spend a fate point to re-roll or add pts to the roll. Or, you can just move on.
Finn gets a sense that he could manipulate the rope with magic to keep the trap from going off.
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Will move on then. He'll split his transmutation on a form of mage hand to hold the rope on place, and then some evocation to burn the rope where it connects to the chest, and the rest of transmutation to levitate the chest to him at the door. Don't have his numbers handy, sorry, I think he has 3 transmutation and 4 evocation. Going 2/1 on rope/levitate and drop what he was using for his senses.
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The tiefling drops his various magical spells, and focuses his arcane energies on the chest. He creates a tension in the rope, giving it a little oomph, to make sure that the trap he suspects is in place is not tripped. Satisfied, he casts another small spell, and a small burst of fire appears just below the chect, burning at the rope fibers. In a few seconds, the chest is free, and Finn levitates it towards the floor.
At that moment, there is a flash a smoke in the corner of the room, and an oldish looking goblin, bent and gnarled, appears out of thin air, carrying what appears to be a small walking stick, also bent and gnarled.
[OOC]
Finn is sure this is a spell-caster of some sort, who appears to be casting a spell.
Which brings us (possibly) to counter-spells. My thought is that you can elect to forego your attack in any round and try and counter a magic spell. You can make a lore roll to try and guess the spell school being cast (evocation, etc), and then use one school to counter it. Spells of the same school work at full strength. Other schools work at ½ strength (absent a good situational explanation).
Sort of a spell-duel.
[Rolls]
Transmutation (trap) +2 +1 = +3 vs 1 = +2. Succeed
Evocation (fire) +1 +2 = +3 vs 1 = +2 succeed.
Transmutation (hold chest) +1 +1 = +2 vs 1= +1 Succeed.
Spells in place
Spell Points: +2 transmutation (trap)
+1 Transmutation (chest)
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The goblin utters something akin to a grunt crossed with a curse, and then points his walking stick at the Tiefling. A small glob of mud shoots from the end of the stick, and grows as it moves towards Finn. At roughly the same time, the Tiefling utters a more civilized phrase, and a shimmering field of force comes into existence. The mud spatters across the force, breaking up, and flying past the mage, splattering the wall.
[OOC]
Movement works in ‘areas’ as opposed to moving rates. So, you can leave the room this round and be back in the hallway, and he’ll be right behind you. You can try to bar the door or otherwise delay him, but absent that you both essentially move at the same rate. You can cast a spell before he moves, though.
You have the initiative again next round.
[Rolls]
Finn Evocation +4 -1 = +3 vs Goblin Conjur +3 -2 = Finn +2 Good
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Finn grabs the chest, and makes a bee-line for the door, as the Goblin stumbles back from his wasted spell. Finn reaches for the door handle, and then remembers the spell on the door, so utters a quick invocation, and the door opens for him, then shuts afterwards. He turns towards the door, and casts another spell, and a large sheet of ice seals the door closed.
From the other side, a small explosion is heard, and the door vibrates slightly, though no cracks appear in the ice.
[OOC]
If you want, you can use the door to damage the goblin, though would lose the barrier. Similarily, if the goblin opens the door somehow, you can invoke it as well.
You have the initiative again next round.
[Rolls]
Finn Evocation +4 +2 = +6 vs door. Aspect: Brittle Door (one free Invoke)
Goblin Evocation +2 +1 = +3 Fire vs. door +3 = - 3 fail.
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Sorry for the delay. Work was crazy, and I needed to figure out how to do this rules wise. Movement is an odd aspect in the system, as there is not “movement” speeds, per say. Just zones.
THAT said:
Finn casts another spell, and feels his dexterity improve, and runs for the second door, the frozen door behind him still shuddering with the magical assault from the goblin. Suddenly, the noise stops and, for a moment, Finn sees the wizened form of the goblin appear right before him. The visage seems ghostly, solidifies for a moment, the disappears with a slight pop.
Not one to press his luck, Finn pushes out the door, and back onto the street. He slows his pace somewhat, knowing that running full-tilt through the city would draw attention, but purposefully darts here and there, sprinting through back alleyways, until he makes his way back to his spot in the old temple.
Waiting for him, is a simply envelope, which contains an address and time, lunch the next day. No other notes or explanations are obvious from the note.
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Inside the chest is a single gold coin, with an elaborate crest stamped into one side.
[OOC]
Greg,
One of the reasons for these "interviews" was to give some practical experience with the system. I think unlimited use of the spell pool may be a tad too powerful, given the flexibility of the system. Now, goose/gander, so if we leave it as is, it means the other spell casters you guys meet, good or bad, will have the same limits/lack of limits.
Any thoughts? My initial plan was to limit the total spell points used in any scene as a multiple of total spell points one has, but there are other options. I played with a few other limits, but nothing has sprung to mind as better. FATE prefers a fail = succeed with consequences approach, so rather than a strict limit, perhaps spells are harder to cast the more you use in a scene, or maybe there's more likelihood of spells going awry. Maybe you can cash in wounds/conditions for more spell points, etc.
I'm open to ideas. The strict limit seems the easiest, but maybe not the more interesting.
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