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Plot: Fallen Power: The Community Centre

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  1. #61
    ReubanBrightwood's Avatar



    Verity Carmen Scenes
     
      Blush, Be in Awe
     Blush, Imbibe
     
      Remember, ExitScene
      Blush, Imbibe
     Blush, imbibe, 

    This time Philips scrutiny finds a lot more details of the spell in question, plucking and pulling, probing and dissecting his truth enlightened vision discerns that: The spell is pure fate in composition, potency 3, has 1 target, has prolonged duration and the resonance of the glyph can be identified as that belonging to ... Mr. Cartwright telling Philip beyond doubt that the manger is the caster.


    Reuban Brigh

  2. #62
    Philip Crosen's Avatar
    Presence
    Gear and Stats

    (In DYLF: Back to the Lounge):
    Gear: backpack with: 1 L plastic water bottle, lighter, cigarette pack, can of hairspray, hair comb, order-tool-slash-phone, first aid kit, wallet
    Health:
    Mana
    Willpower
    Total spells: 1/6 Spells,
    Spells on person: 1/2 (Fortunes Protection)
    Stats 2

    (all other scenes):
    Mana:
    Willpower:
    Health:
    Spells: (in Fallen Power: The Community Center (FP:TCC)): 1/6 Spells,
    Spells on person: 1/2 (Fortunes Protectionl)
    0/6 Spells and 0/2 Spells on person in all other scenes except FP and DYLF
    Armor: 0 Defense: 3 (+4 in scenes with FP on), Speed 10
    Nimbus: Green objects within 10 yards of him become sharper, more focused, and brighter.
    On vulgar casting, the accentuated green objects become even brighter and glow in the dark.
    Philip Crosen Scenes
     
     
      Exceptional Luck fail and re-roll, giving larceny his all, Postcognition (temporal sympathy), Counterspell Time
     
     Self Healing ritual, 
     
      Shifting the Odds, Evil Eye, guilt-trip shopkeeper into helping him

    2
    PRE







    The scrutiny of the spell in the goalie was very clear, the individual that was Mr. Cartwright had been responsible for the spell and the save. A vulgar, purely Fate-based display of potency 3 specifically intended for the goalie, most likely, to save the day. Although this left him to narrow down what it precisely was, he had a pretty good idea what it might be from his own understanding of Fate. In any case, Mr. Cartwright appeared to be a willworker of at least moderate skill, if that was what he was, because it still wasn`t completely clear and he was not into drawing conclusions. But he was into theorycrafting, laying some of the options before him. Perhaps even an Acanthus like I am,
    given his propensity for Fate- based spells and the temporal anomalies I can see around the place, assuming they all come from him? Nah, too early to draw conclusions, and it`s a stretch anyway. Another possibility was that he was some abyssal creature or a sleepwalker, too. It wouldn`t have to be a Seer, it could also be a new Awakening that didn`t know the ropes? he thought, a myriad of different possibilities running through his head, and remembering his own tomfoolery in his job when he first awakened that got him noticed by the Trust. But whatever it was, he was now more eager then ever to find out everything he could about Mr. Cartwright`s intentions, and then confront him face to face. Just what is this guy? A foolish newly Awakened, a brutally strategizing Seer, a Banisher, or an abyssal creature posing as any of the above? Philip also didn`t discount the possibility Mr. Cartwright wasn`t alone in whatever his plan was either. After all, he could be working with, for, by, or under the orders or influence of someone or something else.
    This last thought led him to redouble his efforts to look around the stadium for anyone else suspicious Mr. Cartwright might be working in concert with.
    4 successes


    Somehow forgot the SPELL bbcodes last time, although the active spells were still correctly listed in the spoiler. Must have been a copy+paste mistake. Regardless, Philip still has all the same spells active as of this post as he had in the last one.
    spells , effects and gear

    (in DYLF: Taking stock and making plans)Mana: Willpower: Health:
    ( ) Speed: 10, Defense 7, Armor 0

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  4. #63
    ReubanBrightwood's Avatar



    Verity Carmen Scenes
     
      Blush, Be in Awe
     Blush, Imbibe
     
      Remember, ExitScene
      Blush, Imbibe
     Blush, imbibe, 

    Philips careful observation of the players, the crowd, the management ... no one seems to react to any of the supernatural effects at play. No strange looks, no one is trying to bee line and no other magics stand out to his awakened eyes. If the yare here they are well hidden.

    The game continues with the home team seeming to take morale from the early save and managing to score one of their own building on their successes.


    Reuban Brigh

  5. #64
    Philip Crosen's Avatar
    Presence
    Gear and Stats

    (In DYLF: Back to the Lounge):
    Gear: backpack with: 1 L plastic water bottle, lighter, cigarette pack, can of hairspray, hair comb, order-tool-slash-phone, first aid kit, wallet
    Health:
    Mana
    Willpower
    Total spells: 1/6 Spells,
    Spells on person: 1/2 (Fortunes Protection)
    Stats 2

    (all other scenes):
    Mana:
    Willpower:
    Health:
    Spells: (in Fallen Power: The Community Center (FP:TCC)): 1/6 Spells,
    Spells on person: 1/2 (Fortunes Protectionl)
    0/6 Spells and 0/2 Spells on person in all other scenes except FP and DYLF
    Armor: 0 Defense: 3 (+4 in scenes with FP on), Speed 10
    Nimbus: Green objects within 10 yards of him become sharper, more focused, and brighter.
    On vulgar casting, the accentuated green objects become even brighter and glow in the dark.
    Philip Crosen Scenes
     
     
      Exceptional Luck fail and re-roll, giving larceny his all, Postcognition (temporal sympathy), Counterspell Time
     
     Self Healing ritual, 
     
      Shifting the Odds, Evil Eye, guilt-trip shopkeeper into helping him

    2
    PRE







    Despite seeing nothing suspicious after a good look around, Philip was still uncertain if Mr. Cartwright was in supernal cahoots with someone or something else. After all, it was a large crowd and he still could have missed something anyway, despite believing his scan of the crowd to have been quite thorough. He was also continuing to think about what Mr. Cartwright might be. Best-case scenario, he`s a lone, newly-Awakened Acanthus who doesn`t know the rules because he`s never been told and he`s using his powers for professional gain. I might even consider that reasonable for an ignorant willworker to do, once you get past the shock of Awakening. Then again, worst-case, he`s a member of a large and entrenched Seer pylon following some convoluted plot to strengthen the Lie.
    Either extreme at least partially explained the liberal use of vulgar spells to Philip. One out of wickedness, the other out of ignorance, and neither boded particularly well, though the new Awakening was definitely preferable for obvious reasons. But Philip knew there was an absolutely massive chasm between these two cases, and it was most likely to him that the truth was to be found somewhere in between. Nevertheless, he couldn`t do anything really except watch at the moment, as his own willworkings were mostly out of the question and he couldn`t approach Mr. Cartwright at that time from his seat anyway. But he still briefly took out his order tool-slash-phone and looked over the picture of the pictograph of the escape routes of the center he`d taken earlier, before looking back over towards Mr. Cartwright for any further willworkings from him.
    The morale boost for the home team from Mr. Cartwright`s epic save was almost to be expected. I mean, I could be coach for them too with my Arcana and they`d win the world championships. he thought overconfidently as the game continued on and he continued to be vexxed by Mr. Cartwright`s earlier blatantly vulgar spells. There was nothing else to do but wait, remain cautious, and think up a couple of plans, some might call them contingency plans, of engagement. Some were hostile and some weren`t. Although most were deceptive in some form or another, a few were manipulative, and he spent a couple minutes thinking about this. What to do once it comes time to confront the rogue soccer coach?
    failure

    But unfortunately for him, it was too loud so he couldn`t concentrate on the myriad options that came to him over the cacophony of the sights, sounds and smells of the game. So after a few minutes of headscratching and trying to come up with ideas, he gave up for the time being and turned his attention back towards Mr. Cartwright. After all, the game wasn`t over yet and he still had some time to think of a strategy, and come up with Mr. Cartwright`s eventual exit later, in order to follow him and ascertain his intentions and allegiance.

    spells , effects and gear

    (in DYLF: Taking stock and making plans)Mana: Willpower: Health:
    ( ) Speed: 10, Defense 7, Armor 0

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