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==Notes== This is a list of notes intended for dynamic use over the course of the project as it continues in the immediate sense. It is not for general information. ===Self Enchantments=== Self Enchantment is the use of secret rate lotus techniques based on magic item theory to improve your self like a permanent in built magic item. See the game mechanics section for descriptions. ====Want==== ''Physical'' *Reduced oxygen, Slow aging, Stamina ''Mental'' *Sanity(Carl explicitly mentioned it as one of the ways to make the mindfork safe) ====Might Want==== ''Physical'' *<span style="color:#FFA500">Kinetic force-field sense augmentation(likely requires kinetic force-field, may weaken force-field, may freak us out, may be illegal)</span>, ''Mental'' *Creativity(We want more in each of sanity, calm, & focus than this aug), Mind fork(requires sanity, we bicker a lot), ====Might Not Want==== ''Physical'' *<span style="color:#FFA500">Flight(possible traction issues, may be better to make foci)</span>, Spacial force-fields(warps reality, <span style="color:#FFA500">may mess with senses</span>), <span style="color:#FF0000">Spacial force-field sense augmentation(likely requires spacial force-field, may weaken force-field, may freak us out, may be illegal)</span>, Telekinesis(each level gives 1 point with strength = to level), ''Mental'' *Aggression(may make us do rash things), Empathy(may make us unable to do harsh things), Pain tolerance(may cause issues), Mind drill based memory recovery (Confirmed theoretically needs ground work), ====Don't Know How To Do==== ''Soul'' *Calming, Commanding, Convincing, Charismatic, Seductive, Trustworthy ====Don't Want==== ''Physical'' *Alchemy vulnerability(is a vulnerability), Anti alchemy ward(hurts our spells), Anti conjuration wards(hurts our spells) , Anti sorcery wards(hurts our spells), Anti teleportation wards(hurts our spells), Conjuration vulnerability(is a vulnerability), Sorcery vulnerability(is a vulnerability) ''Mental'' *Anti enchantment wards(hurts our spells), Enchantment vulnerability(is a vulnerability), Altered time perception(This has been known to stop peoples hearts <span style="color:#0000ff">and mess with there coordination</span>) ===Permanent foci=== Ideally we want 3-5 strain foci (many spells last ~1 hour foci need 3-4 to charge) for any kind of spell that has a duration and enough skill foci so we have as many as our skill level for each strain focus. 3-5 also seems like a good ballpark for most spells without a duration that aren't the kind you probably only need one set for. '''Tattoo''' *Conjuration warding, Disenchantment, Durability spells, Foci crafting(1), Focus spells, Flight, Healing, Increased subjective time, Kinetic shield, Lie detection, Lying, Mental attack, Mental invisibility, Mind control ward, Mind reading ward, Perception spells, Photonic invisibility, Scrying, Sorcerous force multiplication, Sense reading, Spacial invisibility, Spacial shields, Spirit control, Speed spells, Strength spells, Teliportation, Teleportation ward, Water breathing, Basic transmutation '''Object''' *Alchemy magic items, Basic transmutation, Conjuration magic items, Enchantment magic items, Foci crafting, Sorcery magic items, Spirit control, Spirit summoning, Ward creation ''Rooms(ie huge piles of foci)'' *Construct crafting, Foci crafting, Healing, Scrying ===Projects=== The following are notes for things that suggesters intend to do in the future. ====Projects Underway==== *Spirit ecosystem *Maintain and update Utility belt. *Teaching Selene tai chi. *Let Sam liquidate our gold. ====Minor Side Projects for Mention Before Time Skips==== *Have everyone Pitch in and teach out daughters in there spare time. *Replace the ladder with stairs. *Remember to call mom. *Slowly assemble 3 sets each of Focus crafting and basic transmutation foci(1 drain and 3 boost for each set). *Have Liz design her tattoo. *Have Liz tattoo the meals (practice on raw pork bellies). *Crafting defensive tattoo foci. *Study BSDM with Liz and Yin/Yang. *get the stuff on our shopping list. *Make lunch feel welcomed and loved and Dom her with Liz. *Set up our library. *Set up our lab. *Apothecary cabinets. *Make sexy cloths for the meals. *Some kind of super-tech armored clothes. ====Short Term (Immediate) Projects==== *Talk to Liz about a more open relationship, being with Dimitry, and her child abuse and family. *Formally figure out our goals *List out our proprieties based on those goals. *Have a Family safety meeting. *Spend time with dad. *Secure our bolt hole and repair the books in it. *Crafting unusual magical toys to help teach the dryad children magical concepts. *Make Alison her temperature control necklace *Get a book scanner (possibly 2 so we can bribe the librarian with the second). *Visit the free city of limbo and set up a home there. *We need to give mom some money without raising suspicions. *Take Selene and Alison out to spend a day outside with family. *Agree on a yellow level safe word for Liz. *Prepare our wards for the group study lounge. ====Medium Term Projects==== *Place the necessary scrying wards on the Meals tattoos. *Gather bribes for the librarian. *Shape shifting gag. *Make the meals tails and ears sensitive lifelike and 'pleasurable'. *Build a meditation butler (A small simple construct to light incense in the gym and see to similar things while we meditate) *Upgrade Fap/Gaviscon/unnamed serpent. *Study purely mundane things like mathematics and literature. *Train hard with martial arts, free running, and shooting. *Teach the Meals to do chores properly. *Spruce up and ward our bolt hole. *Try to find additional backup bases and bolt holes. *Camouflage the outside of the tower. *Enchant the door to the lab rat room to be boring, and place a permanent calming field on that room. *Enchant one of the sitting rooms or the library to better aid studying (focus field). *Make our third daughter a familiar. ====Long Term Projects==== *Ask Dimitry about the parkour room than maybe start it. *Piles and piles of foci. *Research the last few years of Scholomance and what being an archmage entails. *Selectively restore the Meals' memories. *Bind a network of spirits to monitor Schoolamance to report to us. *Sniper constructs as back-up. *Hand grenades with legs. (they are useful flexable distractions) ====Projects discussed without clear consensus==== *Making Pierre's Testicles Produce Estrogen Instead of testosterone. (it is agreed we will do this if we break him but uncertain if we will do it to draw him to us)AKA Operation Estrotesties, Operation Dedick the Dick Nazi. *ear protection (simple). *mind backup (medium-long). *Ask out Yin and Yang (simple). *Prepare a copy of our notes on Selene's spell for the librarian(short, we may want a family secret). *Use living alchemy to make a rat that makes extra blood and likes being drained of it to teach Selene how to use her fangs.(Pros this is a safe way for Selene to learn to use her vampire heritage. Cons. This sends bad messages to Selene about biting and is a lot of effort for little to no reward especially if blood doesn't remove strain form her). ====Interesting Projects that are to much work for the reward==== * A shape-shifting stamp capable of making any symbol focus we can think of and having a preloaded library of drawings. *Telekinesis limbs/ Touch telekinesis. * Super bed for the meals ===Shopping List=== ''For fun'' *Remote control vibrator *Ballgag *Dildogag *Buttplug *Ring gag *Pin-locked manacles and/or padded leather cuffs *Handcuffs (More than 1 pair, might be useful as foci, too) *One of those gloves that keep your hands together, I think they are called monoglove or something *Rope (I think we already have some but maybe special rope for bondage or something) *Silk gloves, elbow length *Matching thigh-highs ''For meditation'' *24 hour incense coils *A desktop waterfall *Scented wax *One of those things that go DONK ''For learning living alchemy'' *Lab rats and cages *books on biochemistry, chemistry, anatomy, pharmacology, metallurgy ''Others'' *Microwave ===Utility Belt=== ''Just for foci'' *Antihistamine pills, Ash, Baking powder, Beef jerky, Bird seed, Birth control pill, Birthday candle, Blank keys, Blood, bones, Capsaicin, Cards, Cayenne pepper, Coffee, Dead bug, Dead seamonkeys, Dice, Dirt, Dog food, Dust, Energy bar, Erector set pieces, Feathers, Film, Fireworks, Fish hooks, Flour, Flower petals, Food coloring, Food powder, Fur, Glitter, Golf tees, GORP, Gun powder, Grommets, Hair, Incense, Kinects, Lace, Latex gloves, Laxatives, Leather, Lego, Lock picks, Marbles, Microchips, Miracle grow powder, M&Ms, Nails, Nuts & bolts, Nuts(food), Oatmeal, Pain pills, Rice, Salt, Saltpeter, Sand, Sand paper, Screws, Semen, Sleeping pills, Splenda, Staples, String, Sudoku book, Sugar, Sun flower seeds, Swizzle sticks & straws, Tacks, Talcum powder, Tea leaves, Tinsel, Tiny cross, Toothpaste, Toothpicks, Pebbles, Pennies, Pepper, Piece of aluminum foil, Piece of paper towel, Piece of rice paper, Piece of wax paper, Plastic bags, Popcorn, Powdered baby formula, Prepaid phone card, Vitamins, Washers, Wire ''Mostly used as foci'' *Band-aids, Batteries, Bobby-pins, Breath-mints, Chopsticks, Coins, Crayons, Duct tape, Fishing line, Floss, Garbage bag, Gauze, Gum, Hand warmers, Lipstick, Magnet, Magnifying lens, Medical tape, Modeling clay, Moist towelettes, Needles, Paintbrush, Pins, Q tips, Razor, Safety pins, Soap, Tape, Tape measure, Thermometer, Thread, "Tide to go", Tums ''Tools we can use as foci'' *Bullets, Comb, Condoms, Disposable Handcuffs, Emory board, Erasers, Flashlight, Glasses repair kit, Good combat knife, Hand sanitizer, Laser pointer, Matches, Mechanical pencils, Nail clippers, Notepads, Pencils, Pens (several colors), Refill lead, Scissors, Small mirrors, Super glue, Swiss army knife, Tiny tools, Tissues, Tweezers, USB drive, Water ''Requires special notes'' *Assorted pills and other healing foci *Baking-soda (a base) *Cream of tarter(an acid) *Lighter (contains flint, butane, and a striker) *Small glass plastic metal vials( the vials can hold foci and be foci) yo dog *Tiny compass(like the Lego ones) *Tiny envelopes (same thing) department of redundancy department *Watch batteries (use these in the belt they are smaller and lighter than AAAs) *Yeast(may be illegal if so dead yeast) ''Things we could stock at home'' *Any illicit drugs, Blank CDs, Bleach, Cheap books, Flatware, Gravel, Guano, Red & white wine, Shampoo, Several kinds of hard liquor, Vinegar (red, white, balsamic) ===The Tower=== The tower is where Max Liz Lin Dad Selena and the Meals Live. Petrove and Dad first enchanted it to serve as their sanctum when they were in the 5th circle together befor Petrove betrayed Dad. It's a truly ancient-looking clocktower - it looks vaguely middle-eastern, and it's crumbling. It's made from blocks of white marble, gilded in brass, with a tarnished onion dome on top. It is Square, and about 5-7 meters wide depending on which floor you're on. One of the walls has partially fallen apart at the top, and it has studs and rings of metal going up and down the sides. It’s visible in the distance from a path well off he main track far enough from the path that you can't jump to it, you would have to free run across a series of roof tops in order to actually get to it, then climb up the collapsed section or at the base through the huge brass doors. The entire tower is warded against intrusion by anyone without a key and only the top three stories are visible over the various rooftops from the path. The tower keys are large, decorative-looking brass key on a leather cord. The handle flares at the end and is covered in extremely intricate magical patterns and circles. You can get through the wards fine with the key in your hand or even in your pocket and a key is necessary to use ether of the teleportation circles. Access between the original levels is by a ladder in a single shaft going the entire length of the tower down to the top of the ramp in the second sub basement level, the ladder itself being brass rungs blending seamlessly into the wall. The top room of the tower is mostly filled with gears and other machinery once used to run the clock and giant bell. The wall is partially collapsed, but would be relatively easy to fix by restacking the bricks and a small application of Alchemy. The floor is wooden, there's a trap door in it that leads further down into the body of the marble brick tower. The first floor down is just an empty, dark, marble-walled room with brass grilles for windows. The next level, which has simple furniture and rugs. The next has inlaid into the walls intricate patterns of brass, with a simple metal circle inlaid into the floor. There are no furnishings. The circle is the basis for the towers warding system that Blocks scrying, teleportation and conjuring except to specific locations. It requires a power source. The circle is to trap a spiritual being - like an elemental or a demon - and use them as a power supply. When active the circle itself blazes into incandescent light. The patterns on the walls glow bright enough that you could probably see by them without the circle, but not bright enough to be called bright. Down the next ladder there is a room much like the last one. The circle in here, though, has strange lines and symbols in it. It is an outbound circle. It allows teleportation of things away from here to wherever the caster desires if they have one of the tower keys The next room looks much like the previous one, but with the lines and circles in the center inverted. This is an incoming circle. For summoning and teleportation in through the wards. It only works if you have one of the tower keys The next level is dimly lit by the patterns on the walls and full of cardboard boxes and is general storage. Going down. The next floor is the pantry. The next level is the kitchen. It has a magic circle on the counter that heats anything metal pressed against it. The sink has running water from who-knows-where. There's a small table off to one side as well as an elemental powered cold box. The next level is the master bedroom. There are two doors, one of which leads to a simple bedroom with a bathroom and other to a closet. You keep going down. The next room is another sitting room, like the one upstairs. After that, is the armory. It has A few swords, some pistols, some assault rifles, a sniper rifle, a few shields, a suit of non-magical chainmail fitted for a grown man, a suit of ballistic armor in Max’s size, some ammunition and a place for Max's strength 7 Bow. Heading down another level there is a tasteful entryway of white marble, mosaic floors, and brass gilding. At the far end of the room from the ladder is a large pair of solid brass doors, engraved with all kinds of arcane marks and insignias. They open to a dark and twisting path this is the ground level. When the wards are active you can only leave through the doors if you have a tower key. The ladder continues down even lower. The ladder continues down through the floor. When you get down, you see a long hallway made of the same marble brick, with alcoves all the way down the hallway. One of which has metal bars for a jail cell, made of brass. All of the rest are open and have soil on the floor and sunlamps on the ceiling so that this floor may be used as a garden. The ladder shaft stops at the top of the subbasements ramp. The subbasements ramp is a wide spiraling ramp/staircase with garden space all along it and rooms, a total of twelve, branching out into the walls as it goes deeper. The spiral is about three meters wide going around a two meter column, forming a cylinder about eight meters across with rooms branching off of it. It has plenty of space to expand, it has arches going all the way down the ramp, holding up the ceiling, which is the floor of the layer above - the large pillar around which it wraps, and so on. All of the subbasement rooms are, for the most part, identical save for where they are located on the ramp. Each room is about five meters by five meters in floor space with ceilings about three meters high. Currently one is the Meals bedroom an has a large nest shaped bed with a hard mattress and many soft pillows it is also where they store there outfits. Another is full of cages containing rats for use in living alchemy and other experiments. Another Max's biology/Living alchemy Lab, another is Liz's second spirit forge. ====Summery==== 13th Machinery bell partially collapsed wall <br> 12th Workout/meditation room <br> 11th Sitting room <br> 10th Power room <br> 9th Outbound teleportation <br> 8th Inbound teleportation <br> 7th General storage <br> 6th Pantry <br> 5th Kitchen <br> 4th Master bedroom <br> 3rd Selena’s room <br> 2nd Armory <br> 1st Entryway <br> B1 Basement garden has 1 jail cell <br> Subbasement spiral has 12 rooms all are warded <br> ''Planed rooms in spiral''<br> B2 Play room for our daughters <br> B3 Library <br> B4 Apocithary cabinets room <br> B5 Workshop <br> B6 Lab <br> B7 Rats <br> B8 Shared bedroom for all of the Meals <br> B9 Storage <br> B10 Spirit forge <br> B11 Parkour room <br> The ramp appears to end here but through a camouflaged door it continues down to <br> B12 possible sex dungeon & tentacle room<br> B13 Jail cells <br>
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