Another call for a job already? Alf is still getting over what he saw astrally down in the sewers, it was ... no, best not to dwell on it. Maybe someone from that last job passed along his contact info to this new, Sid Gambetti, fellow? A good recomendation, that was a much better thing to think about!
He checked the time, and Grid Guides estimate of the time to get to his destination. Good, he had a bit of time before he had to leave, he could wait for his laundry to finish drying before he headed out. And since he had a bit of time, he should make preparations.
With a familiar effort of will he aligned his aura with the local mana fields and coalesced an increase intuition spell on himself. The spirits were in a good mood today, apparently, and the spell came in strong and without tiring himself out. Hoping his good fortune continued, he reached out to ask a plant spirit to lend him his aid ... he mentally stumbled as he sent out his request, and he felt his heart sink at the imminent failure, but to his surprise the ragweed spirit responded anyway, and the process was smooth and not tiring. He let the spirit wait deep in the astral until he might need it, and let his thoughts return to the mundane plane.
Well, that was a good start to things -- he wondered what all was going to go wrong to balance things out?
He finished his noodles, got his dry clothes from the laundromat, loaded his good first aid kit and toolbox into The Drekmobile, then let GridGuide get him to his destination. Some Jap-pop on The Drekmobile's tinny stereo, some sun pushing through the haze, and a chance to look at the architecture of the Chicago sprawl -- life maybe wasn't perfect, but it was pretty good.
"I wonder what the odds are that I drive through a background count that kills my spell? Something has to spoil this, my luck never stays this good for long!"
[spoiler]
Cast Increase Intuition Force 5:
- 11d6 = 5 hits
Increase Intuition:
11d6t5 5 - drain is F-3=2, roll 10 dice get 2 hits
vs drain 2 (spell):
10d6t5 2 Summon force 5 plant spirit with noxious breath optional power:
- 10d6 = 1 hit
summon F5 plant spirit:
10d6t5 1 - spirit's resistance 5 dice = 0 hits
spirit resists:
5d6t5 0 - drain of 2, 15 dice = 4 hits
drain resist (summoning, 2):
15d6t5 4 [/spoiler]
Despite the trip being slower than Grid Guide had promised, he still approaches the restaurant with enough time to do a quick astral scan for anything out of the ordinary, then wander in a few minutes early. Waiting for someone to come seat him -- as usual they are slow to notice him -- he scans the place.
[spoiler]Gear load-out is as listed on Alf's character sheet. Most notably he is wearing armor and has a couple of shuriken in a case in a pocket, but no fire-arms.[/spoiler]