Hello, and welcome to You are a Human! (not to be confused with you are a monster, the older twin of this game.) (http://www.bay12forums.com/smf/index.php?topic=156291.0)
I am your host, Dustan Hache, and Between me and Nakeen, We are going to try and make things.. Interesting.
Rules and sheets:
1d6 to determine actions results :
[1] Critical Failure : it failed so spectacularly that things got worse.
[2] Failure : it failed, but nothing bad happened aside from that.
[3] Partial Success : it succeeded, but only barely.
[4] Success : it succeeded, but you're not going to get anything special.
[5] Critical Success : it succeeded in the most positive way possible.
[6] Overshot : it succeeded, but you might have a new issue to deal with.
1d4 to determine Rankup success
[1] Failure... (your Rankup fails, and you must re-accumulate some essence to trigger it again.)
[2] Failure ? (Rankup proceeds, but it won't be what you were hoping for.)
[3] Success ! ( Rankup successful !)
[4] Success ? (Rankup successful, but not as expected)
Name: what is your name ?
Appearance: what you look like, Armor and gear optional. Clothing is MANDATORY however, and anyone who tries to intentionally go loincloth is going to get a stern glare.
Backstory/Biography: Optional, and can help determine where you want to start out.
Attributes: increase two stats by 1 and decrease two other stats by 1 (apart from HP or MP)
HP 10
MP 10
STR 0 -Strength : increase physical damage-
CON 0 -Constitution : increase physical resilience-
POW 0 -Power : increase special/magical damage-
RES 0 -Resistance : increase special/magical resilience-
INT 0 -Intelligence : increase your ability to control and manipulate others-
IND 0 -Individuality : increase your ability to resist to others will-
note : attributes are just some kind of "indicative" property, their are no specific formulas or calculation behind them.(That nakeen has told me about.)
Traists and skills- Maximum 3 combined
Traits : your traits, based on how you've lived so far.
Skills : Special actions you can do, including magic.
When you reach level 1, you unlock the "Essence Bar". It basically says how much Essence you need before being able to rank up to the next Stage. You gain essence by killing principally, but their are other means.
When you rank up, you can choose to modify your body (Slightly, no tentacles or anything unless you have a lot of "interaction" with monsters, please!), gain some points to spend on attributes and gain a trait and a skill. Try to keep some coherence between new traits/skills and body modification, you are only human at the moment!
The GM will roll a D4 and depending on the result, you may or may not grow as expected.
You may also gain a new title in the process.
Rank Bonuses :
1-2 : +5/+2; +1 Attribute; 2 trait/skill
3-4 : +8/+4; +2 Attributes; 2 trait/skill, can "reroll" 1 trait/skill
5-6 : +12/+7; +2 Attributes; 3 trait/skill, can "reroll" 1 trait/skill
Name/Title : Leave blank if unchanged
Appearance : Leave blank if uninspired
HP or MP increase : choose one. It will be increased by 5, the other by 2
Attributes increased : self-explanatory
Traits gained :
Skills gained :
Maps, Players, and Other Information.
(http://i.imgur.com/R0mi1Ph.jpg)
TempAcc---Tarsus, Ironbound Priest
NDRL---Jimmy Nix, Semi-renowned wrestler.
FallacyofUrist---Wesley Wardos Westerton, Absurdly Atrocious Alchemist.
Nakeen, The Original---Daji Ashmal,
Thanks to Nakeen for the basis of it all, with some changes to fit humanity.
Name: Jimmy Nix
Appearance: Of average height, with a lean, muscular build, Jim looks built to move and fight. Light brown skin, with dirty blond hair, messily brushed to the sides at every opportunity. Wearing a simple tunic, and shorts, no shoes.
Attributes: increase two stats by 1 and decrease two other stats by 1 (apart from HP or MP)
HP 10
MP 10
STR 1 -Strength
CON 1 -Constitution
POW -1
RES 0
INT -1
IND 0
note : attributes are just some kind of "indicative" property, their are no specific formulas or calculation behind them.(That nakeen has told me about.)
Traits : Bloodthirsty ( Bonus to combat upon damaging his opponent ), Agile ( Bonus to evading physical attacks )
Skills: Flurry of Punches ( Multiple blows on the same target )
Backstory: An aspiring prizefighter, looking for his fortune, and strong opponents to defeat.
:v! I might try, it'd be fun if the characters from this RTD were to eventualy somehow have passing interactions with the characters from the other RTD.
Name: Tarsus
Appearance: A huge, bald, stony faced man with a stocky build, dressed in a long priestly garb, carrying a large metal bound book. He has a serene, almost statuesque look on his face most of the time, which turns into a terrifying, veiny grimace when he's angry.
Attributes: increase two stats by 1 and decrease two other stats by 1 (apart from HP or MP)
HP 10
MP 10
STR 1 -Strength
CON -1
POW 0
RES -1
INT 1 -Intelligence
IND 0
note : attributes are just some kind of "indicative" property, their are no specific formulas or calculation behind them.(That nakeen has told me about.)
Traits :
Thick Skin (years of fervorous praying and physical penitence has made your skin extra thick, making you overall more resistant to physical damage)
Skills:
Religious fervor (can chant holy verses to enter a sort of righteous fury trance, increasing strenght and becoming able to ignore some damage)
Lay on hands (as a priest, you can heal people and yourself by uttering fervorous prayers and touching them with your hands. Costs MP)
Items: Metal Bound Book of Chants
Backstory: Tarsus is a priest of the kingdom's main holy order. Having served for a long time, he should've prob been promoted to bishop and sent to the capital by now, but his strange ways have always scared his superiors, apart from the fact he's built like a tank and could probably benchpress a huge bull. Tarsus follows a personal doctrine of self inflicted physical punishment, believing that suffering is inherent to life and a way to redemption, and has a bad habit of being VERY strict with anything he deems heretic. Many a misbehaving hoodlum has met God by means of a huge blow to the head delievered by Tarsus's metal bound book of chants.
Name: Wesley Wardos Westerton, Awesome Arcane Alchemist ((yes, the title is actually part of his name. It's amazing what name changes can do for you.))
Appearance: Not all wizards wear robes- some wear lab coats, goggles, purple tunics, ragged pants, boots, and black gloves.
Gear/Equipment: The Rucksack of Awesomeness, full of: Portable Cauldron, two dozen Durable Glass Flasks, two dozen Not-So-Durable Glass Flasks, Portable Cauldron Heater, and a somewhat large and battered Potions Ingredients Lexicon, Third Edition. Plus rations for a few days.
Backstory/Biography: Wesley Wardos Westerton spilled a potion on his father, the owner of the school of alchemy which he was attending. The worst possible potion to spill on him- a potion that killed him. Via petrification.
His family vowed vengeance, and promptly tried to take revenge. Wesley dropped out of the school and started traveling the world.
Several years and assassination attempts later, here he is, much more skilled in alchemy, and tired out of his mind.
Attributes:
HP 10
MP 10
STR -1 -Strength : increase physical damage-
CON -1 -Constitution : increase physical resilience-
POW 0 -Power : increase special/magical damage-
RES 0 -Resistance : increase special/magical resilience-
INT 1 -Intelligence : increase your ability to control and manipulate others-
IND 1 -Individuality : increase your ability to resist to others will-
Traits:
Resourceful Alchemist: Wesley wasn't very supplied with the best potions ingredients after the Incident, so he had to make do. Gain a bonus to searching for alchemical ingredients.
Poison Tolerance/Horrid Headaches: After being poisoned so many times as a result of assassination attempts, it's gotten much harder to poison Wesley(and have it work). On the flip side, the poison's caused some permanent damage- on occasion(and sometimes at the worst possible times) he gets horrid headaches that make doing any action beyond *RUN* and *AGH NO* impossible.
Skills:
Alchemy(potion making)(pretty dang good).
Turn 1: The beginnings of an adventure
The moon has risen, its light piercing through the shroud of clouds. The stars are barely visible.
It is night time.
[2]
You are Jimmy Nix, a skilled unarmed wrestler who was on his way to Doro village from the city of Fordania, having heard that there might be monsters that would prove a suitable challenge for you. However, during the night, something attacked and flipped the cart you were riding on, killing everyone riding with you. You were just barely fortunate enough to avoid getting seen by the thing, having been in the back of the cart when it was toppled.
you still have quite a distance to go. What do you do?
[6]You are Tarsus, also known by your peers as the Ironbound Priest. while you were preaching in the streets of Fordania, a thug attempted to Rob you, and got Booked, perhaps a bit too hard. Unfortunately, now you stand accused of murder, and risk execution. The guards trust you enough to let you have your gear, but you have two choices: Stand trial and possibly be executed, or leave the city in exile. What do you do?
[4] You are Wesley, son of one of the more famous alchemists of Fordania. Unfortunately, due to a small blunder, your father was turned to stone by a potion you made.
At least, so you thought. his skin was turned to stone, and while he is definitely not happy with you, he sent you a letter forgiving you for your actions, proving that he still lives, a bit stiffer than he used to be.
You are on the road, somewhere between Fordania and a unnamed fishing village to the south. After all, certain types of roe and fish scales are decent alchemical ingredients. You could turn back home, and see your father. Perhaps with your newly gained experience, you could cure him and gain back the favor of your family! What do you do?
Characters and stats
Name: Jimmy Nix
Appearance: Of average height, with a lean, muscular build, Jim looks built to move and fight. Light brown skin, with dirty blond hair, messily brushed to the sides at every opportunity. Wearing a simple tunic, and shorts, no shoes.
Attributes: increase two stats by 1 and decrease two other stats by 1 (apart from HP or MP)
HP 10
MP 10
STR 1 -Strength
CON 1 -Constitution
POW -1
RES 0
INT -1
IND 0
note : attributes are just some kind of "indicative" property, their are no specific formulas or calculation behind them.(That nakeen has told me about.)
Traits : Bloodthirsty ( Bonus to combat upon damaging his opponent ), Agile ( Bonus to evading physical attacks )
Skills: Pugilism ( Unarmed combat )
Backstory: An aspiring prizefighter, looking for his fortune, and strong opponents to defeat.
Name: Tarsus
Appearance: A huge, bald, stony faced man with a stocky build, dressed in a long priestly garb, carrying a large metal bound book. He has a serene, almost statuesque look on his face most of the time, which turns into a terrifying, veiny grimace when he's angry.
Attributes: increase two stats by 1 and decrease two other stats by 1 (apart from HP or MP)
HP 10
MP 10
STR 1 -Strength
CON -1
POW 0
RES -1
INT 1 -Intelligence
IND 0
note : attributes are just some kind of "indicative" property, their are no specific formulas or calculation behind them.(That nakeen has told me about.)
Traits :
Thick Skin (years of fervorous praying and physical penitence has made your skin extra thick, making you overall more resistant to physical damage)
Skills:
Religious fervor (can chant holy verses to enter a sort of righteous fury trance, increasing strenght and becoming able to ignore some damage)
Lay on hands (as a priest, you can heal people and yourself by uttering fervorous prayers and touching them with your hands. Costs MP)
Items: Metal Bound Book of Chants
Backstory: Tarsus is a priest of the kingdom's main holy order. Having served for a long time, he should've prob been promoted to bishop and sent to the capital by now, but his strange ways have always scared his superiors, apart from the fact he's built like a tank and could probably benchpress a huge bull. Tarsus follows a personal doctrine of self inflicted physical punishment, believing that suffering is inherent to life and a way to redemption, and has a bad habit of being VERY strict with anything he deems heretic. Many a misbehaving hoodlum has met God by means of a huge blow to the head delievered by Tarsus's metal bound book of chants.
Name: Wesley Wardos Westerton, Awesome Arcane Alchemist ((yes, the title is actually part of his name. It's amazing what name changes can do for you.))
Appearance: Not all wizards wear robes- some wear lab coats, goggles, purple tunics, ragged pants, boots, and black gloves.
Gear/Equipment: The Rucksack of Awesomeness, full of: Portable Cauldron, two dozen Durable Glass Flasks, two dozen Not-So-Durable Glass Flasks, Portable Cauldron Heater, and a somewhat large and battered Potions Ingredients Lexicon, Third Edition. Plus rations for a few days.
Backstory/Biography: Wesley Wardos Westerton spilled a potion on his father, the owner of the school of alchemy which he was attending. The worst possible potion to spill on him- a potion that killed him. Via petrification.
His family vowed vengeance, and promptly tried to take revenge. Wesley dropped out of the school and started traveling the world.
Several years and assassination attempts later, here he is, much more skilled in alchemy, and tired out of his mind.
Attributes:
HP 10
MP 10
STR -1 -Strength : increase physical damage-
CON -1 -Constitution : increase physical resilience-
POW 0 -Power : increase special/magical damage-
RES 0 -Resistance : increase special/magical resilience-
INT 1 -Intelligence : increase your ability to control and manipulate others-
IND 1 -Individuality : increase your ability to resist to others will-
Traits:
Resourceful Alchemist: Wesley wasn't very supplied with the best potions ingredients after the Incident, so he had to make do. Gain a bonus to searching for alchemical ingredients.
Poison Tolerance/Horrid Headaches: After being poisoned so many times as a result of assassination attempts, it's gotten much harder to poison Wesley(and have it work). On the flip side, the poison's caused some permanent damage- on occasion(and sometimes at the worst possible times) he gets horrid headaches that make doing any action beyond *RUN* and *AGH NO* impossible.
Skills:
Alchemy(potion making)(pretty dang good).
I am late to the party again it seems. Here is my sheet !
Name: Daji Ashmal
Appearance: Tan skinned and with a slender figure, Daji wears a clear brown cloak hiding blue and gold colored shirt and pants. His black hairs are short, except for the small braid lying on the side of his face and reaching his collar bone.
White-chalk exotic tattoos cover his whole body.
Gear : apart from a few commodities and rations, he only has a traditional dagger in a scabbard on his side.
Backstory/Biography: Born in some nomadic tribe, Daji became an apprentice from the magic users of the clan when it was revealed he had some affinity with magic. After having passed the initiation rite, words of power were marked all over his body in the ancient script of the clan.
He is now traveling in a quest to hone his skills.
Attributes:
HP 10
MP 10
STR 0
CON -1
POW 1
RES 1
INT 0
IND -1
Traits :
-Magic Tattoos : the peculiar markings all over his body allow him to channel magical energy to cast spells. Furthermore, they are pretty cool looking.
Skills :
-Magic Shockwave : generate a strong invisible force in the targeted direction
-Minor Healing : can channel magical power to heal small wounds or accelerate natural recovery
(http://suptg.thisisnotatrueending.com/graveyard/18672838/images/1334206519249.jpg)
((I'm sure I have seen this guy somewhere, but I don't remember where.))
Turn 2
Tarsus, Ironbound Priest
Hmmm, this is entirely unescessary. The people of the land have yet to see that the way of the Lord is a strict one. I will pray they see reason and let me continue my work. For now, I must remain in silent contemplation.
(http://suptg.thisisnotatrueending.com/graveyard/18672838/images/1334206519249.jpg)
Stand trial.
[1] While staying silent is good for prayer and meditation, it is not good in the courts of law. You are rapidly found guilty of assault, battery, and murder, with the death sentence being Trial by combat, with immediate unwaged drafting into the military if you survive. As such, you are scheduled to go into a makeshift arena at dawn to fight one of the few remaining Dikaios Knights. You will only be allowed to bring a weapon you purchased, and since they are holding you in a cell till then, you only have your book.
Name: Daji Ashmal
Appearance: Tan skinned and with a slender figure, Daji wears a clear brown cloak hiding blue and gold colored shirt and pants. His black hairs are short, except for the small braid lying on the side of his face and reaching his collar bone.
White-chalk exotic tattoos cover his whole body.
Gear : apart from a few commodities and rations, he only has a traditional dagger in a scabbard on his side.
Backstory/Biography: Born in some nomadic tribe, Daji became an apprentice from the magic users of the clan when it was revealed he had some affinity with magic. After having passed the initiation rite, words of power were marked all over his body in the ancient script of the clan.
He is now traveling in a quest to hone his skills.
Attributes:
HP 10
MP 10
STR 0
CON -1
POW 1
RES 1
INT 0
IND -1
Traits :
-Magic Tattoos : the peculiar markings all over his body allow him to channel magical energy to cast spells. Furthermore, they are pretty cool looking.
Skills :
-Magic Shockwave : generate a strong invisible force in the targeted direction
-Minor Healing : can channel magical power to heal small wounds or accelerate natural recovery
[5]You are Daji Ashmal, Shaman among your nomad tribe. After the disappearance of your uncle, you set out in search of him in the copper desert, though what you found was far greater.
You have stumbled upon some ancient ruins, with a small extention of an Aradian hive nearby. The hive seems to be more of an outpost, and there are a few workers around, but they do not know you are there yet and most of them are smaller than you. What do you do?
Jimmy Nix
((Changing my skill to something more appropriate))
Stay low, and try to move as quickly as possible to my intended destination. Keep an eye out for any cover on the road that I can hide behind, or maybe stay the night in.
(noted. I will update your sheet as a free reroll this once, as I was not clear about the skills and traits early on.)
[6] You quickly and easily make progress along the road, but as you draw closer to the village, you notice something wrong.
For one, the village is in flames, and you can smell the smoke from here.
As you continue forward, you get the feeling that you are being watched, and dart into a nearby hollow. As you remain motionless, a large, evil looking shadow moves in front of the hollow. It hasn't noticed you yet, but if you make any move or are simply unlucky, it's likely to detect you and attack.
Wesley the Alchemist.
"Yes! Good! Awesome! I shall do it! AHA!"
Wesley turns to Fordania and begins traveling there, collecting any useful alchemical plants as he goes.
[6]You turn back, and start heading to Vam, the capital of Fordania, where your father lives. Along the way, you pick any herbs that catch your eye with speed and skill. At least, until you decide to pick a patch strange mushrooms that you saw.
As you do so, large Mycelenic Snapjaw has risen from the earth, and taken a bite at your hand. You pull it back fast enough to save your hand, but you are still very much in danger.
Characters and Stats
(in progress at the moment while I update stuff.)
Looks like I'm a bit late, but here's a sheet.
Name: "Wizbang"
Appearance: A very rickety, very old man who wears light armor, smudged and dented from years of use, over faded blue wizarding robes. His pointy hat is his most treasured possession, and he also frequently forgets to wear shoes. A slightly magical lizard named Scalene is his constant companion.
Backstory/Biography: Wizbang was once an extremely powerful wizard, but after an experiment to try and imbue a mundane lizard with powerful magic went wrong, he forgot his real name, as well as most of his magical know-how. Luckily the experiment was not a complete failure, and the lizard, now named Scalene, guides Wizbang on a journey to finish the experiment and recover his memories.
Attributes: increase two stats by 1 and decrease two other stats by 1 (apart from HP or MP)
HP 10
MP 10
STR -1 -Strength : increase physical damage-
CON -1 -Constitution : increase physical resilience-
POW 1 -Power : increase special/magical damage-
RES 1 -Resistance : increase special/magical resilience-
INT 0 -Intelligence : increase your ability to control and manipulate others-
IND 0 -Individuality : increase your ability to resist to others will-
note : attributes are just some kind of "indicative" property, their are no specific formulas or calculation behind them.(That nakeen has told me about.)
Traists and skills- Maximum 3 combined
Traits : Echos of the Past: Wizbang can learn new magical abilities extremely easily.
Skills : Razzle Dazzle: Wizbang can create a very beautiful, but incredibly dangerous, fireworks display of various magical sparks.
Captive Audience: Wizbang traps a target in an incredibly colorful and sparkly magic cage.
Turn 2.1
"Aradian Mirage Beetles...the desert be damned. Let's not attract their attention."
Daji is like, not approaching the Aradian hive. He heard of the terrible fate the poor travelers who fell prey to their claws.
Explore the ruins, in search of something interesting
[6]You manage to sneak inside the ruins, and find a treasure trove of books and scrolls. Most of them are too damaged by the sands to read, but one gives a incantation for a unknown spell. You don't have it committed to memory, but you could probably cast it from the page if you kept the book.
One of the beetles heard your scavenging however, and has moved into the area. It still has not seen you yet, but it is close. [Gained Unknown Incantation (book)]
Throw a stick or rock or anything small nearby in another direction. Hopefully that distracts it.
[4(you) vs 3(it)] You attempt to pick up a rock.. and end up poking the creature in the eye. It recoils and stumbles around blindly, hissing angrily, but it won't remain that way for too long. you could probably take it on or flee if you acted quickly.
"CRIKEY!"
Wesley makes a break for it.
[5]You do the one thing any sane man would do, Run away from the huge gaping maw. Thankfully, it is an ambush predator and not a very fast one. You easily lose it, without losing your loot.[Gained Uncommon herbs]
Tarsus looks with sadness as he's forced into this situation. Trial by combat? Is our kingdom really still relying on these archaic methods, obviously inspired by old pagan practices? The order has always disapproved of such things, but its leaders have always been too feeble to directly intervene. That the church would fall into the hands of such feeble leadership, what a disgrace!
This hierarchy is too feeble to convey the teachings of the great Lord. To submit even me, a man of the book, to blasphemous practices.
...Wait.
Blasphemy...
Tarsus' face starts to contort into a scowl as he waits to be taken to the arena.
Thats right, BLASPHEMY! TO FORCE A MAN OF THE WAY TO TAKE PART IN PRACTICES TAKEN FROM ANCIENT PAGAN DEVIANT TRIBES?! WHAT ARE THESE HERETICS THINKING, MAKING THE PEOPLE WATCH THIS UNHOLY DISPLAY??!! THE MEN RESPONSIBLE FOR THIS WILL BE PUNISHED WITH THE HOLY HAND OF THE LORD!
Tarsus' face is now a veiny mess of pure righteous fury now.
PROCEED TO THE ARENA AND MAKE THE OPPONENT KNIGHT REPENT, YOUR ONLY WEAPON SHALL BE THE WORDS OF THE LORD, BOUND IN IRON, INSERTED INTO A FACE
(http://suptg.thisisnotatrueending.com/archive/15644675/images/1311169723955.jpg)
[3(You)Vs 2(them)] As soon as you are brought to the arena, you spot your foe and sprint at them, book raised. The knight is taken off guard and gets a decent thumping in the arm as he narrowly avoids a book to the head. He looks quite angry.
[5(Them)vs 1(you) And he is indeed angry. He conjures fire in one hand, and readies his blade in the other as he advances and launches a fireball right into your chest. Your brazen rush left you rather ill prepared for retaliation, and you are injured badly, knocked to the ground with the knight advancing furiously. -6 hp
Characters and stats
(Still updating. It's a lot of work!)
Other
Looks like I'm a bit late, but here's a sheet.
Name: "Wizbang"
Appearance: A very rickety, very old man who wears light armor, smudged and dented from years of use, over faded blue wizarding robes. His pointy hat is his most treasured possession, and he also frequently forgets to wear shoes. A slightly magical lizard named Scalene is his constant companion.
Backstory/Biography: Wizbang was once an extremely powerful wizard, but after an experiment to try and imbue a mundane lizard with powerful magic went wrong, he forgot his real name, as well as most of his magical know-how. Luckily the experiment was not a complete failure, and the lizard, now named Scalene, guides Wizbang on a journey to finish the experiment and recover his memories.
Attributes: increase two stats by 1 and decrease two other stats by 1 (apart from HP or MP)
HP 10
MP 10
STR -1 -Strength : increase physical damage-
CON -1 -Constitution : increase physical resilience-
POW 1 -Power : increase special/magical damage-
RES 1 -Resistance : increase special/magical resilience-
INT 0 -Intelligence : increase your ability to control and manipulate others-
IND 0 -Individuality : increase your ability to resist to others will-
note : attributes are just some kind of "indicative" property, their are no specific formulas or calculation behind them.(That nakeen has told me about.)
Traists and skills- Maximum 3 combined
Traits :
Wizard Lizard: Wizbang has an animal companion, Scalene, that can speak and has limited magical abilities
Echos of the Past: Wizbang can learn new magical abilities extremely easily.
Skills : Razzle Dazzle: Wizbang can create a very beautiful, but incredibly dangerous, fireworks display of various magical sparks.
(while the sheet itself is okay, I cannot ensure your animal/monster companion will make it into the game. Most people are starting out on their own, and I would prefer that it remained that way if possible.)
Turn 2.2
"I never planned on living forever..."
Charge the damn thing, kill or be killed.
[5(you) vs 4(it)] You rush out of the hollow while it is flailing around blindly and give it a swift uppercut into what you think is it's head. Your fist hurts a bit, like you just punched a wall, but concidering you just knocked over a creature one and a half times your size in a single punch, you should of expected it.
[3(it)vs 5(you)] It gets back up, and lunges at you with saw-toothed beak, only for you to nimbly jump out of the way, grab it and begin punching it in the eye several more times. Considering that you're doing this all with your fists, it's taking quite a beating.
"Interesting. Maybe it's a good occasion to test it ?"
Daji feels reckless after finding the book.
Ambush the Aradian Worker and cast the spell on it ((And then it ends up being a boosting spell xD))
[2(you)vs 1(it)] you attempt to recite the incantation, but halfway through it you get a throatful of dust and end up coughing, the spell fizzling out before you can cast it. The beetle seems shocked by your ambush however, and just stands there dumbfounded.
[-2MP]
[5(it)vs 6(you) after recovering from it's shock, it lunges at you and tries to pin you to the ground while you clear your throat and try to complete the spell. You succeed, and while the beetle does slam into you, your spell takes hold on it. it seems confused and even fearful now.[-3MP,-2MP]
Looks like I'm a bit late, but here's a sheet.
Name: "Wizbang"
Appearance: A very rickety, very old man who wears light armor, smudged and dented from years of use, over faded blue wizarding robes. His pointy hat is his most treasured possession, and he also frequently forgets to wear shoes. A slightly magical lizard named Scalene is his constant companion.
Backstory/Biography: Wizbang was once an extremely powerful wizard, but after an experiment to try and imbue a mundane lizard with powerful magic went wrong, he forgot his real name, as well as most of his magical know-how. Luckily the experiment was not a complete failure, and the lizard, now named Scalene, guides Wizbang on a journey to finish the experiment and recover his memories.
Attributes: increase two stats by 1 and decrease two other stats by 1 (apart from HP or MP)
HP 10
MP 10
STR -1 -Strength : increase physical damage-
CON -1 -Constitution : increase physical resilience-
POW 1 -Power : increase special/magical damage-
RES 1 -Resistance : increase special/magical resilience-
INT 0 -Intelligence : increase your ability to control and manipulate others-
IND 0 -Individuality : increase your ability to resist to others will-
note : attributes are just some kind of "indicative" property, their are no specific formulas or calculation behind them.(That nakeen has told me about.)
Traists and skills- Maximum 3 combined
Traits : Echos of the Past: Wizbang can learn new magical abilities extremely easily.
Skills : Razzle Dazzle: Wizbang can create a very beautiful, but incredibly dangerous, fireworks display of various magical sparks.
Captive Audience: Wizbang traps a target in an incredibly colorful and sparkly magic cage.
[3] You are... Well, you don't really know who you are. You know that you are a wizard, but that's about it. you also have a talking lizard that looks a bit ethereal wrapped around your hat. You are in the middle of the forest, doing... Something. You don't remember what. Maybe you should head to town and have a lie down. What shall you do?
"Whew! Close one!"
Wesley continues his travels, analyzing his herbs as he does so.
You continue along the old road, with surprising haste despite having to run for your life earlier. You also identify the herbs as a number of catalytic ingredients that make magic, potion based and otherwise, stronger. A good set of finds! [uncommon herbs are now catalyst herbs]
BLARAGLGLGLGL
Despite taking the equivalent of an incendiary cannon shot to the chest and the smell of burn cloth and flesh permeating the air, Tarsus remains very much motivated, and is now convinced the only salvation for this knight comes from a personal encounter with the Lord himself.
Altough he must tend to himself first.
Use Lay on Hands on yourself, then CONTINUE INSERTING FAITH INTO THE KNIGHT'S SKULL
[6] You pray to your lord for healing in the burnt, sucking chest wound you have. It is answered, you feel invigorated and renewed, but also spiritually drained.[All HP Restored,-10MP]
[4(them)vs 3(you)] The knight attempts to execute you with a quick slash to the neck, but you roll out of the way and the blow clips your shoulder. Between the rapidly regenerating flesh and your natural toughness, it does very little real damage. It still hurts though![-1HP]
Characters and stats
(Slow down kids, I am having to keep track of your crap mentally at this point!)
Other
(There may be a psychic joining the game soon, but I dunno. going to be interesting how that goes, I am just waiting for the player to post their sheet here.)
Name:Amanda loveheart
Appearance: (http://ourentropy.files.wordpress.com/2008/10/moe-mini-ram.jpg)
Backstory/Biography:sweet and caring amanda is an orphan who wants all people to live together in peace and love and so she ran off from the orphanage to become friends with all the monsters!
Attributes: increase two stats by 1 and decrease two other stats by 1 (apart from HP or MP)
HP 10
MP 10
STR -1 -Strength : increase physical damage-
CON 0 -Constitution : increase physical resilience-
POW 0 -Power : increase special/magical damage-
RES 1 -Resistance : increase special/magical resilience-
INT -1-Intelligence : increase your ability to control and manipulate others-
IND 1 -Individuality : increase your ability to resist to others will-
note : attributes are just some kind of "indicative" property, their are no specific formulas or calculation behind them.(That nakeen has told me about.)
Traists and skills- Maximum 3 combined
Traits :adorable as hell:humans and monsters who can feel empathy must roll to have the will to strike rolling their resistance agasint hers.
Hero!:When defending those weaker then herself her physical resilience and strength go to +1
Ultimate hugger!:she can hug people and have a chance ((10%))of stopping combat for 2 rounds and give her the chance to try and resolve the conflict.
Skills:Special actions you can do, including magic.
Turn 2.3
"Wonderful. WOO!"
Wesley continues traveling and herb gathering. How long is it till the nearest settlement?
[6] the nearest settlement that isn't the fishing village is roughly a quarter day's travel, but you've been making rather good time and should be there before da- Oh hey, more herbs!
(Encounter roll)[5] As you are picking through the herbs, you stray from the path, and stumble onto a lesser plains carver, fast asleep. It doesn't seem to have heard you, and you could probably win a fight against it, if it woke up.
Name:Amanda loveheart
Appearance: [REDACTED, IMAGE AVAILABLE AT MAIN POST]
Backstory/Biography: sweet and caring amanda is an orphan who wants all people to live together in peace and love and so she ran off from the orphanage to become friends with all the monsters!
Attributes: increase two stats by 1 and decrease two other stats by 1 (apart from HP or MP)
HP 10
MP 10
STR -1 -Strength : increase physical damage-
CON 0 -Constitution : increase physical resilience-
POW 0 -Power : increase special/magical damage-
RES 1 -Resistance : increase special/magical resilience-
INT -1-Intelligence : increase your ability to control and manipulate others-
IND 1 -Individuality : increase your ability to resist to others will-
note : attributes are just some kind of "indicative" property, their are no specific formulas or calculation behind them.(That nakeen has told me about.)
Traists and skills- Maximum 3 combined
Traits :adorable as hell:humans and monsters who can feel empathy must roll to have the will to strike rolling their resistance against hers.
Hero!:When defending those weaker then herself her physical resilience and strength go to +1
Ultimate hugger!:she can hug people and have a chance ((10%))of stopping combat for 2 rounds and give her the chance to try and resolve the conflict.
Skills:Special actions you can do, including magic.
[2] You are Amanda loveheart, a orphan in a small, lonely orphanage outside of the city of Vam. You would go out on your own, but you are not of the age to be an adventurer, nor do you have the key to the orphanage door. The headminister of the orphanage keeps it on his person at all times, and despite your best efforts you cannot sway him to give it or let you out. What do you do?
The Lord answers my prayers, AND OFFERS ME FURTHER BURDENS SO I MAY BECOME STRONGER. PRAISE THE HIGHER ONE FOR HIS WISDOM.
The knight's increased agressiveness and the healing mishap only serves to further work Tarsus into a religious fury.
Use your religious fervor to steel yourself and BASH GOD INTO THESE MISCREANTS
(http://i.imgur.com/t35vdiB.jpg)
[5(you)vs 3(them)] You jump to your feet, filled wit purpose, head-butting the knight, before slamming them in the face with your book of prayer. You think you heard a crunch, but the knight is still standing despite having a metalbound volume of prayers slammed into his face. He does look a bit dazed though.
[2(them)vs 3(you)] They don't shake it off fast enough, and you kick them to the ground before kicking their sword away. You also attempted to finish them off with another slam of your book, but misjudged it and hit their shoulder. again.
[5]You hear a voice of authority shout over the vigorous pumping of blood through your body.
"Enough! Both of you have earned your rights to live. If anything, you two have each proven to be just what we need for the next expedition to Elon Woods. Gather what belongings you have left in the city and get ready to move out. We leave at noon, and there is plenty of time between then and now to rest. Inform the guard if you wish to be brought to camp early."
The speaker leaves, and several guards help the knight to his feet and away from you. Others look ready to restrain you, having heard you were an acquitted man-slaughterer.
You have free reign of the city, aside from a guard escort, Until noon. What do you do?
Name: Reeva Psisister, the Inquisitor of Insight
Appearance: A simple light blue robe with a matching blindfold. Runic symbols are etched on her face which glow depending on emotions and power usage. Her skin is tanned, and she has dark hair.
Backstory/Biography: Reeva hails from the Femme Clan, a splinter faction from the greater Mystic Order of Psilons. They take part of their teachings from the Feminista, the all-female Chrononaut chapter. She, like her people, believe the female holds the key to Greater Insight and the Psilonic Truth. Her quest to become the best Psilon in the known world is only an extension of this belief.
[ATTRIBUTES]
[HP 10]
[MP 10]STR:-1
CON:-1
POW:0
RES:0
INT:1
IND:1
[TRAITS]
- Psionics: All "magical" attacks are psionic in nature, rather than magical. Rolls with/against(?) INT and IND; works with mana pool.
- Psisense: Sees not with eyes, but with psionic energy. When ranking up, gains +1 to both IND and INT automatically as well as an extra skill OR trait.
[SKILLS]
- Mindfray: Taps into the psionic matrix, targets an enemy's mind. Leads to a migraine, stun, and deals a small amount of damage.
[2]You are Reeva Psisister, of a group of psychics that live in the crystal steppes. You are also quite lost, after a strange pulse left you blind for several hours. Your surroundings are unfamiliar and crystalline, and while you can see again, you do not know what is lurking in the night. What do you do?
Oh dear, where am I now?
The town! We were going to the town! I just told you that!
The town? Why? Did I leave the oven on again? Nooooooooo!
Head towards the town
[6] You set off in the direction you think is town, and make surprising progress. You also smell burning. You DID leave the oven on! In your haste to get back, you run headfirst into a small group of Sylvarians. They seem about as confused as you are, and mistake you for one of their own initially.
The ruse won't last long, and you're not sure how they'll react to you. What do you do?
"A binding spell ?! This is my chance !..."
Daji draws his dagger, and throws himself at the beetle, aiming for a weak point.
[2(you) vs 1(it)] You try to grab your dagger, but find that your arm is pinned by the weight of the beetle. The beetle is also having a hard time, being tangled up in your cloak.
[4] You think you might be hearing things, but as the beetle struggles to get free, you think you hear the words "Get it off me!" in a panicked voice.
[3(it) Vs 3(you) The beetle you encountered manages to untangle itself from you, and retreat. It is now holding its distance, out of reach of your dagger and fearful of what you may or may not have done to it.
Jimmy unleashes a FLURRY OF PUNCHES at his opponent.
[6,4,5(You) vs 2(it) Acting quickly to gain the advantage, you over-shoulder throw the creature, landing it on it's back before decending on it with two powerful punches, one to the throat and one to the heart. The beast convulses, and rapidly dies as it loses oxygen both from having it's heart stopped and it's throat crushed. Your arm feels a bit sore from the over shoulder throw, however.
You notice something odd after the beast stops moving. A golden light rising out of it. You're not quite sure what it is, but it seems interesting.[-2 HP, -4 MP]
Characters and stats
(Seriously, I am starting to lose track at this point)
Turn 2.4
> Try to discern where I am and what my surroundings are.
[1] You can discern that the area around you is made of crystals, but something is off. You could swear that some of them are moving, but you sense no mind to link it with. It is quite disorienting to your sense, until you realise that is because they Are moving. You don't know what is going on, but you have several crystalline entities closing in on you.
"Your a meanie!"Try to take it from him and unlock the door and then run.
[2] You try to grab the keys from his pocket, but then you realize that in order to get to his pocket you would need to be two times taller than you currently are. Also, the headminister does not look amused by you trying to jump up and down to reach his upper coat pocket.
"Huh?"
Wesley tries to remember what a "plains carver" is.
[5]Part of being an alchemist is knowing what living things can do, and you Know that plains carvers are Cat-like creatures with a massive set of frontal claws, and a natural affinity for earth magic. Generally they are ambush predators, but this one is fast asleep. You also know that if you manage to slay it, the claws could be useful in curing your father's condition, being that part of the potion was petrification magic.
Ohdontmindusjustpassingthroughbyeitsbeengreat!
Attempt to sneak away.
[2] Your quick speech and odd clothing rapidly give you away to them, and while you are backing away slowly, one of them circles around behind you and stops you.
They have not attacked yet but you got the feeling that if you try to run for it, they'll do everything in their power to stop you.
"Ugh ! What was that ?... Oh great spirits of the Desert, guide me !"
Believing this may be a sign from the spirits, Daji attempts to communicate to whatever he heard, still wary for the beetle.
[2] You call out to the voice you heard earlier, but nobody answers. The beetle is just staring at you. Maybe it thinks you've gone crazy or something?
[1] You can hear it's kin approaching, but you can't tell which direction they're coming from. Suddenly, you find yourself being tackled from behind by another beetle, and a loud buzzing fills your ear.
[6(it) vs 5(you)] You know what it is, and immediately push yourself back up, flinging the beetle off your back. It rips into your clothing and leaves scratches where it's feet were, but you have definitely had worse.[-1 HP]
"Well. That was fun. Now what the hell are you..."
Reach out and stupidly touch the golden light.
As you reach out to the strange light, it flows into you, filling you with a small bit of energy. You feel slightly stronger than before, though it also feels like you're not quite to some turning point.(You feel closer to the next rank.)
[1] You begin to approach the town, and can clearly why it is on fire now. There is a battle going on, between three figures. two of them look human, but Feel... Off. The third looks like a suit of armor, though you can't see anyone wearing it. They can also plainly see you, unless you get into cover soon.
Alas, the Lord has spared you, repent while you still have time.
Tarsus speaks to his arena opponents. Its safe to say he'd bring them to God himself if he had a little more time.
Regardless, if this is happening, its because the Lord wishes me to follow this military engagement for a reason. This is a mission I'll gladly accept.
Tarsus initiates his usual penance prayer by HITTING HIS HEAD ON THE TOWN'S WALLS WHILE CHANTING.
THANK YOU LORD FOR GIVING ME THIS MISSION, I PRAY THAT I BE MADE INTO A USEFUL TOOL FOR YOUR DESIGNS. LET ME BE THE HAMMER THAT BREAKS THE CHAINS OF SIN
The guards aren't exactly willing to join him. In fact, they're a bit shaken by watching a huge man beating his forehead into a granite wall, and yet, looking at him and hearing the sound of the impacts, they're more worried about the wall then with Tarsus.
Finish your prayer and try to find a place to rest.
[5]You finish your prayer of penance, leaving a sizable dent in the walls where you started. The guards escort you to camp, and point you to a empty tent you can use. You sleep well.
[All HP and MP restored.]
Turn 2.5
look at him with puppy dog eyes ask him to let me out.
[5] Using your ultimate strength in the form of cuteness, you manage to convince the headminister to reluctantly let you go out on your own. You have a feeling that he's going to send someone to watch over you, But he also aids you a bit by giving you a small pouch of coins. He asks you to take care of yourself, and come back if you get tired of adventuring.
You are now outside the orphanage, at the outskirts of Vam. There are a few patrolling guards for protection, but even so there are plenty of gaps in the routine for monsters to try and attack.
> Calmly try to discern (with psionics) what these crystals are, why they move, and what there intent is.
[5] You can determine that they are in fact living creatures, moving and hunting as such. The only differences are that while you eat meat and fruit, most of these strange beings feast upon mana. You cannot determine their intent directly, but from their movements you believe that the thing they may be hunting for is you, with your psionic talent.
"fuck u sprits Is it a battle ? I must press on ! I must leave !" screams Daji in true dwarven fashion.
Run toward the beetle I was fighting and unleash a magic shockwave on it.
[1(you) vs 4(it)] You charge at the beetle valiantly, but just as you reach it and attempt to strike it with a magic shockwave, it simply bucks you into the air, and uses your own spell to send you flying away. You land hard on the rather soft sand, your only saving grace. [-3 HP]
[6(it) vs 1(you are ded?)][Saving Roll, 5(NOT TODAY)] You immediately find yourself pinned by the beetle from before. the one you hit with the spell. You hear the familiar buzz, and your senses dull until you can't really fight back. Then you hear that strange voice again.
"A Problematic prey. Hopefully he will serve his usefulness in the hive as he should." You realize that you are hearing the thoughts of that one beetle specifically. It was a mental link spell! The aforementioned link saved some of your individuality by masking it with the beetle's own normally servile attitude, though you still feel more than a little fuzzy mentally. The beetle is not looking so good either, Like it's dizzy or something."What did it do to me, anyway? The spell definitely affected me, but how?"
Distract them with the ol' Razzle Dazzle and run in the other direction.
[1(you) vs 3(Them)] You raise your hand to cast Razzle dazzle... And end up lighting your hat on fire as the spell backfires. you also manage to get some sparks in your face and they sting. The Sylvarians quickly put you out, but they also move to restrain you.
[5(Them) vs 2(you)] And considering that they have control over plants to a lesser extent, it's not long before you find your arms tied behind your back with a coil of vines. They begin muttering to eachother, probably over how they should handle you.
Risen from a good night of rest, Tarsus is eager to begin his mission, altough his supposed new superiors haven't actualy done anything thus far.
Tarsus then suddenly rests his hands on the shoulders of one of the guards.
Tell me, milite, when shall I be dispatched to fulfill the Lord's work? Evil does not rest, and my work is just beginning
Tarsus can't help but to facially express his eagerness. The guard, however, is too busy trying to not have a heart attack to answer.
[1] You creep the guard out sufficiently that she punches you in the face with an armored fist.
And it hurts quite a bit, mind you.[-3 HP] "Keep to yourself, Creep. It's only been twenty minutes and we are supposed to move out at noon. You still got at least five hours."
"Heh... heh..."
Wesley tries to scavenge nearby herbs to make a gaseous sleep potion. If he succeeds in making it, he uses it on the plains carver, to keep it asleep while he makes something nastier.
[1]You gather all the needed herbs and ingredients for a sleeping incense (Incenses are gaseous potions for future reference.) And as you light the incense to disperse the potion, you catch a whiff of it yourself, and quickly find yourself out cold. [No actions available next turn!]
Jim gets behind cover, to observe these...whatever they are.
[1] You try to find cover, but both parties spot you long before you do so. You are unsure how they will react to you, but you know that it won't be good.[Cross game interaction started]
Turn 2.5: A series of fortunate-ish events.
Jimmy gets into his pugilistic stance, and keeps them all in his sights, waiting for them to make the first move.
[2] You intend to stand your ground, but frankly with the heavy usage of magic and the terrifying creatures and powers you are witnessing, you can't help but run away, some self-preservation kicking in.
[1]When you come to a stop, you see a small, well-defended temporary fort housing a number of soldiers. They don't seem like guards, more like crusaders or adventurers. Unfortunately, they saw you but couldn't identify you as human. One of the soldiers draws his bow and takes aim.
[4(them) vs 1(you)] Their aim is fairly good, too. They peg you right in the knee before you can get behind the cover of the trees. You've not given up adventuring yet, but unless you can convince them that you are on their side, they will probably force you to by killing you.[-4HP]
> ATTACK! Use my attacks! If I should die, glory be to the Emperor!
[4(you vs 2,4,4(Them)] You focus yourself, and Mindfray the three that are closest. One of them reacts badly to it, and begins pounding itself into the nearest crystal in pain. This in turn only makes it worse, and it quickly goes unconscious as far as you can tell. The other two simply absorb your attack greedily, as if it were a meal rather than a threat.[[-4MP]
[3,1(them) vs 3(you)] One of them charges at you and tries to flip itself on end to impale you on it's spiked back. Fortunately this left it less than maneuverable, and you easily sidestep the living spike trap. The other is still somehow gorging itself on your psi attack, and gets kicked around a bit when you move out of the way of it's companion. It lands on it's side with the crystal spines wedged into the ground and keeping it suspended in the air, though from the way it is flailing around that won't last long one way or another.
((Oh, so short lived my poor Daji ! Let's see if fate has another trick in its sleeve for you...))
Having been afflicted by the Mindwipe, Daji feels dizzy and not in control of his body despite still possessing his own thoughts.
Try to influence the Aradian Worker's mind with my thoughts. Like some kind of parasite, trying to awaken his latent individuality, while I feign being mind-controlled. Who knows what would happen to me if they discovered I wasn't under their control ?
[6(you) VS 4(it)] You divine rapidly that the beetle's individuality is not latent, it is just suppressed by the connection to the hive mind. The same connection that was half-forged in you during the mindwipe. You thusly attempt to disconnect yourself and the beetle from the hive, and succeed. This is not a subtle thing to do, however and the beetle quickly turns to you with a shocked, and even panicked stream of incomprehensibly fast thinking.
[1](it)Vs 3(you) However, it's not sure how to act and as it's comrades turn to try and figure out the situation, you mentally command it to continue on as if nothing had happened. The other beetles have not realized you are now in control of one of their kin, but your stealth was nearly broken by it's reactions and they are suspicious.
Your head has cleared, and your senses are back at full. You have one Aradian worker under your control at the moment. [-1MP]
Put out my hat! With their faces!
[4](You) Vs 6(Them)]Your hat is already extinguished, but You attempt to head-butt one of the Sylvarians. You quickly find that is a bad idea as the vines binding your arms pull you to the ground backwards, leaving you dazed and without a hat. Scalene jumps off it, and clings to your shoulder, though they does not seem happy at all.
Oddly, the Sylvarians don't seem to notice Scalene.[-2HP]
Talk to the guards.
[5, Will be applied next action]You approach and greet one of the patrolling guards. She is immediately smitten by your cuteness, though they still maintain a semi-professional demeanor."Hello little one, is there something I can help with?"
Sleep. Potentially try to gaze within soul to see true self.
[5] You would do that, if it was not forced unconsciousness. that said, you rapidly wake up due to your poison tolerance, having been out for about five minutes. The Plains Carver is still asleep and unaware, and you move the incense over to keep them that way.
BLARAGLGLGL
Tarsus feel like he should make this guard repent from striking a servant of the lord, but then he's further reminded that THE LORD MUST BE TESTING HIM.
ALAS, YOU ARE LUCKY TO SERVE AS AN INSTRUMENT OF THE LORD TO STEEL ME ON MY PATH, AS A BLADE THAT IS TEMPERED BY THE HAMMER, THANK YOU MILITE
Tarsus blesses the guard then decides to walk around the town seeking divine cues on his duty.
BE A WANDERING ANGRY PRIEST
[2]You go wandering through the streets, preaching and seeking divine cues on what you should do. Unfortunately, most people seem to be avoiding you, and since it is still dark out, the only people around Vam are guards and thugs, neither of which care to mess with you. You also spot nothing of interest.
Characters and stats by Nakéen
Name: Jimmy Nix
Appearance: Of average height, with a lean, muscular build, Jim looks built to move and fight. Light brown skin, with dirty blond hair, messily brushed to the sides at every opportunity. Wearing a simple tunic, and shorts, no shoes.
Attributes:
HP 10/10
MP 10/10
EXP/ESSENCE "Closer"
STR 1 -Strength
CON 1 -Constitution
POW -1
RES 0
INT -1
IND 0
Traits : Bloodthirsty ( Bonus to combat upon damaging his opponent ), Agile ( Bonus to evading physical attacks )
Skills: Pugilism ( Unarmed combat )
Backstory: An aspiring prizefighter, looking for his fortune, and strong opponents to defeat.
-Tunic+Short, "REAL_MAN" edition (equipped)
Name: Tarsus
Appearance: A huge, bald, stony faced man with a stocky build, dressed in a long priestly garb, carrying a large metal bound book. He has a serene, almost statuesque look on his face most of the time, which turns into a terrifying, veiny grimace when he's angry.
Attributes:
HP 7/10
MP 0/10
STR 1 -Strength
CON -1
POW 0
RES -1
INT 1 -Intelligence
IND 0
Traits :
Thick Skin (years of fervorous praying and physical penitence has made your skin extra thick, making you overall more resistant to physical damage)
Skills:
Religious fervor (can chant holy verses to enter a sort of righteous fury trance, increasing strenght and becoming able to ignore some damage)
Lay on hands (as a priest, you can heal people and yourself by uttering fervorous prayers and touching them with your hands. Costs MP)
Items: Metal Bound Book of Chants
Backstory: Tarsus is a priest of the kingdom's main holy order. Having served for a long time, he should've prob been promoted to bishop and sent to the capital by now, but his strange ways have always scared his superiors, apart from the fact he's built like a tank and could probably benchpress a huge bull. Tarsus follows a personal doctrine of self inflicted physical punishment, believing that suffering is inherent to life and a way to redemption, and has a bad habit of being VERY strict with anything he deems heretic. Many a misbehaving hoodlum has met God by means of a huge blow to the head delievered by Tarsus's metal bound book of chants.
-Priestly Garb (equipped)
-Metal Bound Book of Chants
Name: Wesley Wardos Westerton, Awesome Arcane Alchemist ((yes, the title is actually part of his name. It's amazing what name changes can do for you.))
Appearance: Not all wizards wear robes- some wear lab coats, goggles, purple tunics, ragged pants, boots, and black gloves.
Gear/Equipment: The Rucksack of Awesomeness, full of: Portable Cauldron, two dozen Durable Glass Flasks, two dozen Not-So-Durable Glass Flasks, Portable Cauldron Heater, and a somewhat large and battered Potions Ingredients Lexicon, Third Edition. Plus rations for a few days.
Backstory/Biography: Wesley Wardos Westerton spilled a potion on his father, the owner of the school of alchemy which he was attending. The worst possible potion to spill on him- a potion that killed him. Via petrification.
His family vowed vengeance, and promptly tried to take revenge. Wesley dropped out of the school and started traveling the world.
Several years and assassination attempts later, here he is, much more skilled in alchemy, and tired out of his mind.
Attributes:
HP 10/10
MP 10/10
STR -1 -Strength : increase physical damage-
CON -1 -Constitution : increase physical resilience-
POW 0 -Power : increase special/magical damage-
RES 0 -Resistance : increase special/magical resilience-
INT 1 -Intelligence : increase your ability to control and manipulate others-
IND 1 -Individuality : increase your ability to resist to others will-
Traits:
Resourceful Alchemist: Wesley wasn't very supplied with the best potions ingredients after the Incident, so he had to make do. Gain a bonus to searching for alchemical ingredients.
Poison Tolerance/Horrid Headaches: After being poisoned so many times as a result of assassination attempts, it's gotten much harder to poison Wesley(and have it work). On the flip side, the poison's caused some permanent damage- on occasion(and sometimes at the worst possible times) he gets horrid headaches that make doing any action beyond *RUN* and *AGH NO* impossible.
Skills:
Alchemy(potion making)(pretty dang good).
-Lab coats, goggles, purple tunics, ragged pants, boots, and black gloves. (equipped)
-The Rucksack of Awesomeness, full of:
>Portable Cauldron,
>two dozen Durable Glass Flasks,
>two dozen Not-So-Durable Glass Flasks,
>Portable Cauldron Heater,
>And a somewhat large and battered Potions Ingredients Lexicon, Third Edition.
>Plus rations for a few days.
>Catalystic Herbs
Name: Daji Ashmal
Appearance: Tan skinned and with a slender figure, Daji wears a clear brown cloak hiding blue and gold colored shirt and pants. His black hairs are short, except for the small braid lying on the side of his face and reaching his collar bone.
White-chalk exotic tattoos cover his whole body.
Gear : apart from a few commodities and rations, he only has a traditional dagger in a scabbard on his side.
Backstory/Biography: Born in some nomadic tribe, Daji became an apprentice from the magic users of the clan when it was revealed he had some affinity with magic. After having passed the initiation rite, words of power were marked all over his body in the ancient script of the clan.
He is now traveling in a quest to hone his skills.
Attributes:
HP 3/10
MP 6/10
STR 0
CON -1
POW 1
RES 1
INT 0
IND -1
Traits :
-Magic Tattoos : the peculiar markings all over his body allow him to channel magical energy to cast spells. Furthermore, they are pretty cool looking.
Skills :
-Magic Shockwave : generate a strong invisible force in the targeted direction
-Minor Healing : can channel magical power to heal small wounds or accelerate natural recovery
-Cloak+Shirt+Pant, "I<3Desert" edition
-Traditional dagger
-Rations+Random Commodities
Name: "Wizbang"
Appearance: A very rickety, very old man who wears light armor, smudged and dented from years of use, over faded blue wizarding robes. His pointy hat is his most treasured possession, and he also frequently forgets to wear shoes. A slightly magical lizard named Scalene is his constant companion.
Backstory/Biography: Wizbang was once an extremely powerful wizard, but after an experiment to try and imbue a mundane lizard with powerful magic went wrong, he forgot his real name, as well as most of his magical know-how. Luckily the experiment was not a complete failure, and the lizard, now named Scalene, guides Wizbang on a journey to finish the experiment and recover his memories.
Attributes:
HP 10/10
MP 10/10
STR -1 -Strength : increase physical damage-
CON -1 -Constitution : increase physical resilience-
POW 1 -Power : increase special/magical damage-
RES 1 -Resistance : increase special/magical resilience-
INT 0 -Intelligence : increase your ability to control and manipulate others-
IND 0 -Individuality : increase your ability to resist to others will-
Traists and skills-
Traits :
-Echos of the Past: Wizbang can learn new magical abilities extremely easily.
Skills :
-Razzle Dazzle: Wizbang can create a very beautiful, but incredibly dangerous, fireworks display of various magical sparks.
-Captive Audience: Wizbang traps a target in an incredibly colorful and sparkly magic cage.
-Dented Light Armor, Blue "Wizarding™" Robes
-Companion Lizard, Scalene
Name:Amanda loveheart
Appearance: Appearance (http://ourentropy.files.wordpress.com/2008/10/moe-mini-ram.jpg)
Backstory/Biography:sweet and caring amanda is an orphan who wants all people to live together in peace and love and so she ran off from the orphanage to become friends with all the monsters!
Attributes:
HP 10/10
MP 10/10
STR -1 -Strength : increase physical damage-
CON 0 -Constitution : increase physical resilience-
POW 0 -Power : increase special/magical damage-
RES 1 -Resistance : increase special/magical resilience-
INT -1-Intelligence : increase your ability to control and manipulate others-
IND 1 -Individuality : increase your ability to resist to others will-
Traists and skills-
Traits :adorable as hell:humans and monsters who can feel empathy must roll to have the will to strike rolling their resistance agasint hers.
Hero!:When defending those weaker then herself her physical resilience and strength go to +1
Ultimate hugger!:she can hug people and have a chance ((10%))of stopping combat for 2 rounds and give her the chance to try and resolve the conflict.
Skills:Special actions you can do, including magic.
-Clothes, I guess. Or else we have a naked loli running amok.
Name: Reeva Psisister, the Inquisitor of Insight
Appearance: A simple light blue robe with a matching blindfold. Runic symbols are etched on her face which glow depending on emotions and power usage. Her skin is tanned, and she has dark hair.
Backstory/Biography: Reeva hails from the Femme Clan, a splinter faction from the greater Mystic Order of Psilons. They take part of their teachings from the Feminista, the all-female Chrononaut chapter. She, like her people, believe the female holds the key to Greater Insight and the Psilonic Truth. Her quest to become the best Psilon in the known world is only an extension of this belief.
[ATTRIBUTES]
[HP 10/10]
[MP 10/10]STR-1
CON-1
POW0
RES0
INT1
IND1
[TRAITS]
- Psionics: All attacks are psionic in nature, rather than magical. Rolls with/against(?) INT and IND; works with mana pool.
- Psisense: Sees not with eyes, but with psionic energy. When ranking up, gains +1 to both IND and INT automatically as well as an extra skill OR trait.
[SKILLS]
- Mindfray: Taps into the psionic matrix, targets an enemy's mind. Leads to a migraine, stun, and deals a small amount of damage.
-Light blue robe + Blindfold
Name: Vanessa
Appearance: Loincloth Vanessa is enrobed in black. It's obvious she loves the color. Her cloak is black. Her tunic is dyed dark brown. Her leggings are midnight black. Her boots are a very dark shade of green. The only object she holds which is not black is her dagger, which is a light shade of blue. She plans to dye it black. Her diminutive figure makes it easy for her to remain silent when she moves. Her striking green eyes are one of the only facial figures visible underneath her face-masking. Which is, as you could have guessed, black. She dresses in black in an attempt to stay concealed, but this only works in the shadows. In the public eye, people just stare at the pissed looking female who looks like a shadow has gotten up and walked around.
Backstory/Biography: Vanessa was born far East, over the Ralao mountains, in lands that are no longer marked on any maps. For most of her life she was a simple bandit. For twelve years, from the tender age of eight, she worked with a small troop of criminals. When she turned twenty, she took the spoils she had accumulated and departed. Wherever she was, crime was not far behind. It followed her like a plague. Of course, she was usually the cause of the crime. Without a group to help her commit robberies, she had to seek simpler employment. In the Copper Desert, she found a job as a hitman, initially. She would terrify her victims and cause property damage. It was not until she was twenty three that her jobs turned to murder, and she became known as an assassin. Shortly after, the evolving monsters appeared. Vanessa has yet to decide what to do with her life now that she's decided to stop seeking employment as a murderer.
Attributes: increase two stats by 1 and decrease two other stats by 1 (apart from HP or MP)
HP 10
MP 10
STR 1 -Strength : increase physical damage-
CON -1 -Constitution : increase physical resilience-
POW 1 -Power : increase special/magical damage-
RES 0 -Resistance : increase special/magical resilience-
INT -1 -Intelligence : increase your ability to control and manipulate others-
IND 0 -Individuality : increase your ability to resist to others will-
Traits and skills- Maximum 3 combined
Traits :
Silent - Vanessa is very skilled at the art of moving slowly and attacking quietly. Monsters and hostile humans will have to roll to detect her, and she gets bonuses on stealth attacks.
Skills :
Phantom Blade - Vanessa can summon a spectral dagger and then fling it at an enemy. She can also summon larger quantities, but the daggers will be less vicious.
Illusion - Vanessa can turn herself invisible at the cost of magic, or create duplicate images of herself, to confuse enemies.
Turn 3: For better or worse.
> Oh, so it's hungry, huh? Keep Mindfraying it. One thing I've learned is that if you eat too much, them's the brakes.
[6(you) vs 2,4,(Them)] You focus on the two still fighting you, and let your mind lash at them, causing the one that was attacking you to go unconscious from the pain. The other fared a bit better, though it is still stuck in the ground. You feel quite drained from the exertion however.[-6MP]
[5] The last one manages to right itself, and seeing it's comrades unconscious or dying in agony, decides to leg it while it still has plenty of energy in it. You sense something at the edge of your vision, like a distortion. It appears white, and is hovering over the one that beat itself to death. You're not sure what it is.
Use Captive Audience on myself to try and cut the vines.
[6]You summon a magical cage around yourself, surprising your captors and cutting the vines. However, now you have a different problem: You forgot how to dispel it. [-2MP]
can you take me out for a walk in the forest?
Ask guard for assistance in walking in the forest.
[6 Overruled by previous 5]"Of course little one, but please try not to go too deep into the forest. We aren't entirely sure it's safe there yet."
The guard is following you, as you make your way to the edge of the forest.[2] However, it seems to be a rather uneventful travel.
((Haha Fallacy tried to initiate an enlightenment trip.))
Daji is terrified, but still trying to feint his servility. He doesn't know how long he will be able to maintain a semblance of control over the beetle. What will happen after ?
((What is happening ? What should I do ? I don't want to die...))
For now, calmly analyze the situation. How many beetles are there ? Try to suggest the worker under my influence to tell the workers everything is alright and that they can leave him alone with me.
[3] You see three other beetles who are eying you suspiciously. The fourth is under your control, but it's unlikely to convince the others of such a sudden change in plan.
[4]You still have quite a firm hold, and it's likely to last for several more days, possibly a week. It may become permanent if you manage to get away from the hive long enough. Oddly enough, it's soothing to be linked with this other's mind... or maybe that is a side effect of having a mental link with a hive oriented creature, and that was one of it's thoughts, not yours. Either way, you feel surprisingly calm.
"GAH! FUCK YOU! The hell was that for?!"
Walk towards the encampment, spouting obscenities the entire time.
[5] As you approach, cursing, you hear someone mumbling apologetically, and another shouting for a medic. They open the gates and let you in, where you are quickly tended to by a surgeon and a cleric.[All HP restored.]
You are now inside one of the forest's border strongholds, which are keeping the monsters of the forest IN the forest.
Name: Vanessa
Appearance: Loincloth Vanessa is enrobed in black. It's obvious she loves the color. Her cloak is black. Her tunic is dyed dark brown. Her leggings are midnight black. Her boots are a very dark shade of green. The only object she holds which is not black is her dagger, which is a light shade of blue. She plans to dye it black. Her diminutive figure makes it easy for her to remain silent when she moves. Her striking green eyes are one of the only facial figures visible underneath her face-masking. Which is, as you could have guessed, black. She dresses in black in an attempt to stay concealed, but this only works in the shadows. In the public eye, people just stare at the pissed looking female who looks like a shadow has gotten up and walked around.
Backstory/Biography: Vanessa was born far East, over the Ralao mountains, in lands that are no longer marked on any maps. For most of her life she was a simple bandit. For twelve years, from the tender age of eight, she worked with a small troop of criminals. When she turned twenty, she took the spoils she had accumulated and departed. Wherever she was, crime was not far behind. It followed her like a plague. Of course, she was usually the cause of the crime. Without a group to help her commit robberies, she had to seek simpler employment. In the Copper Desert, she found a job as a hitman, initially. She would terrify her victims and cause property damage. It was not until she was twenty three that her jobs turned to murder, and she became known as an assassin. Shortly after, the evolving monsters appeared. Vanessa has yet to decide what to do with her life now that she's decided to stop seeking employment as a murderer.
Attributes: increase two stats by 1 and decrease two other stats by 1 (apart from HP or MP)
HP 10
MP 10
STR 1 -Strength : increase physical damage-
CON -1 -Constitution : increase physical resilience-
POW 1 -Power : increase special/magical damage-
RES 0 -Resistance : increase special/magical resilience-
INT -1 -Intelligence : increase your ability to control and manipulate others-
IND 0 -Individuality : increase your ability to resist to others will-
Traits and skills- Maximum 3 combined
Traits :
Silent - Vanessa is very skilled at the art of moving slowly and attacking quietly. Monsters and hostile humans will have to roll to detect her, and she gets bonuses on stealth attacks.
Skills :
Phantom Blade - Vanessa can summon a spectral dagger and then fling it at an enemy. She can also summon larger quantities, but the daggers will be less vicious.
Illusion - Vanessa can turn herself invisible at the cost of magic, or create duplicate images of herself, to confuse enemies.
[5] You are Vanessa, a former assassin turned bodyguard for Dr.Hertomal. While you still have a sometimes bloody job, you are paid well, free to leave without penalties, and get to encounter a number of interesting creatures. In fact, you are watching the Monsterologist talk to one such creature now. Some sort of rock golem that has called itself Durst...
What will you do?
"Hm. A task for another time. Now then..."
Wesley begins to brainstorm ways of killing(or hypnotizing) a plains carver. All the while gathering herbs that might be useful for his idea.
[5] Common sense dictates that the easiest way of killing it is to stab it through the throat with a remotely sharp object. Controlling one is beyond your specialty as it would require spellcasting, though alchemy may make it easier to do later on. With that settled, you find a broken branch with a sharp tip, and jab it into the beast without issue. It dies before it can even wake up, Thrashing very briefly before meeting it's end.
A strange golden energy rises from the corpse unexpectedly. You aren't sure what to do with it.
Hmmm, despite being fool of miscreants, this town is surprisingly peaceful, and the Lord has not revealed me anything. This must mean I must stay on the main course and focus on my current duty.
Go back to the tent and rest a bit. This is a boring place to be THE ANGRY FIST OF GOD in.
[5] You go back to camp and attempt to rest, though you find yourself brimming with energy. Instead, you meditate, and find inner peace rather quickly.[mana regens in combat for 5 battles]
There is still a little time left before the group departs for the forest. you could go and buy some things if you wanted.
Turn 3.1:Cross game interaction galore
Soothing. Serene. There is also a feeling of breaking free of the limits of the ego. It is strange. Furthermore, he doesn't feel like resorting to murder to escape. -murder ? Those are just mons...-
His thoughts are messy. But a part of his mind is screaming to get away. He decides to listen to this part.
Tell the Worker under my influence to make a run for it along with me. Run for your life.
[Cross Game Corrupted wish,2(This is a good thing.)][6]You start planning your escape when suddenly the worker you controlled tackles you and starts running from the hive at top speed. The other beetles are too shocked to do anything.
[6]The beetles stamina is rather surprising, as well as it's agility. you are carried for what seems like hours before it comes to a halt. You are still in the middle of the desert, and you are quite battered. You don't know where you are, but you have a beetle friend/minion that is exhausted with you. What do you do?
(GM note: You really need some rest. If you get into combat, you're done for. However, the rolls are pointing to bad things if you try to rest. Also, you narrowly dodged having your rolls reduced to 1 by a corrupt wish, AND a bad turn that was lost. Praise RNGesus.)
"Well that's interesting..."
Bottle it(the gold energy) inside a non-brittle flask. Then get those claws!
[4] You attempt to bottle the energy, but end up absorbing it as your hand passes close. It tastes like thunder.
You then proceed to remove the claws from the Plains carver without issue. [You feel closer to the next rank,gained Plains carver claws.]
[2]You are still quite a ways away from the city, though you can see it on the horizon.
Vanessa displays her knife to the creature in a threatening gesture.
"If it moves or attacks you, I kill it. Right?"
She protects the old man.
[3]Hertomal Merely hushes you quickly before going back to talking to the rock golem. You overhear something about mana disappearing and a crater. While your job is to protect Hertomal, it doesn't seem like he needs protecting at the moment. The golem does note your threat with the knife, however.
Head further into the woods.
[5]You head into the woods without issue, and actually manage to find some nice little trinkets while you explore. [Gained unknown trinkets (2)]
[1] At the edge of the deep woods, you come to a halt, hearing someone. You then find yourself surrounded by Sylvarians. The guard has a sword and a shield, but they don't look capable of taking on all three in a fight. You spot a magical cage with a person in it who looks like a wizard, His hat is just outside of the cage and looks singed.
Ask around for recent happenings, and then ask around for work.
[1]You get some glares from the soldiers, who don't find your lack of knowledge to be funny.[6] One of them however approaches you, with a smirk. "You want to know what's going on? You want a job? Go out there and scout for us then. We lost at least seven men to creatures in the deep forest, and we have no knowledge of what is going on in there."
They provide you with some chainmail and a leather undertunic to wear if you want, along with a quarterstaff. You seem lucky to even be getting that much from them.
"Oh dear"
Try to talk them into leaving
[5] You state to them that you are probably not going anywhere like this, and ask them to just leave you here to try and save yourself. They agree, and start to wander off before a young girl and a guardswoman run into view, and are immediately surrounded. The Sylvarians will probably leave you be, but they are still rather close by.
> Attack
[4] You feel too drained to use your mental powers, so you run at the strange distortion and attempt to kick it. It flies into you, and takes you by surprise, though it is slightly invigorating. [You feel closer to the next rank.]
Buy some bread for the local hobos because you already have all you need.
[2] You attempt to buy some bread for hobos and succeed, but the hobos are wary of you and refuse your offering of bread. [Aquired bread.]
[6] You then find yourself being dragged forcibly back to camp by two guards, who know it is time to leave. After righting yourself, you pack your belongings including your new tent. You make good time with the expedition to the forest, but the guards think that you might be trying to get away from civil service and are watching your every move closely.
Name: what is your name
Appearance: HE wears Black Robes And Black Leather Boots, On his Belt there is a Obsidian Dagger All of his Gear Looks Quite Primative. he Has many Demonic looking Tattoos. His Skin is White, His Eyes are Green, his hair is White, His Obviusly Demonic Horns are Awesome.
Backstory/Biography: he was a relatively unknown Demonologist From an Entirely Unknown Village Looking For a Good Place to build a Tower, Now Somewhere in the Mountins he has Found somewhere Good to Start Construction.
Attributes: increase two stats by 1 and decrease two other stats by 1 (apart from HP or MP)
HP 10
MP 10
STR 0
CON -2
POW 0
RES 0
INT +2
IND 0
Traits : [size=78%] [/size]
Skills :
-Primative Crafting & Construction.
-Summon Lesser Lesser Demon
-Bind Demon
Turn 3.2
The sun is rising.
The scarce clouds turns orange under daybreak.
It is morning.
She smiles at them and waves
"Hi! What's your name?"
[6] You greet the Sylvarians, who stand there dumbfounded. Who ever heard of a friendly human here before?
The guard sees this as the perfect chance to escape, and runs away without you.
[5] One of them decides to step forward, crouching to meet you before greeting. "I am Arnav. What is yours, child?"
Vanessa snorts.
"I'll make sure the monster doesn't have friends laying in wait."
Vanessa cautiously looks for monsters.
[1] You would head back to the forest, but it's a long ways off, and the desert looks the same in every direction. You settle for scouting around the camp... And return to find it mostly packed and abandoned. You hear something flying this way.
[5] Fortunately for you, the left a note in a secret code that you were taught when you took the job, and whatever it is that was coming is very slow moving. You find your way to the third camp, where your employers are waiting... and arguing. The rock golem appears to be waking up.
Name: what is your name
Appearance: HE wears Black Robes And Black Leather Boots, On his Belt there is a Obsidian Dagger All of his Gear Looks Quite Primative. he Has many Demonic looking Tattoos. His Skin is White, His Eyes are Green, his hair is White, His Obviusly Demonic Horns are Awesome.
Backstory/Biography: he was a relatively unknown Demonologist From an Entirely Unknown Village Looking For a Good Place to build a Tower, Now Somewhere in the Mountins he has Found somewhere Good to Start Construction.
Attributes: increase two stats by 1 and decrease two other stats by 1 (apart from HP or MP)
HP 10
MP 10
STR 0
CON -2
POW 0
RES 0
INT +2
IND 0
Traits : [size=78%] [/size]
Skills :
-Primative Crafting & Construction.
-Summon Lesser Lesser Demon
-Bind Demon
(I would accept this, but it's an obvious demon. if you want to RP it, they have to be human. You could probably pass it off in nakeen's game if your other character died.)
"I'll shove this stick up somewhere none of you's are likely to forget..."
Angrily mutter this to oneself, then head out and do some scouting, see where this gets me.
[2]You head out scouting, but realize you have no idea where you are going. You get lost in the deeper pars of the forest.
[Encounter roll, 5] You spot a large, strange beetle and some Sylvarians discussing something. A human soldier is standing at attention, though something seems off about them considering the monsters present. None of them have seen you yet.
"That was... huh."
Wesley shakes his head around a little bit, attempts to cut off the plains carver's head to take it with him, then gets back to his journey.
[4] You take the head of the plains carver and move on with little fuss.
[3] You reach the outer limits of the Vam, which consists of infrequently patrolled farmland with clusters of houses. The walls of the city are up ahead. Seems like you're almost home.
Oh, hello! You don't happen to know how to dispel a magic cage, do you?
Look for a way to escape
[1] The one competent person decides to run away, having been outnumbered. The child is talking to the Sylvarians, though it is just out of hearing range. Also, for some reason, it's starting to feel cramped in here... Wait, is the cage shrinking?!
[2] Yes, it is shrinking inward, slowly compressing you down. It'll take quite a bit of time before it gets too small to survive, but the clock is ticking.
((Sorry, forgot I didn't post !))
Try to find a place to rest, somewhere in the desert. Maybe the beetle knows a place ?
[5] Just as you start to think about it, the beetle digs a hole into the sand surprisingly quickly. Somehow, the sand is being held together and stable, preventing it from collapsing the burrow. It is large enough for both of you and will keep you hidden for now.
[2] However, you find that the sand is quite uncomfortable, making it difficult to rest. [+1 Hp, +1MP]
((Dropping out. We'll say my character returned to her enclave. Fin.))
(thank you for playing, however briefly.)
((I WAS BUSY))
Tarsus feels a weird voice echoing silently in his head. Something about being busy. Tarsus assumes its God telling him to GET BUSY.
FOLLOW THE SOLDIERS. BE BUSY.
[5] You follow the soldiers without trouble, and in some cases end up leading them on ahead with your agility, sense of direction and sense of purpose. It is a surprisingly short trip before you reach the edge of Elon Woods.
[2] However, most of them are still distrustful of you. At least you are doing a service for your deity.
Turn 4: The GM loses track of time again.
Amanda bounces lightly on her feet casually And in a excited tone joy in her heart.
"I'm Amanda Loveheart nice to meet you Arnav!"
[4] The Sylvarians don't seem sure what to do with you, but they decide you're not a threat.
"What are you doing so far from your homelands? the forest is not safe for something so young." Asks Arnav.
Tarsus isn't exactly sure what the hell a bunch of knights and himself are doing in some backwater woods, but hey, if its God's will that he does something here, It shall be done.
Follow soldiers, try to instill the love of God into these miscreants along the way
[1] You start to preach from your book, but someone launched a small bolt of fire which strikes the hand holding it, causing you to drop the book in surprise. You are mostly unharmed, though your hand stings a bit and you got a knight who looks ready to start bludgeoning you over the head. [-1 HP]
[4] You finally reach the fort, which opens the gate and lets you all in. you are told to get some rest after the long and tiring march, but are free to explore.
Vanessa sets upon the rock golem whilst he is relatively still sleepy. She interrogates him for any and all information she can get, especially about those demons.
[no roll] You didn't need to, because your boss was right back on them the moment they awoken. they are discussing dreams and some sort of location.. You think you hear mentions of a place called coridem. The monsterologist is practically shaking the poor golem apart with excitement.
Try to eavesdrop on the monsters' discussion.
[5] despite having no idea what the beetle is saying half the time, you can make out from the Sylvarian side of the conversation that they are planning some sort of siege, and that the soldier plays a part in it. You've heard about wars against monsters, but you've never heard of monsters waging war back. It's rather troubling, and you get the feeling that you need to get back to base and soon.
[1(you) vs 6(them)] You turn and trip over a root, alerting them to your presence with a loud thump. The beetle turns it's attentions on you, and several sylvarians go try to block your escape before you can get back to the fort.
Wesley doesn't speak, instead just smiling. No wait.
"Home sweet home!"
Wesley continues towards the city... is he... dancing?
[4] You remember the roads so easily that you might as well be dancing through the streets. You find your father's house with ease, but hesitate to open it. What if the revenge seekers are inside? they would be upon you in seconds...
Unable to sleep because of the uncomfortableness of the sand, Daji attempted to communicate with the beetle.
Using speech, then probably using the spell if voice couldn't convey his thoughts, he asked :
"You...do you have a name ?"
The beetle seems confused as you simultaneously convey the concept and speak the words. Eventually, after a bit of thought, it lets out a short buzzing sound. In your head, you hear the word "No". Apparantly it doesn't have a name.[2] Neither of you can rest, though tiredness is setting in. Maybe it's because you're afraid that going to sleep at this time will kill you. Maybe your link to the beetle is suppressing your urge to sleep, as the beetles rarely do so. Whatever the cause, you remain restless. [+1 HP, +1 MP]
Try really really hard to remember how to dispel the cage
[6] You remember that the cage automatically dispels when you run out of mana, regardless of everything else going on. As a result, you instinctively cast the largest razzle dazzle you can.... And set yourself ablaze in the backlash.
Good news is, you're out of the cage. Bad news is, You're on fire! [!!-3 hp each turn till extinguished!!]
Turn 4.1
Vanessa didn't trust monsters. She didn't like monsters.
But she pitied this one. Once the professor got into something, he could literally smash boulders to get to it; and in this case, that analogy might become a reality.
She quests around the exterior of the camp, on the watch for monsters.
[1] You go to the edge of camp, where you start acting as lookout, before something drags you into the ground. You don't even have time to scream as you emerge underground in some sort of cavern with large moles coated in plate-like stone.
[2(Them) vs 5(you)] However, the moment you can see again, you easily take the advantage of the one that dragged you down and punch it in the nose. you're fairly sure you did some major harm in doing so, because It's flailing around in a panic!
[6,2,4] one of the other moles shoves it's way between a unwary smaller mole and their flailing comrade, and gets clawed brutally for his efforts in saving them! the other one avoided harm, but can't reach you effectively.
Amanda smiles and in a sincere and honest tone.
"I come from the village nearby and I came out here to find all the monsters and be their friends!"
Amanda tells her goal to the great sylvarians in the above speech.
[3]The other Sylvarians are a bit wary of you, but Arnav seems to trust you.
"That is good to hear, But the forest is hardly a place for you at this time. I will take you to the edge of the forest so that you will be out of harms way." He then picks you up and carries you on his shoulder. It's a bit uncomfortable considering all the twigs sticking out of said shoulder, but it's tolerable.
"Okay... time to plan a bit. Just in case. And get ready to save my father!"
Wesley heads to the nearest potions ingredients shoppe, otherwise known as an herbs shoppe, otherwise known as a boon... Once there, he gets the plains carver's head appraised, and if it's valuable but not as an alchemic ingredient, he sells it and uses the money to buy some useful ingredients. If it's useful as an alchemic ingredient, he keeps it. Also, he checks to see if his father's house's door opens inwards or outwards.
[3]You take the head to the shop, and while they are interested in it, they inform you that it possesses no alchemical value, and is only worth three silver at the most. Unfortunately, the ingredients Are all worth more than that, and while you do have 87 copper in your pockets, that's not enough to cover the difference.
[3]You remember that the door goes both ways, but has to be pushed open. It won't provide you with any cover if you try to go inside.
Explore the possibilities of food, you're hungry
[6]You quickly begin rummaging through the fortress supplies, much to the annoyance of the guards. Grabbing a couple of vegetables, a bit of venison, and the bread you still had in your pack, you make a feast to eat. Some of the other soldiers seem angry, and a couple storm off, probably going to talk to the commander.
"Woah woah woah I come in pea...y'know what. Fuck it."
Throw the quarterstaff at the beetle as a distraction, then charge in, fists swinging.
[6(Me, as rolled by nakeen) Vs 2(you)] You throw the quarterstaff well, but the beetle is too quick. It dodges out of the way, and then surges forward, surprising and knocking over Sylvarians as it pins you to the ground. It makes a buzzing noise that hurts your head a bit, but seems to convey words into your head. "Why are you here alone, human? Answer me, or I will extract the knowledge from you myself."
Daji ponders. Strange. He feels some...kinship toward this beetle. He explains the meaning of a name to the beetle :
"A name is what define yourself from others. For example my name is Daji Tajemal. It is the proof that I am unique and different from everyone else. Mmh...I can't call you "Beetle". What about Aradji, your name will be Aradji."
Look outside. If the surroundings seem safe, head out, looking for an oasis. Ask Aradji if he or she knows of a nearby oasis.
"Are you a male or a female ?"
[3]Neither you nor the beetle sense any danger, but you also don't see any oases nearby. Aradji seems to mull over it's new name, before answering the question as to it's gender. "I am female, though I am not of the noble brood. Why do you ask of me?"
Name: 'Ed "Undertaker" Necrooics'
Appearance: He is a White Male. his hair is Nearly white. His eyes are Bright Blue. He wears Black Robes woven from Plants Manually.
Backstory/Biography: Ed lived much like a Hermit Over the Past Several Years Moving from Cave to Cave, but more often then not while being Chased by An Angry mob because of his chosen profession: Necromancer, Recently however he has had a lucky break and found an (As of Yet) Unknown Cave Although it is a bit of a Distance from the nearest Town...
Attributes: increase two stats by 1 and decrease two other stats by 1 (apart from HP or MP)
HP 10
MP 10
STR 0 -Strength : increase physical damage-
CON -1 -Constitution : increase physical resilience-
POW 0 -Power : increase special/magical damage-
RES -1 -Resistance : increase special/magical resilience-
INT 2 -Intelligence : increase your ability to control and manipulate others-
IND 0 -Individuality : increase your ability to resist to others will-
Traits and skills- Maximum 3 combined
Traits : your traits, based on how you've lived so far.
"Resistance to Undead Powers" (Do to Surrounding himself with Undead Ed has gained slight Resistance to The Varying powers and Abilitys Undead often Posses.)
Skills :
"Raise Minor Undead" (The Ability to raise Basic Skeletons and Zombies without even the Slightest amount of Sentience As well as Control them.)
"Magic Missile, LVL:1" (Produces a Ball of Magic Able to Lightly bruise Someone it hits. Magic missiles don't "Miss" Targets, They Detonate in the Caster's Hands with Varying Amounts of Problem.)
Turn 4.2"......"
Amanda is quiet and thinking looking at the trees examining the Sylvan as throughly as you can without touching them.
Examine my friend! "
[5] You give Arnav a look over, and notice that for a lumbering tree-man, he is quite agile. You can see him occasionally using some sort of magic to shift roots and branches out of the path so that they don't trip him or hit you. He doesn't seem to notice, and you even manage to grab a small twig that was nearly broken off of him. It feels different from normal wood, like it is softer.[Sylvarian Twig obtained]
Vanessa summons three phantom blades, and flings them rapidly at each of the three creatures.
[6(you) VS 4,2,3(them)]You summon the knives and toss them at the moles. Midflight, they each split into three, with two heading to their intended target, and the third going off at a random angle. You get narrowly clipped in the leg by one of the bouncing knives! [-2 hp -6MP] Once again, one of the moles tries to shield it's smaller kin. It takes the brunt of the strikes, with five knives lodging into it's flesh and rock-armor. It seems to be crippled. The other gets a knife in their back leg, but it only minorly injured them as it stuck into some rock-armor. [2,5,3,6(them) vs 5(you)] The little mole in the back seems to be crying out as the one that shielded shifts itself on it's side, creating a near impenetrable shield wall but driving the phantom blades in deeper. It looks about ready to expire. The mole that dragged you down recovers from it's blind fury and tries to slash at you. It is quick, but so are you and you avoid the worst of the well aimed claw slash. [-1HP] The last mole seems to be trying to help the dying one, though it's doing very little good.
Upon hearing Aradji's answers, Daji himself didn't know what to answer :
"I wonder why too. Probably because I can't tell Aradian Beetles gender."
They keep walking in the sand, still not finding an oasis. A lot of questions waddle on his mind.
"Say, how was your life in the colony ? Didn't you want to return there ? And why did you accept to follow me ?"
Keeps walking in the desert, looking for a safe place.
The trek is quiet, at least until you begin asking questions again. She responds with a hint of longing in her voice/thoughts.
"It was good. I was well fed, and had many kin that knew me well. It is lonely without their voices.
I Do, but I cannot. I have no link to the hive. The queen already expelled one who broke free of it, and they would likely kill any others. I followed because your voice is the only one I can hear now, the only thing keeping me from giving up."
[5]You trip over your feet, rolling down a dune and into an oasis pool. the water is refreshing, and it appears there is nothing here preventing you from staying at the moment.
"Since you're...grr, probably gonna kill me anyway, I was sent here to scout out the area. By them pricks over in the fort. Be funny watching you and yours tear them to pieces. But we both know I'm not walking out of here. Ya mind getting it over with?"
Try and shove the beetle off of me. Useless effort, in all likelihood, but I ain't going down without some blood from the other guy.
[4](overruled by other party.)You attempt to shove them off, but they move off you before you can do so. They speak in that same ear hurting buzz:"I have no reason to kill you unless you intend to hinder us. That said, I am not taking my chances with letting you go until after the battle. Scouts, bind him." [1(Them) vs 3(you)] The order is so abrupt that most of the Sylvarians don't have time to react. You sprint a short distance away in the confusion, but you are unarmed and probably among a small army of them. The fort is in the other direction, which would force you to double back through their lines.
Name: 'Ed "Undertaker" Necrooics'
Appearance: He is a White Male. his hair is Nearly white. His eyes are Bright Blue. He wears Black Robes woven from Plants Manually.
Backstory/Biography: Ed lived much like a Hermit Over the Past Several Years Moving from Cave to Cave, but more often then not while being Chased by An Angry mob because of his chosen profession: Necromancer, Recently however he has had a lucky break and found an (As of Yet) Unknown Cave Although it is a bit of a Distance from the nearest Town...
Attributes: increase two stats by 1 and decrease two other stats by 1 (apart from HP or MP)
HP 10
MP 10
STR 0 -Strength : increase physical damage-
CON -1 -Constitution : increase physical resilience-
POW 0 -Power : increase special/magical damage-
RES -1 -Resistance : increase special/magical resilience-
INT 2 -Intelligence : increase your ability to control and manipulate others-
IND 0 -Individuality : increase your ability to resist to others will-
Traits and skills- Maximum 3 combined
Traits : your traits, based on how you've lived so far.
"Resistance to Undead Powers" (Due to Surrounding himself with Undead Ed has gained slight Resistance to The Varying powers and Abilitys Undead often Posses.)
Skills :
"Raise Minor Undead" (The Ability to raise Basic Skeletons and Zombies without even the Slightest amount of Sentience As well as Control them.)
"Magic Missile, LVL:1" (Produces a Ball of Magic Able to Lightly bruise Someone it hits. Magic missiles don't "Miss" Targets, They Detonate in the Caster's Hands with Varying Amounts of Problem.)
(iffy, but accepted. Keep in mind that raised undead will be counted as monsters and may break from your control, becoming sentient the longer they're active. your character will join in next turn.)
Roll in the dirt to put myself out!
[5] You put yourself out easily, with your robes being the only thing burnt. You are alone since the Sylvarians departed. What do you do?
"Ah well."
do some odd jobs around town to earn the difference.
[1](you already sold the head.) You go jobhunting in the markets, but don't manage to find anything. Whats more, you actually end up spending some of your money while you are there without thinking, having been drawn in by the call of "good ingredients for cheap". You swear to never fall for that again. [-3 silver]
Turn 4.3
Vanessa stays her hand at the order of Gordo, but stares aggressively at her foes.
As the others arrive and the rock golem begins communicating to them, the one uninjured adult mole, the one that dragged you down, would back off, but seem to growl at you. One wrong move, and you get the feeling they would shred you to pieces in a berserk fury. the youngest one is still crying for it's mother (Who doesn't have much longer.) and his older brother, despite having been brutally slashed by your boss, would be desperately trying to roll her back onto her belly so as to save her. he is only just keeping them alive by keeping pressure off the wounds.
Screw the fort, get as far away from these guys as fast as possible.
[2] Before you can react, you are forced into hiding as a small army of Sylvarians begins to charge past you, you can't move without exposing yourself, and they may try to kill you instead of capture.
"Why. Whyyyyyy."
Wesley uses the "ingredients" he acquired. Useless? Sure. A very bad idea? Sure. But what's he using them for? Anything. He just makes a random potion with them. Then he hunts down the bloody snake oil salesman or whatever and demands his money back. If he gets a refusal, the mystery potion gets tossed at the salesman.
[4] You track them down, and inform the nearby guard of the scammer, then bring them along and get your refund. You even get to keep whatever the potion you made is, though the dodgy source of ingredients makes it both unpredictable and possibly useless.
Grab my hat, and finally turn off my oven!
You do so, and make haste back with your lizard to find that... the entire town burnt down while you were gone. On top of that you see a very nasty looking suit of animated armor covered in twisted flesh wandering around in it. It can see you too, and is coming right at you![1(it)vs 4(You)] Thankfully it's not very fast, so you still have plenty of time to think and act before it can get itself together and attack.
"You look really cool."
Compliment.
[3] You say exactly that, and while he doesn't visibly respond, you hear a quietly muttered thank you as you reach the edge of the forest. he sets you down.
"You need to get home now, I was supposed to be assisting the others in creating a distraction. Goodbye young Loveheart."
He turns back and runs off into the forest, leaving you safe but alone.
Daji refreshes himself in the oasis, resting a little more before planning his next move.
"We humans aren't connected the way you are with your kin. We don't have a link as strong as yours, but it doesn't stop us from joining together. Feeling connected in the mind to another being feels surprisingly comfortable."
[2](GM Note: your roll to rest is atrocious, I mean really. three times you've tried to rest, and all three have ended up being 2s)Once again you find yourself restless, though the oasis water does clean and soothe your wounds a bit. [+2 hp, All MP recovered]
[Encounter roll: 1](wow, much luck, such roll) You spot a dust cloud out in the distance. then you make out the form of a Radasar. then another, then three more. It's a entire pack![3,2,3,3,5(Them)vs 4,1(you)] Before you know it, you're embroiled in a fight for your life. they go after you for the most part and end up ruining eachother's attempts to attack you as they shove to get the best angle of attack on you. One of them is smarter and attacks Aradji by biting her and pushing her hard into the sand. You can slightly feel her pain, as if you were injured as well to a lesser extent. [-2 hp, Aradji Wounded and pinned.]
Name: 'Ed "Undertaker" Necrooics'
Appearance: He is a White Male. his hair is Nearly white. His eyes are Bright Blue. He wears Black Robes woven from Plants Manually.
Backstory/Biography: Ed lived much like a Hermit Over the Past Several Years Moving from Cave to Cave, but more often then not while being Chased by An Angry mob because of his chosen profession: Necromancer, Recently however he has had a lucky break and found an (As of Yet) Unknown Cave Although it is a bit of a Distance from the nearest Town...
Attributes: increase two stats by 1 and decrease two other stats by 1 (apart from HP or MP)
HP 10
MP 10
STR 0 -Strength : increase physical damage-
CON -1 -Constitution : increase physical resilience-
POW 0 -Power : increase special/magical damage-
RES -1 -Resistance : increase special/magical resilience-
INT 2 -Intelligence : increase your ability to control and manipulate others-
IND 0 -Individuality : increase your ability to resist to others will-
Traits and skills- Maximum 3 combined
Traits : your traits, based on how you've lived so far.
"Resistance to Undead Powers" (Do to Surrounding himself with Undead Ed has gained slight Resistance to The Varying powers and Abilitys Undead often Posses.)
Skills :
"Raise Minor Undead" (The Ability to raise Basic Skeletons and Zombies without even the Slightest amount of Sentience As well as Control them.)
"Magic Missile, LVL:1" (Produces a Ball of Magic Able to Lightly bruise Someone it hits. Magic missiles don't "Miss" Targets, They Detonate in the Caster's Hands with Varying Amounts of Problem.)
[2] You are Ed the necromechanic Necromancer, and you are currently lost at the southern edge of elon woods, having heard reports of undead in the area. It would of been a perfect chance to study them, if you could find any.. What do you do now?
"Okay then... yeah! Wonderful!"
Wesley considers two possibilities now: one, the letter from his father was a trap sent by the assassins, and two, that the letter was true. He eventually comes up with a solution to the puzzle: mailing a letter to his father asking him a deeply personal question that only his father would know the answer to.
[4] You deliver the letter, sliding it under the door. you hear the grinding of stone and heavy footsteps, followed by your father's voice. "Get in here Wesley, You know that you should of added Phoenix Down to the mix before you added in the Radasar venom!"
It's definitely him, with his scolding voice. The problem now is that you don't know who else is inside.
>I might as well search around for 'Em then.
[5] You stumble upon a small caravan under attack by a small squad of them, in various conditions. You can sense all of their movements fairly easily, and could probably save the caravan. They might blame you for the attack, however if you do.
Charge these fuckers!
[2(you) vs 5(them)] You barrel out, charging at the Sylvarians running past you.. and trip on a root that one of them commands!
[5(them) vs 1(you)] (GM note: what is this I don't even) The root that tripped you begins wrapping around you tightly, preventing you from moving and choking the life out of out of you as you try to struggle free. Eventually as you tire it stops constricting you, but you are still at the mercy of the Sylvarians. [-3 hp]
Attempt to fix it.
[5] You "Fix" the twig that was broken off of Arnav as best you can. the only thing you could do that would fix it more is re-attaching it to him. It feels like you could use it for a wand or something though! [Gained Sylvarian wood wand]
((Dropping out of this, make him into a decent preacher on something))
(noted, keep in mind I reserve the right to kill him off in roughly two turns however.)
Bravely run away!
[5] You run from the animated armor thing, and lose it easily. You are now on the road northward to the crystal steppes through some magical magic that made you run much faster than you thought. where do you go now? your house is in cinders along with everything it once had!
"Radasars !"
Shouts Daji in surprise.
Unleash a Magic Shockwave on the Radasar pinning Aradji !
[6(you) vs 3(radasar), 4(aradji)] You respond with fury and haste, blasting the radasar brutally with a Magic shockwave and sending them flying! Aradji is hurt as she is let go of, but only minorly.[-4MP] You still have to take care of that venom immediately after however!
[3(for yet another crossint)][1(them)vs 4(you) The other radasaurs are distracted by a explosion to the right of you, before being surprised ad you follow up with a second Magic shockwave right into the midst of them! they are sent into a panic and flee![-2MP]
You and aradji are the only ones left in the area, though she is heavily wounded and poisoned. Also, whatever made the explosion probably saw the flying sand and radasars, though it is quite a distance away.
[Aradji heavily wounded, poisoned with Radasar venom.]
((Oh. I was kinda waiting for your turn. Vanessa was standing down, after all.))
Vanessa stays her hand at the order of Gordo, but stares aggressively at her foes.
As the others arrive and the rock golem begins communicating to them, the one uninjured adult mole, the one that dragged you down, would back off, but seem to growl at you. One wrong move, and you get the feeling they would shred you to pieces in a berserk fury. the youngest one is still crying for it's mother (Who doesn't have much longer.) and his older brother, despite having been brutally slashed by your boss, would be desperately trying to roll her back onto her belly so as to save her. he is only just keeping them alive by keeping pressure off the wounds.
(that was your last turn.)
Turn 4.4.1
((I know. Nothing really else to do as an action, for now. I guess if you really want it...))
Vanessa defends herself?
[1(You) vs 1(durst) vs 6(Mole)] You keep on your guard, but something is wrong. The first mole, the one you battered to the point of death, stops breathing. The second mole that was caring for it goes into a furious rage and attacks your commander, who swiftly finishes them off. The last one would go completely Berserk And charges you! The rock golem attempts to distract both you and the mole by striking the two of you, but they're too slow to actually hit and end up getting slammed with sharp stone enhanced digging claws. They are slammed out of the way, and you are impaled by the tips of said claws quite painfully. [-4Hp, Internal injuries.]
(GM note: I just realized I set you against your own character. Silly me.)
I think I will just watch, people Always seem to blame necromancers after undead attacks for some strange reason. Besides *I* Am here to study the undead, not Slay them.
[5] You watch as the battle plays out, and notice one of the humans becoming distinctly not human now, having absorbed some sort of energy from them and begun wasting away. From your NecrovisionTM, It seems that the energy is not the cause, but some sort of curse is.
[4] On top of that, you notice that the remaining undead are getting smarter and stronger the longer they survive, almost frighteningly so with small spurts of strength or intelligence when they absorb sufficient quantities of the glowing energy. The other humans seem to be doing it too, and on both sides it is providing a renewing effect.
[4(Them) vs 3(you)] Some of the fighters, undead and living, are now facing your direction but they are too busy locked in combat to notice your existence.
Think really hard stare at the stick and try and make a glowing orb with the wand.
[4] You focus hard on trying to summon light using your new wand, but the best you can do is summon up a small sphere of golden energy. It is dim, and you feel attracted to it slightly, but it simply is not enough to light your way.
[-3 MP]
Break free, keep fighting.
[2(you) vs 4(them)] You struggle as hard as you can to break your new bindings, but find that they are too tough to break! If only you had a knife..
[Fate roll: 5] Thankfully, they seem to be ignoring you now, more focused on their battle. Most of them are not even around anymore!
What needed to be done was fairly obvious. Wesley simply listened. If there were any others, they would be audible.
[3] You don't hear anything going on inside, aside from the impatient thump of a stone foot.
[1]"Fine! Stay out there you dumb boy! you can come back in the morning like the customers!" You hear the lock on the door clicking into place. It seems that you're on your own now. Maybe you should of risked it..
Continue towards the steppes. Maybe the magical stuff is coming from there?
[5] You make good progress to the crystal steppes, with your lizard on your charred hat. They still do not seem at all happy with the situation.
[1] And then, it all goes bad. A Crystaloid spots you and intercepts you with impunity!
[3(it) vs 6(you)] It rapidly tries to close the distance, and you play matador, sidestepping out of it's path... and into a sharp crystal. ouch! [-2 hp]
Vanessa pulls back, removing herself from the claws. She crouches down, obviously in pain, and summons as many phantom blades as possible. She flicks them towards her foe, then takes on a very defensive position.
[2(you) vs 3(it)] You attempt to summons as many knives as you can, but you don't have any space to throw them! They bounce off the stony plates of the mole harmlessly as a result!
[2(it) vs 1(you)] Despite being injured and toppled over, it still has you impaled. It drags you closer to itself,further opening the wound in your side in the process![-2HP,-4MP]
Daji was panting due to the exhausting effort.
"Are you okay Aradji ? We must get out of here !"
Then he realized the Aradian was wounded by Radasars' venom.
Tend to Aradji's wounds, using water from the oasis to clean them. Maybe try to see if I don't have a knowledge about medicinal herbs.
[6] You wash out the wounds of Aradji, but you don't have any herbs available to treat them with. Oases are not known for their plentiful herbs...
[Aradji Fate Roll: 4] You do remember you have magic however, in particular a healing magic! You focus briefly, and channel your remaining energy into healing Aradji. You feel a small flicker of happiness that you can determine is from Aradji before she passes out.[-4MP, Aradji Cured and mostly healed!]
[2] None of the radasars return, and the one you blasted into the air is nowhere to be seen. You think with the force that you launched him, he would be dead from the impact, but simply cannot locate the corpse at this time with Aradji being out of commission.
KEEP STRUGGLING
[4] You manage to get free of the roots and vines, no longer being animated by the focus of the the Sylvarians. You are behind their lines, and can see the fortress is under attack. The large beetle that "Spoke" to you earlier is scaling the walls with some sylvarians to try and flank around the attackers.
There is a load of glowing energy on the field, and you can feel it calling to you slightly. You also have a clear escape route deeper into the woods.
I Sit down and consider writing a Book on whoever wins... if the Idiots don't come after me.
[6] You continue to watch the battle play out, with the undead decidedly being the victors as the strange man turns on his former comerades with illusions and a undead aura. You can feel that aura draining away some of your strength as well. You also notice the other undead are getting stronger with each kill, and scarily smart as they begin to perform complex maneuvers and tactics. You could almost swear that some of them are looking right at you occasionally to see what action you are going to take, if any.[-2 MP, -1 HP]
Go back to the village/town with the orb in my hand and shout the below.
"LOOK LOOK WHAT I MADE! YOU HAVE TO SEE IT YOU JUST HAVE TOO!"
[6] You start on your way back to the orphanage and it's tiny hamlet to show off your orb, but as you attempt to do so you absorb it. It tingles a bit, but nothing bad happens. Several people come to look, but are annoyed when all they see you have is a stick.
"Teehee, what a silly. I had magic all along !"
Anyway.
"The desert is too dangerous recently... we must reach human lands. We will find answers here, but we will have to be very careful."
Head toward the center of Ashafan kingdom, on a quest to find someone knowledgeable of monsters or magic.
[3] You set off for the capital of the Ashafan kingdom, but not before spotting a ragtag group of monsters moving to the oasis you were just at. They have not seen you yet, and they look more focused on the oasis. You wonder if you should continue on your way, or try to talk to them.
"Hum hm... I've got another idea!"
Wesley went off and found some kids, then paid them a copper(or a few)(or whatnot) to throw rotten eggs at the door. Hopefully everybody inside(or anybody) except his father would promptly run after them so he could go in without risk.
[2] It's too dark out for any children to be running around. even if you could find some to do it for you, Your father is known for having potions just for those sorts of occasions and would likely throw one out of the upper floor's window to spook them off and punish them. You discard the idea before you make things worse.
Get it to charge into a crystal!
[3(You) vs 3(Them)] You put yourself into position and try to goad it into charging you, but it seems to be doing something else.
[6(them)vs 4(You)] The Crystaloid Tries to blast you with a energy beam! you jump out of the way, but not before having it burn your already punctured backside! on top of that, the crystal you were standing in front of scatters the beam in numerous directions, bouncing it around and turning the field of crystals into a deathtrap for the both of you! [-2 HP]
Stabby stab the enemy.
[No roll] You try to stab the mole, and succeed, but your comrades in arms kill it first. You see a golden energy start to flow into you from it's corpse, and feel a bit soothed, but still injured.
[You feel closer to the next rank.]