Seven months ago, the Royal Council decreed the crown princess, still in regency, the ward of the capital's Mage's Guild. Coincidentally, fifteen weeks later the sky darkened with seething nightmares, living fears and mutated wildlife began stalking the land, and a great column of unreality rose around the former capital, like a beckoning monument heralding the end of sanity and physical reality as you know it.
Anyway, you've made your way to a promising village where you hope to start up a new life in this terror-infested land. Sure, the sky is constantly shrouded by strange purple clouds, the plants and animals are mutated and strange when they resemble natural beings at all, and that pillar of madness keeps dancing faintly on the horizon no matter where you are in the (presumably former) kingdom.
But hey, you gotta start somewhere, right?
(https://i.imgur.com/g2M1D26.png)
Each turn, every players receives two actions. They cannot use the same skills for more than one action per turn, and the actions are simultaneous.
For each point of skill used, a player may designate an additional effect. In the case of actions with mundane effects, such as gathering food, this tends to simply increase the quantity produced or processed. For more elaborate actions, this tends to apply additional qualities to the effect or product.
Supporting skills may be used where appropriate, adding their magnitude to the action. Note that too many or conflicting supporting skills may produce odd results.
In the example above, our noble wizard is attempting two actions: Raising a moss zombie and performing a flaming seduction dance.
Since he has +3 Necromancy and +1 Herbalism, he uses his Necromancy skill to raise a zombie: One point goes towards the base effect, one towards giving it a tougher hide, and one towards making it sing constantly. The one point in Herbalism is used to grant it a mossy, regenerating hide, which hopefully won't interfere with the tough hide.
He meanwhile uses his +1 Seduction to seduce a (hopefully living) target. His +2 Pyromancy further provides for warming him up, which he has heard is attractive to potential mates, and creating a flaming corona around his head in mimicry of loud birds. Since flame is not inherently seductive, it remains to be seen how directly these effects add to his attempts to seduce a target. Also, he's calling a rotting corpse up from the ground at the same time, so that might impact things.
(https://i.imgur.com/jEoxM8Q.png)
On rolling a [1], [5], or [6], you gain a point of Passion in the skill being used. Passion may be spent to add special effects to actions, which would not normally be achievable.
Each time Passion is spent this way, you have a chance to level the skill equal to the spent passion divided by the total passion. Spending maximum Passion always levels the skill, spending 1 point has a 1/3 chance of increasing +3 Necromancy to +4 Necromancy, and so on.
Rolling a [1][5][6] on a Passion action additionally grants (and/or inflicts) a special trait on you based on the action and roll. These traits are generally unique and terrible manifestations of your obsessions with unstable arcane power, such as the ability to see emotions or plantlike flesh. Wusses using mundane skills tend to just become charismatic or better warriors or something. Or gain the ability to gain strength from feasting on the hearts of their enemies.
In any case, more Passion produces stronger traits, and existing traits will sometimes be strengthened by a trait-producing action, rather than a new trait being formed.
In our above example, our noble wizard is trying to create a flaming skeleton using +3 Necromancy, +2 Pyromancy, and one of his Passion points in Necromancy. As before, each point produces a new quality: +3 Necromancy gives us a skeleton, increases its strength and increases its speed. +2 Pyromancy makes it flaming, and then lets it belch these flames forth. The Necromancy Passion point lets it feast upon the essence of the living, increasing its own power.
If he rolls a [1], [5], or [6] on this action, he will gain a new trait relevant to his current endeavor; perhaps the ability to feast upon life force himself, or a knack for creating souldrinking horrors, or particularly copious and delicious life essence that the ravening dead find just irresistable. Since he only spent one Passion on this action, it will not be an overly strong trait, but it should be impactful.
Characters may assemble to go on missions. Larger numbers of characters require more supplies and attract more attention, but have an obvious advantage in numbers. For performance reasons, only a certain number of characters may be on mission at any one time.
Missions come in many flavors. Harvesting a known resource node or pillaging interesting ruins are popular ones, as is defending the settlement against encroaching tides of nightmare-made-manifest, either in defense of the settlement's walls or by destroying nests of horrors that will otherwise grow too large to withstand.
Caring for a settlement is a big responsibility, which is why renegade mages are usually so bad at it.
Put simply, most villagers require one food per turn to not starve, but also produce resources for the settlement. Different kinds of inhabitants might have different requirements and benefits. In addition, most inhabitants greatly appreciate shelter, clothing, luxury goods, and so on, and some scholars maintain advanced peasant types, such as powerful soldiers and skilled craftsmen, require advanced housing and feed to properly develop.
Construction generally occurs in blocks, each of which is roughly a small room in size. A small peasant hovel would likely consist of a single block, while a moderately sized cottage might consist of several. Each block requires one unit of construction material and one unit of labor to actually construct it.
A particularly vital thing to keep in mind regarding a settlement's needs is the encroaching horror all around. You'd think the purple sky and echoing screams would do that, but mages like to prove otherwise. In any case, both the environment and neighbors tend to be bad for a village's health, and various charms and remedies to counteract this are often required. One of the simplest and most popular is just building underground; for unclear reasons, it seems less tainted by the current madness, and so makes for a convenient place to live if you have access to or can do without light, open space, fresh air, and so on.
Elemental Magics
Elemental magics are the manipulation of a specific material or energy. They tend to be easy to use, especially in combat, but limited in complexity.
Fire: Manipulation of heat and flame. Can create, hurl, and intensify fires. Usually considered an offensive school for setting everything on fire, with some utility for keeping warm and cooking food.
Earth: Manipulation of soil and stone. Can move, harden, or move through dirt. Can do the same with solid stone, but much less effectively. Usually considered a defensive and utility school for shaping dirt to suit one's purposes or keep safe.
Water: Manipulation of water and moisture. Usually considered a utility school for moving through and controlling water.
Air: Manipulation of air and wind. Can create, deflect, or harness wind to push objects around or levitate them. Usually considered a mobility and utility school for moving things around.
Life: Manipulation of life force and living things. Can regenerate, empower, and enhance living things. Usually considered a support and utility school for maintaining and enhancing allies, livestock, and crops.
Death: Manipulation of death energies and formerly living things. Can degenerate, weaken, and corrode living things. Usually considered an offensive school for rotting and enfeebling the living.
Ice: Manipulation of ice and cold. Can freeze, shape, or hurl ice. Usually considered an offensive and utility school for freezing and impaling enemies and shaping ice to suit one's needs.
Lightning: Manipulation of lightning and electricity. Can hurl lightning bolts and electrocute enemies. Usually considered an offensive school for shocking and stunning enemies.
Plant: Manipulation of plants and vegetation. Can shape and grow plants. Usually considered a utility school for shaping plant life to suit one's needs.
Fungus: Manipulation of mushrooms and fungus. Can spawn, grow, and shape fungi. Usually considered a utility school for growing and shaping oversized mushrooms to suit one's needs.
Flesh: Manipulation of animal tissues. Can mend, mutate, and strengthen animal flesh. Usually considered a utility and support school for healing or mutating the flesh of servants or oneself.
Bone: Manipulation of bone and horn. Can shape and harden bones or similar structures, though generally less efficiently. Usually considered a support school for strengthening and warping the bones of servants or oneself.
Blood: Manipulation of blood and similar ichors. Can shape, extract, harden, and intensify blood or similar substances, though generally less efficiently. Usually considered a utility and support school for extracting ritual components and creating blood weapons.
Stone: Manipulation of solid rock. Can control and move through solid stone much better than earth magic, but cannot manipulate loose soil. Usually considered a utility school for working with stone.
Metal: Manipulation of refined metals. Can shape, mend, and alter metals. Usually considered a utility school for crafting and maintaining metal arms and armor.
Ritual Magics
Ritual magics are the manipulation of a specific process or concept. They tend to handle complex tasks well, especially out of combat, but are sometimes difficult to use in a specific situation.
Necromancy: Harming and subverting life forces and processes. Can weaken or damage the properties of living things and reanimate the dead. Usually considered an offensive and utility school for crippling living foes and raising undead servants.
Vitamancy: Reinforcing and restoring life forces and processes. Can heal or enhance the properties of living things and disrupt the undead. Usually considered a support school for healing and empowering allies.
Destruction: Destruction and violent movement. Can hurl projectiles and break down the structure of things. Usually considered an offensive school for raining destructive force on and disintegrating obstacles or foes.
Protection: Preservation and stasis. Can create protective shields and fortify materials against change. Usually considered a defensive school for keeping things protected from harm.
Transmutation: Alteration of substance. Can replace or change the substance of things. Usually considered a utility school for weakening or strengthening materials.
Transmogrification: Alteration of form. Can change the shape of things. Usually considered a utility school for changing oneself into a giant snake.
Summoning: Bringing forth complex things from other worlds. Can mantle otherworldly beings or tools onto materials, objects, or creatures in this world. Usually considered a utility school for summoning monsters or conjuring yourself frilly dresses.
Conjuration: Bringing forth simple things from other worlds. Can mantle otherworldly materials or forces onto materials or forces from this world. Usually considered a defensive and utility school for turning the ground into obnoxious substances.
Alchemy: Refinement and expression of qualities. Can break down or condense forces and materials into purer or more concentrated forms. Usually considered a utility school for creating bizarre substances.
Enchantment: Infusing new or enhanced qualities. Can apply magical effects to objects or creatures on a long scale. Usually considered a utility and support school for creating magical weapons and enhanced allies.
Labor Skills
Labor skills are talents related to honest but simple work, usually harvesting or refining raw resources. For some reason mages prefer to get minions to do this for them.
Mining: Digging up earth and stone. Handy for harvesting gems and digging out cellars.
Woodcutting: Chopping down large plants. Handy for harvesting lumber and clearing out forests.
Herbalism: Picking small plants. Handy for foraging for food and finding alchemical reagents.
Trapping: Ensnaring small woodland creatures. Handy for capturing small game.
Hunting: Hunting down medium woodland creatures. Handy for bagging medium game.
Butchering: Breaking down corpses into useful components. Handy for harvesting the dead.
Farming: Growing crops. Handy for producing reliable food.
Crafting Skills
Crafting skills are talents related to honest but skilled work, usually converting raw materials into finished products. For some reason mages really only like these to support their magical shenanigans.
Masonry: Producing large stone objects. Handy for building stone structures and furniture.
Carpentry: Producing large wooden objects. Handy for building wood structures and furniture.
Cooking: Producing tasty food. Handy for making food tastier and more varied.
Brewing: Producing tasty drink. Handy for turning food into booze.
Stonecrafting: Producing small stone objects. Handy for crafting stone jewelry and utensils.
Woodcrafting: Producing small wooden objects. Handy for crafting wooden jewelry and utensils.
Bonecrafting: Producing small bone objects. Handy for crafting bone jewelry and utensils.
Glasscrafting: Producing small glass objects. Handy for crafting glass jewelry and utensils.
Gemcrafting: Cutting and placing gemstones. Handy for producing cut gems and inlays.
Combat Skills
Combat skills are techniques for fighting with weapons. Most mages prefer to use magic when they can, but a handful swear by reliable steel.
Swords: Long-bladed slashing weapons. Swords tend to be versatile and heroic.
Axes: Short-bladed hacking weapons. Axes tend to be brutal and savage.
Spears: Long-hafted stabbing weapons. Spears tend to be tactical and wide-reaching.
Maces: Blunt or ridged weapons. Maces tend to be heavy and staggering.
Daggers: Short-bladed stabbing weapons. Daggers tend to be quick and sneaky.
Whips: Long, flexible weapons. Whips tend to be tricky and debilitating.
Bows: Fancy ranged weapons. Bows tend to be long-distance weapons.
Custom
The above is a list of some of the most common skills and professions, but it is by no means an exhaustive catalog. If you want a skill not listed above, create one or ask about it.
[b]Name:[/b] What do they call you?
[b]Description:[/b] What do you look like, physically?
[b]Primary Skill:[/b] Select or invent one skill to start at +5
[b]Secondary Skills:[/b] Select or invent two skills to start at +3
[b]Precious Item:[/b] In addition to clothing, tools, and other such necessities, you start with a particularly useful and fancy item.
[b]Backstory:[/b] How you came to this particular village and what you intend to do now.
[b]Location:[/b]
-Central Duchies. Alarmingly close to the maelstrom, the central duchies were known as river-laden and slightly hilly before the, uh, incident. Now they're home to some of the more alarming sightings of... things.
-Northern Duchies. Heavily forested, they were once a good frontier for industry and wild game. They are now infested with mobile plant life none too fond of the meatlings' current shenanigans.
-Eastern Duchies. Largely coastal, they were once a hotbed of intrigue and pointless backstabbing. They are now overrun by various benthic horrors.
-Southern Duchies. Soggy and fertile, they were once a combination of noxious swamp and fertile farmland. They are now stalked by magical beasts and renegade constructs.
-Western Duchies. Arid and desolate, they were once considered the second best source of magecraft in the kingdom. They are now divided between bickering factions of undead and living.
[b]Size:[/b]
-Small. The village was never much to look at, and now it needs your help.
-Medium. The village has a good base to work with, and at least one special resource available. It's also a tempting target.
-Large. The village has an impressive population and developed infrastructure, plus one special resource and two plentiful basic resources. It's also besieged by at least one powerful foe.
[b]Situation:[/b]
-Isolated. The village is wedged atop a mountain, behind a thick forest, or otherwise placed in a defensible but cramped spot.
-Connected: The village is located atop a hill, in a forest, or otherwise placed in a somewhat defensible, somewhat accessible location.
-Open: The village is located in the middle of a field, right in front of a forest, or otherwise in a wide open, utterly indefensible place.
[b]Terrible Secret:[/b] The village probably has something special about it. What is that thing?
I'll take as many players as I can hold, but I'll probably only be able to run 6-8 at a time; the rest will have to idle away in the village, harvesting grain or making cups.
Yay. Sheets edited in.
Name: Devorae the Devoted
Description: Devorae cuts a tall, personable and noble figure. He's black-skinned with quite light brown eyes and a way with words and body language. He's usually dressed in noble military dress, which means his uniform is made with fashion over practicality in mind. His cloak, coat, trousers and shirt are red cloth, with golden decoration and black trim, black leather boots and a fancy hat. He wields a scepter, a badge of office rather than a proper weapon.
Primary Skill: Necromancy
Secondary Skills:
-Leadership
-Enchantment
Precious Item: Wealth (https://www.youtube.com/watch?v=ULeDlxa3gyc).
Backstory: Devorae the Devoted is a foreigner, draw to the kingdom due to the clear state of duress it finds itself in. Having been a guest to these lands before, he decided to establish a base in a village he considered suitable, so as to better organize a system to recover the area's agriculture and industry and to bring about overall more pleasant living conditions by developing and creating a small empire through usage of magic and the available resources. His title comes from his quite obvious and altruistic dedication to the well-being and happiness of the precious peasantry subordinate to him.
Location:
-Southern Duchies
Size:
-Medium. Special resource: a deposit of crystals and stones with varying levels of stored magic.
Situation:
-Connected: The village is located atop a hill, defensible but not cut off from civilization.
Terrible Secret: Catacombs where the corpses, their tortured souls and their loot lie are located on a different hill not too far from the village. The local beasts and wandering constructs occasionally get into turf wars with what comes out of the catacombs.
Irony you cad.
One moment.
Shit I hit new post.
Yay. Sheets edited in.
YOU TWO O_O
Sheet submitting too, because I am sad at our prequel :I
Name: Akari Elleison
Description: Akari is around five and a half feet tall, with the figure of a traveled, toned woman. She has light brown skin, and dark black hair, having chiseled features on her face, and a posture similar to scholars.
Primary Skill: Protection +5 - If it was not for her mage studies, Akari would be THE BEST BUILDER in ALL THE LAND (or at least based on what her friend had told her before the last mail that arrived)
Secondary Skills: Life & Fire +3 If it was not for her mage studies, Akari would have created THE FIRST REFRIGERATOR in ALL THE LAND (or at least based on what her friend had told her before the last mail that arrived)
Precious Item: Heirloom Amulet - Basically an orb clasped by a strong chain, Akari uses this for both cosmetic purposes and in crafts and work--focusing light and optics. It is usable as a durable catalyst to Akari's personal arts.
Backstory: Drawn to a particular village due to summons by an old friend, Akari was surprised, to say the least, to see the descriptions of devastation being not just apt, but accurate and as horrible as the state of the letter that detailed the situation.
Location:
-Western Duchies. Arid and desolate, they were once considered the second best source of magecraft in the kingdom. They are now divided between bickering factions of undead and living.
Size:
-Medium. The village has a good base to work with, and at least one special resource available. It's also a tempting target.
> Timberwood or paper producing crafts are generally noted as a special resource--however conditions may particularly change that matter. What can be noted as another resource, is the prevalence of weapons and sharp tools lying around.
Situation:
-Connected: The village is located atop a hill, in a forest, or otherwise placed in a somewhat defensible, somewhat accessible location.
Terrible Secret: The village probably has something special about it. What is that thing?
> The best postmail service in the whole kingdom--utilizing postknights! Knights who deliver mail all throughout the kingdom! Drawn from the local populace! If this wasn't the most terrible secret ever, they have scented envelopes and paper for fancy MESSAGES!
Because no way am I dropping an opportunity to reference my old character that mysteriously disappeared in the midst of chaos and frustration.
I'll throw my hat in, hope I'm not too late.
Name: Anna Greenbell
Description: http://safebooru.org//images/2021/1b16b4091bf1015f0cd4d6379eb82e0c3bb3ea1d.jpg?2106779
Anna is a teenage girl that stands at roughly 5' 2". While she won't hesitate to share her opinion on anything (and is perhaps too willing to do so at times), her typically expressionless face can make it hard to tell what she's actually thinking. Despite her small stature, Anna is rather strong for a girl her age, much less a mage, and she does her best to keep fit. Like her father always said, being soft never did anyone any good on the battlefield.
Primary Skill: Vitamancy +5
Secondary Skills: Destruction +3, Protection +3
Precious Item: Gravity Hammer: This overly large hammer is an heirloom of the Greenbell family. Anna inherited it when her father passed away. While she has no experience using a weapon in combat yet, this powerful weapon contains 6 mana 'cartridges' that can be consumed to activate a rocket booster on the back. This booster can provide a massive acceleration boost, though recharging the cartridges requires a lot of mana and time out of combat. Passively, the Gravity Hammer allows its user to ignore most of its weight, making it considerably less unwieldy than its size implies.
Backstory: The Greenbell's have always been a well known family in this region, and Anna grew up on an estate just outside of the village. She left the region to attend the Royal Magic Academy in the capitol, and was fortunate enough to be off on a field trip when the capitol was destroyed by nightmarish magic. She quickly returned home, only to find out that her father and older brother had perished protecting the village from an attack shortly before she arrived, leaving her as the sole surviving heiress to her family name. Anna has now taken up the Gravity Hammer that serves as the symbol of the head of the Greenbell family, and while she'll need to learn how to use it on the fly, she's determined not to let her family down, even if she hasn't finished her magic studies yet.
Location:
-Western Duchies. Arid and desolate, they were once considered the second best source of magecraft in the kingdom. They are now divided between bickering factions of undead and living.
Size:
-Medium. The village has a good base to work with, and at least one special resource available. It's also a tempting target.
Resource: Anything that's not 'floatstone'. I like 'magic rocks' a lot better than weird floating rocks being a natural occurrance.
Situation:
-Connected: The village is located atop a hill, in a forest, or otherwise placed in a somewhat defensible, somewhat accessible location.
Terrible Secret: The village was constructed atop the ruins of an ancient mage's Dungeon. While much of the Dungeon has been destroyed by time, some parts beneath the earth are intact and full of both ancient danger and treasure, and the chaotic magic wandering the land has awoken these ancient dangers.
Here goes the thing. I think it will not be too silly, with all those insane ninjas and lunar ninja anime girls running around. Will\would it be fine? I mean, from technical point of view. I was first going for protection\enchantment, then i realized that will require at least enchantment\divination and there are enough people there that can roll 6 on covering the village with dome-unpassable-by-enemies, and now i think it rather should be divination\enchantment, which really is not my cup of tea. But meh, not like i'm actually will be allowed to play this (properly), aye? :P And, uh, is having a simple sword on start with setup like this allowed?
If we happen to be one space short, kick out Cinnder. He does not even want to play, and it's my first chance of playing damn RTD
Name: Maren
Description: A man in his early thirties, with short brick-red hair and whiskers. He wears (slightly dirty) black robe.
Primary Skill:Enchantment
Secondary Skills:Divination, Swords.
Precious Item:Enchanted bronze ring that warns him about incoming danger. He always wears it on index finger on left hand.
Backstory: He lived in a town in north-western part of central duchies, making a living by selling enchanted trinkets. Not too long before all tentacles broke loose, he was warned by his magics that all of central duchies, including his town and it's surroundings will go to hell very soon, and hastily tried to move from his town to someplace safer. So hastily, in fact, that he completely forgot to warn anyone else. After the cataclysm, it turned out that, while other places certainly were “safer”, there was no more parts of the country (and probably other ones, or even the whole world) that was not overrun by monstrosities or otherwise tainted by the power of Tentacle Princess. Maren then spent several months wandering about the land, staying in the remaining settlements that didn't go to hell and occasionally helping them not to, as long as it did not get him murdered or crippled or transformed into tentacle monster. Recently, he stumbled on a village with quite a commotion of his fellow magi. His curiosity did overcome his caution.
snip
Thought about that Anna when i first seen the name for some reason. http://epicbattlefantasy.wikia.com/wiki/Anna
Well, not too far off. :P
Turn 0: Warm Welcome
(https://i.imgur.com/L88chYe.png)
The trip to Sundrop is an interesting one. You're not much bothered by the hordes of screaming nightmare beasts, though you hear that's a common complaint. The heat is more of a bother, being located in the western scrublands as it is. A forest springs up as you approach, but the trees are black and twisted, bereft of leaves and seeping a sickly sweet-smelling goo. Vaguely unsettling mesas rise within the forest- or perhaps, the forest rises around the mesas- and echoing cries of a nature you cannot place ring through the otherwise silent landscape.
Sundrop itself sits atop one of these mesas, surrounded by cleared-out farmland and accessed by a spiraling earthen ramp. The village is made of dull sandstone, as you might expect from a settlement this far west, and dominated by a cluster of larger buildings in the center, most likely shops.
You wander over to a gaggle of eccentric and unstable looking individuals, presumably others who have been drawn here by the promise of a reward. It's in front of the largest building in town, which to no one's surprise is a tavern. A man in a lavish lime green suit stands proudly in front of the door, waiting for everyone to assemble.
"Shouldn't we wait inside?" someone grouses, shielding their eyes from the heat.
"Oh my heavens no," the man responds in a joyful, decadent drawl. "That might damage the establishment once the additional guests arrive."
"What additional-" someone else begins before being interrupted by a sound like the shrieking of a thousand damned souls.
"I wish you luck mighty heroes!" the man shouts, tipping his hat and slipping into the inn. A heavy bolting sound follows.
You sigh and turn around.
The source of the shrieking appears to be a giant... thing with a dozen spectral skulls for heads, dragging its maybe two-horses-sized torso along on flipper-ish blue arms. Its lower half looks like an absolute mess of vapors, organs, flesh, and just unidentifiable stuff. This thing's about as natural as your obedience to common sense and the rule of law.
Lumbering up the ramp- as opposed to climbing sheer up the side- are a pair of brass golems of some kind. They look like malformed birds of some kind, but are pitted and scarred with age and corruption. Black fluid seeps from their joints, and an unholy madness beckons from their hollow eye sockets.
A gaggle of shrieking, ragged wraiths clamber their way over the edge a short distance away. While dangerous and hungry, they're a little mundane compared to the other two challenges.
Finally, a swarm of nightmare-things bubbles over the edge on the other side. These ones seem to be pure nightmare-stuff: They attack in large numbers, but are weak and tend to vanish completely on being slain. Swarms of them are dangerous to both body and mind, but they're a common sight these days.
Welcome to Sundrop!
Ventaro Aureus (Beirus)
Healthy
-
+5 Alchemy (0/5)
+3 Herbalism (0/3)
+3 Brawling (0/3)
-
Normal Clothes: Green tunic, brown trousers, black leather boots. Downright mundane!
Everfull Flask: Put liquid in, slowly replenishes that liquid! Empty fully to replace with new liquid.
Glowing Mote: This spherical object glows with a brilliant yellow light. You feel like there's more to it, but aren't sure how you'd check.
Devorae the Devoted (Caellath)
Healthy
-
+5 Necromancy (0/5)
+3 Leadership (0/3)
+3 Enchantment (0/3)
-
Noble Crimson and Gold Military Attire: Includes fancy hat so you know who to take orders from.
Fancy Scepter
Mad Dosh: This fancy-looking chest is filled to the brim with gold coins bearing Devorae's benevolent face.
Prismatic Gem: This smooth crystal shifts through all the colors of the rainbow in beautiful cascades. You could swear the pattern's reacted to you a few times, but you're unable to repeat the event.
Bianca "BB" Beamingstar (Cinder)
Healthy
-
+5 Animation (0/5)
+3 Earth Magic (0/3)
+3 Martial Arts (0/3)
-
Leather Armor Dress
Chronicle of BB's Arcane Escapades: Illustrated adventure of House Beamingstar's exploits, including punching things, punching things, and punching things.
Metal Jelly: This blob of metallic silver is squishy to the touch, and occasionally jiggles unprovoked. Other than occasionally sticking to your fingers, you're unsure what it is or does.
Jeffery Kentwood (Coolrune)
Healthy
-
+5 Summoning (0/5)
+3 Metal Magic (0/3)
+3 Spears (0/3)
-
Douchebag Jacket: He's presumably wearing pants or something too, but GODS what an asshole.
Amulet of Farsight: Like a telescope but WIZARDS!
Icy Shard: This bright blue crystal shard is ice cold to the touch. You get strange feelings of enthusiasm when holding it for too long.
Mordre Deepstone (Derm)
Healthy)
-
+5 Stone Magic (0/5)
+3 Masonry (0/3)
+3 Necromancy (0/3)
-
Sturdy Dwarf Attire: Boots and shoes, two trousers, and a deep blue tunic.
Heirloom Chisel: The chisel is made of trifle pewter. The handle is made of ilmenite. On the item is an image of Mordre's heirloom chisel in trifle pewter. On the image of Mordre's heirloom chisel is an image of Mordre's heirloom chisel in ilmenite.
Mossy Mushroom: You can smell the magic on this mossy, deep blue mushroom, but other than the moss constantly growing you're unsure what it does.
Erntrinsticia "From" Frombollywhotsit, Lady-witch of magnificence! (Egan)
Healthy
-
+5 Corvid Magic (0/5)
+3 Death Magic (0/3)
+3 Fashion (0/3)
-
Fashionable Witch Outfit: All black, all hat.
Lady Irstivfell the Raven: Very wise! Hence the obsession with shiny objects and tasty food.
Sparkling Bottle: This tiny glass flask contains a glittering emerald liquid. It's strangely mesmerizing to watch, but you get the strange feeling it's watching back.
Archimedes (FallacyofUrist)
Healthy
-
+5 Returnamancy (0/5)
+3 Alchemy (0/3)
+3 Medicine (0/3)
-
Green-Painted Robes: Probably not an intentional dye job.
Mourning Ring: Black stone with a purple gem. Commemorates a lost loved one.
Dark Ice: This fist-sized chunk of crystal is a deep blue, fading to black in the center. It feels ice cold to the touch and you get a sense of vertigo staring into its depths.
Erin Quill (Glass)
Healthy
-
+5 Artifice (0/5)
+3 Metal Magic (0/3)
+3 Air Magic (0/3)
-
Labcoat: Also pants.
Cloudstopper: This overly crystal-y gun-thing shoots shards of crystalline magic at targets.
Leaf Stone: This brown stone has what looks like an imprinted fern on one side. You're quite certain it's magical somehow, but it seems almost suspiciously unreactive to anything you've been able to expose it to.
Elen Farley (Hotfire)
Healthy
-
+5 Vitamancy (0/5)
+3 Flesh Magic (0/3)
+3 Fire Magic (0/3)
-
Dark Green Robe
Supersaver Potion Pack: This dubious looking sack is filled with dubious looking potions.
Ruby Vial: This faceted red crystal vial is filled with vibrantly glowing red liquid. You're unsure what it does, but smelling it made you ravenously hungry and alarmingly dizzy.
Evelyn "Auntie Adams" Adams (The Lupanian)
Healthy
-
+5 Life Magic (0/5)
+3 Flesh Magic (0/3)
+3 Bone Magic (0/3)
-
Normal Person Traveling Clothes
Super Savings Anaesthetic: This hefty jug of industrial-strength knockout drug raises some unsettling questions.
Everbloom: This ball of bronze roots or vines keeps sprouding delectable looking berries inside. You haven't tried one yet, but they smell fragrant and feel juicy.
Erik the Ninja (Maximum Spin)
Healthy
-
+5 Ninjaturgy (0/5)
+3 Lightning Magic (0/3)
+3 Shurikens (0/3)
-
Ninja Outfit: Kind of drab, so probably the mook kind.
Ninja Artifact: A ninja sword fused to its scabbard. The nonfunctionality makes it extra spiritual!
Sandstone Charm: This palm-sized beige stone slate is dense with indecipherable heiroglyphics. You're certain it's an item of power, but your efforts to unleash it have so far proven futile.
Maren (MCreeper)
Healthy
-
+5 Enchantment (0/5)
+3 Divination (0/3)
+3 Swords (0/3)
-
Black Robe
Bronze Ring: Enchanted to warn its wearer of danger. A bit... constant when surrounded by your fellows, unfortuntely.
Silver Skull: This grape-sized statue looks like a human skull forged from silver. You get a sense of vertigo looking at it too long, but otherwise can't figure out its properties.
Li Kao (Pancaek)
Healthy
-
+5 Chi magic (0/5)
+3 Wuxia (0/3)
+3 Life Magic (0/3)
-
Grey Martial Arts Outfit
Tea Set: A pot and two cups. No one's sure if the pot is enchanted or the old man is incredibly wily, but it's always full of delicious hot tea when needed.
Stress Ball: This leathery yellow ball is adorned with strange looking runes. You can squeeze it when angry.
Hrodpreht (RNG)
Healthy
-
+5 Dagon Worship (0/5)
+3 Teaching (0/3)
+3 Summoning (0/3)
-
White Robes: Good guys wear white, so you can trust him!
Idol of Father Dagon: For some reason none of the other mages are thrilled about this.
Seething Heart: This red stone blazes with an intense inner light. Staring into it consumes you with a terrible urge to feast on your fellows. You have thus far refrained from doing so.
Anna Greenbell (Sheyra)
Healthy
-
+5 Vitamancy (0/5)
+3 Destruction (0/3)
+3 Protection (0/3)
-
Kimono-Thing: Somewhere between a shrine priestess and a vagrant you'll find this alluring number for all your vagrant shrine priestess needs.
Gravity Hammer: A giant rocket-propelled hammer. Shockingly, it's wielded by a mage.
Weight of the First Sin: This red crystal smolders with inner heat. Holding it makes you feel tired, hot, and nervous.
Akari Elleison (Tiruin)
Healthy
-
+5 Protection (0/5)
+3 Life Magic (0/3)
+3 Glow Magic (0/3)
-
Traveling Scholar's Outfit
Heirloom Amulet: Translucent orb on a chain, handy for refracting and focusing light.
Eye of Shadow: This shadowy black sphere has indistinct edges, and feels soft to the touch. A green light sometimes appears, shifts across the surface, and then disappears, but you can't tell what it is or does.
Smith (Yottawhat)
Healthy
-
+5 Metal Magic (0/5)
+3 Animation (0/3)
+3 Blacksmithing (0/3)
-
Rusted Fancy Metal Armor: Nothing suspicious about this!
Formallic Hammer: An enchanted hammer that can pound ore into refined metal.
Whispering Heart: This deep purple gemstone makes your skin crawl when touched. You can hear a faint whispering sound when you hold your ear close, but can't make out what, if anything, it sounds like.
Everyone is in. If you're not listed for some reason, let me know!
You might notice everyone has received a MYSTERY BOX. This is an intriguing, randomly generated item you stumbled across and looted, but have not fully figured out the nature of.
"..."
Smith points to one of the Brass golem and crushes his hand into a fist, casting a spell.
METAL +5
- Crush the leg joints
- Pulverize the arm/wing joints
- Magnetize the brass
- Throw the first Golem at the second Golem
- +1 to throwing the Golem
Intended Effect: Render one golem immobile and magnetic, then throw the lamed golem at other one in order to slow it down.
((That was a bit unexpected. Why lack of change of average pace is unexpected to me is a mystery.))
Upon closer inspection, the crowd turned out to mostly consist of crazy dwarves, creepy old ladies, weird little girls and other shady sort. Maren has a nagging feeling that they will live up to their to their looks in most terrible manner, caused by his magical ring, whatever he has seen so far and his common sense. Indeed, it was so strong and overshadowing, and he was so tired from walking a lenghty way trough all this hot scrubland just a half-hour ago, that attack of the horde of abominations managed to take him by surprise. Well, even in case his colleagues presented more danger to him then local he is able to do with his skills at the moment by himself, not in the small part due to him
Do i have a sword?
If no
managing to lose almost all of his equipment not too long before arriving to this village. He did put it all a bit aside before sleeping in the tavern in the last town, and lo! At the morning, all gone, except his warning ring and silver skull figurine that jester-thief has put in a box of charms instead of it's contents. Something against thiefs would be nice addition to his collection. Or more consistent caution.
Unfortunately, at the morning he also found out that he is no longer welcome in this town because he accidentally, arcanely and with delay made gates in town's stockade repel humans instead of monsters. Fortunately, none of the latter bothered him on the road to Sundrop.
I''ll see what i can do.
Enchant part of Erin's ammmunition (3 clips or so. Or however much that is not "more than a half") with "anti-those-things properties", then go to ask local smith for a sword, checking if there is pool of lava in the forge on the way.
If yes, simple sword
almost the same thing
managing to lose almost all of his equipment not too long before arriving to this village. He did put it all ,excluding a sword, a bit aside before sleeping in the tavern in the last town, and lo! At the morning, all gone, except his warning ring, his sword and silver skull figurine that jester-thief has put in a box of charms instead of it's contents. Something against thiefs would be nice addition to his collection. Or more consistent caution.
Unfortunately, at the morning he also found out that he is no longer welcome in this town because he accidentally, arcanely and with delay made gates in town's stockade repel humans instead of monsters. Fortunately, none of the latter bothered him on the road to Sundrop.
Enchant part Erin's ammmunition (3 clips or so. Or however much that is not "more than a half") with "anti-those-things properties", then, if not in immediate dangercaused by enhanting it with buffing-those-things properties, try to divine if and when there will be more attacks on the village in close future, and what they may consist of.
Before all this, he noted Erin, recognized him as enchanter(or something very simillar :P ), and spoke to him, although he did find those stone eyes a bit unnerving (although a lot less so, then someone's lack of face to speak of. Or it not giving him any trouble):
"Hello, fellow enchanter. Did you got any ideas on how to better repel attack of those beasts?
For both: carefully avoid being busted by MARTIAL ARTS or anything else. If Erin actually manages to start building his cannon somehow, assist him in building it as an action instead, using 2 ench, if permission granted. DO NOT mess with aiming system or friend\enemy detection system.
((Yeah, immensely long post. :P I hope what i'm trying to do now is within my abilities and speciality.
randomgenericusername, i'll be seeking for a valid in-character reason to attempt to assasinate yours. :P ))
Actions changed. Original one may or may not be nearly as much of a stretch as "pyromancer making area freezing cold by drawing all heat away from it", Enchanting big line of dirt with said properties
and probably would not have passed anyways.
Turn 1: The First Fiasco of Many
Abomination
From takes a quick glance at the others assembled and rolls her eyes.
"...Geez, what a bore. This is what we're supposed to fight? I thought for a second this was going to be interesting."
She bites her lip, staring at the largest abomination.
"Oh well, gotta push through the boring part before we can get to the fun, right Irstiv? So just d̷̕͢i͘̕͏҉̛e̷̡̡."
DEATH. Rot the big thingie's limbs, clot up its arteries, and make it seriously question its self-worth!
Also perform a totally unnecessary flourish while doing so, just so that everybody knows I'm the one doing it.
[1] To no one's surprise, your own flesh starts sagging and rotting, and you scream about your face, your beautiful face.
[3] You do an okay flourish while falling to the ground and writhing, at least.
-3 HP
+1 Death Passion
"Why does this world hate us so?"
Let's show off the power of Returnamancy. Archimedes weaves a Returnamantic shield around the mage who looks closest to the abomination. The shield should ideally be long-lasting as well as protecting the mage's entire body. When the shield breaks, it should unleash a burst of Returnamancy against the breaker and the breaker's allies.
Aside from that Archimedes will stand by and perform emergency medical treatment if anyone gets hurt.
[4] You wrap a retributive shield around the crazy old lady.
[5] "If", hahaha, oh man. Yeah the raven witch immediately boils herself with death magic so you get to tending that. It's not healing magic, so the effects are rather less immediate, but you ensure the wound won't scar, cause pain, or get infected.
2 damage shield around Auntie, deals 2 damage to attacker when depleted
From gains +1 HP, +1 to next fashion check
+1 Medicine Passion
Use FLESH to make a tentacle sprout out of the abomination creature, use BONE to make bony thorns grow out of the tentacle, use LIFE to make the tentacle act on its own, and use LIFE again to influence it to attack the creature.
[2] You warp the abomination's unnatural flesh, but it just sort of flops and bubbles out in spiky lumps. You think you might have made it slightly tougher.
[2] You try again, with exactly the same results. Huh.
+3 HP to Abomination
+3 HP to Abomination
"Oh this is going to be fun."
Use flesh to make the muscles in the abomination's arms weak and soft. Also throw a fireball at its lower body, one point to make the flames hotter and another to make the fireball larger.
[6] You render the abomination's arm muscles weak and soft and... pliable? It flails them with alarming speed, apparently displeased but adapting well. It now has noodly flail-arms.
[3] Your fireball is a little off, but it does cause some damage to the thing's lower-ish portions of mangled flesh.
Abomination now has arm-flails instead of arms
Abomination takes 2 damage
+1 Flesh Passion
REEEEEEEEEEEE
[3] It noodles forward but can't get the traction it had on its old arms. It barely gets within swinging range of Auntie.
[1] It flails itself in the face as a result.
Abomination takes 3 damage
-ENEMIES-
Abomination
31/30 HP
[Arm-Flails: -1 damage, +1 attack, impaired movement]
+3x4 Noodle Flail
-"ALLIES"-
Erntrinsticia "From" Frombollywhotsit, Lady-witch of magnificence! (Egan)
9/11 HP
Just A Flesh Wound: +1 to next Fashion check
-
+5 Corvid Magic (0/5)
+3 Death Magic (1/3)
+3 Fashion (0/3)
-
Fashionable Witch Outfit: All black, all hat.
Lady Irstivfell the Raven: Very wise! Hence the obsession with shiny objects and tasty food.
Sparkling Bottle: This tiny glass flask contains a glittering emerald liquid. It's strangely mesmerizing to watch, but you get the strange feeling it's watching back.
Archimedes (FallacyofUrist)
11/11 HP
-
+5 Returnamancy (0/5)
+3 Alchemy (0/3)
+3 Medicine (1/3)
-
Green-Painted Robes: Probably not an intentional dye job.
Mourning Ring: Black stone with a purple gem. Commemorates a lost loved one.
Dark Ice: This fist-sized chunk of crystal is a deep blue, fading to black in the center. It feels ice cold to the touch and you get a sense of vertigo staring into its depths.
Elen Farley (Hotfire)
11/11 HP
-
+5 Vitamancy (0/5)
+3 Flesh Magic (1/3)
+3 Fire Magic (0/3)
-
Dark Green Robe
Supersaver Potion Pack: This dubious looking sack is filled with dubious looking potions.
Ruby Vial: This faceted red crystal vial is filled with vibrantly glowing red liquid. You're unsure what it does, but smelling it made you ravenously hungry and alarmingly dizzy.
Evelyn "Auntie Adams" Adams (The Lupanian)
11/11 HP
Retributive Shield: 2/2 HP, deals 2 damage to attacker when broken
-
+5 Life Magic (0/5)
+3 Flesh Magic (0/3)
+3 Bone Magic (0/3)
-
Normal Person Traveling Clothes
Super Savings Anaesthetic: This hefty jug of industrial-strength knockout drug raises some unsettling questions.
Everbloom: This ball of bronze roots or vines keeps sprouding delectable looking berries inside. You haven't tried one yet, but they smell fragrant and feel juicy.
Golems
"AYE what the SODDEN OVER-OILED HELL are those two HEAPING PILES OF SHITE? Oh ol' Modre's gonna haev tae teach YOU TWO a lesson in ADEQUATE CRAFTSDWARFSHIP!"
Modre uses STONE and MASONRY to summon STONE PILLARS around those SHITTY GOLEMS. MULTIPLE PILLARS. REINFORCED PILLARS. INTERCONNECTED PILLARS. BEAUTIFULLY CARVED into ARTISTIC MASTERPIECES of GREAT CRAFTDWARFSHIP.
These pillars will ENCIRCLE and ENTRAP the TWO BIRD GOLEMS.
Modre will also use NEROMANCY to determine if they have HARVESTABLE SOUL MATTER.
[5] Your BEAUTIFULLY CARVED stone cage of REINFORCED PILLARS weaves together around those DUMB BIRDS with SHIT TASTE.
[5] You focus your necromantic talents on the birds, and they light up like glowing boiling tar to your unholy eyes. Their soul matter, such as it is, appears to be unclean amalgamations of multiple corrupted horrors.
In short, they do not possess usable soul matter unless you have very generous parameters.
16 Point Barrier around golems
+1 Stone Passion
+1 Necromancy Passion
Ninjaturgy to hide in the shadows! Of my compatriots! I'm sure they won't mind.
Followed by Lightning to lightning the brass golems! A point for each of them sounds good, right? Use the last point to zap, I don't know, whatever seems like it would be funny. A good ninja should always have Shurikens hidden somewhere in that ninja outfit, right? So let's combine that and use shurikens as a lightning delivery device. That sounds like a totally reasonable thing to do.
[5] They can't mind what they can't see! Whether this is because you're hiding in their shadows or standing behind them is up for debate.
[3] You hurl a flurry of lightning shuriken (which you totally have) at the two golems, hitting each with several electrified metal pointy things.
3 damage to each golem
+1 Ninjaturgy Passion
"..."
Smith points to one of the Brass golem and crushes his hand into a fist, casting a spell.
METAL +5
- Crush the leg joints
- Pulverize the arm/wing joints
- Magnetize the brass
- Throw the first Golem at the second Golem
- +1 to throwing the Golem
Intended Effect: Render one golem immobile and magnetic, then throw the lamed golem at other one in order to slow it down.
[5] You pull one golem into the other, both stumbling slightly from the impact. This should throw off their next attacks, but they're too sturdy to incapacitate totally.
[3] ((Dummy roll for passion gain. No effect.))
Both golems gain Whiffed Attack
+1 Metal Passion
[4] The golems stumble around in their cage, slightly cracking it with pressure but otherwise unable to mount a proper escape.
-ENEMIES-
Bird Golems
17/20 HP A
17/20 HP B
16 damage worth of binding
+5x2 Wing Scythe
-"ALLIES"-
Mordre Deepstone (Derm)
11/11 HP
-
+5 Stone Magic (1/5)
+3 Masonry (0/3)
+3 Necromancy (1/3)
-
Sturdy Dwarf Attire: Boots and shoes, two trousers, and a deep blue tunic.
Heirloom Chisel: The chisel is made of trifle pewter. The handle is made of ilmenite. On the item is an image of Mordre's heirloom chisel in trifle pewter. On the image of Mordre's heirloom chisel is an image of Mordre's heirloom chisel in ilmenite.
Mossy Mushroom: You can smell the magic on this mossy, deep blue mushroom, but other than the moss constantly growing you're unsure what it does.
Erik the Ninja (Maximum Spin)
11/11 HP
-
+5 Ninjaturgy (1/5)
+3 Lightning Magic (0/3)
+3 Shurikens (0/3)
-
Ninja Outfit: Kind of drab, so probably the mook kind.
Shurikens: A bag of pointy metal throwing stars. You'd like to keep them in something a little more dignified and ninjalike than a cloth sack, but belt pouches are too small to hold them all.
Ninja Artifact: A ninja sword fused to its scabbard. The nonfunctionality makes it extra spiritual!
Sandstone Charm: This palm-sized beige stone slate is dense with indecipherable heiroglyphics. You're certain it's an item of power, but your efforts to unleash it have so far proven futile.
Smith (Yottawhat)
11/11 HP
-
+5 Metal Magic (1/5)
+3 Animation (0/3)
+3 Blacksmithing (0/3)
-
Rusted Fancy Metal Armor: Nothing suspicious about this!
Formallic Hammer: An enchanted hammer that can pound ore into refined metal.
Whispering Heart: This deep purple gemstone makes your skin crawl when touched. You can hear a faint whispering sound when you hold your ear close, but can't make out what, if anything, it sounds like.
Wraiths
Whelp, time to start working on an automated defense system.
Autocannon. Metal to make it and it's ammunition, air to propel everything and to help keep the joints running smoothly, artifice for the aiming system, enemy/friend distinction system, imbuement of shrapnel into the ammunition (also adds the third metal point for better shrapnel), and stabilization of the enchantments.
Because it's a good idea to devote some of the power to making sure that your spell doesn't explosively decompose.
Also, start shooting my own rifle at the incoming bastards.
(Hopefully I've understood the skill mechanics correctly?)
Your attempts to produce an automated heavy munitions defense system as a standard action with no materials runs into a few snags. For one, you've nothing to build it out of, unless you want to pop your eyes out of your sockets. Even then, it'd be a rather tiny cannon. Secondly, pure metal magic isn't enough to construct such a complex device all on its own; even for a sword you'd ideally want blacksmithing or similar. For a cannon, let alone a rapid-fire cannon, you'd probably want to build its properties one by one out of a few points in some kind of fancy engineering skill. This is less true the less of a proper cannon it is and the more of a holding tube for air magic, but that shifts the burden of doing complex or powerful things onto your mastery of air magic instead of your mastery of metal magic and cannonsmithing.
Your plans for the enchantment suffers from a similar overabundance of ambition- "autonomous aiming system" is not a feature you can add with a single point of artifice. You'd need to build it up feature by elemental feature- presumably starting with the ability to fire itself with no power source or one you've added to begin with, and ending with a tedious list of simple capabilities achievable by a nonsapient enchantment. This may be why so many mages use souls or summoned horrors for their minion creation needs.
[4] ((Dummy roll for passion gain, no effect))
[6] Shooting a foo' is considerably simpler, however: You take aim with both hands, level it at the wraith horde on a whim, and pull the trigger. The result knocks you to the ground, but also flings the wraiths around in a scattering wave. You notice the shreds of at least one fading away.
Unfortunately, the gun is now smoking slightly and a faint echoing light emanates from inside. You think that means it's overheating? Crystalline energy weapons are notoriously finicky like that.
2 damage to Wraith Swarm
+1 Crystalgun Passion
"Uhhh... I'll take the wraiths. If anyone gets in any trouble, shout for help and I'll come!"
Jeffery uses summoning magic to create a spear; one point of summoning to, well, summon it, then a point of metal to make it steel, another point of metal to give it an especially sharp tip.
He also uses summoning magic to summon a bronze sentinel with two spears; one point of summoning for the sentinel itself, and another to summon the spears at the same time, and a point of metal to make it out of pure bronze. A third point of summoning is added to make the sentinel actively target and destroy the wraiths.
[2] You summon... a melty... thing? It's sort of metallic-ish, but it's more like an oversized noodle than a spear. You give it a few experimental swings and remain unimpressed by its potential as a flail.
[3] Your efforts to summon a bronze sentinel with dual spears goes better. It's a little short, maybe a discount model of valiant bronze guardian, but it does begin advancing towards the wraiths.
+Noodle of Power
+Short Bronze Sentinel
"Good old Sundrop. Always with the warm welcomes."
Anna turns, looking over the targets for a moment, before planting the hilt of her hammer in the ground and extending her other hand palm forward towards the wraiths. "Return to the beyond, foul creatures! Purification!" Anna channels her VITAMANCY along with her DESTRUCTION magic to create a MASSIVE BEAM of UNDEAD VAPORIZING LIGHT, sweeping it over the mass of wraiths before they can scatter.
She then focuses, turning her PROTECTION magic onto herself as she grants herself a BARRIER to protect against PHYSICAL and MAGICAL attacks for future use once the remaining creatures draw close.
[6] You channel your own life force into a giga cannon of white light, evaporating all but a straggler or two from the wraith swarm. Then you fall down from spending your own life force.
[6] You also entomb yourself in protective light. Wait, 'entomb'? That's not right, you meant 'surround'. But the shield's awfully clingy so apparently entomb was right after all.
16 damage to wraith swarm
8 health sacrificed from you
+6 HP shield, blocks own attacks
+1 Vitamancy Passion
+1 Protection Passion
"I am flattered we have a welcome committee, but what they have in enthusiasm they lack in flair. Absolutely dreadful." Devorae pointed out as he rested one of his feet atop his shiny chest of riches. He looked around to try and see where he could provide some assistance, immediately discounting using most of his effort on the golems since they weren't his specialty and focusing on the undead he could control of...
Since most of the wizard gaggle was focusing its attention on the big one, his attention went to the lowly wraiths instead. Not enough flair, but it'd have to do. Maybe he could even generously give their weak forms some much-needed improvement.
1 Necromancy: Take control of a wraith.
+1: Make it attack the other enemies, with a preference for those targeting or heading towards their new master.
+3: Extend the effect to three more wraiths.
1 Enchantment: Make the wraiths suck life force faster.
+1 Specialize them into rapid weakening instead of murdering.
[1] To no one's surprise, you shackle your will to a wraith's instead. It's a vast and improbable leap, going from your normal compassionate self to an unholy urge to feast on your worthless comrades' life force to empower your own designs, but necromancy is a powerful school.
[2] You try to empower your own ability to suck the life force from your allies- odd slip of intentions, that- but as you are not a wraith it mostly just cycles your own life force into yourself. It's kind of tasty but stale, incidentally.
Now Wraithslave: Must feast on delicious comrades until wraiths destroyed
Now Unbalanced Life Stream: +1 damage from next attack
+1 Necromancy Passion
((I regret that I don't have enough fists to punch everything. Guess I'll have to find something else to do until they get into pummeling range.))
See if I can figure out if my mote does anything by thinking at it hard. And for the useful part of my action, if any enemies get close enough, use my Brawling to charge any enemies that get close to our mages, then attempt to transition into a grab and bodily hurl the enemy at the other nearest enemies using my momentum. Basically, I want to charge, grab, and toss anything that gets too close to the casting mages. Don't charge into the horde of nightmares, though.
[6] You lick your mote. You taste something interesting, and before long are vigorously probing and sucking on your mote like an unusually intriguing hard candy. Eventually you withdraw some kind of glowing toothpick, held awkwardly in your tongue.
[2] With the abomination noodling around and the bird-golems constrained, you decide to finish off the wraiths. Unfortunately they're sort of intangible and very very slippery, so you can't properly toss them anywhere.
+1 Seduction Passion
[3][5] The wraiths nibble on Ventaro and Jeffery's golem a bit, and feel a bit stronger for the former. The latter falls apart and returns to the dirt it was conjured from, but they don't get any delicious life force out of it.
Short Bronze Sentinel destroyed
Ventaro takes 3 damage, wraiths heal 1 HP
-ENEMIES-
Wraith Gaggle
3/20 HP
+4x2 Soul Rend
-"ALLIES"-
Ventaro Aureus (Beirus)
11/11 HP
-
+5 Alchemy (0/5)
+3 Herbalism (0/3)
+3 Brawling (0/3)
[1 Seduction Passion]
-
Normal Clothes: Green tunic, brown trousers, black leather boots. Downright mundane!
Everfull Flask: Put liquid in, slowly replenishes that liquid! Empty fully to replace with new liquid.
Glowing Mote: This spherical object glows with a brilliant yellow light. You feel like there's more to it, but aren't sure how you'd check. You've managed to pull a glowing toothpick out with your tongue, though, so that's something.
Devorae the Devoted (Caellath)
11/11 HP
Wraithslave: Must feast on delicious comrades until wraiths destroyed
Unbalanced Life Stream: +1 damage from next attack
-
+5 Necromancy (1/5)
+3 Leadership (0/3)
+3 Enchantment (0/3)
-
Noble Crimson and Gold Military Attire: Includes fancy hat so you know who to take orders from.
Fancy Scepter
Mad Dosh: This fancy-looking chest is filled to the brim with gold coins bearing Devorae's benevolent face.
Prismatic Gem: This smooth crystal shifts through all the colors of the rainbow in beautiful cascades. You could swear the pattern's reacted to you a few times, but you're unable to repeat the event.
Jeffery Kentwood (Coolrune)
11/11 HP
-
+5 Summoning (0/5)
+3 Metal Magic (0/3)
+3 Spears (0/3)
-
Douchebag Jacket: He's presumably wearing pants or something too, but GODS what an asshole.
Amulet of Farsight: Like a telescope but WIZARDS!
Icy Shard: This bright blue crystal shard is ice cold to the touch. You get strange feelings of enthusiasm when holding it for too long.
Short Bronze Sentinel
6/6 HP
2x2 Spear Flail
Erin Quill (Glass)
11/11 HP
[Overheated Gun]: Your Cloudstopper is smoking slightly.
-
+5 Artifice (0/5)
+3 Metal Magic (0/3)
+3 Air Magic (0/3)
[1 Crystalgun Passion]
-
Labcoat: Also pants.
Cloudstopper: This overly crystal-y gun-thing shoots shards of crystalline magic at targets.
Leaf Stone: This brown stone has what looks like an imprinted fern on one side. You're quite certain it's magical somehow, but it seems almost suspiciously unreactive to anything you've been able to expose it to.
Anna Greenbell (Sheyra)
3/11 HP
6/6 Shield, blocks own attacks
-
+5 Vitamancy (1/5)
+3 Destruction (0/3)
+3 Protection (1/3)
-
Kimono-Thing: Somewhere between a shrine priestess and a vagrant you'll find this alluring number for all your vagrant shrine priestess needs.
Gravity Hammer: A giant rocket-propelled hammer. Shockingly, it's wielded by a mage.
Weight of the First Sin: This red crystal smolders with inner heat. Holding it makes you feel tired, hot, and nervous.
Nightmares
"Hey, hey, wait! I haven't even gotten around to preparing yet!" BB uses her MARTIAL ARTS to waste anything that gets too close.
She also uses EARTH to tear out the ground for two pillars. Another point to shape them into fists. ANIMATION to make them hover around her. Another point to make them mimic her motions.
[2] You rain dirt on yourself as your earthen pillars sort of... don't quite hold together like you wanted them to.
[2] You try to ULTRAPUNCH the nightmare swarm as it gets close, but you're thrown off by trying to hit the swarm.
((That was a bit unexpected. Why lack of change of average pace is unexpected to me is a mystery.))
Upon closer inspection, the crowd turned out to mostly consist of crazy dwarves, creepy old ladies, weird little girls and other shady sort. Maren has a nagging feeling that they will live up to their to their looks in most terrible manner, caused by his magical ring, whatever he has seen so far and his common sense. Indeed, it was so strong and overshadowing, and he was so tired from walking a lenghty way trough all this hot scrubland just a half-hour ago, that attack of the horde of abominations managed to take him by surprise. Well, even in case his colleagues presented more danger to him then local he is able to do with his skills at the moment by himself, not in the small part due to him
Do i have a sword?
If no
managing to lose almost all of his equipment not too long before arriving to this village. He did put it all a bit aside before sleeping in the tavern in the last town, and lo! At the morning, all gone, except his warning ring and silver skull figurine that jester-thief has put in a box of charms instead of it's contents. Something against thiefs would be nice addition to his collection. Or more consistent caution.
Unfortunately, at the morning he also found out that he is no longer welcome in this town because he accidentally, arcanely and with delay made gates in town's stockade repel humans instead of monsters. Fortunately, none of the latter bothered him on the road to Sundrop.
I''ll see what i can do.
Enchant part of Erin's ammmunition (3 clips or so. Or however much that is not "more than a half") with "anti-those-things properties", then go to ask local smith for a sword, checking if there is pool of lava in the forge on the way.
If yes, simple sword
almost the same thing
managing to lose almost all of his equipment not too long before arriving to this village. He did put it all ,excluding a sword, a bit aside before sleeping in the tavern in the last town, and lo! At the morning, all gone, except his warning ring, his sword and silver skull figurine that jester-thief has put in a box of charms instead of it's contents. Something against thiefs would be nice addition to his collection. Or more consistent caution.
Unfortunately, at the morning he also found out that he is no longer welcome in this town because he accidentally, arcanely and with delay made gates in town's stockade repel humans instead of monsters. Fortunately, none of the latter bothered him on the road to Sundrop.
Enchant part Erin's ammmunition (3 clips or so. Or however much that is not "more than a half") with "anti-those-things properties", then, if not in immediate dangercaused by enhanting it with buffing-those-things properties, try to divine if and when there will be more attacks on the village in close future, and what they may consist of.
Before all this, he noted Erin, recognized him as enchanter(or something very simillar :P ), and spoke to him, although he did find those stone eyes a bit unnerving (although a lot less so, then someone's lack of face to speak of. Or it not giving him any trouble):
"Hello, fellow enchanter. Did you got any ideas on how to better repel attack of those beasts?
For both: carefully avoid being busted by MARTIAL ARTS or anything else. If Erin actually manages to start building his cannon somehow, assist him in building it as an action instead, using 2 ench, if permission granted. DO NOT mess with aiming system or friend\enemy detection system.
((Yeah, immensely long post. :P I hope what i'm trying to do now is within my abilities and speciality.
randomgenericusername, i'll be seeking for a valid in-character reason to attempt to assasinate yours. :P ))
You run into two problems enchanting Erin's ammunition. Firstly, he doesn't have any, for a variety of reasons mostly boiling down to "robots are hard." Secondly, "anti-those-things" is not a thing; at a bare minimum, you need to know what they are to target an enchantment at them, and more than likely would need a relevant supporting skill and planned mechanism to actually make that happen.
[5] ((Dummy roll for passion gain. +1 Enchantment Passion.))
[3] Checking to confirm that you do indeed have a sword to use your sword skill with, you attempt to divine whether the village is under near threat. Your expert senses have difficulty seeing past the current turmoil, but you get the premonition of an echo: You suspect the current assault (or some aspect or it) is not unique.
+1 Enchantment Passion
For my first action, I would like to do some tai chi (all wuxia points) in conjunction with life magic (all life points) to prepare myself for future fights by strenghtening my body. The life force is to do the strengthening, the tai chi to focus the life magic into a form that helps with martial arts.
For my second action, I would like to use all of my Chi Magic points to conduct a tea ceremony in order to commune with whatever ancestor or guardian spirits (if any) are around this place. The tea ceremony is the conduit, steeped in tradition, to invite the spirits from the spirit world to here. If succesful, say the following to the spirit: "Greetings, honorable spirit. My surname is Li, and my personal name is Kao, and there is a slight flaw in my character. I have invited you here to offer you a nice a cup of tea, and to ask you to aid in the defence of this town."
[1] You refine yourself into a state of complete tranquility and oneness with the universe. This is not great for fighting.
[4] It is, however, absolutely fantastic for communing with the spirits. Three appear before you, three speak before departing.
The first is ragged but thin and tall, like a great black stork with eyes of ruby red. It roils with constrained ambition, and acknowledges its tea as an unwanted bargain.
"This is no place for names," it rasps, "for they were young when I was old." With that it blows away into ashes in a wind you do not share.
The second is brilliant and large, like a topheavy golem of blue-white energy. It strains under invisible pressure, and pokes its tea as a strange gift.
"Can a riverbed be defended from a river?" it rumbles, before being sucked inwards on itself to a place you do not understand.
The third is recognizable as a ghostly old man, but his lower half trails away into ragged strips. He sags under unaddressed remorse, and sips his tea as a slight comfort.
"Does it deserve to be defended?" he moans, before vanishing through a doorway you do not recognize.
You are left alone with your thoughts, and some very good tea.
+1 Wuxia Passion
Protect an ally, glow attack
[2] You try to surround the punchy girl with protective magic, but it just sort of gets in her eyes as she's trying to punch nightmare spirits.
[6] You blast the nightmare spirits with glowing light, slightly damaging and moderately disrupting them. And yourself. It was very bright.
Nightmares take 1 damage, you and nightmares take -3 damage to next attack
+1 Glow Passion
[1] The nightmare swarm tries to devour BB's body and mind, but she just revels in the horrific visions of endless battle, and punches a bunch of them in the process.
Nightmare Swarm takes 3 damage
-ENEMIES-
Nightmare Swarm
26/30 HP
+6 Terror Swarm
-"ALLIES"-
Bianca "BB" Beamingstar (Cinder)
11/11 HP
-
+5 Animation (0/5)
+3 Earth Magic (0/3)
+3 Martial Arts (0/3)
-
Leather Armor Dress
Chronicle of BB's Arcane Escapades: Illustrated adventure of House Beamingstar's exploits, including punching things, punching things, and punching things.
Metal Jelly: This blob of metallic silver is squishy to the touch, and occasionally jiggles unprovoked. Other than occasionally sticking to your fingers, you're unsure what it is or does.
Maren (MCreeper)
11/11 HP
-
+5 Enchantment (1/5)
+3 Divination (0/3)
+3 Swords (0/3)
-
Black Robe
Iron Sword: Basic but reliable.
Bronze Ring: Enchanted to warn its wearer of danger. A bit... constant when surrounded by your fellows, unfortuntely.
Silver Skull: This grape-sized statue looks like a human skull forged from silver. You get a sense of vertigo looking at it too long, but otherwise can't figure out its properties.
Li Kao (Pancaek)
11/11 HP
-
+5 Chi magic (0/5)
+3 Wuxia (1/3)
+3 Life Magic (0/3)
-
Grey Martial Arts Outfit
Tea Set: A pot and two cups. No one's sure if the pot is enchanted or the old man is incredibly wily, but it's always full of delicious hot tea when needed.
Stress Ball: This leathery yellow ball is adorned with strange looking runes. You can squeeze it when angry.
Hrodpreht (RNG)
11/11 HP
-
+5 Dagon Worship (0/5)
+3 Teaching (0/3)
+3 Summoning (0/3)
-
White Robes: Good guys wear white, so you can trust him!
Idol of Father Dagon: For some reason none of the other mages are thrilled about this.
Seething Heart: This red stone blazes with an intense inner light. Staring into it consumes you with a terrible urge to feast on your fellows. You have thus far refrained from doing so.
Akari Elleison (Tiruin)
11/11 HP
Blinded: -3 damage to next attack
-
+5 Protection (0/5)
+3 Life Magic (0/3)
+3 Glow Magic (1/3)
-
Traveling Scholar's Outfit
Heirloom Amulet: Translucent orb on a chain, handy for refracting and focusing light.
Eye of Shadow: This shadowy black sphere has indistinct edges, and feels soft to the touch. A green light sometimes appears, shifts across the surface, and then disappears, but you can't tell what it is or does.
Important Updates/Clarifications:
-The OP is a filthy liar when it comes to combat, as it implies you can't just use Fire 5 to deal 5 points of fire damage to a target (rolls permitting). This was originally to avoid people making Level 4 Zombies or swords with +3 Fire Enchants on them, which I assumed would be tedious and clunky. However, in combat you often want to put all your strength into accomplishing one thing, so just vomiting raw lightning magic or shackling effects onto foes is acceptable. More generally, you can apply raw skill points anywhere magnitude is dependent on them and relevant. Apologies for the inconvenience.
-Speaking of which, we have a new combat system! There are numbers now, which will hopefully make relative magnitudes clearer without making them boring. Your total HP is equal to your combined skill modifiers, and when you reach 0 HP... you are maimed! Not dead, you take a hefty penalty of some kind that's difficult to get rid of. So don't worry too much about getting taken out in combat, but I wouldn't recommend it if you can avoid it. You may also still maim yourself through poor decisions otherwise.
"Mmm."
Smith moves towards the caged golems, standing only 10 feet away when he casts his second spell.
METAL +5
-Meld the two Golems
-Meld them very messly
-Crush the Golems together
-Really just compact them
-Preferably into a cube shape.
((I got auto'd! You kind people :D While I was being hit by signal 3 typhoons, y'all did nice things. Thank you!
Also what is Glow magic .-.; Also which one am I?! Also Sheyra is taking the FLOOR with this! :D ))
Protection: Craft a magicweave armor around the self, harmonized against the enemy (Life magic!), and able to be replicated; additional effects = stability, and protection against magical collateral damage (from literally everyone? From own magic? Either/or)
Life: Construct a healing ward, and enable it to replicate upon further spell charges--focus on it (for...me to fail less in making this! It's pretty much a magical first aid kit bundle of healing that I can throw at stuff!)
As everyone else does their thing, Akari takes time to create the foundations of something that may help everyone else out. She was very annoyed.
Name: Akari Elleison
Description: Akari is around five and a half feet tall, with the figure of a traveled, toned woman. She has light brown skin, and dark black hair, having chiseled features on her face, and a posture similar to scholars.
Primary Skill: Protection +5
Secondary Skills: Life & Fire/Light (Glow) +3
Precious Item: Heirloom Amulet - Basically an orb clasped by a strong chain, Akari uses this for both cosmetic purposes and in crafts and work--focusing light and optics. It is usable as a durable catalyst to Akari's personal arts.
Backstory: Drawn to a particular village due to summons by an old friend, Akari was surprised, to say the least, to see the descriptions of devastation being not just apt, but accurate and as horrible as the state of the letter that detailed the situation. [/spoiler
Turn 2: Nice Shot
Abomination
Mutate the abomination's flesh to be very inflammable and sticky. Use vitamancy to heal anyone that's injured and to make them healthier.
[2] The skin just sloughs off into probably-flammable muck. Technically you damaged it?
[4] You heal the witch. That's your good deed for the day! Or is healing witches a wicked deed. Hrm.
Abomination takes 1 damage
From heals fully
get back away from the abomination. (Does a move action take up an action? If it does, then just do the first action and put all 5 LIFE points on it, instead of just 2.)
Action 1- Put all 3 points of BONE and 2 points of LIFE into making it’s internal skeleton erupt into lots and lots of bony spikes. Then make those spikes rattle and shake around of their own accord.
Action 2 Use all 3 FLESH and 3 LIFE to divide his muscles into lots of little independent things. Make them fight and push and pull to get away from each other. Try to make each one a unique living thing, with the singular purpose of getting as far away from each other as possible.
(("Take a step back and keep attacking" actions are generally nonissues, because if it's possible and productive to do that you're generally assumed to be doing so. Usually it won't be, because running from a charging boar while firing arrows at it over your shoulder is harder than it sounds.
"Disengage from this target and flee or attack a different one" probably doesn't require an action either, but it is a distinct action.))
[5] You make little boneshardlings erupt inside the thing's... skeleton. Man, it is about as weird as you'd expect in there.
[1] You empower its muscles into a symbiotic- wait, wait that's not right. You're supposed to be fighting! Stop discovering the real meaning of friendship!
Abomination gains 2 damage/turn bleed from wriggling bones
Abomination gains +2 damage
+1 Bone
+1 Flesh
[5] They can't mind what they can't see! Whether this is because you're hiding in their shadows or standing behind them is up for debate.
The beauty of ninjaturgy is in not having to believe in a distinction!
Feeling that the golems are probably well in hand now, Erik looks around to take in the general state of the battle. And then he notices a chance to apply his unique skillset!
NINJATURGY is the art of misdirection, illusion, and displacement! Among other things! A point of ninjaturgy to make Devorae see the other allies as wraiths while he's wraithslaved! Another point to make him see the foes as normal people to harvest delicious life force or whatever it is wraithslaved people do from!
Then he considers the Abomination. And decides that it is "ew" and "needs to die". Three expertly thrown shurikens, each with its own aura of lightning, fly into the abomination's face from various directions! With an extra point of ninjaturgy on each, Erik leaps through the shadows as he throws the shurikens so that they appear to come from all over and won't give away his position.
[3] You tape a slip of paper over his face helpfully delineating "TASTY ALLIES" and "FRIEND WRAITHS" with pointing arrows. It should be effective so long as he doesn't turn his head or suspect the paper is lying.
[3] You hurl several shurikens at the abomination, but your jogging from expert ambush spot to expert ambush spot probably gives away who did it.
Devorae mesmerized! Probably!
Abomination takes 6 damage
Abomination knows it was you
He can't prove anything!
But he's pretty sure
"Blasted thing. Go down!"
Archimedes lays a Returnamantic enchantment on the ground underneath the abomination, an enchantment that will return the weight of whatever steps on it to whatever steps on it. Hence crushing the abomination under its own weight. He puts his remaining Returnamancy points into causing the enchantment to multiply the weight it inflicts.
Archimedes remains on medical overwatch. Seems like his slightly mad compatriots will need it.
[4] You lay your cunning trap and wait. By the way, you're very close to the abomination now. That might be relevant in a moment.
[6] You turn to heal your allies, hunger in your eyes, but none of those engaging the abomination need healing! What an unusual condition.
Returnamancy Gravity Trap set
+1 Vitamancy
"Ow. My face hurts of some reason! Oh well, what was I doing?"
...Attract a swarm of ravens, making them fast, strong, and tough, and sending them to attack the Horror. Additionally imbue the ravens with deathly auras, which drain their target's life force.
And do a fucking awesome pose.
[4] You scream CAW CAW loudly and are answered by a swarm of death ravens. Why there's a swarm of death ravens within earshot is something nobody should be concerned about.
[2+1] You look pretty awesome until a bug flies directly into your mouth and you have to cough it out. You manage to make the repeated spitting actions look pretty grizzled, at least.
Death Raven Swarm
[5] The abomination launches itself forward, hits the returnamancy trap, flies up rather than down, and blots out the sun as a noodly harbinger of the apocalypse. Archimedes briefly rechecks his math in his head.
[1] vs Archimedes
[6] vs Auntie
[1] vs Erik
It sails over the group, flailing Archimedes and Erik into the air and landing directly atop Auntie. The ninja and the philosopher exchange shrugs in mid-air, while Auntie's reply, if any, is muffled by several hundred pounds of crime against man and god.
Archimedes and Erik: Sick Airtime
Auntie takes 10 damage, now Crushed
Auntie's shield absorbs 2 damage, deals 2 damage to abomination
Abomination takes 2 dmg from bone spikelings
-ENEMIES-
Abomination
20/30 HP
[Arm-Flails: -1 damage, +1 attack, impaired movement]
[Bone Spikelings: 2 damage/turn]
+5x4 Noodle Flail
-"ALLIES"-
Erntrinsticia "From" Frombollywhotsit, Lady-witch of magnificence! (Egan)
11/11 HP
-
+5 Corvid Magic (0/5)
+3 Death Magic (1/3)
+3 Fashion (0/3)
-
Fashionable Witch Outfit: All black, all hat.
Lady Irstivfell the Raven: Very wise! Hence the obsession with shiny objects and tasty food.
Sparkling Bottle: This tiny glass flask contains a glittering emerald liquid. It's strangely mesmerizing to watch, but you get the strange feeling it's watching back.
Death Raven Swarm
4/4 HP
+6 Death Frenzy
Archimedes (FallacyofUrist)
11/11 HP
[Sick Airtime: +3 damage on next attack]
-
+5 Returnamancy (1/5)
+3 Alchemy (0/3)
+3 Medicine (1/3)
-
Green-Painted Robes: Probably not an intentional dye job.
Mourning Ring: Black stone with a purple gem. Commemorates a lost loved one.
Dark Ice: This fist-sized chunk of crystal is a deep blue, fading to black in the center. It feels ice cold to the touch and you get a sense of vertigo staring into its depths.
Elen Farley (Hotfire)
11/11 HP
-
+5 Vitamancy (0/5)
+3 Flesh Magic (1/3)
+3 Fire Magic (0/3)
-
Dark Green Robe
Supersaver Potion Pack: This dubious looking sack is filled with dubious looking potions.
Ruby Vial: This faceted red crystal vial is filled with vibrantly glowing red liquid. You're unsure what it does, but smelling it made you ravenously hungry and alarmingly dizzy.
Evelyn "Auntie Adams" Adams (The Lupanian)
3/11 HP
[Crushed: 3 damage per turn until freed, difficulty acting]
-
+5 Life Magic (0/5)
+3 Flesh Magic (1/3)
+3 Bone Magic (1/3)
-
Normal Person Traveling Clothes
Super Savings Anaesthetic: This hefty jug of industrial-strength knockout drug raises some unsettling questions.
Everbloom: This ball of bronze roots or vines keeps sprouding delectable looking berries inside. You haven't tried one yet, but they smell fragrant and feel juicy.
Erik the Ninja (Maximum Spin)
11/11 HP
[Sick Airtime: +3 damage on next attack]
-
+5 Ninjaturgy (1/5)
+3 Lightning Magic (0/3)
+3 Shurikens (0/3)
-
Ninja Outfit: Kind of drab, so probably the mook kind.
Shurikens: A bag of pointy metal throwing stars. You'd like to keep them in something a little more dignified and ninjalike than a cloth sack, but belt pouches are too small to hold them all.
Ninja Artifact: A ninja sword fused to its scabbard. The nonfunctionality makes it extra spiritual!
Sandstone Charm: This palm-sized beige stone slate is dense with indecipherable heiroglyphics. You're certain it's an item of power, but your efforts to unleash it have so far proven futile.
Golems
"Oi what absolute GARBAGE amalgam is this? By me gran's HAIRY, PUTRID CHIN."
Use NECROMANCY to DISRUPT the souls inside the golems, and another to draw them OUT OF THEIR SHELLS.
Quickly MASON DEADLY SPIKES onto the BEAUTIFUL STATUES in ARTISTICALLY APPEALING LOCATIONS and then magically make them CRUSH THE GOLEMS.
[6] You shuck a good portion of soulstuff right out of one of the golems. Violently out of the golem. Excessively out of the golem.
Where does it go, you ask? You know where it goes. It goes the same place all unclean magical substances go. It goes right into your mouth.
So good news, the golem looks weaker. Bad news, you feel the corruption clawing at your soul.
[5] You expertly chisel some of your cage into spikes. Some might question the wisdom of putting your arm inside the cage with a pair of thrashing golems trying to get out, but some might question the wisdom of a lot of things you do routinely and while drunk. Stone magic helps push your makeshift projectiles into the shitty golems, at the cost of a great deal of your cage's structural stability.
6 damage to Golem A
Now Slightly Possessed
8 damage to each golem and the cage
+1 Necromancy
+1 Masonry
"Mmm."
Smith moves towards the caged golems, standing only 10 feet away when he casts his second spell.
METAL +5
-Meld the two Golems
-Meld them very messly
-Crush the Golems together
-Really just compact them
-Preferably into a cube shape.
[4] You manage to crush the first almost entirely into the second, which results in a very awkward looking combination golem. Not surprisingly, it looks rather wobbly.
[6] ((Dummy roll. You should probably use your second action!))
3 damage to Golem A
2 damage to Golem B
+1 Metal Passion
[1] The remaining golem bursts halfway through the cage, then gets stuck. It makes hollow angry CAW noises that resonate with Mordre for some reason.
-ENEMIES-
Bird Golems
0/20 HP A
7/20 HP B
8 damage worth of binding
Stuck halfway through barrier
+5x2 Wing Scythe
-"ALLIES"-
Mordre Deepstone (Derm)
11/11 HP
Slightly Possessed: There's probably not more than 6 HP worth of corrupting whispers granting you brief glimpses of a terrible future.
-
+5 Stone Magic (1/5)
+3 Masonry (1/3)
+3 Necromancy (2/3)
-
Sturdy Dwarf Attire: Boots and shoes, two trousers, and a deep blue tunic.
Heirloom Chisel: The chisel is made of trifle pewter. The handle is made of ilmenite. On the item is an image of Mordre's heirloom chisel in trifle pewter. On the image of Mordre's heirloom chisel is an image of Mordre's heirloom chisel in ilmenite.
Mossy Mushroom: You can smell the magic on this mossy, deep blue mushroom, but other than the moss constantly growing you're unsure what it does.
Smith (Yottawhat)
11/11 HP
-
+5 Metal Magic (2/5)
+3 Animation (0/3)
+3 Blacksmithing (0/3)
-
Rusted Fancy Metal Armor: Nothing suspicious about this!
Formallic Hammer: An enchanted hammer that can pound ore into refined metal.
Whispering Heart: This deep purple gemstone makes your skin crawl when touched. You can hear a faint whispering sound when you hold your ear close, but can't make out what, if anything, it sounds like.
Wraiths
Jeffery summons a shield, like a really big one, using one point of summoning for the base effect and another for the large size of the shield. He also uses a point of metal to make the shield out of cast iron, and another to have it menace with cast iron spikes.
He then summons a tall golem with the strength to world said shield. One point of summoning goes to the base spell, another to slightly increase its power so that it may wield the shield, and a third point so that it makes puns about everything it does. He also adds a point of metal to summon it out of tungsten.
[2] You summon a rusty plate. This is very technically a shield, and so you have very technically succeeded.
[6] You then summon a giant golem. It's so big and heavy it's sinking into the dirt.
"TALK ABOUT KNEE DEEP IN TROUBLE" it rumbles.
Fatass Tungsten Golem Summoned
+1 Summoning
"...Maybe I got a bit carried away there." Anna would groan a bit on the ground from within her sticky barrier shell. She'd give it a few test pokes, confirming it was rather hard.
Right. Well, first things first. "Spirit of Gaia, grant me the blessing of recovery! Restoration!" Anna will channel her VITAMANCY to restore her own LIFE FORCE as best she can.
Following that, since breaking a barrier from a prone state will be rather difficult, Anna casts a PROTECTIVE BARRIER between herself and the head of the GRAVITY HAMMER, then ACTIVATES the hammer's rocket - "Mana Charge!" - EMPOWERING the destructive force of the hammer's rocket with DESTRUCTION MAGIC to SMASH the STICKY BARRIER - "Gravity Hammer!" - and free herself from the ground, hopefully letting her return to the fight without killing herself in the process.
[6] You feel FANTASTIC and GREAT and DEFINITELY NOT A FEW TURNS FROM A LIFE FORCE CRASH!
[3] The shielded head of the hammer (casting it between you and the hammer proper would require another action) gets tangled in the sticky outer shielding. Now you can't attack normally AND your hammer is stuck.
Fully heal
Gain Life High: Crash in 3 turns
Now Entangled
+1 Vitamancy
Damnit. And here I was thinking metal magic would actually let me generate metal. And that a thing being able to rotate to point at enemies - enemies being identified with a different artifice point system - would also be an artifice point.
Not that the latter matters without the first.
Air-cool my gun; if successful, fire again, with passion, with utmost accuracy (the passion is for the accuracy, obviously :p). Additionally, draw metal out of the ground below the wraiths' feet, demolishing their momentum and, hopefully, impaling some; or, if the wraiths are already defeated, do this to the nightmares, instead.
I'm going to assume that those are each 1 point for my air and metal magic; please correct me if I'm wrong. I'm willing for the metal to be 2.
Then, send great gusts of air, as sharp as steel blades, through the enemy ranks. Aaaand there should be another point each for my metal and air magic.
Fine. Then in that case, do the air-cooling (maybe with an extra point of Artifice just to make it better), and then use my rifle as kind of a focus for the blades of air (basically use it to aim the shots, so that I can use my gun passion to help me shoot).
My assumption is that I can use my metal magic to make things behave like or take on aspects of metal and metal objects.
And then pump the rest of my air and metal into the airblades.
And yeah, I'd assumed that the original metal thing might be 2 points.
((Please edit out old actions so I know which ones to follow. Otherwise I sometimes end up rolling actions before realizing they've been amended or replaced later on. D:<))
[5] You blow really hard on the crystal gun and it stops flickering weirdly, going back to a nice smokeless steady glow.
[2] You line up the shot with perfect accuracy, and time seems to slow down. Your breathing becomes a gradual ebbing of the tide, the frantic thrashing of the wraiths like dancing smoke. You see the shot in your mind, the wind curls around your wrists, and you pull the trigger.
Then time returns to normal and you see the shot perfectly veer into one wraith's hollow mouth, curve slightly, and go clean through the other's. Dealing virtually no damage, of course, because their mouths are just gaping ragged holes.
Gun no longer overheated
+1 Wind Passion
Now have +1 Crystalguns skill!
Trait gained!
Trickshot 1: You have a knack for hitting small objects at improbable angles. Not to deal damage or anything, just for knocking cards out of people's hands or lighting their cigar from a distance.
"Oh no."
Necromancy: actually develop that power of sucking life force like a wraith.
Enchantment: make the life force nibble capable of 1) switching to AoE and 2) easy to modulate in strength. If the succ wasn't acquired, just make the scepter harder.
[3] You enchant yourself with some minor ability to drain life force. It's not your best work, but it's easy to use.
[5] You have better luck with the scepter, hardening it for bashing open tasty life force containers.
Mini-Succ
Hardened Scepter
+1 Enchantment
((Welp, guess I'll try to refine them as I punch them so my Alchemy can see a bit of use.))
It appears there are now sufficient things to punch. Use all three points of Brawling to punch the wraith or wraiths, 3 points of alchemy to refine them as I punch them, 1 point to make the refined product solid, and one point to make sure it is safe to handle.
[3] You punch the last two wraiths to death (again?). A bit of nightmare essence falls out, but it gets kind of dusty.
[2] ((Dummy roll. Don't forget you have two actions per turn.))
Wraiths defeated
+1 Dusty Nightmare Essence
With your foe slain, you have no fear of counterattacks. Devorae straightens himself and whistles nonchalantly as Jeffrey notices him looming with an open mouth.
-ENEMIES-
Wraith Gaggle
0/20 HP
+4x2 Soul Rend
-"ALLIES"-
Ventaro Aureus (Beirus)
11/11 HP
-
+5 Alchemy (0/5)
+3 Herbalism (0/3)
+3 Brawling (0/3)
[1 Seduction Passion]
-
Normal Clothes: Green tunic, brown trousers, black leather boots. Downright mundane!
Everfull Flask: Put liquid in, slowly replenishes that liquid! Empty fully to replace with new liquid.
Glowing Mote: This spherical object glows with a brilliant yellow light. You feel like there's more to it, but aren't sure how you'd check. You've managed to pull a glowing toothpick out with your tongue, though, so that's something.
Dusty Nightmare Essence: Refined from Nightmares! Perfectly safe, cleans right up.
Devorae the Devoted (Caellath)
11/11 HP
Wraithslave: Must feast on delicious comrades until wraiths destroyed
Unbalanced Life Stream: +1 damage from next attack
"Mesmerized": You're not sure when that idiot taped a bit of paper to your face, but you're not falling for it!
Mini-Succ: You can shuck 2 points of damage from living targets as a free action when attacking them. The effectiveness is modified by the effectiveness of your attack.
-
+5 Necromancy (1/5)
+3 Leadership (0/3)
+3 Enchantment (1/3)
-
Noble Crimson and Gold Military Attire: Includes fancy hat so you know who to take orders from.
Fancy Scepter: Hardened to a proper weapon by an enchantment.
Mad Dosh: This fancy-looking chest is filled to the brim with gold coins bearing Devorae's benevolent face.
Prismatic Gem: This smooth crystal shifts through all the colors of the rainbow in beautiful cascades. You could swear the pattern's reacted to you a few times, but you're unable to repeat the event.
Jeffery Kentwood (Coolrune)
11/11 HP
-
+5 Summoning (1/5)
+3 Metal Magic (0/3)
+3 Spears (0/3)
-
Douchebag Jacket: He's presumably wearing pants or something too, but GODS what an asshole.
Amulet of Farsight: Like a telescope but WIZARDS!
Icy Shard: This bright blue crystal shard is ice cold to the touch. You get strange feelings of enthusiasm when holding it for too long.
Fatass Tungsten Golem
20/20 HP
+8 Drop The Beat
Erin Quill (Glass)
11/11 HP
[Overheated Gun]: Your Cloudstopper is smoking slightly.
-
+5 Artifice (0/5)
+3 Metal Magic (0/3)
+3 Air Magic (1/3)
+1 Crystalguns (0/1)
-
Trickshot 1: You have a knack for hitting small objects at improbable angles. Not to deal damage or anything, just for knocking cards out of people's hands or lighting their cigar from a distance.
-
Labcoat: Also pants.
Cloudstopper: This overly crystal-y gun-thing shoots shards of crystalline magic at targets.
Leaf Stone: This brown stone has what looks like an imprinted fern on one side. You're quite certain it's magical somehow, but it seems almost suspiciously unreactive to anything you've been able to expose it to.
Anna Greenbell (Sheyra)
11/11 HP
6/6 Shield, blocks own attacks
[Life High: Crash in 3 turns]
[Entangled: Harder to attack, hammer is stuck]
-
+5 Vitamancy (2/5)
+3 Destruction (0/3)
+3 Protection (1/3)
-
Kimono-Thing: Somewhere between a shrine priestess and a vagrant you'll find this alluring number for all your vagrant shrine priestess needs.
Gravity Hammer: A giant rocket-propelled hammer. Shockingly, it's wielded by a mage.
Weight of the First Sin: This red crystal smolders with inner heat. Holding it makes you feel tired, hot, and nervous.
Nightmares
Li Kao stand up in a huff, throwing the contents of his teacup on the patch of ground where the spirits appeared.
"Ancestor spirits! By the August Personage of Jade, do I loathe dealing with ancestor spirits! How garbage are their offspring that three ancestor spirits refuse to lift a single spectral finger in their defence?"
Fuming, he squeezes his little stress ball in rapid succession.
"I suppose if you want something done right, you have to beat the crap out of it yourself."
Squeeze my stress ball to calm down from dealing with those asshole ancestor spirits.
Then go and attack the nightmare swarm using the ancient technique: "Nimble Crane Pecks With Spectral Beak". A technique that has the user "dance" around the enemy's attacks, using fast punching strikes whenever an opening presents itself (wuxia 3). The fast strikes are supplemented by the Chi force of user, both increasing the punch's physical power (Chi magic 3) as well as allowing the punch to strike the spiritual core of the target (Chi magic 2).
[5] You squeeze your stress ball nice and good. Offhand, you notice it seems to absorb chi. It doesn't hunger for it the way a wraith would, but when you channel small bits of chi it seems to soak it up like the ground drinks water.
[6] You sweep through the nightmare swarm like a strong wind through idle leaves. It's very impressive, but you do accidentally punch that hero lady in the soul.
Swarm takes 16 damage
BB takes 6 damage
+2 Wuxia
Whooops, missed the first turn. Sorry, I was (and still are) busy.
Try to sneak away from the chaos and find the villagers from this town or a place to hide until the fights are over? Otherwise, try to summon deep creatures to protect me.
You notice a lot of faces poking out of the inn's barred-but-glassless windows, so you creep over there.
[2] Despite your insistence that "open up I'm a fairy", the villagers refuse to unbar the door and let you hide in the inn with them. You suppose you could wriggle in through the windows if you were very determined, but you'd break the (fairly weak) bracings.
[6] You could also bury yourself alive. Nobody expects warm, living prey to be hiding under hard-packed dirt!
+1 Mining Passion
"Dangit! I can't golem under pressure!" BB spit out the dirt raining on her while continuing to ora ora ora the hell out of the nightmare swarm, "There's way too many of whatever these things are supposed to be."
BB use EARTH to gather up the dirt she accidentally dug out and more dirt, and use ANIMATION to turn them into some kind of living earth mound. Another point to make it only attack and bury the nightmare swarm, because that's totally healthy for farming. Another point to make it constantly suck up more dirt to increase its mass.
She also uses MARTIAL ART to defensively avoid any attacks.
[4] You create a living compost pile that should indiscriminately mulch the nightmares.
[1] You get suckerpunched in the soul by that monk and fall into a pile of hungry nightmares.
Slight Fuckup: +3 damage from next attack
+1 Martial Arts
((Items that do not exist don't tend to have ammunition. It first needs to exist, and then it could have ammo. ;-p))
((Not sure if i get the joke there, but whatever.))
After expertly examining the rifle, Maren has come to a conclusion that:
1. He can't enchant rifle's ammo on account of it not having any.
2. He has mistaken about type of magic used. ((Is it even possible to create something like this with enchantment + whatever? Just asking. :P ))
3. Trying to tinker with weapon belonging to a new aquintance and made with a bit unfamiliar magics may not be a best idea given the circumstances, or in general.
4. It is best to hand weapon back to it's owner for now, since enemies are getting close.
Well for the time being, I think just killing them would be fine, but if you could enchant the ammunition with anti-these-things properties or something like that, it would help!
But it does not have any...? I rather would not try to do anything with weapon itself, at least not now. And, how i should call you? My name is Maren.
[3] Checking to confirm that you do indeed have a sword to use your sword skill with, you attempt to divine whether the village is under near threat. Your expert senses have difficulty seeing past the current turmoil, but you get the premonition of an echo: You suspect the current assault (or some aspect or it) is not unique.
Well, that is not a surprise...
Retroactively say and do the things.
Enchant the sword to make it sharper (ench, swords?), and release narrow (as a blade itself, ideally) wedge-shaped blasts of magical energy (or magically produced waves of kinetic energy, if GM decides to pull evil genie on me specifically for no reason) whenever it strikes something (ench 3, swords), in the direction of strike (ench?).
((If i can't do anything from this with my set of skills, i'll be angry. >:( That's about as basic as one can get. Although last one may or may not need passion, (?) so i'm fine with skipping it if it is.))
If sword didn't get significantlly worse for killing nightmares and not killing yourself in the process (and my character haves reasonable way of knowing it ::) ), AND nightmares wasn't buffed up somehow in the process of being killed by my teammates (+2 or more to damage buffed up, specifically),AND if there are no giant pile of dirt of doom that will kill me, AND nightmares are still alive after everyone else already hit them, attack them with my sword (swords. :P 2, if first is unused).
Just in case my ring was interpreted by GM as passive bonus that can be applied to this kind of stuff - use it to dodge things better.
[4] You enchant your sword to release arcs of magical force when swung.
[5] Then you use this new enchantment to reave nightmarelings, and even avoid hitting that hero girl standing in the middle of them in the process!
Iron Sword -> Arc-Enchanted Iron Sword
4 damage to swarm
+1 Swords
((I got auto'd! You kind people :D While I was being hit by signal 3 typhoons, y'all did nice things. Thank you!
Also what is Glow magic .-.; Also which one am I?! Also Sheyra is taking the FLOOR with this! :D ))
Protection: Craft a magicweave armor around the self, harmonized against the enemy (Life magic!), and able to be replicated; additional effects = stability, and protection against magical collateral damage (from literally everyone? From own magic? Either/or)
Life: Construct a healing ward, and enable it to replicate upon further spell charges--focus on it (for...me to fail less in making this! It's pretty much a magical first aid kit bundle of healing that I can throw at stuff!)
As everyone else does their thing, Akari takes time to create the foundations of something that may help everyone else out. She was very annoyed.
Name: Akari Elleison
Description: Akari is around five and a half feet tall, with the figure of a traveled, toned woman. She has light brown skin, and dark black hair, having chiseled features on her face, and a posture similar to scholars.
Primary Skill: Protection +5
Secondary Skills: Life & Fire/Light (Glow) +3
Precious Item: Heirloom Amulet - Basically an orb clasped by a strong chain, Akari uses this for both cosmetic purposes and in crafts and work--focusing light and optics. It is usable as a durable catalyst to Akari's personal arts.
Backstory: Drawn to a particular village due to summons by an old friend, Akari was surprised, to say the least, to see the descriptions of devastation being not just apt, but accurate and as horrible as the state of the letter that detailed the situation. [/spoiler
[3] You construct a shield around yourself, but it's a little sparse.
[2] Your attempts at a healing ward fall apart entirely. Apparently trying to compose it of discrete pieces affected the stability too much.
Now Lightly Shielded
[2] The nightmare horde swarms around BB, but she keeps throwing them off as they try to feed.
-ENEMIES-
Nightmare Swarm
6/30 HP
+6 Terror Swarm
-"ALLIES"-
Bianca "BB" Beamingstar (Cinder)
5/11 HP
+3 damag from next attck
-
+5 Animation (0/5)
+3 Earth Magic (0/3)
+3 Martial Arts (1/3)
-
Leather Armor Dress
Chronicle of BB's Arcane Escapades: Illustrated adventure of House Beamingstar's exploits, including punching things, punching things, and punching things.
Metal Jelly: This blob of metallic silver is squishy to the touch, and occasionally jiggles unprovoked. Other than occasionally sticking to your fingers, you're unsure what it is or does.
Maren (MCreeper)
11/11 HP
-
+5 Enchantment (1/5)
+3 Divination (0/3)
+3 Swords (1/3)
-
Black Robe
Arc-Enchanted Iron Sword: Basic but reliable. Enchanted to release arcs of magical force when swung.
Bronze Ring: Enchanted to warn its wearer of danger. A bit... constant when surrounded by your fellows, unfortuntely.
Silver Skull: This grape-sized statue looks like a human skull forged from silver. You get a sense of vertigo looking at it too long, but otherwise can't figure out its properties.
Li Kao (Pancaek)
11/11 HP
-
+5 Chi magic (0/5)
+3 Wuxia (3/3)
+3 Life Magic (0/3)
-
Grey Martial Arts Outfit
Tea Set: A pot and two cups. No one's sure if the pot is enchanted or the old man is incredibly wily, but it's always full of delicious hot tea when needed.
Stress Ball: This leathery yellow ball is adorned with strange looking runes. You can squeeze it when angry.
Hrodpreht (RNG)
11/11 HP
-
+5 Dagon Worship (0/5)
+3 Teaching (0/3)
+3 Summoning (0/3)
[1 Mining Passion]
-
White Robes: Good guys wear white, so you can trust him!
Idol of Father Dagon: For some reason none of the other mages are thrilled about this.
Seething Heart: This red stone blazes with an intense inner light. Staring into it consumes you with a terrible urge to feast on your fellows. You have thus far refrained from doing so.
Akari Elleison (Tiruin)
11/11 HP
Blinded: -3 damage to next attack
Lightly Shielded: 2/2 HP
-
+5 Protection (0/5)
+3 Life Magic (0/3)
+3 Glow Magic (1/3)
-
Traveling Scholar's Outfit
Heirloom Amulet: Translucent orb on a chain, handy for refracting and focusing light.
Eye of Shadow: This shadowy black sphere has indistinct edges, and feels soft to the touch. A green light sometimes appears, shifts across the surface, and then disappears, but you can't tell what it is or does.
Smith glares back towards the dwarf mason.
"Tsk."
METAL +5
-Draw a spike of metal out from the golem.
-Above +1
-Above +2
-Above +3
-Shape the spike mid-air using my blacksmithing skills.
PASSION: Purify the metal to insure that it harbors no malignant spirits or beings.
PASSION: Direct the metal to slow down and land in the palm of my hand.
Blacksmith +3
-Forge the spike into a rod.
-Sharpen one end of the rod.
-Have the rod be equally balanced.
Animation +3
-Animate the stone spikes in the cage.
-Have the spikes spin at high speeds.
-Direct the spikes into the bird golem.
"All is well. I just felt like yawning, that is all." Devorae reassured any who had paid attention to what certainly hadn't been a temporary hunger for the life essence of his fellow crazed mages. No, that certainly hadn't happened at all, and whoever had somehow read his mind and intentions despite having no way to do so and stuck a note to his face was a nothing but a slanderer and a madman.
Now back to business. Hopefully.
1 Necromancy: Try to draw some essence from the Nightmares.
+1: Refine it into a more pliable state.
Enchantment: Imbue the reinforced scepter's head with the nightmare essence.
(I'm unsure if the Enchantment action can be rolled into the necromancy one since the latter is being used to assist the main effect (enchanting the weapon). In case it can, add this as the second action:)
Leadership: Try to at least convince any combat-capable peasants to fire some arrows or toss objects at the enemies from the safety of their shelters.
+1 Make them focus fire efficiently.
((IO keeps derping with his ruleset. Here's a reminder: "Each turn, every players receives two actions. They cannot use the same skills for more than one action per turn, and the actions are simultaneous."))
>Keep working on that shield! Reinforce all actions done!
So I can duplicate it on others who are of precarious health (Or at least expand the protective aura around my person) :3
>Glow magic!
-Suffuse body with light and heat radiance
-Focus energy on hands in being a useable and consistent weapon of magic
-Pew pew beams at weakest enemies! (Or focus it all on self, if someone else is handling weakest enemies, so my power is stronger that I can handle greater enemies)
Name: Akari Elleison
Description: Akari is around five and a half feet tall, with the figure of a traveled, toned woman. She has light brown skin, and dark black hair, having chiseled features on her face, and a posture similar to scholars.
Primary Skill: Protection +5
Secondary Skills: Life & Fire/Light (Glow) +3
Precious Item: Heirloom Amulet - Basically an orb clasped by a strong chain, Akari uses this for both cosmetic purposes and in crafts and work--focusing light and optics. It is usable as a durable catalyst to Akari's personal arts.
Backstory: Drawn to a particular village due to summons by an old friend, Akari was surprised, to say the least, to see the descriptions of devastation being not just apt, but accurate and as horrible as the state of the letter that detailed the situation. [/spoiler
Hey guys what's going on in this threa-(http://i.imgur.com/atCtDlG.png) (https://imgur.com/atCtDlG)
O-okay well you guys have fun...
Turn 3: Reap the Whirlwind
Abomination
"Now, this is why I'm a Magnificent Lady-Witch and you lot are a bunch of lame hedge mages.
You see hilarious misfortune, I see an opportunity!"
First, point dramatically.
Second, grab the currupty death essence stuff in Mordre and form it into a bird death spirit! It should:
- Be friendly to me.
- BE FRIENDLY TO ME
- Be definitely a crow.
- Know some neat things.
- Be really fast.
- Possess an unrelenting fury and hatred for
the living bad eldritch things. - Drain the life essence of things it attacks.
- Be able to spit a... death energy projectile thing.
- Regenerate from damage.
Spend my one death passion.
"Okay, so maybe it's a little hilarious."
[2] You point dramatically at... wait, no... over... no that's the other guy. Well, you eventually point at Mordre dramatically but the moment has passed.
[3] You draw the soulstuff from Mordre, which explodes in a wispy cloud of ravening feathers. It sucks the life force directly out of your face (why always the face?!), taking the form of a ragged black shadowcrow. It shifts and vibrates constantly, clearly a thing of foul magics and ethereal essence, but it does look like a rather large crow.
It perches on your head, perhaps too large to fit on your shoulder, and looks hungrily down at your life essence.
[2] Meanwhile, your death raven swarm just sort of flaps around the abomination cawing obnoxiously.
Take 6 damage
Mordre no longer possessed
1 Passion spent: Death Magic does not level
Doomcrow created
”Get off mY FUCKING BODY!”
Action 1- Put all points of life, bone, and flesh, into keeping my body together.
Action 2- try to get out from under the abomination.
[4] You pull all your mystical arts into maintaining your body as a vital, coherent construct. You feel strangely sturdy and alive.
[1] You wedge yourself into what turns out to be some kind of orifice. You don't think you'll be getting out any time soon, and also it's full of teeth.
Gain Persistent Vitals: Persists while focused on. At end of turn, HP returns to 11. Can still suffer maimings from taking all your current HP as damage in one round.
Now taking 5 damage/turn instead of 3
+1 Wrestling Passion
Elen winces a little as the abomination lands on Auntie. "Hey you, crushed person. Wave your hand or something if you're still alive."
Use Vitamancy to fully heal Auntie, use all points to increase the power of the heal.
Then use Flesh to make the abomination's arm muscles shrink, use another point to further weaken them, also set the muscles on fire with a point of Fire.
[1] You can't see or reach Auntie, which is probably a good thing because the vitamancy energies curling around your arm turn all dark and necrotic. You shake your hand, wincing, as it stings a bit.
[1] You have more luck empowering the abomination with strong flaming muscles. Wait...
-1 HP
Abomination gains +2 Fire damage
+1 Necromancy Passion
+1 Flesh Passion
Trickshot 1: You have a knack for hitting small objects at improbable angles. Not to deal damage or anything, just for knocking cards out of people's hands or lighting their cigar from a distance.
Ah, so I can shoot weapons out of people's hands! Thank you!
Anyway, now that the wraiths are dead, fire a headshot (1 crystalgun skill) at the Abomination, with my Metal magic being used to transmute my bullet into metal and then cause it to turn really spiky once it gets inside, and then spins and moves around inside the abomination's body (3 metal skill and maybe 1 Artifice for the bullet alteration), and with the use of air magic to direct the winds to keep my bullet on course to the head (1 air skill).
And then put some strong winds in the faces of the nightmares to distract them (2 air skill plus passion).
[4] You shoot the writhing abomination, trying to transmute the magic projectile into metal as it goes. Without actual transmuting magic and trying to go from pure magic to metal and then shaping and enchanting the metal all in one go, this proves overambitious, but you do get it to behave more metallically and it sinks into the abomination's flesh in any case.
[1] You attempt to buffet its face with distracting winds, but this just provides dramatic focus on you, specifically, as the wind rushes past it in a glorious, tension-building chorus.
Abomination takes 3 damage
Abomination now targets you specifically, gains bonuses when doing so
+1 Air Passion
-1 Air Passion: Air Magic does not level
New Trait: Dramatic Breeze 1: A gentle breeze seems to billow your hair and clothing dramatically. You are more inspiring to allies and more of a target to enemies.
((On a similar note, why'd I gain experience in Vitamancy?))
"Incompetence. Though it is to be expected."
If possible, use Medicine with Medical Passion to perform medicine on Auntie.
Archimedes then combines his Alchemy and Returnamancy to lay a potent Returnamantic curse on the abomination. The more damage it deals to other people, the more damage will be returned to it. The damage will be returned in the form of rendering the abomination down into alchemy reagents.
[6] It is not. You feel inspired about medicine thinking about how you'd help if you could reach her, though.
[5] You apply a curse of recompense to the abomination, causing it to degenerate into valuable components to pay for its grievous harm.
Abomination suffers Curse of Recompense
+1 Medicine
+1 Returnamancy
Erik uses Ninjaturgy Passion, acrobatically performing sick flips through the air while hurling two points of shurikens and three points of lightning at the abomination, landing on the remaining golem (for an extra ninjaturgy point if necessary?) and stabbing it in the face with the last point of shuriken, poisoned using an extra point of ninjaturgy if that's a thing I can do! Or even all remaining points? I probably should've asked about that in Discord too. Oh well.
I feel like this is appropriately two actions, divided into (attack abomination) and (acrobatically attack golem).
[2] For the briefest of moments, you seem to flicker into the air above the abomination, hurling a flurry of electrified shuriken at it before vanishing and reappearing where you were.
This is a very badass moment ruined somewhat by your aim just being terrible. The shuriken all go wide and sizzle harmlessly into the ground.
[6] ((Dummy roll, +1 Ninjaturgy))
-1 Ninjaturgy Passion: Ninjaturgy levels from +5 to +6!
Anna would struggle a bit to untangle herself and the hammer from the sticky barrier. This just wasn't working out the way she'd planned.
"Focus, Anna, focus." First, she needed to get this excess Life Force under control. This kind of fluctuation was dangerous, but with danger comes opportunity for self-improvement. Anna places a hand on her chest, using her VITAMANCY and concentrating her magic on her core, attempting to stabilize her life force and make herself a bit more durable for what she was about to do next. - Spending 2 VITAMANCY PASSION
Now, DESTRUCTION magic is good at hurling projectiles, right? And she was stuck inside a malfunctioning sticky BARRIER? Anna would focus her energy on the barrier itself, not aiming to destroy it this time but to launch it at ABOMINATION. With herself inside it, of course. It'd probably be a good idea to STRENGTHEN the barrier with her PROTECTION magic while she was it, since this might get a bit uncomfortable.
[1] You shriek like a banshee as your life force is sucked down into the smoldering core of your heart. You get the feeling that's gonna prove real interesting when your life high ends.
[5] On the bright side, your efforts to launch yourself at the abomination go swimmingly, plastering yourself over its face like a moist, sticky trout.
Abomination and your shield take 3 damage
-2 Vitamancy: Vitamancy increases from +5 to +6!
New Trait: Smoldering Core 2
+1 Vitamancy
+1 Destruction
The abomination draws in its noodly flaming appendages, and then releases them.
vs From: [1] Right in the face with a flaming bone-ridged lash. The carnage is unbelievable. Really a shame that was its own face, it has got to get a better grip on how to use these things.
vs Elen: [4] You're bitchslapped across the ground like a tumbleweed. A slightly singed tumbleweed.
vs Archimedes: [6] It slugs you across the face with one motion, then snatches you up with the return draw and pile drivers you right onto itself. Not the most orthodox move, but very impressive!
vs Erin: [5][5] It grabs you, flings you into the sky, and then hard spikes you into the ground, showing the rest of these fools what they're up against.
Deals 7 damage to itself
Deals 7 damage to Elen
14 damage to Archimedes: Maimed!
7 damage to itself
Erin Quill takes all the damage: Maimed!
Abomination is slain!
Golems
"OH you wanna be in mah head? Tell you something INTERESTIN', THAT'S NAH MY PROBLEM you GIANT SACK of WRINKLED GIT!"
Use STONE and NECROMANCY to TEAR THE EXCESS SOUL out of myself and SHOVE it into a nearby BOULDER, that has been EXPERTLY MASONED into something HIGHLY INSULTING.
Then use MORE STONE MAGIC to THROW IT AT THE LAST GOLEM.
[3] You do not have time to both mason and imbue the stone, so you settle for carving a derpy bird head while that witch rips it out of you and feeds it her face. The sculpture's a little crude so the derpiness might not come through all the way.
[5] You do, however, clock the remaining golem with it. The sandstone shatters on impact, but the golem reels.
Golem takes 5 damage
+1 Stone Magic
Smith glares back towards the dwarf mason.
"Tsk."
METAL +5
-Draw a spike of metal out from the golem.
-Above +1
-Above +2
-Above +3
-Shape the spike mid-air using my blacksmithing skills.
PASSION: Purify the metal to insure that it harbors no malignant spirits or beings.
PASSION: Direct the metal to slow down and land in the palm of my hand.
Blacksmith +3
-Forge the spike into a rod.
-Sharpen one end of the rod.
-Have the rod be equally balanced.
Animation +3
-Animate the stone spikes in the cage.
-Have the spikes spin at high speeds.
-Direct the spikes into the bird golem.
[4] You draw a perfect spiked rod from the faltering golem's metal, the bronzelike substance glittering with pure, warm color in the sun. As a residual effect of its forging, it seems to be slightly magnetically drawn to living flesh, which makes it a bit easier to handle.
[1] You shatter the cage into shrapnel. This stings a bit and was probably unnecessary, as the golem had already collapsed under the force of being harvested.
Pure Golemetal Spear produced
2 Passion spent: Metal Magic increases from +5 to +6!
Golem slain
You and Mordre take 1 damage
+1 Animation
Jeffery laughs nervously as he turns away from his hungry-looking ally to examine his golem.
"So uhh.... can you move? If so, go smash that Abomination. And make a few puns. Here, I'll just..."
Jeffery casts a summoning spell to give the Fatass Tungsten Golem four additional legs, to aid with the distribution of its weight so that it can actually walk without sinking into the ground. He uses one point of summoning for the base effect, and another to allow it to be attached to the already existing summon. He also attaches a point of metal so that the legs are also tungsten, and another point to make the feet wider, increasing the amount of surface area that the feet come in contact with.
For his second spell, he takes his Noodle of Power (which doesn't appear to be in his inventory any more) and uses his last point of metal to refine it into a proper spear. If applicable, he uses his three points of "Spear" skill to enhance this effect, as his knowledge of how spears are used should probably help him in making it work better.
((I didn't think you'd actually use the noodle so I didn't record it. Bear in mind that as a summoned item, it will eventually dissolve back into nothing.))
[3] You try to summon body parts onto the golem, but it's hard to do. The resulting legs are small and awkwardly aligned with the golem's will. They scrabble somewhat awkwardly on the dirt, but don't seem to be making much progress.
[4] You harden your noodle of power to make it more spearlike and less noodly.
Noodle of Power becomes Spear of Noodles
Wraiths
((Hey IO, why is it Nightmare essence instead of Wraith essence? Is there a difference?))
Alright, Alchemy time. If the wraiths left corpses, work on refining them (4 Alchemy if designating the existing essence takes 1, 5 Alchemy if not) into the essence I already have (1 Alchemy?). That should mean I don't have to waste the points on the safety and solidity again. If I have to waste the points, then use 3 for refining, 1 for "safe to handle" and 1 for "solid". And if anybody tries to interrupt me or mess with my essence(s) that I made, use my 3 Brawling to gouge their eyes out. Or crush their throat. Or bite their ears off. Or kick them in any exposed genitals. GM's choice, really. If I don't need to brawl this turn, use my second action to examine the glowing toothpick and more to see if I can figure out more about them. And if the wraiths didn't leave corpses for me to refine, use my Herbalism to find a plant (1) that is safe to handle (1) and enhances regeneration (1) without wandering into the other ongoing combats.
[2] You hurl yourself off the side of the mesa, since the ramp is near the abomination, and go tumbling down the steep side. Unless the chunk of crumbly sandstone you hit your face on counts as a regenerative herb, your quest remains unsuccessful.
[5] ((Dummy roll, +1 Herbalism passion))
-3 HP
"All is well. I just felt like yawning, that is all." Devorae reassured any who had paid attention to what certainly hadn't been a temporary hunger for the life essence of his fellow crazed mages. No, that certainly hadn't happened at all, and whoever had somehow read his mind and intentions despite having no way to do so and stuck a note to his face was a nothing but a slanderer and a madman.
Now back to business. Hopefully.
1 Necromancy: Try to draw some essence from the Nightmares.
+1: Refine it into a more pliable state.
Enchantment: Imbue the reinforced scepter's head with the nightmare essence.
(I'm unsure if the Enchantment action can be rolled into the necromancy one since the latter is being used to assist the main effect (enchanting the weapon). In case it can, add this as the second action:)
Leadership: Try to at least convince any combat-capable peasants to fire some arrows or toss objects at the enemies from the safety of their shelters.
+1 Make them focus fire efficiently.
((IO keeps derping with his ruleset. Here's a reminder: "Each turn, every players receives two actions. They cannot use the same skills for more than one action per turn, and the actions are simultaneous."))
[4] With the nightmares slain, you focus on convincing the rabble to help out. They throw a few empty tankards out the windows while jeering. You suppose that counts as helping where they're from.
[6] ((Dummy roll, +1 Necromancy))
Nightmares
Am I dying while staying underground? If not, stay there and pray to Dagon while waiting for the fight to end. Otherwise, dig out and try not to die as hard as possible.
[4][1] You're good, so you pray to the Great One in your hallowed grave. Mound. Hidey-hole. Safe place that's definitely not starting to crawl with the blessings of your patron god.
In unrelated news, you start vomiting eels.
Now suffering Unavoidable Incident
+1 Dagon Worship
"My apologies, dear lady. I got carried away punching things, it seems. I shall aid you in a moment."
Li Kao cracks his knuckles.
"But first...ATATATATA~ ORAORAORAORA~"
For my first action I will use "Drunk Mountain Monkey Flails Around Rapidly": I will use Wuxia to throw fast punches to all enemies around me, spending 3 points on the strength of the punches, and 3 points of passion to on the speed of the punches. I'll use 3 Chi Magic points to enhance the strenght of the punches further, and 2 Chi Magic points to enhance my speed further so I can throw even more punches.
For my second action I would like to use all Life Magic points to regenerate BB's health, to make up for the damage my punch did to her.
[5] That goes about how you'd expect. (https://www.youtube.com/watch?v=MN48ocm0POQ)
[3] As the dust blows dramatically away from the dissolving remains of the nightmare horde, you dab on BB to heal her. It goes okay.
Nightmares are dead Jim
They're all dead
-3 Wuxia Passion: Wuxia increases from +3 to +4!
+1 Wuxia Passion
New Trait: Whirlwind 3
Go back a bit, out of Li Kao's and other danger's way. Then attempt to determine properties and possible uses of my silver skull thing using my knowledge of enchanted items.
[6] You're fairly certain the skull is a key of some kind. It accepts input in the form of life force, likely triggering an effect when sufficiently full.
[1] ((Dummy roll, +1 enchanting))
+2 Enchanting
"OW MY SOUL!"
BB tries to untangle herself away from the nightmares
She use EARTH to compress parts of the compost-pile to hardened dort, and try to add more rocks she can find into the thing.
[6] With the nightmares gone you build a dort fort. It has a courtyard and a throne room and it's built atop an ancient sealed evil and everything!
[6] ((Dummy roll, +1 Martial Arts))
+1 Earth
>Keep working on that shield! Reinforce all actions done!
So I can duplicate it on others who are of precarious health (Or at least expand the protective aura around my person) :3
>Glow magic!
-Suffuse body with light and heat radiance
-Focus energy on hands in being a useable and consistent weapon of magic
-Pew pew beams at weakest enemies! (Or focus it all on self, if someone else is handling weakest enemies, so my power is stronger that I can handle greater enemies)
Name: Akari Elleison
Description: Akari is around five and a half feet tall, with the figure of a traveled, toned woman. She has light brown skin, and dark black hair, having chiseled features on her face, and a posture similar to scholars.
Primary Skill: Protection +5
Secondary Skills: Life & Fire/Light (Glow) +3
Precious Item: Heirloom Amulet - Basically an orb clasped by a strong chain, Akari uses this for both cosmetic purposes and in crafts and work--focusing light and optics. It is usable as a durable catalyst to Akari's personal arts.
Backstory: Drawn to a particular village due to summons by an old friend, Akari was surprised, to say the least, to see the descriptions of devastation being not just apt, but accurate and as horrible as the state of the letter that detailed the situation. [/spoiler
[4] You expand the shield a bit.
[2] You glow brighter but can't pew pew properly. At least you're shiny?
+3 Shield Strength
With the last of the threats defeated, the peasants emerge from the tavern, cheering loudly. At their forefront stands the man in the lime green suit.
"Congratulations mighty heroes!" he drawls. "I never had the slightest doubt as to the outcome of your endeavors." You wonder if that includes the part where two of you were slapped silly by an enraged abomination with flaming noodle-arms.
"Now, as to the matter of your reward! It is with the upmost pride that I declare y'all Nobility of this here town!"
One of you asks if he can do that, to which he laughs. "Of course I can, I'm the richest man in town!" The rest of the peasants nod introspectively.
"In any event, it seems to me that one great and mighty Noble House per heroic deed is in order, and thus an arranging by which your noble personages first participated in. I'll leave y'all to sort out the details, but as the resident tailor, naturally it falls to me to oversee construction of your mighty standards and tabards and whatnot. As well as..."
He wiggles his eyebrows.
"Your delightful sumptuary laws."
One of you asks if that's that thing where nobody can wear orange or eat pomegranates because a posh noble who never leaves his mansion says it's his house's colors or something, to which the man nods approvingly.
"Well, if that's all..."
One of you asks if you're getting paid in, like, gold or something, to which he quickly shouts "Let the celebrations begin!" to thunderous applause.
Well. Now what? You can work out the details of your house name and colors and so on, you can start organizing an expedition of some kind, you can take stock of the town's assets, you can tell this pompous asshole to go stuff himself, or you can mill about chatting with each other.
You cannot sit there and practice magic. I know you want to. I see the gleam in your eye. No. Bad. Bad mage.
Erntrinsticia "From" Frombollywhotsit, Lady-witch of magnificence! (Egan)
5/11 HP
-
+5 Corvid Magic (0/5)
+3 Death Magic (1/3)
+3 Fashion (0/3)
-
Fashionable Witch Outfit: All black, all hat.
Lady Irstivfell the Raven: Very wise! Hence the obsession with shiny objects and tasty food.
Sparkling Bottle: This tiny glass flask contains a glittering emerald liquid. It's strangely mesmerizing to watch, but you get the strange feeling it's watching back.
Doomcrow
6/6 HP
+6 Life Drain
Archimedes (FallacyofUrist)
0/11 HP
[Maimed: Piledrivered]
-
+5 Returnamancy (1/5)
+3 Alchemy (0/3)
+3 Medicine (3/3)
-
Green-Painted Robes: Probably not an intentional dye job.
Mourning Ring: Black stone with a purple gem. Commemorates a lost loved one.
Dark Ice: This fist-sized chunk of crystal is a deep blue, fading to black in the center. It feels ice cold to the touch and you get a sense of vertigo staring into its depths.
Elen Farley (Hotfire)
4/11 HP
-
+5 Vitamancy (0/5)
+3 Flesh Magic (2/3)
+3 Fire Magic (0/3)
[1 Necromancy Passion]
-
Dark Green Robe
Supersaver Potion Pack: This dubious looking sack is filled with dubious looking potions.
Ruby Vial: This faceted red crystal vial is filled with vibrantly glowing red liquid. You're unsure what it does, but smelling it made you ravenously hungry and alarmingly dizzy.
Evelyn "Auntie Adams" Adams (The Lupanian)
11/11 HP
[Squeezed: 5 damage per turn until freed, can only perform simple actions without extreme difficulty]
-
+5 Life Magic (0/5)
+3 Flesh Magic (1/3)
+3 Bone Magic (1/3)
[1 Wrestling Passion]
-
Normal Person Traveling Clothes
Super Savings Anaesthetic: This hefty jug of industrial-strength knockout drug raises some unsettling questions.
Everbloom: This ball of bronze roots or vines keeps sprouding delectable looking berries inside. You haven't tried one yet, but they smell fragrant and feel juicy.
Erik the Ninja (Maximum Spin)
11/11 HP
-
+6 Ninjaturgy (1/6)
+3 Lightning Magic (0/3)
+3 Shurikens (0/3)
-
Ninja Outfit: Kind of drab, so probably the mook kind.
Shurikens: A bag of pointy metal throwing stars. You'd like to keep them in something a little more dignified and ninjalike than a cloth sack, but belt pouches are too small to hold them all.
Ninja Artifact: A ninja sword fused to its scabbard. The nonfunctionality makes it extra spiritual!
Sandstone Charm: This palm-sized beige stone slate is dense with indecipherable heiroglyphics. You're certain it's an item of power, but your efforts to unleash it have so far proven futile.
Mordre Deepstone (Derm)
10/11 HP
-
+5 Stone Magic (2/5)
+3 Masonry (1/3)
+3 Necromancy (2/3)
-
Sturdy Dwarf Attire: Boots and shoes, two trousers, and a deep blue tunic.
Heirloom Chisel: The chisel is made of trifle pewter. The handle is made of ilmenite. On the item is an image of Mordre's heirloom chisel in trifle pewter. On the image of Mordre's heirloom chisel is an image of Mordre's heirloom chisel in ilmenite.
Mossy Mushroom: You can smell the magic on this mossy, deep blue mushroom, but other than the moss constantly growing you're unsure what it does.
Smith (Yottawhat)
10/11 HP
-
+6 Metal Magic (0/6)
+3 Animation (1/3)
+3 Blacksmithing (0/3)
-
Rusted Fancy Metal Armor: Nothing suspicious about this!
Formallic Hammer: An enchanted hammer that can pound ore into refined metal.
Whispering Heart: This deep purple gemstone makes your skin crawl when touched. You can hear a faint whispering sound when you hold your ear close, but can't make out what, if anything, it sounds like.
Pure Golemetal Spear: An excessively long pointed rod of bronzelike metal that seems to glow with an inner brilliance. The metal is resistant to impurity or corruption, and seems drawn slightly to living flesh.
Ventaro Aureus (Beirus)
8/11 HP
-
+5 Alchemy (0/5)
+3 Herbalism (1/3)
+3 Brawling (0/3)
[1 Seduction Passion]
-
Normal Clothes: Green tunic, brown trousers, black leather boots. Downright mundane!
Everfull Flask: Put liquid in, slowly replenishes that liquid! Empty fully to replace with new liquid.
Glowing Mote: This spherical object glows with a brilliant yellow light. You feel like there's more to it, but aren't sure how you'd check. You've managed to pull a glowing toothpick out with your tongue, though, so that's something.
Dusty Wraith Essence: Refined from Wraiths! Not Nightmares! Nobody said nightmares, it was always wraiths! Perfectly safe, cleans right up.
Devorae the Devoted (Caellath)
11/11 HP
-
+5 Necromancy (2/5)
+3 Leadership (0/3)
+3 Enchantment (1/3)
-
Noble Crimson and Gold Military Attire: Includes fancy hat so you know who to take orders from.
Fancy Scepter: Hardened to a proper weapon by an enchantment.
Mad Dosh: This fancy-looking chest is filled to the brim with gold coins bearing Devorae's benevolent face.
Prismatic Gem: This smooth crystal shifts through all the colors of the rainbow in beautiful cascades. You could swear the pattern's reacted to you a few times, but you're unable to repeat the event.
Jeffery Kentwood (Coolrune)
11/11 HP
-
+5 Summoning (1/5)
+3 Metal Magic (0/3)
+3 Spears (0/3)
-
Douchebag Jacket: He's presumably wearing pants or something too, but GODS what an asshole.
Amulet of Farsight: Like a telescope but WIZARDS!
Icy Shard: This bright blue crystal shard is ice cold to the touch. You get strange feelings of enthusiasm when holding it for too long.
Spear of Noodles: Still a little bendy, but useable as a stabbing weapon.
Fatass Tungsten Golem With Useless Scrabbling Side Legs
20/20 HP
+8 Drop The Beat
Erin Quill (Glass)
0/11 HP
[Maimed: Fallen Hero]
-
+5 Artifice (0/5)
+3 Metal Magic (0/3)
+3 Air Magic (1/3)
+1 Crystalguns (0/1)
-
Trickshot 1: You have a knack for hitting small objects at improbable angles. Not to deal damage or anything, just for knocking cards out of people's hands or lighting their cigar from a distance.
Dramatic Breeze 1: A gentle breeze seems to billow your hair and clothing dramatically. You are more inspiring to allies and more of a target to enemies.
-
Labcoat: Also pants.
Cloudstopper: This overly crystal-y gun-thing shoots shards of crystalline magic at targets.
Leaf Stone: This brown stone has what looks like an imprinted fern on one side. You're quite certain it's magical somehow, but it seems almost suspiciously unreactive to anything you've been able to expose it to.
Anna Greenbell (Sheyra)
11/11 HP
3/6 Shield, blocks own attacks
[Concentrated Life High: Crash in 2 turns, may interact with Smoldering Core]
[Entangled: Harder to attack, hammer is stuck]
-
+6 Vitamancy (1/6)
+3 Destruction (1/3)
+3 Protection (1/3)
-
Smoldering Core 2: Your life force is concentrated in your heart, rendering you somewhat gaunt but resilient to injuries anywhere but your weak point.
-
Kimono-Thing: Somewhere between a shrine priestess and a vagrant you'll find this alluring number for all your vagrant shrine priestess needs.
Gravity Hammer: A giant rocket-propelled hammer. Shockingly, it's wielded by a mage.
Weight of the First Sin: This red crystal smolders with inner heat. Holding it makes you feel tired, hot, and nervous.
Bianca "BB" Beamingstar (Cinder)
8/11 HP
+3 damage from next attck
-
+5 Animation (0/5)
+3 Earth Magic (1/3)
+3 Martial Arts (2/3)
-
Leather Armor Dress
Chronicle of BB's Arcane Escapades: Illustrated adventure of House Beamingstar's exploits, including punching things, punching things, and punching things.
Metal Jelly: This blob of metallic silver is squishy to the touch, and occasionally jiggles unprovoked. Other than occasionally sticking to your fingers, you're unsure what it is or does.
Maren (MCreeper)
11/11 HP
-
+5 Enchantment (3/5)
+3 Divination (0/3)
+3 Swords (1/3)
-
Black Robe
Arc-Enchanted Iron Sword: Basic but reliable. Enchanted to release arcs of magical force when swung.
Bronze Ring: Enchanted to warn its wearer of danger. A bit... constant when surrounded by your fellows, unfortuntely.
Silver Skull: This grape-sized statue looks like a human skull forged from silver. You get a sense of vertigo looking at it too long, but otherwise can't figure out its properties.
Li Kao (Pancaek)
11/11 HP
-
+5 Chi magic (0/5)
+4 Wuxia (1/4)
+3 Life Magic (0/3)
-
Whirlwind 3: You blow through lesser opponents like the wind blows through long grasses. You deal bonus damage against swarm type enemies.
-
Grey Martial Arts Outfit
Tea Set: A pot and two cups. No one's sure if the pot is enchanted or the old man is incredibly wily, but it's always full of delicious hot tea when needed.
Stress Ball: This leathery yellow ball is adorned with strange looking runes. You can squeeze it when angry.
Hrodpreht (RNG)
11/11 HP
[Unavoidable Incident: You are now vomiting eels. Nothing could have prevented this.]
-
+5 Dagon Worship (1/5)
+3 Teaching (0/3)
+3 Summoning (0/3)
[1 Mining Passion]
-
White Robes: Good guys wear white, so you can trust him!
Idol of Father Dagon: For some reason none of the other mages are thrilled about this.
Seething Heart: This red stone blazes with an intense inner light. Staring into it consumes you with a terrible urge to feast on your fellows. You have thus far refrained from doing so.
Akari Elleison (Tiruin)
11/11 HP
Lightly Shielded: 5/5 HP
-
+5 Protection (0/5)
+3 Life Magic (0/3)
+3 Glow Magic (1/3)
-
Traveling Scholar's Outfit
Heirloom Amulet: Translucent orb on a chain, handy for refracting and focusing light.
Eye of Shadow: This shadowy black sphere has indistinct edges, and feels soft to the touch. A green light sometimes appears, shifts across the surface, and then disappears, but you can't tell what it is or does.
Then he frowns and looks over his fellow noble whats-his-face. "Speakin of- did ya ahave to go an shatter my cage ya daft twit? It was a work of art it were! Now, scurry on up some good pickaxes would ye? we're got TUNNELS to DIG!
Still laughing, modre shanghai's a few peasants to grab some pickaxes, then picks a decent spot against a hill or something and STONE MAGIC's open a stairwell. Time to EXPAND HIS REAL ESTATE!
"Mm..." Smith gives his spear a look over before planting it into the ground, pointy end first.
"Would of been fine if you didn't botch the internal structural integrity." Smith mutters underneath his breath.
METAL+6
-Sense out nearby deposits of metal ore
-Increase the range
-Increase the range
-Increase the range
-Increase the accuracy
-Increase the accuracy
ANIMATION+3
-Animate the spear
-Have the spear float a short distance from me
-Gesture command: When Smith points his index finger, spear will fly towards target.
Ow. Goddamnit.
Just heal. Healing is good.
Also request assistance.
What does "Maimed: Fallen Hero" actually mean?
Actions: Life/Protection
Life: Heal heal heal.
In all seriousness: Focus healing on those with critical conditions first that are actually PCs. If there's any further actions, transmit my glowy glowness into a healing aura.
Tend to the maimed and gravely wounded, with vitamancy of course, two points to increase the potency of the healing and two to heal more people at the same time.
Also inspect my potion pack, do they come with labels?
Respectfully healing before this person does it, please. :B
Engaging in casual talk that will surely introduce our intents and persons to each other in doing so--so meaning whoever can do it first.
Protection: Focus two actions into saving my shield for later or having it on passive until a threat emerges. The next 3 actions are for fortifying us all people's armor. Taking priority my own, then that dude I just healed, then one other probably important person that seems important to me.
Akari wondered why she was suddenly both a noble, and in a house she had zero idea about and little connection to. She had a better idea that the folks who fought with her were of possible importance to the letter she was given before her mentor's sudden disappearance, and decided that with the way things were flowing, it was best to work with them.
And then she was politely interrupted.
"I never noticed this by my person. I'd like to work with you in finding out what it does before any trade."
Eye of Shadow: This shadowy black sphere has indistinct edges, and feels soft to the touch. A green light sometimes appears, shifts across the surface, and then disappears, but you can't tell what it is or does.
Sandstone Charm: This palm-sized beige stone slate is dense with indecipherable heiroglyphics. You're certain it's an item of power, but your efforts to unleash it have so far proven futile.
Name: Akari Elleison
Description: Akari is around five and a half feet tall, with the figure of a traveled, toned woman. She has light brown skin, and dark black hair, having chiseled features on her face, and a posture similar to scholars.
Primary Skill: Protection +5
Secondary Skills: Life & Fire/Light (Glow) +3
Precious Item: Heirloom Amulet - Basically an orb clasped by a strong chain, Akari uses this for both cosmetic purposes and in crafts and work--focusing light and optics. It is usable as a durable catalyst to Akari's personal arts.
Backstory: Drawn to a particular village due to summons by an old friend, Akari was surprised, to say the least, to see the descriptions of devastation being not just apt, but accurate and as horrible as the state of the letter that detailed the situation. [/spoiler
Turn 4: Just All Kinds Of Weird
"A nobby?" Mordre pulls at his beard. "Ne'er been a nobby before. Well then, as tha HEAD of HOUSE DEEPSTONE I lay claim to EVERYTHING BELOW GROUND LEVEL!"
He points and laughs at the others triuphantly. "TAKE THAT YA SHITES! While you sorry lot fight over measley LAND, all I've go' tae do to expand is DIG!"
Then he frowns and looks over his fellow noble whats-his-face. "Speakin of- did ya ahave to go an shatter my cage ya daft twit? It was a work of art it were! Now, scurry on up some good pickaxes would ye? we're got TUNNELS to DIG!
Still laughing, modre shanghai's a few peasants to grab some pickaxes, then picks a decent spot against a hill or something and STONE MAGIC's open a stairwell. Time to EXPAND HIS REAL ESTATE!Might as well carve as he goes so it looks half decent.
The only pickaxes available are located in the blacksmith's shop, and he insists on monetary compensation to part with them. Well, that or being made a baron.
[6] In the meantime, you hike on over to another mesa and use stone magic to bury yourself alive. Pretty standard fortress groundbreaking, really.
(https://i.imgur.com/MD4MaYx.png)
+8 Sandstone (cannot carry yourself)
+1 Stone Magic
-5 HP
Buried Alive
Using my herbalism, search my landing area for an herb (+1 herbalism) with regenerative properties (+1 herbalism) and durability/toughness/defense (whatever helps one to get hurt less) enhancing properties (+1 herbalism) that is easy to refine (+1 alchemy), safe to handle (+2 alchemy because it could hopefully identify dangerous substances), and of high potency (+2 alchemy).
For my second action (or first if I can't do my above action), go see what drinks are available.
If I still need a second action by this point, fiddle with the mote and toothpick to see if I can learn anything else about them.
[2] You try to find some nice herbs, but just discover a slightly glowing cobra instead. It seems upset.
[6] While staring at an angry radioactive snake, you stick your tongue into your mote and discover that you can draw forth really long toothpicks. Whether this counts as "learning" anything is a topic for the sages.
[3] Incidentally, the snake takes this as an attempt at seduction. It plays coy by savaging your leg.
-1 HP
Now poisoned with weird glowy cobra venom, effects uncertain
+1 Seduction Passion: OVERFLOW, USED IMMEDIATELY
1 Seduction Passion used: Seduction improves from +0 to +1!
Ow. Goddamnit.
Just heal. Healing is good.
Also request assistance.
What does "Maimed: Fallen Hero" actually mean?
You lie down and try not to hurt yourself. It seems to help, but you feel like an inn room or house of some kind would be better.
Your everything hurting everywhere resolves to a distinctly unheroic limp.
Half heal (+6 HP)
Tend to the maimed and gravely wounded, with vitamancy of course, two points to increase the potency of the healing and two to heal more people at the same time.
Also inspect my potion pack, do they come with labels?
[1] This goes how it usually goes. Archimedes' and Erin's skeletons try to rip out of their fleshy prisons.
[1] Eventually they regain their composure and just start trying to move around in their meaty armor suits. Neither outer fleshy shell seems pleased with your brilliance.
You browse casually through your potion pack as your two former patients scream about skeletons this and you imbecile that. They're labeled but the labels are sometimes-vague pictograms, in part because there's kind of a lot of variation and mixed effects and so on. Still, on sheer volume the value can't be beat!
Archimedes: -3 HP
Erin: -3 HP
+1 Necromancy
OVERFLOW, USED IMMEDIATELY
1 Necromancy Passion Used: Necromancy increases from +0 to +1!
Archimedes and Erin: Living Skeleton
"We're suddenly nobles, just like that? Sure, whatever you say." Anna would struggle a bit as she shifted her head a little from her position on the ground. "And yeah, I agree, House Wraith is a terrible name. We could go with something simple that represents who we are, like House Arcana, or maybe something impressive, like House Transcendent."
Regardless of what they went with, she still needed to fix her current situation. Anna will continue to focus and try to stabilize her life force with VITAMANCY before it crashes.
She'll also try to free herself from entanglement and the barrier so she can finally stand up and move around again. That'd be nice.
[2] You draw even more of your life force to pile on top of your heart-core like plaster. You dunno what that's gonna do but you doubt it's what you intended.
[4] You finally wrench yourself free of all that gunk.
It occurs to you that there's probably no further time to do anything BEFORE you experience the crash, but you can still potentially do something DURING it. This might be more helpful if you knew exactly what was going to happen, but such is layered failures regarding your own life essence.
Unentangled, life force layer cake applied
Then he frowns and looks over his fellow noble whats-his-face. "Speakin of- did ya ahave to go an shatter my cage ya daft twit? It was a work of art it were! Now, scurry on up some good pickaxes would ye? we're got TUNNELS to DIG!
Still laughing, modre shanghai's a few peasants to grab some pickaxes, then picks a decent spot against a hill or something and STONE MAGIC's open a stairwell. Time to EXPAND HIS REAL ESTATE!
"Mm..." Smith gives his spear a look over before planting it into the ground, pointy end first.
"Would of been fine if you didn't botch the internal structural integrity." Smith mutters underneath his breath.
METAL+6
-Sense out nearby deposits of metal ore
-Increase the range
-Increase the range
-Increase the range
-Increase the accuracy
-Increase the accuracy
ANIMATION+3
-Animate the spear
-Have the spear float a short distance from me
-Gesture command: When Smith points his index finger, spear will fly towards target.
[6] The blacksmith's shop leaves afterimages in your vision and you generally regret your life choices. You do, however, notice a lot of glare from just about everywhere underground. Suspicious.
[2] The magic slides off, you guess as "impure" or somesuch. Just as well, you were not feeling that one, and your plan probably wouldn't have worked without more supporting skills anyway.
+1 Metal
Mildly Blinded
"Yeah, whatever. You're not even a good tailor. A lime green suit? What are we, hekkin leprechauns?"
Flip off the green guy.
All Corvid magic and Death magic to compel the Doom Bird to bugger off and drain the life essence of someone weaker and less important than I the Dagon worshiper.
All Fashion to make these pitiful peasants look slightly less pitiful and peasant-like, using the power of clothing! If I need to stick around this dump, may as well force the resident idiots to look tolerable.
Also evade anyone attempting to use Vitamantic healing on me. No thanks I'll heal with my natural body functions thank you.
"How dare- I said how dare you!" he sputters like an indignant chicken.
[6] You fill it with a ravenous impulse to kill. Oh no. How terrible. If only you had known.
...it's gonna stop having a ravenous impulse to kill once it's done with him, right?
You attempt to improve the peasants but discover they're already wearing well-made and color-coded attire, whereas you have no clothing to improve them with. You'll have to get some from... limeguy, of course he's the tailor. Why wouldn't a guy who makes his own clothes pick lime green by choice.
+1 Corvid
Doomcrow ravenously hungers for cultist guy
Action 1: Mingle with the partying townsfolk. Provide delicious tea and sage-like conversation, while squeezing my stress ball to get rid of the leftover chi and adrenaline from the fight.
Action 2: Use chi magic to summon at least one of those ancestor spirits again, and rub it in its face that we protected this town just fine without their help.
[6] You mingle a little too hard and end up haggling over someone's daughter. You didn't think you wanted someone's daughter but he's pretty insistent that you take her for a bride price of three units of cactus pie and you're unsure how to politely refuse or haggle much higher.
[1] A ragged black figure shambles up from the earth to shriek accusingly at you, then descend gibbering into the soil. It was less I-told-you-so than you were hoping.
Now under Terrible Omen
+1 Socialization
+1 Chi
Ow. Goddamnit.
Just heal. Healing is good.
Also request assistance.
What does "Maimed: Fallen Hero" actually mean?
Actions: Life/Protection
Life: Heal heal heal.
In all seriousness: Focus healing on those with critical conditions first that are actually PCs. If there's any further actions, transmit my glowy glowness into a healing aura.
Tend to the maimed and gravely wounded, with vitamancy of course, two points to increase the potency of the healing and two to heal more people at the same time.
Also inspect my potion pack, do they come with labels?
Respectfully healing before this person does it, please. :B
Engaging in casual talk that will surely introduce our intents and persons to each other in doing so--so meaning whoever can do it first.
Protection: Focus two actions into saving my shield for later or having it on passive until a threat emerges. The next 3 actions are for fortifying us all people's armor. Taking priority my own, then that dude I just healed, then one other probably important person that seems important to me.
Akari wondered why she was suddenly both a noble, and in a house she had zero idea about and little connection to. She had a better idea that the folks who fought with her were of possible importance to the letter she was given before her mentor's sudden disappearance, and decided that with the way things were flowing, it was best to work with them.
And then she was politely interrupted.
"I never noticed this by my person. I'd like to work with you in finding out what it does before any trade."
Eye of Shadow: This shadowy black sphere has indistinct edges, and feels soft to the touch. A green light sometimes appears, shifts across the surface, and then disappears, but you can't tell what it is or does.
Sandstone Charm: This palm-sized beige stone slate is dense with indecipherable heiroglyphics. You're certain it's an item of power, but your efforts to unleash it have so far proven futile.
Name: Akari Elleison
Description: Akari is around five and a half feet tall, with the figure of a traveled, toned woman. She has light brown skin, and dark black hair, having chiseled features on her face, and a posture similar to scholars.
Primary Skill: Protection +5
Secondary Skills: Life & Fire/Light (Glow) +3
Precious Item: Heirloom Amulet - Basically an orb clasped by a strong chain, Akari uses this for both cosmetic purposes and in crafts and work--focusing light and optics. It is usable as a durable catalyst to Akari's personal arts.
Backstory: Drawn to a particular village due to summons by an old friend, Akari was surprised, to say the least, to see the descriptions of devastation being not just apt, but accurate and as horrible as the state of the letter that detailed the situation. [/spoiler
[5] You mend the wounds of both Archimedes and Erin, though not before the other person does. They weren't polite enough to wait for you. :(
In particular, this influx of life energy keeps Archimedes from suffering another grisly maiming at the hands of his own skeleton trying to rip free.
You think about trying to protect people, but there are no threats to protect them from (beyond each other) so it'd be wasted.
+3 Healing to Erin and Archimedes
Archimedes saved from further maiming
+1 Life
"Gaaah! Blasted thing!"
Archimedes uses his Medicine passion(all of it that he has) to heal himself(or assist anyone who tries to heal him).
Once that's done, he gathers whatever reagents he can from the Abomination.
[4] You painstakingly piece all of your bones back together, make sure they fit perfectly, and even figure out how to let light movements aid their recovery rather than shake them loose. You'll need to avoid strenuous activities and could really do with some medicinal herbs, but you think you've got your shattered bone thing somewhat figured out!
[5] You gather up some sludge that you assume is from that returnamancy curse, along with... actually... you're not entirely sure what you want off the corpse. You don't have any handy tools for harvesting either.
+5 Containerless Mystery Sludge!
Sort of healed somewhat!
3 Medicine Passion spent: Medicine increases from +3 to +4!
+1 Butcher Passion
First of all, summon Deep Ones in front of the villagers and have the summoned help me build a chapel for the worship of the Idol of Father Dagon.
Then, between the villagers, attempt to recruit the youngest ones and teach them eldritch knowledge and the power of Dagon Magic inside the chapel.
[6] You summon something out of your own flesh. Summoning can't occur out of nothing, you see; that's a common misconception. It needs an existing material or energy to shape itself, usually dirt, sometimes air if the summon is unusually light or small. It's more powerful with more synergy, though, which is one reason earth elementals make such popular minions.
Anyway, the servants of Dagon writhe out of your flesh. That's the material you accidentally summon them out of, partially due to their... opinions on the matter. So now you're screaming as unshaped THINGS claw out of your very essence, which makes it hard to tell them to build you a chapel. Or find villagers to induct. Would it make it easier or harder to teach them about Dagon? You're not sure.
Oh, and a doomcrow swoops in cawing hungrily for your vital essence. Take a number, buddy! Hahahaha, that's a good one!
[1] Especially since it gets caught in the jaw-things of some of your possessed flesh. Haha, only good things can come of this!
Super Unavoidable Incident
+1 Dagon
First things first, wounded should be healed and this lady over here should be freed from under this thing's corpse. By Gods, what a disgusting thing!
And very dangerous, to boot. No way he willingly goes near anything like that when it's alive.
Get some strong peasants to help me in getting Auntie Adams out of under abomination's corpse. Attempt to get Auntie Adams out of under abomination's corpse with their help, if it's a separate action? If it is not, meet would be attack by life-draining crow on me or my peasants with swordy vengeance. And no surprise attacks, it shouldn't work on me. >:( If there are none and Auntie is still stuck, try again (ain't no rule :P).
After all things done, try to get some tea and rest, if reasonable (Probably not as an actual action. :P).
repeating of dire mistakes
Try. ::)
[1] One of the villagers accuses you of undemocratically attempting to seize control over labor and associated wealth and political influence. You're not entirely sure what that means, other than that he threw a tankard at you.
[2] You try to unearth Auntie on your won, but your feeble arms aren't up to the task. You just get oozing ichor on them. Ew.
It occurs to you that your ring is not precise enough to tell whether the doomcrow is swooping at this very moment. It's more of a glow-when-orcs-are-near affair, which as mentioned means it's pretty much constantly warning you of nearby danger.
Now Known Tyrant, Ichory Hands
+1 Diplomacy
"Alright then, I'll get to work. Go, house Arcana! Wooooo..."
Jeff gathers a small expeditionary force of maybe around 10-12 able bodied villagers, has them gather enough food for a day or two of foot travel, then sets off to the bottom of the plateau. When there, they will search for resources in the immediate vicinity of Sundrop. Any other mages that desire to join may do so.
In his free time, he fiddles with his icy shard.
[3] You gather up half the village's population and most of their food, then set out to find resources. The populace is understandably skeptical that you're not plunging the whole village into starvation, especially now that they have double the mouths to feed, but it's too late to back out now. Also you jokingly told them if worst came to worst they could just eat you, which seemed to resonate with them.
[1] They are immediately set upon by ravenous jackals. Your reputation isn't looking great at this point.
Complications!
"Other punchy guy, remind me not to piss you off. And to make you a power armor."
BB commands the dort fort golort to help dig for Auntie Adams
"This is all the contribution I need to give and it won't go evil and attack you guys I'm sure bye,"
She goes out looking for any reclaimable stones and rubbles to make her actual castle.
[6] Your dort fort golort rises with a thunderous moan, shambling all the way over to the abomination.
[5] Despite it's awkward and excessive motions, it peels the corpse up enough to pluck Auntie from her unsightly nook.
[6] You find a nice boulder well outside of town, but quickly realize you can't carry it back.
Auntie freed!
+1 Animation
+1 Prospecting
((Not enough time to put thought into this so:))
1 Necromancy: Try to draw some evil spirit essence from the environment that might have been left behind by the destroyed monsters.
+1: Refine it into a more pliable state.
Enchantment: Imbue the reinforced scepter's head with the nightmare essence.
Leadership: Try to get the peasants neatly organized and catalogued so I can easily find the ones with specific skillsets (I want an architect or engineer at the moment).
[1] You swallow some disjointed essence from the abomination. Wheezing and hacking, you consider that you've had better ideas.
[2] A gaggle of peasants angrily insists that they're more than marks on some bean counter's tally sheet. You try to explain that at the moment they're not even that, but they don't seem very persuaded.
Now Disjointed, Peasant Mistrust
+1 Necromancy
A point of ninjaturgy to find some peasants willing to become ninja disciples so I can start a ninja circle here.
More points of ninjaturgy (as needed) to stealthily avoid whatever shitstorm the other players start.
[6] On pointing out that ninja don't have to work, they just do ninja things, everyone agrees that's the life for them. You're not sure how to handle this, both because you don't think you can handle that many ninja disciples and because you think somebody needs to be growing food or something.
Explore the wildlife of the surrounding region.
Edit - unless I’m still trapped, in which case, keep keeping myself alive
[1] You notice jackals eating peasants so you go over and are immediately set upon by jackals. Overall your judgement's been a little suspect so far.
[6] That's okay though, because you immediately begin beating the jackals around you to death with some jackal-flails made out of flailing jackals. You are now the alpha jackal queen. Your judgement is impeccable.
-6 HP
+1 Animal Handling
OVERFLOW, WRESTLING PASSION USED IMMEDIATELY
Wrestling improves from +0 to +1!
Now Jackal Queen
With the party over and everyone being eaten by jackals, the lime man decides it's time to formalize your schedule. Specifically, you can't all run around at once; that'd be anarchy! Some of you will have to snooze in the village while the rest run around having fun. Sad, but necessary.
The lime man explains that by default, each House will take turns sallying forth and remaining behind. He points out that there's nothing stopping you from taking a different approach, but that the groups must remain small or there's little point. He's also willing to manage more complex systems, if so desired.
Those venturing out will continue to operate as normal until returning, save that they'll consume 1 Food per turn. If they have no food, they'll begin to starve. Food generally comes from peasants growing or harvesting it.
Those remaining behind will be limited to one action per turn. This may be a "normal" action, like maiming yourself and others with arcane power, or a more basic action like harvesting resources or crafting plates. Those in town also require 1 Food per turn.
With that in mind, the lime man also points out that the village doesn't have a fully developed economic system yet, so the question of how the nobility is going to acquire food and such is up in the air. Those who remain behind are likely going to have to hash this out with the various inhabitants of town.
The current makeup of the town is as follows:
-10 Farmers, +2 Food each (+1 Skill, +1 Irrigated Fields)
-5 Silk Gatherers, +1 Amber Silk each (+1 Skill)
-2 Couriers
-1 Blacksmith, 3 Metal->3 Tools (+3 Skill)
-1 General Shop Owner
-1 Inkeeper/Brewer
-1 Tailor
The lime man (also known as the tailor) points out that all the farmers are currently being torn apart by ravening jackals, which may affect this calculation somewhat. The village gets caravans sometimes to trade for their precious amber silk- a local but highly sought-after oddity- which allows them to buy more food and other valuables.
With that out of the way, current available missions are as follows:
Save the Villagers
Someone (*cough* Elen *cough*) led unarmed villagers into a pack of wild jackals, and they're now being eaten. Stop them from being eaten.
Known Dangers: Lots of jackals, your allies
Reward: Elen not (necessarily) enshrined as a local reviled villain, House Best not (as) disgraced, village probably doesn't starve as quickly from food producers being eaten in a fit of irony, possible villager gratitude
Resource Survey
It's well known that the areas south of the village have some oddly colored rocks. Maybe there's something valuable there?
Known Dangers: None, but how safe could it be?
Reward: Area confirmed or denied as a valid resource gathering spot
There's Cloth In Them Hills!
The village of Sundrop is surrounded by trees bearing silkworms. A particular cluster is booming to the northwest; harvesting it would be dangerous, but provide bonus yields over the trees near the village.
Known Dangers: Blooms are well associated with deranged mutants. No one's sure why.
Reward: More amber silk per turn than you could harvest here
Someone asks if it's really wise to harvest cloth while half the town's being eaten. The lime man shrugs and says that's your department, not his.
Erntrinsticia "From" Frombollywhotsit, Lady-witch of magnificence! (Egan)
5/11 HP
-
+5 Corvid Magic (1/5)
+3 Death Magic (1/3)
+3 Fashion (0/3)
-
Fashionable Witch Outfit: All black, all hat.
Lady Irstivfell the Raven: Very wise! Hence the obsession with shiny objects and tasty food.
Sparkling Bottle: This tiny glass flask contains a glittering emerald liquid. It's strangely mesmerizing to watch, but you get the strange feeling it's watching back.
Archimedes (FallacyofUrist)
0/11 HP
[Maimed: Shattered Skeleton: Your skeleton's been fractured in an alarming number of places, rendering you even more of a decrepit old man than usual.]
[Living Skeleton: Your skeleton is moving of its own accord, taking you for the ride or requiring likely-traumatic resistance.]
[Medicinal Harmony: Your skeleton is largely reinforced and stabilized. Aggressive movement might damage this, while time and medicine may speed its progression to full recovery.]
-
+5 Returnamancy (1/5)
+3 Alchemy (0/3)
+4 Medicine (0/4)
[1 Butcher Passion]
-
Green-Painted Robes: Probably not an intentional dye job.
Mourning Ring: Black stone with a purple gem. Commemorates a lost loved one.
Dark Ice: This fist-sized chunk of crystal is a deep blue, fading to black in the center. It feels ice cold to the touch and you get a sense of vertigo staring into its depths.
5 Containerless Mystery Sludge: Probably a result of your Curse of Recompense, degrading the abomination into valuable parts as it damaged others. You're... not sure how this stuff is valuable. But then, you're not sure how you're going to store it, so what do you know!
Elen Farley (Hotfire)
4/11 HP
-
+5 Vitamancy (0/5)
+3 Flesh Magic (2/3)
+3 Fire Magic (0/3)
+1 Necromancy (1/1)
-
Dark Green Robe
Supersaver Potion Pack: This dubious looking sack is filled with dubious looking potions.
Ruby Vial: This faceted red crystal vial is filled with vibrantly glowing red liquid. You're unsure what it does, but smelling it made you ravenously hungry and alarmingly dizzy.
Evelyn "Auntie Adams" Adams (The Lupanian)
5/11 HP
[Jackal Queen: The jackals bow to you as their leader, and thus the one most responsible for acquiring them delicious meats.]
-
+5 Life Magic (0/5)
+3 Flesh Magic (1/3)
+3 Bone Magic (1/3)
+1 Wrestling (0/1)
[1 Animal Handling Passion]
-
Normal Person Traveling Clothes
Super Savings Anaesthetic: This hefty jug of industrial-strength knockout drug raises some unsettling questions.
Everbloom: This ball of bronze roots or vines keeps sprouding delectable looking berries inside. You haven't tried one yet, but they smell fragrant and feel juicy.
Erik the Ninja (Maximum Spin)
11/11 HP
-
+6 Ninjaturgy (1/6)
+3 Lightning Magic (0/3)
+3 Shurikens (0/3)
-
Ninja Outfit: Kind of drab, so probably the mook kind.
Shurikens: A bag of pointy metal throwing stars. You'd like to keep them in something a little more dignified and ninjalike than a cloth sack, but belt pouches are too small to hold them all.
Ninja Artifact: A ninja sword fused to its scabbard. The nonfunctionality makes it extra spiritual!
Sandstone Charm: This palm-sized beige stone slate is dense with indecipherable heiroglyphics. You're certain it's an item of power, but your efforts to unleash it have so far proven futile.
Mordre Deepstone (Derm)
5/11 HP
[Buried Alive: Hard to move. Also severely traumatic for most races, but, you know.]
-
+5 Stone Magic (3/5)
+3 Masonry (1/3)
+3 Necromancy (2/3)
-
Sturdy Dwarf Attire: Boots and shoes, two trousers, and a deep blue tunic.
Heirloom Chisel: The chisel is made of trifle pewter. The handle is made of ilmenite. On the item is an image of Mordre's heirloom chisel in trifle pewter. On the image of Mordre's heirloom chisel is an image of Mordre's heirloom chisel in ilmenite.
Mossy Mushroom: You can smell the magic on this mossy, deep blue mushroom, but other than the moss constantly growing you're unsure what it does.
8 Sandstone
Smith (Yottawhat)
10/11 HP
[Mildly Blinded: Afterimages of racks of metal tools make concentrating difficult.]
-
+6 Metal Magic (1/6)
+3 Animation (1/3)
+3 Blacksmithing (0/3)
-
Rusted Fancy Metal Armor: Nothing suspicious about this!
Formallic Hammer: An enchanted hammer that can pound ore into refined metal.
Whispering Heart: This deep purple gemstone makes your skin crawl when touched. You can hear a faint whispering sound when you hold your ear close, but can't make out what, if anything, it sounds like.
Pure Golemetal Spear: An excessively long pointed rod of bronzelike metal that seems to glow with an inner brilliance. The metal is resistant to impurity or corruption, and seems drawn slightly to living flesh.
Ventaro Aureus (Beirus)
7/11 HP
[Tsundere Glowing Cobra: Best girl is winning!]
[Glowing Venom: Who knows!]
-
+5 Alchemy (0/5)
+3 Herbalism (1/3)
+3 Brawling (0/3)
+1 Seduction (1/1)
-
Normal Clothes: Green tunic, brown trousers, black leather boots. Downright mundane!
Everfull Flask: Put liquid in, slowly replenishes that liquid! Empty fully to replace with new liquid.
Glowing Mote: This spherical object glows with a brilliant yellow light. You feel like there's more to it, but aren't sure how you'd check. You've managed to pull a glowing toothpick out with your tongue, though, so that's something.
Dusty Wraith Essence: Refined from Wraiths! Not Nightmares! Nobody said nightmares, it was always wraiths! Perfectly safe, cleans right up.
Devorae the Devoted (Caellath)
11/11 HP
[Disjointed: Swallowed a bit of bad essence. COUGH HACK Nothing you're sure.]
[Peasant Mistrust: The peasantry sullenly thinks you don't value them as people. You're not sure how to persuade them to not take so much offense at the truth.]
-
+5 Necromancy (3/5)
+3 Leadership (0/3)
+3 Enchantment (1/3)
-
Noble Crimson and Gold Military Attire: Includes fancy hat so you know who to take orders from.
Fancy Scepter: Hardened to a proper weapon by an enchantment.
Mad Dosh: This fancy-looking chest is filled to the brim with gold coins bearing Devorae's benevolent face.
Prismatic Gem: This smooth crystal shifts through all the colors of the rainbow in beautiful cascades. You could swear the pattern's reacted to you a few times, but you're unable to repeat the event.
Jeffery Kentwood (Coolrune)
11/11 HP
-
+5 Summoning (1/5)
+3 Metal Magic (0/3)
+3 Spears (0/3)
-
Douchebag Jacket: He's presumably wearing pants or something too, but GODS what an asshole.
Amulet of Farsight: Like a telescope but WIZARDS!
Icy Shard: This bright blue crystal shard is ice cold to the touch. You get strange feelings of enthusiasm when holding it for too long.
Spear of Noodles: Still a little bendy, but useable as a stabbing weapon.
Fatass Tungsten Golem With Useless Scrabbling Side Legs
20/20 HP
+8 Drop The Beat
Erin Quill (Glass)
6/11 HP
[Maimed: Fallen Hero's Limp: You walk with a limp from that one time a horrifying flesh amalgamation went apeshit on your dramatically billowing in the wind ass. Mobility and inspiration suffer.]
[Living Skeleton: Your skeleton is moving of its own accord, taking you for the ride or requiring likely-traumatic resistance.]
-
+5 Artifice (0/5)
+3 Metal Magic (0/3)
+3 Air Magic (1/3)
+1 Crystalguns (0/1)
-
Trickshot 1: You have a knack for hitting small objects at improbable angles. Not to deal damage or anything, just for knocking cards out of people's hands or lighting their cigar from a distance.
Dramatic Breeze 1: A gentle breeze seems to billow your hair and clothing dramatically. You are more inspiring to allies and more of a target to enemies.
-
Labcoat: Also pants.
Cloudstopper: This overly crystal-y gun-thing shoots shards of crystalline magic at targets.
Leaf Stone: This brown stone has what looks like an imprinted fern on one side. You're quite certain it's magical somehow, but it seems almost suspiciously unreactive to anything you've been able to expose it to.
Anna Greenbell (Sheyra)
11/11 HP
[Concentrated Life High: Crash in 1 turns, may interact with Smoldering Core]
[Life Plaster: A bunch of your life force is caked over your heart-core. Good thing? Bad thing? You're about to find out!]
-
+6 Vitamancy (1/6)
+3 Destruction (1/3)
+3 Protection (1/3)
-
Smoldering Core 2: Your life force is concentrated in your heart, rendering you somewhat gaunt but resilient to injuries anywhere but your weak point.
-
Kimono-Thing: Somewhere between a shrine priestess and a vagrant you'll find this alluring number for all your vagrant shrine priestess needs.
Gravity Hammer: A giant rocket-propelled hammer. Shockingly, it's wielded by a mage.
Weight of the First Sin: This red crystal smolders with inner heat. Holding it makes you feel tired, hot, and nervous.
Bianca "BB" Beamingstar (Cinder)
8/11 HP
+3 damage from next attck
-
+5 Animation (1/5)
+3 Earth Magic (1/3)
+3 Martial Arts (2/3)
[1 Prospecting Passion]
-
Leather Armor Dress
Chronicle of BB's Arcane Escapades: Illustrated adventure of House Beamingstar's exploits, including punching things, punching things, and punching things.
Metal Jelly: This blob of metallic silver is squishy to the touch, and occasionally jiggles unprovoked. Other than occasionally sticking to your fingers, you're unsure what it is or does.
Dort Fort Golort
4/4 HP
+6 Awkward Strength
Maren (MCreeper)
11/11 HP
[Known Tyrant: The peasantry is wise to your schemes!]
[Ichory Hands: You wish you hadn't settled in a desert, so there'd be plenty of water to wash this stuff off with.]
-
+5 Enchantment (3/5)
+3 Divination (0/3)
+3 Swords (1/3)
[1 Diplomacy Passion]
-
Black Robe
Arc-Enchanted Iron Sword: Basic but reliable. Enchanted to release arcs of magical force when swung.
Bronze Ring: Enchanted to warn its wearer of danger. A bit... constant when surrounded by your fellows, unfortuntely.
Silver Skull: This grape-sized statue looks like a human skull forged from silver. You get a sense of vertigo looking at it too long, but otherwise can't figure out its properties.
Li Kao (Pancaek)
11/11 HP
[Terrible Omen: A mysterious spirit of the dead didn't seem to like you much. Could be a sign.]
-
+5 Chi magic (1/5)
+4 Wuxia (1/4)
+3 Life Magic (0/3)
[1 Socialization Passion]
-
Whirlwind 3: You blow through lesser opponents like the wind blows through long grasses. You deal bonus damage against swarm type enemies.
-
Grey Martial Arts Outfit
Tea Set: A pot and two cups. No one's sure if the pot is enchanted or the old man is incredibly wily, but it's always full of delicious hot tea when needed.
Stress Ball: This leathery yellow ball is adorned with strange looking runes. You can squeeze it when angry.
Hrodpreht (RNG)
11/11 HP
[Unavoidable Incident: You are now vomiting eels. Nothing could have prevented this.]
[Super Unavoidable Incident: YOUR FLESH WRIIIIIIIIIITHES! Makes it hard to do much.]
-
+5 Dagon Worship (2/5)
+3 Teaching (0/3)
+3 Summoning (0/3)
[1 Mining Passion]
-
White Robes: Good guys wear white, so you can trust him!
Idol of Father Dagon: For some reason none of the other mages are thrilled about this.
Seething Heart: This red stone blazes with an intense inner light. Staring into it consumes you with a terrible urge to feast on your fellows. You have thus far refrained from doing so.
Doomcrow
6/6 HP
[RAVENING: MUST DEVOUR DELICIOUS CULTIST]
[Caught!]
+6 Life Drain
Akari Elleison (Tiruin)
11/11 HP
-
+5 Protection (0/5)
+3 Life Magic (1/3)
+3 Glow Magic (1/3)
-
Traveling Scholar's Outfit
Heirloom Amulet: Translucent orb on a chain, handy for refracting and focusing light.
Eye of Shadow: This shadowy black sphere has indistinct edges, and feels soft to the touch. A green light sometimes appears, shifts across the surface, and then disappears, but you can't tell what it is or does.
You think about trying to protect people, but there are no threats to protect them from (beyond each other) so it'd be wasted.
((NO it isn't! ;_; That skill is non-combat applicable too, it said so in the rules D: I was going to prepare making a shield for future use, meaning expanding the 3 or so turns I [kinda wasted??] on making it >_<
Retroactively reroll please? :-\ Don't like feeling useless .-.))
Akari twitched as her intuitive senses were hitting her. Someone was in trouble! And it was jackals! She disliked a lack of organization, but there was also the means to save face!
"I'm going out! I'll be back very soon because it seems there has been a sudden ambush of animal frenzy."
She hoped nobody knew that this was intentional of an errant mage's action.
Glow magic to pew pew or scare away them jackals, meaning focused light and heat from close range.
Protection magic to continue that shield thing I've discussed ;_; I mean it's like a magical aura that could--depending on how you want to style it--manifest as seemingly physical armor and all.
Shove some duplicates to the villagers who are being attacked! Hopefully extra actions can go to 'preserving their life' or defending against more attacks.
Akari Elleison (Tiruin)
11/11 HP
-
+5 Protection (0/5)
+3 Life Magic (1/3)
+3 Glow Magic (1/3)
-
Traveling Scholar's Outfit
Heirloom Amulet: Translucent orb on a chain, handy for refracting and focusing light.
Eye of Shadow: This shadowy black sphere has indistinct edges, and feels soft to the touch. A green light sometimes appears, shifts across the surface, and then disappears, but you can't tell what it is or does.
Turn 4.5: Let the Games Begin
New plan!
Everyone is now in a free-for-all to impress the peasantry as much as possible. Presumably by slaying jackals and saving peasants. The triumphant House will gain the honor of going on the first mission, while everyone else will be shunted to inactive status. While inactive, you will generate resources like a peasant (assuming you have any suitable skills) but may not take actions. Houses will take turns between active missions and inactive drudgery.
Doing better on missions than your fellow Houses gives you a larger share of the peasantry's output. Also missions tend to benefit the settlement in some way, and so often result in more output total.
Sine the situation has changed, please repost your actions, even if you're still doing the same thing.
Jeffery was not sure how Elen was being blamed for leading the villagers into a pack of jackals. He had led them into the jackals. But hey, ya know what? He wasn't arguing. At least people would hate Elen, and House Best, instead of himself, Jeffery Kentwood, and House Arcana. This was just a "Happy little accident", as his father and mentor would describe it.
"Why am I being blamed for the jackals? I'm innocent!"
Affirm my innocence and that I've done nothing wrong.
Heal myself with vitamancy.
Wow peasants are bad at this. No wonder people keep feeding them to jackals!
You think about trying to protect people, but there are no threats to protect them from (beyond each other) so it'd be wasted.
((NO it isn't! ;_; That skill is non-combat applicable too, it said so in the rules D: I was going to prepare making a shield for future use, meaning expanding the 3 or so turns I [kinda wasted??] on making it >_<
Retroactively reroll please? :-\ Don't like feeling useless .-.))
((I don't mind noncombat uses for protection, but I'd rather avoid you just sort of walking around everywhere with a transferable magic shield just in case. >_>))
((Hey Irony, am I actually fighting the cobra now?))
((I mean, you could try giving her the cold shoulder or playing hard to get.))
((I finally got around to reading the turn and it's a bit of a mess.
@IronyOwl: How to deal with the "a single house sallies forth per turn" thing if we have people from two houses already involved in the jackal affair and more disorganizedly trying to jump into it? I'd like the mess sorted out to find out whether I should post as part of the leaving or staying party.))
((I'd intended a bit more negotiation than resulted (that is, some negotiation). New plan solves all that!))
Score: -10
-10: Elen fed everyone to jackals! She should learn to be responsible, like Jeffrey!
Erntrinsticia "From" Frombollywhotsit, Lady-witch of magnificence! (Egan)
5/11 HP
-
+5 Corvid Magic (1/5)
+3 Death Magic (1/3)
+3 Fashion (0/3)
-
Fashionable Witch Outfit: All black, all hat.
Lady Irstivfell the Raven: Very wise! Hence the obsession with shiny objects and tasty food.
Sparkling Bottle: This tiny glass flask contains a glittering emerald liquid. It's strangely mesmerizing to watch, but you get the strange feeling it's watching back.
Archimedes (FallacyofUrist)
0/11 HP
[Maimed: Shattered Skeleton: Your skeleton's been fractured in an alarming number of places, rendering you even more of a decrepit old man than usual.]
[Living Skeleton: Your skeleton is moving of its own accord, taking you for the ride or requiring likely-traumatic resistance.]
[Medicinal Harmony: Your skeleton is largely reinforced and stabilized. Aggressive movement might damage this, while time and medicine may speed its progression to full recovery.]
-
+5 Returnamancy (1/5)
+3 Alchemy (0/3)
+4 Medicine (0/4)
[1 Butcher Passion]
-
Green-Painted Robes: Probably not an intentional dye job.
Mourning Ring: Black stone with a purple gem. Commemorates a lost loved one.
Dark Ice: This fist-sized chunk of crystal is a deep blue, fading to black in the center. It feels ice cold to the touch and you get a sense of vertigo staring into its depths.
5 Containerless Mystery Sludge: Probably a result of your Curse of Recompense, degrading the abomination into valuable parts as it damaged others. You're... not sure how this stuff is valuable. But then, you're not sure how you're going to store it, so what do you know!
Elen Farley (Hotfire)
4/11 HP
-
+5 Vitamancy (0/5)
+3 Flesh Magic (2/3)
+3 Fire Magic (0/3)
+1 Necromancy (1/1)
-
Dark Green Robe
Supersaver Potion Pack: This dubious looking sack is filled with dubious looking potions.
Ruby Vial: This faceted red crystal vial is filled with vibrantly glowing red liquid. You're unsure what it does, but smelling it made you ravenously hungry and alarmingly dizzy.
Evelyn "Auntie Adams" Adams (The Lupanian)
5/11 HP
[Jackal Queen: The jackals bow to you as their leader, and thus the one most responsible for acquiring them delicious meats.]
-
+5 Life Magic (0/5)
+3 Flesh Magic (1/3)
+3 Bone Magic (1/3)
+1 Wrestling (0/1)
[1 Animal Handling Passion]
-
Normal Person Traveling Clothes
Super Savings Anaesthetic: This hefty jug of industrial-strength knockout drug raises some unsettling questions.
Everbloom: This ball of bronze roots or vines keeps sprouding delectable looking berries inside. You haven't tried one yet, but they smell fragrant and feel juicy.
Erik the Ninja (Maximum Spin)
11/11 HP
-
+6 Ninjaturgy (1/6)
+3 Lightning Magic (0/3)
+3 Shurikens (0/3)
-
Ninja Outfit: Kind of drab, so probably the mook kind.
Shurikens: A bag of pointy metal throwing stars. You'd like to keep them in something a little more dignified and ninjalike than a cloth sack, but belt pouches are too small to hold them all.
Ninja Artifact: A ninja sword fused to its scabbard. The nonfunctionality makes it extra spiritual!
Sandstone Charm: This palm-sized beige stone slate is dense with indecipherable heiroglyphics. You're certain it's an item of power, but your efforts to unleash it have so far proven futile.
Score: 0
Mordre Deepstone (Derm)
5/11 HP
[Buried Alive: Hard to move. Also severely traumatic for most races, but, you know.]
-
+5 Stone Magic (3/5)
+3 Masonry (1/3)
+3 Necromancy (2/3)
-
Sturdy Dwarf Attire: Boots and shoes, two trousers, and a deep blue tunic.
Heirloom Chisel: The chisel is made of trifle pewter. The handle is made of ilmenite. On the item is an image of Mordre's heirloom chisel in trifle pewter. On the image of Mordre's heirloom chisel is an image of Mordre's heirloom chisel in ilmenite.
Mossy Mushroom: You can smell the magic on this mossy, deep blue mushroom, but other than the moss constantly growing you're unsure what it does.
8 Sandstone
Smith (Yottawhat)
10/11 HP
[Mildly Blinded: Afterimages of racks of metal tools make concentrating difficult.]
-
+6 Metal Magic (1/6)
+3 Animation (1/3)
+3 Blacksmithing (0/3)
-
Rusted Fancy Metal Armor: Nothing suspicious about this!
Formallic Hammer: An enchanted hammer that can pound ore into refined metal.
Whispering Heart: This deep purple gemstone makes your skin crawl when touched. You can hear a faint whispering sound when you hold your ear close, but can't make out what, if anything, it sounds like.
Pure Golemetal Spear: An excessively long pointed rod of bronzelike metal that seems to glow with an inner brilliance. The metal is resistant to impurity or corruption, and seems drawn slightly to living flesh.
Score: 0
+0: Jeffrey hasn't fed anyone to jackals. Why would Jeffrey feed somebody to jackals? That doesn't sound like the Jeffrey I know.
Ventaro Aureus (Beirus)
7/11 HP
[Tsundere Glowing Cobra: Best girl is winning!]
[Glowing Venom: Who knows!]
-
+5 Alchemy (0/5)
+3 Herbalism (1/3)
+3 Brawling (0/3)
+1 Seduction (1/1)
-
Normal Clothes: Green tunic, brown trousers, black leather boots. Downright mundane!
Everfull Flask: Put liquid in, slowly replenishes that liquid! Empty fully to replace with new liquid.
Glowing Mote: This spherical object glows with a brilliant yellow light. You feel like there's more to it, but aren't sure how you'd check. You've managed to pull a glowing toothpick out with your tongue, though, so that's something.
Dusty Wraith Essence: Refined from Wraiths! Not Nightmares! Nobody said nightmares, it was always wraiths! Perfectly safe, cleans right up.
Devorae the Devoted (Caellath)
11/11 HP
[Disjointed: Swallowed a bit of bad essence. COUGH HACK Nothing you're sure.]
[Peasant Mistrust: The peasantry sullenly thinks you don't value them as people. You're not sure how to persuade them to not take so much offense at the truth.]
-
+5 Necromancy (3/5)
+3 Leadership (0/3)
+3 Enchantment (1/3)
-
Noble Crimson and Gold Military Attire: Includes fancy hat so you know who to take orders from.
Fancy Scepter: Hardened to a proper weapon by an enchantment.
Mad Dosh: This fancy-looking chest is filled to the brim with gold coins bearing Devorae's benevolent face.
Prismatic Gem: This smooth crystal shifts through all the colors of the rainbow in beautiful cascades. You could swear the pattern's reacted to you a few times, but you're unable to repeat the event.
Jeffery Kentwood (Coolrune)
11/11 HP
-
+5 Summoning (1/5)
+3 Metal Magic (0/3)
+3 Spears (0/3)
-
Douchebag Jacket: He's presumably wearing pants or something too, but GODS what an asshole.
Amulet of Farsight: Like a telescope but WIZARDS!
Icy Shard: This bright blue crystal shard is ice cold to the touch. You get strange feelings of enthusiasm when holding it for too long.
Spear of Noodles: Still a little bendy, but useable as a stabbing weapon.
Fatass Tungsten Golem With Useless Scrabbling Side Legs
20/20 HP
+8 Drop The Beat
Erin Quill (Glass)
6/11 HP
[Maimed: Fallen Hero's Limp: You walk with a limp from that one time a horrifying flesh amalgamation went apeshit on your dramatically billowing in the wind ass. Mobility and inspiration suffer.]
[Living Skeleton: Your skeleton is moving of its own accord, taking you for the ride or requiring likely-traumatic resistance.]
-
+5 Artifice (0/5)
+3 Metal Magic (0/3)
+3 Air Magic (1/3)
+1 Crystalguns (0/1)
-
Trickshot 1: You have a knack for hitting small objects at improbable angles. Not to deal damage or anything, just for knocking cards out of people's hands or lighting their cigar from a distance.
Dramatic Breeze 1: A gentle breeze seems to billow your hair and clothing dramatically. You are more inspiring to allies and more of a target to enemies.
-
Labcoat: Also pants.
Cloudstopper: This overly crystal-y gun-thing shoots shards of crystalline magic at targets.
Leaf Stone: This brown stone has what looks like an imprinted fern on one side. You're quite certain it's magical somehow, but it seems almost suspiciously unreactive to anything you've been able to expose it to.
Anna Greenbell (Sheyra)
11/11 HP
[Concentrated Life High: Crash in 1 turns, may interact with Smoldering Core]
[Life Plaster: A bunch of your life force is caked over your heart-core. Good thing? Bad thing? You're about to find out!]
-
+6 Vitamancy (1/6)
+3 Destruction (1/3)
+3 Protection (1/3)
-
Smoldering Core 2: Your life force is concentrated in your heart, rendering you somewhat gaunt but resilient to injuries anywhere but your weak point.
-
Kimono-Thing: Somewhere between a shrine priestess and a vagrant you'll find this alluring number for all your vagrant shrine priestess needs.
Gravity Hammer: A giant rocket-propelled hammer. Shockingly, it's wielded by a mage.
Weight of the First Sin: This red crystal smolders with inner heat. Holding it makes you feel tired, hot, and nervous.
Score: 0
Bianca "BB" Beamingstar (Cinder)
8/11 HP
+3 damage from next attck
-
+5 Animation (1/5)
+3 Earth Magic (1/3)
+3 Martial Arts (2/3)
[1 Prospecting Passion]
-
Leather Armor Dress
Chronicle of BB's Arcane Escapades: Illustrated adventure of House Beamingstar's exploits, including punching things, punching things, and punching things.
Metal Jelly: This blob of metallic silver is squishy to the touch, and occasionally jiggles unprovoked. Other than occasionally sticking to your fingers, you're unsure what it is or does.
Dort Fort Golort
4/4 HP
+6 Awkward Strength
Maren (MCreeper)
11/11 HP
[Known Tyrant: The peasantry is wise to your schemes!]
[Ichory Hands: You wish you hadn't settled in a desert, so there'd be plenty of water to wash this stuff off with.]
-
+5 Enchantment (3/5)
+3 Divination (0/3)
+3 Swords (1/3)
[1 Diplomacy Passion]
-
Black Robe
Arc-Enchanted Iron Sword: Basic but reliable. Enchanted to release arcs of magical force when swung.
Bronze Ring: Enchanted to warn its wearer of danger. A bit... constant when surrounded by your fellows, unfortuntely.
Silver Skull: This grape-sized statue looks like a human skull forged from silver. You get a sense of vertigo looking at it too long, but otherwise can't figure out its properties.
Li Kao (Pancaek)
11/11 HP
[Terrible Omen: A mysterious spirit of the dead didn't seem to like you much. Could be a sign.]
-
+5 Chi magic (1/5)
+4 Wuxia (1/4)
+3 Life Magic (0/3)
[1 Socialization Passion]
-
Whirlwind 3: You blow through lesser opponents like the wind blows through long grasses. You deal bonus damage against swarm type enemies.
-
Grey Martial Arts Outfit
Tea Set: A pot and two cups. No one's sure if the pot is enchanted or the old man is incredibly wily, but it's always full of delicious hot tea when needed.
Stress Ball: This leathery yellow ball is adorned with strange looking runes. You can squeeze it when angry.
Hrodpreht (RNG)
11/11 HP
[Unavoidable Incident: You are now vomiting eels. Nothing could have prevented this.]
[Super Unavoidable Incident: YOUR FLESH WRIIIIIIIIIITHES! Makes it hard to do much.]
-
+5 Dagon Worship (2/5)
+3 Teaching (0/3)
+3 Summoning (0/3)
[1 Mining Passion]
-
White Robes: Good guys wear white, so you can trust him!
Idol of Father Dagon: For some reason none of the other mages are thrilled about this.
Seething Heart: This red stone blazes with an intense inner light. Staring into it consumes you with a terrible urge to feast on your fellows. You have thus far refrained from doing so.
Doomcrow
6/6 HP
[RAVENING: MUST DEVOUR DELICIOUS CULTIST]
[Caught!]
+6 Life Drain
Akari Elleison (Tiruin)
11/11 HP
-
+5 Protection (0/5)
+3 Life Magic (1/3)
+3 Glow Magic (1/3)
-
Traveling Scholar's Outfit
Heirloom Amulet: Translucent orb on a chain, handy for refracting and focusing light.
Eye of Shadow: This shadowy black sphere has indistinct edges, and feels soft to the touch. A green light sometimes appears, shifts across the surface, and then disappears, but you can't tell what it is or does.
Sine the situation has changed, please repost your actions, even if you're still doing the same thing.
Glow Magic: Distract or shoo away (or injure) jackals D:
IF Jackals are dispersed or otherwise not a threat, Life magic to heal everyone involved--prioritizing hurt peasants!
Protection Magic: Defend self, Elen, and presumably any other person in dire danger.
Spend 1 action to transfer that shield formula I've developed. (Metaknowledge in play, I'm just developing it to say "I actually have something to use as a common thing" rather than having a transferable shield everytime, since its a dedicated action anyway :p)
Probably ask people to think about changing our house name, but I'm ok with Nightmare ._.
Akari Elleison (Tiruin)
11/11 HP
-
+5 Protection (0/5)
+3 Life Magic (1/3)
+3 Glow Magic (1/3)
-
Traveling Scholar's Outfit
Heirloom Amulet: Translucent orb on a chain, handy for refracting and focusing light.
Eye of Shadow: This shadowy black sphere has indistinct edges, and feels soft to the touch. A green light sometimes appears, shifts across the surface, and then disappears, but you can't tell what it is or does.
Name: VonNost
Description: A man with a white lab coat and circular glasses.
Primary Skill: Transmogrification
Secondary Skills: Flesh, Vitamancy
Precious Item: An inexhaustible and indestructible syringe full of powerful anesthetic. It is always hungry for the throats of the unaware.
Backstory: This world is dangerous. Mankind is threatened. Changes must be made.
Location:
-Southern Duchies. Soggy and fertile, they were once a combination of noxious swamp and fertile farmland. They are now stalked by magical beasts and renegade constructs.
Size:
-Small. The village was never much to look at, and now it needs your help.
Situation:
-Isolated. The village is wedged atop a mountain, behind a thick forest, or otherwise placed in a defensible but cramped spot.
Terrible Secret:
The citizens have been interbreeding with the magical beasts of the swamp. They have grown ugly and strange, but resilient.
Run on down to the place where the tasty jackals are.
3 Flesh to burst hearts, 5 Transmogrification to mutate to uselessness.
3 vitamancy to heal peasants.
Turn 5: Ten Points to Gryffindor
[7:58 PM] Dermonster: also I'm not sure how fair this scoring system is when my house literally just has me and that other dude and everyone else has ten
[7:59 PM] IronyOwl: huehuehue
Stone magic to move the stone around me out of here. Masonry to make the area excavated to look REAL GOOD.
[2] You shift it slightly, squishing yourself further.
[2] You attempt to chisel a statue out of some of the stone, both to free yourself and eventually make the excavated area look REAL GOOD, but the statue ends up as a crude, heavily stylized slab of rock depicting yourself screaming as you're buried alive for all eternity.
-1 HP
-1 Sandstone
+1 Sandstone Statue
I order my ninja followers to attack the jackals and/or my housemates. That should help me winnow them down to the most competent recruits.
Meanwhile, I will use Ninjaturgy to hide from evil "other wizards" in the shadows. Maybe inside that shadow ball Tiruin has! Can't see that going badly.
[6] You persuade your ninja recruits- that is, all the gatherers and one of the couriers, since the farmers are already engaged- that as ninjas they never have to fear reprisal and can attack the jackals from the shadows without getting attacked in return. You're fairly confident this will work out and have no side effects if it doesn't.
[5] You slide into the shadows of Akari's shadow ball. It feels... natural in here. Comfortable. Like you belong here.
+1 Leadership Passion
+1 Ninjaturgy
Cut up the Golem bodies into floating metal ingots using metal magic and animation.
Then, take the metal ingots to the blacksmith shop and create as much farming tools as metal would allow. Try to aid with my own blacksmithing skills if possible.
[4] You use animation and metal magic to get the golems to break apart into ragged but easily managed chunks. It looks like heavily tarnished brass.
[6] Still reeling from the afterimages in your vision, you decide to haggle with the blacksmith instead of doing the work yourself. Plus, you know, he might object to you trying to use his shop to avoid having to pay him. Anyway, the point is you get him to agree to forge the tools for a share of the profits instead of coin. This makes them initially free!
[2] Unfortunately he's blind drunk, so he just pounds your ragged chunks of metal into mangled chunks of metal.
+6 Ragged Golemmetal Chunks
+3 Mangled Golemmetal Chunks
+1 Haggling Passion
Politely request that my skeleton calm the fuck down. Nevermind, seems it already did. But still, try to work out a way for us to communicate with each other so that we're not working at cross purposes.
Continue healing. Try to get my skeleton to bring me to a comfortable place to do this.
When does this get to happen?
[2] You try to work with your skeleton to get it to do what you want it to do. It rejects your fleshy tyranny and decides to wander off into the jackalwoods to spite you.
[3] It's fairly relaxing out here, at least. Strange chittering insects, ominously barren yet flourishing trees, strange shapes out of the corner of your eyes that you can't fully look at without fighting against your own skeleton.
+1 HP
Jeffery Kentwood summons a large amount of cast iron spears for the peasants being attacked by jackals. One point of summoning for the base spell, a point of metal to make the spears out of cast iron, another point of metal to give the spears a complicated shape, and two points of summoning for the larger quantity of spears being summoned.
Jeffery then uses his own noodly spear of power to engage the jackals, using his spear skill as needed to attack.
[1] To no one's great surprise, your attempts to summon spears to protect the peasantry result in a hail of iron shards directly on the peasantry. They seem ungrateful.
[1] To no one's great surprise, your attempts to defeat jackals with a noodly spear results in tripping yourself and somehow managing to stab yourself in the same motion and with the same worse-than-worthless weapon.
Peasants take 5 damage, generally displeased
-3 HP
+1 Summoning
+1 Spears
"Hmm... I'm going to need a wagon or something..." BB quickly realizes, and makes her way back to the village, wondering why some villagers and mages seem to be missing.
She decides to use the Golort as a vehicle to search for people
When she finds out what's going on she sends it to help out with squishing jackals
[2] The golort, never really being intended as a mobile anything, is rather slow and clumsy, and accordingly gets itself stuck in a ditch on its way to the jackals. Not a deep ditch, but its foot is stuck right in there and neither of your can pry it out.
Golort is stuck
Okay! New plan! Leaving "House Best". Founding the Wizard Gang "FUCK OFF". Anyone who is tired of House bullshit or bullshit of any kind can join!
Rules of Gang FUCK OFF:
- No casting magic on other members of FUCK OFF without permission!
- Minimize damage to our infrastructure!
- If we need to make a decision, we vote on it. Each person can vote for multiple options and ties are broken by RNG!
- NO DAGON
This is the full extent of the rules!
Tell my pet to go and tell the local crow population to go and murder that pack of jackals. Inspire her to do so very stylishly and persuasively using fashion! Also any bird who helps out saving the farmers can have a treat-
Figure out who does the cooking around here, I'm going to need to coerce them into making some tasty biscuits to feed to birds. Birds love biscuits.
[3] Lady Irstivfell caws insolently before flying off at a sluggish pace. Hopefully she'll convey your message.
[5] The chief cook is of course the innkeeper, who also does the brewing. He admits that cactus liquor is more of a regional gimmick and most of the booze in town comes from buying it. Anyway, he agrees to cook tasty biscuits to stay on the good side of the ravening horde of crows that will no doubt be common around these parts.
[6] He even cooks some nice biscuits for them! There's kind of a lot of whiskey baked in there, though. Kind of a lot of whiskey.
+1 Haggling Passion
+6 Whiskey Biscuits
Sine the situation has changed, please repost your actions, even if you're still doing the same thing.
Glow Magic: Distract or shoo away (or injure) jackals D:
IF Jackals are dispersed or otherwise not a threat, Life magic to heal everyone involved--prioritizing hurt peasants!
Protection Magic: Defend self, Elen, and presumably any other person in dire danger.
Spend 1 action to transfer that shield formula I've developed. (Metaknowledge in play, I'm just developing it to say "I actually have something to use as a common thing" rather than having a transferable shield everytime, since its a dedicated action anyway :p)
Probably ask people to think about changing our house name, but I'm ok with Nightmare ._.
Akari Elleison (Tiruin)
11/11 HP
-
+5 Protection (0/5)
+3 Life Magic (1/3)
+3 Glow Magic (1/3)
-
Traveling Scholar's Outfit
Heirloom Amulet: Translucent orb on a chain, handy for refracting and focusing light.
Eye of Shadow: This shadowy black sphere has indistinct edges, and feels soft to the touch. A green light sometimes appears, shifts across the surface, and then disappears, but you can't tell what it is or does.
[2] You make a glowy shiny thing. The jackals are disinterested and continue to eat delicious peasantflesh.
[2] You try to shield Elen but it just bonks her with a block of solid-ish energy.
[6] You also apply that shield you were building up to her. This may have been a poor idea, because it encases her entirely in a crystal-looking barrier. She can't affect the outside world any better than it can affect her.
Elen now shielded but trapped
+1 Protection
Name: VonNost
Description: A man with a white lab coat and circular glasses.
Primary Skill: Transmogrification
Secondary Skills: Flesh, Vitamancy
Precious Item: An inexhaustible and indestructible syringe full of powerful anesthetic. It is always hungry for the throats of the unaware.
Backstory: This world is dangerous. Mankind is threatened. Changes must be made.
Location:
-Southern Duchies. Soggy and fertile, they were once a combination of noxious swamp and fertile farmland. They are now stalked by magical beasts and renegade constructs.
Size:
-Small. The village was never much to look at, and now it needs your help.
Situation:
-Isolated. The village is wedged atop a mountain, behind a thick forest, or otherwise placed in a defensible but cramped spot.
Terrible Secret:
The citizens have been interbreeding with the magical beasts of the swamp. They have grown ugly and strange, but resilient.
Run on down to the place where the tasty jackals are.
3 Flesh to burst hearts, 5 Transmogrification to mutate to uselessness.
3 vitamancy to heal peasants.
[4] You stretch the jackals in various unpleasant ways, causing trauma and inconvenience. The peasants hail you as a savior and hero that should clearly be granted vast powers and implicit trust.
[6] You also heal the peasants flawlessly. Well, more like ruthlessly, supercharging them with essential vitality to withstand being gnawed upon. The peasants are somewhat concerned but still prefer this to being eaten.
Jackals take 4 damage, prevented from dealing 4 damage
Peasants healed for 6, stressed out
+1 Vitamancy
"Things can never ever work out between the peasantry and hungry jackals. Maybe some diplomacy would be in order if the jackals did not find the peasants so delicious."
1 Necromancy: Spit the evil spirit essence out.
+1: Refine it into a weapon of sorts.
+1: Fire the evil essence gun at the jackals.
Mace: Smack jackals, absorb their hp via mini-succ.
[1] You choke on the terrible, writhing corruption inside you, gagging and heaving as its terrible claws dig their way into your essence.
When you finally manage to breathe again, it's with an unsettling sort of caw.
[4] You bash a few jackals, though you're not very good with this thing.
1 damage to jackals
Disjointed->Tainted
+1 Necromancy
"I'm still innocent, it's all Jeffrey's fault!"
Affirm my innocence, and blame Jeffrey.
Use necromancy passion to drain the life force of the jackals.
[2] That's just what someone who fed people to jackals would say!!!
[2] You manage to get your life force stuck in an endless loop, sucking up your own vital essence to replenish the essence you're sucking out of yourself. It's rather bracing.
-1 HP
Lifeloop
1 Necromancy Passion Used: Necromancy improves from +1 to +2!
Anna pulls herself to her feet, expressionless as she examined the situation. Her own body was probably about to give out on her, but with the villagers in danger, she couldn't exactly afford to waste anymore time worrying about herself for the moment.
With that thought in mind, Anna grips her hammer tightly and begins to run towards the jackal attack, EMPOWERING her arms and legs with VITAMANCY to help her speed up and to make a rather powerful, flashy entrance (and help her land without breaking her legs), assuming it all worked. She'd leap off the nearest elevation, activating the rocket in the GRAVITY HAMMER - "Gravittty... - to help propel her into the air, powering it up with her DESTRUCTION magic before shifting it to launch her towards the jackals and SLAM it into the jackals and the ground they were standing on. - "...Hammerrrrr!!"
Once on the ground, she'd lift an arm towards the villagers and chant a PROTECTION spell (using 1 PROTECTION PASSION) to keep them safe. "Mana, keep safe those I wish to protect! Barrier!"
Hopefully this life crash thing wouldn't be too bad...
[6] Like all good protagonists, when you get fired up and righteous nothing survives impact. Your blow sunders the earth, hurling jackals like wriggly brown sausages and sending peasants rolling backwards in a cloud of dust.
Also, you blow clear through the soil and fall into a cavern lined with ominous metallic piping.
[2] You try to protect the peasants on your way down, but it just protects them from the impact of your own hammer.
[2] Your life force finally crashes at this point, and it's a hard crash. You feel your vital essence sucking into your core, leaving your body little more than a husk. As you slam into the water at the bottom of the cavern, the impact feels dull and unimportant- equipment taking a hit, not your body suffering a fall.
This should render you extremely resistant to damage anywhere but your heart, at least.
12 damage to jackals
Peasants really impressed!
Now a husk
+1 Vitamancy
[6] Your dort fort golort rises with a thunderous moan, shambling all the way over to the abomination.
[5] Despite it's awkward and excessive motions, it peels the corpse up enough to pluck Auntie from her unsightly nook.
Oh, thanks.
First, use my freshly aquired diplomacy passion to try to convince peasants that i'm not a tyrant, respect their rights and don't want to seize control over them in particular or village in general.
Second, enchant the sword blade more. ((thinking this trough..))
3 ench passion to make it absorb malacious magic around it (at least the one that can be reasonably absorbed - fireballs, lighting bolts, shadow blasts, the likes ). Not too far around, and preferrably not trough my back.
2 ench to make it able to safely contain more.
1 ench to make it release it in addition\instead of current pure magic.
1 ench for failsafe, if necessary, so it will not absorb too much and explode in my face, or something.
In hindsight...
1 ench to make it not absorb more than one type at once?
If passion effect should be additional if possible, swap first and second part.
((Carnage partially failed to ensue, but i still want to do this.))
[3] You manage to persuade them you're a foreign tyrant, and thus no danger to the rights of those here. This sort of works, maybe? They're peasants, it's hard to tell what they think makes sense.
[6] Your pour your heart and soul into the sword, and it, uh... is it supposed to... pull like that? It seems to hunger ravenously for mystic power, to the point that you can't actually cast any spells while holding it. It also clings to sources of mystical power, so... putting it down might be difficult.
Spelleater enchanted
Known Tyrant->Foreign Tyrant
+1 Enchanting
3 Enchanting Passion Spent: Enchanting improves from +5 to +6!
Diplomacy increased from +0 to +1!
In that case, try to impress the peasants by blessing them with the gift of Dagon and doing random miracles with his power. Teach them about Dagon Worship.
Still try to apply Dagon Magic Summoningnto get rid of the crow stuck on my corpse.
[1] You sort of underestimate the severity of channeling Dagon's power, and attempt to preach and perform miracles in His name. This mostly results in you rupturing like a very tough, fibery bag, splitting into ragged tendrils that scream and writhe of their own accord while... something emerges from your husk, slinking off beyond perception.
[3] You summon a maw onto your shoulder to help gnaw on the bird.
[5] The crow feasts on your delicious life force, growing stronger and stranger from the eldritch nature of your flesh.
Take 6 damage
That's really the least of your concerns
You're like a ragged eldritch banana peel
+1 Dagon Worship
Jackals: [5] Oh yeah, they feast on some delicious peasantflesh. There's a lot of screaming and "Curse you ELEEEEEEEEEEEEEEEN!" as they're dragged off into a horde of feasting dogs. Jeffrey just whistles innocently. VonNost's wobbliness and healing manages to save some, as does the general damage inflicted by Anna and others. Jeffrey's javelin rain doesn't help, but hey at least it's not his fault they're out here to begin with! Haha, ha.
Peasants: 21/30
Jackals: 13/30
Score: -10
-10: Elen fed everyone to jackals! She should learn to be responsible, like Jeffrey! Preferably without as many javelins, but still!
Archimedes (FallacyofUrist)
0/11 HP
[Maimed: Shattered Skeleton: Your skeleton's been fractured in an alarming number of places, rendering you even more of a decrepit old man than usual.]
[Living Skeleton: Your skeleton is moving of its own accord, taking you for the ride or requiring likely-traumatic resistance.]
[Medicinal Harmony: Your skeleton is largely reinforced and stabilized. Aggressive movement might damage this, while time and medicine may speed its progression to full recovery.]
-
+5 Returnamancy (1/5)
+3 Alchemy (0/3)
+4 Medicine (0/4)
[1 Butcher Passion]
-
Green-Painted Robes: Probably not an intentional dye job.
Mourning Ring: Black stone with a purple gem. Commemorates a lost loved one.
Dark Ice: This fist-sized chunk of crystal is a deep blue, fading to black in the center. It feels ice cold to the touch and you get a sense of vertigo staring into its depths.
5 Containerless Mystery Sludge: Probably a result of your Curse of Recompense, degrading the abomination into valuable parts as it damaged others. You're... not sure how this stuff is valuable. But then, you're not sure how you're going to store it, so what do you know!
Elen Farley (Hotfire)
3/11 HP
[10/10 Barrier: Nothing gets in or out!]
[Lifeloop: Life force being constantly cycled. Not immediately harmful, but certainly rather unnatural and strange.]
-
+5 Vitamancy (0/5)
+3 Flesh Magic (2/3)
+3 Fire Magic (0/3)
+2 Necromancy (0/2)
-
Dark Green Robe
Supersaver Potion Pack: This dubious looking sack is filled with dubious looking potions.
Ruby Vial: This faceted red crystal vial is filled with vibrantly glowing red liquid. You're unsure what it does, but smelling it made you ravenously hungry and alarmingly dizzy.
Evelyn "Auntie Adams" Adams (The Lupanian)
5/11 HP
[Jackal Queen: The jackals bow to you as their leader, and thus the one most responsible for acquiring them delicious meats.]
-
+5 Life Magic (0/5)
+3 Flesh Magic (1/3)
+3 Bone Magic (1/3)
+1 Wrestling (0/1)
[1 Animal Handling Passion]
-
Normal Person Traveling Clothes
Super Savings Anaesthetic: This hefty jug of industrial-strength knockout drug raises some unsettling questions.
Everbloom: This ball of bronze roots or vines keeps sprouding delectable looking berries inside. You haven't tried one yet, but they smell fragrant and feel juicy.
Erik the Ninja (Maximum Spin)
11/11 HP
[Shadowbound: It's nice in here. Nice and safe.]
-
+6 Ninjaturgy (2/6)
+3 Lightning Magic (0/3)
+3 Shurikens (0/3)
[1 Leadership Passion]
-
Ninja Outfit: Kind of drab, so probably the mook kind.
Shurikens: A bag of pointy metal throwing stars. You'd like to keep them in something a little more dignified and ninjalike than a cloth sack, but belt pouches are too small to hold them all.
Ninja Artifact: A ninja sword fused to its scabbard. The nonfunctionality makes it extra spiritual!
Sandstone Charm: This palm-sized beige stone slate is dense with indecipherable heiroglyphics. You're certain it's an item of power, but your efforts to unleash it have so far proven futile.
Score: 0
Mordre Deepstone (Derm)
4/11 HP
[Buried Alive: Hard to move. Also severely traumatic for most races, but, you know.]
-
+5 Stone Magic (3/5)
+3 Masonry (1/3)
+3 Necromancy (2/3)
-
Sturdy Dwarf Attire: Boots and shoes, two trousers, and a deep blue tunic.
Heirloom Chisel: The chisel is made of trifle pewter. The handle is made of ilmenite. On the item is an image of Mordre's heirloom chisel in trifle pewter. On the image of Mordre's heirloom chisel is an image of Mordre's heirloom chisel in ilmenite.
Mossy Mushroom: You can smell the magic on this mossy, deep blue mushroom, but other than the moss constantly growing you're unsure what it does.
7 Sandstone
1 Crude Stylized Sandstone Statue. The statue depicts Mordre Deepstone being entombed alive.
Smith (Yottawhat)
10/11 HP
[Mildly Blinded: Afterimages of racks of metal tools make concentrating difficult.]
-
+6 Metal Magic (1/6)
+3 Animation (1/3)
+3 Blacksmithing (0/3)
[1 Negotation Passion]
-
Rusted Fancy Metal Armor: Nothing suspicious about this!
Formallic Hammer: An enchanted hammer that can pound ore into refined metal.
Whispering Heart: This deep purple gemstone makes your skin crawl when touched. You can hear a faint whispering sound when you hold your ear close, but can't make out what, if anything, it sounds like.
Pure Golemetal Spear: An excessively long pointed rod of bronzelike metal that seems to glow with an inner brilliance. The metal is resistant to impurity or corruption, and seems drawn slightly to living flesh.
6 Ragged Golemmetal Chunks
3 Mangled Golemmetal Chunks
Score: 6
+0: Jeffrey hasn't fed anyone to jackals. Why would Jeffrey feed somebody to jackals? That doesn't sound like the Jeffrey I know.
-5: Jeffrey rained cold iron upon the peasantry.
+1: Devorae's attempted macery of jackals.
+10: Holy crap, Anna is awesome!
Ventaro Aureus (Beirus)
7/11 HP
[Tsundere Glowing Cobra: Best girl is winning!]
[Glowing Venom: Who knows!]
-
+5 Alchemy (0/5)
+3 Herbalism (1/3)
+3 Brawling (0/3)
+1 Seduction (1/1)
-
Normal Clothes: Green tunic, brown trousers, black leather boots. Downright mundane!
Everfull Flask: Put liquid in, slowly replenishes that liquid! Empty fully to replace with new liquid.
Glowing Mote: This spherical object glows with a brilliant yellow light. You feel like there's more to it, but aren't sure how you'd check. You've managed to pull a glowing toothpick out with your tongue, though, so that's something.
Dusty Wraith Essence: Refined from Wraiths! Not Nightmares! Nobody said nightmares, it was always wraiths! Perfectly safe, cleans right up.
Devorae the Devoted (Caellath)
11/11 HP
[Tainted: A terrible corruption lurks within you. Already you can feel the changes coming on...]
[Peasant Mistrust: The peasantry sullenly thinks you don't value them as people. You're not sure how to persuade them to not take so much offense at the truth.]
-
+5 Necromancy (4/5)
+3 Leadership (0/3)
+3 Enchantment (1/3)
-
Noble Crimson and Gold Military Attire: Includes fancy hat so you know who to take orders from.
Fancy Scepter: Hardened to a proper weapon by an enchantment.
Mad Dosh: This fancy-looking chest is filled to the brim with gold coins bearing Devorae's benevolent face.
Prismatic Gem: This smooth crystal shifts through all the colors of the rainbow in beautiful cascades. You could swear the pattern's reacted to you a few times, but you're unable to repeat the event.
Jeffery Kentwood (Coolrune)
8/11 HP
-
+5 Summoning (2/5)
+3 Metal Magic (0/3)
+3 Spears (1/3)
-
Douchebag Jacket: He's presumably wearing pants or something too, but GODS what an asshole.
Amulet of Farsight: Like a telescope but WIZARDS!
Icy Shard: This bright blue crystal shard is ice cold to the touch. You get strange feelings of enthusiasm when holding it for too long.
Spear of Noodles: Still a little bendy, but useable as a stabbing weapon.
Fatass Tungsten Golem With Useless Scrabbling Side Legs
20/20 HP
+8 Drop The Beat
Erin Quill (Glass)
7/11 HP
[Maimed: Fallen Hero's Limp: You walk with a limp from that one time a horrifying flesh amalgamation went apeshit on your dramatically billowing in the wind ass. Mobility and inspiration suffer.]
[Living Skeleton: Your skeleton is moving of its own accord, taking you for the ride or requiring likely-traumatic resistance.]
-
+5 Artifice (0/5)
+3 Metal Magic (0/3)
+3 Air Magic (1/3)
+1 Crystalguns (0/1)
-
Trickshot 1: You have a knack for hitting small objects at improbable angles. Not to deal damage or anything, just for knocking cards out of people's hands or lighting their cigar from a distance.
Dramatic Breeze 1: A gentle breeze seems to billow your hair and clothing dramatically. You are more inspiring to allies and more of a target to enemies.
-
Labcoat: Also pants.
Cloudstopper: This overly crystal-y gun-thing shoots shards of crystalline magic at targets.
Leaf Stone: This brown stone has what looks like an imprinted fern on one side. You're quite certain it's magical somehow, but it seems almost suspiciously unreactive to anything you've been able to expose it to.
Anna Greenbell (Sheyra)
11/11 HP
[Core Husk: Your body is just a husk. Your real essence lies in your heart.]
-
+6 Vitamancy (2/6)
+3 Destruction (1/3)
+3 Protection (1/3)
-
Smoldering Core 2: Your life force is concentrated in your heart, rendering you somewhat gaunt but resilient to injuries anywhere but your weak point.
-
Kimono-Thing: Somewhere between a shrine priestess and a vagrant you'll find this alluring number for all your vagrant shrine priestess needs.
Gravity Hammer: A giant rocket-propelled hammer. Shockingly, it's wielded by a mage.
Weight of the First Sin: This red crystal smolders with inner heat. Holding it makes you feel tired, hot, and nervous.
Score: -1
-1: What the actual fuck is that white-robed priest-thing doing? Did he just... come apart? What is going on here? Should we be worried? Should we be angry?
Bianca "BB" Beamingstar (Cinder)
8/11 HP
-
+5 Animation (1/5)
+3 Earth Magic (1/3)
+3 Martial Arts (2/3)
[1 Prospecting Passion]
-
Leather Armor Dress
Chronicle of BB's Arcane Escapades: Illustrated adventure of House Beamingstar's exploits, including punching things, punching things, and punching things.
Metal Jelly: This blob of metallic silver is squishy to the touch, and occasionally jiggles unprovoked. Other than occasionally sticking to your fingers, you're unsure what it is or does.
Dort Fort Golort
4/4 HP
[Foot stuck in ditch]
+6 Awkward Strength
Maren (MCreeper)
11/11 HP
[Foreign Tyrant: You're an evil monarch, but not around here, so it's fine. Right?]
-
+6 Enchantment (1/6)
+3 Divination (0/3)
+3 Swords (1/3)
+1 Diplomacy (0/1)
-
Black Robe
Spelleater: This basic but reliable iron sword hunger eternally for magical energy. It consumes all mystic power, preventing the use of magic while held, and resists efforts to be removed from you, like the pull of a strong magnet. It also ravenously devours the first 3 points of any magical effect aimed at you.
Bronze Ring: Enchanted to warn its wearer of danger. A bit... constant when surrounded by your fellows, unfortuntely.
Silver Skull: This grape-sized statue looks like a human skull forged from silver. You get a sense of vertigo looking at it too long, but otherwise can't figure out its properties.
Li Kao (Pancaek)
11/11 HP
[Terrible Omen: A mysterious spirit of the dead didn't seem to like you much. Could be a sign.]
-
+5 Chi magic (1/5)
+4 Wuxia (1/4)
+3 Life Magic (0/3)
[1 Socialization Passion]
-
Whirlwind 3: You blow through lesser opponents like the wind blows through long grasses. You deal bonus damage against swarm type enemies.
-
Grey Martial Arts Outfit
Tea Set: A pot and two cups. No one's sure if the pot is enchanted or the old man is incredibly wily, but it's always full of delicious hot tea when needed.
Stress Ball: This leathery yellow ball is adorned with strange looking runes. You can squeeze it when angry.
Hrodpreht (RNG)
5/11 HP
[Incomprehensible Screaming: You probably shouldn't be alive right now. Are you alive right now? You certainly don't look very human...]
-
+5 Dagon Worship (3/5)
+3 Teaching (0/3)
+3 Summoning (0/3)
[1 Mining Passion]
-
White Robes: Good guys wear white, so you can trust him!
Idol of Father Dagon: For some reason none of the other mages are thrilled about this.
Seething Heart: This red stone blazes with an intense inner light. Staring into it consumes you with a terrible urge to feast on your fellows. You have thus far refrained from doing so.
Eldritch Doomcrow
6/6 HP
[RAVENING: MUST DEVOUR DELICIOUS CULTIST]
+6 Life Drain
Akari Elleison (Tiruin)
11/11 HP
-
+5 Protection (1/5)
+3 Life Magic (1/3)
+3 Glow Magic (1/3)
-
Traveling Scholar's Outfit
Heirloom Amulet: Translucent orb on a chain, handy for refracting and focusing light.
Eye of Shadow: This shadowy black sphere has indistinct edges, and feels soft to the touch. A green light sometimes appears, shifts across the surface, and then disappears, but you can't tell what it is or does.
-Wizard Gang FUCK OFF-
Score: 0
Erntrinsticia "From" Frombollywhotsit, Lady-witch of magnificence! (Egan)
5/11 HP
-
+5 Corvid Magic (1/5)
+3 Death Magic (1/3)
+3 Fashion (0/3)
[1 Haggling Passion]
-
Fashionable Witch Outfit: All black, all hat.
Lady Irstivfell the Raven: Very wise! Hence the obsession with shiny objects and tasty food.
Sparkling Bottle: This tiny glass flask contains a glittering emerald liquid. It's strangely mesmerizing to watch, but you get the strange feeling it's watching back.
6 Whiskey Biscuits: You think they're made of cactus fruit?
-Unaffiliated-
Score: 6
+5: Valiantly committed atrocities against the enemy! This will in no way come back to haunt anyone!
+1: Ruthlessly healed some peasants.
VonNost (pw)
11/11 HP
-
+5 Transmogrification (0/5)
+3 Flesh Magic (0/3)
+3 Vitamancy (1/3)
-
White Lab Coat: Lots of good things come from men in lab coats.
"Necessity": An ominous looking syringe, seemingly forged from heavily tarnished iron in an unsettlingly organic design. Eternally filled with potent anesthetic.
Bloody Heart: This pulsing red gemstone is carved into a stylized heart. It's warm to the touch, but the surface feels like liquid blood despite leaving no residue.
Name: VonNost
Description: A man with a white lab coat and circular glasses.
Primary Skill: Transmogrification (5)
Secondary Skills: Flesh (3), Vitamancy (4)
Precious Item: An inexhaustible and indestructible syringe full of powerful anesthetic. It is always hungry for the throats of the unaware.
Backstory: This world is dangerous. Mankind is threatened. Changes must be made.
Location:
-Southern Duchies. Soggy and fertile, they were once a combination of noxious swamp and fertile farmland. They are now stalked by magical beasts and renegade constructs.
Size:
-Small. The village was never much to look at, and now it needs your help.
Situation:
-Isolated. The village is wedged atop a mountain, behind a thick forest, or otherwise placed in a defensible but cramped spot.
Terrible Secret:
The citizens have been interbreeding with the magical beasts of the swamp. They have grown ugly and strange, but resilient.
Action 1:
Flesh 3: Rip the flesh from their bones and Transmog (1) assimilate it.
Action 2:
Transmog myself into
(1)The biggest, most frightening, alpha male Jackal that these shithead pups have ever seen.
(2)That can shoot lasers from its eyes
(3) And releases pheromones that terrify jackals
(4) And Breathes fire.
Burn the shield away with fire, from the outside. Afterwards use flesh to turn the jackals into fleshy cubes and use necromancy to rot their flesh away.
((Blame Elen or side with Jeffrey :v both aren't my team but what would my character do?))
"Don't move Elen! Conserve your magic for better uses!"
Shove that shield on Elen onto some peasant getting eaten. Spend all actions ensuring this is actually something that won't harm or do any worse to peasants, especially given them being eaten.
...If there's any extra, spend it on learning how to do that really tough shield thing for later.
Supercharge it with life and healing.
And/or if someone else somehow initiative grabs the jackal issue, Life to heal the most wounded folks in my vicinity, and glow magic to check on if there's any actual foes)
Akari Elleison (Tiruin)
11/11 HP
-
+5 Protection (1/5)
+3 Life Magic (1/3)
+3 Glow Magic (1/3)
-
Traveling Scholar's Outfit
Heirloom Amulet: Translucent orb on a chain, handy for refracting and focusing light.
Eye of Shadow: This shadowy black sphere has indistinct edges, and feels soft to the touch. A green light sometimes appears, shifts across the surface, and then disappears, but you can't tell what it is or does.
Turn 6: Noodles
Try to use Dagon magic to fuse with the crow.
[2] You attempt to fuse with the crow, which results in melting somewhat together. More specifically, the crow melts somewhat, while you lose coherence entirely, dissolving into a puddle of crow-tainted goo.
Now Incomprehensible Screaming Goo
Since I won't really be helping my house with this, put me in with the other unafiliated lads for now.
Use Chi Magic to resummon that ragged black ghost and keep it here until it explains what bad omen exactly it put on me. Just screaming some incoherent stuff and dissapearing is terribly rude.
If it refuses to do so, use my Wuxia to kick it in the head until it cooperates. Imbue my kicks with life energy if I think that would help against ghosts, since they're (I'm assuming) a form of undead.
You quickly disavow House Nightmare for the moment.
[1] You draw up the ragged shadow and kick it in the head, which promptly curls around your leg like the shadowy tentacle it is. It then tugs hard, trying to drag you through the earth.
[4] You kick it several times, but it seems to drink in the life energy rather than be weakened or damaged by it.
+1 Chi
Ah come on I'm not attempting "fleshy tyranny" I just think that my skeleton and I will be more effective if we don't have to fight every time I want to do something.
Seriously, try to get my skeleton to cooperate with me, at the very least not walking into the jackal nonsense.
And continue trying to heal.
Also call Irons (you know, my tungsten golem) and try to get it to help me.
[6] You persuade your skeleton to enter a dual consulate, each of you co-ruling your shared realms. Time will tell how long this alliance lasts...
[5] With peace reigning inside your meat, you manage to relax under a nearby unjackaled tree and recover.
You call Irons over, but he appears to be just as fat and immobile as previously. He drags himself along with the help of his arms and summoned legs, but makes... unimpressive progress. At this rate he'll probably dissipate before he arrives, as summons are wont to do.
Protein-Calcium Consulate
Fully heal
+1 Diplomacy Passion
+1 Statecraft Passion
Name: VonNost
Description: A man with a white lab coat and circular glasses.
Primary Skill: Transmogrification (5)
Secondary Skills: Flesh (3), Vitamancy (4)
Precious Item: An inexhaustible and indestructible syringe full of powerful anesthetic. It is always hungry for the throats of the unaware.
Backstory: This world is dangerous. Mankind is threatened. Changes must be made.
Location:
-Southern Duchies. Soggy and fertile, they were once a combination of noxious swamp and fertile farmland. They are now stalked by magical beasts and renegade constructs.
Size:
-Small. The village was never much to look at, and now it needs your help.
Situation:
-Isolated. The village is wedged atop a mountain, behind a thick forest, or otherwise placed in a defensible but cramped spot.
Terrible Secret:
The citizens have been interbreeding with the magical beasts of the swamp. They have grown ugly and strange, but resilient.
Action 1:
Flesh 3: Rip the flesh from their bones and Transmog (1) assimilate it.
Action 2:
Transmog myself into
(1)The biggest, most frightening, alpha male Jackal that these shithead pups have ever seen.
(2)That can shoot lasers from its eyes
(3) And releases pheromones that terrify jackals
(4) And Breathes fire.
[5] One moment, there's a bunch of angry jackals. The next, there's a bunch of angry jackal skeletons. It's like a magic trick!
[6] Like all good magic tricks, this one involves a second part where you transform into a hulking cancerous jackal-thing. Ta-daaaaaaaaaa!
No eye lasers, though. You'd need a good supporting school for that.
3 damage to jackals
Now Hulking Jackal Terror
+1 Flesh
+1 Transmogrification
Burn the shield away with fire, from the outside. Afterwards use flesh to turn the jackals into fleshy cubes and use necromancy to rot their flesh away.
((Blame Elen or side with Jeffrey :v both aren't my team but what would my character do?))
"Don't move Elen! Conserve your magic for better uses!"
Shove that shield on Elen onto some peasant getting eaten. Spend all actions ensuring this is actually something that won't harm or do any worse to peasants, especially given them being eaten.
...If there's any extra, spend it on learning how to do that really tough shield thing for later.
Supercharge it with life and healing.
And/or if someone else somehow initiative grabs the jackal issue, Life to heal the most wounded folks in my vicinity, and glow magic to check on if there's any actual foes)
Akari Elleison (Tiruin)
11/11 HP
-
+5 Protection (1/5)
+3 Life Magic (1/3)
+3 Glow Magic (1/3)
-
Traveling Scholar's Outfit
Heirloom Amulet: Translucent orb on a chain, handy for refracting and focusing light.
Eye of Shadow: This shadowy black sphere has indistinct edges, and feels soft to the touch. A green light sometimes appears, shifts across the surface, and then disappears, but you can't tell what it is or does.
[2] You shove really hard on the shield. It doesn't move. Hmmmmm. In retrospect, Protection focuses on stasis and stability, so you're not sure it'd be great at moving or opening up something anyway, even if it created that something.
[1] On careful consideration, you conclude that the best way to recreate that shield is to bury your allies alive, thereby keeping them safe from external harm.
+1 Research Passion
Wait for Akari to remove my shield and then use fire to set the jackals on fire. Afterwards use flesh to turn the jackals into fleshy cubes and use necromancy to rot their flesh away.
You may be waiting a while.
Not much to do but more of the same.
Stone magic to move the stone around me out of here. Masonry to make the area excavated to look REAL GOOD.
[2] This is gonna be one of those seasons, you can tell.
With a grunt of effort and a lot of scraping, you drag yourself out from under the rocks the old fashioned way. Your skin does not survive the trip.
[6] You decide the best way to make the entrance look REAL GOOD is to carve a statue out of one wall depicting yourself being buried alive.
No longer buried alive
Now flayed alive
+1 Masonry
Pour some tasty death energy into one of my biscuits, making it an ideal shadowdeathcrow treat.
Use Corvid magic to buff the shadowdeathcrow, making it faster and more physical, resistant to spiritual or fleshy assimilation. Also make sure he knows his new name, which is lord doombeak the annihilator!
While casting that spell, flourish using fashion, convincing the bird that I'm on his side, and the peasantry that I'm heroically saving them from the very threatening evil dagon wizard!
[2] You rot a biscuit. Maybe baking the death magic in would have been better...
[2] You trip over your own shoes and make more heads briefly bubble out of the doomcrow. It squawks indignantly at its new name, but lacks the language skills to propose an alternative.
((I just want to get over this crow thing so I can finally get started playing. My actions have been interrupted every single turn and I haven't managed to do anything yet...))
((I originally meant enchanting my sword to block my own magic and (barely not) attach itself to my hand, which is the inevitable outcome of rolling 6. It's sure damn great sword, though. But yeah, ouch.))
Also, kill jackals with my not-too-useful-against-them sword?
Think (aka ask GM :P) if i can "put my sword down" by placing it into scabbard and wrestling with it a bit, and what effect on me it would still have in case of success (assuming standart "on the left side" one, and that i indeed have it).
Yes. Human-shaped eldritch abomination that teared itself apart, then was teared apart some more by shadow doomcrow. Nothing to see there...
[4] You slash up some jackals. Your sword isn't ideal for the task, but it's perfectly serviceable.
[2] Sword is sword!
Really though, putting it in a scabbard would likely dampen the effect. It might not if the effect goes straight through matter, but even if the pull isn't diminished the actual flow of magic from source to sword probably would be. What material and design the scabbard used would likely affect it; an inch of lead will usually insulate against stuff better than a sheaf of paper. On that note, your current scabbard is worn leather. Oh, and if the handle also sucks magic the effect wouldn't be as pronounced, obviously.
Actually putting it all the way down would probably require some kind of clamping mechanism, like a rock to pin it under as you pull away. You're unsure what size or weight you'd need.
Jackals take 3 damage
Wait for Akari to get close to the jackals, then LEAP FROM THE SHADOWS WIELDING SHURIKENS AND LIGHTNING! On the jackals, preferably. (Ninjaturgy?, 3 Shurikens, 3 Lightning)
Then use Leadership Passion to inspire my ninja troops to action! Dramatically murder the jackals, all survivors get to be my new ninja clan! Ranking will be based on how cool you look doing it!
[3] You hurl lightning shuriken from the shadows! They mostly miss! But several hit and electrify-stab jackals!
[3] You inspire the peasantry to Ginyu-pose while attacking the jackals. And when not attacking the jackals. What have you done?
[3] The peasants sort of pose-slap the jackals a lot. Some of them deal actual damage!
Jackals take 4 damage!
Jackals take 1 damage, have been styled upon!
Righto then, snake whip time while I can still get some kills. Use my Brawling (1 Brawling) to grab the snake while caressing it in a way to make it more compliant/less likely to bite me (1 Seduction) and use it as a venomous whip on the jackals (1 Brawling), preferably in a way that doesn't kill it or piss it off (1 Brawling) before we get to the part of my poison-making process where I use my seduction to milk venom from it, which I'm sure Irony will love.
For my second action since I'm joining in the Jackal Massacre, use all of my Alchemy to refine venom inside me (1 Alchemy, which is hopefully more effective because its surrounded by the thing refining it) into something useful like venom immunity (1 Alchemy) absorbable by my body/blood (1 Alchemy). And the other 2 alchemy for increased positive effects/reduction of negative effects
[4] You unload on the jackals with your snakewhip. The impacts aren't great but it's nice to have a weapon that bites things on its own. You take only mild bitings yourself from this action.
[6] You suffuse your flesh with the essence of poison. This renders you immune to its ill effects and has no repercussions whatsoever!
Jackals take 2 damage, heavily poisoned
Now Snakeblood
+1 Alchemy
Jeffery winced as he removed the spear from himself. He lamented that his ratio of actually hitting the enemy as opposed to friendly fire was atrocious.
Instead of trying to summon more spears for the peasants, he decides to just summon another Tungsten Golem like before, this time with refinements to the spell to ensure that the golem would not be immobile. One point of summoning for the base spell, another to increase the golem's power, and a third for the puns part (very important detail), a point of metal to have it created out of tungsten, and another point of metal to this time summon the golem with four legs instead of two, that it would have excellent control over. He spends 2 points of passion in summoning to boost this effect.
He then uses his spear skill to stab some Jackals. Not Jefferies. Jackals.
[2] You summon... a very small tungsten ball on wiry ball-jointed legs. It zips around easily enough, but... yeah. Also, summoning this thing causes Irons to dissipate. Apparently you need to "hold" your skill to a summon to maintain it. Which also means by all rights your spear should be gone, but it holds on for now.
[3] You stab a few jackals, though it's still hard with your bendy noodle-spear.
Jackals take 2 damage
Speedy golem-thing summoned
2 Summoning Passion spent: Summoning increases from +5 to +6!
Demand the jackal stop attacking the villagers, and serve me! They must fight each other and the last one standing shall be my FAVORITE jackal!
If they resist, I’ll WRESTLE them, and remind them why I’m the boss!
[4] They obey your commands to stop attacking the villagers, but eye you suspiciously while wondering where their delicious meat is.
[3] You sort of wrestle some down, but a few persistent jackals are resistant to your efforts and rise as prominent Jackal Senators decrying your corruption and inept leadership.
Jackals stop attacking... for now
Jackal Senators question your reign
"Really? This is already verging on the absurd." Devorae was rightfully miffed about his failed attempts at expelling the abhorrent taint. Who'd be able to foresee unstable magic being unstable?
1 Necromancy: Instead of expelling the tainted influence, try to dilute and absorb its power beneficially.
+1 Necromancy: Try to create a blast attack based on the power and test it on the jackals
+Enchantment: Improve the blast attack with extra range and AoE.
Mace: Smack jackals more and absorb their hp via mini-succ.
((rgu, I'm afraid you'll have to Deal With It.))
[3] You spread it through your body, but are unable to harness it into a blast. At lest its effects should be more diluted and thus less noticeable at first.
[6] You gorge yourself on jackal life force and carnage. The peasants clap approvingly.
Jackals take 3 damage, you heal 3 damage
Now diffusely tainted
+1 Mace Passion
Anna would brace for impact just before hitting the water, grunting a bit as she collided, before shaking her head a little at the surprisingly painless collision. Whatever was going on with her body was convenient for now, but rather concerning overall...
She'd begin to look around the cave to figure out what exactly this place was, what all these strange pipes were for, and if there was anything else of interest down here that she could maybe examine further or take with her.
While looking around, she'll place a hand against her heart, channeling her VITAMANCY once more. With all of her life force concentrated in her heart like this, she could probably figure out a way to control it consciously, and maybe restore or strengthen her body while keeping some of the benefits of all this. Experimenting on herself was kind of... no, extremely worrying, but she didn't want to spend the rest of her life looking like a zombie either. (Spending 2 VITAMANCY PASSION)
[5] The cavern looks suspiciously like a caved in ruin. The pipes and so on are mysterious, but it's definitely part of a larger structure of some kind. There are several crevices leading into blackness, some of which are probably caverns and tunnels in their own right.
[5] You breathe a sigh of relief as life floods back to your limbs. You can indeed expand out your life energy to restore living functions and appearance. The bad news is that doing so weakens you considerably; damage to any part of you when in life-mode seems to disproportionately harm your life force itself.
Core Husk now variable!
2 Vitamancy Passion spent: Vitamancy improves from +6 to +7!
+1 Exploration Passion
+1 Vitamancy
"Aw, cmon! Really!? Fine, just sit tight there and don't eat anyone."
BB makes it on foot to bust up some jackals with martial arts
If walking doesn't take an action she's also using Earth magic to bind some jackals in packed dirt.
[3] You punch a few jackals. It's alright.
[4] You also immobilize some jackals. It's pretty good!
Jackals take 2 damage
A few jackals encased in dirt
With the jackals thoroughly defeated (brewing rebellion in the court of Queen Auntie notwithstanding) and the peasants mostly uneaten, everyone cheers and tallies the results.
House Best
Score: 0
-10: Elen fed everyone to jackals! She should learn to be responsible, like Jeffrey! Preferably without as many javelins, but still!
+0: Somebody threw lightning shurikens at the jackals! There's no way to tell who it was though.
+10: All hail the jackal queen, who will keep us safe forever!
Faith in Queen Auntie balanced out revulsion for Elen the Jackal, leaving House Best lukewarm in the eyes of the proletariat.
House Deepstone
Score: 0
House Deepstone don't give a shit. The feeling is mutual.
House Arcana
Score: 9
+0: Jeffrey hasn't fed anyone to jackals. Why would Jeffrey feed somebody to jackals? That doesn't sound like the Jeffrey I know.
-5: Jeffrey rained cold iron upon the peasantry.
+1: Devorae's attempted macery of jackals.
+10: Holy crap, Anna is awesome!
+2: That man is beating jackals to death with a snake!
+1: The man with the mace feasting on life force while reveling in slaughter looks trustworthy and devout!
Despite Jeffrey's unfortunate javelin rain incident, he clearly didn't feed anyone to jackals as vicious rumor suggests, and the spirited defense of his allies made for an excellent framing device as Anna the Magnificent bravely single-handedly saved everyone. House Arcana rises to the top, with Anna as its clear head.
House Nightmare
Score: 0
-2: Why is there an angry doomcrow thrashing about in a pool of molten priest?
+1: A swordsman is slashing the jackals!
+1: That martial artist is sort of punching and definitely immobilizing jackals!
The valiant actions of a few of House Nightmare's best are somewhat countered by the priest up and melting into a screaming pile of flapping doomcrow. The people are... hesitant.
Wizard Gang FUCK OFF
Score: 0
The local gang is of no particular note.
The New Flesh
Score: 7
+5: Valiantly committed atrocities against the enemy! This will in no way come back to haunt anyone!
+1: Ruthlessly healed some peasants.
+1: You don't fuck with a jackal that large and malformed. I-It's on our side, though. Right?
Despite being of no House, the newcomer immediately proves himself terrifying enough to consider totally a good guy, beating out every gaggle of so-called "nobles" save one. He's also a jackal at the moment, whatever that means. Maybe a heartwarming parable about not jumping to conclusions?
House Arcana and VonNost are now active. Everyone else is on snooze until the active people complete their missions, at which point everyone will have a chance to faff about in town a bit and then hopefully embark on missions of their own.
House Arcana and VonNost may select one of the missions below, with Arcana getting first dibs. Either may also devise their own missions.
Hamglow Cave: When the crisis hit, a number of ranches were damaged and their swine fled into this glowing purple cave. While they have no doubt been mutated by whatever's causing the glow, there is probably still a lot of delicious glowing ham for those with the courage to harvest it. Filled with swine and common food.
Fort Shellguard: Before the crisis, this fort served to defend the land from the depradations of giant carnivorous desert snails. You can guess what now dwells within it. Filled with wildlife and common materials.
Tomb of Iago: One of the undead priests of the land keeps a summer home nearby, from which he entertains guests and feasts on the living. Filled with undead and common valuables.
Wellwater Cave: This cave is lined with the same strange pipes and architecture Anna found, and leads to a convenient reservoir filled with subterranean life. Filled with wildlife and rare food.
The Corridor: This underground ruin swarms with strange golems of unknown manufacture. Filled with golems and rare materials.
The Vault: This heavily barricaded underground ruin is haunted and cursed. It is also filled with strange treasures. Filled with vengeful dead and rare valuables.
Ventaro Aureus (Beirus)
7/11 HP
[Tsundere Glowing Cobra: Best girl is winning!]
[Snakeblood: You've infused your own flesh with glowing snake venom. Now you don't have to worry about dying from glowing snake venom, and probably don't have to worry about side effects from this!]
-
+5 Alchemy (1/5)
+3 Herbalism (1/3)
+3 Brawling (0/3)
+1 Seduction (1/1)
-
Normal Clothes: Green tunic, brown trousers, black leather boots. Downright mundane!
Everfull Flask: Put liquid in, slowly replenishes that liquid! Empty fully to replace with new liquid.
Glowing Mote: This spherical object glows with a brilliant yellow light. You feel like there's more to it, but aren't sure how you'd check. You've managed to pull a glowing toothpick out with your tongue, though, so that's something.
Dusty Wraith Essence: Refined from Wraiths! Not Nightmares! Nobody said nightmares, it was always wraiths! Perfectly safe, cleans right up.
Devorae the Devoted (Caellath)
11/11 HP
[Diffuse Taint: A terrible corruption lurks within you, too spread out to be immediately noticeable. What you can't see still occurs, however.]
[Peasant Mistrust: The peasantry sullenly thinks you don't value them as people. You're not sure how to persuade them to not take so much offense at the truth.]
-
+5 Necromancy (4/5)
+3 Leadership (0/3)
+3 Enchantment (1/3)
[1 Mace Passion]
-
Noble Crimson and Gold Military Attire: Includes fancy hat so you know who to take orders from.
Fancy Scepter: Hardened to a proper weapon by an enchantment.
Mad Dosh: This fancy-looking chest is filled to the brim with gold coins bearing Devorae's benevolent face.
Prismatic Gem: This smooth crystal shifts through all the colors of the rainbow in beautiful cascades. You could swear the pattern's reacted to you a few times, but you're unable to repeat the event.
Jeffery Kentwood (Coolrune)
8/11 HP
-
+6 Summoning (0/6)
+3 Metal Magic (0/3)
+3 Spears (1/3)
-
Douchebag Jacket: He's presumably wearing pants or something too, but GODS what an asshole.
Amulet of Farsight: Like a telescope but WIZARDS!
Icy Shard: This bright blue crystal shard is ice cold to the touch. You get strange feelings of enthusiasm when holding it for too long.
Spear of Noodles: Still a little bendy, but useable as a stabbing weapon.
Speedy (Wiry Ball)
Low HP
Low Attack
High Speed
Erin Quill (Glass)
11/11 HP
[Maimed: Fallen Hero's Limp: You walk with a limp from that one time a horrifying flesh amalgamation went apeshit on your dramatically billowing in the wind ass. Mobility and inspiration suffer.]
[Protein-Calcium Consulate: You and your skeleton serveas dual consuls in joint rulership of your body.]
-
+5 Artifice (0/5)
+3 Metal Magic (0/3)
+3 Air Magic (1/3)
+1 Crystalguns (0/1)
[1 Diplomacy Passion]
[1 Statecraft Passion]
-
Trickshot 1: You have a knack for hitting small objects at improbable angles. Not to deal damage or anything, just for knocking cards out of people's hands or lighting their cigar from a distance.
Dramatic Breeze 1: A gentle breeze seems to billow your hair and clothing dramatically. You are more inspiring to allies and more of a target to enemies.
-
Labcoat: Also pants.
Cloudstopper: This overly crystal-y gun-thing shoots shards of crystalline magic at targets.
Leaf Stone: This brown stone has what looks like an imprinted fern on one side. You're quite certain it's magical somehow, but it seems almost suspiciously unreactive to anything you've been able to expose it to.
Anna Greenbell (Sheyra)
11/11 HP
[Core Husk: Your body is just a husk. Your real essence lies in your heart. You can expand your life force out to restore your body to life, but any damage to your body while doing so will greatly damage your life force.]
-
+7 Vitamancy (1/7)
+3 Destruction (1/3)
+3 Protection (1/3)
[1 Exploration Passion]
-
Smoldering Core 2: Your life force is concentrated in your heart, rendering you somewhat gaunt but resilient to injuries anywhere but your weak point.
-
Kimono-Thing: Somewhere between a shrine priestess and a vagrant you'll find this alluring number for all your vagrant shrine priestess needs.
Gravity Hammer: A giant rocket-propelled hammer. Shockingly, it's wielded by a mage.
Weight of the First Sin: This red crystal smolders with inner heat. Holding it makes you feel tired, hot, and nervous.
VonNost (pw)
11/11 HP
[Hulking Jackal Terror: Pretty much what you'd expect. Slavering jaws provide you with an effective means of attack.]
-
+5 Transmogrification (1/5)
+3 Flesh Magic (1/3)
+3 Vitamancy (1/3)
-
White Lab Coat: Lots of good things come from men in lab coats.
"Necessity": An ominous looking syringe, seemingly forged from heavily tarnished iron in an unsettlingly organic design. Eternally filled with potent anesthetic.
Bloody Heart: This pulsing red gemstone is carved into a stylized heart. It's warm to the touch, but the surface feels like liquid blood despite leaving no residue.
Archimedes (FallacyofUrist)
0/11 HP
[Maimed: Shattered Skeleton: Your skeleton's been fractured in an alarming number of places, rendering you even more of a decrepit old man than usual.]
[Living Skeleton: Your skeleton is moving of its own accord, taking you for the ride or requiring likely-traumatic resistance.]
[Medicinal Harmony: Your skeleton is largely reinforced and stabilized. Aggressive movement might damage this, while time and medicine may speed its progression to full recovery.]
-
+5 Returnamancy (1/5)
+3 Alchemy (0/3)
+4 Medicine (0/4)
[1 Butcher Passion]
-
Green-Painted Robes: Probably not an intentional dye job.
Mourning Ring: Black stone with a purple gem. Commemorates a lost loved one.
Dark Ice: This fist-sized chunk of crystal is a deep blue, fading to black in the center. It feels ice cold to the touch and you get a sense of vertigo staring into its depths.
5 Containerless Mystery Sludge: Probably a result of your Curse of Recompense, degrading the abomination into valuable parts as it damaged others. You're... not sure how this stuff is valuable. But then, you're not sure how you're going to store it, so what do you know!
Elen Farley (Hotfire)
3/11 HP
[10/10 Barrier: Nothing gets in or out!]
[Lifeloop: Life force being constantly cycled. Not immediately harmful, but certainly rather unnatural and strange.]
-
+5 Vitamancy (0/5)
+3 Flesh Magic (2/3)
+3 Fire Magic (0/3)
+2 Necromancy (0/2)
-
Dark Green Robe
Supersaver Potion Pack: This dubious looking sack is filled with dubious looking potions.
Ruby Vial: This faceted red crystal vial is filled with vibrantly glowing red liquid. You're unsure what it does, but smelling it made you ravenously hungry and alarmingly dizzy.
Evelyn "Auntie Adams" Adams (The Lupanian)
5/11 HP
[Embattled Jackal Queen: The jackals bow to you as their leader, and thus the one most responsible for acquiring them delicious meats. Several prominent Jackal Senators question your rule.]
-
+5 Life Magic (0/5)
+3 Flesh Magic (1/3)
+3 Bone Magic (1/3)
+1 Wrestling (0/1)
[1 Animal Handling Passion]
-
Normal Person Traveling Clothes
Super Savings Anaesthetic: This hefty jug of industrial-strength knockout drug raises some unsettling questions.
Everbloom: This ball of bronze roots or vines keeps sprouting delectable looking berries inside. You haven't tried one yet, but they smell fragrant and feel juicy.
Erik the Ninja (Maximum Spin)
11/11 HP
[Shadowbound: It's nice in here. Nice and safe.]
-
+6 Ninjaturgy (2/6)
+3 Lightning Magic (0/3)
+3 Shurikens (0/3)
[1 Leadership Passion]
-
Ninja Outfit: Kind of drab, so probably the mook kind.
Shurikens: A bag of pointy metal throwing stars. You'd like to keep them in something a little more dignified and ninjalike than a cloth sack, but belt pouches are too small to hold them all.
Ninja Artifact: A ninja sword fused to its scabbard. The nonfunctionality makes it extra spiritual!
Sandstone Charm: This palm-sized beige stone slate is dense with indecipherable heiroglyphics. You're certain it's an item of power, but your efforts to unleash it have so far proven futile.
Mordre Deepstone (Derm)
4/11 HP
[Flayed: Your skin has been scraped off by heavy stones. It's very painful but does not interfere with mining, drinking, or arsekicking, so you're not sure why you'd care.]
-
+5 Stone Magic (3/5)
+3 Masonry (2/3)
+3 Necromancy (2/3)
-
Sturdy Dwarf Attire: Boots and shoes, two trousers, and a deep blue tunic.
Heirloom Chisel: The chisel is made of trifle pewter. The handle is made of ilmenite. On the item is an image of Mordre's heirloom chisel in trifle pewter. On the image of Mordre's heirloom chisel is an image of Mordre's heirloom chisel in ilmenite.
Mossy Mushroom: You can smell the magic on this mossy, deep blue mushroom, but other than the moss constantly growing you're unsure what it does.
7 Sandstone
1 Crude Stylized Sandstone Statue. The statue depicts Mordre Deepstone being entombed alive.
Smith (Yottawhat)
10/11 HP
[Mildly Blinded: Afterimages of racks of metal tools make concentrating difficult.]
-
+6 Metal Magic (1/6)
+3 Animation (1/3)
+3 Blacksmithing (0/3)
[1 Negotation Passion]
-
Rusted Fancy Metal Armor: Nothing suspicious about this!
Formallic Hammer: An enchanted hammer that can pound ore into refined metal.
Whispering Heart: This deep purple gemstone makes your skin crawl when touched. You can hear a faint whispering sound when you hold your ear close, but can't make out what, if anything, it sounds like.
Pure Golemetal Spear: An excessively long pointed rod of bronzelike metal that seems to glow with an inner brilliance. The metal is resistant to impurity or corruption, and seems drawn slightly to living flesh.
6 Ragged Golemmetal Chunks
3 Mangled Golemmetal Chunks
Bianca "BB" Beamingstar (Cinder)
8/11 HP
-
+5 Animation (1/5)
+3 Earth Magic (1/3)
+3 Martial Arts (2/3)
[1 Prospecting Passion]
-
Leather Armor Dress
Chronicle of BB's Arcane Escapades: Illustrated adventure of House Beamingstar's exploits, including punching things, punching things, and punching things.
Metal Jelly: This blob of metallic silver is squishy to the touch, and occasionally jiggles unprovoked. Other than occasionally sticking to your fingers, you're unsure what it is or does.
Dort Fort Golort
4/4 HP
[Foot stuck in ditch]
+6 Awkward Strength
Maren (MCreeper)
11/11 HP
[Foreign Tyrant: You're an evil monarch, but not around here, so it's fine. Right?]
-
+6 Enchantment (1/6)
+3 Divination (0/3)
+3 Swords (1/3)
+1 Diplomacy (0/1)
-
Black Robe
Spelleater: This basic but reliable iron sword hunger eternally for magical energy. It consumes all mystic power, preventing the use of magic while held, and resists efforts to be removed from you, like the pull of a strong magnet. It also ravenously devours the first 3 points of any magical effect aimed at you.
Bronze Ring: Enchanted to warn its wearer of danger. A bit... constant when surrounded by your fellows, unfortuntely.
Silver Skull: This grape-sized statue looks like a human skull forged from silver. You get a sense of vertigo looking at it too long, but otherwise can't figure out its properties.
Hrodpreht (RNG)
5/11 HP
[Incomprehensible Screaming Goo: Mixed with Doomcrow. It's not pretty.]
-
+5 Dagon Worship (3/5)
+3 Teaching (0/3)
+3 Summoning (0/3)
[1 Mining Passion]
-
White Robes: Good guys wear white, so you can trust him!
Idol of Father Dagon: For some reason none of the other mages are thrilled about this.
Seething Heart: This red stone blazes with an intense inner light. Staring into it consumes you with a terrible urge to feast on your fellows. You have thus far refrained from doing so.
Lord Doombeak the Annihilator (Eldritch Doomcrow)
6/6 HP
[RAVENING: MUST DEVOUR DELICIOUS CULTIST]
+6 Life Drain
Akari Elleison (Tiruin)
11/11 HP
-
+5 Protection (1/5)
+3 Life Magic (1/3)
+3 Glow Magic (1/3)
[1 Research Passion]
-
Traveling Scholar's Outfit
Heirloom Amulet: Translucent orb on a chain, handy for refracting and focusing light.
Eye of Shadow: This shadowy black sphere has indistinct edges, and feels soft to the touch. A green light sometimes appears, shifts across the surface, and then disappears, but you can't tell what it is or does.
-Wizard Gang FUCK OFF-
Erntrinsticia "From" Frombollywhotsit, Lady-witch of magnificence! (Egan)
5/11 HP
-
+5 Corvid Magic (1/5)
+3 Death Magic (1/3)
+3 Fashion (0/3)
[1 Haggling Passion]
-
Fashionable Witch Outfit: All black, all hat.
Lady Irstivfell the Raven: Very wise! Hence the obsession with shiny objects and tasty food.
Sparkling Bottle: This tiny glass flask contains a glittering emerald liquid. It's strangely mesmerizing to watch, but you get the strange feeling it's watching back.
5 Whiskey Biscuits: You think they're made of cactus fruit?
-Unaffiliated-
Li Kao (Pancaek)
11/11 HP
[Terrible Omen: A mysterious spirit of the dead didn't seem to like you much. Could be a sign.]
[Shadow Grapple: It's got your leg!]
-
+5 Chi magic (2/5)
+4 Wuxia (1/4)
+3 Life Magic (0/3)
[1 Socialization Passion]
-
Whirlwind 3: You blow through lesser opponents like the wind blows through long grasses. You deal bonus damage against swarm type enemies.
-
Grey Martial Arts Outfit
Tea Set: A pot and two cups. No one's sure if the pot is enchanted or the old man is incredibly wily, but it's always full of delicious hot tea when needed.
Stress Ball: This leathery yellow ball is adorned with strange looking runes. You can squeeze it when angry.
VonNost (pw)
11/11 HP
[Hulking Jackal Terror: Pretty much what you'd expect. Slavering jaws provide you with an effective means of attack.]
-
+5 Transmogrification (1/5)
+3 Flesh Magic (1/3)
+3 Vitamancy (1/3)
-
White Lab Coat: Lots of good things come from men in lab coats.
"Necessity": An ominous looking syringe, seemingly forged from heavily tarnished iron in an unsettlingly organic design. Eternally filled with potent anesthetic.
Bloody Heart: This pulsing red gemstone is carved into a stylized heart. It's warm to the touch, but the surface feels like liquid blood despite leaving no residue.
Jackal-Nost laughs through heavy jaws ragged teeth, voice coming out horribly modulated. "Weak and mindless creatures. But useful resources."
Go to the Jackal corpses. Eat half of them and use [5] transmogrification and 1 passion to incorporate their flesh into me, generally just becoming an even bigger and more horrifying hellhound.
Then use my 3 vitamancy and a passion to forcibly regenerate as many of the remaining corpses as possible, targeting those that are in the best condition first. Bring them back as intelligent but utterly obedient servitors.
We're going to go to that vault. After all, the undead are just flesh. And all flesh will bow before me.
Everyone is now in a free-for-all to impress the peasantry as much as possible. Presumably by slaying jackals and saving peasants. The triumphant House will gain the honor of going on the first mission, while everyone else will be shunted to inactive status. While inactive, you will generate resources like a peasant (assuming you have any suitable skills) but may not take actions. Houses will take turns between active missions and inactive drudgery.
Doing better on missions than your fellow Houses gives you a larger share of the peasantry's output. Also missions tend to benefit the settlement in some way, and so often result in more output total.
Focus skill: Protection/Life/Glow, in that order, with the theme of: Research.
Because Elen was blamed and it hit their house, and Akari finds this very unfair.
Akari Elleison (Tiruin)
11/11 HP
-
+5 Protection (1/5)
+3 Life Magic (1/3)
+3 Glow Magic (1/3)
[1 Research Passion]
-
Traveling Scholar's Outfit
Heirloom Amulet: Translucent orb on a chain, handy for refracting and focusing light.
Eye of Shadow: This shadowy black sphere has indistinct edges, and feels soft to the touch. A green light sometimes appears, shifts across the surface, and then disappears, but you can't tell what it is or does.
Turn 7: Ball Of Infinitely Gnashing Problems
VonNost (pw)
11/11 HP
[Hulking Jackal Terror: Pretty much what you'd expect. Slavering jaws provide you with an effective means of attack.]
-
+5 Transmogrification (1/5)
+3 Flesh Magic (1/3)
+3 Vitamancy (1/3)
-
White Lab Coat: Lots of good things come from men in lab coats.
"Necessity": An ominous looking syringe, seemingly forged from heavily tarnished iron in an unsettlingly organic design. Eternally filled with potent anesthetic.
Bloody Heart: This pulsing red gemstone is carved into a stylized heart. It's warm to the touch, but the surface feels like liquid blood despite leaving no residue.
Jackal-Nost laughs through heavy jaws ragged teeth, voice coming out horribly modulated. "Weak and mindless creatures. But useful resources."
Go to the Jackal corpses. Eat half of them and use [5] transmogrification and 1 passion to incorporate their flesh into me, generally just becoming an even bigger and more horrifying hellhound.
Then use my 3 vitamancy and a passion to forcibly regenerate as many of the remaining corpses as possible, targeting those that are in the best condition first. Bring them back as intelligent but utterly obedient servitors.
We're going to go to that vault. After all, the undead are just flesh. And all flesh will bow before me.
[2] To no one's great surprise, your attempts to shapeshift jackal meat onto yourself results in a cancerous vaguely jackal-shaped blob.
[3] You bring back a series of half-healed jackalbots that do nothing but gnaw upon your excessive flesh. All in all today's going nothing like you hoped but more or less like you expected.
1 Transmogrification Passion spent: Transmogrification increases from +5 to +6!
1 Vitamancy Passion spent: No increase
"NO LAZIN ABOUT!"
Reanimate my flayed skin and order it to get a pickaxe from wherever there is a pickaxe to get and start digging. Infuse it with EXTRA STRENGTH and MORE GRASPING STUFF to facillitate this.
Then use stone magic to start carving the staircase to my goddamn underground empire. THE WORLD BELOW IS MINE FOR THE PLUNDER.
Mordre cancels gainful employment: On Break
"I think the Wellspring Cave would be good! Think of all the bladders, sacs, and other assorted organs we could gather! Think of the secretions! And the plants! I could make potions for everyone! And maybe we could grow the plants up here somewhere!" Ventaro shots excitedly to cast his vote
See if I can find some jackal bits to feed to my new whip/pet. Use my seduction to help so maybe it will be less hostile to me. Even if the venom doesn't matter, it's still too kinky for such an early stage in the relationship. I'm also willing to use all my Brawling on this if keeping the cobra from escaping is necessary.
See if I can find a large amount (1 Herbalism) of some sort of herb around the battlefield (1 Herbalism) that is safe to handle (1 Herbalism), easy to refine (1 Alchemy), and has potent (2 Alchemy) regenerative (1 Alchemy) and durability/defense-enhancing (1 Alchemy) properties. Hopefully I can find something to refine into my flask before we go on a mission and I actually need it.
[4] You feed some jackal meat to your snake. You don't think snakes are supposed to eat strips of meat like that, but this one does. Then goes back to savaging you to no effect. Well, no visible effect, anyway, other than it stings.
[3] You find some sweet-smelling goo on the trees. That's about as medicinal as you'd expect to find out here on short notice.
Use ninjaturgy to disguise myself as VonNost so I can go on missions!
[1] You sort of get the sounds right and the half-jackals immediately begin feasting on you. Without the layers of flesh-that-should-not-be from the real VonNost, this is a rather serious problem.
-7 HP
Now Eaten By Jackals
+1 Ninjaturgy
I approve of an expedition to the Wellsprng Cave. Just give me a moment...
Check if my skeleton is able to walk with or without a limp, and if that carries over to when I try to walk.
Do some crystalgun practice with leaves on trees, to make sure that my skeleton and I are clear on how to use it. (I'm expecting a trickshot bonus due to the fact that I'm shooting individual leaves off the trees.)
Your skeleton is as maimed as you are with regards to your limp. You wonder if that makes him less dangerous in rallying troops for the skeleton war.
[1] You shoot one of your toes off with extreme precision.
Now Nine-Toed
+1 Crystalguns
Ask VonNost if I can join The New Flesh and help him do, like, newfleshy things?
You take his pained slavering howls as a yes and try to stand next to him but not within thrashing half-alive jackal range.
Why is it not dead yet? Pray to the Idol of Dagon for strenght to consume and feast on the crow.
Hrodpreht cancels dig self deeper: On Break
Oh yeah? Two us can play the energy absorbing game. Rub my little squeeze ball against the ragged shadow, hopefully absorbing its energy instead.
If that doesn't work at all, hit him with a "Angry Squirrel Demolishes Peanut Shell". Focus CHi magic into my hands and use them to grab and rip apart the tentacle.
Li Kao cancels dramatic fight scene: Show on hiatus
After analyzing the proffered options, contemplated them for a few seconds. "The Vault, the Tomb or... Wellwater. While I am quite interested in the undead and riches to add to our hoard, we need food to feed both ourselves and our valiant retainers. And exotic victuals are better than common ones." he said while gesturing at the peasants before walking to the edge of the hole Anna had fallen into.
"And our friend is still down there, not looking quite like herself anymore, if better than a moment before." he added while peering down.
1 Necromancy: Keep trying to dilute and tame the taint.
+1 Necromancy: Then create a blast attack based on the power.
+Enchantment: Improve the blast attack with extra range and AoE.
Leadership: Pick a peasant and check how they react to basic peasantry drills.
((Yay, enough time and drive to post.))
[3] Your attempts to dilute and tame the taint, let alone dilute and focus it into a breath weapon, seem at odds with one another. Keeping it spread out is probably better for overt symptom management, but doing anything with it probably benefits from higher concentrations. Unless you want to do something to parts of yourself in an effort to also affect diluted elements in ways you don't think you could with more concentrated ones.
[2] The peasants all think they're ninjas now, which means they do no work and stylishly attack enemies who won't hit them back. You suspect someone is responsible for this, but you can't fathom who. Maybe the sound of that ninja screaming as he's eaten by jackals makes it hard to focus.
House Arcana
After hauling Anna out of her pit, you strike out for Wellwater Cave, which is further away but quite likely part of the same complex you just fished her out of. After descending down a ragged hole in the ground, you find yourself in a cavern much like Anna's Pit, mostly of the native sandstone but run through with strange pipes and sporting slowly flowing water in suspicious amounts.
You follow this until you hit a junction, where two problems present themselves. One, there are three passageways leading off this one. The leftmost seems to slope up, drying out somewhat but still covered in a trickling stream. The second sports more pipes than normal, and arranged in stranger patterns. The third seems to go down or deepen, sporting water too deep to see the bottom of. As you're unfamiliar with these caverns/ruins, you're not sure what the ramifications, if any, of each of these three changes would be.
The other problem, of course, is that a shrieking mushroom-thing lunges up from the pool in the junction as you trudge into it to get a better look at the tunnels.
Baseborn Scum
VonNost and From head to the Vault, following the villagers' instructions. Like Wellwater Cave, this one is located a distance away from the village, but otherwise reached simply via going down. An unusually large tree- gnarled, leafless, and leaking sap like the others- perches at the crevice, its roots providing one of the easier ways down.
Once in the pit, you notice the pipes being joined by what appear to be plates and other adornments, though these additions don't make any more sense to you than the previous ones. There's an obvious concentration down some paths more than others, which you're guessing represents "deeper" into the Vault; presumably heading straight in will take you where you want to go, but a more circuitous route might let you bypass certain problems. Or lead you into them, you're new here.
Oh, and VonNost has trouble squeezing into the tunnels. There's that.
Ventaro Aureus (Beirus)
7/11 HP
[Tsundere Glowing Cobra: Best girl is winning!]
[Snakeblood: You've infused your own flesh with glowing snake venom. Now you don't have to worry about dying from glowing snake venom, and probably don't have to worry about side effects from this!]
-
+5 Alchemy (1/5)
+3 Herbalism (1/3)
+3 Brawling (0/3)
+1 Seduction (1/1)
-
Normal Clothes: Green tunic, brown trousers, black leather boots. Downright mundane!
Everfull Flask: Put liquid in, slowly replenishes that liquid! Empty fully to replace with new liquid.
Glowing Mote: This spherical object glows with a brilliant yellow light. You feel like there's more to it, but aren't sure how you'd check. You've managed to pull a glowing toothpick out with your tongue, though, so that's something.
Dusty Wraith Essence: Refined from Wraiths! Not Nightmares! Nobody said nightmares, it was always wraiths! Perfectly safe, cleans right up.
Devorae the Devoted (Caellath)
11/11 HP
[Diffuse Taint: A terrible corruption lurks within you, too spread out to be immediately noticeable. What you can't see still occurs, however.]
[Peasant Mistrust: The peasantry sullenly thinks you don't value them as people. You're not sure how to persuade them to not take so much offense at the truth.]
-
+5 Necromancy (4/5)
+3 Leadership (0/3)
+3 Enchantment (1/3)
[1 Mace Passion]
-
Noble Crimson and Gold Military Attire: Includes fancy hat so you know who to take orders from.
Fancy Scepter: Hardened to a proper weapon by an enchantment.
Mad Dosh: This fancy-looking chest is filled to the brim with gold coins bearing Devorae's benevolent face.
Prismatic Gem: This smooth crystal shifts through all the colors of the rainbow in beautiful cascades. You could swear the pattern's reacted to you a few times, but you're unable to repeat the event.
Jeffery Kentwood (Coolrune)
8/11 HP
-
+6 Summoning (0/6)
+3 Metal Magic (0/3)
+3 Spears (1/3)
-
Douchebag Jacket: He's presumably wearing pants or something too, but GODS what an asshole.
Amulet of Farsight: Like a telescope but WIZARDS!
Icy Shard: This bright blue crystal shard is ice cold to the touch. You get strange feelings of enthusiasm when holding it for too long.
Spear of Noodles: Still a little bendy, but useable as a stabbing weapon.
Speedy (Wiry Ball)
Low HP
Low Attack
High Speed
Erin Quill (Glass)
11/11 HP
[Maimed: Fallen Hero's Limp: You walk with a limp from that one time a horrifying flesh amalgamation went apeshit on your dramatically billowing in the wind ass. Mobility and inspiration suffer.]
[Protein-Calcium Consulate: You and your skeleton serveas dual consuls in joint rulership of your body.]
[Nine-Toed: You don't wanna talk about it.]
-
+5 Artifice (0/5)
+3 Metal Magic (0/3)
+3 Air Magic (1/3)
+1 Crystalguns (1/1)
[1 Diplomacy Passion]
[1 Statecraft Passion]
-
Trickshot 1: You have a knack for hitting small objects at improbable angles. Not to deal damage or anything, just for knocking cards out of people's hands or lighting their cigar from a distance.
Dramatic Breeze 1: A gentle breeze seems to billow your hair and clothing dramatically. You are more inspiring to allies and more of a target to enemies.
-
Labcoat: Also pants.
Cloudstopper: This overly crystal-y gun-thing shoots shards of crystalline magic at targets.
Leaf Stone: This brown stone has what looks like an imprinted fern on one side. You're quite certain it's magical somehow, but it seems almost suspiciously unreactive to anything you've been able to expose it to.
Anna Greenbell (Sheyra)
11/11 HP
[Core Husk: Your body is just a husk. Your real essence lies in your heart. You can expand your life force out to restore your body to life, but any damage to your body while doing so will greatly damage your life force.]
-
+7 Vitamancy (1/7)
+3 Destruction (1/3)
+3 Protection (1/3)
[1 Exploration Passion]
-
Smoldering Core 2: Your life force is concentrated in your heart, rendering you somewhat gaunt but resilient to injuries anywhere but your weak point.
-
Kimono-Thing: Somewhere between a shrine priestess and a vagrant you'll find this alluring number for all your vagrant shrine priestess needs.
Gravity Hammer: A giant rocket-propelled hammer. Shockingly, it's wielded by a mage.
Weight of the First Sin: This red crystal smolders with inner heat. Holding it makes you feel tired, hot, and nervous.
VonNost (pw)
11/11 HP
[Gnawed Cancerous Jackal Ball: You're a ponderous lump of hideously warped jackalflesh. Jackal-things cling to you like leeches, gnawing mindlessly upon flesh.]
-
+6 Transmogrification (0/6)
+3 Flesh Magic (1/3)
+3 Vitamancy (0/3)
-
White Lab Coat: Lots of good things come from men in lab coats.
"Necessity": An ominous looking syringe, seemingly forged from heavily tarnished iron in an unsettlingly organic design. Eternally filled with potent anesthetic.
Bloody Heart: This pulsing red gemstone is carved into a stylized heart. It's warm to the touch, but the surface feels like liquid blood despite leaving no residue.
Erntrinsticia "From" Frombollywhotsit, Lady-witch of magnificence! (Egan)
5/11 HP
-
+5 Corvid Magic (1/5)
+3 Death Magic (1/3)
+3 Fashion (0/3)
[1 Haggling Passion]
-
Fashionable Witch Outfit: All black, all hat.
Lady Irstivfell the Raven: Very wise! Hence the obsession with shiny objects and tasty food.
Sparkling Bottle: This tiny glass flask contains a glittering emerald liquid. It's strangely mesmerizing to watch, but you get the strange feeling it's watching back.
5 Whiskey Biscuits: You think they're made of cactus fruit?
Erik the Ninja (Maximum Spin)
4/11 HP
[Eaten By Jackals: AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH]
-
+6 Ninjaturgy (3/6)
+3 Lightning Magic (0/3)
+3 Shurikens (0/3)
[1 Leadership Passion]
-
Ninja Outfit: Kind of drab, so probably the mook kind.
Shurikens: A bag of pointy metal throwing stars. You'd like to keep them in something a little more dignified and ninjalike than a cloth sack, but belt pouches are too small to hold them all.
Ninja Artifact: A ninja sword fused to its scabbard. The nonfunctionality makes it extra spiritual!
Sandstone Charm: This palm-sized beige stone slate is dense with indecipherable heiroglyphics. You're certain it's an item of power, but your efforts to unleash it have so far proven futile.
VonNost (pw)
11/11 HP
[Gnawed Cancerous Jackal Ball: You're a ponderous lump of hideously warped jackalflesh. Jackal-things cling to you like leeches, gnawing mindlessly upon flesh.]
-
+6 Transmogrification (0/6)
+3 Flesh Magic (1/3)
+3 Vitamancy (0/3)
-
White Lab Coat: Lots of good things come from men in lab coats.
"Necessity": An ominous looking syringe, seemingly forged from heavily tarnished iron in an unsettlingly organic design. Eternally filled with potent anesthetic.
Bloody Heart: This pulsing red gemstone is carved into a stylized heart. It's warm to the touch, but the surface feels like liquid blood despite leaving no residue.
*sigh*
Use whatever combination of magic is required to reform myself into my desired shape. Aim for Hakumen No Mono (https://pre00.deviantart.net/1df3/th/pre/f/2018/052/6/8/hakumen_no_mono_by_masterchristian-dc3v30e.jpg), sorta nine tailed shark wolf with giant shit eating grin. Just dump a bunch of magic into it. Oh and small enough not to be too constrained down here.
If that works, go straight ahead. If not, sit and waste another turn waiting for the dice to come up right.
Turn 8: Stop Hitting Yourself
-VonNost-
VonNost (pw)
11/11 HP
[Gnawed Cancerous Jackal Ball: You're a ponderous lump of hideously warped jackalflesh. Jackal-things cling to you like leeches, gnawing mindlessly upon flesh.]
-
+6 Transmogrification (0/6)
+3 Flesh Magic (1/3)
+3 Vitamancy (0/3)
-
White Lab Coat: Lots of good things come from men in lab coats.
"Necessity": An ominous looking syringe, seemingly forged from heavily tarnished iron in an unsettlingly organic design. Eternally filled with potent anesthetic.
Bloody Heart: This pulsing red gemstone is carved into a stylized heart. It's warm to the touch, but the surface feels like liquid blood despite leaving no residue.
*sigh*
Use whatever combination of magic is required to reform myself into my desired shape. Aim for Hakumen No Mono (https://pre00.deviantart.net/1df3/th/pre/f/2018/052/6/8/hakumen_no_mono_by_masterchristian-dc3v30e.jpg), sorta nine tailed shark wolf with giant shit eating grin. Just dump a bunch of magic into it. Oh and small enough not to be too constrained down here.
If that works, go straight ahead. If not, sit and waste another turn waiting for the dice to come up right.
[5] You transform yourself into a long lumpy cancerous jackalball with a shiteating grin.
"While you're doing whatever you're doing Iiiiiii'm going to just take a quick breather k."
Rest to recover some health. Have Irstevfel watch my back.
You go ahead and have a quick nap while VonNost makes large mammalian eel sounds.
HP recovered
The two of you walk (or wiggle-shuffle, in VonNost's case) down the platiest corridor you see, the decor becoming more solid and elaborate until you're standing in a solid hallway of pipelike bands, staring at a door. It's triangular, made of brass-colored metal, and flanked by two inset glowing white things.
While the door itself has no obvious mechanism for operation (and pushing or pulling on it yields nothing), the walls of the tiny chamber before it do contain what look like levers, two on each side. For obvious reasons you're hesitant to throw them as a casual experiment, but they're presumably related to the door somehow.
-House Arcana-
Jeffery quickly summons a metal spear using one point of summoning for the base spell, one point of metal to make it out of metal, and another point of metal to randomize what metal the spear ends up being created from.
His second action depends on the actions of the mushroom-thing. If it is hostile, then he uses his spear skill to stabby it. If it does not make any hostile moves, then he simply watches it cautiously.
[2] Letting your spearnoodle dissipate, you instead summon a tin tine. It's very long but too thin to be a good weapon.
[5] The mushroom is definitely trying to eat you, so you go ahead and ram your splinterstick into it. It warble-shrieks in what you assume is pain.
Mushroom takes 5 damage, slightly impaired
+1 Spears
Pipes. Metal magic. I want at least one of them thwacking that mushroom.
And then also shoot it with my gun, which you appear to have renamed "Cloudstopper". Use air magic to enhance accuracy and speed.
Put full applicable skill behind each attack, plus crystalgun passion as stated below.
Also, a 1 also grants Passion, right? I believe I should have gotten a Crystalgun Passion this turn, despite the less-than-ideal manner in which I did so.
[3] The pipe... resists you somehow. You're not sure if it's the metal itself or some kind of enchantment, but it's a bit like gripping something and then having it slip through your fingers.
[5] There's a low boom as your shot arcs along the mushroom's flesh, dragging deep furrows as its guided by intense winds.
Mushroom takes 7 damage
+1 Crystalguns Passion
1 Crystalguns Passion Spent: Crystalguns improves from +1 to +2!
Shrieking mushroom creatures that jump out of the water in the middle of a cave are almost certainly hostile, and possibly edible. Either way, they need to be put down.
"Mana, surround me and shield me from harm. Barrier!" Anna places a hand on her chest, concentrating as she creates a PROTECTIVE BARRIER around herself to protect against attacks. As this thing is a mushroom, she'll also attempt to modify the spell to prevent any spores from entering the barrier, assuming the creature survives the initial onslaught.
She then hefts the GRAVITY HAMMER, charging it once again with DESTRUCTION magic - "Mana Charge!" - in what has become a familiar routine. She enhances her physical strength and swiftness with her VITAMANCY, then rushes in, jumping and smashing the mushroom with her rocket propelled hammer - "Gravity Hammer!"
[6] You bubble yourself. This will make attacking inconvenient.
[6] Fortunately you go full ZOMBIE STRENGTH, shattering your own shield and pounding the mushroom into jelly in one catastrophic swing.
Mushroom takes 12 damage
Shield created and shattered
+1 Protection
+1 Hammers Passion
"Screaming mushrooms are lacking in elegance."
Necromancy: Just diffuse the taint until it's harmless absorbed as a power-up then.
Then bash the mushroom with the scepter.
[6] You diffuse the taint so well it melds with you completely, at least as far as you can sense. This will probably make whatever it's doing smoother but harder to prevent or interact with independent of your own flesh.
[2] You flail at it. It flails back. Nothing much happens.
Mushroom takes 1 damage
+1 Necromancy
Time to make a potion. Refine the medicinal goo and my glowing toothpicks into my flask (1 Alchemy). Make a healing/restorative potion (2 Alchemy) with whatever beneficial effects the toothpicks might provide (2 Alchemy). Use my Herbalism passion to make the healing/restorative effects of the goo strong enough to heal any injury or wound, even regrowing lost limbs.
Use my Brawling to hit the mushroom man with a haymaker.
[6] You make... something. It boils and smokes and seems to whisper now and then but when you put your ear to it nothing's there, so... yeah. It's also deep purple sludge with a faint sparkle to it.
[1] You slip and leave yourself wide open to a right hook from the mushroom. Fortunately you don't think it has right hooks, just whippy tentacle things. Unfortunately it can probably still murder the shit out of you with them.
+Strange Elixir
+1 Alchemy
+1 Brawling
The mushroom lashes out.
vs Beirus: [1] It winds up to take advantage of the brawler's lack of balance, feints, reads a feint, and proceeds to slap the shit out of itself via overthinking. For a creature you're not certain even has a nervous system, this is impressive.
vs Anna: [4] It bashes up Anna just fine, but she doesn't particularly give a shit, being a zombie and all.
vs Erin: [5] It slams Erin right in the groin, presumably by chance. Still, that stings.
Mushroom deals 6 damage to itself, dies
Mushroom deals 3 damage to Anna
Mushroom deals 8 damage to Erin
With the beast slain, you may continue down any of the three aforementioned corridors: Upwards to dry, forwards to more pipes, or downwards to deeper or more wet.
-Foolish Ninja-
"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH"
Try to use my sandstone charm and nonfunctional sword as foci for some kind of a Lightning-based Jackal Zapper effect!
Then if the jackals get off of me, demonstrate ninja humility(?!) by going back to taking a break and not being eaten.
[4] The tablet proves worthless, but the sword does alright, so you manage to half-shock the half-jackals off you without too much further gnawing.
You then crawl back to town proper to rest in a jackal-free inn room.
Ambush Mushroom
5/30 HP
Ventaro Aureus (Beirus)
7/11 HP
[Tsundere Glowing Cobra: Best girl is winning!]
[Snakeblood: You've infused your own flesh with glowing snake venom. Now you don't have to worry about dying from glowing snake venom, and probably don't have to worry about side effects from this!]
-
+5 Alchemy (2/5)
+3 Herbalism (1/3)
+3 Brawling (1/3)
+1 Seduction (1/1)
-
Normal Clothes: Green tunic, brown trousers, black leather boots. Downright mundane!
Everfull Flask: Put liquid in, slowly replenishes that liquid! Empty fully to replace with new liquid.
Glowing Mote: This spherical object glows with a brilliant yellow light. You feel like there's more to it, but aren't sure how you'd check. You've managed to pull a glowing toothpick out with your tongue, though, so that's something.
Dusty Wraith Essence: Refined from Wraiths! Not Nightmares! Nobody said nightmares, it was always wraiths! Perfectly safe, cleans right up.
Strange Elixir: Deep purple sludge with a bit of sparkliness to it. Made from glowing toothpicks and tree goo. Intended to be a potent healing potion, unsure what it actually does.
Devorae the Devoted (Caellath)
11/11 HP
[Melded Taint: A terrible corruption lurks within you, too spread out and integrated to be immediately noticeable. What you can't see still occurs, however.]
[Peasant Mistrust: The peasantry sullenly thinks you don't value them as people. You're not sure how to persuade them to not take so much offense at the truth.]
-
+5 Necromancy (5/5)
+3 Leadership (0/3)
+3 Enchantment (1/3)
[1 Mace Passion]
-
Noble Crimson and Gold Military Attire: Includes fancy hat so you know who to take orders from.
Fancy Scepter: Hardened to a proper weapon by an enchantment.
Mad Dosh: This fancy-looking chest is filled to the brim with gold coins bearing Devorae's benevolent face.
Prismatic Gem: This smooth crystal shifts through all the colors of the rainbow in beautiful cascades. You could swear the pattern's reacted to you a few times, but you're unable to repeat the event.
Jeffery Kentwood (Coolrune)
8/11 HP
-
+6 Summoning (0/6)
+3 Metal Magic (0/3)
+3 Spears (2/3)
-
Douchebag Jacket: He's presumably wearing pants or something too, but GODS what an asshole.
Amulet of Farsight: Like a telescope but WIZARDS!
Icy Shard: This bright blue crystal shard is ice cold to the touch. You get strange feelings of enthusiasm when holding it for too long.
Speedy (Wiry Ball)
Low HP
Low Attack
High Speed
Erin Quill (Glass)
3/11 HP
[Maimed: Fallen Hero's Limp: You walk with a limp from that one time a horrifying flesh amalgamation went apeshit on your dramatically billowing in the wind ass. Mobility and inspiration suffer.]
[Protein-Calcium Consulate: You and your skeleton serveas dual consuls in joint rulership of your body.]
[Nine-Toed: You don't wanna talk about it.]
-
+5 Artifice (0/5)
+3 Metal Magic (0/3)
+3 Air Magic (1/3)
+2 Crystalguns (1/2)
[1 Diplomacy Passion]
[1 Statecraft Passion]
-
Trickshot 1: You have a knack for hitting small objects at improbable angles. Not to deal damage or anything, just for knocking cards out of people's hands or lighting their cigar from a distance.
Dramatic Breeze 1: A gentle breeze seems to billow your hair and clothing dramatically. You are more inspiring to allies and more of a target to enemies.
-
Labcoat: Also pants.
Cloudstopper: This overly crystal-y gun-thing shoots shards of crystalline magic at targets.
Leaf Stone: This brown stone has what looks like an imprinted fern on one side. You're quite certain it's magical somehow, but it seems almost suspiciously unreactive to anything you've been able to expose it to.
Anna Greenbell (Sheyra)
8/11 HP
[Core Husk: Your body is just a husk. Your real essence lies in your heart. You can expand your life force out to restore your body to life, but any damage to your body while doing so will greatly damage your life force.]
-
+7 Vitamancy (1/7)
+3 Destruction (1/3)
+3 Protection (2/3)
[1 Exploration Passion]
[1 Hammers Passion]
-
Smoldering Core 2: Your life force is concentrated in your heart, rendering you somewhat gaunt but resilient to injuries anywhere but your weak point.
-
Kimono-Thing: Somewhere between a shrine priestess and a vagrant you'll find this alluring number for all your vagrant shrine priestess needs.
Gravity Hammer: A giant rocket-propelled hammer. Shockingly, it's wielded by a mage.
Weight of the First Sin: This red crystal smolders with inner heat. Holding it makes you feel tired, hot, and nervous.
VonNost (pw)
11/11 HP
[Gnawed Cancerous Jackal Ball: You're a ponderous lump of hideously warped jackalflesh. Jackal-things cling to you like leeches, gnawing mindlessly upon flesh.]
-
+6 Transmogrification (0/6)
+3 Flesh Magic (1/3)
+3 Vitamancy (0/3)
-
White Lab Coat: Lots of good things come from men in lab coats.
"Necessity": An ominous looking syringe, seemingly forged from heavily tarnished iron in an unsettlingly organic design. Eternally filled with potent anesthetic.
Bloody Heart: This pulsing red gemstone is carved into a stylized heart. It's warm to the touch, but the surface feels like liquid blood despite leaving no residue.
Erntrinsticia "From" Frombollywhotsit, Lady-witch of magnificence! (Egan)
11/11 HP
-
+5 Corvid Magic (1/5)
+3 Death Magic (1/3)
+3 Fashion (0/3)
[1 Haggling Passion]
-
Fashionable Witch Outfit: All black, all hat.
Lady Irstivfell the Raven: Very wise! Hence the obsession with shiny objects and tasty food.
Sparkling Bottle: This tiny glass flask contains a glittering emerald liquid. It's strangely mesmerizing to watch, but you get the strange feeling it's watching back.
5 Whiskey Biscuits: You think they're made of cactus fruit?
Erik the Ninja (Maximum Spin)
4/11 HP
[Eaten By Jackals: AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH]
-
+6 Ninjaturgy (3/6)
+3 Lightning Magic (0/3)
+3 Shurikens (0/3)
[1 Leadership Passion]
-
Ninja Outfit: Kind of drab, so probably the mook kind.
Shurikens: A bag of pointy metal throwing stars. You'd like to keep them in something a little more dignified and ninjalike than a cloth sack, but belt pouches are too small to hold them all.
Ninja Artifact: A ninja sword fused to its scabbard. The nonfunctionality makes it extra spiritual!
Sandstone Charm: This palm-sized beige stone slate is dense with indecipherable heiroglyphics. You're certain it's an item of power, but your efforts to unleash it have so far proven futile.
Turn 9: Loot Crate Catastrophe
Uuuuggggghhhh.
Stop and heal for a bit. [Thank you Ventaro. Hopefully.]
Try to think of ways to better avoid taking damage like this in the future.
Also, investigate the pipes.
By the way, why didn't I get a skill for that 5 on my passioned shooting roll?
[6] Clearly yelling at the GM to use a different damage system would be the most dramatic route. Also protection magic.
[2] They're pipes. That or very large rods; some of them could carry human heads without incident. You put an ear to them, but they're either not carrying human heads or they're doing so incredibly smoothly.
It occurs to you that your incredible prowess shredding a giant mushroom a moment ago has given you unique talents that took a bit to manifest because reality is a derp.
Flenser 1: You're adept at striking across foes rather than through them, shredding flesh and rending soft tissues. You may deal more damage to soft targets.
+1 Tactician Passion
Jeffery winces and cups his own groin instinctively upon witnessing Erin's trauma.
"Ow. Owwww.... Ow. That must have hurt like hell. Here's to hoping you can still have children. If uh, you wanted children.
I suggest we go down the middle path. More pipes, more metal. We do have two metal-mancers, don't we?"
Jeffery joins Erin in investigating the pipes, gently probing them with magic to determine material make-up.
He then takes his Icy Shard and examines it before tapping it to one of the pipes, observing to see if the magic of the pipes and the magic of the shard resonate.
[2] Hm... metal. Definitely metal made of metal. Also either resistant to probing or you're having one of those days. Or both. Erin assures you they probably don't contain human heads, which lines up with your findings. Unless you forgot to carry the one again. You might have, it's been one of those days.
[1] You give it a good tap on the pipe, which knocks it clear out of your hands. You fumble at it before it plops into the water in a dark tunnel.
+1 Geology Passion
"We could investigate this level before going deeper."
Necromancy: Try to at least create some necromancy readout sense so I can more accurately follow necromancy-related fluctuation changes and alterations on oneself and the environment.
Poke the prismatic gem. See if it reacts differently to usage of a different type of magic or exposure to light.
[2] You cycle through blinding yourself to anything but delicious life force and blinding yourself to anything but delicious DEAAAAAAAATH before giving up on the project.
[1] Well it reacts to Enchantment alright. By sucking it right out of you and holding it, like an active enchantment.
+1 Enchantment
Enchantment-Locked 3
((Speaking of skills, wouldn't I have ended up with one too for the Herbalism passion I used?))
"Just a sip. I'm not sure how potent it is yet, and you don't want to be the first person to overdose on a healing potion. It would be ironic." Ventaro responds to Erin before looking to the others. "I have no preference in the direction we go, although I will say that there is a rather worrying issue with choosing the middle path because the metal-mancers can manipulate the pipes. Namely, there could be stuff in the pipes that none of us can manipulate with our magic, and we'd be screwed if it turned out to be harmful."
Give a sip of the elixir to Erin. No more than a sip. Then, observe the effects while using my knowledge of alchemy to figure out what the elixir does. I should be able to judge its potency from strength of the sip's effects, too. (5 Alchemy)
Search the room for useful herbs and identify them (or at least their properties). (3 Herbalism)
[2] He feels that weird stomach-thing where you're not sure if you're hungry or actively dislike food.
[1] You think you spy something under the water, so you reach down to grab it. Needless to say, this gets your fingers caught in a grill underwater.
While you struggle desperately to free yourself, it occurs to you that your fantastic potion is proof of a unique talent you've developed.
Slapdash Gumbo 1: You're adept at throwing whatever into a pot and hoping for the best. You can create potions with unpredictable effects out of highly questionable materials.
Now drowning
+1 Herbalism
With the mushroom creature fallen, Anna would sigh softly, shifting her hammer back onto her shoulder. "I'm fine with checking out this level. I can lead the way."
With that said, Anna will first focus her magical energies, drawing in mana to cast a group VITAMANCY spell to RESTORE VITALITY to everyone within the party. "Mana, grant succor to those weary from the trials of battle. Sanctuary!"
Then, assuming her spell doesn't backfire horribly and leave everyone unable to proceed or severely wounded, she'll move forward, EXPLORING the corridor directly forward on this level. (Using 1 Exploration PASSION)
[2] You hurl sparkly bits of light over everyone. Maybe next time.
[2] Technically it's not your spell preventing one of you from moving, so you stride boldly forward, dropping almost immediately through a hole in the submerged floor. Well, at least you've found an underwater place? It's too dark to see anything down there, though.
1 Passion Spent: Exploration increases from +0 to +1!
"Hey, wanna tear the door down?"
Von Nost makes a sound somewhere between a Hyena laugh and the keening of a funeral procession and casually eats one of the jackals still gnawing at him.
1. Use transmogrification to deform or reshape the door enough that it either falls free of its housing or otherwise allows us passage. Do this from a distance.
2. Use flesh magic to get these parasitic jackals to obey me. They're cute and all but they're not terribly useful as is.
[3] You wiggle yourself at the door from a distance, but it doesn't seem to work.
[6] To no one's great surprise more jackals begin gnawing their way out of you. You're now a jackalthing broodmother, apparently.
+1 Flesh
"Uh-huh."
From throws the horrible abomination and leans against the wall, waiting for it to be done doing whatever it's doing.
Stand back a pace from the good doctor. If by some happenstance bits of him start to rebel, rot those parts off.
While I'm waiting, close my eyes and pretend in great detail that I'm haggling for a pretty hat.
[3] You imagine you're haggling for a hat. One with a really big point- no, maybe one with gold embroidery? One with a big eye on it would be cool, but it's probably really hard to haggle someone down on such a cool hat.
Anyway somehow you don't feel any more inspired in actual mercantile pursuits.
Ventaro Aureus (Beirus)
7/11 HP
[Tsundere Glowing Cobra: Best girl is winning!]
[Snakeblood: You've infused your own flesh with glowing snake venom. Now you don't have to worry about dying from glowing snake venom, and probably don't have to worry about side effects from this!]
[Trapped and Drowning: You thought this grill was a potent aphrodesiac.]
-
+5 Alchemy (2/5)
+3 Herbalism (2/3)
+3 Brawling (1/3)
+1 Seduction (1/1)
-
Slapdash Gumbo 1: You're adept at throwing whatever into a pot and hoping for the best. You can create potions with unpredictable effects out of highly questionable materials.
-
Normal Clothes: Green tunic, brown trousers, black leather boots. Downright mundane!
Everfull Flask: Put liquid in, slowly replenishes that liquid! Empty fully to replace with new liquid.
Glowing Mote: This spherical object glows with a brilliant yellow light. You feel like there's more to it, but aren't sure how you'd check. You've managed to pull a glowing toothpick out with your tongue, though, so that's something.
Dusty Wraith Essence: Refined from Wraiths! Not Nightmares! Nobody said nightmares, it was always wraiths! Perfectly safe, cleans right up.
Strange Elixir: Deep purple sludge with a bit of sparkliness to it. Made from glowing toothpicks and tree goo. Intended to be a potent healing potion, unsure what it actually does. Missing a sip.
Devorae the Devoted (Caellath)
11/11 HP
[Melded Taint: A terrible corruption lurks within you, too spread out and integrated to be immediately noticeable. What you can't see still occurs, however.]
[Peasant Mistrust: The peasantry sullenly thinks you don't value them as people. You're not sure how to persuade them to not take so much offense at the truth.]
-
+5 Necromancy (5/5)
+3 Leadership (0/3)
[LOCKED 3] +3 Enchantment (2/3)
[1 Mace Passion]
-
Noble Crimson and Gold Military Attire: Includes fancy hat so you know who to take orders from.
Fancy Scepter: Hardened to a proper weapon by an enchantment.
Mad Dosh: This fancy-looking chest is filled to the brim with gold coins bearing Devorae's benevolent face.
Prismatic Gem: This smooth crystal shifts through all the colors of the rainbow in beautiful cascades. You could swear the pattern's reacted to you a few times, but you're unable to repeat the event.
Jeffery Kentwood (Coolrune)
8/11 HP
-
+6 Summoning (0/6)
+3 Metal Magic (0/3)
+3 Spears (2/3)
[1 Geology Passion]
-
Douchebag Jacket: He's presumably wearing pants or something too, but GODS what an asshole.
Amulet of Farsight: Like a telescope but WIZARDS!
[LOST?] Icy Shard: This bright blue crystal shard is ice cold to the touch. You get strange feelings of enthusiasm when holding it for too long.
Speedy (Wiry Ball)
Low HP
Low Attack
High Speed
Erin Quill (Glass)
3/11 HP
[Maimed: Fallen Hero's Limp: You walk with a limp from that one time a horrifying flesh amalgamation went apeshit on your dramatically billowing in the wind ass. Mobility and inspiration suffer.]
[Protein-Calcium Consulate: You and your skeleton serveas dual consuls in joint rulership of your body.]
[Nine-Toed: You don't wanna talk about it.]
-
+5 Artifice (0/5)
+3 Metal Magic (0/3)
+3 Air Magic (1/3)
+2 Crystalguns (1/2)
[1 Diplomacy Passion]
[1 Statecraft Passion]
[1 Tactician Passion]
-
Trickshot 1: You have a knack for hitting small objects at improbable angles. Not to deal damage or anything, just for knocking cards out of people's hands or lighting their cigar from a distance.
Dramatic Breeze 1: A gentle breeze seems to billow your hair and clothing dramatically. You are more inspiring to allies and more of a target to enemies.
Flenser 1: You're adept at striking across foes rather than through them, shredding flesh and rending soft tissues. You may deal more damage to soft targets.
-
Labcoat: Also pants.
Cloudstopper: This overly crystal-y gun-thing shoots shards of crystalline magic at targets.
Leaf Stone: This brown stone has what looks like an imprinted fern on one side. You're quite certain it's magical somehow, but it seems almost suspiciously unreactive to anything you've been able to expose it to.
Anna Greenbell (Sheyra)
8/11 HP
[Core Husk: Your body is just a husk. Your real essence lies in your heart. You can expand your life force out to restore your body to life, but any damage to your body while doing so will greatly damage your life force.]
-
+7 Vitamancy (1/7)
+3 Destruction (1/3)
+3 Protection (2/3)
+1 Exploration (0/1)
[1 Hammers Passion]
-
Smoldering Core 2: Your life force is concentrated in your heart, rendering you somewhat gaunt but resilient to injuries anywhere but your weak point.
-
Kimono-Thing: Somewhere between a shrine priestess and a vagrant you'll find this alluring number for all your vagrant shrine priestess needs.
Gravity Hammer: A giant rocket-propelled hammer. Shockingly, it's wielded by a mage.
Weight of the First Sin: This red crystal smolders with inner heat. Holding it makes you feel tired, hot, and nervous.
VonNost (pw)
11/11 HP
[Gnawed Cancerous Jackal Ball Broodmother: You're a ponderous but lengthy lump of hideously warped jackalflesh. Jackal-things cling to you like leeches, gnawing mindlessly upon flesh until ordered otherwise by crude impulses, and more of them burst from your flesh from time to time.]
-
+6 Transmogrification (0/6)
+3 Flesh Magic (2/3)
+3 Vitamancy (0/3)
-
White Lab Coat: Lots of good things come from men in lab coats.
"Necessity": An ominous looking syringe, seemingly forged from heavily tarnished iron in an unsettlingly organic design. Eternally filled with potent anesthetic.
Bloody Heart: This pulsing red gemstone is carved into a stylized heart. It's warm to the touch, but the surface feels like liquid blood despite leaving no residue.
Erntrinsticia "From" Frombollywhotsit, Lady-witch of magnificence! (Egan)
11/11 HP
-
+5 Corvid Magic (1/5)
+3 Death Magic (1/3)
+3 Fashion (0/3)
[1 Haggling Passion]
-
Fashionable Witch Outfit: All black, all hat.
Lady Irstivfell the Raven: Very wise! Hence the obsession with shiny objects and tasty food.
Sparkling Bottle: This tiny glass flask contains a glittering emerald liquid. It's strangely mesmerizing to watch, but you get the strange feeling it's watching back.
5 Whiskey Biscuits: You think they're made of cactus fruit?
Turn 10: Partial Credit
Ok first off metal magic to get the grate around Ventaro's hand to no longer be holding him. If I could pull he metal up and out for my own use, that would be even better.
And keep investigating the pipes/rods/whatever and why they don't respond to my magic easily. Also, use some air magic to try to create some wind in the pipes. If they're hollow, it should work, or at least I should feel some purchase; if they're solid, I won't feel anything.
[1] You fuck up. You fuck up hard. Instead of warping his hand free, you suck yourself down there to join him.
...or at least, you should have. You felt the connection go all sideways and were prepared for the inevitable conclusion, but the magic couldn't seem to "latch" onto the metal like it should have. Even if it were resistant to change, it should have been a firm anchor for pulling yourself in. Instead you just kinda stumble forward half a step while trying to salvage it, and are then fine. Curious.
[3] You don't sense any air in the pipes you investigate. That would seem to indicate that either they're solid metal, or they're so full of whatever they're carrying there's no room for air. Ooh... or that whatever's blocking you from messing with them is blocking you from messing with what's inside them.
+1 Metal
"Uhhh.... anyone got a light? I seem to have dropped something..."
Jeffery wades around in the water, searching for his Icy Shard. If possible, he tries to extend his magic into the metallic contents of the water (fallen rust from pipes, or just the natural minerals in water) and shifts them around until he locates the Icy Shard.
He then pops back up, and tries again to bring the Shard into contact with one of the pipes. This, time, with a solid grip.
If Ventaro is still drowning due to his teammates failing to rescue him, Jeffery instead uses his second action to try to pull him out of the water.
[2] You can't find it anywhere!
[4] You do tug Ventaro free, though. Ally vs Icy Shard... well, 1 is still greater than 0, at least.
Ventaro freed
If I haven't been rescued by this point, I guess it's time for something drastic. I was saving this to try to get a Soul Rend ability later, but...eat the wraith essence and use my alchemy to refine it into my body:
1 Alchemy for Base action
1 Seduction to swallow it without breaking or harming the essence or vice versa with the alchemy.
1 Alchemy Passion for the effect to be a spectral form (or a spectral aura that can make things ethereal to also cover my possessions if the form won't do that.) OR if I can use a normal alchemy point for that, do so and use the passion for some sort of spectral attack or modification to to physical attack capabilities.
1 Alchemy Passion to make the effect at will.
4 Alchemy to account for my snake blood if necessary and help this work without getting myself killed or maimed.
For my second action, try to remove my hand from the grill and get out of the water.
If I have been rescued by now, offer Erin more of the potion and observe the effects with my alchemical knowledge. Give him up to 1/4th of the original volume of the elixir gradually, stopping when effects manifest. (5 Alchemy)
For my second action, study my mote some more.
[6] Does feeling queasy count as effects manifesting? Of course it doesn't, drink up you wuss. Clearly he's dying of plague from your weird toothpick sap potion. Or maybe it's rough on his stomach.
[1] You stab yourself right in the godsdamned tongue. How did that happen? Well you were licking it like usual and pulling toothpicks out of it with your tongue like usual and something went wrong so you stabbed yourself in the tongue with one of the damned things. Ow.
Maybe you should specify how you're studying it next time.
Thtabbed Thongue: Owthch.
+1 Medicine, +1 Seduction
OVERLOADED: DON'T MAKE ME MAKE YOU PASSION SEDUCE AN ALLY
"Let us forge ahead, then."
Necromancy: Then at least create the equivalent of a mental necromancy thermometer to figure out when/if the taint is going to be a problem.
See if Enchantment can be used through the prismatic gem, then. If not, try to fix the locking.
Vote: Forward to more pipes, which also seems to be the majority opinion. I dunno, I haven't re-read the posts.
[4] You channel some of your necromantic might towards keeping an eye on this... issue.
[6] You hurl the gem down the hallway. Distance will sometimes help with these matters, but in this case it persists, holding firmly to your enchantment potential. On the bright side, this makes it easy to find again, since you're obviously connected to it.
+1 Throwing Passion
You all head deeper into the pipe-filled hallway, which continues to get pipier. Anna's sort of chilling in an underwater cave or passage she found? But the rest of you scout ahead, and notice a thrumming sound that gets louder the further you go. After a while it resolves into the unmistakable sound of machinery pumping away, and the path opens to a sort of open-ish area of grate flooring punctuated by large metal structures or devices of some kind. The area is bathed in weird, inconsistent light, looks pretty verdant for a loud artificial cavern, and is currently inhabited by several dog-sized tentacled crabs screeching and advancing on your delicious meat from all directions.
"That looks inconvenient. Want a hand with that?"
Command my familiar to solve this puzzle for us!
[1] Lady Irstivfell squawks indignantly before pulling on the levers. You're not sure if she knows what she's doing or just very enthusiastic, but each lever pull results in distant rumbling which she doesn't seem to stop and consider before throwing another. She hits most of them several times before finally coming to rest on one, at which point the door rumbles open and a shrieking flurry of translucent violet tentacles bursts from the entryway.
Lady Irstivfell shrieks loudly and bolts under your hat.
+1 Animal Handling
Fine. Tell one of the jackals to go over and press on the door. If it doesn't explode or otherwise get menaced go over and try to open the door myself. Use transmogrification magic to distort it if my strength won't work.
If something unfriendly comes out from the door, use all my flesh magic and a point of passion to reduce it to giblets. Then eat the remains.
[6] The thing doesn't respond to flesh magic, so you just forge a jackalchain and begin carving it like a blob of peanut butter.
Unfortunately there's a lot of it. It keeps bubbling through the door, sucking up the parts you cut off. Or maybe just rolling over them, it's a block of goo so it's hard to say.
Damage dealt to goo-thing?
+1 Flesh
1 Flesh Passion Spent: No increase
New Trait: Warflesh 1
Ventaro Aureus (Beirus)
7/11 HP
[Tsundere Glowing Cobra: Best girl is winning!]
[Snakeblood: You've infused your own flesh with glowing snake venom. Now you don't have to worry about dying from glowing snake venom, and probably don't have to worry about side effects from this!]
[Thtabbed Thongue: Owthch.]
-
+5 Alchemy (2/5)
+3 Herbalism (2/3)
+3 Brawling (1/3)
+1 Seduction (2/1)
[1 Medicine Passion]
-
Slapdash Gumbo 1: You're adept at throwing whatever into a pot and hoping for the best. You can create potions with unpredictable effects out of highly questionable materials.
-
Normal Clothes: Green tunic, brown trousers, black leather boots. Downright mundane!
Everfull Flask: Put liquid in, slowly replenishes that liquid! Empty fully to replace with new liquid.
Glowing Mote: This spherical object glows with a brilliant yellow light. You feel like there's more to it, but aren't sure how you'd check. You've managed to pull a glowing toothpick out with your tongue, though, so that's something.
Dusty Wraith Essence: Refined from Wraiths! Not Nightmares! Nobody said nightmares, it was always wraiths! Perfectly safe, cleans right up.
Strange Elixir: Deep purple sludge with a bit of sparkliness to it. Made from glowing toothpicks and tree goo. Intended to be a potent healing potion, unsure what it actually does. Missing a sip.
Devorae the Devoted (Caellath)
11/11 HP
[Melded Taint: A terrible corruption lurks within you, too spread out and integrated to be immediately noticeable. What you can't see still occurs, however.]
[Peasant Mistrust: The peasantry sullenly thinks you don't value them as people. You're not sure how to persuade them to not take so much offense at the truth.]
[Necromantic Thermometer (-1 Necromancy): Keeps an eye on the taint suffusing you.]
-
+5-1 Necromancy (5/5)
+3 Leadership (0/3)
[LOCKED 3] +3 Enchantment (2/3)
[1 Mace Passion]
[1 Throwing Passion]
-
Noble Crimson and Gold Military Attire: Includes fancy hat so you know who to take orders from.
Fancy Scepter: Hardened to a proper weapon by an enchantment.
Mad Dosh: This fancy-looking chest is filled to the brim with gold coins bearing Devorae's benevolent face.
Prismatic Gem: This smooth crystal shifts through all the colors of the rainbow in beautiful cascades. You could swear the pattern's reacted to you a few times, but you're unable to repeat the event.
Jeffery Kentwood (Coolrune)
8/11 HP
-
+6 Summoning (0/6)
+3 Metal Magic (0/3)
+3 Spears (2/3)
[1 Geology Passion]
-
Douchebag Jacket: He's presumably wearing pants or something too, but GODS what an asshole.
Amulet of Farsight: Like a telescope but WIZARDS!
[LOST?] Icy Shard: This bright blue crystal shard is ice cold to the touch. You get strange feelings of enthusiasm when holding it for too long.
Speedy (Wiry Ball)
Low HP
Low Attack
High Speed
Erin Quill (Glass)
3/11 HP
[Maimed: Fallen Hero's Limp: You walk with a limp from that one time a horrifying flesh amalgamation went apeshit on your dramatically billowing in the wind ass. Mobility and inspiration suffer.]
[Protein-Calcium Consulate: You and your skeleton serveas dual consuls in joint rulership of your body.]
[Nine-Toed: You don't wanna talk about it.]
-
+5 Artifice (0/5)
+3 Metal Magic (1/3)
+3 Air Magic (1/3)
+2 Crystalguns (1/2)
[1 Diplomacy Passion]
[1 Statecraft Passion]
[1 Tactician Passion]
-
Trickshot 1: You have a knack for hitting small objects at improbable angles. Not to deal damage or anything, just for knocking cards out of people's hands or lighting their cigar from a distance.
Dramatic Breeze 1: A gentle breeze seems to billow your hair and clothing dramatically. You are more inspiring to allies and more of a target to enemies.
Flenser 1: You're adept at striking across foes rather than through them, shredding flesh and rending soft tissues. You may deal more damage to soft targets.
-
Labcoat: Also pants.
Cloudstopper: This overly crystal-y gun-thing shoots shards of crystalline magic at targets.
Leaf Stone: This brown stone has what looks like an imprinted fern on one side. You're quite certain it's magical somehow, but it seems almost suspiciously unreactive to anything you've been able to expose it to.
Anna Greenbell (Sheyra)
8/11 HP
[Core Husk: Your body is just a husk. Your real essence lies in your heart. You can expand your life force out to restore your body to life, but any damage to your body while doing so will greatly damage your life force.]
-
+7 Vitamancy (1/7)
+3 Destruction (1/3)
+3 Protection (2/3)
+1 Exploration (0/1)
[1 Hammers Passion]
-
Smoldering Core 2: Your life force is concentrated in your heart, rendering you somewhat gaunt but resilient to injuries anywhere but your weak point.
-
Kimono-Thing: Somewhere between a shrine priestess and a vagrant you'll find this alluring number for all your vagrant shrine priestess needs.
Gravity Hammer: A giant rocket-propelled hammer. Shockingly, it's wielded by a mage.
Weight of the First Sin: This red crystal smolders with inner heat. Holding it makes you feel tired, hot, and nervous.
VonNost (pw)
11/11 HP
[Gnawed Cancerous Jackal Ball Broodmother: You're a ponderous but lengthy lump of hideously warped jackalflesh. Jackal-things cling to you like leeches, gnawing mindlessly upon flesh until ordered otherwise by crude impulses, and more of them burst from your flesh from time to time.]
-
+6 Transmogrification (0/6)
+3 Flesh Magic (2/3)
+3 Vitamancy (0/3)
-
Warflesh 1: You are adept at wielding your own flesh as a weapon. You can more efficiently convert and wield your flesh in weaponized consistencies and shapes.
-
White Lab Coat: Lots of good things come from men in lab coats.
"Necessity": An ominous looking syringe, seemingly forged from heavily tarnished iron in an unsettlingly organic design. Eternally filled with potent anesthetic.
Bloody Heart: This pulsing red gemstone is carved into a stylized heart. It's warm to the touch, but the surface feels like liquid blood despite leaving no residue.
Erntrinsticia "From" Frombollywhotsit, Lady-witch of magnificence! (Egan)
11/11 HP
-
+5 Corvid Magic (1/5)
+3 Death Magic (1/3)
+3 Fashion (0/3)
[1 Haggling Passion]
[1 Animal Handling]
-
Fashionable Witch Outfit: All black, all hat.
Lady Irstivfell the Raven: Very wise! Hence the obsession with shiny objects and tasty food.
Sparkling Bottle: This tiny glass flask contains a glittering emerald liquid. It's strangely mesmerizing to watch, but you get the strange feeling it's watching back.
5 Whiskey Biscuits: You think they're made of cactus fruit?
Turn 11: It's Gonna Get Weird
"Note to self: Birds are terrible at solving puzzles. Now...
D̳͕̀͡I͈̻͍͙̲͡E̤̖̫͍̟͖͕͢͝!"
DEATH MAGIC IT ALL THE WAY
YES USE THE PASSION OBVIOUSLY
[2] You run streaks of rotting black through it, but it doesn't seem to mind that much.
Slime damaged?
1 Death Passion Used: No improvement
Refashion teeth into organic chainsaws. Chew blob.
[2] Getting the teethsaws to properly spin and not just gnaw on each other proves difficult, and you end up just sort of bashing the nearest tentacles with malformed jawbones.
[5]
[5]
The thing surges through the tunnel, enveloping the both of you like a pink tidal wave. It's kind of nice in here. Everything's got a trippy pink tint, it's pretty warm, and the goo doesn't feel sticky when you're fully immersed in it like this. Can't breathe, but the digestive acid hasn't kicked in yet so it's still on the nice side of things.
The goo then starts to recede, dragging you through the door with it. Beyond you see a lot of glowy lights, intricate pipes, and several doors similar to this one.
"Hey guys. I dropped a thing. It was an.... uh.... thingy thing. Oh! An Ice thing. Wait, does that mean it's gonna melt if I don't find it soon? Can you all please help me look?"
Jeffery continues desperately wading through the water, sweeping his hands around and trying to find his shard.
After being alerted to the decapod threat, Jeffery uses his second action to summon six metal replicas of the crab-things to fight them. One point for the base spell, and five individual points for each identical summon alongside. One point of metal for the metal body, and another point to randomize the metal for each crab. Additionally, Jeffery adds a point of spears onto one of the crabs to give it spear-like claws.
[1] You find the shard!
[1] When a blob of moss with the shard embedded in it hurls itself out of the water towards you, bearing what looks like an icy spear that immediately wedges in between two pipes. It shrieks indignantly while trying to wrench it free.
[3] Your metallic spearcrabs are rather small, but you suppose numbers count? They scurry off to fight the other crabs, leaving you alone with your shardthief.
+1 Herbalism Passion
I need to wait a bit and heal. ._.
Look for Jeffry's shard thing. Just look for it, don't stick my hands anywhere. I don't want to get maimed again.
EDIT: AH SHIT I DID NOT NOTICE CRABS
If they come near me, fire away. If they don't, heal some more.
[3] You try to relax as your friends are cracked open and feasted upon by malignant horrors. It goes okay.
+3 HP
((I'm not sure why I got a Medicine Passion, but I guess I should diversify my skill portfolio anyway. Irony, can I use the increased skill on the turn I level it up? If not, I'll edit my action.))
"Um, guyth. I think thith may be a bad thime to thearch for thtuff. The crabth look like they want to eat uth."
Level up Seduction and Medicine.
Use my alchemical knowledge and newfound medical skill to apply a bit of my elixir to my injured tongue and refine the healing properties in it to heal me better and faster. While doing this, also be using my alchemy to figure out the effects of the potion since I'll be experiencing them. 5 Alchemy, 1 Medicine.
And since we seem to be fighting tentacle crabs now and my snake whip worked so well, grab one of the crabs by the tentacle and use it as a flail to hit the other crabs. 3 Brawling.
((Freefloating passion is used just like normal stuff, so you can't level the skill without an action and then use it, but you can use the passion which then levels it.))
[3] Your tongue sort of meld-writhes into being more purply and gooey. You're not sure what to make of that, other than that maybe sampling tiny bits of potion has tiny bits of effect and is therefore hard to gauge. Well, that or the effect isn't readily apparent, even at larger dosages.
[1] You grab one of the crab-thing's tentacles and... just kind of get pulled into its hideous beaked maw, really. Ow. Ow. Ow.
Tongue strange instead of stabbed
-3 HP
+1 Brawling
((Coolrune, we're being attacked by crabs who want our flesh. Looking for shards now is a bad idea.))
"Attack the crustacean foes, do NOT be simpletons!"
Necromancy: Necromantic blast the crabs, spend 3 Necromancy passion.
Smack them around with the scepter and SUCC THEIR SOULS. Apply mace passion.
[5] You scream an unholy wail down their ranks, rotting their flesh and corrupting their souls. A wail echoes back, that of the newly damned.
[3] You beat some of the survivors, those on the edge and therefore out of range of the blast, for added effect.
Crabs all dead Jim
Actually most of them are wights bound to your service
They're not happy about it
+1 Necromancy
3 Necromancy Passion Spent: Necromancy increases from +5 to +6!
1 Mace Passion Spent: Maces increase from +0 to +1!
New Trait: Shackles of the Grave 3: Those who fall by your hand are cursed to wander the land under your thrall. Creatures you slay with necromancy tend to return as vengeful but enslaved revenants.
With the crabs out of the way (and/or carrying Devorae's stuff) the party gets a good look at the chamber. It's pretty sprawling, more like a great wandering hallway than a single room, and unusually verdant given that there's no visible natural light. The floor is composed of grates; attempts to see through them yield nothing but darkness. The walls are composed of rough stone with some pipework at the ends, but in between there's a lot of giant rounded boxes made of metal plating, rising up through the grating and continuing up a good 10-20 feet into the air. Occasional lights provide some faint illumination in a mixture of stark red and intense blue-white, but it's still a rather dark place.
The other feature of note is the noise. It's pervasive, echoing constantly through the whole place, a constant cacophony of indecipherable machinery. Some of it seems to come from the boxes, some from the walls, and some you can't seem to locate a source for.
Ventaro Aureus (Beirus)
4/11 HP
[Tsundere Glowing Cobra: Best girl is winning!]
[Snakeblood: You've infused your own flesh with glowing snake venom. Now you don't have to worry about dying from glowing snake venom, and probably don't have to worry about side effects from this!]
[Purple Goo Tongue: It's sorta gelatinous?]
-
+5 Alchemy (2/5)
+3 Herbalism (2/3)
+3 Brawling (2/3)
+1 Seduction (2/1)
[1 Medicine Passion]
-
Slapdash Gumbo 1: You're adept at throwing whatever into a pot and hoping for the best. You can create potions with unpredictable effects out of highly questionable materials.
-
Normal Clothes: Green tunic, brown trousers, black leather boots. Downright mundane!
Everfull Flask: Put liquid in, slowly replenishes that liquid! Empty fully to replace with new liquid.
Glowing Mote: This spherical object glows with a brilliant yellow light. You feel like there's more to it, but aren't sure how you'd check. You've managed to pull a glowing toothpick out with your tongue, though, so that's something.
Dusty Wraith Essence: Refined from Wraiths! Not Nightmares! Nobody said nightmares, it was always wraiths! Perfectly safe, cleans right up.
Strange Elixir: Deep purple sludge with a bit of sparkliness to it. Made from glowing toothpicks and tree goo. Intended to be a potent healing potion, unsure what it actually does. Missing a sip.
Devorae the Devoted (Caellath)
11/11 HP
[Melded Taint: A terrible corruption lurks within you, too spread out and integrated to be immediately noticeable. What you can't see still occurs, however.]
[Peasant Mistrust: The peasantry sullenly thinks you don't value them as people. You're not sure how to persuade them to not take so much offense at the truth.]
[Necromantic Thermometer (-1 Necromancy): Keeps an eye on the taint suffusing you.]
-
+6-1 Necromancy (3/6)
+3 Leadership (0/3)
[LOCKED 3] +3 Enchantment (2/3)
+1 Maces (0/1)
[1 Throwing Passion]
-
Shackles of the Grave 3: Those who fall by your hand are cursed to wander the land under your thrall. Creatures you slay with necromancy tend to return as vengeful but enslaved revenants.
-
Noble Crimson and Gold Military Attire: Includes fancy hat so you know who to take orders from.
Fancy Scepter: Hardened to a proper weapon by an enchantment.
Mad Dosh: This fancy-looking chest is filled to the brim with gold coins bearing Devorae's benevolent face.
Prismatic Gem: This smooth crystal shifts through all the colors of the rainbow in beautiful cascades. You could swear the pattern's reacted to you a few times, but you're unable to repeat the event.
Tentacled Wight Crabs
-Fairly resilient
-Mournful tale of opposing the Dark One and falling
-Looking for hero to free them from their curse
Jeffery Kentwood (Coolrune)
8/11 HP
-
+6 Summoning (0/6)
+3 Metal Magic (0/3)
+3 Spears (2/3)
[1 Geology Passion]
[1 Herbalism Passion]
-
Douchebag Jacket: He's presumably wearing pants or something too, but GODS what an asshole.
Amulet of Farsight: Like a telescope but WIZARDS!
[USURPED?] Icy Shard: This bright blue crystal shard is ice cold to the touch. You get strange feelings of enthusiasm when holding it for too long.
Metallic Spearcrabs
-Small but fierce!
Erin Quill (Glass)
6/11 HP
[Maimed: Fallen Hero's Limp: You walk with a limp from that one time a horrifying flesh amalgamation went apeshit on your dramatically billowing in the wind ass. Mobility and inspiration suffer.]
[Protein-Calcium Consulate: You and your skeleton serveas dual consuls in joint rulership of your body.]
[Nine-Toed: You don't wanna talk about it.]
-
+5 Artifice (0/5)
+3 Metal Magic (1/3)
+3 Air Magic (1/3)
+2 Crystalguns (1/2)
[1 Diplomacy Passion]
[1 Statecraft Passion]
[1 Tactician Passion]
-
Trickshot 1: You have a knack for hitting small objects at improbable angles. Not to deal damage or anything, just for knocking cards out of people's hands or lighting their cigar from a distance.
Dramatic Breeze 1: A gentle breeze seems to billow your hair and clothing dramatically. You are more inspiring to allies and more of a target to enemies.
Flenser 1: You're adept at striking across foes rather than through them, shredding flesh and rending soft tissues. You may deal more damage to soft targets.
-
Labcoat: Also pants.
Cloudstopper: This overly crystal-y gun-thing shoots shards of crystalline magic at targets.
Leaf Stone: This brown stone has what looks like an imprinted fern on one side. You're quite certain it's magical somehow, but it seems almost suspiciously unreactive to anything you've been able to expose it to.
Anna Greenbell (Sheyra)
8/11 HP
[Core Husk: Your body is just a husk. Your real essence lies in your heart. You can expand your life force out to restore your body to life, but any damage to your body while doing so will greatly damage your life force.]
-
+7 Vitamancy (1/7)
+3 Destruction (1/3)
+3 Protection (2/3)
+1 Exploration (0/1)
[1 Hammers Passion]
-
Smoldering Core 2: Your life force is concentrated in your heart, rendering you somewhat gaunt but resilient to injuries anywhere but your weak point.
-
Kimono-Thing: Somewhere between a shrine priestess and a vagrant you'll find this alluring number for all your vagrant shrine priestess needs.
Gravity Hammer: A giant rocket-propelled hammer. Shockingly, it's wielded by a mage.
Weight of the First Sin: This red crystal smolders with inner heat. Holding it makes you feel tired, hot, and nervous.
VonNost (pw)
11/11 HP
[Gnawed Cancerous Jackal Ball Broodmother: You're a ponderous but lengthy lump of hideously warped jackalflesh. Jackal-things cling to you like leeches, gnawing mindlessly upon flesh until ordered otherwise by crude impulses, and more of them burst from your flesh from time to time.]
-
+6 Transmogrification (0/6)
+3 Flesh Magic (2/3)
+3 Vitamancy (0/3)
-
Warflesh 1: You are adept at wielding your own flesh as a weapon. You can more efficiently convert and wield your flesh in weaponized consistencies and shapes.
-
White Lab Coat: Lots of good things come from men in lab coats.
"Necessity": An ominous looking syringe, seemingly forged from heavily tarnished iron in an unsettlingly organic design. Eternally filled with potent anesthetic.
Bloody Heart: This pulsing red gemstone is carved into a stylized heart. It's warm to the touch, but the surface feels like liquid blood despite leaving no residue.
Erntrinsticia "From" Frombollywhotsit, Lady-witch of magnificence! (Egan)
11/11 HP
-
+5 Corvid Magic (1/5)
+3 Death Magic (0/3)
+3 Fashion (0/3)
[1 Haggling Passion]
[1 Animal Handling]
-
Fashionable Witch Outfit: All black, all hat.
Lady Irstivfell the Raven: Very wise! Hence the obsession with shiny objects and tasty food.
Sparkling Bottle: This tiny glass flask contains a glittering emerald liquid. It's strangely mesmerizing to watch, but you get the strange feeling it's watching back.
5 Whiskey Biscuits: You think they're made of cactus fruit?
Turn 12: Monstrous
1. I need to keep healing.
2. Slowly and carefully check some of those boxes - maybe using metal magic - and make sure to get away from them if something dangerous seems like it's about to happen.
You sit down and rest a bit.
[4] The boxes appear to be made of a strange alloy. Not strange as in advanced, just weird. You think it's mostly iron, but there's a good part tin and a few other additions. As far as you're aware iron-tin isn't really a thing, and what's to be gained by throwing a fistful of potassium, manganese, and cobalt into the mix is anyone's guess.
Recovered full health
With a slightly girly shriek, Jeffery immediately summons what appears to be a metal quarterstaff, using one point of summoning for the base effect, and a point of metal to make it out of cast iron.
He then begins to smash the mossy ball with the staff, thrusting it furiously until the blob-thing stops making noises, using his two passion for spears to make this work (as the quarterstaff is effectively a spear but without a sharp tip, and he's using it in the same way he would use a spear). When the blob is dead, he casually dusts off his jacket and tries to retrieve his shard.
[2] In proud tradition, you summon a brittle iron rod.
[2] In prouder tradition, you panic and flail, screaming like a little girl. Finally, in a terrified frenzy you hurl it like a javelin, which shatters into shrapnel as it hits the moss monster.
[4] The moss-thing grips you in tight, ice-cold moss coils and begins squeezing the life and warmth out of you.
-4 HP
Moss Monster suffers from shrapnel damage, lightly wounded
2 Spears Passion Spent: Spears increase from +3 to +4!
"I did need suitable porters." Devorae commented, elegantly sitting atop his money chest with legs crossed while the crabs carried it.
Leadership: Have the crabs search for valuables and also scout ahead
Unlock Enchantment using the gem.
[5] The crabs sullenly report that the boxes sometimes have "treasures" in them. Not even the crabs know where they came from or who keeps rebuilding them, but sometimes creatures will smash them open to take their delicious loot. Sometimes this nets them glittering gold, sometimes thrashing tentacles or noxious fumes.
For scouting, they report that one end of the cavern leads to what they call the Moss Halls- winding natural caverns and tunnels coated in green, rich with delicious life and life which considers you delicious. The other end leads to the Water Realms, heavily constructed and waterlogged areas ruled by unpredictable mutants. There are numerous other passages in the walls besides, but casual scouting reports nothing of immediate interest down any that they checked.
[3] With a tinkling sound like glass bits hitting the floor, a burst of sparkling white energy pops free from the gem. It resolves into the form of an unclothed statuesque woman with voluminous eyes and hair that shimmers through colors like oil, four pixie wings that sparkle faintly like rainbows, and a disdainful, sneering expression.
She's like a foot tall.
"Who dares interrupt my luxuriating?" she demands imperiously, in a voice that is nonetheless too high-pitched to not be cute.
+1 Leadership
Enchantment still locked, source located as Stolen By Fairies
((Wait, Jeffrey is fighting a moss monster? Oh man, I can help. Ventaro was born for this.))
Go check on Jeffrey. Ventaro can't leave behind the guy who kept him from drowning. If he happens to still be fighting the moss monster, its synergy time. Use my fists to refine the moss monster into a pill that is safe to consume and possesses potent regenerative and healing properties. I'm basing the selected properties on the assumption that the moss monster can grow back any moss that was cut off or damaged, and I want that. 5 Alchemy, 3 Herbalism, 3 Brawling, 1 Alchemy Passion, 1 Herbalism Passion, 1 Brawling Passion. If the moss monster is already dead when I get there, refine its corpse by condensing/squishing/crushing it into pill form. I think that would allow for the same use of skills and passion.
If solely focusing on that action would make it significantly more effective, do so. If not, use my second action to level up Seduction. Unless your explanation of leveling up a skill meant that it could only level up by using the Passion in an action, in which case I'd like to use my Seduction and 1 Seduction Passion to charm my snake into wanting to protect me, possibly through the use of eye contact. I'm gonna be a snake charmer.
[4] You get a good grip on the moss monster and begin refining its juicy alchemically reactive bits off. The result is less damaging but more profitable, and it can't writhe away with your firm hold on... its thick, amorphous goo. Nobody said alchemy was easy.
[4] While doing so, you whisper sweet nothings to the snake that's been intermittently savaging you, but you're infused with her venom already so HAHA WHATCHA GONNA DO ABOUT IT? Anyway she digs the macho routine, turns out powerful men overpowering rebellious women is her fetish.
Moss monster takes light damage
+Pure Regenerative Slime!
1 Alchemy Passion: Alchemy increases from +5 to +6!
1 Herbalism Passion: Herbalism increases from +3 to +4!
1 Brawling Passion: Brawling increases from +3 to +4!
1 Seduction Passion: Seduction increases from +1 to +2!
You lucky bastard
1. Transmogrify this thing into water. Its already gotta be close. Hell, even just reduce its viscosity to the point where it can't effectively constrain us.
2. Assuming that don't work to some reasonable degree, use flesh magic and all my fleshy passion (lennyface.png) to rework myself into a shoggoth. You know, thing that doesn't need air and has innate shape shifting abilities.
[4] You transmogrify the part around you into a thick soup. It's viscous enough to be disgusting but not enough to hold you, despite additional watery pseudopods slapping uncomfortably against your... lower body-ish area. Your anatomy's a little nonstandard at the moment.
The main body of the thing continues to recede through the door, leaving a carpet of thrashing but slowly withdrawing pink muck in its wake.
Unstopper the glittering flask and chug that shit.
It goes down smooth, like malicious ice water. Tastes minty, like all the things that were stolen from you. They should be yours! They're yours by right!
[6] Abruptly you begin cackling like a deranged villain. It's all so clear now. Your fingernails and teeth begin to harden and grow, and you know it's because you've been chosen. You're a living weapon, meant to battle gloriously and take what is yours. The delicious, succulent life force of others, the rightful spoils of the victorious.
Mystery liquid drank!
Now Living Weapon of Envy
Ventaro Aureus (Beirus)
4/11 HP
[Tsundere Glowing Cobra: Best girl is winning!]
[Snakeblood: You've infused your own flesh with glowing snake venom. Now you don't have to worry about dying from glowing snake venom, and probably don't have to worry about side effects from this!]
[Purple Goo Tongue: It's sorta gelatinous?]
-
+6 Alchemy (1/6)
+4 Herbalism (1/4)
+4 Brawling (1/4)
+2 Seduction (1/2)
[1 Medicine Passion]
-
Slapdash Gumbo 1: You're adept at throwing whatever into a pot and hoping for the best. You can create potions with unpredictable effects out of highly questionable materials.
-
Normal Clothes: Green tunic, brown trousers, black leather boots. Downright mundane!
Everfull Flask: Put liquid in, slowly replenishes that liquid! Empty fully to replace with new liquid.
Glowing Mote: This spherical object glows with a brilliant yellow light. You feel like there's more to it, but aren't sure how you'd check. You've managed to pull a glowing toothpick out with your tongue, though, so that's something.
Dusty Wraith Essence: Refined from Wraiths! Not Nightmares! Nobody said nightmares, it was always wraiths! Perfectly safe, cleans right up.
Strange Elixir: Deep purple sludge with a bit of sparkliness to it. Made from glowing toothpicks and tree goo. Intended to be a potent healing potion, unsure what it actually does. Missing a sip, a quarter, and a drop.
Pure Regenerative Slime: Only the finest of moss-monster essence has gone into this sticky neon green muck. It should prove an exceedingly potent regenerative ingredient.
Devorae the Devoted (Caellath)
11/11 HP
[Melded Taint: A terrible corruption lurks within you, too spread out and integrated to be immediately noticeable. What you can't see still occurs, however.]
[Peasant Mistrust: The peasantry sullenly thinks you don't value them as people. You're not sure how to persuade them to not take so much offense at the truth.]
[Necromantic Thermometer (-1 Necromancy): Keeps an eye on the taint suffusing you.]
-
+6-1 Necromancy (3/6)
+3 Leadership (1/3)
[LOCKED 3] +3 Enchantment (2/3)
+1 Maces (0/1)
[1 Throwing Passion]
-
Shackles of the Grave 3: Those who fall by your hand are cursed to wander the land under your thrall. Creatures you slay with necromancy tend to return as vengeful but enslaved revenants.
-
Noble Crimson and Gold Military Attire: Includes fancy hat so you know who to take orders from.
Fancy Scepter: Hardened to a proper weapon by an enchantment.
Mad Dosh: This fancy-looking chest is filled to the brim with gold coins bearing Devorae's benevolent face.
Prismatic Gem: This smooth crystal shifts through all the colors of the rainbow in beautiful cascades. You could swear the pattern's reacted to you a few times, but you're unable to repeat the event.
Tentacled Wight Crabs
-Fairly resilient
-Mournful tale of opposing the Dark One and falling
-Looking for hero to free them from their curse
Jeffery Kentwood (Coolrune)
4/11 HP
-
+6 Summoning (0/6)
+4 Spears (0/4)
+3 Metal Magic (0/3)
[1 Geology Passion]
[1 Herbalism Passion]
-
Douchebag Jacket: He's presumably wearing pants or something too, but GODS what an asshole.
Amulet of Farsight: Like a telescope but WIZARDS!
[USURPED?] Icy Shard: This bright blue crystal shard is ice cold to the touch. You get strange feelings of enthusiasm when holding it for too long.
Metallic Spearcrabs
-Small but fierce!
Erin Quill (Glass)
11/11 HP
[Maimed: Fallen Hero's Limp: You walk with a limp from that one time a horrifying flesh amalgamation went apeshit on your dramatically billowing in the wind ass. Mobility and inspiration suffer.]
[Protein-Calcium Consulate: You and your skeleton serveas dual consuls in joint rulership of your body.]
[Nine-Toed: You don't wanna talk about it.]
-
+5 Artifice (0/5)
+3 Metal Magic (1/3)
+3 Air Magic (1/3)
+2 Crystalguns (1/2)
[1 Diplomacy Passion]
[1 Statecraft Passion]
[1 Tactician Passion]
-
Trickshot 1: You have a knack for hitting small objects at improbable angles. Not to deal damage or anything, just for knocking cards out of people's hands or lighting their cigar from a distance.
Dramatic Breeze 1: A gentle breeze seems to billow your hair and clothing dramatically. You are more inspiring to allies and more of a target to enemies.
Flenser 1: You're adept at striking across foes rather than through them, shredding flesh and rending soft tissues. You may deal more damage to soft targets.
-
Labcoat: Also pants.
Cloudstopper: This overly crystal-y gun-thing shoots shards of crystalline magic at targets.
Leaf Stone: This brown stone has what looks like an imprinted fern on one side. You're quite certain it's magical somehow, but it seems almost suspiciously unreactive to anything you've been able to expose it to.
Anna Greenbell (Sheyra)
8/11 HP
[Core Husk: Your body is just a husk. Your real essence lies in your heart. You can expand your life force out to restore your body to life, but any damage to your body while doing so will greatly damage your life force.]
-
+7 Vitamancy (1/7)
+3 Destruction (1/3)
+3 Protection (2/3)
+1 Exploration (0/1)
[1 Hammers Passion]
-
Smoldering Core 2: Your life force is concentrated in your heart, rendering you somewhat gaunt but resilient to injuries anywhere but your weak point.
-
Kimono-Thing: Somewhere between a shrine priestess and a vagrant you'll find this alluring number for all your vagrant shrine priestess needs.
Gravity Hammer: A giant rocket-propelled hammer. Shockingly, it's wielded by a mage.
Weight of the First Sin: This red crystal smolders with inner heat. Holding it makes you feel tired, hot, and nervous.
VonNost (pw)
11/11 HP
[Gnawed Cancerous Jackal Ball Broodmother: You're a ponderous but lengthy lump of hideously warped jackalflesh. Jackal-things cling to you like leeches, gnawing mindlessly upon flesh until ordered otherwise by crude impulses, and more of them burst from your flesh from time to time.]
-
+6 Transmogrification (0/6)
+3 Flesh Magic (2/3)
+3 Vitamancy (0/3)
-
Warflesh 1: You are adept at wielding your own flesh as a weapon. You can more efficiently convert and wield your flesh in weaponized consistencies and shapes.
-
White Lab Coat: Lots of good things come from men in lab coats.
"Necessity": An ominous looking syringe, seemingly forged from heavily tarnished iron in an unsettlingly organic design. Eternally filled with potent anesthetic.
Bloody Heart: This pulsing red gemstone is carved into a stylized heart. It's warm to the touch, but the surface feels like liquid blood despite leaving no residue.
Erntrinsticia "From" Frombollywhotsit, Lady-witch of magnificence! (Egan)
11/11 HP
[Living Weapon of Envy: Gain strength from defeating foes and consuming their essence. Must fight and consume regularly or suffer morale penalties. Greatly increased personal combat ability. Sweet green tint to eyes, skin, and claws.]
-
+5 Corvid Magic (1/5)
+3 Death Magic (0/3)
+3 Fashion (0/3)
[1 Haggling Passion]
[1 Animal Handling]
-
Fashionable Witch Outfit: All black, all hat.
Lady Irstivfell the Raven: Very wise! Hence the obsession with shiny objects and tasty food.
Empty Sparkling Bottle: This tiny glass flask used to contain a glittering emerald liquid. Now it's just really classy.
5 Whiskey Biscuits: You think they're made of cactus fruit?
Turn 13: Rip And Tear
Jeffery basically just continues flailing and screaming.
[5] Jeffrey uses GIRLISH PANIC! It's super effective!
More specifically, you flail out of its grip like an inept but important horror story character, and the beast comes shambling after you.
+1 Charisma Passion
((Ah, alright then. Well, now I'm wondering if the moss monster can regrow the moss. If so, I really want to stuff it in a barrel and take it with us so I can harvest the moss later and in the village. It's like a grassy blob sheep of healing goodness.))
Amorphous goop? I can work with that, I think. Refine (3 Alchemy) the blob monster into a solid (2 Alchemy), easy to refine (1 Alchemy) state like the wraith essence, using my fists and taking advantage of the grip I already have on it (4 Brawling).
Also, whisper sweet nothings to my glowing mote to see if it has any effect on it. 2 Seduction. 1 Seduction Passion.
[4] You continue combat-refining the blob monster.
[2] Your coquettish mote resists your subtle advances. How scandalous!
It does sparkle in response, though, so you must be doing something right.
[1] The blob turns from its other shrieking victim to you, flailing uselessly as you slowly precipitate it into reagents.
Blob takes moderate damage!
+1 Moss Stuff
1 Seduction Passion spent: Seduction improves from +2 to +3!
Are we fighting something right now? I can’t tell.
I’d like to see if I can check what’s inside the boxes without having to open them, via metal magic powers.
Also, maybe check if my leaf stone’s magic is that it has antimagical properties.
[5] You can sort of see the insides of the boxes, but they're pretty incoherent. Maybe because you're not a mechanics guy, maybe because it's mysterious alien technology that doesn't do anything, but you can't figure out what's supposed to be going on in there.
Partially as a result, you also can't see what goodies, if any, are lurking within.
[5] It doesn't seem to be antimagical on its own, but you notice a sort of 'tug' that responds to some energies. It's likely not antimagical as such, but has an effect somehow related to interacting with certain kinds of magic.
+1 Metal
+1 Artifice
"I did. You have something that belongs to me." Devorae replied to the fairy. He was about to ask for it back when he thought better about it. "But I am curious. Are you the only fairy living in this gem? And what interest does my magic hold to you?"
Leadership: Then have the crabs get the sweet loot for their master.
Talk to the fairy.
[4] The crabs mournfully obey.
[5][1] Smashing one of the boxes yields...
...
That's a penis. It's a very large, mummified penis in a glass tube. You don't know why there's a mummified penis in a glass tube in a metal box in a mossy cavern, but that probably means it's important or valuable in some way. Or the universe is making dick jokes at you.
The crabs faintly snicker.
[3] The fairy pouts disdainfully, but deigns to answer your questions.
"Finders keepers. This delicious enchanting essence was directed at my gem, and it pleases me to keep it. I am, of course, the only spirit of beauty and perfection to inhabit my gem, which an oaf such as yourself has somehow come into possession of. It should at least be mounted upon a pendant or crown, rather than carried about in your pocket!"
+1 Penis
"Ahahahaha! I think I like this one!"
Sally forth and render foes down. Try getting some death essence to stick to my claws.
[3] You wade forward (somewhat literally) into the pink goo, threshing it like waves on a rocky shore. You're a little awkward at it, but still feel like you were born to do this.
You don't get useable amounts of death essence to stick to your claws.
Tear my way free! Bite! Claw! Throw jackals! This thing has huge guts, RIP AND TEAR!
Use flesh magic to weaponize my flesh. Knife claws, sword teeth, fur like razors, skin like steel!
[6] Unlike your companion, you handle the current foe by burrowing into it like a hungry maggot, flailing in a mad frenzy as you do so.
[4] Your flesh and implements harden.
+1 Savagery Passion
Between the two of you, the pink goo is reduced to a mucous coating over most of the chamber. It doesn't seem to be as dead as you intended, sluggishly congealing or sliding back into crevices, but none of what you can see is a coherent entity any more.
The chamber itself seems to be a hub of sorts, roughly spherical and lined with various doorways and doors. The walls are made of a dizzying mixture of pipes, plates, and contraptions you can't discern the nature of, leaving plenty of mystery levers, buttons, dials, switches, and things that might or might not be intended for manipulation.
The "main" path out seems to be a rather large hallway with periodic ridges for doors to block, currently wide open. A quick glance shows the brasslike doors seem to have slid up into the ceiling. At the end of the tunnel is another chamber containing some kind of glowing pink... something. Machinery or artifact, presumably, sitting atop a pedestal it might be a part of.
The other options are a good deal of twisting side tunnels, or attempting to get another door open. Notably, there's another door of the same size and shape that the open hallway would probably be blocked off by.
Ventaro Aureus (Beirus)
4/11 HP
[Tsundere Glowing Cobra: Best girl is winning!]
[Snakeblood: You've infused your own flesh with glowing snake venom. Now you don't have to worry about dying from glowing snake venom, and probably don't have to worry about side effects from this!]
[Purple Goo Tongue: It's sorta gelatinous?]
-
+6 Alchemy (1/6)
+4 Herbalism (1/4)
+4 Brawling (1/4)
+3 Seduction (0/3)
[1 Medicine Passion]
-
Slapdash Gumbo 1: You're adept at throwing whatever into a pot and hoping for the best. You can create potions with unpredictable effects out of highly questionable materials.
-
Normal Clothes: Green tunic, brown trousers, black leather boots. Downright mundane!
Everfull Flask: Put liquid in, slowly replenishes that liquid! Empty fully to replace with new liquid.
Glowing Mote: This spherical object glows with a brilliant yellow light. You feel like there's more to it, but aren't sure how you'd check. You've managed to pull a glowing toothpick out with your tongue, though, so that's something.
Dusty Wraith Essence: Refined from Wraiths! Not Nightmares! Nobody said nightmares, it was always wraiths! Perfectly safe, cleans right up.
Strange Elixir: Deep purple sludge with a bit of sparkliness to it. Made from glowing toothpicks and tree goo. Intended to be a potent healing potion, unsure what it actually does. Missing a sip, a quarter, and a drop.
Pure Regenerative Slime: Only the finest of moss-monster essence has gone into this sticky neon green muck. It should prove an exceedingly potent regenerative ingredient.
Moss Stuff: Refined from moss monster. Feels like green soap.
Devorae the Devoted (Caellath)
11/11 HP
[Melded Taint: A terrible corruption lurks within you, too spread out and integrated to be immediately noticeable. What you can't see still occurs, however.]
[Peasant Mistrust: The peasantry sullenly thinks you don't value them as people. You're not sure how to persuade them to not take so much offense at the truth.]
[Necromantic Thermometer (-1 Necromancy): Keeps an eye on the taint suffusing you.]
-
+6-1 Necromancy (3/6)
+3 Leadership (1/3)
[LOCKED 3] +3 Enchantment (2/3)
+1 Maces (0/1)
[1 Throwing Passion]
-
Shackles of the Grave 3: Those who fall by your hand are cursed to wander the land under your thrall. Creatures you slay with necromancy tend to return as vengeful but enslaved revenants.
-
Noble Crimson and Gold Military Attire: Includes fancy hat so you know who to take orders from.
Fancy Scepter: Hardened to a proper weapon by an enchantment.
Mad Dosh: This fancy-looking chest is filled to the brim with gold coins bearing Devorae's benevolent face.
Prismatic Gem: This smooth crystal shifts through all the colors of the rainbow in beautiful cascades. You could swear the pattern's reacted to you a few times, but you're unable to repeat the event.
Penis: This mummified penis in a glass cylinder is probably valuable or something.
Tentacled Wight Crabs
-Fairly resilient
-Mournful tale of opposing the Dark One and falling
-Looking for hero to free them from their curse
Jeffery Kentwood (Coolrune)
4/11 HP
-
+6 Summoning (0/6)
+4 Spears (0/4)
+3 Metal Magic (0/3)
[1 Geology Passion]
[1 Herbalism Passion]
[1 Charisma Passion]
-
Douchebag Jacket: He's presumably wearing pants or something too, but GODS what an asshole.
Amulet of Farsight: Like a telescope but WIZARDS!
[USURPED?] Icy Shard: This bright blue crystal shard is ice cold to the touch. You get strange feelings of enthusiasm when holding it for too long.
Metallic Spearcrabs
-Small but fierce!
Erin Quill (Glass)
11/11 HP
[Maimed: Fallen Hero's Limp: You walk with a limp from that one time a horrifying flesh amalgamation went apeshit on your dramatically billowing in the wind ass. Mobility and inspiration suffer.]
[Protein-Calcium Consulate: You and your skeleton serveas dual consuls in joint rulership of your body.]
[Nine-Toed: You don't wanna talk about it.]
-
+5 Artifice (1/5)
+3 Metal Magic (2/3)
+3 Air Magic (1/3)
+2 Crystalguns (1/2)
[1 Diplomacy Passion]
[1 Statecraft Passion]
[1 Tactician Passion]
-
Trickshot 1: You have a knack for hitting small objects at improbable angles. Not to deal damage or anything, just for knocking cards out of people's hands or lighting their cigar from a distance.
Dramatic Breeze 1: A gentle breeze seems to billow your hair and clothing dramatically. You are more inspiring to allies and more of a target to enemies.
Flenser 1: You're adept at striking across foes rather than through them, shredding flesh and rending soft tissues. You may deal more damage to soft targets.
-
Labcoat: Also pants.
Cloudstopper: This overly crystal-y gun-thing shoots shards of crystalline magic at targets.
Leaf Stone: This brown stone has what looks like an imprinted fern on one side. You're quite certain it's magical somehow, but it seems almost suspiciously unreactive to anything you've been able to expose it to.
Anna Greenbell (Sheyra)
8/11 HP
[Core Husk: Your body is just a husk. Your real essence lies in your heart. You can expand your life force out to restore your body to life, but any damage to your body while doing so will greatly damage your life force.]
-
+7 Vitamancy (1/7)
+3 Destruction (1/3)
+3 Protection (2/3)
+1 Exploration (0/1)
[1 Hammers Passion]
-
Smoldering Core 2: Your life force is concentrated in your heart, rendering you somewhat gaunt but resilient to injuries anywhere but your weak point.
-
Kimono-Thing: Somewhere between a shrine priestess and a vagrant you'll find this alluring number for all your vagrant shrine priestess needs.
Gravity Hammer: A giant rocket-propelled hammer. Shockingly, it's wielded by a mage.
Weight of the First Sin: This red crystal smolders with inner heat. Holding it makes you feel tired, hot, and nervous.
VonNost (pw)
11/11 HP
[Gnawed Cancerous Jackal Ball Broodmother: You're a ponderous but lengthy lump of hideously warped jackalflesh. Jackal-things cling to you like leeches, gnawing mindlessly upon flesh until ordered otherwise by crude impulses, and more of them burst from your flesh from time to time.]
-
+6 Transmogrification (0/6)
+3 Flesh Magic (2/3)
+3 Vitamancy (0/3)
[1 Savagery Passion]
-
Warflesh 1: You are adept at wielding your own flesh as a weapon. You can more efficiently convert and wield your flesh in weaponized consistencies and shapes.
-
White Lab Coat: Lots of good things come from men in lab coats.
"Necessity": An ominous looking syringe, seemingly forged from heavily tarnished iron in an unsettlingly organic design. Eternally filled with potent anesthetic.
Bloody Heart: This pulsing red gemstone is carved into a stylized heart. It's warm to the touch, but the surface feels like liquid blood despite leaving no residue.
Erntrinsticia "From" Frombollywhotsit, Lady-witch of magnificence! (Egan)
11/11 HP
[Living Weapon of Envy: Gain strength from defeating foes and consuming their essence. Must fight and consume regularly or suffer morale penalties. Greatly increased personal combat ability. Sweet green tint to eyes, skin, and claws.]
-
+5 Corvid Magic (1/5)
+3 Death Magic (0/3)
+3 Fashion (0/3)
[1 Haggling Passion]
[1 Animal Handling]
-
Fashionable Witch Outfit: All black, all hat.
Lady Irstivfell the Raven: Very wise! Hence the obsession with shiny objects and tasty food.
Empty Sparkling Bottle: This tiny glass flask used to contain a glittering emerald liquid. Now it's just really classy.
5 Whiskey Biscuits: You think they're made of cactus fruit?
Turn 14: It's What's Inside That Counts
Hmm obvious hallway with doors that can slam down and trap us, or confused mess of other tunnels.
Use flesh magic to connect a fleshy tendril to one of my Jackals that lets me remote control him and see through his eyes.
Then walk that jackal down the hall with the open doors and glowing things. If anything jumps onto it or otherwise seems to be attacking it, sever the connection on my end. Don't want to have some mind control magic crawling back into me or anything.
[1] The tendrils work the wrong way, turning you from a jackal mothership to a jackal hivemind mothership.
Fortunately the jackals mostly want you to KILL so there's not much difference.
Your jackal fleet leads you down the main hallway, which despite their lack of caution (or rather, despite considering staying close to the mothership cautious) doesn't result in any sudden confinement. The chamber at the end is a little small, though, and contains a glowing pink... thing as you originally ascertained. What that thing is is a little harder to parse; it seems to be some kind of spherical container filled with sloshing pink fluid or sloshing pink energy gyrating in a spherical motion, but the bright light and rapid movement makes it hard to tell what the stuff is or what, if anything, is directing or constraining its movement.
+1 Flesh
Now Hivemind Carrier in addition to all that other stuff
Whichever way appears to not be the critical path. Got things to kill and absorb, you know.
[4] You wriggle into a side passage, more of a navigable cubby hole really, and emerge into a sort of grimy alleyway. The walls and floor here are tarnished or soot-covered, and a moment later screaming faces begin clawing their way out of them and towards your succulent flesh. You'd guess they're spirits of some sort, but you feel like that counts for devouring purposes so mission accomplished!
Now that Jeffery has escaped immediate death and has calmed down somewhat, he quickly orders the metallic spearcrabs to attack the mossy blob.
While they do that, he observes the blob carefully, using his herbalism passion to augment his understanding. Is it just moss? Is it a specific kind of moss? Can the moss be used for anything other than stealing Icy Shards?
[5] The metallic spearcrabs have a pretty epic battle, really. They can't do a lot with their tiny spears, but they don't let that stop them, hacking and jabbing furiously at the beast's ankles, scaling its legs to get a better angle, recovering after being shaken off, and ultimately finding and exploiting the beast's weak spot in its frost gem. Which is about as large as they are, so getting it out of there is no small feat.
Of course, now they expect a reward for the completion of their glorious quest. You could let them keep the shard, but then you couldn't keep the shard.
[2] The moss collapses shortly thereafter, and appears to be of low quality. Whether that's because it's dead, because that other guy kept leeching alchemically reactive goo out of it, something to do with the gem or battle damage, or because it was always low quality shard thieving moss, you couldn't say.
Try to use my metal magic to open one of the boxes from a distance. I don’t know what might come out of them and I’d like to be safely distant from them before attempting to mess with them.
Consult my skeleton on present actions that may be worthwhile, using a - Statecraft? Tactician? Diplomacy? Maybe all of them - passion in doing so.
[4] You burst one of them like a very reluctant pinata, revealing...
[3] ...a couple lumps of green glass? You guess you could carve them into something neat...
[2] You ask your skeleton about potential courses of action, and it recommends cleansing the flesh from your allies to usher in a brilliant new world of calcium perfection. You amend that you were more thinking of which way to go, but it insists that what you really want is calcium perfection.
You begin wondering if maybe you should pick a path before it starts picking your allies' tender meats.
+3 Raw Green Glass
One diplomacy, statecraft, tactician passions spent: All increase from +0 to +1!
This combat-refining seems to be working, so let's keep going with that. I'm gonna make the first magic-ish bar of soap those peasants back home have probably ever seen. Heck, it may be the first bar of soap they've ever seen. 6 Alcjemy, 4 Herbalism, 4 Brawling, 1 Brawling Passion.
Continue whispering honeyed words to my mote to seduce it to help me out or defend me against the moss monster. 3 Seduction.
[5] Tiny metallic crabs pry the frost gem out of the moss beast, allowing you to lift it over your head and shout loudly as it dissolves into wispy junk moss and delicious moss essence, or whatever this stuff is.
[6] You keep seducing the mote, which results in accidentally cutting your tongue. On the bright side, you're getting pretty good at extracting tiiiiiiiny little glowing weapons from it.
+1 Alchemy
1 Brawling Passion Spent: No increase
Harvester's Grip 1: You're adept at holding down victims in a way that lets you harvest their delicious and valuable parts.
+1 Moss Stuff
+1 Seduction
The nerve. "Well, your behavior is reprehensible and highly unladylike. What can you even offer me in return for any benefits I can give you?" Devorae asked, gesturing for the crabs to keep looting.
Leadership: Have the crabs continue getting sweet loot for their master.
Keep talking to the fairy.
[2] The crabs bring you back a handful of iron coins, a live mouse in a gilded wheel connected to a rotating peg, and a massive but empty stone jar with an image of a fish carved on it. Your crabs look a little fat but insist the jar was empty when they found it. One burps while explaining that's all the boxes.
"Hmph! As if you'd know any ladies.
Naturally, I can heal and beautify those I deem worthy."
+Iron Coins
+Strange Mouse Wheel
+Empty Large Stone Pot
With the boxes looted (and the , the group has a few options.
They could, of course, turn around and go home.
They could go towards the wetter end of the cavern, likely leading to water.
They could go towards the dryer end of the cavern, which Devorae's crabs say leads to mossy caverns.
Ventaro Aureus (Beirus)
4/11 HP
[Tsundere Glowing Cobra: Best girl is winning!]
[Snakeblood: You've infused your own flesh with glowing snake venom. Now you don't have to worry about dying from glowing snake venom, and probably don't have to worry about side effects from this!]
[Purple Goo Tongue: It's sorta gelatinous?]
-
+6 Alchemy (2/6)
+4 Herbalism (1/4)
+4 Brawling (0/4)
+3 Seduction (1/3)
[1 Medicine Passion]
-
Slapdash Gumbo 1: You're adept at throwing whatever into a pot and hoping for the best. You can create potions with unpredictable effects out of highly questionable materials.
Harvester's Grip 1: You're adept at holding down victims in a way that lets you harvest their delicious and valuable parts.
-
Normal Clothes: Green tunic, brown trousers, black leather boots. Downright mundane!
Everfull Flask: Put liquid in, slowly replenishes that liquid! Empty fully to replace with new liquid.
Glowing Mote: This spherical object glows with a brilliant yellow light. You feel like there's more to it, but aren't sure how you'd check. You've managed to pull a glowing toothpick out with your tongue, though, so that's something.
Dusty Wraith Essence: Refined from Wraiths! Not Nightmares! Nobody said nightmares, it was always wraiths! Perfectly safe, cleans right up.
Strange Elixir: Deep purple sludge with a bit of sparkliness to it. Made from glowing toothpicks and tree goo. Intended to be a potent healing potion, unsure what it actually does. Missing a sip, a quarter, and a drop.
Pure Regenerative Slime: Only the finest of moss-monster essence has gone into this sticky neon green muck. It should prove an exceedingly potent regenerative ingredient.
2 Moss Stuff: Refined from moss monster. Feels like green soap.
Devorae the Devoted (Caellath)
11/11 HP
[Melded Taint: A terrible corruption lurks within you, too spread out and integrated to be immediately noticeable. What you can't see still occurs, however.]
[Peasant Mistrust: The peasantry sullenly thinks you don't value them as people. You're not sure how to persuade them to not take so much offense at the truth.]
[Necromantic Thermometer (-1 Necromancy): Keeps an eye on the taint suffusing you.]
-
+6-1 Necromancy (3/6)
+3 Leadership (1/3)
[LOCKED 3] +3 Enchantment (2/3)
+1 Maces (0/1)
[1 Throwing Passion]
-
Shackles of the Grave 3: Those who fall by your hand are cursed to wander the land under your thrall. Creatures you slay with necromancy tend to return as vengeful but enslaved revenants.
-
Noble Crimson and Gold Military Attire: Includes fancy hat so you know who to take orders from.
Fancy Scepter: Hardened to a proper weapon by an enchantment.
Mad Dosh: This fancy-looking chest is filled to the brim with gold coins bearing Devorae's benevolent face.
Prismatic Gem: This smooth crystal shifts through all the colors of the rainbow in beautiful cascades. You could swear the pattern's reacted to you a few times, but you're unable to repeat the event.
Penis: This mummified penis in a glass cylinder is probably valuable or something.
Iron Coins: Grimy and you don't recognize the markings. Probably not very valuable.
Strange Mouse Wheel: Includes live mouse! Wheel itself seems to be made of gold, the rest of the contraption you're less sure of.
Empty Large Stone Pot: Big enough to fit a person inside. Or a lot of food.
Tentacled Wight Crabs
-Fairly resilient
-Mournful tale of opposing the Dark One and falling
-Looking for hero to free them from their curse
Jeffery Kentwood (Coolrune)
4/11 HP
-
+6 Summoning (0/6)
+4 Spears (0/4)
+3 Metal Magic (0/3)
[1 Geology Passion]
[1 Herbalism Passion]
[1 Charisma Passion]
-
Douchebag Jacket: He's presumably wearing pants or something too, but GODS what an asshole.
Amulet of Farsight: Like a telescope but WIZARDS!
[USURPED?] Icy Shard: This bright blue crystal shard is ice cold to the touch. You get strange feelings of enthusiasm when holding it for too long.
Metallic Spearcrabs
-Small but fierce!
Erin Quill (Glass)
11/11 HP
[Maimed: Fallen Hero's Limp: You walk with a limp from that one time a horrifying flesh amalgamation went apeshit on your dramatically billowing in the wind ass. Mobility and inspiration suffer.]
[Protein-Calcium Consulate: You and your skeleton serveas dual consuls in joint rulership of your body.]
[Nine-Toed: You don't wanna talk about it.]
-
+5 Artifice (1/5)
+3 Metal Magic (2/3)
+3 Air Magic (1/3)
+2 Crystalguns (1/2)
+1 Diplomacy (0/1)
+1 Statecraft (0/1)
+1 Tactics (0/1)
-
Trickshot 1: You have a knack for hitting small objects at improbable angles. Not to deal damage or anything, just for knocking cards out of people's hands or lighting their cigar from a distance.
Dramatic Breeze 1: A gentle breeze seems to billow your hair and clothing dramatically. You are more inspiring to allies and more of a target to enemies.
Flenser 1: You're adept at striking across foes rather than through them, shredding flesh and rending soft tissues. You may deal more damage to soft targets.
-
Labcoat: Also pants.
Cloudstopper: This overly crystal-y gun-thing shoots shards of crystalline magic at targets.
Leaf Stone: This brown stone has what looks like an imprinted fern on one side. You're quite certain it's magical somehow, but it seems almost suspiciously unreactive to anything you've been able to expose it to.
3 Raw Green Glass: Kinda neat, but not exactly weapons grade.
Anna Greenbell (Sheyra)
8/11 HP
[Core Husk: Your body is just a husk. Your real essence lies in your heart. You can expand your life force out to restore your body to life, but any damage to your body while doing so will greatly damage your life force.]
-
+7 Vitamancy (1/7)
+3 Destruction (1/3)
+3 Protection (2/3)
+1 Exploration (0/1)
[1 Hammers Passion]
-
Smoldering Core 2: Your life force is concentrated in your heart, rendering you somewhat gaunt but resilient to injuries anywhere but your weak point.
-
Kimono-Thing: Somewhere between a shrine priestess and a vagrant you'll find this alluring number for all your vagrant shrine priestess needs.
Gravity Hammer: A giant rocket-propelled hammer. Shockingly, it's wielded by a mage.
Weight of the First Sin: This red crystal smolders with inner heat. Holding it makes you feel tired, hot, and nervous.
VonNost (pw)
11/11 HP
[Gnawed Cancerous Jackal Ball Broodmother Hivemind Carrier: You're a ponderous but lengthy lump of hideously warped jackalflesh. Jackal-things cling to you like leeches, gnawing mindlessly upon flesh until ordered otherwise by crude impulses, and more of them burst from your flesh from time to time. The jackals are connected to you by fleshy tendrils that allow them to communicate through and control you.]
-
+6 Transmogrification (0/6)
+3 Flesh Magic (3/3)
+3 Vitamancy (0/3)
[1 Savagery Passion]
-
Warflesh 1: You are adept at wielding your own flesh as a weapon. You can more efficiently convert and wield your flesh in weaponized consistencies and shapes.
-
White Lab Coat: Lots of good things come from men in lab coats.
"Necessity": An ominous looking syringe, seemingly forged from heavily tarnished iron in an unsettlingly organic design. Eternally filled with potent anesthetic.
Bloody Heart: This pulsing red gemstone is carved into a stylized heart. It's warm to the touch, but the surface feels like liquid blood despite leaving no residue.
Erntrinsticia "From" Frombollywhotsit, Lady-witch of magnificence! (Egan)
11/11 HP
[Living Weapon of Envy: Gain strength from defeating foes and consuming their essence. Must fight and consume regularly or suffer morale penalties. Greatly increased personal combat ability. Sweet green tint to eyes, skin, and claws.]
-
+5 Corvid Magic (1/5)
+3 Death Magic (0/3)
+3 Fashion (0/3)
[1 Haggling Passion]
[1 Animal Handling]
-
Fashionable Witch Outfit: All black, all hat.
Lady Irstivfell the Raven: Very wise! Hence the obsession with shiny objects and tasty food.
Empty Sparkling Bottle: This tiny glass flask used to contain a glittering emerald liquid. Now it's just really classy.
5 Whiskey Biscuits: You think they're made of cactus fruit?
Everyone is now active again. If this proves too much to handle we may have EXCITING GAMES to win FUN PRIZES again, but I suspect we've bled off enough interest to not have to worry.
Archimedes (FallacyofUrist)
11/11 HP
[Maimed: Shattered Skeleton: Your skeleton's been fractured in an alarming number of places, rendering you even more of a decrepit old man than usual.]
[Living Skeleton: Your skeleton is moving of its own accord, taking you for the ride or requiring likely-traumatic resistance.]
[Medicinal Harmony: Your skeleton is largely reinforced and stabilized. Aggressive movement might damage this, while time and medicine may speed its progression to full recovery.]
-
+5 Returnamancy (1/5)
+3 Alchemy (0/3)
+4 Medicine (0/4)
[1 Butcher Passion]
-
Green-Painted Robes: Probably not an intentional dye job.
Mourning Ring: Black stone with a purple gem. Commemorates a lost loved one.
Dark Ice: This fist-sized chunk of crystal is a deep blue, fading to black in the center. It feels ice cold to the touch and you get a sense of vertigo staring into its depths.
5 Containerless Mystery Sludge: Probably a result of your Curse of Recompense, degrading the abomination into valuable parts as it damaged others. You're... not sure how this stuff is valuable. But then, you're not sure how you're going to store it, so what do you know!
Elen Farley (Hotfire)
11/11 HP
[10/10 Barrier: Nothing gets in or out!]
[Lifeloop: Life force being constantly cycled. Not immediately harmful, but certainly rather unnatural and strange.]
-
+5 Vitamancy (0/5)
+3 Flesh Magic (2/3)
+3 Fire Magic (0/3)
+2 Necromancy (0/2)
-
Dark Green Robe
Supersaver Potion Pack: This dubious looking sack is filled with dubious looking potions.
Ruby Vial: This faceted red crystal vial is filled with vibrantly glowing red liquid. You're unsure what it does, but smelling it made you ravenously hungry and alarmingly dizzy.
Evelyn "Auntie Adams" Adams (The Lupanian)
11/11 HP
[Embattled Jackal Queen: The jackals bow to you as their leader, and thus the one most responsible for acquiring them delicious meats. Several prominent Jackal Senators question your rule.]
-
+5 Life Magic (0/5)
+3 Flesh Magic (1/3)
+3 Bone Magic (1/3)
+1 Wrestling (0/1)
[1 Animal Handling Passion]
-
Normal Person Traveling Clothes
Super Savings Anaesthetic: This hefty jug of industrial-strength knockout drug raises some unsettling questions.
Everbloom: This ball of bronze roots or vines keeps sprouting delectable looking berries inside. You haven't tried one yet, but they smell fragrant and feel juicy.
Erik the Ninja (Maximum Spin)
11/11 HP
-
+6 Ninjaturgy (3/6)
+3 Lightning Magic (0/3)
+3 Shurikens (0/3)
[1 Leadership Passion]
-
Ninja Outfit: Kind of drab, so probably the mook kind.
Shurikens: A bag of pointy metal throwing stars. You'd like to keep them in something a little more dignified and ninjalike than a cloth sack, but belt pouches are too small to hold them all.
Ninja Artifact: A ninja sword fused to its scabbard. The nonfunctionality makes it extra spiritual!
Sandstone Charm: This palm-sized beige stone slate is dense with indecipherable heiroglyphics. You're certain it's an item of power, but your efforts to unleash it have so far proven futile.
Mordre Deepstone (Derm)
11/11 HP
[Flayed: Your skin has been scraped off by heavy stones. It's very painful but does not interfere with mining, drinking, or arsekicking, so you're not sure why you'd care.]
-
+5 Stone Magic (3/5)
+3 Masonry (2/3)
+3 Necromancy (2/3)
-
Sturdy Dwarf Attire: Boots and shoes, two trousers, and a deep blue tunic.
Heirloom Chisel: The chisel is made of trifle pewter. The handle is made of ilmenite. On the item is an image of Mordre's heirloom chisel in trifle pewter. On the image of Mordre's heirloom chisel is an image of Mordre's heirloom chisel in ilmenite.
Mossy Mushroom: You can smell the magic on this mossy, deep blue mushroom, but other than the moss constantly growing you're unsure what it does.
7 Sandstone
1 Crude Stylized Sandstone Statue. The statue depicts Mordre Deepstone being entombed alive.
Smith (Yottawhat)
11/11 HP
[Mildly Blinded: Afterimages of racks of metal tools make concentrating difficult.]
-
+6 Metal Magic (1/6)
+3 Animation (1/3)
+3 Blacksmithing (0/3)
[1 Negotation Passion]
-
Rusted Fancy Metal Armor: Nothing suspicious about this!
Formallic Hammer: An enchanted hammer that can pound ore into refined metal.
Whispering Heart: This deep purple gemstone makes your skin crawl when touched. You can hear a faint whispering sound when you hold your ear close, but can't make out what, if anything, it sounds like.
Pure Golemetal Spear: An excessively long pointed rod of bronzelike metal that seems to glow with an inner brilliance. The metal is resistant to impurity or corruption, and seems drawn slightly to living flesh.
6 Ragged Golemmetal Chunks
3 Mangled Golemmetal Chunks
Hrodpreht (RNG)
11/11 HP
[Incomprehensible Screaming Goo: Mixed with Doomcrow. It's not pretty.]
-
+5 Dagon Worship (3/5)
+3 Teaching (0/3)
+3 Summoning (0/3)
[1 Mining Passion]
-
White Robes: Good guys wear white, so you can trust him!
Idol of Father Dagon: For some reason none of the other mages are thrilled about this.
Seething Heart: This red stone blazes with an intense inner light. Staring into it consumes you with a terrible urge to feast on your fellows. You have thus far refrained from doing so.
Lord Doombeak the Annihilator (Eldritch Doomcrow)
6/6 HP
[RAVENING: MUST DEVOUR DELICIOUS CULTIST]
+6 Life Drain
Akari Elleison (Tiruin)
11/11 HP
-
+5 Protection (1/5)
+3 Life Magic (1/3)
+3 Glow Magic (1/3)
[1 Research Passion]
-
Traveling Scholar's Outfit
Heirloom Amulet: Translucent orb on a chain, handy for refracting and focusing light.
Eye of Shadow: This shadowy black sphere has indistinct edges, and feels soft to the touch. A green light sometimes appears, shifts across the surface, and then disappears, but you can't tell what it is or does.
-Unaffiliated-
Li Kao (Pancaek)
11/11 HP
[Terrible Omen: A mysterious spirit of the dead didn't seem to like you much. Could be a sign.]
[Shadow Grapple: It's got your leg!]
-
+5 Chi magic (2/5)
+4 Wuxia (1/4)
+3 Life Magic (0/3)
[1 Socialization Passion]
-
Whirlwind 3: You blow through lesser opponents like the wind blows through long grasses. You deal bonus damage against swarm type enemies.
-
Grey Martial Arts Outfit
Tea Set: A pot and two cups. No one's sure if the pot is enchanted or the old man is incredibly wily, but it's always full of delicious hot tea when needed.
Stress Ball: This leathery yellow ball is adorned with strange looking runes. You can squeeze it when angry.
-Unaffiliated-
Xiaoli Wind-Foot (Sir Elventide)
11/11 HP
-
+5 Pneumomancy (0/5)
+3 Enchantment (0/3)
+3 Archery (0/3)
-
Turquoise Robes
Eversprout Bow: This bow grows new arrows so long as it has water. Likes fertilizer too, if you're in a hurry.
Obsidian Censer: This heavy obsidian censer feels like it'd make a better weapon than religious instrument.
-Unaffiliated-
Xiaoli Wind-Foot (Sir Elventide)
11/11 HP
-
+5 Pneumomancy (0/5)
+3 Enchantment (0/3)
+3 Archery (0/3)
-
Turquoise Robes
Eversprout Bow: This bow grows new arrows so long as it has water. Likes fertilizer too, if you're in a hurry.
Obsidian Censer: This heavy obsidian censer feels like it'd make a better weapon than religious instrument.
"I wonder if there are any villages out here," Xiaoli wondered as she stood on an outcropping, staring at the strange massive pillar of unreality in the distance. "Perhaps I should prepare before I go any further,"
1. Make an enchanted censor flail.
+1 Enchanting: Make it lighter.
+1 Enchanting: Make it cause knockback.
2. Make an air shield.
+Pneumomancy: Make it tough.
+Pheumomancy: Make it able to deflect enemy projectiles.
I'm gonna assume that I'm still in the Blacksmith's shop.
Use my Negotiation passion and convey my want to create tools for the village via poking the drunken blacksmith with the blunt end of my Golemetal Rod if he tries to interfere with my smithery.
BLACKSMITH +3
-Make a farming tool. A tool used for farming.
-Make another farming tool. A type of tool farmers use to farm with .
-Make a third farming tool. A special type of tool that, depending on the user's temperament, can function as a farming tool.
METAL +6
-Shape the metal from the Golem chunks into farming shaped implements.
-Above +1
-Above +2
-Durable
-Lightweight
-Non conductive
Name: Will Wilson
Description: Other than his tie-dye robes and hat, he looks pretty normal.
Primary Skill: Plant Magic +5
Secondary Skills: Vitamancy +3, Transmutation +3
Precious Item: A monocle that provides up to 3x magnification when worn.
Backstory: While en route to the capital, Will noticed the increase in unreality and decided that this village is a good place to stay until the apocalypse blows over.
Turn 15: Items of Power
I'll also keep using comic sans.
There are limits, man! LIMITS!
Jeffery mulls over the question of rewarding his summons for a moment. He hesitantly states, "As a reward, you all uhh... will get a name! Because not having a name is really inconvenient, and thus naming you all is a very good reward. Mmmhmm. Yep."
He then sets about the absolutely monumental task of naming each individual small crab.
He also caresses his Icy Shard, cooing gently to it in an affectionate manner. He's missed it.
[5] The spearcrabs chitter with joy at receiving honorable names for their glorious victory.
[2] You immediately drop it again. Despite your admonitions of shitshitshitshitshit you fish it out of the water quickly and without incident.
+1 Charisma Passion
"Well, that was fun. We should probably catch up with the others though."
Focus on recovering my health or otherwise healing myself. +1 Medicine Passion if it can apply.
Catch up with the others while alchemically analyzing the moss stuff to figure out what I can do with it. 6 Alchemy, 4 Herbalism.
Also, vote for going to the moss cavern.
And see if Anna would be able to conjure up a solid, pure vitamantic/healing essence for me to make a potion with, once I catch up to the group.
[3] You heal up okay.
[1] You assume Anna could easily conjure up healing essence, but that it would probably anger the screaming void eels that lurk just beneath the surface of reality. Then again, you're not an expert and you bungle your attempts to ask her by calling her "Corpse Girl."
+1 Seduction
1 Medicine Passion Spent: Medicine improves from +0 to +1!
Use flesh magic to reassert control. I control the flesh around here, thank you very much.
If it doesn't work, use second action to try it again. If it does work, toss a jackal into the pink stuff and see what happens.
[4] You offload some of your consciousness to the jackals, allowing you to control yourself while being controlled. It's a very peculiar arrangement.
You throw a jackal into the ball. It sort of catches and starts being spun around in what you can now tell is goo (or very coherent energy). The spinning seems to slow down and become more erratic with a tethered jackal in it, and the pink light filling the room dims.
[3][2] The jackal, on the other hand, bloats up into a cancerball. You're not sure why, though from your connection/personal experience it doesn't seem especially distressed.
Hivemind Carrier -> Reverse Hivemind Carrier
Maybe I can use the green glass as an artifice focus at some point. *shrug*
Artifice, check if the glass has any magical properties (or could be enchanted easily).
Diplomatically ask if I may talk to the fairy.
I vote we go to the wetter end. We can get fish.
[1] In your experience, enchanting glass is an excellent way to take a cannonshot of shrapnel to the face. You may have gotten a little overambitious with a porthole once.
[3] You're not sure if you should be asking Devorae or the fairy, but the fairy responds.
"One such as you may approach me with a suitable offering," she declares haughtily, waving a hand dismissively.
+1 Artifice
-Unaffiliated-
Xiaoli Wind-Foot (Sir Elventide)
11/11 HP
-
+5 Pneumomancy (0/5)
+3 Enchantment (0/3)
+3 Archery (0/3)
-
Turquoise Robes
Eversprout Bow: This bow grows new arrows so long as it has water. Likes fertilizer too, if you're in a hurry.
Obsidian Censer: This heavy obsidian censer feels like it'd make a better weapon than religious instrument.
"I wonder if there are any villages out here," Xiaoli wondered as she stood on an outcropping, staring at the strange massive pillar of unreality in the distance. "Perhaps I should prepare before I go any further,"
1. Make an enchanted censor flail.
+1 Enchanting: Make it lighter.
+1 Enchanting: Make it cause knockback.
2. Make an air shield.
+Pneumomancy: Make it tough.
+Pheumomancy: Make it able to deflect enemy projectiles.
[4] You apply the enchantments, but they don't seem to "attach" very well. Typically that's caused by either peculiar qualities of the material or existing power not leaving any room for further enhancements. You suspect your enchantments will be prone to slipping off and dissipating when used.
[4] You wreathe yourself in a shield of air. Maintaining such a shield will prevent you from using your air magic elsewhere, and without using enchantment to stabilize it will likely require concentration as well.
Obsidian Censer -> Loosely Enchanted Light Obsidian Censer of Knockback
Air Shield
Burn my way through the barrier.
If the barrier is still there, overload it with necromancy and vitamancy, otherwise use vitamancy to turn my lifeloop into a reservoir that stores any excess life force I may gather.
[3] You burn through some of it, but it doesn't seem especially flammable and it's hard to work with searing heat in enclosed spaces.
[5] You channel alternating vitamancy and necromancy through the barrier until it destabilizes and explodes spectacularly. Without exploding you! Truly you are a genius.
Barrier destroyed
+1 Necromancy Passion
Barf a death laser at them while tearing them apart.
[3] Your death lasers come out sort of tepid, more like death vomit. It does seem to melt them, though, which is nice because normally spirits aren't terrible afraid of death lasers.
[4] Your claws, on the other hand, are quite effective, and you feel elated at defeating and consuming prey.
Soon enough, there's no more screaming wall spirits and you're still hungry. You're in a sort of awkward alley-thing; the walls here are tall, irregular blocks of smooth stone, set closely together to form angular branching passages.
Spirits devoured
I'm gonna assume that I'm still in the Blacksmith's shop.
Use my Negotiation passion and convey my want to create tools for the village via poking the drunken blacksmith with the blunt end of my Golemetal Rod if he tries to interfere with my smithery.
BLACKSMITH +3
-Make a farming tool. A tool used for farming.
-Make another farming tool. A type of tool farmers use to farm with .
-Make a third farming tool. A special type of tool that, depending on the user's temperament, can function as a farming tool.
METAL +6
-Shape the metal from the Golem chunks into farming shaped implements.
-Above +1
-Above +2
-Durable
-Lightweight
-Non conductive
[4] You pour your heart out to the smith, explaining your deep desire to forge farming tools for the good of the village and the glory of the craft. A single tear rolls down his cheek and he lets you use his forge.
[6] You forge your golemmetal into four giant but lightweight farming tools- the Hoe of Tilling, the Scythe of Agriculture, the Plow of Farming, and the Shovel of Cultivation. With these mighty tools, you expect a sufficiently skilled farmer to farm really hard.
There is an odd note regarding the conductivity, though- while you seem to reduce their willingness to conduct heat and electricity, it feels like that transfers to some other type of conductivity. If you're lucky they're conductive to enchanting and will hold enchantments better. If you're unlucky they're conductive to souls and you'll have some kind of shambling zombie apocalypse in a few weeks.
+1 Blacksmithing
1 Negotiation Passion Spent: Negotiation improves from +0 to +1!
Most golemmetal used to create The Four Farming Implements
((EVERYONE IS ACTIVE :D))
Protect up this village--Akari was busy providing foundations for its protection! (Making Glowing warning scouts or 'wisps', spending 1 passion in order for these wisps to subsist on darkness for sustenance [like being nocturnal])
[3] You make glowing wisps that drift around at night, but they're a little lackluster as a scouting or warning system. They mainly just attach to moving things and start glowing brightly while draining tiny amounts of essence from them, which is a decent way to warn of incoming monsters and annoy incoming travelers.
Glowing Wisps created
1 Glow Passion spent: No increase
"It could well be that it has been too long since I have seen one, and your presence here could change that situation." Devorae replied, not in the mood to be too pleasant and flattering since he was dealing with a fairy with a bad case of swollen head. He was the one in power, not a pixie with an overgrown ego.
"Now, I could be mistaken and we could only have gotten to a bad start. I would be inclined to treat a lady like one given pleasant talk. To start with, what is your name? I am Lord Devorae the Devoted, and I am curious about our residence in this gem that now sits as part of my hoard. I also wonder how you gauge 'worthiness'."
Mossy caverns it is.
Leadership: Have the crabs scout ahead and valiantly fight and/or die in case trouble presents itself. Necromancy: try to spit the taint out once more.
Keep talking to the fairy. Try to tug the Enchantment power back.
"You may call me Priscilla," she announces, with all the humility of a giant solid gold statue of herself.
"As for my presence here, this is what is referred to as a Spirit Stone. It allows for the focusing and containment of entities such as myself, though most contain spirits far more banal than I. As I'm sure you can tell, a being as radiant as myself is an avatar of beauty and vitality.
Oh yes. That ability to focus ambient energies is also what permits me to requisition your enchanting powers so readily. It's quite beautiful and I'm sure I can find a use for it.
As for worthiness, obviously the most beautiful and healthy are the most worthy."
She glances you over. "I suppose you are passable on those fronts."
You tug on your enchanting, but it remains firmly anchored to the stone. You do notice the fairy twitch in annoyance, which seems to imply she's aware of the connection or maybe even consciously holding it in place.
[3] You crabs scout ahead and report various vermin hiding amidst the foliage. The giant kind that eats travelers, not the regular kind that's sort of icky. They fail to do much fighting save for a fighting retreat.
[1] You just end up concentrating some of it in your tongue, which gives you sporadic urges to shout about insolent fools. At least, you think that's the taint and not being surrounded by insolent fools.
+1 Necromancy
Name: Will Wilson
Description: Other than his tie-dye robes and hat, he looks pretty normal.
Primary Skill: Plant Magic +5
Secondary Skills: Vitamancy +3, Transmutation +3
Precious Item: A monocle that provides up to 3x magnification when worn.
Backstory: While en route to the capital, Will noticed the increase in unreality and decided that this village is a good place to stay until the apocalypse blows over.
You arrive at a nice sandstone town on a mesa in a forest of weeping black trees. There's a dwarf trapped under some rubble and a crazy man being assaulted by a crow.
Nice place, all in all.
House Arcana
With two for the moss caves and one for the wetlands, you wander off into the moss caves.
The first thing you notice is that the moss caves are not fucking around with naming. The corridors are pretty narrow and circular, and they are absolutely carpeted with thick, spongy moss. Given that they're also completely dark without your assistance, this raises some questions.
The second thing you notice is that Anna is being eaten by a snail. Just... grabbed her by the head, pulled her up into its maw, started munching away with that bladed tongue they have. Anna seems relatively nonplussed, possibly because she's sort of undead at the moment.
At this point other snails begin emerging from other tunnels, lashing out ponderously with their bladed whip-tongues. You suppose you will have to address this.
Ventaro Aureus (Beirus)
11/11 HP
[House Arcana: You are a founding "noble" of the illustrious House Arcana.]
[Tsundere Glowing Cobra: Best girl is winning!]
[Snakeblood: You've infused your own flesh with glowing snake venom. Now you don't have to worry about dying from glowing snake venom, and probably don't have to worry about side effects from this!]
[Purple Goo Tongue: It's sorta gelatinous?]
-
+6 Alchemy (2/6)
+4 Herbalism (1/4)
+4 Brawling (0/4)
+3 Seduction (2/3)
+1 Medicine (0/1)
-
Slapdash Gumbo 1: You're adept at throwing whatever into a pot and hoping for the best. You can create potions with unpredictable effects out of highly questionable materials.
Harvester's Grip 1: You're adept at holding down victims in a way that lets you harvest their delicious and valuable parts.
-
Normal Clothes: Green tunic, brown trousers, black leather boots. Downright mundane!
Everfull Flask: Put liquid in, slowly replenishes that liquid! Empty fully to replace with new liquid.
Glowing Mote: This spherical object glows with a brilliant yellow light. You feel like there's more to it, but aren't sure how you'd check. You've managed to pull a glowing toothpick out with your tongue, though, so that's something.
Dusty Wraith Essence: Refined from Wraiths! Not Nightmares! Nobody said nightmares, it was always wraiths! Perfectly safe, cleans right up.
Strange Elixir: Deep purple sludge with a bit of sparkliness to it. Made from glowing toothpicks and tree goo. Intended to be a potent healing potion, unsure what it actually does. Missing a sip, a quarter, and a drop.
Pure Regenerative Slime: Only the finest of moss-monster essence has gone into this sticky neon green muck. It should prove an exceedingly potent regenerative ingredient.
2 Moss Stuff: Refined from moss monster. Feels like green soap.
Devorae the Devoted (Caellath)
11/11 HP
[House Arcana: You are a founding "noble" of the illustrious House Arcana.]
[Melded Taint: A terrible corruption lurks within you, too spread out and integrated to be immediately noticeable. What you can't see still occurs, however. Particularly light in your mouth and heavy in your tongue, giving you the occasional urge to shout about insolent fools.]
[Peasant Mistrust: The peasantry sullenly thinks you don't value them as people. You're not sure how to persuade them to not take so much offense at the truth.]
[Necromantic Thermometer (-1 Necromancy): Keeps an eye on the taint suffusing you.]
-
+6-1 Necromancy (4/6)
+3 Leadership (1/3)
[LOCKED 3] +3 Enchantment (2/3)
+1 Maces (0/1)
[1 Throwing Passion]
-
Shackles of the Grave 3: Those who fall by your hand are cursed to wander the land under your thrall. Creatures you slay with necromancy tend to return as vengeful but enslaved revenants.
-
Noble Crimson and Gold Military Attire: Includes fancy hat so you know who to take orders from.
Fancy Scepter: Hardened to a proper weapon by an enchantment.
Mad Dosh: This fancy-looking chest is filled to the brim with gold coins bearing Devorae's benevolent face.
Prismatic Gem: This smooth crystal shifts through all the colors of the rainbow in beautiful cascades. You could swear the pattern's reacted to you a few times, but you're unable to repeat the event.
Penis: This mummified penis in a glass cylinder is probably valuable or something.
Iron Coins: Grimy and you don't recognize the markings. Probably not very valuable.
Strange Mouse Wheel: Includes live mouse! Wheel itself seems to be made of gold, the rest of the contraption you're less sure of.
Empty Large Stone Pot: Big enough to fit a person inside. Or a lot of food.
Tentacled Wight Crabs
-Fairly resilient
-Mournful tale of opposing the Dark One and falling
-Looking for hero to free them from their curse
Jeffery Kentwood (Coolrune)
11/11 HP
[House Arcana: You are a founding "noble" of the illustrious House Arcana.]
-
+6 Summoning (0/6)
+4 Spears (0/4)
+3 Metal Magic (0/3)
[1 Geology Passion]
[1 Herbalism Passion]
[2 Charisma Passion]
-
Douchebag Jacket: He's presumably wearing pants or something too, but GODS what an asshole.
Amulet of Farsight: Like a telescope but WIZARDS!
Icy Shard: This bright blue crystal shard is ice cold to the touch. You get strange feelings of enthusiasm when holding it for too long.
Metallic Spearcrabs
-Small but fierce!
Erin Quill (Glass)
11/11 HP
[House Arcana: You are a founding "noble" of the illustrious House Arcana.]
[Maimed: Fallen Hero's Limp: You walk with a limp from that one time a horrifying flesh amalgamation went apeshit on your dramatically billowing in the wind ass. Mobility and inspiration suffer.]
[Protein-Calcium Consulate: You and your skeleton serveas dual consuls in joint rulership of your body.]
[Nine-Toed: You don't wanna talk about it.]
-
+5 Artifice (2/5)
+3 Metal Magic (2/3)
+3 Air Magic (1/3)
+2 Crystalguns (1/2)
+1 Diplomacy (0/1)
+1 Statecraft (0/1)
+1 Tactics (0/1)
-
Trickshot 1: You have a knack for hitting small objects at improbable angles. Not to deal damage or anything, just for knocking cards out of people's hands or lighting their cigar from a distance.
Dramatic Breeze 1: A gentle breeze seems to billow your hair and clothing dramatically. You are more inspiring to allies and more of a target to enemies.
Flenser 1: You're adept at striking across foes rather than through them, shredding flesh and rending soft tissues. You may deal more damage to soft targets.
-
Labcoat: Also pants.
Cloudstopper: This overly crystal-y gun-thing shoots shards of crystalline magic at targets.
Leaf Stone: This brown stone has what looks like an imprinted fern on one side. You're quite certain it's magical somehow, but it seems almost suspiciously unreactive to anything you've been able to expose it to.
3 Raw Green Glass: Kinda neat, but not exactly weapons grade.
Anna Greenbell (Sheyra)
11/11 HP
[House Arcana: You are a founding "noble" of the illustrious House Arcana.]
[Core Husk: Your body is just a husk. Your real essence lies in your heart. You can expand your life force out to restore your body to life, but any damage to your body while doing so will greatly damage your life force.]
-
+7 Vitamancy (1/7)
+3 Destruction (1/3)
+3 Protection (2/3)
+1 Exploration (0/1)
[1 Hammers Passion]
-
Smoldering Core 2: Your life force is concentrated in your heart, rendering you somewhat gaunt but resilient to injuries anywhere but your weak point.
-
Kimono-Thing: Somewhere between a shrine priestess and a vagrant you'll find this alluring number for all your vagrant shrine priestess needs.
Gravity Hammer: A giant rocket-propelled hammer. Shockingly, it's wielded by a mage.
Weight of the First Sin: This red crystal smolders with inner heat. Holding it makes you feel tired, hot, and nervous.
VonNost (pw)
11/11 HP
[Independent: You owe no official membership or allegiance to anything.]
[Gnawed Cancerous Jackal Ball Broodmother Reverse Hivemind Carrier: You're a ponderous but lengthy lump of hideously warped jackalflesh. Jackal-things cling to you like leeches, gnawing mindlessly upon flesh until ordered otherwise by crude impulses, and more of them burst from your flesh from time to time. The jackals are connected to you by fleshy tendrils that allow them to communicate through and control you, but also share in your consciousness rendering the line even blurrier than usual.]
-
+6 Transmogrification (0/6)
+3 Flesh Magic (3/3)
+3 Vitamancy (0/3)
[1 Savagery Passion]
-
Warflesh 1: You are adept at wielding your own flesh as a weapon. You can more efficiently convert and wield your flesh in weaponized consistencies and shapes.
-
White Lab Coat: Lots of good things come from men in lab coats.
"Necessity": An ominous looking syringe, seemingly forged from heavily tarnished iron in an unsettlingly organic design. Eternally filled with potent anesthetic.
Bloody Heart: This pulsing red gemstone is carved into a stylized heart. It's warm to the touch, but the surface feels like liquid blood despite leaving no residue.
Erntrinsticia "From" Frombollywhotsit, Lady-witch of magnificence! (Egan)
11/11 HP
[Independent: You owe no official membership or allegiance to anything.]
[Living Weapon of Envy: Gain strength from defeating foes and consuming their essence. Must fight and consume regularly or suffer morale penalties. Greatly increased personal combat ability. Sweet green tint to eyes, skin, and claws.]
-
+5 Corvid Magic (1/5)
+3 Death Magic (0/3)
+3 Fashion (0/3)
[1 Haggling Passion]
[1 Animal Handling]
-
Fashionable Witch Outfit: All black, all hat.
Lady Irstivfell the Raven: Very wise! Hence the obsession with shiny objects and tasty food.
Empty Sparkling Bottle: This tiny glass flask used to contain a glittering emerald liquid. Now it's just really classy.
5 Whiskey Biscuits: You think they're made of cactus fruit?
Archimedes (FallacyofUrist)
11/11 HP
[House Best: You are a founding "noble" of the illustrious House Best.]
[Maimed: Shattered Skeleton: Your skeleton's been fractured in an alarming number of places, rendering you even more of a decrepit old man than usual.]
[Living Skeleton: Your skeleton is moving of its own accord, taking you for the ride or requiring likely-traumatic resistance.]
[Medicinal Harmony: Your skeleton is largely reinforced and stabilized. Aggressive movement might damage this, while time and medicine may speed its progression to full recovery.]
-
+5 Returnamancy (1/5)
+3 Alchemy (0/3)
+4 Medicine (0/4)
[1 Butcher Passion]
-
Green-Painted Robes: Probably not an intentional dye job.
Mourning Ring: Black stone with a purple gem. Commemorates a lost loved one.
Dark Ice: This fist-sized chunk of crystal is a deep blue, fading to black in the center. It feels ice cold to the touch and you get a sense of vertigo staring into its depths.
5 Containerless Mystery Sludge: Probably a result of your Curse of Recompense, degrading the abomination into valuable parts as it damaged others. You're... not sure how this stuff is valuable. But then, you're not sure how you're going to store it, so what do you know!
Elen Farley (Hotfire)
11/11 HP
[House Best: You are a founding "noble" of the illustrious House Best.]
[Lifeloop: Life force being constantly cycled. Not immediately harmful, but certainly rather unnatural and strange.]
-
+5 Vitamancy (0/5)
+3 Flesh Magic (2/3)
+3 Fire Magic (0/3)
+2 Necromancy (1/2)
-
Dark Green Robe
Supersaver Potion Pack: This dubious looking sack is filled with dubious looking potions.
Ruby Vial: This faceted red crystal vial is filled with vibrantly glowing red liquid. You're unsure what it does, but smelling it made you ravenously hungry and alarmingly dizzy.
Evelyn "Auntie Adams" Adams (The Lupanian)
11/11 HP
[House Best: You are a founding "noble" of the illustrious House Best.]
[Embattled Jackal Queen: The jackals bow to you as their leader, and thus the one most responsible for acquiring them delicious meats. Several prominent Jackal Senators question your rule.]
-
+5 Life Magic (0/5)
+3 Flesh Magic (1/3)
+3 Bone Magic (1/3)
+1 Wrestling (0/1)
[1 Animal Handling Passion]
-
Normal Person Traveling Clothes
Super Savings Anaesthetic: This hefty jug of industrial-strength knockout drug raises some unsettling questions.
Everbloom: This ball of bronze roots or vines keeps sprouting delectable looking berries inside. You haven't tried one yet, but they smell fragrant and feel juicy.
Erik the Ninja (Maximum Spin)
11/11 HP
[House Best: You are a founding "noble" of the illustrious House Best.]
-
+6 Ninjaturgy (3/6)
+3 Lightning Magic (0/3)
+3 Shurikens (0/3)
[1 Leadership Passion]
-
Ninja Outfit: Kind of drab, so probably the mook kind.
Shurikens: A bag of pointy metal throwing stars. You'd like to keep them in something a little more dignified and ninjalike than a cloth sack, but belt pouches are too small to hold them all.
Ninja Artifact: A ninja sword fused to its scabbard. The nonfunctionality makes it extra spiritual!
Sandstone Charm: This palm-sized beige stone slate is dense with indecipherable heiroglyphics. You're certain it's an item of power, but your efforts to unleash it have so far proven futile.
Mordre Deepstone (Derm)
11/11 HP
[House Deepstone: You are a founding "noble" of the illustrious House Deepstone.]
[Flayed: Your skin has been scraped off by heavy stones. It's very painful but does not interfere with mining, drinking, or arsekicking, so you're not sure why you'd care.]
-
+5 Stone Magic (3/5)
+3 Masonry (2/3)
+3 Necromancy (2/3)
-
Sturdy Dwarf Attire: Boots and shoes, two trousers, and a deep blue tunic.
Heirloom Chisel: The chisel is made of trifle pewter. The handle is made of ilmenite. On the item is an image of Mordre's heirloom chisel in trifle pewter. On the image of Mordre's heirloom chisel is an image of Mordre's heirloom chisel in ilmenite.
Mossy Mushroom: You can smell the magic on this mossy, deep blue mushroom, but other than the moss constantly growing you're unsure what it does.
7 Sandstone
1 Crude Stylized Sandstone Statue. The statue depicts Mordre Deepstone being entombed alive.
Smith (Yottawhat)
11/11 HP
[House Deepstone: You are a founding "noble" of the illustrious House Deepstone.]
[Mildly Blinded: Afterimages of racks of metal tools make concentrating difficult.]
-
+6 Metal Magic (1/6)
+3 Animation (1/3)
+3 Blacksmithing (1/3)
+1 Negotiation (0/1)
-
Rusted Fancy Metal Armor: Nothing suspicious about this!
Formallic Hammer: An enchanted hammer that can pound ore into refined metal.
Whispering Heart: This deep purple gemstone makes your skin crawl when touched. You can hear a faint whispering sound when you hold your ear close, but can't make out what, if anything, it sounds like.
Pure Golemetal Spear: An excessively long pointed rod of bronzelike metal that seems to glow with an inner brilliance. The metal is resistant to impurity or corruption, and seems drawn slightly to living flesh.
The Four Farming Implements: The Hoe of Tilling, the Scythe of Agriculture, the Plow of Farming, and the Shovel of Cultivation. These giant golemmetal tools look too heavy for a normal human to use, but actually weigh as much as a normal sized tool of solid metal ought to. They are still unwieldy in unskilled hands, however. They are resistant to heat and electricity, but might conduct other forces well.
1 Ragged Golemmetal Chunk
Hrodpreht (RNG)
11/11 HP
[House Nightmare: You are a founding "noble" of the illustrious House Nightmare.]
[Incomprehensible Screaming Goo: Mixed with Doomcrow. It's not pretty.]
-
+5 Dagon Worship (3/5)
+3 Teaching (0/3)
+3 Summoning (0/3)
[1 Mining Passion]
-
White Robes: Good guys wear white, so you can trust him!
Idol of Father Dagon: For some reason none of the other mages are thrilled about this.
Seething Heart: This red stone blazes with an intense inner light. Staring into it consumes you with a terrible urge to feast on your fellows. You have thus far refrained from doing so.
Lord Doombeak the Annihilator (Eldritch Doomcrow)
6/6 HP
[RAVENING: MUST DEVOUR DELICIOUS CULTIST]
+6 Life Drain
Akari Elleison (Tiruin)
11/11 HP
[House Nightmare: You are a founding "noble" of the illustrious House Nightmare.]
-
+5 Protection (1/5)
+3 Life Magic (1/3)
+3 Glow Magic (0/3)
[1 Research Passion]
-
Traveling Scholar's Outfit
Heirloom Amulet: Translucent orb on a chain, handy for refracting and focusing light.
Eye of Shadow: This shadowy black sphere has indistinct edges, and feels soft to the touch. A green light sometimes appears, shifts across the surface, and then disappears, but you can't tell what it is or does.
Glowing Wisps: Drift aimlessly around town at night. Drawn towards movement, which they will attach to and drain of miniscule amounts of energy to empower their glow.
Li Kao (Pancaek)
11/11 HP
[Independent: You owe no official membership or allegiance to anything.]
[Terrible Omen: A mysterious spirit of the dead didn't seem to like you much. Could be a sign.]
[Shadow Grapple: It's got your leg!]
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+5 Chi magic (2/5)
+4 Wuxia (1/4)
+3 Life Magic (0/3)
[1 Socialization Passion]
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Whirlwind 3: You blow through lesser opponents like the wind blows through long grasses. You deal bonus damage against swarm type enemies.
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Grey Martial Arts Outfit
Tea Set: A pot and two cups. No one's sure if the pot is enchanted or the old man is incredibly wily, but it's always full of delicious hot tea when needed.
Stress Ball: This leathery yellow ball is adorned with strange looking runes. You can squeeze it when angry.
Xiaoli Wind-Foot (Sir Elventide)
11/11 HP
[Independent: You owe no official membership or allegiance to anything.]
[Air Shield: -3 Pneumomancy. Tough, deflects projectiles. Requires concentration to maintain.]
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+5-3 Pneumomancy (0/5)
+3 Enchantment (0/3)
+3 Archery (0/3)
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Turquoise Robes
Eversprout Bow: This bow grows new arrows so long as it has water. Likes fertilizer too, if you're in a hurry.
Loosely Enchanted Light Obsidian Censer of Knockback: This heavy obsidian censer feels like it'd make a better weapon than religious instrument. Enchanted to be lighter and knock foes back when struck, but the enchantment isn't fastened properly and is liable to come undone.
Will Wilsdon (Questorhank)
11/11 HP
[Independent: You owe no official membership or allegiance to anything.]
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+5 Plant Magic (0/5)
+3 Vitamancy (0/3)
+3 Transmutation (0/3)
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Tie-Dye Robes: Far out, maaaaaaaan.
Monocle of Magnification: In addition to looking incredibly classy, this monocle increases the magnification of whatever is gazed upon.
Drop off the Implements of Agriculture to the farming peasants.
Then head to the rubble pile formed by absentee house member and animate
Animation +3
-Animate the rubble pile
-Make float
-Make it follow me