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Finally... => Forum Games and Roleplaying => Roll To Dodge => Topic started by: IronyOwl on September 10, 2018, 07:02:05 pm

Title: Wizard Kingdom RTD [Turn 15: Items of Power]
Post by: IronyOwl on September 10, 2018, 07:02:05 pm
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?

Spoiler: Mechanics (click to show/hide)
Spoiler: Missions and You (click to show/hide)
Spoiler: Skills (click to show/hide)
Code: (Character Sheet) [Select]
[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.
Code: (Village Sheet) [Select]
[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.
Title: Re: Wizard Kingdom RTD [Recruiting!]
Post by: IronyOwl on September 10, 2018, 07:02:42 pm
Player List
-Not empty! In fact quite populated! More details to come! Eventually!



Waitlisted:
Xiaoli Wind-Foot (Sir Elventide) (http://www.bay12forums.com/smf/index.php?topic=172062.msg7880258#msg7880258)
Title: Re: Wizard Kingdom RTD [Recruiting!]
Post by: IronyOwl on September 10, 2018, 07:03:08 pm
Background Information
-Also empty!
Title: Re: Wizard Kingdom RTD [Recruiting!]
Post by: Caellath on September 10, 2018, 07:04:14 pm
Yay. Sheets edited in.
Spoiler: Character Sheet (click to show/hide)
Title: Re: Wizard Kingdom RTD [Recruiting!]
Post by: Dermonster on September 10, 2018, 07:28:42 pm
Irony you cad.
One moment.
Shit I hit new post.
Title: Re: Wizard Kingdom RTD [Recruiting!]
Post by: Dermonster on September 10, 2018, 07:43:25 pm
Name: Mordre Deepstone
Description: "Listen you little shit, back in MY day..." (https://kingsupremus.files.wordpress.com/2009/02/dwarf_wizard_by_metryx.jpg)
Primary Skill: Stone
Secondary Skills: Masonry, Necromancy
Precious Item: "This chisel has been passed down through COUNTLESS GENERATIONS of my family, IT'S HISTORY began in the LONG MISTS OF AGES PAST-"
Backstory: "I got kicked out cause people got fuckin' scared of my projects! Scared! I can assure you it was all under control. My control, specifically. What, no listen making AN ARMY OF GOLEMS by STUFFING THE SOULS OF THE DEAD INTO STATUES isn't ANYTHING to be KICKING A GUY OUT OF THE KINGDOM FOR, they are PERFECTLY SAFE, and those rants about MAKING THEM PAY were purely OUT OF CONTEXT and HYPERBOLE."
Title: Re: Wizard Kingdom RTD [Recruiting!]
Post by: Glass on September 10, 2018, 07:53:42 pm
Haha, this is a sequel to that game, isn't it? Erin Quill will be on his way once I get back to my computer!

EDIT: Also, village suggestion. Medium, connected, and a special resource of floatstone - a material that, in defiance of physics, floats in mid-air, and can hold up fairly massive objects. The result: wherever we end up putting the village, much of it will be suspended in the sky.

EDIT2:
Name: Erin Quill
Description: Relatively skinny, with skin that points to ancestors from the desert regions. At some point, he replaced his eyes with a pair of black, rune-engraved pebbles, and his left arm with an enchanted prosthetic made of metal wood (don't ask, about either). He wears a lab coat white robe that's open at the front at almost all times. Looks to be in his early 20s.
Primary Skill: Artifice, involving the imbuement of magical properties into mundane items, ranging from the relatively normal (such as burning swords) to the complex and mind-bending (such as a Turing-complete magical processor on par with or surpassing modern computers, ala Discworld's Hex).
Secondary Skills: Metal and Air
Precious Item: Ironclad clipper of the clouds! Yep, Erin has a flying boat, powered by floatstone, plated with metal, propelled with air magic, and including copious amounts of artifice-powered subsystems, including illusion-based maps (work like sci-to holograms), a variety of sensors to help determine where the ship actually is as at any given moment (and how fast it's going), and even a rudimentary autopilot. It does not, however, have much space, and the few rooms it has for crew are rather cramped; only in the cargo area is there much room, and that's only true when he vessel is running light. It's meant as an expeditionary vessel, not for comfort. That thing got shipwrecked a bit before we got to the village. But Erin does have a magitech gun that shoots raw, crystallized magic at stuff.
Backstory: "Alright, so I'd been out on an expedition hunting for artifacts - unsuccessfully, unfortunately - and was on my way back home and to the Guild when I noticed all this stuff" gestures at the maelstrom centered on the capital "and then I saw you guys trekking along and hey, no good reason not to pick you up to help you get to your destination faster!" And then the ship crashes into a giant stone pillar that showed up out of nowhere.

EDIT3: I notice that nobody has put forward any village ideas. I'll set up a sheet for it myself.
Location: Western Duchies
Size: Medium, with floatstone.
Situation: Connected
"Terrible Secret": hahahaha fuck that shit they don't have any place that you can get a good drink at nobody there actually gives a shit about the apocalypse, they mostly think "good riddance" about the folks in the capital like, almost everyone is a were-beast of some kind, and about half of the werebeasts are were-birds of some variety.
Title: Re: Wizard Kingdom RTD [Recruiting!]
Post by: The Lupanian on September 10, 2018, 08:15:32 pm
Name: Evelyn Adams, or “Auntie Adams”
Description: A short and full-figured middle-aged woman. She is pale with black hair and expressive green eyes.
Primary Skill: +5 Life
Secondary Skills: +3 Flesh, +3 Bone
Precious Item: A large flagon of powerful anisthetic/sedative.
Backstory: She was home-trained in a small country town as a midwife and healer. She eventually ended up focusing on birth and maternal health, which lead her to have a bit of an obsession with the forces of life. She tells everyone she’s going to “build her own babies”, but few take her seriously. She has spent some time now shut-in while she studies.
Title: Re: Wizard Kingdom RTD [Recruiting!]
Post by: Yottawhat on September 10, 2018, 08:27:15 pm
Name: Smith
Description: A tall lanky figure, eternally clad in metal armor. What may have once been a beautiful, engraved piece of art, the ravage of time have remedied that. Rust coats most of the armor and the engravings and inlays have been erased or damage beyond the point of legibility. Green eyes peer through the visor slot.
Primary Skill+5:
Metal: Manipulation of refined metals. Can shape, mend, and alter metals. Usually considered a utility school for crafting and maintaining metal arms and armor.
Secondary Skills+3:
Animation: Ritual magic focused on imbuing inanimate objects with motion and purpose. Has little to no effect on living things.
Blacksmithing: Working with metal to create tools, weapons, and armor.
Precious Item: Formallic Hammer- An enchanted blacksmith hammer. Can pound raw ore into refined metal in just a few swings.
Backstory: Smith came from a family of metalworkers, blacksmiths, and jewelers. Having secluding himself away from civilization, Smith spent his life toiling at the anvil, but when the cataclysm came and his working has been destroyed, Smith turned up here. Now Smith works to rebuild his work, one smack of the anvil at a time.

Village:
Location: Western Duchies
Size: Medium, with floatstone.
Situation: Isolated
"Terrible Secret": There's a plague going around. But it doesn't affect the mind or the body. No, it affects the soul itself. Those who catch it are brought low with fever and sickness, and those who pass with it find themselves unable to pass on. Their spirit twisted with pain and agony, lashing at out with spectral claws and vile curses at all who come near it.
Title: Re: Wizard Kingdom RTD [Recruiting!]
Post by: Egan_BW on September 10, 2018, 08:32:41 pm
boop

Name: Erntrinsticia Frombollywhotsit, Lady-witch of magnificence! Or From, for short.
Description: A tiny little girl. She claims that she's totally like, an elf or gnome or something, and actually super old. She has very long dark hair, and frankly quite ominous flashy purple eyes, which burn with an uncomfortably Magical glow. She wears all black robes and an exceptionally wide-brimmed witch hat.
Primary Skill: Corvid Magics (Magics relating to manipulating corvids in various ways. From asking them where the good restaurants are around here, to telling them to shit on an annoying person, to telling them that they're so pretty and smart, to asking them for fashion advice!)
Secondary Skills: DEATH, Fashion
Precious Item: My good friend, Lady Irstivfell the Raven! She knows everything!
Backstory: Birds are great. I like birds. Was totally gonna go do an apprenticeship at that mage's guild place up in the capital, once I got the whole "magic" thing down. But then the capital exploded, and otherworldly horrors started crawling out of the boundaries of reality. So I decided to walk the other way for a little bit. And who knew, I ended up in this dead-end dump! Better than nothing, I guess.

Location:
-Northern Duchies
Size:
-Small
Situation:
-Isolated
Terrible Secret:
-Apparently the trees around here leak some strange substance called "maple syrup". Surely a potent alchemical reagent of some sort!
Title: Re: Wizard Kingdom RTD [Recruiting!]
Post by: Maximum Spin on September 10, 2018, 08:53:37 pm
Name: Erik the Ninja
Description: Hard to tell under that ninja outfit! Sounds like a young male human, though.
Primary Skill: Ninjaturgy, the ancient art of ninja magicks. The ancient magic of ninja artks. Very useful for turning invisible and stabbing and poisoning things.
Secondary Skills:
-Elemental: Lightning
-Combat: Shurikens "it's totally a practical weapon, I swear"
Precious Item: The sword of my ninja master, who recently died in a human-sacrifice-related incident. Unfortunately it has become welded to the scabbard, but it's still a great spell focus!
Backstory: I overslept and came into work late and found out the rest of my ninja clan had all sacrificed themselves to empower a world-ending fire goddess. It's like the office christmas party all over again, I swear. Now I'm trying to figure out who I can arbitrarily blame so that I can avenge them.

Village: Southern duchies, large, isolated. Permanent -1 to anything called "floatstone", unless it's pumice. Even then, really. Terrible secret: Everyone in this village has a second face underneath their face, and that face is always staring at you no matter where you go. Also, demons keep coming out of the well.
Title: Re: Wizard Kingdom RTD [Recruiting!]
Post by: FallacyofUrist on September 10, 2018, 08:56:28 pm
Name: Archimedes
Description: Old bearded guy? Sure. Though his beard is filled with knots and bits of wood. Robes? Sure. Covered in green paint. A terrifying grin? Well, more like a frown.
Primary Skill: Returnamancy. What goes around comes around when you're dealing with a Returnamancer. Returnamancy is a sort of fate manipulation that's used to bend chance in order to retaliate against something done to the user. Burn the user? A returnamancy spell can ensure you fall in a fire. Steal their money? There goes yours!
Secondary Skills: Alchemy and Medicine(for those times when magic isn't the best healing option).
Precious Item: Archimedes' mourning ring, carved of some black stone and set with a purple gem. Interestingly his wife is nowhere around.
Backstory: Archimedes was 84 when his wife died in spite of his best efforts. His vaunted Returnamancy was of no help against a disease made by no man. This has made him bitter and driven at the same time. Hopefully he'll be able to find or brew the Panacea, the cure-all that he believes he owes to his dead wife. Here he might find ingredients unavailable anywhere else for his alchemy.
Title: Re: Wizard Kingdom RTD [Recruiting!]
Post by: Glass on September 10, 2018, 09:38:22 pm
Erin and a village are in my post.
Title: Re: Wizard Kingdom RTD [Recruiting!]
Post by: Pancaek on September 10, 2018, 09:47:26 pm
sheet in progress

Name: Li Kao
Description: A small Asian man. Looks fairly old, sports a bald head and rocks a fu Manchu beard and mustache. Walks with a slight hunch, wears grey martial arts clothes and slippers.
Primary Skill: Chi magic
Secondary Skills: Wuxia fighting, Elemental:life
Precious Item: A matching tea set of a pot and two cups. The pot is somehow always filled with hot, tasty tea whenever you want it to be.
Backstory: After losing an entire dojo worth of students in a freak chi explosion incident, Like Kao has been wandering the world, seeking out opportunities to better his craft. And so, he ended up here. Good thing the journey is more important than the destination.
Title: Re: Wizard Kingdom RTD [Recruiting!]
Post by: randomgenericusername on September 11, 2018, 08:01:14 am
Name: Hrodpreht
Description: Looks almost like a normal human being, with pale hair and dressed in white robes. His face has completely melted into an unrecognizable mess, but he's still somehow able to see and talk.
Primary Skill: Dagon Magic
Secondary Skills: Teaching, Summoning
Precious Item: An idol of Father Dagon, found in the basement of the chapel he was sealed in.
Backstory: Hrodpreht used to be a minor and incorporeal otherworldly entity that was accidentaly summoned by the prayers of a young priest, by which he was sealed inside of the basement of a chapel. In return, Hrodpreht focused all of his energy into slowly corrupting the priest, which left him weakened and no stronger than a normal human being. After his corruption caused said priest's death, the seal broke, which allowed him to possess one of the nearby clerics and escape the basement. Now that he's trapped inside of the body of a cleric, he's unable to use his old powers and return to the nightmare dimension he came from. Because of this, he's been forced to stay here and regain his strenght the old way: manipulation of mortals.
Title: Re: Wizard Kingdom RTD [Recruiting!]
Post by: Hotfire90 on September 11, 2018, 08:08:13 am
Name: Elen Farley
Description: A short young woman. She wears a dark green robe and has long brown hair and green eyes.
Primary Skill: Vitamancy
Secondary Skills: Flesh, Fire
Precious Item: A bunch of magical potions.
Backstory: Elen was an adept healer working in the capital, she was banished when it was discovered that she did more than just healing the sick and wounded. She came to the village in search for more (un)willing test subjects and inspiration in her quest of self-improvement.
Title: Re: Wizard Kingdom RTD [Recruiting!]
Post by: Tiruin on September 12, 2018, 04:22:48 am
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

Spoiler: Sheet (click to show/hide)
Because no way am I dropping an opportunity to reference my old character that mysteriously disappeared in the midst of chaos and frustration.
Title: Re: Wizard Kingdom RTD [Recruiting!]
Post by: Coolrune206 on September 12, 2018, 05:47:58 am
Name: Jeffery Kentwood
Description: Jeffery's an interesting person. He's the blandest imaginable person to look at, but somehow everyone who even gazes at him already gets the feeling that he's, quite frankly, an asshole. Maybe it's the sunken eyes, the angry eyebrows, the perpetual scowl of concentration; he just exudes a rather mean aura. Which is quite unfortunate, as he's actually a rather nice guy.
Primary Skill: Summoning
Secondary Skills: Metal, Spears
Precious Item: Amulet of Farsight
Backstory: Jeffery just came here to help people after his own village was destroyed. Nobody believes him. They think he's here to extort them.
Title: Re: Wizard Kingdom RTD [Recruiting!]
Post by: Glass on September 12, 2018, 07:53:58 am
o/ Hi Tir!
You're the only other person to have put in a location sheet :P
EDIT wait no other people edited ones in after I set one up, nevermind.

EDIT2: Irony, just to make it a bit clearer, Yottawhat's village setup is the same as mine, solely excepting what the "terrible secret" is.
Title: Re: Wizard Kingdom RTD [Recruiting!]
Post by: Tiruin on September 12, 2018, 11:14:28 pm
[...](if this is too much, just alert me c:) ((also, I just realized Tiruin also used an amulet. Curses.))[...]
Heeey you're all good. Mine is moreso an orb and all that, for optics and utility!

That and I'm probably going to suffer x_x
Title: Re: Wizard Kingdom RTD [Recruiting!]
Post by: IronyOwl on September 13, 2018, 12:24:02 am
Alright, let's handle a bit of bookkeeping.

Quote from: Current Village Tally
West 3
South 2
North 1

Medium 4
Small 1
Large 1

Connected 3
Isolated 3

Special Resources:
Floatstone 2-1, I guess? I feel like voting for a specific alternative or GM's choice or somesuch is better than voting "anything but that"
Magic Rocks 1
Abstain 1
Paper wood and/or weapons and tools 1
Thus far looking like a Medium village in the Western Duchies which is both Connected and Isolated, with either floatstone or some kind of mulligan as its special resource for being medium.


Devorae the Devoted
Looks good.

Mordre Deepstone
Looks good.

Erin Quill
You may start with a full-blown magitech airship but it will likely come at a terrible price. Speaking of which, I'll allow Artifice as a more condition-dependent form of Enchanting, but you're unlikely to be making supercomputers without extensive investment.

Otherwise looks good.

Evelyn Adams, or “Auntie Adams”
Looks good.

Smith
Looks good.

Erntrinsticia Frombollywhotsit, Lady-witch of magnificence! Or From, for short.
Looks good.

Erik the Ninja
I would like to avoid all-in-one class skills, so ninjaturgy is unlikely to be useful for invisibility AND poison AND stabs. Some kind of semicoherent ninjutsu skill would work.

Otherwise looks good.

Archimedes
Not sure if I'm sold on a magic school of "do that thing right back to him!" Feels like it might be a little flat, what with doing that thing back to him every turn.

Otherwise looks good.

Li Kao
Looks good, assuming we can figure out what chi does.

Hrodpreht
Looks good. Not "good idea" good, just "free of major errors or technical issues" good.

Elen Farley
Looks good.

Akari Elleison
Looks good, but you don't have any light magics to focus through your heirloom yet.

Jeffery Kentwood
I feel like this amulet is going to be useless and/or stupidly powerful. You might want a less gimmicky starting item.

Otherwise looks good.


More bookkeeping is required before we properly start, but it should be soon.
Title: Re: Wizard Kingdom RTD [Recruiting!]
Post by: Maximum Spin on September 13, 2018, 01:15:15 am
I would like to avoid all-in-one class skills, so ninjaturgy is unlikely to be useful for invisibility AND poison AND stabs. Some kind of semicoherent ninjutsu skill would work.
I was thinking of it as a sort of eclectic grab-bag ninja magic that is entirely unlikely to be useful at all unless creatively used, a little like a Dungeons of Dredmor skill (which upon reflection seems like the primary inspiration) or something in the line of "polling magic" or Egan's crow thing. It probably didn't convey but the "Very useful for [various things with no particular connection to one another, especially when the last one is 'stabbing' which isn't even magically oriented in the first place]" line was supposed to be... rather unserious, implying that the skill is highly situational and the character is trying to come up with a way to make it sound better. Anyway, I can work with "some kind of semicoherent ninjutsu skill" if that's what you'd prefer, as long as I can still call it ninjaturgy.

Regarding resource votes, I was actually under the impression that we weren't choosing the special resource in the first place, since it wasn't on the sheet; I just wanted to register my displeasure at the concept of "floatstone", which is truly enormous. If this is something we actually get to vote for I will place a vote on "GM's choice" for now.
Title: Re: Wizard Kingdom RTD [Recruiting!]
Post by: randomgenericusername on September 13, 2018, 01:36:42 am
I would prefer the Central or Eastern Duchies, but apparently no one wants them.
Title: Re: Wizard Kingdom RTD [Recruiting!]
Post by: Caellath on September 13, 2018, 01:50:02 am
It's worth reminding people that while all duchies have good ways to get our peasants killed, we need to actually feed the survivors. Doing that is far harder in some places than in others, like the Central or Western areas.

I picked the southern area because it's fertile and therefore easier to grow crops, while also offering up two good resources for wizarding/miniomancy: magical beasts and renegade constructs.
Title: Re: Wizard Kingdom RTD [Recruiting!]
Post by: Beirus on September 13, 2018, 01:58:19 am
I want to join. Here's one for the waitlist/village if I'm too late.

Name: Ventaro Aureus
Description: Ventaro is roughly six feet tall, with broad shoulders and a robust frame. He has olive skin with dark brown hair and green eyes. His clothing consists of a green tunic and brown trousers with black leather boots.
Primary Skill: Alchemy +5
Secondary Skills: Herbalism +3, Throwing +3 (I'd really like something more like Brawling or something, where I can toss light objects like potion bottles or vials and still throw a few punches. But if not, Throwing)
Precious Item:  Everfull Flask: A glass flask with a crystal lid or stopper, enchanted to be difficult to break and to refill whatever liquid is inside after a certain time interval (Not sure how long it should be. Maybe whenever I'm in the village for an extended period or something?). When it is empty, it will not refill until a new liquid is poured in, at which point it will refill itself with the new liquid until it becomes completely empty.
Backstory: Since his youth, Ventaro was consumed with a passion for alchemy. Lucky enough to live in a medium-sized village and to be mentored by an associate of his father in Alchemy, his curiosity also led him to leaen herbalism from the local apothecary so that he could try to make potions and substances on his own. His desire was to use alchemy to refine himself like it refined the materials subjected to it.  Creating a potion to achieve his goals drove him to travel to the village in search of new reagents. The flask was a gift from his mentor when he finished learning from them.
Title: Re: Wizard Kingdom RTD [Recruiting!]
Post by: hops on September 13, 2018, 02:22:48 am
Should Golemancy be its own thing or fall under the purview of Summoning or Vitamancy? Provided that I'm, you know, intending to imbue them with my own life force, not someone else's.
Title: Re: Wizard Kingdom RTD [Recruiting!]
Post by: IronyOwl on September 13, 2018, 02:30:05 am
I was thinking of it as a sort of eclectic grab-bag ninja magic that is entirely unlikely to be useful at all unless creatively used, a little like a Dungeons of Dredmor skill (which upon reflection seems like the primary inspiration) or something in the line of "polling magic" or Egan's crow thing. It probably didn't convey but the "Very useful for [various things with no particular connection to one another, especially when the last one is 'stabbing' which isn't even magically oriented in the first place]" line was supposed to be... rather unserious, implying that the skill is highly situational and the character is trying to come up with a way to make it sound better. Anyway, I can work with "some kind of semicoherent ninjutsu skill" if that's what you'd prefer, as long as I can still call it ninjaturgy.
So ninja-themed street magic? That'd work. You can call it ninjaturgy either way.

Regarding resource votes, I was actually under the impression that we weren't choosing the special resource in the first place, since it wasn't on the sheet; I just wanted to register my displeasure at the concept of "floatstone", which is truly enormous. If this is something we actually get to vote for I will place a vote on "GM's choice" for now.
Originally that was the plan, but people went for it so now it's a thing you can do, apparently!

I want to join. Here's one for the waitlist/village if I'm too late.
Plenty of time! Sheet looks good. I don't know how long your flask should take either, but I'm sure I'll figure it out.

Should Golemancy be its own thing or fall under the purview of Summoning or Vitamancy? Provided that I'm, you know, intending to imbue them with my own life force, not someone else's.
There are several ways to do it, all of the above included.
Title: Re: Wizard Kingdom RTD [Recruiting!]
Post by: Beirus on September 13, 2018, 02:37:50 am
Hey Irony, does that mean I could use Brawling as a skill, or should I just leave it as throwing?
Title: Re: Wizard Kingdom RTD [Recruiting!]
Post by: IronyOwl on September 13, 2018, 02:53:12 am
Oh, sorry. Yeah, Brawling would be fine.
Title: Re: Wizard Kingdom RTD [Recruiting!]
Post by: Tiruin on September 13, 2018, 03:02:46 am
Akari Elleison
Looks good, but you don't have any light magics to focus through your heirloom yet.
Fire can be light, right? :'(
Actually there was a lack of light magic, but that's the idea ._.;

Can Light be a mix of Fire but moreso on Light? Like fireflies?
Quote
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.
Quote
Light: Manipulation of light and heat. Can create, direct, and intensify light into focused beams. Usually considered a utilitarian school, from creating fires, to manipulation of lightsources, creating illusions, causing burns or heating up objects at a distance, and including some utility for vision and seeing magic.
Or something.
Totally ok with any edits you put in, IO. :3
Title: Re: Wizard Kingdom RTD [Recruiting!]
Post by: hops on September 13, 2018, 03:13:11 am
Name: Bianca "BB" Beamingstar
Description: A short young woman with an unnatural red-pink hair done up in elaborate braids. She often wears an expensive-looking hybrid between light leather armor and a dress. She doesn't seem to have all her spoons in her drawers.
Primary Skill: Animation: Ritual magic focused on imbuing inanimate objects with motion and purpose. Has little to no effect on living things. (Totally stolen from Yottawhat)
Secondary Skills: Earth, Martial Art
Precious Item: Chronicle of BB's Arcane Escapades, a hefty illustrated tome detailing the adventures of House Beamingstar as well as some notes on magic-augmented martial arts, though most of them boil down to "Punch them several times really fast."
Backstory: She kind of overslept when the rest of her family went on a trip to the capital while talking about something related to "Defeating our ancient blood-nemesis once and for all" and when she finally mustered the motivation to follow them it turned out that there's this wall of horrifying unreality to the capital and there was just no way she could make it there alone. So she's kind of waiting around until it all blows over, because it would be embarrassing to return alone.
Title: Re: Wizard Kingdom RTD [Recruiting!]
Post by: MCreeper on September 13, 2018, 03:14:44 am
Mein gottland, guys. I even fancied making some awful joke character for THIS thing, and then i scroll down and see that we are already heaily over the limit. Well, i wonder what will bring second end of the world.  :P Because it is inevitable. And it will be horrifying.
And just now i was ninjad by yet another character. Mein gottland!
Title: Re: Wizard Kingdom RTD [Recruiting!]
Post by: Tiruin on September 13, 2018, 03:22:02 am
Mein gottland, guys. I even fancied myself making some awful joke character for THIS thing, and then i scroll down and see that we are already heaily over the limit. Well, i wonder what will bring second end of the world.  :P
And just now i was ninjad by yet another character. Mein gottland!
Feel free to make a new sheet :P
I just edited mine.
Title: Re: Wizard Kingdom RTD [Recruiting!]
Post by: MCreeper on September 13, 2018, 03:27:52 am
Mein gottland, guys. I even fancied myself making some awful joke character for THIS thing, and then i scroll down and see that we are already heaily over the limit. Well, i wonder what will bring second end of the world.  :P
And just now i was ninjad by yet another character. Mein gottland!
Feel free to make a new sheet :P
I just edited mine.
it's not like i had any. I just thought about creating a character, you know.  :P Probably picked wrong words, eh.
Title: Re: Wizard Kingdom RTD [Recruiting!]
Post by: hops on September 13, 2018, 03:58:20 am
I don't really expect to get in nor care much really.
Title: Re: Wizard Kingdom RTD [Recruiting!]
Post by: Coolrune206 on September 13, 2018, 08:26:35 am
Item modified c:
Title: Re: Wizard Kingdom RTD [Recruiting!]
Post by: MCreeper on September 13, 2018, 08:30:53 am
I will actaully make it for practice, place in the game or not. Just 5 more hours, please.  :P
Title: Re: Wizard Kingdom RTD [Recruiting!]
Post by: Glass on September 13, 2018, 08:32:39 am
Ok, so Erin no longer has a boat, that thing got shipwrecked. Now he has a magitech gun, instead.

EDIT: And yes I know that supercomputers are a long way off.
Title: Re: Wizard Kingdom RTD [Recruiting!]
Post by: Pancaek on September 13, 2018, 09:13:15 am
On the Chi magic thing: I saw it as a kind of taoist kind of thing, where I could channel the force of Tao through myself to add magical effects to my otherwise mundane (but impressive!) wuxia bullshit martial arts, to keep it from becoming a 1 skill class. Wuxia would allow me to do a flying dragon kick, but the extra oomph from the chi magic would allow me to actually leap 20 feet like they do in the movies and for the kick to pass through an armoured chestplate. Think all of the good stuff from Hokuto no Ken, the ripple magic from JoJo and every martial arts movie ever, basically.

Channeling the Tao/Chi through myself to give extra oompf to my life magic was also something I felt should porbably be doable. Like, say, using the flow of Chi throughout my body to increase the speed of regeneration of Life magic.

If possible, I was going to add that additional vaguely chinese magic was possible through meditation or other rituals like calligraphy and tea ceremony. So, nothing that can be done in-combat. Things like communing with your ancestors/dead people, astral projection, fortune reading, etc.

Does this sound okay, or is it too vague or too broad?

Title: Re: Wizard Kingdom RTD [Recruiting!]
Post by: Sheyra on September 13, 2018, 10:52:33 am
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.

Spoiler: Village Stuff (click to show/hide)
Title: Re: Wizard Kingdom RTD [Recruiting!]
Post by: MCreeper on September 13, 2018, 11:59:55 am
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
Spoiler (click to show/hide)
snip
Thought about that Anna when i first seen the name for some reason.
Spoiler (click to show/hide)
Well, not too far off.  :P
Title: Re: Wizard Kingdom RTD [Recruiting!]
Post by: MCreeper on September 14, 2018, 03:54:48 am
Will there be some "NPC's" controlled by-non-players, like ninjas in the previous game? Probably not from the first turns, of course, because, you know...
And whatever happened to Sally between games? I hope she's alright.  :P
Just reread the whole thing, remembered what actually happened to her. Still.  :P
Title: Re: Wizard Kingdom RTD [Recruiting!]
Post by: Tiruin on September 14, 2018, 08:43:58 am
I'll throw my hat in, hope I'm not too late.
Welcome to Bay12 :3 From years ago too! Hope you have fun playing with us all \o/
Title: Re: Wizard Kingdom RTD [Recruiting!]
Post by: Sheyra on September 14, 2018, 12:36:41 pm
Welcome to Bay12 :3 From years ago too! Hope you have fun playing with us all \o/
I... did not realize this account was that old, haha. Thanks for the welcome!

snipsnip
That's pretty funny, I actually just learned about that game this week. Didn't realize there was an Anna there too.
Title: Re: Wizard Kingdom RTD [Recruiting!]
Post by: Dermonster on September 14, 2018, 12:38:45 pm
Just in time to see me post in an RTD thread for the first time in... several years, too!

Hope I'm not too rusty. :v
Title: Re: Wizard Kingdom RTD [Recruiting!]
Post by: Glass on September 14, 2018, 12:50:48 pm
Just in time to see me post in an RTD thread for the first time in... several years, too!

Hope I'm not too rusty. :v
I don't think the dice would dare defy the lengendary Derm of RTRTD :P
Title: Re: Wizard Kingdom RTD [Recruiting!]
Post by: Dermonster on September 14, 2018, 12:52:19 pm
Just in time to see me post in an RTD thread for the first time in... several years, too!

Hope I'm not too rusty. :v
I don't think the dice would dare defy the lengendary Derm of RTRTD :P

Half of that legend was done by the GM, so Irony has to work with/against me to really make the magic happen.

Let's go you satirically hooting bastard!
Title: Re: Wizard Kingdom RTD [Recruiting!]
Post by: Caellath on September 14, 2018, 01:07:32 pm
It's an IO mage game. Anyone who's familiar with those knows things will happen without a care about who's doing it or what their intentions are.
Title: Re: Wizard Kingdom RTD [Recruiting!]
Post by: Egan_BW on September 14, 2018, 01:09:21 pm
The sarcastic owlmoth is a strange creature indeed, for it makes derms and xans out of us all.
Title: Re: Wizard Kingdom RTD [Recruiting!]
Post by: IronyOwl on September 14, 2018, 11:26:56 pm
Turn 0: Warm Welcome


Spoiler (click to show/hide)


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!


Spoiler (click to show/hide)
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.
Title: Re: Wizard Kingdom RTD [Turn 0: Warm Welcome]
Post by: Glass on September 14, 2018, 11:48:34 pm
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?)
Title: Re: Wizard Kingdom RTD [Turn 0: Warm Welcome]
Post by: Dermonster on September 14, 2018, 11:52:16 pm
"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.
Title: Re: Wizard Kingdom RTD [Turn 0: Warm Welcome]
Post by: Egan_BW on September 14, 2018, 11:55:24 pm
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.
Title: Re: Wizard Kingdom RTD [Turn 0: Warm Welcome]
Post by: FallacyofUrist on September 15, 2018, 12:09:06 am
"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.
Title: Re: Wizard Kingdom RTD [Turn 0: Warm Welcome]
Post by: Egan_BW on September 15, 2018, 12:19:46 am
"It hates us because it hates everyone. And it hates everyone because some idiot started the end of the world. Makes for some pretty purple clouds though. So swirly!"
Title: Re: Wizard Kingdom RTD [Turn 0: Warm Welcome]
Post by: IronyOwl on September 15, 2018, 12:20:09 am
(Hopefully I've understood the skill mechanics correctly?)
((You have, except that Metal Magic can't conjure metal out of thin air.))
Title: Re: Wizard Kingdom RTD [Turn 0: Warm Welcome]
Post by: The Lupanian on September 15, 2018, 12:23:09 am
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.
Title: Re: Wizard Kingdom RTD [Turn 0: Warm Welcome]
Post by: Beirus on September 15, 2018, 01:18:59 am
((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.
Title: Re: Wizard Kingdom RTD [Turn 0: Warm Welcome]
Post by: Coolrune206 on September 15, 2018, 01:44:41 am
"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.
Title: Re: Wizard Kingdom RTD [Turn 0: Warm Welcome]
Post by: hops on September 15, 2018, 01:59:23 am
"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.
Title: Re: Wizard Kingdom RTD [Turn 0: Warm Welcome]
Post by: Maximum Spin on September 15, 2018, 03:48:35 am
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.
Title: Re: Wizard Kingdom RTD [Turn 0: Warm Welcome]
Post by: Yottawhat on September 15, 2018, 06:17:21 am
"..."

Smith points to one of the Brass golem and crushes his hand into a fist, casting a spell.

Spoiler: Spell at one golem (click to show/hide)
Title: Re: Wizard Kingdom RTD [Turn 0: Warm Welcome]
Post by: Hotfire90 on September 15, 2018, 06:46:41 am
"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.
Title: Re: Wizard Kingdom RTD [Turn 0: Warm Welcome]
Post by: Sheyra on September 15, 2018, 06:53:48 am
"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.
Title: Re: Wizard Kingdom RTD [Turn 0: Warm Welcome]
Post by: MCreeper on September 15, 2018, 07:41:17 am
((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
Spoiler (click to show/hide)

If yes, simple sword
almost the same thing
Spoiler (click to show/hide)


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 ))
Title: Re: Wizard Kingdom RTD [Turn 0: Warm Welcome]
Post by: Glass on September 15, 2018, 09:36:17 am
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!
Title: Re: Wizard Kingdom RTD [Turn 0: Warm Welcome]
Post by: MCreeper on September 15, 2018, 10:16:47 am
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",
Spoiler (click to show/hide)
and probably would not have passed anyways.
Title: Re: Wizard Kingdom RTD [Turn 0: Warm Welcome]
Post by: Caellath on September 15, 2018, 03:51:09 pm
"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.
Title: Re: Wizard Kingdom RTD [Turn 0: Warm Welcome]
Post by: Pancaek on September 15, 2018, 04:26:11 pm
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."
Title: Re: Wizard Kingdom RTD [Turn 0: Warm Welcome]
Post by: Beirus on September 15, 2018, 07:50:08 pm
((Hey Irony, I forgot to ask for clarification, but does Alchemy use sigils and such for refining or is it more like magical chemistry?))
Title: Re: Wizard Kingdom RTD [Turn 0: Warm Welcome]
Post by: IronyOwl on September 15, 2018, 08:00:10 pm
((Hey Irony, I forgot to ask for clarification, but does Alchemy use sigils and such for refining or is it more like magical chemistry?))
((Magical chemistry. Or more specifically, melting things down into representative or concentrated materials; plants with healing properties to a healing potion would be the obvious example, but distilling the strength out of steel or fertility from dirt would also qualify.

You could still potentially end up using sigils for some of that, but it's not an obvious requirement.))
Title: Re: Wizard Kingdom RTD [Turn 0: Warm Welcome]
Post by: Beirus on September 15, 2018, 08:27:30 pm
((Hey Irony, I forgot to ask for clarification, but does Alchemy use sigils and such for refining or is it more like magical chemistry?))
((Magical chemistry. Or more specifically, melting things down into representative or concentrated materials; plants with healing properties to a healing potion would be the obvious example, but distilling the strength out of steel or fertility from dirt would also qualify.

You could still potentially end up using sigils for some of that, but it's not an obvious requirement.))
((Can I use it to make a refining sigil to activate when to horde of nightmares gets closer? I want to refine them into something for my first potion.))
Title: Re: Wizard Kingdom RTD [Turn 0: Warm Welcome]
Post by: IronyOwl on September 15, 2018, 09:58:25 pm
((Can I use it to make a refining sigil to activate when to horde of nightmares gets closer? I want to refine them into something for my first potion.))
((Alchemy has no innate ability to create sigils, so you'd need something else to help. You could try to refine enemies as a form of attack, but it'd be about as awkward as trying to harvest a foe's pelt mid battle. Not impossible for a derpy mage, but definitely not ideal.))
Title: Re: Wizard Kingdom RTD [Turn 0: Warm Welcome]
Post by: Beirus on September 15, 2018, 11:56:13 pm
((Would I be able to draw the sigils if I used my herbalism to find some dye producing plants or berries, or would I need a drawing skill?))
Title: Re: Wizard Kingdom RTD [Turn 0: Warm Welcome]
Post by: MCreeper on September 16, 2018, 11:08:14 am
((Can I use it to make a refining sigil to activate when to horde of nightmares gets closer? I want to refine them into something for my first potion.))
((Alchemy has no innate ability to create sigils, so you'd need something else to help. You could try to refine enemies as a form of attack, but it'd be about as awkward as trying to harvest a foe's pelt mid battle. Not impossible for a derpy mage, but definitely not ideal.))
((Reminded me about "essence of bark" item from "Sorcery!". More precisely, about hilarious mental image i had before i remembered what else bark is. Actually, an idea: catch a dog, or whatever else is for dog and barking now, and refine into essence of bark. Whatever one would use it for, though...))
Title: Re: Wizard Kingdom RTD [Turn 0: Warm Welcome]
Post by: IronyOwl on September 16, 2018, 01:33:50 pm
((Would I be able to draw the sigils if I used my herbalism to find some dye producing plants or berries, or would I need a drawing skill?))
((You'd need enchantment or similar to get the magic to stick. The issue isn't drawing a pretty picture so much as getting the magic in the picture.))

Reminded me about "essence of bark" item from "Sorcery!". More precisely, about hilarious mental image i had before i remembered what else bark is. Actually, an idea: catch a dog, or whatever else is for dog and barking now, and refine into essence of bark. Whatever one would use it for, though...
((Potion of Yapping: Grenade-type weapon, drives enemies in the area of effect mad.))
Title: Re: Wizard Kingdom RTD [Turn 0: Warm Welcome]
Post by: Beirus on September 16, 2018, 03:29:10 pm
((I was gonna ask about magic-infused berries, but then I figured it'd probably easier to use herbalism to find an enhancing herb to refine into my flask. Could I do that, or would I need equipment?))
Title: Re: Wizard Kingdom RTD [Turn 0: Warm Welcome]
Post by: IronyOwl on September 16, 2018, 04:35:59 pm
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



Quote from: ABOMINATION
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


Spoiler: Abomination Group (click to show/hide)



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.

Spoiler: Spell at one golem (click to show/hide)
[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.


Spoiler: Golem Group (click to show/hide)


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



Spoiler: Wraith Group (click to show/hide)


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
Spoiler (click to show/hide)

If yes, simple sword
almost the same thing
Spoiler (click to show/hide)


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


Quote from: Auto-Tiruin
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


Spoiler: Nightmare Group (click to show/hide)


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.
Title: Re: Wizard Kingdom RTD [Turn 1: The First Fiasco of Many]
Post by: MCreeper on September 16, 2018, 04:44:49 pm
((Rolled five... on nothing. Well, will be more specific later. And no one did say that it haves no ammo. Why the hell it should not?  :P

Seduction passion for Beirus for licking things? But he is a male.  :-\
))
Title: Re: Wizard Kingdom RTD [Turn 1: The First Fiasco of Many]
Post by: Dermonster on September 16, 2018, 05:01:30 pm
"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.
Title: Re: Wizard Kingdom RTD [Turn 1: The First Fiasco of Many]
Post by: Devastator on September 16, 2018, 05:06:39 pm
((Items that do not exist don't tend to have ammunition.  It first needs to exist, and then it could have ammo.  ;-p))
Title: Re: Wizard Kingdom RTD [Turn 0: Warm Welcome]
Post by: Maximum Spin on September 16, 2018, 05:17:15 pm
[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.

Title: Re: Wizard Kingdom RTD [Turn 1: The First Fiasco of Many]
Post by: Pancaek on September 16, 2018, 05:42:14 pm
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).
Title: Re: Wizard Kingdom RTD [Turn 1: The First Fiasco of Many]
Post by: Hotfire90 on September 16, 2018, 05:58:08 pm
Mutate the abomination's flesh to be very inflammable and sticky. Use vitamancy to heal anyone that's injured and to make them healthier.
Title: Re: Wizard Kingdom RTD [Turn 1: The First Fiasco of Many]
Post by: Coolrune206 on September 16, 2018, 06:42:52 pm
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.
Title: Re: Wizard Kingdom RTD [Turn 1: The First Fiasco of Many]
Post by: randomgenericusername on September 16, 2018, 06:45:30 pm
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.
Title: Re: Wizard Kingdom RTD [Turn 1: The First Fiasco of Many]
Post by: The Lupanian on September 16, 2018, 06:57:54 pm
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.
Title: Re: Wizard Kingdom RTD [Turn 1: The First Fiasco of Many]
Post by: Yottawhat on September 16, 2018, 07:01:13 pm
"Mmm."

Smith moves towards the caged golems, standing only 10 feet away when he casts his second spell.

Title: Re: Wizard Kingdom RTD [Turn 1: The First Fiasco of Many]
Post by: hops on September 16, 2018, 07:01:18 pm
"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.
Title: Re: Wizard Kingdom RTD [Turn 1: The First Fiasco of Many]
Post by: Sheyra on September 16, 2018, 07:28:33 pm
"...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.
Title: Re: Wizard Kingdom RTD [Turn 1: The First Fiasco of Many]
Post by: Glass on September 16, 2018, 08:01:13 pm
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.
Title: Re: Wizard Kingdom RTD [Turn 1: The First Fiasco of Many]
Post by: IronyOwl on September 16, 2018, 08:29:20 pm
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.
((This looks like four actions. Even if you've got the points for it, you can only take two a turn.

There's unlikely to be large quantities of metal right below your feet like that, but if there were it'd generally be one point for impaling and one point for momentum-breaking. Possibly a third point to bring the metal up in the first place, depending on how far away it is.

That said, for combat actions you might want to dump all your points for a larger effect, despite what the OP claims. Apologies for the confusion, what the OP describes is intended more for crafting type actions.))
Title: Re: Wizard Kingdom RTD [Turn 0: Warm Welcome]
Post by: Caellath on September 16, 2018, 09:13:42 pm
"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.
Title: Re: Wizard Kingdom RTD [Turn 1: The First Fiasco of Many]
Post by: Beirus on September 16, 2018, 09:17:34 pm
((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.
Title: Re: Wizard Kingdom RTD [Turn 1: The First Fiasco of Many]
Post by: FallacyofUrist on September 16, 2018, 09:42:30 pm
"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.
Title: Re: Wizard Kingdom RTD [Turn 1: The First Fiasco of Many]
Post by: Maximum Spin on September 16, 2018, 09:45:45 pm
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.
Yeah but

if you use a returnamantic shield, and somebody punches it, does your enemy bounce away from you or get punched further into you? I'd think, based on most depictions of this kind of thing and based on what seems like it'd make more sense to want, that it would be the former, right? So shouldn't your enchantment return the force of that weight back up, effectively nullifying gravity for the abomination (and then making it bounce up into the air from the multiplication effect)?
Title: Re: Wizard Kingdom RTD [Turn 1: The First Fiasco of Many]
Post by: Glass on September 16, 2018, 09:53:54 pm
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.
((This looks like four actions. Even if you've got the points for it, you can only take two a turn.

There's unlikely to be large quantities of metal right below your feet like that, but if there were it'd generally be one point for impaling and one point for momentum-breaking. Possibly a third point to bring the metal up in the first place, depending on how far away it is.

That said, for combat actions you might want to dump all your points for a larger effect, despite what the OP claims. Apologies for the confusion, what the OP describes is intended more for crafting type actions.))
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.
Title: Re: Wizard Kingdom RTD [Turn 1: The First Fiasco of Many]
Post by: FallacyofUrist on September 16, 2018, 10:33:55 pm
if you use a returnamantic shield, and somebody punches it, does your enemy bounce away from you or get punched further into you?
((They'd get punched in the same place they punched you. When the abomination steps on the enchanted ground the weight will apply to the equivalent place, aka its back.))
Title: Re: Wizard Kingdom RTD [Turn 1: The First Fiasco of Many]
Post by: hops on September 16, 2018, 11:02:11 pm
if you use a returnamantic shield, and somebody punches it, does your enemy bounce away from you or get punched further into you?
((They'd get punched in the same place they punched you. When the abomination steps on the enchanted ground the weight will apply to the equivalent place, aka its back.))
"Who slapped me?" - Carr Zalleman, Returnamancy victim.
Title: Re: Wizard Kingdom RTD [Turn 0: Warm Welcome]
Post by: Beirus on September 17, 2018, 01:59:41 am
((I was gonna ask about magic-infused berries, but then I figured it'd probably easier to use herbalism to find an enhancing herb to refine into my flask. Could I do that, or would I need equipment?))
((I think you might have missed this question, Irony))
Title: Re: Wizard Kingdom RTD [Turn 1: The First Fiasco of Many]
Post by: MCreeper on September 17, 2018, 04:02:23 am
((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.

Quote
[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.

Title: Re: Wizard Kingdom RTD [Turn 1: The First Fiasco of Many]
Post by: Coolrune206 on September 17, 2018, 04:07:41 am
Before casting the present turn's spells, Jeffery turns to look at his new found allies. "So hey! Who's up for some ice breakers? The middle of combat seems to be the best time for such a thing. I'm Jeffery."
Title: Re: Wizard Kingdom RTD [Turn 1: The First Fiasco of Many]
Post by: Tiruin on September 17, 2018, 05:19:12 am
((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.


Spoiler: Sheet (click to show/hide)
Title: Re: Wizard Kingdom RTD [Turn 1: The First Fiasco of Many]
Post by: MCreeper on September 17, 2018, 11:34:07 am
  ((Now, question is, what kind of debuff to "INT" nightmares apply on succesfull hit. Is it fluff? Is it mild debuff with lenght of 1-2 hours/days/turns? Is it near-permanent effect that requires a lot of time/special things to remove? They are "common sight", that should be common knowledge!
  And, i assume that shown monster damage is damage it deals when it rolls 5. What about 6? More? Less? Depends? I hope second turn will come tommorow.  :P))
Title: Re: Wizard Kingdom RTD [Turn 1: The First Fiasco of Many]
Post by: IronyOwl on September 17, 2018, 01:22:46 pm
My assumption is that I can use my metal magic to make things behave like or take on aspects of metal and metal objects.
((Correct, though bear in mind it's easier to do with more similar things. Making copper behave like steel is easier than making air behave like steel, making tin float like air is easier than making lead float like air, and so on.))

((I was gonna ask about magic-infused berries, but then I figured it'd probably easier to use herbalism to find an enhancing herb to refine into my flask. Could I do that, or would I need equipment?))
((I think you might have missed this question, Irony))
((Indeed, or rather noticed it, got distracted by the turn, and forgot about it.

You can generally refine simple things with your bare hands. More sophisticated refining, trying to dredge more complicated or peripheral concepts out of things, might benefit from equipment. As might unpleasant substances, eg squeezing essence of plague out of plague victims with your bare hands might have some obvious drawbacks.))

((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.))
((The joke is that you were trying to enchant the ammo to Erin's autocannon, which didn't exist because he couldn't create it. Or at least, I thought you were. If you were trying to enchant the ammo for his rifle, oops. But that doesn't have ammo either.))

((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 ))
((Glad to see you're safe and dry! Your stats are in the Nightmare Group spoiler. Glow Magic is my attempt at giving you that fire/light thing you wanted. It's mostly light, but has some warmth behind it.))

  ((Now, question is, what kind of debuff to "INT" nightmares apply on succesfull hit. Is it fluff? Is it mild debuff with lenght of 1-2 hours/days/turns? Is it near-permanent effect that requires a lot of time/special things to remove? They are "common sight", that should be common knowledge!
  And, i assume that shown monster damage is damage it deals when it folls 5. What anout 6? More? Less? Depends? I hope second turn will come tommorow.  :P))
((Varies by situation, to both questions! Mental damage is likely to be fluff until it shows up as debuffs from particular critters, heavy hits, botched rolls, etc, at which point its severity can range from a round-long or next-attack debuff to permanent until cured at great expense. Damage shown is generally on a 4; less on a 3, more on a 5 and 6. And/or same damage but more/less special effects.))
Title: Re: Wizard Kingdom RTD [Turn 1: The First Fiasco of Many]
Post by: MCreeper on September 17, 2018, 01:29:01 pm

((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.))
((The joke is that you were trying to enchant the ammo to Erin's autocannon, which didn't exist because he couldn't create it. Or at least, I thought you were. If you were trying to enchant the ammo for his rifle, oops. But that doesn't have ammo either.))
((Wait, what? I even said "If he manages to start building a cannon, replace my action with this one". Wrong wording, uncareful edits... But... Ugh...
Ediedit: Well, thanks for answers. ))
Title: Re: Wizard Kingdom RTD [Turn 1: The First Fiasco of Many]
Post by: Glass on September 17, 2018, 02:02:21 pm
My assumption is that I can use my metal magic to make things behave like or take on aspects of metal and metal objects.
((Correct, though bear in mind it's easier to do with more similar things. Making copper behave like steel is easier than making air behave like steel, making tin float like air is easier than making lead float like air, and so on.))
I'm not so much trying to make the air act like metal in terms of hardness so much as in terms of cutting power. You probably have heard the term "razor wind" - from Pokémon if nothing else :P - and it's that kind of imagery and effect that I'm trying to invoke here.
Title: Re: Wizard Kingdom RTD [Turn 1: The First Fiasco of Many]
Post by: Egan_BW on September 17, 2018, 08:28:50 pm
"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.
Title: Re: Wizard Kingdom RTD [Turn 1: The First Fiasco of Many]
Post by: MCreeper on September 18, 2018, 03:47:05 am
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!)[/b]
   ((Nothing i have seen so far has led me to believe that "not failing" is a valid additional effect, at least because if you fail, you apparently fail at everything at once, including not failing. And you can't really make it a separate action either. So... if "skill" really doesn't affect anything except allowed power and complexity (and magnitude of ensuing fail), it would be that someone without any skill with guns trying to shoot a pistol and rolling 1 will fail to deal with recoil and drop it on his foot, and "god of gunning" with skill of 6 really going all out and rolling 1 will... put it in his mouth and shoot? Shoot everyone present who isn't an enemy (replace guns with whatevermagic)? Sounds a bit weird, but fine.  :-\

And fucking action edit. Once again. Not too significant, but edit none the less. ))
Title: Re: Wizard Kingdom RTD [Turn 1: The First Fiasco of Many]
Post by: hops on September 18, 2018, 04:52:19 am
I should've gotten Metamagic just to mess around with the dice.
Title: Re: Wizard Kingdom RTD [Turn 1: The First Fiasco of Many]
Post by: Yottawhat on September 18, 2018, 01:29:38 pm
Before casting the present turn's spells, Jeffery turns to look at his new found allies. "So hey! Who's up for some ice breakers? The middle of combat seems to be the best time for such a thing. I'm Jeffery."

"Hm."

Title: Re: Wizard Kingdom RTD [Turn 1: The First Fiasco of Many]
Post by: Pancaek on September 18, 2018, 06:56:04 pm
Before casting the present turn's spells, Jeffery turns to look at his new found allies. "So hey! Who's up for some ice breakers? The middle of combat seems to be the best time for such a thing. I'm Jeffery."
"My surname is Li, and my personal name is Kao, and there is a slight flaw in my character. Very nice to meet you, perhaps you will join me for some tea once all of this hullaballoo is over with?"
Title: Re: Wizard Kingdom RTD [Turn 1: The First Fiasco of Many]
Post by: Coolrune206 on September 18, 2018, 08:20:41 pm
Jeffery blinks a few times, pleasantly surprised by the fact that for once he has succeeded at social interaction.

"Oh. Uh, yeah! Tea sounds great!"
Title: Re: Wizard Kingdom RTD [Turn 1: The First Fiasco of Many]
Post by: IronyOwl on September 19, 2018, 04:11:41 pm
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



Spoiler: Abomination Group (click to show/hide)



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.

[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.


Spoiler: Golem Group (click to show/hide)



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.


Spoiler: Wraith Group (click to show/hide)



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.

Quote
[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.


Spoiler: Sheet (click to show/hide)
[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.


Spoiler: Nightmare Group (click to show/hide)
Title: Re: Wizard Kingdom RTD [Turn 2: Nice Shot]
Post by: Egan_BW on September 19, 2018, 04:34:17 pm
"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:

Spend my one death passion.

"Okay, so maybe it's a little hilarious."
Title: Re: Wizard Kingdom RTD [Turn 2: Nice Shot]
Post by: Hotfire90 on September 19, 2018, 04:35:55 pm
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.
Title: Re: Wizard Kingdom RTD [Turn 2: Nice Shot]
Post by: Dermonster on September 19, 2018, 05:11:21 pm
"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.
Title: Re: Wizard Kingdom RTD [Turn 2: Nice Shot]
Post by: Yottawhat on September 19, 2018, 05:12:11 pm
Smith glares back towards the dwarf mason.
"Tsk."

Spoiler: Action 1 (click to show/hide)

Spoiler: Action 2 (click to show/hide)
Title: Re: Wizard Kingdom RTD [Turn 2: Nice Shot]
Post by: Glass on September 19, 2018, 05:20:53 pm
Quote
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).
Title: Re: Wizard Kingdom RTD [Turn 2: Nice Shot]
Post by: Beirus on September 19, 2018, 05:33:08 pm
((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.
Title: Re: Wizard Kingdom RTD [Turn 2: Nice Shot]
Post by: IronyOwl on September 19, 2018, 06:16:13 pm
((Hey IO, why is it Nightmare essence instead of Wraith essence? Is there a difference?))
((Because I'm a derp with difficulty keeping my swarms straight. It should indeed be wraith essence. :x))
Title: Re: Wizard Kingdom RTD [Turn 2: Nice Shot]
Post by: FallacyofUrist on September 19, 2018, 06:56:53 pm
((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.
Title: Re: Wizard Kingdom RTD [Turn 2: Nice Shot]
Post by: randomgenericusername on September 19, 2018, 07:41:09 pm
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.
Title: Re: Wizard Kingdom RTD [Turn 2: Nice Shot]
Post by: The Lupanian on September 19, 2018, 07:49:16 pm
”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.
Title: Re: Wizard Kingdom RTD [Turn 2: Nice Shot]
Post by: IronyOwl on September 19, 2018, 08:44:29 pm
((On a similar note, why'd I gain experience in Vitamancy?))
((Which I then placed into Returnamancy. Derpy owl is derpy.

I can move the point next update or leave it as is, whichever you'd prefer.))
Title: Re: Wizard Kingdom RTD [Turn 2: Nice Shot]
Post by: Maximum Spin on September 19, 2018, 09:24:26 pm
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).
Title: Re: Wizard Kingdom RTD [Turn 2: Nice Shot]
Post by: Coolrune206 on September 20, 2018, 03:06:55 am
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.
Title: Re: Wizard Kingdom RTD [Turn 2: Nice Shot]
Post by: MCreeper on September 20, 2018, 12:04:54 pm
snip
((Is a rule saying that you can't use same skills still in power? Everyone, me included, seem to forget about it.

  • BE FRIENDLY TO ME
If she rolls 1 on this, do we get a boss? :P
Also, Erin's gun is still listed as [Overheated].
))

Title: Re: Wizard Kingdom RTD [Turn 2: Nice Shot]
Post by: Pancaek on September 20, 2018, 12:36:50 pm
"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.
Title: Re: Wizard Kingdom RTD [Turn 2: Nice Shot]
Post by: MCreeper on September 20, 2018, 02:42:29 pm
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.

Title: Re: Wizard Kingdom RTD [Turn 0: Warm Welcome]
Post by: Caellath on September 20, 2018, 06:27:48 pm
"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.
Spoiler: Actions (click to show/hide)
((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."))
Title: Re: Wizard Kingdom RTD [Turn 2: Nice Shot]
Post by: Sheyra on September 20, 2018, 07:30:04 pm
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.
Title: Re: Wizard Kingdom RTD [Turn 2: Nice Shot]
Post by: hops on September 20, 2018, 07:39:33 pm
"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.
Title: Re: Wizard Kingdom RTD [Turn 2: Nice Shot]
Post by: Tiruin on September 22, 2018, 09:35:00 am
>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)



Spoiler: Sheet (click to show/hide)
Title: Re: Wizard Kingdom RTD [Turn 2: Nice Shot]
Post by: Asilidae on September 22, 2018, 08:33:18 pm
Hey guys what's going on in this threa-
Spoiler (click to show/hide)
O-okay well you guys have fun...
Title: Re: Wizard Kingdom RTD [Turn 2: Nice Shot]
Post by: Egan_BW on September 22, 2018, 09:01:37 pm
You're the one who posted it, so you get to have the fun. Away from here.
Title: Re: Wizard Kingdom RTD [Turn 2: Nice Shot]
Post by: Beirus on September 22, 2018, 09:04:43 pm
Hehe, now I have a character pic.
Title: Re: Wizard Kingdom RTD [Turn 2: Nice Shot]
Post by: Yottawhat on September 22, 2018, 09:17:59 pm
Hey guys what's going on in this threa-
Spoiler (click to show/hide)
O-okay well you guys have fun...

I'm very confused. Why did you post this picture, what prompted this picture being posted, why do you have the picture, where is this picture from, why do you have this picture and why did you feel the need to share this visage of sin
Title: Re: Wizard Kingdom RTD [Turn 2: Nice Shot]
Post by: Asilidae on September 23, 2018, 12:06:35 am
How could you? That is your faithful companion Ventaro Aureus. He got a seduction level from licking his mystery gift. That seemed to bother MCreeper so I drew it to bother you all.
Title: Re: Wizard Kingdom RTD [Turn 2: Nice Shot]
Post by: IronyOwl on September 23, 2018, 04:55:24 am
The longer I stare, the worse it gets.
Title: Re: Wizard Kingdom RTD [Turn 2: Nice Shot]
Post by: hops on September 23, 2018, 05:37:18 am
dort
Dort is, of course, the thaumic term for really hekcin' hard dirt.
Title: Re: Wizard Kingdom RTD [Turn 2: Nice Shot]
Post by: IronyOwl on September 26, 2018, 01:09:31 am
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



Quote
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."

Spoiler: Action 1 (click to show/hide)

Spoiler: Action 2 (click to show/hide)
[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.
Spoiler: Actions (click to show/hide)
((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)



Spoiler: Sheet (click to show/hide)
[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.


Spoiler: House Abomination (click to show/hide)
Spoiler: House Golem (click to show/hide)
Spoiler: House Wraith (click to show/hide)
Spoiler: House Nightmare (click to show/hide)
Title: Re: Wizard Kingdom RTD [Turn 3: Reap the Whirlwind]
Post by: Dermonster on September 26, 2018, 01:20:58 am
"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.
Title: Re: Wizard Kingdom RTD [Turn 3: Reap the Whirlwind]
Post by: Beirus on September 26, 2018, 02:13:06 am
((Hey IO, I had a second action in my post to examine the note more. Did it get missed in my unorganized action, or was it a forced dummy roll because it would be hard to do while falling?))
Title: Re: Wizard Kingdom RTD [Turn 3: Reap the Whirlwind]
Post by: IronyOwl on September 26, 2018, 02:18:29 am
((Hey IO, I had a second action in my post to examine the note more. Did it get missed in my unorganized action, or was it a forced dummy roll because it would be hard to do while falling?))
((Lost in the shuffle.))

[4] The toothpick is fairly glowy; you're not sure what it's made of visually or by touch. The mote feels more solid, maybe metallic? It's less glowy, but still glowy enough that it's color is "glow" and it's features are "glowing."
Title: Re: Wizard Kingdom RTD [Turn 3: Reap the Whirlwind]
Post by: Coolrune206 on September 26, 2018, 02:39:16 am
Jeffery Kentwood turns to his new fellow noblemen and noblewomen, specifically those from House Wraith.

"House Wraith is a pretty poor name, I think. We need to improve it. Any suggestions?"
Title: Re: Wizard Kingdom RTD [Turn 3: Reap the Whirlwind]
Post by: Beirus on September 26, 2018, 03:16:02 am
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.
Title: Re: Wizard Kingdom RTD [Turn 3: Reap the Whirlwind]
Post by: Maximum Spin on September 26, 2018, 03:28:56 am
"I propose the name House Best. I would also accept House Awesome."

"Excuse me, miss, uh, glow-in-the-dark healer lady, you with the shields, would you mind trading items for a sec? Your shadow ball thing looks ninja-y."
Title: Re: Wizard Kingdom RTD [Turn 3: Reap the Whirlwind]
Post by: MCreeper on September 26, 2018, 06:45:54 am
"Noble house? Well, we already have a castle!"
((Is it too small\unstable\dirty to serve as one? :-\ Also, freaking quantum mages. Irony, can you roughly show on the map where we all were all along?  :P

Quote
Unavoidable Incident
:D))
Title: Re: Wizard Kingdom RTD [Turn 3: Reap the Whirlwind]
Post by: Glass on September 26, 2018, 08:08:51 am
Ow. Goddamnit.
Just heal. Healing is good.
Also request assistance.


What does "Maimed: Fallen Hero" actually mean?
Title: Re: Wizard Kingdom RTD [Turn 3: Reap the Whirlwind]
Post by: Hotfire90 on September 26, 2018, 12:49:23 pm
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?
Title: Re: Wizard Kingdom RTD [Turn 3: Reap the Whirlwind]
Post by: Sheyra on September 26, 2018, 03:47:15 pm
"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.
Title: Re: Wizard Kingdom RTD [Turn 3: Reap the Whirlwind]
Post by: Yottawhat on September 26, 2018, 03:48:24 pm
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.

Spoiler: Action 1 (click to show/hide)

Spoiler: Action 2 (click to show/hide)
Title: Re: Wizard Kingdom RTD [Turn 3: Reap the Whirlwind]
Post by: IronyOwl on September 26, 2018, 03:49:17 pm
((Is it too small\unstable\dirty to serve as one? :-\ Also, freaking quantum mages. Irony, can you roughly show on the map where we all were all along?  :P
((It's more a toy castle than a real one. Technically several of you could squat within its walls and scheme, but the throne room is more a place you can stick your head in than a place you'd want to crawl into, for instance.

I suppose abomination was lower left, golems lower right, wraiths upper right, nightmares upper left?))

What does "Maimed: Fallen Hero" actually mean?
((At the moment, nothing. At some point I'll get you a proper debuff to represent your lasting injury.))
Title: Re: Wizard Kingdom RTD [Turn 3: Reap the Whirlwind]
Post by: Egan_BW on September 26, 2018, 05:07:55 pm
"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.
Title: Re: Wizard Kingdom RTD [Turn 3: Reap the Whirlwind]
Post by: Pancaek on September 26, 2018, 06:52:36 pm
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.
Title: Re: Wizard Kingdom RTD [Turn 3: Reap the Whirlwind]
Post by: Tiruin on September 26, 2018, 07:59:50 pm
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."
Quote from: My weird thing
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.
Quote from: Your thingy
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.


Spoiler: Sheet (click to show/hide)
Title: Re: Wizard Kingdom RTD [Turn 3: Reap the Whirlwind]
Post by: Coolrune206 on September 26, 2018, 08:05:54 pm
"House Arcana. Now that has got a nice ring. There's my vote on that.
Title: Re: Wizard Kingdom RTD [Turn 3: Reap the Whirlwind]
Post by: FallacyofUrist on September 26, 2018, 08:19:37 pm
"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.
Title: Re: Wizard Kingdom RTD [Turn 3: Reap the Whirlwind]
Post by: Maximum Spin on September 27, 2018, 07:16:06 am
"I never noticed this by my person. I'd like to work with you in finding out what it does before any trade."
Quote from: My weird thing
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.
Quote from: Your thingy
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.
"Certainly, miss. I have a notion that I might be able to get inside of it using my shadow-blending ninja power, but I'm not rightly certain what that would do. I'm up for trying."
Title: Re: Wizard Kingdom RTD [Turn 3: Reap the Whirlwind]
Post by: randomgenericusername on September 27, 2018, 07:33:21 am
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.
Title: Re: Wizard Kingdom RTD [Turn 3: Reap the Whirlwind]
Post by: MCreeper on September 27, 2018, 08:49:39 am
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.  ::)
Title: Re: Wizard Kingdom RTD [Turn 3: Reap the Whirlwind]
Post by: Glass on September 27, 2018, 09:48:25 am
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.

Can we seriously not
Title: Re: Wizard Kingdom RTD [Turn 3: Reap the Whirlwind]
Post by: Coolrune206 on September 27, 2018, 06:56:59 pm
"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.
Title: Re: Wizard Kingdom RTD [Turn 3: Reap the Whirlwind]
Post by: Tiruin on September 27, 2018, 07:19:58 pm
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.

Can we seriously not
If this happens, can we get like, a reaction action? :P Because we can't totally just stand there idling while he does this.
Unless it's totally out of vision, by which I mean he can totally do this.

I'm assuming I can't see this dude or hear him and thus am busy tending to wounds.
Title: Re: Wizard Kingdom RTD [Turn 3: Reap the Whirlwind]
Post by: Egan_BW on September 27, 2018, 07:24:23 pm
Don't worry guys, doombird has totally got this.
Title: Re: Wizard Kingdom RTD [Turn 3: Reap the Whirlwind]
Post by: Yottawhat on September 27, 2018, 08:03:05 pm
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.

Can we seriously not
If this happens, can we get like, a reaction action? :P Because we can't totally just stand there idling while he does this.
Unless it's totally out of vision, by which I mean he can totally do this.

I'm assuming I can't see this dude or hear him and thus am busy tending to wounds.

Well considering the lack of any descriptors other than "Deep Ones", the fact that there's nothing binding or restricting the summon from just killing him, and a complete and utter inexperience in construction. I'll say that all of Hrodpreht actions have a decent chance of success.
Title: Re: Wizard Kingdom RTD [Turn 3: Reap the Whirlwind]
Post by: hops on September 27, 2018, 08:03:25 pm
"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.
Title: Re: Wizard Kingdom RTD [Turn 3: Reap the Whirlwind]
Post by: MCreeper on September 28, 2018, 07:21:48 am
Well, there are currently 14 mages in a village, now-wounded included, that are supposedly actively interested in world not having more tentacle monsters in it than it is. I'm sure WE will be fine.  :P
Title: Re: Wizard Kingdom RTD [Turn 3: Reap the Whirlwind]
Post by: Coolrune206 on September 28, 2018, 08:08:56 am
"Oh, by the way-out anyone's free to use this fatass Tungsten golem on two conditions: first, name him, and second, record every pun he says.
Title: Re: Wizard Kingdom RTD [Turn 3: Reap the Whirlwind]
Post by: Glass on September 28, 2018, 09:20:25 am
His name is Irons now. And he will carry me around until my legs work again.
Title: Re: Wizard Kingdom RTD [Turn 3: Reap the Whirlwind]
Post by: Coolrune206 on September 28, 2018, 10:34:27 am
"I wish you the best of luck with that, because I'm not too sure his own legs are all that great. Also, it's tungsten, not iron..."

Jeffery only mumbles this last part, turning away
Title: Re: Wizard Kingdom RTD [Turn 3: Reap the Whirlwind]
Post by: Caellath on September 28, 2018, 11:27:21 am
((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).
Title: Re: Wizard Kingdom RTD [Turn 3: Reap the Whirlwind]
Post by: Maximum Spin on September 28, 2018, 03:11:36 pm
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.
Title: Re: Wizard Kingdom RTD [Turn 3: Reap the Whirlwind]
Post by: MCreeper on September 28, 2018, 04:13:47 pm
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.
Will not work because of arbitrary "no using same skill for two actions" rules.  :P
Title: Re: Wizard Kingdom RTD [Turn 3: Reap the Whirlwind]
Post by: Maximum Spin on September 28, 2018, 05:24:59 pm
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.
Will not work because of arbitrary "no using same skill for two actions" rules.  :P
Well that didn't stop me last time.

I guess I can just attempt to destroy the shitstorm with lightning. :P
Title: Re: Wizard Kingdom RTD [Turn 3: Reap the Whirlwind]
Post by: MCreeper on September 28, 2018, 06:20:23 pm
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.
Will not work because of arbitrary "no using same skill for two actions" rules.  :P
Well that didn't stop me last time.

I guess I can just attempt to destroy the shitstorm with lightning. :P
Derp!  :P
Title: Re: Wizard Kingdom RTD [Turn 3: Reap the Whirlwind]
Post by: MCreeper on October 01, 2018, 12:52:51 pm
Lupanian? Turn? Player list update?

Also, just realized: how Hrodpreht vomits eels? He doesn't appear to have a mouth.
Title: Re: Wizard Kingdom RTD [Turn 3: Reap the Whirlwind]
Post by: The Lupanian on October 01, 2018, 06:19:56 pm
Explore the wildlife of the surrounding region.
Edit - unless I’m still trapped, in which case, keep keeping myself alive
Title: Re: Wizard Kingdom RTD [Turn 3: Reap the Whirlwind]
Post by: Beirus on October 01, 2018, 08:21:35 pm
((Gee, can't really cast a vote for House Wraith name change seeing as Ventaro fell down the Mesa last turn, but he would suggest Dominus, Ascendant, Sovereign, or Dragon. Was actually gonna suggest Arcana earlier (like right after the turn came out) so no other house could take it, but I forgot to hit post. Sheyra did it, though, so I was gonna wait to see if anyone threw out more options and nobody has.))
Title: Re: Wizard Kingdom RTD [Turn 3: Reap the Whirlwind]
Post by: Glass on October 02, 2018, 12:56:38 am
((Gee, can't really cast a vote for House Wraith name change seeing as Ventaro fell down the Mesa last turn, but he would suggest Dominus, Ascendant, Sovereign, or Dragon. Was actually gonna suggest Arcana earlier (like right after the turn came out) so no other house could take it, but I forgot to hit post. Sheyra did it, though, so I was gonna wait to see if anyone threw out more options and nobody has.))
Ascendant is good. Dragon is also good, but probably better to have it as the House symbol rather than name.
Say, the House Ascendant Coat of Arms could have a background of blue, a golden circle at the top with rays coming from it (the sun, duh :P), and a black or purple dragon flying up towards it.

By the way Irony update when?
Title: Re: Wizard Kingdom RTD [Turn 3: Reap the Whirlwind]
Post by: Devastator on October 02, 2018, 01:26:34 am
House Ascendant should really have an escalator as its symbol.
Title: Re: Wizard Kingdom RTD [Turn 3: Reap the Whirlwind]
Post by: Beirus on October 02, 2018, 02:06:24 am
House Ascendant should really have an escalator as its symbol.
Nah, that's House Ascending.
Title: Re: Wizard Kingdom RTD [Turn 3: Reap the Whirlwind]
Post by: Maximum Spin on October 02, 2018, 09:32:56 am
Erik silently notes to himself that the name Best House for 'House Abomination' is currently winning unanimously with 100% of 1 vote.
Title: Re: Wizard Kingdom RTD [Turn 3: Reap the Whirlwind]
Post by: Caellath on October 02, 2018, 06:09:35 pm
((Less is more. There's no need for an overwrought symbol.))
Title: Re: Wizard Kingdom RTD [Turn 3: Reap the Whirlwind]
Post by: Egan_BW on October 02, 2018, 06:31:31 pm
Erik silently notes to himself that the name Best House for 'House Abomination' is currently winning unanimously with 100% of 1 vote.

I'm not voting because From is flipping off the guy who suggested noble houses and she thinks he's a big idiot.
Title: Re: Wizard Kingdom RTD [Turn 3: Reap the Whirlwind]
Post by: IronyOwl on October 03, 2018, 02:19:31 am
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.

Spoiler: Action 1 (click to show/hide)

Spoiler: Action 2 (click to show/hide)
[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."
Quote from: My weird thing
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.
Quote from: Your thingy
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.


Spoiler: Sheet (click to show/hide)
[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.


Spoiler: House Best (click to show/hide)
Spoiler: House Deepstone (click to show/hide)
Spoiler: House Arcana (click to show/hide)
Spoiler: House Nightmare (click to show/hide)
Title: Re: Wizard Kingdom RTD [Turn 4: Just All Kinds Of Weird]
Post by: Coolrune206 on October 03, 2018, 03:30:28 am
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.
Title: Re: Wizard Kingdom RTD [Turn 4: Just All Kinds Of Weird]
Post by: FallacyofUrist on October 03, 2018, 03:40:48 am
"GaaAAAAAH! Argh! After I just finished mending my skeleton... let's see how YOU like it!"

Archimedes uses Returnamancy to mirror his animated skeleton curse onto the stupid Vitamancer that tried to heal someone without their consent. All points.

((Probably would do something else too but he's going to have to remain behind while his skeleton recovers. And that means only one action. ... does the hashing out of food take an action?))
Title: Re: Wizard Kingdom RTD [Turn 4: Just All Kinds Of Weird]
Post by: Tiruin on October 03, 2018, 04:47:00 am
Quote
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.


Title: Re: Wizard Kingdom RTD [Turn 4: Just All Kinds Of Weird]
Post by: randomgenericusername on October 03, 2018, 07:24:10 am
Try to use Dagon and Summoning Magic on the crow to make a deem creature out of it then.

Try to recruit some villagers into my Dagon cult again to teach them Dagon magic.
Title: Re: Wizard Kingdom RTD [Turn 4: Just All Kinds Of Weird]
Post by: Glass on October 03, 2018, 08:01:45 am
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.
Title: Re: Wizard Kingdom RTD [Turn 4: Just All Kinds Of Weird]
Post by: hops on October 03, 2018, 08:31:34 am
"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 put the weird metal jelly on the Golort to see if it can assimilate the thing.
Title: Re: Wizard Kingdom RTD [Turn 4: Just All Kinds Of Weird]
Post by: Dermonster on October 03, 2018, 09:06:21 am
"MMMMMMMMMM!"

Stone magic to move the stone around me out of here. Masonry to make the area excavated to look REAL GOOD.
Title: Re: Wizard Kingdom RTD [Turn 4: Just All Kinds Of Weird]
Post by: Hotfire90 on October 03, 2018, 09:08:37 am
"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.
Title: Re: Wizard Kingdom RTD [Turn 4: Just All Kinds Of Weird]
Post by: Maximum Spin on October 03, 2018, 11:24:17 am
"Ninja don't need to worry about food! We eat what we catch in the wilderness like real men! Wait, am I confusing ninja with bears again? Oh well, same thing really."

Using Ninjaturgy, attempt to lead my new ninja pack out into the wild to live off the land. If a few of them die, well, I had too many anyway.
Title: Re: Wizard Kingdom RTD [Turn 4: Just All Kinds Of Weird]
Post by: Yottawhat on October 03, 2018, 02:07:07 pm
"Mmm."

Use my metal and blacksmithing skills to chop the golem bodies it to ingots with a smidgen of animation to have them float about.
Title: Re: Wizard Kingdom RTD [Turn 4: Just All Kinds Of Weird]
Post by: Egan_BW on October 03, 2018, 03:43:18 pm
"Hey I need food! Lady?"

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-

Because I'm helping out with one of the main quests, I'm totally a member of the active group and thus get a second action! 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.
Title: Re: Wizard Kingdom RTD [Turn 4: Just All Kinds Of Weird]
Post by: Beirus on October 03, 2018, 03:44:54 pm
((Hey Irony, am I actually fighting the cobra now?))
Title: Re: Wizard Kingdom RTD [Turn 4: Just All Kinds Of Weird]
Post by: Caellath on October 05, 2018, 04:45:20 pm
((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.))
Title: Re: Wizard Kingdom RTD [Turn 4: Just All Kinds Of Weird]
Post by: IronyOwl on October 05, 2018, 07:52:59 pm
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!

Quote
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!))


Spoiler: House Best (click to show/hide)
Spoiler: House Deepstone (click to show/hide)
Spoiler: House Arcana (click to show/hide)
Spoiler: House Nightmare (click to show/hide)
Title: Re: Wizard Kingdom RTD [Turn 4.5: Let the Games Begin]
Post by: Dermonster on October 05, 2018, 08:01:23 pm
[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.
Title: Re: Wizard Kingdom RTD [Turn 4: Just All Kinds Of Weird]
Post by: Egan_BW on October 05, 2018, 08:06:06 pm
"Hey I need food! Lady?"

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.


Also, I'm not a member of no "house best". That thing is full of like, stinky ninjas and stuff, and the lime green guy's the one who came up with these houses in the first place and he's a fucking idiot. As such, someone make a player-made guild already so I can join it! >:|
Title: Re: Wizard Kingdom RTD [Turn 4: Just All Kinds Of Weird]
Post by: Maximum Spin on October 05, 2018, 08:11:49 pm
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.
Title: Re: Wizard Kingdom RTD [Turn 4.5: Let the Games Begin]
Post by: Yottawhat on October 05, 2018, 08:22:33 pm
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.



Title: Re: Wizard Kingdom RTD [Turn 4.5: Let the Games Begin]
Post by: Egan_BW on October 05, 2018, 08:23:03 pm
Lightning magic. The annoying girl. MAKE IT HAPPEN. Maybe I can make it look like I was aiming for the ... actually, you know what? Let's split it up and hit Elen too, that way people can see that I'm clearly helping with the jackal problem.

Meanwhile, 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.
Do you want to waste time on this? Because I can waste time on this, but I'd rather fight jackals.
Title: Re: Wizard Kingdom RTD [Turn 4: Just All Kinds Of Weird]
Post by: Glass on October 05, 2018, 08:40:47 pm
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?
Title: Re: Wizard Kingdom RTD [Turn 4: Just All Kinds Of Weird]
Post by: IronyOwl on October 05, 2018, 08:56:09 pm
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?
((You can indeed rest during the jackal fight, if that's what you're asking.))
Title: Re: Wizard Kingdom RTD [Turn 4.5: Let the Games Begin]
Post by: Coolrune206 on October 05, 2018, 09:12:58 pm
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.
Title: Re: Wizard Kingdom RTD [Turn 4.5: Let the Games Begin]
Post by: hops on October 05, 2018, 10:57:19 pm
"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
Title: Re: Wizard Kingdom RTD [Turn 4.5: Let the Games Begin]
Post by: Egan_BW on October 05, 2018, 11:06:38 pm
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:

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.
Title: Re: Wizard Kingdom RTD [Turn 4.5: Let the Games Begin]
Post by: Coolrune206 on October 05, 2018, 11:24:03 pm
This was inevitable, wasn't it.
Title: Re: Wizard Kingdom RTD [Turn 4: Just All Kinds Of Weird]
Post by: Tiruin on October 06, 2018, 12:43:38 am
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 ._.


Title: Re: Wizard Kingdom RTD [Turn 4.5: Let the Games Begin]
Post by: piecewise on October 06, 2018, 01:28:49 am

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.

Title: Re: Wizard Kingdom RTD [Turn 3: Reap the Whirlwind]
Post by: Caellath on October 06, 2018, 02:38:04 am
"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.
Title: Re: Wizard Kingdom RTD [Turn 4.5: Let the Games Begin]
Post by: Hotfire90 on October 06, 2018, 05:48:21 am
"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.
Title: Re: Wizard Kingdom RTD [Turn 4.5: Let the Games Begin]
Post by: Sheyra on October 06, 2018, 07:43:14 am
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...
Title: Re: Wizard Kingdom RTD [Turn 4.5: Let the Games Begin]
Post by: Coolrune206 on October 06, 2018, 07:47:44 am
"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.

"You uhhh... Are blaming me without evidence! But luckily for you, I don't have evidence you did it either! Therefore, let's just say that this was nobody's fault, okay?"
Title: Re: Wizard Kingdom RTD [Turn 4.5: Let the Games Begin]
Post by: Hotfire90 on October 06, 2018, 07:56:28 am
"You uhhh... Are blaming me without evidence! But luckily for you, I don't have evidence you did it either! Therefore, let's just say that this was nobody's fault, okay?"
"It has to be someone's fault, that someone might as well be you."
Title: Re: Wizard Kingdom RTD [Turn 4.5: Let the Games Begin]
Post by: Coolrune206 on October 06, 2018, 08:37:02 am
"It has to be someone's fault, that someone might as well be you."
"That's hardly fair! If that's your logic, then you should be the heroic one and assume the blame. Don't just push it on me! I might be the nicest person around, but I'll not stand for your chicanery!"
Title: Re: Wizard Kingdom RTD [Turn 4.5: Let the Games Begin]
Post by: Hotfire90 on October 06, 2018, 08:50:39 am
"It has to be someone's fault, that someone might as well be you."
"That's hardly fair! If that's your logic, then you should be the heroic one and assume the blame. Don't just push it on me! I might be the nicest person around, but I'll not stand for your chicanery!"
"Well I know I didn't do it, just ask my patients, they can testify that I was busy healing them. So why should I own up to something I didn't do? That's hardly heroic."
Title: Re: Wizard Kingdom RTD [Turn 4.5: Let the Games Begin]
Post by: MCreeper on October 06, 2018, 02:48:01 pm
Quote
[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..))
Spoiler (click to show/hide)

((Carnage partially failed to ensue, but i still want to do this.))
Title: Re: Wizard Kingdom RTD [Turn 4.5: Let the Games Begin]
Post by: randomgenericusername on October 06, 2018, 03:14:57 pm
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.
Title: Re: Wizard Kingdom RTD [Turn 4.5: Let the Games Begin]
Post by: MCreeper on October 06, 2018, 03:26:21 pm
Teach them about Dragon Worship.

[5] They now worship dragons and don't want to hear anything about Dagon.  :P
Title: Re: Wizard Kingdom RTD [Turn 4.5: Let the Games Begin]
Post by: randomgenericusername on October 06, 2018, 03:36:02 pm
((I wouldn't make so many typos if I didn't have to post from my phone. Fixed.))
Title: Re: Wizard Kingdom RTD [Turn 4.5: Let the Games Begin]
Post by: Beirus on October 06, 2018, 09:02:04 pm
((Hey Irony, would my Brawling cover grabbing the snake and using it as a whip on the jackals? I figure it'd be like using a belt that wasn't dead yet.))
Title: Re: Wizard Kingdom RTD [Turn 4.5: Let the Games Begin]
Post by: IronyOwl on October 07, 2018, 03:38:38 am
((Hey Irony, would my Brawling cover grabbing the snake and using it as a whip on the jackals? I figure it'd be like using a belt that wasn't dead yet.))
((Probably, yeah.))
Title: Re: Wizard Kingdom RTD [Turn 4.5: Let the Games Begin]
Post by: IronyOwl on October 09, 2018, 07:51:57 am
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 ._.


[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




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



Quote
[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..))
Spoiler (click to show/hide)

((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


Spoiler: House Best (click to show/hide)
Spoiler: House Deepstone (click to show/hide)
Spoiler: House Arcana (click to show/hide)
Spoiler: House Nightmare (click to show/hide)
Title: Re: Wizard Kingdom RTD [Turn 5: Ten Points to Gryffindor]
Post by: randomgenericusername on October 09, 2018, 08:05:36 am
Try to use Dagon magic to fuse with the crow.
Title: Re: Wizard Kingdom RTD [Turn 5: Ten Points to Gryffindor]
Post by: MCreeper on October 09, 2018, 08:13:01 am
((It was inevitable))
Title: Re: Wizard Kingdom RTD [Turn 5: Ten Points to Gryffindor]
Post by: randomgenericusername on October 09, 2018, 08:42:03 am
((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...))
Title: Re: Wizard Kingdom RTD [Turn 5: Ten Points to Gryffindor]
Post by: Pancaek on October 09, 2018, 08:49:14 am
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.
Title: Re: Wizard Kingdom RTD [Turn 5: Ten Points to Gryffindor]
Post by: Glass on October 09, 2018, 08:51:39 am
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.
Title: Re: Wizard Kingdom RTD [Turn 5: Ten Points to Gryffindor]
Post by: Devastator on October 09, 2018, 08:54:06 am
((You're making better progress than usual for straight RTD, random.))
Title: Re: Wizard Kingdom RTD [Turn 5: Ten Points to Gryffindor]
Post by: Glass on October 09, 2018, 08:58:39 am
((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've been possessed by my own skeleton. Stop complaining. :p
Title: Re: Wizard Kingdom RTD [Turn 5: Ten Points to Gryffindor]
Post by: Devastator on October 09, 2018, 09:00:59 am
((If you're taking suggestions, maybe you should give in and let the skeleton lead the way.))
Title: Re: Wizard Kingdom RTD [Turn 5: Ten Points to Gryffindor]
Post by: piecewise on October 09, 2018, 09:09:41 am
Spoiler: The New Flesh (click to show/hide)

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.
Title: Re: Wizard Kingdom RTD [Turn 5: Ten Points to Gryffindor]
Post by: Glass on October 09, 2018, 09:10:35 am
((If you're taking suggestions, maybe you should give in and let the skeleton lead the way.))
Mostly I've just been trying to get to the point where it's wiling to listen to me. I have not attempted to fight it yet and don't foresee anything good coming of trying to do so.
Title: Re: Wizard Kingdom RTD [Turn 5: Ten Points to Gryffindor]
Post by: Hotfire90 on October 09, 2018, 09:10:58 am
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.
Title: Re: Wizard Kingdom RTD [Turn 5: Ten Points to Gryffindor]
Post by: Dermonster on October 09, 2018, 09:18:31 am
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.
Title: Re: Wizard Kingdom RTD [Turn 5: Ten Points to Gryffindor]
Post by: Egan_BW on October 09, 2018, 10:31:32 am
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!
Title: Re: Wizard Kingdom RTD [Turn 5: Ten Points to Gryffindor]
Post by: MCreeper on October 09, 2018, 01:40:03 pm
((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...
Title: Re: Wizard Kingdom RTD [Turn 5: Ten Points to Gryffindor]
Post by: Tiruin on October 09, 2018, 02:02:52 pm
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)


Spoiler: My Sheet (click to show/hide)
Title: Re: Wizard Kingdom RTD [Turn 5: Ten Points to Gryffindor]
Post by: Maximum Spin on October 09, 2018, 03:35:33 pm
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!
Title: Re: Wizard Kingdom RTD [Turn 5: Ten Points to Gryffindor]
Post by: Beirus on October 09, 2018, 04:19:22 pm
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
Title: Re: Wizard Kingdom RTD [Turn 5: Ten Points to Gryffindor]
Post by: Coolrune206 on October 09, 2018, 04:26:38 pm
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.
Title: Re: Wizard Kingdom RTD [Turn 5: Ten Points to Gryffindor]
Post by: The Lupanian on October 09, 2018, 05:18:42 pm
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!
Title: Re: Wizard Kingdom RTD [Turn 3: Reap the Whirlwind]
Post by: Caellath on October 09, 2018, 06:09:24 pm
"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.))
Title: Re: Wizard Kingdom RTD [Turn 5: Ten Points to Gryffindor]
Post by: ANGRY_DEMON_NOISES on October 09, 2018, 09:24:26 pm
((PTW))
Title: Re: Wizard Kingdom RTD [Turn 5: Ten Points to Gryffindor]
Post by: Sheyra on October 10, 2018, 08:14:31 pm
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)
Title: Re: Wizard Kingdom RTD [Turn 5: Ten Points to Gryffindor]
Post by: hops on October 11, 2018, 06:48:28 am
"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.
Title: Re: Wizard Kingdom RTD [Turn 5: Ten Points to Gryffindor]
Post by: IronyOwl on October 12, 2018, 10:42:56 pm
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



Spoiler: The New Flesh (click to show/hide)

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)


Spoiler: My Sheet (click to show/hide)
[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.
Spoiler: Available Missions (click to show/hide)


Spoiler: House Arcana (click to show/hide)
Spoiler: VonNost (click to show/hide)

Spoiler: House Best (Inactive) (click to show/hide)
Title: Re: Wizard Kingdom RTD [Turn 6: Noodles]
Post by: piecewise on October 12, 2018, 11:11:25 pm
Spoiler (click to show/hide)

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.
Title: Re: Wizard Kingdom RTD [Turn 6: Noodles]
Post by: Dermonster on October 12, 2018, 11:23:13 pm
"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.
Title: Re: Wizard Kingdom RTD [Turn 6: Noodles]
Post by: Coolrune206 on October 13, 2018, 12:05:43 am
Jeffery turns to his teammates in House Arcana.

"Either the corridor or the vault sound the most interesting, but we should probably be more boring and pick something like Hamglow or Shellguard, right?"
Title: Re: Wizard Kingdom RTD [Turn 6: Noodles]
Post by: Sheyra on October 13, 2018, 12:16:01 am
Anna would look up towards the hole she'd fallen in from, shouting up. "My vote goes towards checking out the Wellwater Cave, since I'm already down here! If you want to check out the Tomb, I'm pretty efficient at clearing out undead, but either way, if you want to go somewhere else, I need someone to toss me a rope first!"
Title: Re: Wizard Kingdom RTD [Turn 6: Noodles]
Post by: Coolrune206 on October 13, 2018, 12:27:28 am
"Would a long metal noodle work? Seems to be the only thing I'm good at."
Title: Re: Wizard Kingdom RTD [Turn 6: Noodles]
Post by: Beirus on October 13, 2018, 01:16:21 am
"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.
Title: Re: Wizard Kingdom RTD [Turn 6: Noodles]
Post by: Maximum Spin on October 13, 2018, 05:08:19 am
Use ninjaturgy to disguise myself as VonNost so I can go on missions!
Title: Re: Wizard Kingdom RTD [Turn 6: Noodles]
Post by: Coolrune206 on October 13, 2018, 06:55:58 am
Use ninjaturgy to disguise myself as VonNost so I can go on missions!
VonNost is a giant jackal thing. Very conspicuous, especially when there are two of them.

I expect this will go swimmingly.
Title: Re: Wizard Kingdom RTD [Turn 6: Noodles]
Post by: Devastator on October 13, 2018, 07:00:10 am
Alternatively it could make people think the doc looks like him, and the doc is just a monster.
Title: Re: Wizard Kingdom RTD [Turn 6: Noodles]
Post by: Glass on October 13, 2018, 08:41:56 am
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.)
Title: Re: Wizard Kingdom RTD [Turn 6: Noodles]
Post by: Egan_BW on October 13, 2018, 11:52:21 am
Ask VonNost if I can join The New Flesh and help him do, like, newfleshy things?
Title: Re: Wizard Kingdom RTD [Turn 6: Noodles]
Post by: randomgenericusername on October 13, 2018, 03:08:53 pm
Why is it not dead yet? Pray to the Idol of Dagon for strenght to consume and feast on the crow.
Title: Re: Wizard Kingdom RTD [Turn 6: Noodles]
Post by: Pancaek on October 14, 2018, 11:05:03 am
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.
Title: Re: Wizard Kingdom RTD [Turn 6: Noodles]
Post by: Beirus on October 14, 2018, 11:43:58 am
((This is just a random thought, but I wonder if VonNost may develop an attraction to teenagers/adults in long shorts to karmically mirror Faith's obsession with kids and short pants.))
Title: Re: Wizard Kingdom RTD [Turn 6: Noodles]
Post by: piecewise on October 14, 2018, 05:36:09 pm
Ask VonNost if I can join The New Flesh and help him do, like, newfleshy things?

I'm fine with it but I don't know how Irony is handling this since he did this jackal thing to thin the numbers. Ask him.
Title: Re: Wizard Kingdom RTD [Turn 6: Noodles]
Post by: IronyOwl on October 14, 2018, 06:11:02 pm
Ask VonNost if I can join The New Flesh and help him do, like, newfleshy things?

I'm fine with it but I don't know how Irony is handling this since he did this jackal thing to thin the numbers. Ask him.
So long as the total number of players on mission remains reasonable (~6-8, probably?) I'm fine with active folks taking on additional members.
Title: Re: Wizard Kingdom RTD [Turn 6: Noodles]
Post by: Beirus on October 14, 2018, 06:44:47 pm
Ask VonNost if I can join The New Flesh and help him do, like, newfleshy things?

I'm fine with it but I don't know how Irony is handling this since he did this jackal thing to thin the numbers. Ask him.
So long as the total number of players on mission remains reasonable (~6-8, probably?) I'm fine with active folks taking on additional members.
((So we can house-hop now if there are free slots?))
Title: Re: Wizard Kingdom RTD [Turn 6: Noodles]
Post by: IronyOwl on October 14, 2018, 10:18:35 pm
Ask VonNost if I can join The New Flesh and help him do, like, newfleshy things?

I'm fine with it but I don't know how Irony is handling this since he did this jackal thing to thin the numbers. Ask him.
So long as the total number of players on mission remains reasonable (~6-8, probably?) I'm fine with active folks taking on additional members.
((So we can house-hop now if there are free slots?))
((Yes, though you don't need to in order to accompany them. Obviously you need their permission in either case.))
Title: Re: Wizard Kingdom RTD [Turn 6: Noodles]
Post by: piecewise on October 14, 2018, 10:40:35 pm
I'll take ER then. Assuming he can follow orders.


Unrelated but what happens if I eat him? Since wizards can't die, would he just spawn somewhere? Asking for a friend.
Title: Re: Wizard Kingdom RTD [Turn 6: Noodles]
Post by: Egan_BW on October 14, 2018, 10:44:15 pm
I can follow orders, but I can't guarantee that I can accomplish orders when I'm beholden to straight 1d6, because the dice hate me sometimes.
Title: Re: Wizard Kingdom RTD [Turn 6: Noodles]
Post by: IronyOwl on October 14, 2018, 11:07:08 pm
By the current system you'd just keep maiming him ever more savagely, granting [Maimed: Devoured Muscles] and [Maimed: Heartless] and so on.

I'm thinking about leaning a little more chunky salsa anyway though, so I might go a little further off the rails to handle the consumption of smaller, weaker players.
Title: Re: Wizard Kingdom RTD [Turn 6: Noodles]
Post by: Tiruin on October 15, 2018, 06:54:44 am
Quote
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.


Spoiler: House Nightmare; Akari (click to show/hide)
Title: Re: Wizard Kingdom RTD [Turn 6: Noodles]
Post by: hops on October 15, 2018, 08:58:39 am
BB is mostly preoccupied with trying to free the Golort via Earth magic
Title: Re: Wizard Kingdom RTD [Turn Deal With It]
Post by: Caellath on October 15, 2018, 05:40:49 pm
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.))
Title: Re: Wizard Kingdom RTD [Turn 6: Noodles]
Post by: MCreeper on October 15, 2018, 06:06:46 pm
Since everything is mostly sorted out... Get room in the tavern, or something. (:P)
Nope. On furtrer consideration (https://www.youtube.com/watch?v=WKbALlgvUHs), i will try my luck at everyone's inactivity limbo for now. Because GM will\would totally roll for this.
Title: Re: Wizard Kingdom RTD [Turn 6: Noodles]
Post by: IronyOwl on October 17, 2018, 01:06:58 am
Turn 7: Ball Of Infinitely Gnashing Problems


Spoiler (click to show/hide)

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.


Spoiler: House Arcana (click to show/hide)
Spoiler: Baseborn Scum (click to show/hide)
Spoiler: Jackalbait (click to show/hide)
Title: Re: Wizard Kingdom RTD [Turn 7: Ball Of Infinitely Gnashing Problems]
Post by: piecewise on October 17, 2018, 01:58:05 am
Spoiler (click to show/hide)
*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.


Title: Re: Wizard Kingdom RTD [Turn 7: Ball Of Infinitely Gnashing Problems]
Post by: Coolrune206 on October 17, 2018, 02:19:36 am
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.
Title: Re: Wizard Kingdom RTD [Turn 7: Ball Of Infinitely Gnashing Problems]
Post by: Maximum Spin on October 17, 2018, 05:27:34 am
"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.
Title: Re: Wizard Kingdom RTD [Turn 7: Ball Of Infinitely Gnashing Problems]
Post by: Glass on October 17, 2018, 08:15:01 am
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.
Title: Re: Wizard Kingdom RTD [Turn 7: Ball Of Infinitely Gnashing Problems]
Post by: Egan_BW on October 17, 2018, 08:51:15 am
"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.
Title: Re: Wizard Kingdom RTD [Turn 7: Ball Of Infinitely Gnashing Problems]
Post by: IronyOwl on October 17, 2018, 03:33:36 pm
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.
You did, that's what "+1 Crystalguns" means. You didn't gain an actual gun, it's just shorthand for "this skill's passion."

That said, trivial actions generally don't generate passion. I gave it to you this time because precision maiming is pretty inspirational, but regular leaf-shootin' fer the sake of leaf-shootin' wouldn't get you anything if it went as planned.
Title: Re: Wizard Kingdom RTD [Turn 7: Ball Of Infinitely Gnashing Problems]
Post by: Glass on October 17, 2018, 04:09:07 pm
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.
You did, that's what "+1 Crystalguns" means.
...derp, somehow I missed that you put "+1 Crystalguns" in there. Sorry.
Title: Re: Wizard Kingdom RTD [Turn 7: Ball Of Infinitely Gnashing Problems]
Post by: Sheyra on October 17, 2018, 10:21:02 pm
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!"
Title: Re: Wizard Kingdom RTD [Turn Deal With It]
Post by: Caellath on October 19, 2018, 08:11:21 pm
"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.
Title: Re: Wizard Kingdom RTD [Turn 7: Ball Of Infinitely Gnashing Problems]
Post by: Beirus on October 20, 2018, 03:15:22 pm
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. 
Title: Re: Wizard Kingdom RTD [Turn 7: Ball Of Infinitely Gnashing Problems]
Post by: IronyOwl on October 21, 2018, 10:44:29 pm
Turn 8: Stop Hitting Yourself


-VonNost-

Spoiler (click to show/hide)
*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.


Spoiler: House Arcana (click to show/hide)
Spoiler: Scoundrels and Rogues (click to show/hide)
Spoiler: Humble Ninjas (click to show/hide)
Title: Re: Wizard Kingdom RTD [Turn 8: Stop Hitting Yourself]
Post by: Glass on October 21, 2018, 11:50:44 pm
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?
Title: Re: Wizard Kingdom RTD [Turn 8: Stop Hitting Yourself]
Post by: Beirus on October 21, 2018, 11:57:15 pm
"Ahem. You there, with the gun thing. That looked painful. I just made a healing potion. You want some?" Ventaro asks Erin while considering his next action.
Title: Re: Wizard Kingdom RTD [Turn 8: Stop Hitting Yourself]
Post by: Glass on October 22, 2018, 12:23:24 am
Yes, that would be appreciated o_o
Title: Re: Wizard Kingdom RTD [Turn 8: Stop Hitting Yourself]
Post by: Egan_BW on October 22, 2018, 12:35:08 am
"Hey, wanna tear the door down?"
Title: Re: Wizard Kingdom RTD [Turn 8: Stop Hitting Yourself]
Post by: Coolrune206 on October 22, 2018, 02:41:58 am
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.
Title: Re: Wizard Kingdom RTD [Turn 8: Stop Hitting Yourself]
Post by: piecewise on October 22, 2018, 10:17:23 am
"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.


Title: Re: Wizard Kingdom RTD [Turn 8: Stop Hitting Yourself]
Post by: Egan_BW on October 22, 2018, 10:34:12 am
"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.
Title: Re: Wizard Kingdom RTD [Turn Deal With It]
Post by: Caellath on October 23, 2018, 12:46:50 am
"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.
Title: Re: Wizard Kingdom RTD [Turn 8: Stop Hitting Yourself]
Post by: Beirus on October 23, 2018, 04:49:29 pm
((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)
Title: Re: Wizard Kingdom RTD [Turn 8: Stop Hitting Yourself]
Post by: Sheyra on October 23, 2018, 08:36:32 pm
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)
Title: Re: Wizard Kingdom RTD [Turn 8: Stop Hitting Yourself]
Post by: IronyOwl on October 25, 2018, 10:03:31 pm
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.


Spoiler: House Arcana (click to show/hide)
Spoiler: Shiftless Thugs (click to show/hide)
Title: Re: Wizard Kingdom RTD [Turn 9: Loot Crate Catastrophe]
Post by: Glass on October 25, 2018, 11:36:17 pm
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.
Title: Re: Wizard Kingdom RTD [Turn 9: Loot Crate Catastrophe]
Post by: Egan_BW on October 26, 2018, 01:48:59 am
"That looks inconvenient. Want a hand with that?"

Command my familiar to solve this puzzle for us!
Title: Re: Wizard Kingdom RTD [Turn 9: Loot Crate Catastrophe]
Post by: Coolrune206 on October 26, 2018, 03:12:15 am
"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.
Title: Re: Wizard Kingdom RTD [Turn 9: Loot Crate Catastrophe]
Post by: piecewise on October 26, 2018, 10:33:58 am
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.
Title: Re: Wizard Kingdom RTD [Turn 9: Loot Crate Catastrophe]
Post by: Beirus on October 28, 2018, 11:10:30 pm
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.
Title: Re: Wizard Kingdom RTD [Turn I Must Deal With It]
Post by: Caellath on October 30, 2018, 07:51:56 pm
"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.
Title: Re: Wizard Kingdom RTD [Turn 9: Loot Crate Catastrophe]
Post by: IronyOwl on October 31, 2018, 01:14:56 am
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



Spoiler: House Arcana (click to show/hide)
Spoiler: Slimebait (click to show/hide)
Title: Re: Wizard Kingdom RTD [Turn 10: Partial Credit]
Post by: Egan_BW on October 31, 2018, 01:27:16 am
"Note to self: Birds are terrible at solving puzzles. Now...
D̳͕̀͡I͈̻͍͙̲͡E̤̖̫͍̟͖͕͢͝!"


DEATH MAGIC IT ALL THE WAY
YES USE THE PASSION OBVIOUSLY
Title: Re: Wizard Kingdom RTD [Turn 10: Partial Credit]
Post by: Coolrune206 on October 31, 2018, 02:55:05 am
"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.
Title: Re: Wizard Kingdom RTD [Turn 10: Partial Credit]
Post by: Glass on October 31, 2018, 07:57:42 am
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.
Title: Re: Wizard Kingdom RTD [Turn 10: Partial Credit]
Post by: Sir Elventide on October 31, 2018, 02:40:01 pm
(Waitlist or not, here I come)

Name: Xiaoli Wind-Foot
Description: Female human of average height. Long white hair. Turquoise robes and leggings. Barefooted. Soft-spoken but blunt.
Primary Skill: Pneumomancy (Control of air/wind) +5
Secondary Skills: Enchantment +3 and Archery +3
Precious Item: Eversprout Bow - A magical longbow that can keep growing additional arrows whenever fed water, essentially creating an inexhaustible supply of ammo. Using whatever that can serve as fertilizer can increase the rate of arrows grown.
Backstory: A drifter from a distant land, Xiaoli found this land to be on the brink of eldritch catastrophe. Hoping to find a new home, she resolved to find out what happened here and whether there is a way to put an end to the madness.
Title: Re: Wizard Kingdom RTD [Turn 10: Partial Credit]
Post by: Glass on October 31, 2018, 02:52:36 pm
Primary Skill: Pneumomancy (Control of air/wind) +5
There is already an air magic. It's just called air magic.
Title: Re: Wizard Kingdom RTD [Turn 10: Partial Credit]
Post by: Beirus on October 31, 2018, 06:37:50 pm
((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.
Title: Re: Wizard Kingdom RTD [Turn 10: Partial Credit]
Post by: piecewise on October 31, 2018, 07:52:12 pm
Refashion teeth into organic chainsaws. Chew blob.
Title: Re: Wizard Kingdom RTD [Turn 10: Partial Credit]
Post by: Sir Elventide on November 01, 2018, 01:41:17 am
Primary Skill: Pneumomancy (Control of air/wind) +5
There is already an air magic. It's just called air magic.

That's the one. I'm just being fancy.
Title: Re: Wizard Kingdom RTD [Turn 10: Partial Credit]
Post by: Caellath on November 02, 2018, 01:07:29 pm
((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.
Title: Re: Wizard Kingdom RTD [Turn 10: Partial Credit]
Post by: Coolrune206 on November 02, 2018, 05:24:23 pm
Jeffery, still concentrating on his searching, replies calmly:

"'Crabth'? 'Crustaceans?' what are you guys on abou...."

He trails off as he takes a moment to look up at the incoming demonspawn.

"Oh. Those crabth."

(Action edited)
Title: Re: Wizard Kingdom RTD [Turn 10: Partial Credit]
Post by: IronyOwl on November 05, 2018, 02:59:29 am
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.



Spoiler: House Arcana (click to show/hide)
Spoiler: Edibles (click to show/hide)
Title: Re: Wizard Kingdom RTD [Turn 10: Partial Credit]
Post by: IronyOwl on November 05, 2018, 03:00:34 am
(Waitlist or not, here I come)

Name: Xiaoli Wind-Foot
Description: Female human of average height. Long white hair. Turquoise robes and leggings. Barefooted. Soft-spoken but blunt.
Primary Skill: Pneumomancy (Control of air/wind) +5
Secondary Skills: Enchantment +3 and Archery +3
Precious Item: Eversprout Bow - A magical longbow that can keep growing additional arrows whenever fed water, essentially creating an inexhaustible supply of ammo. Using whatever that can serve as fertilizer can increase the rate of arrows grown.
Backstory: A drifter from a distant land, Xiaoli found this land to be on the brink of eldritch catastrophe. Hoping to find a new home, she resolved to find out what happened here and whether there is a way to put an end to the madness.
Onto the waitlist with ye, to await a more prosperous time. Or less prosperous, because everyone who could be playing instead has died horribly.
Title: Re: Wizard Kingdom RTD [Turn 11: It's Gonna Get Weird]
Post by: Glass on November 05, 2018, 09:05:03 am
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.
Title: Re: Wizard Kingdom RTD [Turn 11: It's Gonna Get Weird]
Post by: piecewise on November 05, 2018, 10:39:25 am

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.
Title: Re: Wizard Kingdom RTD [Turn 11: It's Gonna Get Weird]
Post by: Coolrune206 on November 05, 2018, 05:57:48 pm
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.
Title: Re: Wizard Kingdom RTD [Turn 11: It's Gonna Get Weird]
Post by: Egan_BW on November 05, 2018, 08:33:56 pm
Unstopper the glittering flask and chug that shit.
Title: Re: Wizard Kingdom RTD [Turn 10: Partial Credit]
Post by: Caellath on November 07, 2018, 07:58:42 pm
"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.
Title: Re: Wizard Kingdom RTD [Turn 11: It's Gonna Get Weird]
Post by: Beirus on November 07, 2018, 09:00:24 pm
((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.
Title: Re: Wizard Kingdom RTD [Turn 11: It's Gonna Get Weird]
Post by: IronyOwl on November 14, 2018, 01:30:00 am
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



Spoiler: House Arcana (click to show/hide)
Spoiler: Slimesoaked Charlatans (click to show/hide)
Title: Re: Wizard Kingdom RTD [Turn 12: Monstrous]
Post by: Coolrune206 on November 14, 2018, 01:33:43 am
Jeffery basically just continues flailing and screaming.
Title: Re: Wizard Kingdom RTD [Turn 12: Monstrous]
Post by: Egan_BW on November 14, 2018, 01:41:53 am
"Ahahahaha! I think I like this one!"

Sally forth and render foes down. Try getting some death essence to stick to my claws.
Title: Re: Wizard Kingdom RTD [Turn 12: Monstrous]
Post by: piecewise on November 14, 2018, 02:05:27 am
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!
Title: Re: Wizard Kingdom RTD [Turn 12: Monstrous]
Post by: Maximum Spin on November 14, 2018, 02:06:49 am
Tear my way free! Bite! Claw! Throw jackals! This thing has huge guts, RIP AND TEAR!
I think you got out already, if I'm reading this right.
Title: Re: Wizard Kingdom RTD [Turn 12: Monstrous]
Post by: Glass on November 14, 2018, 02:18:01 am
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.
Title: Re: Wizard Kingdom RTD [Turn 12: Monstrous]
Post by: IronyOwl on November 14, 2018, 02:54:51 am
Are we fighting something right now? I can’t tell.
Most of your aren't but Jeffery and Ventaro are battling a moss monster a ways back in the tunnels.
Title: Re: Wizard Kingdom RTD [Turn 12: Monstrous]
Post by: Beirus on November 14, 2018, 05:19:45 pm
((Am I understanding this right? It seems like I refined the regenerative slime and now the rest of the moss monster is thick amorphous goop  as well. Is that right?))
Title: Re: Wizard Kingdom RTD [Turn 12: Monstrous]
Post by: IronyOwl on November 14, 2018, 10:23:09 pm
The rest of the moss monster was always thick amorphous goop. It's still very strangly amorphous goop.
Title: Re: Wizard Kingdom RTD [Turn 12: Monstrous]
Post by: Beirus on November 15, 2018, 12:53:19 am
((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.
Title: Re: Wizard Kingdom RTD [Turn 10: Partial Credit]
Post by: Caellath on November 16, 2018, 01:21:48 pm
"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.
Title: Re: Wizard Kingdom RTD [Turn 12: Monstrous]
Post by: IronyOwl on November 25, 2018, 06:03:24 pm
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.



Spoiler: House Arcana (click to show/hide)
Spoiler: Literal Monsters (click to show/hide)
Title: Re: Wizard Kingdom RTD [Turn 13: Rip And Tear]
Post by: piecewise on November 25, 2018, 06:12:00 pm
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.
Title: Re: Wizard Kingdom RTD [Turn 13: Rip And Tear]
Post by: Egan_BW on November 25, 2018, 06:13:59 pm
Whichever way appears to not be the critical path. Got things to kill and absorb, you know.
Title: Re: Wizard Kingdom RTD [Turn 13: Rip And Tear]
Post by: Coolrune206 on November 25, 2018, 10:09:12 pm
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?
Title: Re: Wizard Kingdom RTD [Turn 13: Rip And Tear]
Post by: Glass on November 25, 2018, 10:20:07 pm
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.
Title: Re: Wizard Kingdom RTD [Turn 13: Rip And Tear]
Post by: Beirus on November 26, 2018, 01:25:42 am
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.
Title: Re: Wizard Kingdom RTD [Turn 13: Rip And Tear]
Post by: hops on November 27, 2018, 08:35:31 pm
(Oh, by the way, I quit Bay12, so take my name off the player list pls)
Title: Re: Wizard Kingdom RTD [Turn 13: Rip And Tear]
Post by: IronyOwl on November 27, 2018, 09:45:35 pm
Sorry to hear that, but will do.
Title: Re: Wizard Kingdom RTD [Turn 13: Rip And Tear]
Post by: Glass on November 27, 2018, 11:13:12 pm
(Oh, by the way, I quit Bay12, so take my name off the player list pls)
:(
Bye o/ I wish you luck and enjoyment wherever you go
But not !!fun!!, that wouldn’t be enjoyable
Title: Re: Wizard Kingdom RTD [Turn 13: Rip And Tear]
Post by: MCreeper on November 28, 2018, 05:21:11 am
Oh. I'm also officially leaving this, due to IRL Reasons. Anyone who wants to take my sword of royal self hampering and skull of dubious usefulness and safety can do so, if permitted by GM. Also, we need another waitlister.  :P
Title: Re: Wizard Kingdom RTD [Turn 13: Rip And Tear]
Post by: Sir Elventide on November 28, 2018, 12:37:39 pm
(Oh, by the way, I quit Bay12, so take my name off the player list pls)

Aw, well nice to have you here!

@IronyOwl, I take it that I can now join in, right?
Title: Re: Wizard Kingdom RTD [Turn 10: Partial Credit]
Post by: Caellath on November 28, 2018, 08:26:10 pm
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.
Title: Re: Wizard Kingdom RTD [Turn 13: Rip And Tear]
Post by: MCreeper on December 10, 2018, 08:33:46 pm
Really? (I'm still leaving)
Title: Re: Wizard Kingdom RTD [Turn 13: Rip And Tear]
Post by: piecewise on December 12, 2018, 10:41:48 pm
I'm staying.
Title: Re: Wizard Kingdom RTD [Turn 13: Rip And Tear]
Post by: Yottawhat on December 13, 2018, 12:54:07 am
Oh geez. Two people leaving? If only there was a group of people who can replace that exact number. Some kind of gang, or house of wizard with exactly two people in it.
Title: Re: Wizard Kingdom RTD [Turn 13: Rip And Tear]
Post by: Sir Elventide on December 13, 2018, 09:53:36 am
Oh geez. Two people leaving? If only there was a group of people who can replace that exact number. Some kind of gang, or house of wizard with exactly two people in it.

Well you got me so you'd only need one more wizard
Title: Re: Wizard Kingdom RTD [Turn 13: Rip And Tear]
Post by: IronyOwl on December 13, 2018, 09:06:17 pm
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.



Spoiler: House Arcana (click to show/hide)
Spoiler: Containment Breach (click to show/hide)


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.


Spoiler: House Best (click to show/hide)
Spoiler: House Deepstone (click to show/hide)
Spoiler: House Nightmare (click to show/hide)
Spoiler: Unaffiliated Scum (click to show/hide)
Title: Re: Wizard Kingdom RTD [Turn 14: It's What's Inside That Counts]
Post by: Coolrune206 on December 13, 2018, 09:17:26 pm
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.
Title: Re: Wizard Kingdom RTD [Turn 14: It's What's Inside That Counts]
Post by: Beirus on December 13, 2018, 10:42:08 pm
"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.
Title: Re: Wizard Kingdom RTD [Turn 14: It's What's Inside That Counts]
Post by: piecewise on December 14, 2018, 01:56:31 am
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. 
Title: Re: Wizard Kingdom RTD [Turn 14: It's What's Inside That Counts]
Post by: Glass on December 14, 2018, 03:21:48 am
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.
Title: Re: Wizard Kingdom RTD [Turn 14: It's What's Inside That Counts]
Post by: Sir Elventide on December 14, 2018, 07:03:59 am

"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.

Title: Re: Wizard Kingdom RTD [Turn 14: It's What's Inside That Counts]
Post by: sprinkled chariot on December 14, 2018, 09:28:20 am
Can I joinio?
Title: Re: Wizard Kingdom RTD [Turn 14: It's What's Inside That Counts]
Post by: Hotfire90 on December 14, 2018, 01:16:42 pm
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.
Title: Re: Wizard Kingdom RTD [Turn 14: It's What's Inside That Counts]
Post by: IronyOwl on December 14, 2018, 06:13:45 pm
Can I joinio?
Yes.
Title: Re: Wizard Kingdom RTD [Turn 14: It's What's Inside That Counts]
Post by: Egan_BW on December 14, 2018, 10:13:05 pm
Barf a death laser at them while tearing them apart.
Title: Re: Wizard Kingdom RTD [Turn 14: It's What's Inside That Counts]
Post by: Yottawhat on December 16, 2018, 12:02:23 am
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.

Title: Re: Wizard Kingdom RTD [Turn 14: It's What's Inside That Counts]
Post by: Tiruin on December 16, 2018, 02:56:42 am
((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])
Title: Re: Wizard Kingdom RTD
Post by: Caellath on December 17, 2018, 05:47:39 pm
"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.
Title: Re: Wizard Kingdom RTD [Turn 14: It's What's Inside That Counts]
Post by: Questorhank on December 18, 2018, 07:32:40 pm
Spoiler: Character Sheet (click to show/hide)
Title: Re: Wizard Kingdom RTD [Turn 14: It's What's Inside That Counts]
Post by: piecewise on January 05, 2019, 12:26:31 pm
IRONY UPDATE YOUR GAME

IF YOU DON'T SO HELP ME GOD I'LL FIND YOU AND RUB YOUR BELLY AND WHISPER SUPPORTIVE THINGS IN YOUR EAR UNTIL YOU DO!!!


I'll also keep using comic sans.
Title: Re: Wizard Kingdom RTD [Turn 14: It's What's Inside That Counts]
Post by: IronyOwl on January 06, 2019, 05:10:11 am
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



"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.

[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


Spoiler: Character Sheet (click to show/hide)
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.


Spoiler: House Best (click to show/hide)
Spoiler: House Deepstone (click to show/hide)
Spoiler: House Nightmare (click to show/hide)
Spoiler: Commoner Scum (click to show/hide)
Title: Re: Wizard Kingdom RTD [Turn 15: Items of Power]
Post by: Coolrune206 on January 06, 2019, 05:32:01 am
Jeffery sends in the Metallic Spearcrabs, and gives them helpful advice on their combat from time to time using his knowledge of spears.

He then spends the rest of his time trying to ignore the ensuing battle and figuring out this goddamn ice thing.
Title: Re: Wizard Kingdom RTD [Turn 15: Items of Power]
Post by: Glass on January 06, 2019, 08:41:27 am
Let’s try something. It’ll probably require some Passions, because I quite thoroughly expect it is not how the magic I’m going to use is supposed to be used in the slightest.

Use my metal magic on the iron/copper/whatever oxygen-carrying metal is in these snails’ blood and condense it all in their hearts, completely clogging the bloodflow while also potentially creating some interesting metal items for harvest. Use all my Metal Passion to make sure this happens.

Also, use my air magic to send blades of air across all the snails, using my “Flenser” skill. Also use one Passion to make them loud, in order to mess with the snails’ senses.
Title: Re: Wizard Kingdom RTD [Turn 15: Items of Power]
Post by: Hotfire90 on January 06, 2019, 02:44:59 pm
Elen stretched her limbs after what felt like an eternity of imprisonment. "HAHAHA! At last I am free once more!" Elen cried out in triumph.

Find some farmers and empower them with vitamancy and flesh magic, focus on increasing their strength, speed and endurance.

Try to locate nearby undead creatures with necromancy.
Title: Re: Wizard Kingdom RTD [Turn 15: Items of Power]
Post by: Egan_BW on January 06, 2019, 03:09:26 pm
WELL FIND SOMETHING ELSE TO KILL THEN, BAKA
SURELY THERE'S SOMETHING UP AHEAD IN THIS MAZE
Title: Re: Wizard Kingdom RTD [Turn 15: Items of Power]
Post by: Questorhank on January 07, 2019, 06:18:43 pm
"Do you require assistance, dwarf?"

If yes, transmute the rubble to air. Else, use plant magic and vitamancy to animate and humanify a nearby tree.
Go looking for trouble.
Title: Re: Wizard Kingdom RTD [Turn 15: Items of Power]
Post by: Beirus on January 07, 2019, 07:56:40 pm
Seduce the fairy with honeyed words, offer her one of the glowing toothpicks I drew from my mote earlier and ask if such a beautiful being brimming with vitality would be kind enough to tell me what my mote is and/or does, alchemically and magically. 3 Seduction. 2 Seduction Passion for even more effective seduction.

And since that hopefully took enough time for everyone else to attack the snails, get in there and refine the durability/defense/damage reduction from one of their shells if they are all dead. If not, grapple one (preferably the one eating Anna if it isn't dead) using my Harvester's Grip and refine the quality of defense/durability/damage reduction from it while keeping it or the others from hitting me. 6 Alchemy, 1 Alchemy Passion for the defense/durability refining. 4 Brawling too if I have to wrangle a live one.
Title: Re: Wizard Kingdom RTD [Turn 15: Items of Power]
Post by: Sir Elventide on January 09, 2019, 12:20:56 pm
"Hmm..."

Use +1 Enchanting to stabilize the air shield.
Use +1 Enchanting to modify it so that air attacks can be used while it's active.

Locate the village.
Title: Re: Wizard Kingdom RTD [Turn 15: Items of Power]
Post by: piecewise on January 09, 2019, 01:17:18 pm
"Huh."

Stick a paw in and then pull it out. Examine paw.
Title: Re: Wizard Kingdom RTD [Turn 15: Items of Power]
Post by: Yottawhat on January 09, 2019, 05:19:59 pm
Drop off the Implements of Agriculture to the farming peasants.

Then head to the rubble pile formed by absentee house member and animate

Title: Re: Wizard Kingdom RTD
Post by: Caellath on January 11, 2019, 06:23:10 am
Passable. That was it, the arrogant little fairy was going to be put in its miserably small place since it kept up its petulant behavior in the presence of someone who was obviously her superior. He might also want to fix his new verbal tic sometime in the future, despite how appropriate it was. Devorae had even odds on it being the taint or just his subconscious being far too pissed at his surroundings.

"INSOLENT FOOLS." he roared, sweeping his scepter at the approaching snails. Then, with a lot less roaring, he looked at the fairy. "Then what are you capable of with your borrowed power?"

Necromantic blast at the snails. Spend three Necromancy passion.

Leadership: Organize the crabs to bravely fight the whiptongue snails.

Keep talking to the fairy.


((So much interest has dropped that I'm not sure if the game's still sustainable. Maybe try a smaller but more reliable core of players next time. Also, I'm on a vacation trip so not very regular at the moment.))
Title: Re: Wizard Kingdom RTD [Turn 15: Items of Power]
Post by: Tiruin on January 13, 2019, 09:30:09 am
Akari examined the wisps as they...attached themselves to her at random intervals regardless of placement. It was nice observing magnetism glow-magic attractivity, but they could be made better and self-reliant [and probably not attach everywhere they could (like those puffball seeds you get when rolling down a hill and having fun)]! She liked to add to her environment and life of others without making it worse for everyone. She hoped she could pass it off like that anyway.

Let's spend that Passion shall we?

> Life and Glow magic, lessen essence being suck'd while trying to get the wisps better--meaning, harmless to people, probably subsisting on the residual magic in the air or local insect pests (and very inimical to undead or such things living on magic), and the capability to reproduce like a non-invasive nice thing.

That passion is to help make it a communication device for us wizards! Or just me!

Perhaps I should shift to another house, please notify my housemates! ._.
Title: Re: Wizard Kingdom RTD [Turn 15: Items of Power]
Post by: Maximum Spin on January 25, 2019, 04:58:02 pm
Erik doesn't really remember what he was doing, so he just spends that Leadership passion to lead his new ninja clan to victory in taking over the local organised crime! And starting some organised crime if there wasn't any! Ninja crime!

Akari is welcome to join House Best! House Best is best house!
Title: Re: Wizard Kingdom RTD [Turn 15: Items of Power]
Post by: Tiruin on January 26, 2019, 04:57:03 am
Erik doesn't really remember what he was doing, so he just spends that Leadership passion to lead his new ninja clan to victory in taking over the local organised crime! And starting some organised crime if there wasn't any! Ninja crime!

Akari is welcome to join House Best! House Best is best house!
:))
Join House Best (in the interim, probably with a few rolls that I'm ok with in making either catastrophic or otherwise village events), unless any one of my house members...reappear somehow. I'm sad they're gone! :-\