(I guess we're going ahead without notquitethere, for now.)Tim feels a backwash—a tingle, spreading like an itch just under the skin, running like lightning from her hands all through her body. For a second, her vision swoons. Yet the magic yields to her control as easily as butter. Flames
ROAR forth like the throes of a great dragon, sweeping the room! The
black goat is incinerated instantly as its eyes boil, forelegs and head peel down to bone before the rest of it follows. The sudden rush of pressure swats its body to the side, crumpled amidst an inferno of burning furniture.
The
chaotic magic in the book reacts to Tim's spell! Pages of old parchment flip in the hot air, seemingly immune to the blaze. Wyrd words glow
ablaze with malignant force, and the power rushes for her like a magnet!!
FWOOOOOOSH!! All fire in the room
BLOSSOMS upwards, leaving the ground behind as if something plucked it and tossed it in the air like rose petals. It splashes across the roof in a glorious display of dancing flame, but the mana feels...
wrong. Twisted, in a similar fashion to how it does only fleetingly when Tim uses her die. Then... the fire slowly vanishes, like so much smoke.
It leaves behind only ashes. Ashes, and a scarred, moderately-burnt pyromancer... ...except the scars run too deep to be at all natural. Her chest looks burnt down to the ribs, but those have now
fused together in a hideous but sturdy cocoon of intermeshed bone and... something that looks and feels like a kind of metal. Tim is able to move as she was before, not entirely unscathed... but not unchanged.
LEVEL UP!
The locks on both doors click open...Tim, the Pyromancer [
11/18]
Bold room is where you are | Arrows indicate connections | Green rooms are cleared—Ghost powers are constrained | Humans CANNOT leave a non-corridor room until it's cleared!
[Torture Room] <> [Corridor] <> [Arcane Circle Chamber, Storage Room, Trophy Hall] > [?]
Weapon: Conjurer's Catalog
Power(s): Summoning (having more than one summon out at a time drains your HP by 1 per round)
Weapon: Reflective Staff
Power(s): Energy Redirection
Weapon: Boomstick
Power(s): Hammerspace; Churning Inversion (hammerspacing something too big can turn it inside-out or otherwise screw up its 'anatomy', but can backfire on you!)
Weapon: Random 1d6 die
Power(s): Pyromancy; Primal Chaos (using big spells may cause you to mutate)
You have QUICK, STANDARD, and FREE actions.
QUICK actions include drawing a weapon, moving a short distance, reloading, activating an object, and so on.
STANDARD is attacking, casting spells, running/sprinting, and other things that take a lot of attention.
FREE is taking a step, dropping an object, saying a quick sentence, communicating telepathically... things you can do pretty much instantly.
Unless otherwise stated, you'll generally get ONE quick and ONE standard action. You can mix in free actions as you like. It's up to me to decide how your actions ultimately turn out.
Ghosts' job is to MURDER the Human. When a player dies as the Human, whichever Ghost player killed them becomes the Human. When the Human gains more power/levels, all Ghost players gain WRATH to empower their monsters and make their haunting abilities more potent. Damaging Human players as a Ghost rewards you when you later become Human again.
Ghosts can possess furniture, summon monsters, cause poltergeist activity, and more. No more than 3 monsters (one for each ghost) can be summoned per standard-size room. In corridors or cleared rooms, Ghosts CANNOT spawn new monsters! If a ghost chooses not to spawn a monster, they forfeit the chance to do so for that room forever, but may gain more power with their next summon.
Summoned by Ghosts in non-corridor, non-cleared rooms, a Ghost effectively becomes the monster they choose to summon and cannot do any more poltergeist activity until the monster is slain. As long as there are 1 or more monsters remaining in a room, the Human cannot leave that room.
At wrath level 1, basic monster type examples are skeletons, goblins, slimes, worms, spiders the size of a middleweight dog, etc.