Turn 3
Where art thou fancy pants demon?
Return to city.
Look for villains to defeat.
Jovian turns around to head back to the city, but when he turns around sees that he is still *in the city*, confused he turns around back to the farm, and sees that the city stretches another half mile before beginning to peter off, excluding the area of the farm. It appears that in the time he was turned around the farm turned from a ramshackle old building with a barren field surrounding it to a well kept farm with a impressive looking fence. ((Yes, there is a decent sized farm in the middle of the city))
A sign hanging at the entrance to the farm proclaims "Vario's Fresh Herbs &
PotionsPoisons", you presume it has a little store where you can buy such stuff, but you decide to leave it alone for now.
You shrug and head off to find some villains to bring to justice.
[1] You walk about fifty feet away, and find some shady transaction taking place. A shadowed figure in a cloak hands a bag to a large dangerous looking man in an even larger cloak, and you manage to catch the words "kill" and "murder" and "this should be enough".
((I had trouble deciding whether to start the fight assuming you would just fight them with standard actions or do something else. In the end I decided that it would be up to you to decide)).
"Well, thiss iss not what I wanted."
Get back to the tavern, use pool of poison behind me as I flee in order to dissuade pursuit.
((Fuck me, I get double ones on the first turn, that's a pretty terrible sign))
[3] You cast poison cloud just fine, but it is a bit weak and off target. It hits you, two of the generic thugs, and the thug's leader.
[
3-
1,
2-
1,
1, One of the thugs starts to run out of the mists before they can evaporate, but slips on the pool, and falls down, he manages to crawl out of the pool, and stands up shakily, a second is a bit confused and waits a second too long, and starts to cough uncontrollably, then collapses. Their leader just laughs and says "You think a little puddle will stop me?
YOU THOUGHT A PUDDLE WOULD STOP ME?", he then falls over face first into the poison with no warning. Looks like he was wrong.
[5+
3] You inhale the poison that swirls around you and it condenses in your mouth, and you spit it out at the demon/mage.
Your aim is true [4v5+
1], but before it can hit, he expels the word "
Purify", the blocky word expands into a sphere, cleansing everything within fifteen feet of him, and turning the poison into water.
[3-
1] The unhurt minions tries to attack you, but promptly slips in the mud where the poison pool used to be.
The mage's face still gets hit by the water and some of the salts and acids in the poison, and while he is wiping his eyes off you make a break for it [6], slithering down a side street to the right before he can get another word out.
Halfway down you see a 1.5 meter tall wall blocking your path. Desperate you coil your body to jump over it, and you clear the wall. But then you keep going up. And up. And up. Uh oh.
Just as you get out of sight the mage shouts “
This isn’t over yet mage, I will consume you yet.”
About a minute later you bump to a rest on the underside of some kind of floating complex. You see an closed door and ledge a few feet to your right, and a sign and what appears to be the intended entrance to the compound quite a bit farther away.
You don't know quite how long your new-found weightlessness will last.
"Why are we splitting off?" he wondered worriedly, deciding to just wait and see if something happens.
Summon a greatbow, sit down, rest and wait for any signs of trouble.
[2+
1] You focus, and manage to create a quite an impressive bow, you aren't quite sure what the exact type of bow it is though, you will have to ask someone who knows better. It doesn't have a string or any arrows though.
[5] Everything is peaceful outside, and some random civilians walk by. You think you feel a tremor in reality, but it feels very faint and very far away. Whatever it is, you won’t have to deal with it for quite a while.
"A CONTAINER OF YOUR FINEST BOOZE, MR. LANTERN, THAT IS WHAT I TRULY WISH RIGHT NOW. ALL ELSE IS OF SECONDARY IMPORTANCE. BUT WHY DON'T YOU TELL ME ABOUT THIS STRANGE LAND ANYWAY."
Get booze. Ponder where all the Ayrisikhant might be.
[6]He looks a little embarrassed, "Ah, I am afraid I don't keep anything very high quality in stock, due to the fact that The Family just comes in and takes whatever they want. Tell my brother The Scone over at The Drunken Scone, or my brother Tiki at The Drunken Tiki that I sent you, and they will give you something truly amazing to drink, however I do have a fine stew on right now". He fills a bowl with stew and gives it to you.
[
5]Damn is that some fine stew, you gobble it up in seconds, your next physical action will gain a +1 (which will counter the -1 from being a mage) from the awesomeness of the stew.
He continues talking while you eat: "It’s pretty neat down here, I know that I am obviously from a lot lower then you, just having grown up in the treetop city, but I imagine that it feels the same coming down to this level regardless of how high you started from.", he pauses and thinks for a few moments before continuing, "There is a lot around here, too much to cover all at once. There is the old bazaar and other slums down to the south, but that area is quite dangerous, The Family ruthlessly crushes all opposition, and they have the local guard turn a blind eye to any of their activities, they would probably try to kidnap someone like you for the ransom. To the west the city starts to peter out, and if you go far enough you get to the desert, but I would stay far away from there if you are on your own, lots of dangerous things around. The New City is to the east, I don't know much about it though, my brother Scone lives around there though, so if you go there on business you should talk to him."
After that he changes topics: "Those leg sleevsies you have very nice, and show your exemplary taste, my uncles newest wife could use some, if you could manage to find a good set for her I would be very grateful."
You notice he doesn't even mention what it’s like to the north, how curious. He probably just forgot though.
"Better check this out before any... Surprises come out of it."
Make a steel dagger for self-defense, then enter the Drunken Tiki
[2+
1 You concentrate a little bit and make a knife. The hilt falls right off though, and all you are left with is a blade. You wrap the blade up and stick it in your pack, since you don't think it would make a very good weapon to just walk around with in that shape.
[2]You open the door to the drunken Tiki, only to have a elf thrown out through it and hit you square in the chest. You are propelled backwards and crash into the railing. The elf stands back up and runs inside, only to be thrown out a second time, this time you have the foresight to dodge him. He lands heavily and staggers back in yet again. Huh, it seems like things might be a little rowdy in there right now.
Malath the blood Knight is currently in a sate of quantum flux.
Laws of Physics: Standard(?)
Natural Magic Systems: Wordsmithing,
Known Species: Humans, Elves,
Universe Shape:
Universe Size: Unclear and undefined
Current reality level: 11
Current reality level effects: Reality largely shaped,
Easy to make items and anything small scale, Objects retroactively change outside of observation range, Physical laws rarely fluctuate
Name: Karsten
Race:
ElfClass: Warrior
Subclass:
Ranger Traits and Passive Abilities:
Stealthy,
Very AgileItems:
Surefire Bow,
Ten MetaReal arrows, Pants, Shirt, Quiver, 15 bone arrows, Knife Blade
Current location: Outside of The Drunken Tiki
Status: 10/10 health, 9/10 willpower
Name: Jovian
Race: Superhuman
Class: Warrior
Subclass:
HeroTraits and Passive Abilities:
Ferrous Fists,
Superior Strength Items:
Girdle of Gravity,
Shirt,
Spandex pantsCurrent Location: About 50 feet north-west of the drunken lantern.
Status: 10/10 health, 6/10 willpower
Name: Ssrah of the Dunes
Race: Naga
Class: Wizard
Subclass:
Poison SorceressSpells:
Pool of Poison,
Contaminate Traits and Passive Abilities:
Poison ImmunityItems:
Egyptian Headdress, Weightless
Current Location: Floating Complex
Status: 10/10 health, 10/10 willpower, 8/10 Fatigue
Name: Karn Asheran
Race: Human
Class: Warrior
Subclass:
Knight of the SigilsTraits and Passive Abilities:
Behemoth,
FearlessItems:
Monolithian Armor, Two Handed Sword, Bone Shield
Current location: Outside of The Drunken Lantern
Status: 10/10 health, 10/10 willpower
Name: Waldemaar
Race:
Giant Intelligent Thirteen-Legged StarfishClass: Wizard
Subclass:
Limb MasterSpells:
Remove Limb,
Quicken RegenerationTraits and Passive Abilities:
Self-RegenerationItems:
Thirteen leg sleevsiesCurrent Location: Inside The Drunken Lantern
Status: 10/10 health, 10/10 willpower, Powered by stew.
Name: Malath
Race: Demon
Class: Warrior
Subclass:
Blood KnightActive Abilities:
Indomitable willTraits and Passive Abilities:
Immense willpower,
Blood StrengthItems:
Obsidian Shard,
Fancy Pants, Shirt
Current Location: Inside The Drunken Lantern
Status: 10/10 health, 20/20 willpower
After a bit of though, I decided that I might be showing you guys a bit too much of the exact mechanics (eg. Exact willpower regen per turn, exact willpower you lose if at 0 health each turn). The reason for this decision is that I don’t want to be locked in to keeping the numbers the same, or having to tell everyone if I do decide to change things (because then everyone gets confused by the changing mechanics as well as revealing that I didn't think everything through properly).
Significant willpower mechanic change: Basic actions will no longer use willpower (this includes item construction), only items/abilities (eg. Empower) that specifically say they do will use willpower, because at this rate it looks like none of you would really regen used willpower.
Edit to the mechanics for mages to cast in school but unknown spells a bit so that they would be slightly more useful (but still not generically better then known spells).
Focused: Gives a +1 to a combat action, at the cost of a 1d2 penalty to all dodges/reactions/resists that turn
Parry: +2 to defense rolls this turn, can roll to resist all magic attacks, no other actions can be taken, requires being a warrior or having a acceptable defensive spell.
Empowered: Costs 5 willpower, +1 to any roll
Double Empowered: Costs +5 willpower over empowered, additional +1 to any roll (so it will usually cost at least 10 willpower to Double Empower, which is a very risky action indeed, especially at this low a willpower level)
Multiturn: Gives +1 per turn spent, can be interrupted in combat.
Group: Gives +1 for 3, +2 for 4, +3 for 6. Can only use abilities or actions shared by everyone in the group (mainly reality manipulation).
Decided to run the turn without spartan. Am almost certainly going to drop him.