Turn 5
Battle: Fight
World News:
The Anomoly walks down the street towards The Drunken Lantern.
It appears to be a jade vase inside a uncovered palanquin carried by six men.
You can tell that men are being controlled by it, merely puppets to its bizarre intellect.
The men walking it see Karn first, and their gazes narrow on him simultaneously.
"Oh a walkway, I think I can get it with my tail."
Get onto that walkway. Summon a long distance grabber thing to grab onto it if I have to!
[4-
1] You grab out with your hands, but can't quite make it. Seeing it floating away, you try extend your arm to reach out to it [3+
0, but fail in that too. As you slowly float down, you are able to see The Drunken Lantern in the distance to the north-east. You think you should easily be able to find your way back from here (no roll required for a walk back to the drunken lantern next turn).
((I had some real trouble deciding whether to subtract 1 from your first roll since you were a mage, and decided on doing so in the end, even though it means that you missed out on the neat potential event paths up where you would have gone in the alternate turn I wrote (where I didn't subtract the 1 and you did get onto the walkway)))
Apologize to the woman, then turn to the nutcase and say, "Who are you, Captain Miracle, and what were you doing?"
You start to question him, but he shouts "
SUNRISE PUNCH", and his fist swings out at you, with a orange flame trailing backwards.
[1v1] He starts his punch, but somehow he misses you completely and punches himself in the stomach. In your attempt at a counter while he is weak you somehow hit yourself in your stomach. (-1 health)
[4-
1v2] Undaunted he shouts "
Starlight kick". His leg burns orange, and as he kicks out you hear it break from the force he is using to accelerate his attack. You try to block, but it hits you right across the chest, and sends you flying through the walls of the building behind you, and onto the roof of the building across the street from that. (-7 health) Ow, that really really hurt.
((Lucky you, 1 health remaining, but trying to talk to a superhero you just assaulted wasn't really the best course of action, and since you didn't get a good counter to his first action, let him get two actions in a row))
"HAIL, GREAT ADVENTURER AND/OR STRANGE ANIMAL PERSON! I AM WALDEMAAR, WIZARD OF LIMBS, EATER OF STEW, MOST RECENTLY EJECTED FROM THE DRUNKEN LANTERN! ANYWAY, WOULD YOU LIKE TO FOLLOW ME TO A PUB?"
Go to the Drunken Tiki! Enter and ask for this AMAZING drink, making sure to tell them Mr. Lantern sent me. The pub crawl continues!
[3+
1-
1] You manage to climb up to the top of The Drunken Lantern, but then are at a quandary about how to climb up a hundred foot tall tree without any branches on it, you walk around it for a few mintues, then just sit down on the edge of the roof rather annoyed at the barrier to your further pub crawling.
New action: Try to create different types of rune arrows for the longbow (using only a small amount of effort - 1 WP).
[3] You attempt to create some arrows for your bow, and manage to create only a single arrow, made of runes writ upon air. Sadly, it can only interact with things covered in runes, and thus unless you are shooting a rune covered enemy, its completely useless. You now have a
Runic Air Arrow.
Looking to the East you see the Anomaly approaching.
You see the Anomaly at the far end of the street, and hurriedly string your bow.
Grow a new piece of finger, then start exploring the walkways away from the desert.
[5] You grow a new piece of finger, and it works even better then before, having what you approximate to be able to apply a pound more of force in either pulling or pushing actions. Not that this will actually ever really help you.
You look at the walkways around you. Each has a little sign above it.
The one to the west says: To land
The one to the south says: Null
The one to the south-west says: Vario's Hydroponic Herbs and
Potions Poisons Shop and Farm"
The one to the east is quite a bit obscured.
You decide to go away from the desert, and take the walkway with with the obscured sign.
After about a minute of walking you get to the next station. A button is in the middle, and a sign over it says "Welcome to the Nightmare Factory, push the button to continue".
"Hail to you Waldemaar, friend echinoderm. And to you sir Knight." the Kitsune replied with a bow. She glanced down before whistling a low tune. "It doesn't look like we were supplied with personal amenities, huh. I will have to refuse your offer until I can get myself into a more decent attire."
Focus on creating Personal Light Armor and, if possible, a Long Sword. Examine current weather.
Clothes magically appear on your person.
You then try to create some light armor [2], and fail miserably, and a [5] Long Sword. The long sword appears to be a very nice weapon, but you aren't really a expert in it or anything, and will still suffer a -1 penalty for being a mage when wielding it in combat. You now have a Generic Long Sword.
Looking to the East you see the Anomaly approaching.
Laws of Physics: Standard(?)
Natural Magic Systems: Wordsmithing,
Known Species: Humans, Elves,
Universe Shape:
Universe Size: Unclear but broadly defined
Current reality level: 15
Current reality level effects: Reality largely shaped, No real effect on creating items or anything small scale, Objects rarely retroactively change outside of observation range, Physical laws only fluctuate on a personal basis for non-reality natives
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,
Double Bladed KnifeCurrent location: Outside of The Drunken Tiki
Status: 10/10 health, 10/10 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 65 feet north-west of The Drunken Lantern. Beaten on by a hero.
Status: 1/10 health, 7/10 willpower
Name: Ssrah of the Dunes
Race: Naga
Class: Wizard
Subclass:
Poison SorceressSpells:
Pool of Poison,
Contaminate Traits and Passive Abilities:
Poison ImmunityItems:
Egyptian HeaddressCurrent Location: On the ground south-east of The Drunken Lantern
Status: 10/10 health, 6/10 willpower, 10/10 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,
Runic Air String,
1 Runed Obsidian Arrow,
Long Bow,
Runic Air ArrowCurrent 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: On the roof of The Drunken Lantern
Status: 10/10 health, 10/10 willpower.
Name: Malath
Race: Demon
Class: Warrior
Subclass:
Blood KnightActive Abilities:
Indomitable willTraits and Passive Abilities:
Immense willpower,
Blood StrengthItems:
Obsidian Shard,
Fancy Pants, Shirt,
Complex Legal Contract,
mob enforcer minions.
Current Location: Inside The Drunken Lantern
Status: 10/10 health, 20/20 willpower
Race: Kitsune
Class: Wizard
Subclass:
Thaumaturgic PsionSpells:
Faith,
VindicationTraits:
Solar powered,
Part AnomolyItems: Shirt, Pants, Generic Long Sword
There are three types of beings that have control of and can travel between realities.
A) Anomalies, things from beyond space and time that go to reality with the intention of either destroying or eating it (usually both), common (relatively)
B) Partial Anomalies, natives of realities that somehow gained some of the power of Anomolies, usually by consuming them or stealing their power with local magic, rare.
C) Reality Natives, get their powers without any intervention from beings from outside of their reality. Extremely extremely rare. Ones that have significant power are even rarer. The Guardian is one of the few example of this.
Turuin's Character is the second type.
Everyone else is pretty unique. They aren't really the Guardian, but have some of the same basic types of powers that he has and being constructed of his will. There isn't anything else in any reality that are quite like them.
Within most realities their are being that are crazy powerful, and could easily kill a weaker Anomaly in their realm, its just local power, and beyond their little circle of existence they are powerless.
Sorry this was short and kind of sucked, I just wanted to make sure it was done before I went to bed. When I get up I will make sure to fix all the spelling and such, as well as explaining everything that I wanted to explain in this post but didn't have time before I had to sleep.
There isn't really much need to point out spelling mistakes or the like. I will fix everything upwhen I have time.
Am planning on some mechanics changes for communications between you and such, and will explain those in more detail in my next post.