Turn 9
1 Down, ∞ to go
Non-Battle Actions
Thank him. Locate Captain Miracle.
[1] You leave the farm and head west to find him, figuring that you started your quest for some help by going west, and if you continue to go west you should be able to find him and end your quest. After about three hours you realize you are lost in the desert and have no clue how to get back to the city. Thinking a bit, you have no clue why you thought that you could find him by going west. What a stupid idea that was.
Looking forward you see a blue tower that appears to be made out of glass or crystal of some sort quite a distance away. You see what you think might be a doors, but they appear to be massive, far taller then you could possibly open. You aren't quite sure how tall it is, but it must be at least a few miles tall to be the size it is on the horizon.
You don't think Captain Miracle would be in there either.
Damn is it hot out here.
((You could probably convert some of your willpower into health if you choose to do so, you might want to heal with it before you get into danger and have to use the potion))
Combat round 3: Allies
Karn sighed once again and got back up, noticing the naga still had serious problems with fire. The anomaly could wait for now, he had teammates to help.
"I'm on my way."
Help Ssrah move to a safe place, then try rushing and attacking the anomaly if there is still enough time. If there is a need to set a priority due to troubles (penalties to actions, for example), helping her is preferable.
[1] You stand up, and rush to help her. Grabbing her, you try to take her out of the fire, but get disoriented and run straight into its center.
Both Karn and Ssrah are now
In the Heart of the Blaze, Karn's armor will reduce his damage by 1.
"OH MY, A REPTILIAN DAMSEL IN DISTRESS! I SHOULD HELP HER!"
Quicken Ssrah's regeneration. Afterwards, focused action: PUNCH THE ANOMALY!
[6] You cast Quicken Regeneration on Ssrah, and potent mystical forces go into action, a bit more mystical forces then you planned on using to be honest (1 extra cooldown). Her skin begins to knit before your very eyes (well they would if you could see it through all the flames). Ssrah is healed 7 HP now, and will be healed 7 HP at the start of next turn and the turn after.
[1-
1+
1]You run up to the Anomaly, and prepare to deliver your deadly 11 fist combo, but you are so focused on the Anomaly, you don't even see the Ice Man running to intercept you. [3v1-
1] He shapes his hand into the shape of a blade, and cuts off 5 of your arms (-3 health, you are now
Disarmed).
As the Kitsune glanced back, she saw her allies heading to aid the wounded leaving only fewer to hit the anomaly. In the sleight of the moment, she was annoyed at their choice for not targeting the real foe, forgetting that the survival of her allies was more important than to lose one in the probability of defeating another anomaly.
"Coward!"
Empower Vindication. Cast Vindication on the Anomaly.
Try to escape collateral damage while pulling anyone with me away from it.
[5+
1v2+
1] You jump away, then you cast Vindication and a solid pillar of fire descends down on the Anomaly destroying it instantly, leaving only its raw essence behind.
"Oh no, i'm not letting this bastard escape! Not after what i went trough to kill all his puppets..."
Shoot a focused Metareal arrow at the Anomaly using my Surefire bow.
((I assume that whenever you say using my surefire bow, you are using the activated +1 ability it has))
You aim at him, but before you can fire Hikari burninates him to death. You decide that you might as well kill the Ice Man just in case it doesn't die with the death of the Anomaly, but don't want to waste a Metareal arrow on it. As you fire [3+
1+
1v6-
2] it looks up, and manages to block the arrow with its arm, which it then goes straight through.
It's right arm is now
impaled.
Move out of the fire and into the Drunken Lantern.
[2-
1] You try to run out of the flames, but that stupid knight won't let go of your arm. And your headdress is now on fire (if not put out by the end of next turn, it will be destroyed).
End of battle report
The Ice man shakes its head, then [4-
1] stumbles off into the building nearest him.
Hikari walks over to the cooling body of the Anomaly, and sees it has enough essense remaining to be split four ways without any chance of the chunks dissipating.
You think that the Ice Man might contain enough Essence for another chunk.
Essence is very useful, it reduces the permanent willpower cost of enchanted items to 0 and significantly reduces the cost of acquiring an additional trait or spell. It also reduces the penalty for a terrible roll, although a bad roll will also destroy it. There is still a significant temporary willpower cost for both items.
Although, only warriors can make enchanted items, they can obviously make items for a mage if they want.
The spare energy involved in using one for any purpose will heal you up to full health and willpower.
Finally, it can be consumed for extra permanent willpower.
Laws of Physics: Standard(?)
Natural Magic Systems: Wordsmithing, Summoning,
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,
9 MetaReal arrows, Pants, Shirt, Quiver, 14 bone arrows,
Double Bladed Knife,
Chain MailCurrent location: On the roof of The Drunken Lantern
Status: 10/10 health, 8/10 willpower
Name: Jovian
Race: Superhuman
Class: Warrior
Subclass:
HeroTraits and Passive Abilities:
Ferrous Fists,
Superior Strength Items:
Girdle of Gravity,
Shirt,
Spandex pants,
Two Temporary healing potions,
Chain MailCurrent Location: Lost in the desert
Status: 2/10 health, 8/10 willpower,
Ruined Body,
Name: Ssrah of the Dunes
Race: Naga
Class: Wizard
Subclass:
Poison SorceressSpells:
Pool of Poison,
Contaminate Traits and Passive Abilities:
Poison ImmunityItems:
!!Egyptian Headdress!!,
Leather Naga BardingCurrent Location: OH GOD SO MUCH FIRE
Status: 8/10 health, 8/10 willpower, 5/10 Fatigue,
In the Heart of the Blaze,
Greater RegenerationName: Karn Asheran
Race: Human
Class: Warrior
Subclass:
Knight of the SigilsTraits and Passive Abilities:
Behemoth,
FearlessItems:
Monolithian Armor, Two Handed Sword,
Bone Shield (missing),
Runic Air String,
1 Runed Obsidian Arrow (arrow isn't in possession currently),
Long Bow,
Runic Air ArrowCurrent location: Outside of The Drunken Lantern
Status: 8/10 health, 10/10 willpower,
In the Heart of the BlazeName: Waldemaar
Race:
Giant Intelligent Thirteen-Legged StarfishClass: Wizard
Subclass:
Limb MasterSpells:
Remove Limb,
Quicken Regeneration (4 turn cooldown)
Traits and Passive Abilities:
Self-RegenerationItems:
Thirteen leg sleevsiesCurrent Location: Close to where the Anomaly died
Status: 7/10 health, 10/10 willpower,
DisarmedRace: Kitsune
Class: Wizard
Subclass:
Thaumaturgic PsionSpells:
Faith,
VindicationTraits:
Solar powered,
Part AnomalyLocation: Above the Anomaly's corpse
Items: Shirt, Pants, Generic Long Sword,
Leather ArmorStatus: 10/10 health, 3/10 willpower
Armor for everyone!
There are two starting armor types that everyone will get:
Leather: -1 damage from physical attacks
Chain: -1d2 damage from physical attacks (-1 dodge penalty for mages)