(darkpaladin)
Mergol:
[
3]
vs
[
2]
(+25% rocky) =
2.5Mergol parries the earth's thrust and counterattacks, furrowing the earth down the center!
[
6]
vs
[
4]
(+25% rocky) =
5Mergol strikes decisively, and parts the earth into two...
[
6] then kicks the other half into pieces! Mergol gets a +33% bonus until the Earth gets its dirt back together.
[
2] All these martial feats wear
1 durability off his IRONWOOD HOE. It is now at 6 durability.
+1xp to COMBAT.
The young base herbs become MATURE.
(lawas)
Nigel:
When bereft of purpose, there is one thing a man can do ...
... which is, of course, idly de-grassing a patch of dirt!
[
4]
(+10% farming)(+25% ashen) =
5.5vs
[
4]
(-25% drains well) =
3Of course, the grass is all gone. Nigel renames the patch of grass "patch of ashy dirt." He furrows the new ashy dirt patch, and breaks up the rest of the glass crust.
[
5]
+50% DEVOTION =
7.5vs
[
2]
The earth seems to appreciate it.
(Nirur)
Phil:
[
2] Phil can't quite find the watery area where the herbs were, but finds some random spot near a flat, slowly flowing stream that looks promising.
[
3][
5][
4] It is definitely true that that particular spot has potential for herb growth, as Phil discovers a clump of naturally-growing Goldenrods: ten, to be exact. They are semi-rare herbs that are extremely difficult to cultivate, tend to live in clean, nutrient-rich shallows, and are often used as a reagent by alchemists in their crazy attempts to transmute metals into gold. They fetch a price comparable to their weight in gold... which, to be honest, is not that much, since plants do not weigh that much. Their leaves look almost as if gold leaf (hehe) was applied along their veins, but otherwise they are nondescript. Phil harvests nine and acquires a cutting from the final one, just in case. +2 xp to EXPLORATION! Level up!
Incidentally, there is no need to hoe underwater.
(Flying Dice)
Roland:
It's not paranoia if the earth is really out to get you!
[
4]
vs
[
6]
Or ... is it paranoia? Roland doesn't notice anything particular.
He continues to be vigilant.
His Bloody herbs grow up into MATURE plants.
[
1] Roland feels INTENSE PARANOIA, though. -10% to the next luck roll. Everything is so suspicious! Why is the ground still? Why are his plants growing with no mishap? Why does it feel like something is wathcing him? Why, when he looks around, he sees nothing?
whyyyyy
MERCHANTA travelling merchant caravan has set up a market in town center. I recommend all players to do both farming/exploring/paranoid actions, and simultaneously interact with the merchant! I am also willing to do mini-updates for merchant interactions.
EARTHEarth's many consciousnesses are unified in their desire to wipe every living thing off ourselves and back into the ocean they came from.
+1 point to VIRTUE OF GENOCIDE.
Gather up the water, out of the aquifers and mud,
And send it at the humans(preferably Nigel)... in a great big FLOOD!
[
1]
(+1% EARTHEN POWER)(+10% +1)(+20% EARTHEN RHYTHM) =
1.33vs
[
1]
(+10000% aquifer resistance)(+980% gravitional pull)(+500% DEVOTION)(+500% DETERMINATION)(+500% DESTINY) =
122500... Nothing happens. However, Earth actually has five units of water!
The problem, Earth realizes, is many-fold: it actually has quite big of a body, for one, and forcing water through non-porous bedrock is nearly impossible with the low amount of EEP Earth has. Next, the three humans combined have an incredible amount of sheer willpower, and that makes the supernaturally-compelled water shy away from the target.
In short, a brute-force attack is not possible yet.
What Earth could do is attempt to reduce AQUIFER RESISTANCE, increase its raw Earthen Power, perhaps gain more experience in water or magma attacks by attacking beings with less willpower (and potentially living right next to a volcano), and maybe somehow figure out a way to negate gravity.
Mix hot water and minerals inside deep places
Push the mud upwards, upwards, upwards
[
6]
vs
[
2]
Earth consumes 1 unit of water and mixes it with dirt, then exposes it to a little magma. Unfortunately, Earth is not quite an expert, and it solidifies to magmatic rock. Earth just melts the rock and gains an additional MAGMA.
Nigel shall not be harmed,
The TEMPEST ISLANDERS shall be defeated instead,
Much more of their land has been farmed,
We must strike this problem at its head.
One part of Earth suggests striking the TEMPEST ISLANDERS. While they do not have as extensive farming going on, they live on an extinct volcanic island. The path is there, and we only need to reopen it, then rain destruction on the land. Of course, it is immediately shouted down by the more bloodthirsty parts of Earth. The knowledge remains, however.
WHILE deliberating, generate a PILE of FIRE with IRE.
Yet another part of Earth goes to work on increasing its meagre pile of liquid fire and rock.
[
4]
(+6% magmatic stockpile)(+20% EARTHEN RHYTHM) =
5.1vs
[
3]
(+31% entropy) =
3.91The laws of thermodynamics weep as Earth forces even more magma to be collected. +2 MAGMA.
<<
Minor note: It will be helpful if you super-emphatize the actual action part. Eg, if you will post in all bold, you could either caps or italicize your post. If your action for some reason was ignored, I probably didn't see it as one. Also wow, that's a lot of posts....>>
Flying Dice
Roland of DETERMINATION
4.5/5 HP
- The will stay to alive. +50% to combat rolls and plant hardiness!
Things you can do:
FARMING: 1xp. Lv1: +10%
extreme paranoia: IT'S OUT TO GET YOU -10% TO NEXT LUCK ROLL
Things you have:
bronze coins: 100
rusty iron hoe: 0/7 durability
base herb seeds: 2.25 left. Like grass but edible!
bloody herbs: has 1. So metal that sometimes they weep blood instead of dew.
base herb: has 13. LITERALLY GRASS
dubious steel trowel: 0/4 durability. It's hard to tell whether it's a really mangled sword, or a weirdly shaped trowel.
DETERMIN-Os: 3 uses. Mmm, tastes like determination. Sprinkle upon a dead plant for a chance of reviving it.
loamy patch of dirt: -50% to combat rolls--loamy. furrowed. +1 respect.
- bloody herbs, MATURE
lawastooshort
Nigel of DEVOTION
- You revere nature even as you fight it. +50% to crafting rolls and plant production!
3.5/5 HP
Things you can do:
EXPLORATION: 3xp. Lv2: +20%
POTIONMAKING: 1xp. Lv1: +10%
FARMING: 1xp. Lv1: +10%
Things you have:
bronze coins: 100
rusty iron hoe: 2/8 durability
base herb seeds: Like grass but edible!
whetstone: Give a tool durability +1, max durability -1. Approved by Ferghus.
magic fertilizer: 3 uses. Trigger an additional growth roll for a plant! Magical mutations are not covered by warrenty.
base herbs: has 2. Like grass, but edible!
poison herbs: has 2. A sickly looking purple plant with twisted, withering leaves. Not dangerous to touch. Quite dangerous to eat. Do not eat.
infernal herbs: has 7. MY BLAZE WILL BE THE BLAZE THAT PIERCES THE EARTH
infernal herb seeds: has 2. These tiny lump orange seeds are quite hot.
stiff sunshine herb: has 1. This used to be a normal sunshine herb, then it took a rare snek potion to the roots.
poison herb seeds: has 1. These tiny purple seeds look more like spores than anything.
potential deathbloom: Nigel knows where it is, but doesn't have the tools to collect it without dying.
assorted plant matter: has 2. The leftovers from messing up a harvest.
colorful rare snake corpse: 3/4 left. Its skull is crushed. Nigel can neither confirm nor deny any accusations of who did it.
clay pot with large chip: 3/3 durability. It isn't Royal Apothecarist Academy tools, but it works.
Things you own:
patch of dirt: No characteristics.
patch of ashen dirt: -25% combat rolls--drains well. Nigel +25% ashes. Furrowed.
darkpaladin109
Mergol of DESTINY
5/5 HP
- You are destined to take back the earth. +50% to tool durability and plant growth!
Things you can do:
POTIONMAKING: 1xp. Lv1: +10%
EXPLORATION: 1xp. Lv1: +10%
COMBAT: 1xp. Lv1: +10%
Things you have:
bronze coins: 87
rusty iron hoe of DESTINY: 2/12 durability
ironwood hoe of DESTINY: 6/9 durability. Made of solid ironwood, it is actually heavier than an iron hoe would be, mainly because people usually don't also make the handle out of iron.
small meteoric iron cauldron: It's a carefully polished, small pot made from meteoric iron
sparkling spring water: 2 uses. It sparkles like sand on a sunny beach. Calms the restless earth for a short period of time.
base herbs: has 1. This is quite certainly magical grass.
assorted plant matter: long story short: don't break herbs when harvesting.
dubious seed potion: 2 uses. Made from seeds rather than herbs. Possibly an innovation in potioncraft?
snowberries: Somewhat cool to the touch. Tiny berries the size of your pinkie's nail, colored a vivid white with a blue tinge.
Things you own:
patch of dirt: +25% combat rolls--rocky. Mergol +33%, earth halved
- base herb seeds, shallow. MATURE
Nirur Torir
Phil of DEVOTION
4/5 HP
- You revere nature even as you fight it. +50% to crafting rolls and plant production!
Things you can do:
FARMING: 1xp. Lv1: +10%
POTIONMAKING: 2xp. Lv1: +10%
EXPLORATION: 3xp. Lv2: +20%
Things you have:
bronze coins: 62
iron hoe of retribution: 6/6 durability. Apparently it can smite undead.
small iron hammer: used to crush herbs. +10% tool bonus.
base herbs: has 16. Is it actually grass?
base herb cuttings: has 4.
white herb cuttings: has 1. It doesn't seem like it likes sunny skies, loamy dirt and abundant water.
watery herbs: has 6. Apparently a legendary potion reagent.
goldenrod herbs: has 9. Sold for its weight in gold. Hard to grow.
goldenrod cutting: has 1. It wants to be a goldenrod herb when it grows up.
assorted plant matter potion: It's a potion. It smells like grass.
small meteoric iron cauldron: It's a carefully polished, small pot made from meteoric iron. +20% to potionmaking.
sparkling spring water: 3 uses. It sparkles like sand on a sunny beach. Calms the restless earth for a short period of time.
small mana potion: has 3. It smells like blueberry, and has a color like deep ocean with moonlight shining on it.
wood cutting board: For cutting and crushing things!
Things you own:
patch of dirt: -25% to combat rolls--Drains well! furrowed.
sparkling streambed: Nutritious! Has a wild goldenrod herb. Shallow, calm waters.
EARTH
A young--or perhaps old?-- and definitely confused pseudolifeform with much potential.
magmatic stockpile: has 8. aka MP. Defying certain laws of thermodynamics, Earth collects magma for its nefarious purposes. Interestingly, the more MP Earth has, the easier it is to collect more MP: each point of MP contributes a 1% bonus to further MP-gathering rolls.
earthen power: 1 + 0/5. The ability to move and shape dirt to one's goals. Acronym EEP (EarthEn Power)
water: 4 units. What use could water be?
dirt golem: 3/3 HP. It looks like a round lump with four legs.
CURRENT PLAYER ATTACK STATUS:
+10000% aquifer resistance
+980% gravity
+500% devotion
+500% determination
+500% destiny