That was informative and about as far from a consensus as possible~
*GM seeks direction*
*GM rolls a 1!*
*GM falls into his own pit!*
Honestly I would prefer to have Omega going for as long as it can stand
well, I guess I will be fine sparring a clockwork robot
guess not. Clunkers has declined. sorry.
I want this game to continue, also an exploration mission sounds cool, whether it be in elemental realms or this realm
Use plant magic to try to force the plant growth away from me as I try to fly upward
(2) your magic seems to slide off the plant as if it were resistant. You fly up without interference. Doesn't look like the plant is particularly hungry for pixie dust.
"You're huge! That's good enough for Bruford!"
Challenge the big thing to a friendly and (hopefully) non-lethal sparring match.
((I'd like to have the game continue, but I would be fine if you really want to end it. If we're voting, I would prefer either the battle or world-building missions, but I'm also okay with exploring as long as we don't split up.))
Alright let's roll it out.
First, we're taking that executioner's axe and setting it aside, for the sake of non-lethality. You get a rough, dulled sparring axe instead.
let's look at stats that are important here.
Bruford: journeyman body with +4 strength and Constitution (making both of those master class) and -1 stamina (making that apprentice level)
Cursed movement. Dodging is ... unlikely
apprentice melee with +2 in unnatural weapons (journeyman) and a specialization in axes (~master class)
tree thing: it's body is master class and it's melee is likewise, with bonuses in natural weapons making it exceptional. Movement is also ... unknown but higher than cursed for sure. It also has magical affinity "stoneplant" and some form of magical attack.
Basically, the tree has advantage. Also, there is something a bit unsettling about the tree. It doesn't have an Omega Brand.
Because the treething dopesn't move first, Bruford approaches the big treething, swinging his axe: (1) v (2) The swing is poorly executed and hte creature merely steps back to avoid it.
now for initiative: (3) v (4). Treething swings two limbs, one after the other, in diagonal overhand swings: (1)(1) v (1)(4) The first swing glances off Bruford's axe arm, sending him stumbling past and causing the other swing to strike the rock wall instead. Now we roll to see if Bruford maintains balance: (4) Sine this is a Cursed stat, this is not enough to maintain balance, but is enough to avoid complete failure. Bruford scrapes along the rock wall and slides onto his knees and hand.
It takes a full round for Bruford to regain himself and face the treething. Had the treething moved forward and pressed his advantage, Bruford would have been taking attacks this whole time, but instead he is out of reach and the treething does not approach.
We'll make another Bruford attack, but this time, the treething responds as Bruford is closing in, so it will be attack v defense and attack v defense at the same time. Tree thing has advantage on attack, but we'll keep him at par for defense. In a real battle, he'd probably have advantage on defense as well.
(4) v (3) Bruford's attack connects at a 'shoulder.' Con roll: (5) Con roll for the axe: (3) The axe strikes hard against what feels more like hardened steel than wood. The axe turns in Bruford's hand, a split running from the head back along the handle a short distance. It is still usable, but another strike like that will likely break the wooden handle clean through.
(6)(3) v (4) The treething swings upward with two limbs, one striking Bruford's wrist and sending the axe flying, the other striking Bruford's head and sending him crashing back against the cliff wall. We'll call this a win for the treething, but Bruford is free to get up and get another practice axe for round 2.
there are no other comparably sized creatures in Omega at the moment that Bruford can spar with, so if he want's to spar he'll either need to take that disadvantage or find a smaller creature that is willing to go up against him. Chances are, a smaller creature willing to fight Bruford is going ot have some tricks up it's sleeve though, and not be an easy opponent. Easy opponents probably will simply not want to be squished by the clumsy giant wrecking ball, after all.
If the votes are to end it, can my character be transferred into the new game? She hasn’t been here for long
I'm not opposed to using similar characters in different games. If I did end Omega, I wasn't necessarily going to make a copycat game - I've already got Wolfhound for that
((I'm fine either way. I wouldn't mind the game continueing at all, I still enjoy it. However, I would prefer we have an actual ending at some point, rather than a collective burning out/losing interest resulting in the game just sort of falling apart.))
Nah, I'll let Bruford fight the big thing. Instead, go to the library and try to find some textbooks on more unconventional uses of clockwork magic and farseeing. Or some history books about famous users of my schools of magic and their exploits.
You find tales of massive, complex dances and gymnastic routines being coordinated and contrlled by clockwork magic, intricate and extensive musical works, and of course some time manipulation. One prominent legendary feature that shows up repeatedly is some kind of timekeeping device that regulates life cycles, from conception and birth all the way to death - but never beyond death, oddly enough. similarly are timekeeping devices that guide planetary motion, seasons, and the arrangement and life of stars and celestial beings. Vast armies march to the beat of a magical drummer, earthquakes are made by discordant rhythms, etc. On the other end of the clockwork scale are tales of repairs or healing done by clockwork mages skilled in 'keeping the physical order.' Some national and natural boundaries seem to be maintained by clockwork magical methods.
Farseeing is pretty straightforward. There are tales of mind reading, but you dismiss those as conflating farseeing with telepathy. generally, seeing at a distance, dredging up information from an object through time, or even seeing the microscopic or magical influences are among the skills that fall under farseeing. astral projection is often associated with farseeing, but you doubt that is something you are capable of, on account of probably not having an astral to project.
Wwander about and try and figure out what is stopping anyone from going to the heart
(6) it seems the passageways are all essentially closed. the base seems to have a function where things shift a bit in time and space for various reasons, such as sealing off prison cells or closing accessways for private systems or things like the Heart. This is probably also related otthe portal system that moves you guys from world to world, and whatever caused Omgea to become spherical when it used to be planar. anyway, through your inspections, you find a closed portal and manage to convince it to allow you to pass, sealing up behind you a you enter. The Heart is therebelow, a biomechanical entity radiating power and life, just as before. it's movements seem sedate, though vigorous. The noise is loud and almost cacaphonous, but you detect the rhythms and patterns of the place, thugh you can't quite comprehend them.