Turn 3: Reap the WhirlwindAbomination"Now, this is why I'm a Magnificent Lady-Witch and you lot are a bunch of lame hedge mages.
You see hilarious misfortune, I see an opportunity!"
First, point dramatically.
Second, grab the currupty death essence stuff in Mordre and form it into a bird death spirit! It should:
- Be friendly to me.
- BE FRIENDLY TO ME
- Be definitely a crow.
- Know some neat things.
- Be really fast.
- Possess an unrelenting fury and hatred for
the living bad eldritch things. - Drain the life essence of things it attacks.
- Be able to spit a... death energy projectile thing.
- Regenerate from damage.
Spend my one death passion.
"Okay, so maybe it's a little hilarious."
[2] You point dramatically at... wait, no... over... no that's the other guy. Well, you eventually point at Mordre dramatically but the moment has passed.
[3] You draw the soulstuff from Mordre, which explodes in a wispy cloud of ravening feathers. It sucks the life force directly out of your face (why always the face?!), taking the form of a ragged black shadowcrow. It shifts and vibrates constantly, clearly a thing of foul magics and ethereal essence, but it does look like a rather large crow.
It perches on your head, perhaps too large to fit on your shoulder, and looks hungrily down at your life essence.
[2] Meanwhile, your death raven swarm just sort of flaps around the abomination cawing obnoxiously.
Take 6 damage
Mordre no longer possessed
1 Passion spent: Death Magic does not level
Doomcrow created”Get off mY FUCKING BODY!”
Action 1- Put all points of life, bone, and flesh, into keeping my body together.
Action 2- try to get out from under the abomination.
[4] You pull all your mystical arts into maintaining your body as a vital, coherent construct. You feel strangely sturdy and alive.
[1] You wedge yourself into what turns out to be some kind of orifice. You don't think you'll be getting out any time soon, and also it's full of teeth.
Gain Persistent Vitals: Persists while focused on. At end of turn, HP returns to 11. Can still suffer maimings from taking all your current HP as damage in one round.
Now taking 5 damage/turn instead of 3
+1 Wrestling PassionElen winces a little as the abomination lands on Auntie. "Hey you, crushed person. Wave your hand or something if you're still alive."
Use Vitamancy to fully heal Auntie, use all points to increase the power of the heal.
Then use Flesh to make the abomination's arm muscles shrink, use another point to further weaken them, also set the muscles on fire with a point of Fire.
[1] You can't see or reach Auntie, which is probably a good thing because the vitamancy energies curling around your arm turn all dark and necrotic. You shake your hand, wincing, as it stings a bit.
[1] You have more luck empowering the abomination with strong flaming muscles. Wait...
-1 HP
Abomination gains +2 Fire damage
+1 Necromancy Passion
+1 Flesh PassionTrickshot 1: You have a knack for hitting small objects at improbable angles. Not to deal damage or anything, just for knocking cards out of people's hands or lighting their cigar from a distance.
Ah, so I can shoot weapons out of people's hands! Thank you!
Anyway, now that the wraiths are dead, fire a headshot (1 crystalgun skill) at the Abomination, with my Metal magic being used to transmute my bullet into metal and then cause it to turn really spiky once it gets inside, and then spins and moves around inside the abomination's body (3 metal skill and maybe 1 Artifice for the bullet alteration), and with the use of air magic to direct the winds to keep my bullet on course to the head (1 air skill).
And then put some strong winds in the faces of the nightmares to distract them (2 air skill plus passion).
[4] You shoot the writhing abomination, trying to transmute the magic projectile into metal as it goes. Without actual transmuting magic and trying to go from pure magic to metal and then shaping and enchanting the metal all in one go, this proves overambitious, but you do get it to behave more metallically and it sinks into the abomination's flesh in any case.
[1] You attempt to buffet its face with distracting winds, but this just provides dramatic focus on you, specifically, as the wind rushes past it in a glorious, tension-building chorus.
Abomination takes 3 damage
Abomination now targets you specifically, gains bonuses when doing so
+1 Air Passion
-1 Air Passion: Air Magic does not level
New Trait: Dramatic Breeze 1: A gentle breeze seems to billow your hair and clothing dramatically. You are more inspiring to allies and more of a target to enemies.((On a similar note, why'd I gain experience in Vitamancy?))
"Incompetence. Though it is to be expected."
If possible, use Medicine with Medical Passion to perform medicine on Auntie.
Archimedes then combines his Alchemy and Returnamancy to lay a potent Returnamantic curse on the abomination. The more damage it deals to other people, the more damage will be returned to it. The damage will be returned in the form of rendering the abomination down into alchemy reagents.
[6] It is not. You feel inspired about medicine thinking about how you'd help if you could reach her, though.
[5] You apply a curse of recompense to the abomination, causing it to degenerate into valuable components to pay for its grievous harm.
Abomination suffers Curse of Recompense
+1 Medicine
+1 ReturnamancyErik uses Ninjaturgy Passion, acrobatically performing sick flips through the air while hurling two points of shurikens and three points of lightning at the abomination, landing on the remaining golem (for an extra ninjaturgy point if necessary?) and stabbing it in the face with the last point of shuriken, poisoned using an extra point of ninjaturgy if that's a thing I can do! Or even all remaining points? I probably should've asked about that in Discord too. Oh well.
I feel like this is appropriately two actions, divided into (attack abomination) and (acrobatically attack golem).
[2] For the briefest of moments, you seem to flicker into the air above the abomination, hurling a flurry of electrified shuriken at it before vanishing and reappearing where you were.
This is a very badass moment ruined somewhat by your aim just being terrible. The shuriken all go wide and sizzle harmlessly into the ground.
[6] ((Dummy roll, +1 Ninjaturgy))
-1 Ninjaturgy Passion: Ninjaturgy levels from +5 to +6!Anna would struggle a bit to untangle herself and the hammer from the sticky barrier. This just wasn't working out the way she'd planned.
"Focus, Anna, focus." First, she needed to get this excess Life Force under control. This kind of fluctuation was dangerous, but with danger comes opportunity for self-improvement. Anna places a hand on her chest, using her VITAMANCY and concentrating her magic on her core, attempting to stabilize her life force and make herself a bit more durable for what she was about to do next. - Spending 2 VITAMANCY PASSION
Now, DESTRUCTION magic is good at hurling projectiles, right? And she was stuck inside a malfunctioning sticky BARRIER? Anna would focus her energy on the barrier itself, not aiming to destroy it this time but to launch it at ABOMINATION. With herself inside it, of course. It'd probably be a good idea to STRENGTHEN the barrier with her PROTECTION magic while she was it, since this might get a bit uncomfortable.
[1] You shriek like a banshee as your life force is sucked down into the smoldering core of your heart. You get the feeling that's gonna prove real interesting when your life high ends.
[5] On the bright side, your efforts to launch yourself at the abomination go swimmingly, plastering yourself over its face like a moist, sticky trout.
Abomination and your shield take 3 damage
-2 Vitamancy: Vitamancy increases from +5 to +6!
New Trait: Smoldering Core 2
+1 Vitamancy
+1 DestructionThe abomination draws in its noodly flaming appendages, and then releases them.
vs From: [1] Right in the face with a flaming bone-ridged lash. The carnage is unbelievable. Really a shame that was its own face, it has got to get a better grip on how to use these things.
vs Elen: [4] You're bitchslapped across the ground like a tumbleweed. A slightly singed tumbleweed.
vs Archimedes: [6] It slugs you across the face with one motion, then snatches you up with the return draw and pile drivers you right onto itself. Not the most orthodox move, but very impressive!
vs Erin: [5][5] It grabs you, flings you into the sky, and then hard spikes you into the ground, showing the rest of these fools what they're up against.
Deals 7 damage to itself
Deals 7 damage to Elen
14 damage to Archimedes: Maimed!
7 damage to itself
Erin Quill takes all the damage: Maimed!
Abomination is slain!Golems"OH you wanna be in mah head? Tell you something INTERESTIN', THAT'S NAH MY PROBLEM you GIANT SACK of WRINKLED GIT!"
Use STONE and NECROMANCY to TEAR THE EXCESS SOUL out of myself and SHOVE it into a nearby BOULDER, that has been EXPERTLY MASONED into something HIGHLY INSULTING.
Then use MORE STONE MAGIC to THROW IT AT THE LAST GOLEM.
[3] You do not have time to both mason and imbue the stone, so you settle for carving a derpy bird head while that witch rips it out of you and feeds it her face. The sculpture's a little crude so the derpiness might not come through all the way.
[5] You do, however, clock the remaining golem with it. The sandstone shatters on impact, but the golem reels.
Golem takes 5 damage
+1 Stone MagicSmith glares back towards the dwarf mason.
"Tsk."
METAL +5
-Draw a spike of metal out from the golem.
-Above +1
-Above +2
-Above +3
-Shape the spike mid-air using my blacksmithing skills.
PASSION: Purify the metal to insure that it harbors no malignant spirits or beings.
PASSION: Direct the metal to slow down and land in the palm of my hand.
Blacksmith +3
-Forge the spike into a rod.
-Sharpen one end of the rod.
-Have the rod be equally balanced.
Animation +3
-Animate the stone spikes in the cage.
-Have the spikes spin at high speeds.
-Direct the spikes into the bird golem.
[4] You draw a perfect spiked rod from the faltering golem's metal, the bronzelike substance glittering with pure, warm color in the sun. As a residual effect of its forging, it seems to be slightly magnetically drawn to living flesh, which makes it a bit easier to handle.
[1] You shatter the cage into shrapnel. This stings a bit and was probably unnecessary, as the golem had already collapsed under the force of being harvested.
Pure Golemetal Spear produced
2 Passion spent: Metal Magic increases from +5 to +6!
Golem slain
You and Mordre take 1 damage
+1 AnimationJeffery laughs nervously as he turns away from his hungry-looking ally to examine his golem.
"So uhh.... can you move? If so, go smash that Abomination. And make a few puns. Here, I'll just..."
Jeffery casts a summoning spell to give the Fatass Tungsten Golem four additional legs, to aid with the distribution of its weight so that it can actually walk without sinking into the ground. He uses one point of summoning for the base effect, and another to allow it to be attached to the already existing summon. He also attaches a point of metal so that the legs are also tungsten, and another point to make the feet wider, increasing the amount of surface area that the feet come in contact with.
For his second spell, he takes his Noodle of Power (which doesn't appear to be in his inventory any more) and uses his last point of metal to refine it into a proper spear. If applicable, he uses his three points of "Spear" skill to enhance this effect, as his knowledge of how spears are used should probably help him in making it work better.
((I didn't think you'd actually use the noodle so I didn't record it. Bear in mind that as a summoned item, it will eventually dissolve back into nothing.))
[3] You try to summon body parts onto the golem, but it's hard to do. The resulting legs are small and awkwardly aligned with the golem's will. They scrabble somewhat awkwardly on the dirt, but don't seem to be making much progress.
[4] You harden your noodle of power to make it more spearlike and less noodly.
Noodle of Power becomes Spear of NoodlesWraiths((Hey IO, why is it Nightmare essence instead of Wraith essence? Is there a difference?))
Alright, Alchemy time. If the wraiths left corpses, work on refining them (4 Alchemy if designating the existing essence takes 1, 5 Alchemy if not) into the essence I already have (1 Alchemy?). That should mean I don't have to waste the points on the safety and solidity again. If I have to waste the points, then use 3 for refining, 1 for "safe to handle" and 1 for "solid". And if anybody tries to interrupt me or mess with my essence(s) that I made, use my 3 Brawling to gouge their eyes out. Or crush their throat. Or bite their ears off. Or kick them in any exposed genitals. GM's choice, really. If I don't need to brawl this turn, use my second action to examine the glowing toothpick and more to see if I can figure out more about them. And if the wraiths didn't leave corpses for me to refine, use my Herbalism to find a plant (1) that is safe to handle (1) and enhances regeneration (1) without wandering into the other ongoing combats.
[2] You hurl yourself off the side of the mesa, since the ramp is near the abomination, and go tumbling down the steep side. Unless the chunk of crumbly sandstone you hit your face on counts as a regenerative herb, your quest remains unsuccessful.
[5] ((Dummy roll, +1 Herbalism passion))
-3 HP"All is well. I just felt like yawning, that is all." Devorae reassured any who had paid attention to what certainly hadn't been a temporary hunger for the life essence of his fellow crazed mages. No, that certainly hadn't happened at all, and whoever had somehow read his mind and intentions despite having no way to do so and stuck a note to his face was a nothing but a slanderer and a madman.
Now back to business. Hopefully.
1 Necromancy: Try to draw some essence from the Nightmares.
+1: Refine it into a more pliable state.
Enchantment: Imbue the reinforced scepter's head with the nightmare essence.
(I'm unsure if the Enchantment action can be rolled into the necromancy one since the latter is being used to assist the main effect (enchanting the weapon). In case it can, add this as the second action:)
Leadership: Try to at least convince any combat-capable peasants to fire some arrows or toss objects at the enemies from the safety of their shelters.
+1 Make them focus fire efficiently.
((IO keeps derping with his ruleset. Here's a reminder: "Each turn, every players receives two actions. They cannot use the same skills for more than one action per turn, and the actions are simultaneous."))
[4] With the nightmares slain, you focus on convincing the rabble to help out. They throw a few empty tankards out the windows while jeering. You suppose that counts as helping where they're from.
[6] ((Dummy roll, +1 Necromancy))
NightmaresAm I dying while staying underground? If not, stay there and pray to Dagon while waiting for the fight to end. Otherwise, dig out and try not to die as hard as possible.
[4][1] You're good, so you pray to the Great One in your hallowed grave. Mound. Hidey-hole. Safe place that's definitely not starting to crawl with the blessings of your patron god.
In unrelated news, you start vomiting eels.
Now suffering Unavoidable Incident
+1 Dagon Worship"My apologies, dear lady. I got carried away punching things, it seems. I shall aid you in a moment."
Li Kao cracks his knuckles.
"But first...ATATATATA~ ORAORAORAORA~"
For my first action I will use "Drunk Mountain Monkey Flails Around Rapidly": I will use Wuxia to throw fast punches to all enemies around me, spending 3 points on the strength of the punches, and 3 points of passion to on the speed of the punches. I'll use 3 Chi Magic points to enhance the strenght of the punches further, and 2 Chi Magic points to enhance my speed further so I can throw even more punches.
For my second action I would like to use all Life Magic points to regenerate BB's health, to make up for the damage my punch did to her.
[5] That goes
about how you'd expect.[3] As the dust blows dramatically away from the dissolving remains of the nightmare horde, you dab on BB to heal her. It goes okay.
Nightmares are dead Jim
They're all dead
-3 Wuxia Passion: Wuxia increases from +3 to +4!
+1 Wuxia Passion
New Trait: Whirlwind 3Go back a bit, out of Li Kao's and other danger's way. Then attempt to determine properties and possible uses of my silver skull thing using my knowledge of enchanted items.
[6] You're fairly certain the skull is a key of some kind. It accepts input in the form of life force, likely triggering an effect when sufficiently full.
[1] ((Dummy roll, +1 enchanting))
+2 Enchanting"OW MY SOUL!"
BB tries to untangle herself away from the nightmares
She use EARTH to compress parts of the compost-pile to hardened dort, and try to add more rocks she can find into the thing.
[6] With the nightmares gone you build a dort fort. It has a courtyard and a throne room and it's built atop an ancient sealed evil and everything!
[6] ((Dummy roll, +1 Martial Arts))
+1 Earth>Keep working on that shield! Reinforce all actions done!
So I can duplicate it on others who are of precarious health (Or at least expand the protective aura around my person) :3
>Glow magic!
-Suffuse body with light and heat radiance
-Focus energy on hands in being a useable and consistent weapon of magic
-Pew pew beams at weakest enemies! (Or focus it all on self, if someone else is handling weakest enemies, so my power is stronger that I can handle greater enemies)
Name: Akari Elleison
Description: Akari is around five and a half feet tall, with the figure of a traveled, toned woman. She has light brown skin, and dark black hair, having chiseled features on her face, and a posture similar to scholars.
Primary Skill: Protection +5
Secondary Skills: Life & Fire/Light (Glow) +3
Precious Item: Heirloom Amulet - Basically an orb clasped by a strong chain, Akari uses this for both cosmetic purposes and in crafts and work--focusing light and optics. It is usable as a durable catalyst to Akari's personal arts.
Backstory: Drawn to a particular village due to summons by an old friend, Akari was surprised, to say the least, to see the descriptions of devastation being not just apt, but accurate and as horrible as the state of the letter that detailed the situation. [/spoiler
[4] You expand the shield a bit.
[2] You glow brighter but can't pew pew properly. At least you're shiny?
+3 Shield Strength
With the last of the threats defeated, the peasants emerge from the tavern, cheering loudly. At their forefront stands the man in the lime green suit.
"Congratulations mighty heroes!" he drawls.
"I never had the slightest doubt as to the outcome of your endeavors." You wonder if that includes the part where two of you were slapped silly by an enraged abomination with flaming noodle-arms.
"Now, as to the matter of your reward! It is with the upmost pride that I declare y'all Nobility of this here town!"One of you asks if he can do that, to which he laughs.
"Of course I can, I'm the richest man in town!" The rest of the peasants nod introspectively.
"In any event, it seems to me that one great and mighty Noble House per heroic deed is in order, and thus an arranging by which your noble personages first participated in. I'll leave y'all to sort out the details, but as the resident tailor, naturally it falls to me to oversee construction of your mighty standards and tabards and whatnot. As well as..."He wiggles his eyebrows.
"Your delightful sumptuary laws."One of you asks if that's that thing where nobody can wear orange or eat pomegranates because a posh noble who never leaves his mansion says it's his house's colors or something, to which the man nods approvingly.
"Well, if that's all..."One of you asks if you're getting paid in, like, gold or something, to which he quickly shouts
"Let the celebrations begin!" to thunderous applause.
Well. Now what? You can work out the details of your house name and colors and so on, you can start organizing an expedition of some kind, you can take stock of the town's assets, you can tell this pompous asshole to go stuff himself, or you can mill about chatting with each other.
You cannot sit there and practice magic. I know you want to. I see the gleam in your eye. No. Bad. Bad mage.
Erntrinsticia "From" Frombollywhotsit, Lady-witch of magnificence! (Egan)
5/11 HP
-
+5 Corvid Magic (0/5)
+3 Death Magic (1/3)
+3 Fashion (0/3)
-
Fashionable Witch Outfit: All black, all hat.
Lady Irstivfell the Raven: Very wise! Hence the obsession with shiny objects and tasty food.
Sparkling Bottle: This tiny glass flask contains a glittering emerald liquid. It's strangely mesmerizing to watch, but you get the strange feeling it's watching back.
Doomcrow
6/6 HP
+6 Life Drain
Archimedes (FallacyofUrist)
0/11 HP
[Maimed: Piledrivered]
-
+5 Returnamancy (1/5)
+3 Alchemy (0/3)
+3 Medicine (3/3)
-
Green-Painted Robes: Probably not an intentional dye job.
Mourning Ring: Black stone with a purple gem. Commemorates a lost loved one.
Dark Ice: This fist-sized chunk of crystal is a deep blue, fading to black in the center. It feels ice cold to the touch and you get a sense of vertigo staring into its depths.
Elen Farley (Hotfire)
4/11 HP
-
+5 Vitamancy (0/5)
+3 Flesh Magic (2/3)
+3 Fire Magic (0/3)
[1 Necromancy Passion]
-
Dark Green Robe
Supersaver Potion Pack: This dubious looking sack is filled with dubious looking potions.
Ruby Vial: This faceted red crystal vial is filled with vibrantly glowing red liquid. You're unsure what it does, but smelling it made you ravenously hungry and alarmingly dizzy.
Evelyn "Auntie Adams" Adams (The Lupanian)
11/11 HP
[Squeezed: 5 damage per turn until freed, can only perform simple actions without extreme difficulty]
-
+5 Life Magic (0/5)
+3 Flesh Magic (1/3)
+3 Bone Magic (1/3)
[1 Wrestling Passion]
-
Normal Person Traveling Clothes
Super Savings Anaesthetic: This hefty jug of industrial-strength knockout drug raises some unsettling questions.
Everbloom: This ball of bronze roots or vines keeps sprouding delectable looking berries inside. You haven't tried one yet, but they smell fragrant and feel juicy.
Erik the Ninja (Maximum Spin)
11/11 HP
-
+6 Ninjaturgy (1/6)
+3 Lightning Magic (0/3)
+3 Shurikens (0/3)
-
Ninja Outfit: Kind of drab, so probably the mook kind.
Shurikens: A bag of pointy metal throwing stars. You'd like to keep them in something a little more dignified and ninjalike than a cloth sack, but belt pouches are too small to hold them all.
Ninja Artifact: A ninja sword fused to its scabbard. The nonfunctionality makes it extra spiritual!
Sandstone Charm: This palm-sized beige stone slate is dense with indecipherable heiroglyphics. You're certain it's an item of power, but your efforts to unleash it have so far proven futile.
Mordre Deepstone (Derm)
10/11 HP
-
+5 Stone Magic (2/5)
+3 Masonry (1/3)
+3 Necromancy (2/3)
-
Sturdy Dwarf Attire: Boots and shoes, two trousers, and a deep blue tunic.
Heirloom Chisel: The chisel is made of trifle pewter. The handle is made of ilmenite. On the item is an image of Mordre's heirloom chisel in trifle pewter. On the image of Mordre's heirloom chisel is an image of Mordre's heirloom chisel in ilmenite.
Mossy Mushroom: You can smell the magic on this mossy, deep blue mushroom, but other than the moss constantly growing you're unsure what it does.
Smith (Yottawhat)
10/11 HP
-
+6 Metal Magic (0/6)
+3 Animation (1/3)
+3 Blacksmithing (0/3)
-
Rusted Fancy Metal Armor: Nothing suspicious about this!
Formallic Hammer: An enchanted hammer that can pound ore into refined metal.
Whispering Heart: This deep purple gemstone makes your skin crawl when touched. You can hear a faint whispering sound when you hold your ear close, but can't make out what, if anything, it sounds like.
Pure Golemetal Spear: An excessively long pointed rod of bronzelike metal that seems to glow with an inner brilliance. The metal is resistant to impurity or corruption, and seems drawn slightly to living flesh.
Ventaro Aureus (Beirus)
8/11 HP
-
+5 Alchemy (0/5)
+3 Herbalism (1/3)
+3 Brawling (0/3)
[1 Seduction Passion]
-
Normal Clothes: Green tunic, brown trousers, black leather boots. Downright mundane!
Everfull Flask: Put liquid in, slowly replenishes that liquid! Empty fully to replace with new liquid.
Glowing Mote: This spherical object glows with a brilliant yellow light. You feel like there's more to it, but aren't sure how you'd check. You've managed to pull a glowing toothpick out with your tongue, though, so that's something.
Dusty Wraith Essence: Refined from Wraiths! Not Nightmares! Nobody said nightmares, it was always wraiths! Perfectly safe, cleans right up.
Devorae the Devoted (Caellath)
11/11 HP
-
+5 Necromancy (2/5)
+3 Leadership (0/3)
+3 Enchantment (1/3)
-
Noble Crimson and Gold Military Attire: Includes fancy hat so you know who to take orders from.
Fancy Scepter: Hardened to a proper weapon by an enchantment.
Mad Dosh: This fancy-looking chest is filled to the brim with gold coins bearing Devorae's benevolent face.
Prismatic Gem: This smooth crystal shifts through all the colors of the rainbow in beautiful cascades. You could swear the pattern's reacted to you a few times, but you're unable to repeat the event.
Jeffery Kentwood (Coolrune)
11/11 HP
-
+5 Summoning (1/5)
+3 Metal Magic (0/3)
+3 Spears (0/3)
-
Douchebag Jacket: He's presumably wearing pants or something too, but GODS what an asshole.
Amulet of Farsight: Like a telescope but WIZARDS!
Icy Shard: This bright blue crystal shard is ice cold to the touch. You get strange feelings of enthusiasm when holding it for too long.
Spear of Noodles: Still a little bendy, but useable as a stabbing weapon.
Fatass Tungsten Golem With Useless Scrabbling Side Legs
20/20 HP
+8 Drop The Beat
Erin Quill (Glass)
0/11 HP
[Maimed: Fallen Hero]
-
+5 Artifice (0/5)
+3 Metal Magic (0/3)
+3 Air Magic (1/3)
+1 Crystalguns (0/1)
-
Trickshot 1: You have a knack for hitting small objects at improbable angles. Not to deal damage or anything, just for knocking cards out of people's hands or lighting their cigar from a distance.
Dramatic Breeze 1: A gentle breeze seems to billow your hair and clothing dramatically. You are more inspiring to allies and more of a target to enemies.
-
Labcoat: Also pants.
Cloudstopper: This overly crystal-y gun-thing shoots shards of crystalline magic at targets.
Leaf Stone: This brown stone has what looks like an imprinted fern on one side. You're quite certain it's magical somehow, but it seems almost suspiciously unreactive to anything you've been able to expose it to.
Anna Greenbell (Sheyra)
11/11 HP
3/6 Shield, blocks own attacks
[Concentrated Life High: Crash in 2 turns, may interact with Smoldering Core]
[Entangled: Harder to attack, hammer is stuck]
-
+6 Vitamancy (1/6)
+3 Destruction (1/3)
+3 Protection (1/3)
-
Smoldering Core 2: Your life force is concentrated in your heart, rendering you somewhat gaunt but resilient to injuries anywhere but your weak point.
-
Kimono-Thing: Somewhere between a shrine priestess and a vagrant you'll find this alluring number for all your vagrant shrine priestess needs.
Gravity Hammer: A giant rocket-propelled hammer. Shockingly, it's wielded by a mage.
Weight of the First Sin: This red crystal smolders with inner heat. Holding it makes you feel tired, hot, and nervous.
Bianca "BB" Beamingstar (Cinder)
8/11 HP
+3 damage from next attck
-
+5 Animation (0/5)
+3 Earth Magic (1/3)
+3 Martial Arts (2/3)
-
Leather Armor Dress
Chronicle of BB's Arcane Escapades: Illustrated adventure of House Beamingstar's exploits, including punching things, punching things, and punching things.
Metal Jelly: This blob of metallic silver is squishy to the touch, and occasionally jiggles unprovoked. Other than occasionally sticking to your fingers, you're unsure what it is or does.
Maren (MCreeper)
11/11 HP
-
+5 Enchantment (3/5)
+3 Divination (0/3)
+3 Swords (1/3)
-
Black Robe
Arc-Enchanted Iron Sword: Basic but reliable. Enchanted to release arcs of magical force when swung.
Bronze Ring: Enchanted to warn its wearer of danger. A bit... constant when surrounded by your fellows, unfortuntely.
Silver Skull: This grape-sized statue looks like a human skull forged from silver. You get a sense of vertigo looking at it too long, but otherwise can't figure out its properties.
Li Kao (Pancaek)
11/11 HP
-
+5 Chi magic (0/5)
+4 Wuxia (1/4)
+3 Life Magic (0/3)
-
Whirlwind 3: You blow through lesser opponents like the wind blows through long grasses. You deal bonus damage against swarm type enemies.
-
Grey Martial Arts Outfit
Tea Set: A pot and two cups. No one's sure if the pot is enchanted or the old man is incredibly wily, but it's always full of delicious hot tea when needed.
Stress Ball: This leathery yellow ball is adorned with strange looking runes. You can squeeze it when angry.
Hrodpreht (RNG)
11/11 HP
[Unavoidable Incident: You are now vomiting eels. Nothing could have prevented this.]
-
+5 Dagon Worship (1/5)
+3 Teaching (0/3)
+3 Summoning (0/3)
[1 Mining Passion]
-
White Robes: Good guys wear white, so you can trust him!
Idol of Father Dagon: For some reason none of the other mages are thrilled about this.
Seething Heart: This red stone blazes with an intense inner light. Staring into it consumes you with a terrible urge to feast on your fellows. You have thus far refrained from doing so.
Akari Elleison (Tiruin)
11/11 HP
Lightly Shielded: 5/5 HP
-
+5 Protection (0/5)
+3 Life Magic (0/3)
+3 Glow Magic (1/3)
-
Traveling Scholar's Outfit
Heirloom Amulet: Translucent orb on a chain, handy for refracting and focusing light.
Eye of Shadow: This shadowy black sphere has indistinct edges, and feels soft to the touch. A green light sometimes appears, shifts across the surface, and then disappears, but you can't tell what it is or does.