Turn 4.5: Let the Games BeginNew plan!
Everyone is now in a free-for-all to impress the peasantry as much as possible. Presumably by slaying jackals and saving peasants. The triumphant House will gain the honor of going on the first mission, while everyone else will be shunted to inactive status. While inactive, you will generate resources like a peasant (assuming you have any suitable skills) but may not take actions. Houses will take turns between active missions and inactive drudgery.
Doing better on missions than your fellow Houses gives you a larger share of the peasantry's output. Also missions tend to benefit the settlement in some way, and so often result in more output total.
Sine the situation has changed, please repost your actions, even if you're still doing the same thing.
Jeffery was not sure how Elen was being blamed for leading the villagers into a pack of jackals. He had led them into the jackals. But hey, ya know what? He wasn't arguing. At least people would hate Elen, and House Best, instead of himself, Jeffery Kentwood, and House Arcana. This was just a "Happy little accident", as his father and mentor would describe it.
"Why am I being blamed for the jackals? I'm innocent!"
Affirm my innocence and that I've done nothing wrong.
Heal myself with vitamancy.
Wow peasants are bad at this. No wonder people keep feeding them to jackals!
You think about trying to protect people, but there are no threats to protect them from (beyond each other) so it'd be wasted.
((NO it isn't! ;_; That skill is non-combat applicable too, it said so in the rules D: I was going to prepare making a shield for future use, meaning expanding the 3 or so turns I [kinda wasted??] on making it >_<
Retroactively reroll please? Don't like feeling useless .-.))
((I don't mind noncombat uses for protection, but I'd rather avoid you just sort of walking around everywhere with a transferable magic shield just in case. >_>))
((Hey Irony, am I actually fighting the cobra now?))
((I mean, you could try giving her the cold shoulder or playing hard to get.))
((I finally got around to reading the turn and it's a bit of a mess.
@IronyOwl: How to deal with the "a single house sallies forth per turn" thing if we have people from two houses already involved in the jackal affair and more disorganizedly trying to jump into it? I'd like the mess sorted out to find out whether I should post as part of the leaving or staying party.))
((I'd intended a bit more negotiation than resulted (that is, some negotiation). New plan solves all that!))
Score: -10
-10: Elen fed everyone to jackals! She should learn to be responsible, like Jeffrey!
Erntrinsticia "From" Frombollywhotsit, Lady-witch of magnificence! (Egan)
5/11 HP
-
+5 Corvid Magic (1/5)
+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.
Archimedes (FallacyofUrist)
0/11 HP
[Maimed: Shattered Skeleton: Your skeleton's been fractured in an alarming number of places, rendering you even more of a decrepit old man than usual.]
[Living Skeleton: Your skeleton is moving of its own accord, taking you for the ride or requiring likely-traumatic resistance.]
[Medicinal Harmony: Your skeleton is largely reinforced and stabilized. Aggressive movement might damage this, while time and medicine may speed its progression to full recovery.]
-
+5 Returnamancy (1/5)
+3 Alchemy (0/3)
+4 Medicine (0/4)
[1 Butcher Passion]
-
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.
5 Containerless Mystery Sludge: Probably a result of your Curse of Recompense, degrading the abomination into valuable parts as it damaged others. You're... not sure how this stuff is valuable. But then, you're not sure how you're going to store it, so what do you know!
Elen Farley (Hotfire)
4/11 HP
-
+5 Vitamancy (0/5)
+3 Flesh Magic (2/3)
+3 Fire Magic (0/3)
+1 Necromancy (1/1)
-
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)
5/11 HP
[Jackal Queen: The jackals bow to you as their leader, and thus the one most responsible for acquiring them delicious meats.]
-
+5 Life Magic (0/5)
+3 Flesh Magic (1/3)
+3 Bone Magic (1/3)
+1 Wrestling (0/1)
[1 Animal Handling 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.
Score: 0
Mordre Deepstone (Derm)
5/11 HP
[Buried Alive: Hard to move. Also severely traumatic for most races, but, you know.]
-
+5 Stone Magic (3/5)
+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.
8 Sandstone
Smith (Yottawhat)
10/11 HP
[Mildly Blinded: Afterimages of racks of metal tools make concentrating difficult.]
-
+6 Metal Magic (1/6)
+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.
Score: 0
+0: Jeffrey hasn't fed anyone to jackals. Why would Jeffrey feed somebody to jackals? That doesn't sound like the Jeffrey I know.
Ventaro Aureus (Beirus)
7/11 HP
[Tsundere Glowing Cobra: Best girl is winning!]
[Glowing Venom: Who knows!]
-
+5 Alchemy (0/5)
+3 Herbalism (1/3)
+3 Brawling (0/3)
+1 Seduction (1/1)
-
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
[Disjointed: Swallowed a bit of bad essence. COUGH HACK Nothing you're sure.]
[Peasant Mistrust: The peasantry sullenly thinks you don't value them as people. You're not sure how to persuade them to not take so much offense at the truth.]
-
+5 Necromancy (3/5)
+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)
6/11 HP
[Maimed: Fallen Hero's Limp: You walk with a limp from that one time a horrifying flesh amalgamation went apeshit on your dramatically billowing in the wind ass. Mobility and inspiration suffer.]
[Living Skeleton: Your skeleton is moving of its own accord, taking you for the ride or requiring likely-traumatic resistance.]
-
+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
[Concentrated Life High: Crash in 1 turns, may interact with Smoldering Core]
[Life Plaster: A bunch of your life force is caked over your heart-core. Good thing? Bad thing? You're about to find out!]
-
+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.
Score: 0
Bianca "BB" Beamingstar (Cinder)
8/11 HP
+3 damage from next attck
-
+5 Animation (1/5)
+3 Earth Magic (1/3)
+3 Martial Arts (2/3)
[1 Prospecting Passion]
-
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.
Dort Fort Golort
4/4 HP
+6 Awkward Strength
Maren (MCreeper)
11/11 HP
[Known Tyrant: The peasantry is wise to your schemes!]
[Ichory Hands: You wish you hadn't settled in a desert, so there'd be plenty of water to wash this stuff off with.]
-
+5 Enchantment (3/5)
+3 Divination (0/3)
+3 Swords (1/3)
[1 Diplomacy Passion]
-
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
[Terrible Omen: A mysterious spirit of the dead didn't seem to like you much. Could be a sign.]
-
+5 Chi magic (1/5)
+4 Wuxia (1/4)
+3 Life Magic (0/3)
[1 Socialization Passion]
-
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.]
[Super Unavoidable Incident: YOUR FLESH WRIIIIIIIIIITHES! Makes it hard to do much.]
-
+5 Dagon Worship (2/5)
+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.
Doomcrow
6/6 HP
[RAVENING: MUST DEVOUR DELICIOUS CULTIST]
[Caught!]
+6 Life Drain
Akari Elleison (Tiruin)
11/11 HP
-
+5 Protection (0/5)
+3 Life Magic (1/3)
+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.