Turn 5: Ten Points to Gryffindor[7:58 PM] Dermonster: also I'm not sure how fair this scoring system is when my house literally just has me and that other dude and everyone else has ten
[7:59 PM] IronyOwl: huehuehue
Stone magic to move the stone around me out of here. Masonry to make the area excavated to look REAL GOOD.
[2] You shift it slightly, squishing yourself further.
[2] You attempt to chisel a statue out of some of the stone, both to free yourself and eventually make the excavated area look REAL GOOD, but the statue ends up as a crude, heavily stylized slab of rock depicting yourself screaming as you're buried alive for all eternity.
-1 HP
-1 Sandstone
+1 Sandstone StatueI order my ninja followers to attack the jackals and/or my housemates. That should help me winnow them down to the most competent recruits.
Meanwhile, I will use Ninjaturgy to hide from evil "other wizards" in the shadows. Maybe inside that shadow ball Tiruin has! Can't see that going badly.
[6] You persuade your ninja recruits- that is, all the gatherers and one of the couriers, since the farmers are already engaged- that as ninjas they never have to fear reprisal and can attack the jackals from the shadows without getting attacked in return. You're fairly confident this will work out and have no side effects if it doesn't.
[5] You slide into the shadows of Akari's shadow ball. It feels... natural in here. Comfortable. Like you belong here.
+1 Leadership Passion
+1 NinjaturgyCut up the Golem bodies into floating metal ingots using metal magic and animation.
Then, take the metal ingots to the blacksmith shop and create as much farming tools as metal would allow. Try to aid with my own blacksmithing skills if possible.
[4] You use animation and metal magic to get the golems to break apart into ragged but easily managed chunks. It looks like heavily tarnished brass.
[6] Still reeling from the afterimages in your vision, you decide to haggle with the blacksmith instead of doing the work yourself. Plus, you know, he might object to you trying to use his shop to avoid having to pay him. Anyway, the point is you get him to agree to forge the tools for a share of the profits instead of coin. This makes them initially free!
[2] Unfortunately he's blind drunk, so he just pounds your ragged chunks of metal into mangled chunks of metal.
+6 Ragged Golemmetal Chunks
+3 Mangled Golemmetal Chunks
+1 Haggling PassionPolitely request that my skeleton calm the fuck down. Nevermind, seems it already did. But still, try to work out a way for us to communicate with each other so that we're not working at cross purposes.
Continue healing. Try to get my skeleton to bring me to a comfortable place to do this.
When does this get to happen?
[2] You try to work with your skeleton to get it to do what you want it to do. It rejects your fleshy tyranny and decides to wander off into the jackalwoods to spite you.
[3] It's fairly relaxing out here, at least. Strange chittering insects, ominously barren yet flourishing trees, strange shapes out of the corner of your eyes that you can't fully look at without fighting against your own skeleton.
+1 HPJeffery Kentwood summons a large amount of cast iron spears for the peasants being attacked by jackals. One point of summoning for the base spell, a point of metal to make the spears out of cast iron, another point of metal to give the spears a complicated shape, and two points of summoning for the larger quantity of spears being summoned.
Jeffery then uses his own noodly spear of power to engage the jackals, using his spear skill as needed to attack.
[1] To no one's great surprise, your attempts to summon spears to protect the peasantry result in a hail of iron shards directly on the peasantry. They seem ungrateful.
[1] To no one's great surprise, your attempts to defeat jackals with a noodly spear results in tripping yourself and somehow managing to stab yourself in the same motion and with the same worse-than-worthless weapon.
Peasants take 5 damage, generally displeased
-3 HP
+1 Summoning
+1 Spears"Hmm... I'm going to need a wagon or something..." BB quickly realizes, and makes her way back to the village, wondering why some villagers and mages seem to be missing.
She decides to use the Golort as a vehicle to search for people
When she finds out what's going on she sends it to help out with squishing jackals
[2] The golort, never really being intended as a mobile anything, is rather slow and clumsy, and accordingly gets itself stuck in a ditch on its way to the jackals. Not a deep ditch, but its foot is stuck right in there and neither of your can pry it out.
Golort is stuckOkay! New plan! Leaving "House Best". Founding the Wizard Gang "FUCK OFF". Anyone who is tired of House bullshit or bullshit of any kind can join!
Rules of Gang FUCK OFF:
- No casting magic on other members of FUCK OFF without permission!
- Minimize damage to our infrastructure!
- If we need to make a decision, we vote on it. Each person can vote for multiple options and ties are broken by RNG!
- NO DAGON
This is the full extent of the rules!
Tell my pet to go and tell the local crow population to go and murder that pack of jackals. Inspire her to do so very stylishly and persuasively using fashion! Also any bird who helps out saving the farmers can have a treat-
Figure out who does the cooking around here, I'm going to need to coerce them into making some tasty biscuits to feed to birds. Birds love biscuits.
[3] Lady Irstivfell caws insolently before flying off at a sluggish pace. Hopefully she'll convey your message.
[5] The chief cook is of course the innkeeper, who also does the brewing. He admits that cactus liquor is more of a regional gimmick and most of the booze in town comes from buying it. Anyway, he agrees to cook tasty biscuits to stay on the good side of the ravening horde of crows that will no doubt be common around these parts.
[6] He even cooks some nice biscuits for them! There's kind of a lot of whiskey baked in there, though. Kind of a lot of whiskey.
+1 Haggling Passion
+6 Whiskey BiscuitsSine the situation has changed, please repost your actions, even if you're still doing the same thing.
Glow Magic: Distract or shoo away (or injure) jackals D:
IF Jackals are dispersed or otherwise not a threat, Life magic to heal everyone involved--prioritizing hurt peasants!
Protection Magic: Defend self, Elen, and presumably any other person in dire danger.
Spend 1 action to transfer that shield formula I've developed. (Metaknowledge in play, I'm just developing it to say "I actually have something to use as a common thing" rather than having a transferable shield everytime, since its a dedicated action anyway :p)
Probably ask people to think about changing our house name, but I'm ok with Nightmare ._.
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.
[2] You make a glowy shiny thing. The jackals are disinterested and continue to eat delicious peasantflesh.
[2] You try to shield Elen but it just bonks her with a block of solid-ish energy.
[6] You also apply that shield you were building up to her. This may have been a poor idea, because it encases her entirely in a crystal-looking barrier. She can't affect the outside world any better than it can affect her.
Elen now shielded but trapped
+1 ProtectionName: VonNost
Description: A man with a white lab coat and circular glasses.
Primary Skill: Transmogrification
Secondary Skills: Flesh, Vitamancy
Precious Item: An inexhaustible and indestructible syringe full of powerful anesthetic. It is always hungry for the throats of the unaware.
Backstory: This world is dangerous. Mankind is threatened. Changes must be made.
Location:
-Southern Duchies. Soggy and fertile, they were once a combination of noxious swamp and fertile farmland. They are now stalked by magical beasts and renegade constructs.
Size:
-Small. The village was never much to look at, and now it needs your help.
Situation:
-Isolated. The village is wedged atop a mountain, behind a thick forest, or otherwise placed in a defensible but cramped spot.
Terrible Secret:
The citizens have been interbreeding with the magical beasts of the swamp. They have grown ugly and strange, but resilient.
Run on down to the place where the tasty jackals are.
3 Flesh to burst hearts, 5 Transmogrification to mutate to uselessness.
3 vitamancy to heal peasants.
[4] You stretch the jackals in various unpleasant ways, causing trauma and inconvenience. The peasants hail you as a savior and hero that should clearly be granted vast powers and implicit trust.
[6] You also heal the peasants flawlessly. Well, more like ruthlessly, supercharging them with essential vitality to withstand being gnawed upon. The peasants are somewhat concerned but still prefer this to being eaten.
Jackals take 4 damage, prevented from dealing 4 damage
Peasants healed for 6, stressed out
+1 Vitamancy"Things can never ever work out between the peasantry and hungry jackals. Maybe some diplomacy would be in order if the jackals did not find the peasants so delicious."
1 Necromancy: Spit the evil spirit essence out.
+1: Refine it into a weapon of sorts.
+1: Fire the evil essence gun at the jackals.
Mace: Smack jackals, absorb their hp via mini-succ.
[1] You choke on the terrible, writhing corruption inside you, gagging and heaving as its terrible claws dig their way into your essence.
When you finally manage to breathe again, it's with an unsettling sort of caw.
[4] You bash a few jackals, though you're not very good with this thing.
1 damage to jackals
Disjointed->Tainted
+1 Necromancy"I'm still innocent, it's all Jeffrey's fault!"
Affirm my innocence, and blame Jeffrey.
Use necromancy passion to drain the life force of the jackals.
[2] That's just what someone who fed people to jackals would say!!!
[2] You manage to get your life force stuck in an endless loop, sucking up your own vital essence to replenish the essence you're sucking out of yourself. It's rather bracing.
-1 HP
Lifeloop
1 Necromancy Passion Used: Necromancy improves from +1 to +2!Anna pulls herself to her feet, expressionless as she examined the situation. Her own body was probably about to give out on her, but with the villagers in danger, she couldn't exactly afford to waste anymore time worrying about herself for the moment.
With that thought in mind, Anna grips her hammer tightly and begins to run towards the jackal attack, EMPOWERING her arms and legs with VITAMANCY to help her speed up and to make a rather powerful, flashy entrance (and help her land without breaking her legs), assuming it all worked. She'd leap off the nearest elevation, activating the rocket in the GRAVITY HAMMER - "Gravittty... - to help propel her into the air, powering it up with her DESTRUCTION magic before shifting it to launch her towards the jackals and SLAM it into the jackals and the ground they were standing on. - "...Hammerrrrr!!"
Once on the ground, she'd lift an arm towards the villagers and chant a PROTECTION spell (using 1 PROTECTION PASSION) to keep them safe. "Mana, keep safe those I wish to protect! Barrier!"
Hopefully this life crash thing wouldn't be too bad...
[6] Like all good protagonists, when you get fired up and righteous nothing survives impact. Your blow sunders the earth, hurling jackals like wriggly brown sausages and sending peasants rolling backwards in a cloud of dust.
Also, you blow clear through the soil and fall into a cavern lined with ominous metallic piping.
[2] You try to protect the peasants on your way down, but it just protects them from the impact of your own hammer.
[2] Your life force finally crashes at this point, and it's a hard crash. You feel your vital essence sucking into your core, leaving your body little more than a husk. As you slam into the water at the bottom of the cavern, the impact feels dull and unimportant- equipment taking a hit, not your body suffering a fall.
This should render you extremely resistant to damage anywhere but your heart, at least.
12 damage to jackals
Peasants really impressed!
Now a husk
+1 Vitamancy[6] Your dort fort golort rises with a thunderous moan, shambling all the way over to the abomination.
[5] Despite it's awkward and excessive motions, it peels the corpse up enough to pluck Auntie from her unsightly nook.
Oh, thanks.
First, use my freshly aquired diplomacy passion to try to convince peasants that i'm not a tyrant, respect their rights and don't want to seize control over them in particular or village in general.
Second, enchant the sword blade more. ((thinking this trough..))
3 ench passion to make it absorb malacious magic around it (at least the one that can be reasonably absorbed - fireballs, lighting bolts, shadow blasts, the likes ). Not too far around, and preferrably not trough my back.
2 ench to make it able to safely contain more.
1 ench to make it release it in addition\instead of current pure magic.
1 ench for failsafe, if necessary, so it will not absorb too much and explode in my face, or something.
In hindsight...
1 ench to make it not absorb more than one type at once?
If passion effect should be additional if possible, swap first and second part.
((Carnage partially failed to ensue, but i still want to do this.))
[3] You manage to persuade them you're a
foreign tyrant, and thus no danger to the rights of those here. This sort of works, maybe? They're peasants, it's hard to tell what they think makes sense.
[6] Your pour your heart and soul into the sword, and it, uh... is it supposed to...
pull like that? It seems to hunger ravenously for mystic power, to the point that you can't actually cast any spells while holding it. It also
clings to sources of mystical power, so... putting it down might be difficult.
Spelleater enchanted
Known Tyrant->Foreign Tyrant
+1 Enchanting
3 Enchanting Passion Spent: Enchanting improves from +5 to +6!
Diplomacy increased from +0 to +1!In that case, try to impress the peasants by blessing them with the gift of Dagon and doing random miracles with his power. Teach them about Dagon Worship.
Still try to apply Dagon Magic Summoningnto get rid of the crow stuck on my corpse.
[1] You sort of underestimate the severity of channeling Dagon's power, and attempt to preach and perform miracles in His name. This mostly results in you rupturing like a very tough, fibery bag, splitting into ragged tendrils that scream and writhe of their own accord while...
something emerges from your husk, slinking off beyond perception.
[3] You summon a maw onto your shoulder to help gnaw on the bird.
[5] The crow feasts on your delicious life force, growing stronger and stranger from the eldritch nature of your flesh.
Take 6 damage
That's really the least of your concerns
You're like a ragged eldritch banana peel
+1 Dagon WorshipJackals: [5] Oh yeah, they feast on some delicious peasantflesh. There's a lot of screaming and "Curse you ELEEEEEEEEEEEEEEEN!" as they're dragged off into a horde of feasting dogs. Jeffrey just whistles innocently. VonNost's wobbliness and healing manages to save some, as does the general damage inflicted by Anna and others. Jeffrey's javelin rain doesn't help, but hey at least it's not his fault they're out here to begin with! Haha, ha.
Peasants: 21/30
Jackals: 13/30
Score: -10
-10: Elen fed everyone to jackals! She should learn to be responsible, like Jeffrey! Preferably without as many javelins, but still!
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)
3/11 HP
[10/10 Barrier: Nothing gets in or out!]
[Lifeloop: Life force being constantly cycled. Not immediately harmful, but certainly rather unnatural and strange.]
-
+5 Vitamancy (0/5)
+3 Flesh Magic (2/3)
+3 Fire Magic (0/3)
+2 Necromancy (0/2)
-
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
[Shadowbound: It's nice in here. Nice and safe.]
-
+6 Ninjaturgy (2/6)
+3 Lightning Magic (0/3)
+3 Shurikens (0/3)
[1 Leadership Passion]
-
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)
4/11 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.
7 Sandstone
1 Crude Stylized Sandstone Statue. The statue depicts Mordre Deepstone being entombed alive.
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)
[1 Negotation Passion]
-
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.
6 Ragged Golemmetal Chunks
3 Mangled Golemmetal Chunks
Score: 6
+0: Jeffrey hasn't fed anyone to jackals. Why would Jeffrey feed somebody to jackals? That doesn't sound like the Jeffrey I know.
-5: Jeffrey rained cold iron upon the peasantry.
+1: Devorae's attempted macery of jackals.
+10: Holy crap, Anna is awesome!
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
[Tainted: A terrible corruption lurks within you. Already you can feel the changes coming on...]
[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 (4/5)
+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)
8/11 HP
-
+5 Summoning (2/5)
+3 Metal Magic (0/3)
+3 Spears (1/3)
-
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)
7/11 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
[Core Husk: Your body is just a husk. Your real essence lies in your heart.]
-
+6 Vitamancy (2/6)
+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: -1
-1: What the actual fuck is that white-robed priest-thing doing? Did he just... come apart? What is going on here? Should we be worried? Should we be angry?
Bianca "BB" Beamingstar (Cinder)
8/11 HP
-
+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
[Foot stuck in ditch]
+6 Awkward Strength
Maren (MCreeper)
11/11 HP
[Foreign Tyrant: You're an evil monarch, but not around here, so it's fine. Right?]
-
+6 Enchantment (1/6)
+3 Divination (0/3)
+3 Swords (1/3)
+1 Diplomacy (0/1)
-
Black Robe
Spelleater: This basic but reliable iron sword hunger eternally for magical energy. It consumes all mystic power, preventing the use of magic while held, and resists efforts to be removed from you, like the pull of a strong magnet. It also ravenously devours the first 3 points of any magical effect aimed at you.
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)
5/11 HP
[Incomprehensible Screaming: You probably shouldn't be alive right now. Are you alive right now? You certainly don't look very human...]
-
+5 Dagon Worship (3/5)
+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.
Eldritch Doomcrow
6/6 HP
[RAVENING: MUST DEVOUR DELICIOUS CULTIST]
+6 Life Drain
Akari Elleison (Tiruin)
11/11 HP
-
+5 Protection (1/5)
+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.
-Wizard Gang FUCK OFF-
Score: 0
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)
[1 Haggling Passion]
-
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.
6 Whiskey Biscuits: You think they're made of cactus fruit?
-Unaffiliated-
Score: 6
+5: Valiantly committed atrocities against the enemy! This will in no way come back to haunt anyone!
+1: Ruthlessly healed some peasants.
VonNost (pw)
11/11 HP
-
+5 Transmogrification (0/5)
+3 Flesh Magic (0/3)
+3 Vitamancy (1/3)
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White Lab Coat: Lots of good things come from men in lab coats.
"Necessity": An ominous looking syringe, seemingly forged from heavily tarnished iron in an unsettlingly organic design. Eternally filled with potent anesthetic.
Bloody Heart: This pulsing red gemstone is carved into a stylized heart. It's warm to the touch, but the surface feels like liquid blood despite leaving no residue.