Turn 8: Stop Hitting Yourself-VonNost-VonNost (pw)
11/11 HP
[Gnawed Cancerous Jackal Ball: You're a ponderous lump of hideously warped jackalflesh. Jackal-things cling to you like leeches, gnawing mindlessly upon flesh.]
-
+6 Transmogrification (0/6)
+3 Flesh Magic (1/3)
+3 Vitamancy (0/3)
-
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.
*sigh*
Use whatever combination of magic is required to reform myself into my desired shape. Aim for Hakumen No Mono, sorta nine tailed shark wolf with giant shit eating grin. Just dump a bunch of magic into it. Oh and small enough not to be too constrained down here.
If that works, go straight ahead. If not, sit and waste another turn waiting for the dice to come up right.
[5] You transform yourself into a long lumpy cancerous jackalball with a shiteating grin.
"While you're doing whatever you're doing Iiiiiii'm going to just take a quick breather k."
Rest to recover some health. Have Irstevfel watch my back.
You go ahead and have a quick nap while VonNost makes large mammalian eel sounds.
HP recoveredThe two of you walk (or wiggle-shuffle, in VonNost's case) down the platiest corridor you see, the decor becoming more solid and elaborate until you're standing in a solid hallway of pipelike bands, staring at a door. It's triangular, made of brass-colored metal, and flanked by two inset glowing white things.
While the door itself has no obvious mechanism for operation (and pushing or pulling on it yields nothing), the walls of the tiny chamber before it do contain what look like levers, two on each side. For obvious reasons you're hesitant to throw them as a casual experiment, but they're presumably related to the door somehow.
-House Arcana-Jeffery quickly summons a metal spear using one point of summoning for the base spell, one point of metal to make it out of metal, and another point of metal to randomize what metal the spear ends up being created from.
His second action depends on the actions of the mushroom-thing. If it is hostile, then he uses his spear skill to stabby it. If it does not make any hostile moves, then he simply watches it cautiously.
[2] Letting your spearnoodle dissipate, you instead summon a tin tine. It's very long but too thin to be a good weapon.
[5] The mushroom is definitely trying to eat you, so you go ahead and ram your splinterstick into it. It warble-shrieks in what you assume is pain.
Mushroom takes 5 damage, slightly impaired
+1 SpearsPipes. Metal magic. I want at least one of them thwacking that mushroom.
And then also shoot it with my gun, which you appear to have renamed "Cloudstopper". Use air magic to enhance accuracy and speed.
Put full applicable skill behind each attack, plus crystalgun passion as stated below.
Also, a 1 also grants Passion, right? I believe I should have gotten a Crystalgun Passion this turn, despite the less-than-ideal manner in which I did so.
[3] The pipe... resists you somehow. You're not sure if it's the metal itself or some kind of enchantment, but it's a bit like gripping something and then having it slip through your fingers.
[5] There's a low boom as your shot arcs along the mushroom's flesh, dragging deep furrows as its guided by intense winds.
Mushroom takes 7 damage
+1 Crystalguns Passion
1 Crystalguns Passion Spent: Crystalguns improves from +1 to +2!Shrieking mushroom creatures that jump out of the water in the middle of a cave are almost certainly hostile, and possibly edible. Either way, they need to be put down.
"Mana, surround me and shield me from harm. Barrier!" Anna places a hand on her chest, concentrating as she creates a PROTECTIVE BARRIER around herself to protect against attacks. As this thing is a mushroom, she'll also attempt to modify the spell to prevent any spores from entering the barrier, assuming the creature survives the initial onslaught.
She then hefts the GRAVITY HAMMER, charging it once again with DESTRUCTION magic - "Mana Charge!" - in what has become a familiar routine. She enhances her physical strength and swiftness with her VITAMANCY, then rushes in, jumping and smashing the mushroom with her rocket propelled hammer - "Gravity Hammer!"
[6] You bubble yourself. This will make attacking inconvenient.
[6] Fortunately you go full ZOMBIE STRENGTH, shattering your own shield and pounding the mushroom into jelly in one catastrophic swing.
Mushroom takes 12 damage
Shield created and shattered
+1 Protection
+1 Hammers Passion"Screaming mushrooms are lacking in elegance."
Necromancy: Just diffuse the taint until it's harmless absorbed as a power-up then.
Then bash the mushroom with the scepter.
[6] You diffuse the taint so well it melds with you completely, at least as far as you can sense. This will probably make whatever it's doing smoother but harder to prevent or interact with independent of your own flesh.
[2] You flail at it. It flails back. Nothing much happens.
Mushroom takes 1 damage
+1 NecromancyTime to make a potion. Refine the medicinal goo and my glowing toothpicks into my flask (1 Alchemy). Make a healing/restorative potion (2 Alchemy) with whatever beneficial effects the toothpicks might provide (2 Alchemy). Use my Herbalism passion to make the healing/restorative effects of the goo strong enough to heal any injury or wound, even regrowing lost limbs.
Use my Brawling to hit the mushroom man with a haymaker.
[6] You make... something. It boils and smokes and seems to whisper now and then but when you put your ear to it nothing's there, so... yeah. It's also deep purple sludge with a faint sparkle to it.
[1] You slip and leave yourself wide open to a right hook from the mushroom. Fortunately you don't think it has right hooks, just whippy tentacle things. Unfortunately it can probably still murder the shit out of you with them.
+Strange Elixir
+1 Alchemy
+1 BrawlingThe mushroom lashes out.
vs Beirus: [1] It winds up to take advantage of the brawler's lack of balance, feints, reads a feint, and proceeds to slap the shit out of itself via overthinking. For a creature you're not certain even has a nervous system, this is impressive.
vs Anna: [4] It bashes up Anna just fine, but she doesn't particularly give a shit, being a zombie and all.
vs Erin: [5] It slams Erin right in the groin, presumably by chance. Still, that stings.
Mushroom deals 6 damage to itself, dies
Mushroom deals 3 damage to Anna
Mushroom deals 8 damage to ErinWith the beast slain, you may continue down any of the three aforementioned corridors: Upwards to dry, forwards to more pipes, or downwards to deeper or more wet.
-Foolish Ninja-"AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH"
Try to use my sandstone charm and nonfunctional sword as foci for some kind of a Lightning-based Jackal Zapper effect!
Then if the jackals get off of me, demonstrate ninja humility(?!) by going back to taking a break and not being eaten.
[4] The tablet proves worthless, but the sword does alright, so you manage to half-shock the half-jackals off you without too much further gnawing.
You then crawl back to town proper to rest in a jackal-free inn room.
Ambush Mushroom
5/30 HP
Ventaro Aureus (Beirus)
7/11 HP
[Tsundere Glowing Cobra: Best girl is winning!]
[Snakeblood: You've infused your own flesh with glowing snake venom. Now you don't have to worry about dying from glowing snake venom, and probably don't have to worry about side effects from this!]
-
+5 Alchemy (2/5)
+3 Herbalism (1/3)
+3 Brawling (1/3)
+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.
Strange Elixir: Deep purple sludge with a bit of sparkliness to it. Made from glowing toothpicks and tree goo. Intended to be a potent healing potion, unsure what it actually does.
Devorae the Devoted (Caellath)
11/11 HP
[Melded Taint: A terrible corruption lurks within you, too spread out and integrated to be immediately noticeable. What you can't see still occurs, however.]
[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 (5/5)
+3 Leadership (0/3)
+3 Enchantment (1/3)
[1 Mace Passion]
-
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
-
+6 Summoning (0/6)
+3 Metal Magic (0/3)
+3 Spears (2/3)
-
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.
Speedy (Wiry Ball)
Low HP
Low Attack
High Speed
Erin Quill (Glass)
3/11 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.]
[Protein-Calcium Consulate: You and your skeleton serveas dual consuls in joint rulership of your body.]
[Nine-Toed: You don't wanna talk about it.]
-
+5 Artifice (0/5)
+3 Metal Magic (0/3)
+3 Air Magic (1/3)
+2 Crystalguns (1/2)
[1 Diplomacy Passion]
[1 Statecraft Passion]
-
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)
8/11 HP
[Core Husk: Your body is just a husk. Your real essence lies in your heart. You can expand your life force out to restore your body to life, but any damage to your body while doing so will greatly damage your life force.]
-
+7 Vitamancy (1/7)
+3 Destruction (1/3)
+3 Protection (2/3)
[1 Exploration Passion]
[1 Hammers Passion]
-
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.
VonNost (pw)
11/11 HP
[Gnawed Cancerous Jackal Ball: You're a ponderous lump of hideously warped jackalflesh. Jackal-things cling to you like leeches, gnawing mindlessly upon flesh.]
-
+6 Transmogrification (0/6)
+3 Flesh Magic (1/3)
+3 Vitamancy (0/3)
-
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.
Erntrinsticia "From" Frombollywhotsit, Lady-witch of magnificence! (Egan)
11/11 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.
5 Whiskey Biscuits: You think they're made of cactus fruit?
Erik the Ninja (Maximum Spin)
4/11 HP
[Eaten By Jackals: AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH]
-
+6 Ninjaturgy (3/6)
+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.