TURN TENOH! Thine lifeblood,
OH! Thine power,
I doth drink it dry. . .
Comes now the hour!
- Dr Unpleasant - FATES DESCISION - DRYING THE MUD - 1d10 + 2 (RUBY-EYED STAFF) =
9As you stand at the entrance of the Caldera Temple aeons olde, your mindless ashen zombies abaft, all gathering the scattered implements of bronzed metals from their forgotten history, you hold the Ruby-Eyed Staff aloft. Through the greened rod of bronze you can feel the constant heat it emenates, more than enough to start a bkaze by its headpiece's mere touch. The longer it sits in those callused hands of yours the more the worry of it searing the flesh creeps up in the back of your mind. But for now, you hoist it forward toward the great mudslides into the valley you and your ghouls had carven, no doubt it'd keep your army put. Your eyes seal shut and the red-yellowed slit of the gemstone snaps to attention, practically bearing a life of its own. With one swift motion, a searing gaze instatntly solidifies all the filthy mud cast by the prior rainstorm into clay-like stairs out from the ground level. The heat wave evaporates all condensation about the ground and air, a fog of vapours cascading back into the night sky. With the air dried to a desert crisp, the Enkindled Ones stand ready behind you, fully armed with their equipment in life so long ago, and the stone mounted Ashen Idols stand ready behind they. The Ruby-Eyed Staff goes inert, the metal cools to a dull red. You feel as if you will not be able to utilize its power until the turn after next.
- Clesydros - FATES DESCISION - ALTERING THE KOSMITES - 1d10 + 2 (Primary Aspect) + 1 (The First Slate) =
11FATES DESCISION - IMBUING INTELLECT - 1d10 + 1 (The First Slate) =
2Fluttering, flittering, recollections reverberate throughout your head in a constant pang of numbing pain. It dances through the opaque crystalline bodies of the Kosmites as they continue their excavation, evermore remaining in that mortal skull of yours. Memories. . . Of this place? Of times of the beginning? Surely it cannot be. But just so the inspiration is too grand to be rid of, whether their source is ever divined. Through this, you set your magick upon the numerable Kosmites, who do not even take a moment to halt their orders. You focus upon the Time Crystals for this sake, not adding to the creatures, but casting these aspirations deep into the past, echoing after the origin point of the Time Crystals. In such fashion, as always, the Kosmites bear this form: Joints indecipherable to a true man across their hardened bodies, padded sharp feet where a fool might have once thought them to be little more than points, and a great sharpened blade where doth their tails end, all together a form of stability and precision. Before you'd realized it, the Kosmites had already made greater progress than you first recalled, unvieling now once great structures of the ancients, untouched by the Kruovios's hauling, where the arch bearing that first language resided; the humble workshop of a mason, reeking of the earth.
With the slate in hand, you've designs on a web, an extent psyche to be shared between the many. You raise it above your head, casting a portion of your mind into it and attempt to channel the spell outward upon the crystal men. Yet. . . Strikingly you find it nary a simple task to manipulate such concepts, where those constant echoes of the Evergreen disrupt your concentration. The magick fizzles with no mean result, not even the Kosmites themselves seemed to have noticed your spell. . . At the very least, with their forms enhanced, you take stock of the foundation slowly being put together by the Kruovios, 'tis a humble thing when compared to the immense clocktowers of your memories, but all starts with a single seed.Kosmites gain +1 Skill!
- Maria 'Habitat' Violet - FATES DESCISION - ALGAE EATING WORMS & LEECHES - 1d10 + 2 (Primary Aspect) =
9What fortune! The Algae has taken well to these silent waters, much like your many grasses, the magicks of life you hold so dear in your breast have taken deep root even in this barren world whom life has forgotten. Much like the tall fields you seek a thriving ecosystem, sowing again the seeds for future use, counting the eventualities of this Cosmic Game you all play. Plucking the nearest blade of long grass, you move between the pleasant field, nary disturbing the great insectoid beasts you'd summoned here, even more fortuitous perhaps; you notice a healthy clutch of eggs, mayhaps Hoppers, mayhaps Mantids, either reality is reafirming news. At last, returning to the seaside where small grasses have spread, you split the plucked blade about a third of the way down its length and speak soft words to either side. Casting both into the greened sea, the first wriggles so! It divides a few times yet more into long flatworms about the size of a forearm that disperse into the shore's waters. The second darkens and bubbles forth into many little sacks of flesh. The creatures catch on to the flatworms here or there, parasitizing the beasts as they begin their algal feast. All together, the creatures relationship with the plantlife will do just the same in enriching the sea.(( I chose not to stat out the Flatworms and Leeches much like the Crystallivore Birds, not because they are unimportant, but more because I consider them 'small' and more a part of the ecosystem. It's unlikely that these creatures will be involved in combat in anyway, their main duty being the spreading of their respective terrain types. However if the need does arrise, I will absolutely grant them a stat block like any other creature. ))
- Shapeless Apparition - FATES DESCISION - ABSORBTION AND GROWTH - 1d10 + 2 (Primary Aspect) =
4Panic! Uncertainty! Such emotions do not become the strange alien matter blob that is the Shapeless Apparition, and yet they are set within its undulating body. Perhaps it is the oddity of this Nameless World that seeps into the Apparitions assimilating form, seeding the creature with notions of the first life cast down by the Creator of Creators. Perhaps such is all mere speculation, unknown to all the others is what of the Eight Roots that this unspeakable one calls its mother. With a great push, out from it's exoskeleton of ancient bone and relic does its many limbs strike into the earth here and there across this ruinous colloseum. Some find purchase, while others are impeded by uncovered block and mortar, the action does not seem enough to further speed the mass gaining process by a notable quotion, still you gain a wound every third turn.FATES COLLIDE! - SHAPELESS APPARITION VS. FLAMING GAZELINGS - Assimilating Tendrils -- 1d10 + 2 (Primary Aspect) + 1 (Skill) =
7Rolling Eyeballs -- 1d10 + 0 (Skill) =
1FATES DESCISION - GAZELING'S RESISTING ASSIMILATION - 1d10 + 3 (Hardiness) =
13!Each of these frightened balls of flesh roll about, each of them still trying to internalize the fact that they are consumed by a constant blue blaze before the Apparition fell with a tremendous roar from the cavern ceiling. To say the least, they were unprepared. Several tentacles steak out in the stagnant air and wrap themselves about the eyeballs, with no limbs to call their own, and little chance to focus, these displaced Gazelings cannot possibly hope to resist. All at once they are brought into the central mass of the Shapeless Apparition, where their flames lick at its unspeakable innards. While consumed, their strange forms are not immediately broken down, something about the matter that composes the Gazelings does not wholly seem to react to your own, at least not quickly. However. . .FATES DESCISION - FLAMES WITHIN - 1d10 + 4 (Hardiness) =
7Your body manages to shirk off any true damage from their constantly burning forms, but the pain is still present. And the eyeball creatures continue to swim about within you. Uncertain is the outcome here.
- Yellow Pixel - FATES DESCISION - FOG OF JOY - 1d10 + 1 (Secondary Aspect) =
2((Ouch, two in a row like this.))Such yucky, nasty invaiders! Even as you watch their clumsy undead bodies shamble through the dungeon of the Banana Castle, you can't help but be consumed. Consumed by feelings you never thought you could feel. Welling up within you is neither gas, nor happiness, it is a pure yellow rage! Such a thing is unheard of from the world you hail, such a thing. . ! The dessicated bodies pulling brick by pixel brick out from under your glorious castle, no, indeed there is no joy here to flood this place with, only hate. Hate for the sick monsters, HATE for the other mystic. In that moment, one of the dead move to grasp for you!FATES COLLIDE! - YELLOW PIXEL VS. HATEFUL DEAD - Hateful Dead attack! -- 1d10 + 2 (Might) =
6Yellow Pixel Retaliates! -- 1d10 + 5 (Skill) =
14!Trapped Halls 1d10 =
7One of the sickening creatures grabs hold of your blocky form. The last mistake it will ever make, in life, or unlife. With extreme speed and precision, your pixel body surges forward, like a bullet you fire yourself straight through the creature, obliterating its head in a cloud of bone dust and HATE! You pick up momentum as you do, flying through the bottom dungeon, smashing through the bodies of the Hateful Dead with utter abandon, destroying the creatures one by one with your two dimensional form. When at last you gather your wits back about you, every last being of the risen dead have either been smashed to pieces or taken care of by the multiple traps you'd laid earlier. As you calm down, the lttle mote of light you made earlier floats back on by toward you, its sight, thought pitiful helps to rouse your spirits once more.Hateful Dead -- Population: Some -> Extinct!
- Amon - (( Whooooo boy. ))FATES DESCISION - IMBUING ELDRITCH - 1d10 + 2 (Primary Aspect) + 1 (Luck) + 3 (The Cosmic Throne) - 6 (Magickal Strain) =
2FATES DESCISION - IMBUING IMMORTALITY - 1d10 + 2 (Primary Aspect) + 1 (Luck) + 3 (The Cosmic Throne) - 6 (Magickal Strain) =
4FATES DESCISION - IMBUING POWER - 1d10 + 2 (Primary Aspect) + 1 (Luck) + 3 (The Cosmic Throne) - 6 (Magickal Strain) =
4With Amon standing just before the immense slate stones of the Cosmic Throne, his cold eyes are cast about it in wonderment, though not in some childlike awe, but rather rippling with the pure potential that such an artefact could grant him. His root, the world he had sought the domination of, memories came roaring back toward him as he looked upon the throne. The countless creatures, innocent or not for whom his will was exerted upon. . . Amon shook whatever strange emotions evoked at the sight away, his was a focus, one that would declare himself a god. Not just a god, no, the Creator above all else. So that all would become his plaything through and through. The titanic BoB now shaped much like a man sat crosslegged in the center of the plataeu, he does not respond to Amon's indeirect jeers, but rather watches on with a certain lazy expression. While Gazey continues to hop up and down beside the purple robed mystic on those proud legs of his.
You take one more step toward the Throne, glancing over the infinite embossed texts of starlight and Energy of Beginnings, sights that sear at the mind and call to you, an understanding washes over you at each symbol, then disappears as if you'd never looked upon it. The constant shifting of words, thoughts, concepts, and all the Divine Grammar of Creation ripple across your being, more eldritch than any soul lost on the dark sea between realities. Yet even despite all this, your ambition, or perhaps your arrogance knows no possible end, you seek to channel the twisting Cosmos. Shaking the worry away as you begin your spells, Gazey mouths a few words of encouragement, "If anyone here can do it, it's you boss!" And promptly dashes away beyond the mountain that is BoB. From each of the starlight words you draw the magicks inward, flooding your mind with power unbefore seen, your nose bleeds, and your legs strength diminish. . . Your manipulation swirls about your own body, then BoB's, then Gazey's, and each of you are wracked with internal pain your focus fails and the spell does not take hold. But this only proves to frustrate you, to draw you further.FATES DESCISION - IMBUING EARTH - 1d10 + 2 (Primary Aspect) + 1 (Luck) + 3 (The Cosmic Throne) - 6 (Magickal Strain) =
8As you raise both arms to spread you magicks beyond the great pillar and below into the sea, you find the will sapped from them, unabled to move, while the knuckles and joints throb as if a great storm swells in the distance. You are unmoved by such frivalous trepidations. With a deep breath you suck in the light across the Cosmic Throne, deep into your lungs. Then all at once sputter and spit a radiant shower of sparks. The glow tumbles into the still waters below this place, where the mystic spittle takes hold and freezes across the sea in the shape of stark land. As if the ancient marble grew over the surface of the ocean!FATES DESCISION - IMBUING LIFE - 1d10 + 2 (Primary Aspect) + 1 (Luck) + 3 (The Cosmic Throne) - 6 (Magickal Strain) =
4FATES DESCISION - IMBUING CHAOS - 1d10 + 2 (Primary Aspect) + 1 (Luck) + 3 (The Cosmic Throne) - 6 (Magickal Strain) =
6FATES DESCISION - IMBUING LOYALTY - 1d10 + 2 (Primary Aspect) + 1 (Luck) + 3 (The Cosmic Throne) - 6 (Magickal Strain) =
1Unfinished as of yet, determined to force your will upon this place, to command all the power of creation here at once, you ready your magicks for a final spell. The blood that drips from your nose, and from the pores in your tongue, so to you spit it out upon the new lands far, far, beyond your vision below the Throne and below the pillar. Engorging itself upon the rock does it take on some mockery of life, ebbing across it, mimicing a sickly vegetation that begs for its own demise, then you fall to your knees.FATES DESCISION - RESISTING THE THRONE - 1d10 + 5 (Willpower) + 1 (Luck) - 8 (Thirst of the Throne) =
2That vision of yours blurs heavily, almost to the sake of blindness. You find your robes of royal purple are stained deeply red where the crimson flow of life seeps from every orrifice of your flesh. Any errant drops that fall 'neathe you are drunk dry by the stone, leaving naught but a memory of your incorrigable pain.
What time passes, you cannot say, but you awake to the eye of Gazey, proding you gently with a rock foot, wordlessly begging for your survival. You are wholly unsure of what your actions have wrought.Amon's immense force of extent will keep him from being consumed by the Cosmic Throne. However he recieves two wounds!
- '?' - &
- Hood -FATES COLLIDE! - PIT TRAP VS. BARROWHOLD GIANT - ? OPENING THE VOID -- 1d10 + 2 (Primary Aspect) - 2 (Magickal Strain) =
10!BARROWHOLD BALANCE -- 1d10 + 2 (Skill) =
8As the time does pass, lumbering forward in the ship-hull chest of the Barrowhold Giant, so to passes the strange dark fog that had deigned to strangle the soul from your body. Whatever it was, this Continent of Monsters was quickly becoming evermore deadly, opposed to all other life. Quickly, you direct the Giant to dash itself into the sea once more, certainly you/d have to return here to deal with the mystic, though you haven't borne witness of them as of yet, but for now perhaps it's best you flee and recuperate. Yet, as the skeletal titan bounds towards the shore, it's footing is made for naught. In mere moments, down through a sudden opening in the fossilized earth does the massive skeleton fall to it's feet. The bones sink ever so into an abysmal mire at the bottom of the hole, it's walls seep a black ooze, no doubt another one of the master of this land's tricks, but you would not dare to give your life up here and now. Safe midst the many ribs of your collossus, you dig the Calamitous Spear down, blade up in the chest cavity and there you chant a few dark hyms.FATES DESCISION - SUMMON ELEMENTALS - 1d10 + 1 (Secondary Aspect) =
10!Oh, ye darkness beyond twilight,
Oh, ye crimson beyond blood that flows,
Buried 'midst the stream of time,
Wherein thine power grows,
Pledge mineself to conquer all thine foes who stand,
'Fore the mighty gift 'stowed mine unworthy hand. . .
As the Barrowhold Giant uses its great strength to dredge itself upwards from deep pit, digging its great knobs into the void-seeping walls, a new sight blots out the sky. On the horizon's bleak distance do you and yours spot it; a great ship of marbled stone gleaming white, rippling with pulsing veins of black. The trap's distraction seems to have given the enemy enough time to arrive, but they do not beset close upon you. Rather, as their void-sail devours the air, the great sailing stone twists its side facing you as the giant draws itself up halfway from the black pit. Three notable holes doth line the stone's side, each like glistening eyes seeking out your death.
The Lone Solider casts her estoc forward in the direction of '?'s enemies, the great skelton beast and it's detestable insides. Scurrying aboard the deck, the beastkin let out a cheering bellow, loading the stuff of the void into the cylindrical cannons that line the Abyssal Sailor. "Take aim!" She barks, there is a trembling in the air as the ship steadies herself, waves of magick turbulence radiating from their target. "FIRE!" The woman belows, and the rat-like beastmen do just that, inky black projectiles of great mass scatter out from the ship. Seeking their prey. FATES COLLIDE! - ELEMENTALS VS. ABYSSAL SAILOR - VOID SHOTS -- 1d10 + 2 (Skill) + 1 (Leadership) =
6DESTRUCTION -- 1d10 + 5 (Might) =
7May the fools whom stand before me be destroyed
By the powers thee and I doth posess!
As Hood's words ring throughought the hollow body of the Giant, the Calamitous Spear's enchanted blade erupts, gouting with energy. Therefrom, the unknowable bed of chaos springs forth, taking shape in crackling crimson-black entities resembling featureless forms of men. These few beings are composed purely of elemental destruction, the power to render all as naught before them, not so unlike the void they face, yet in truth, it's complete opposite. At once, as cannon blasts ring overhead, they disperse from your shelter into the air. Their constantly shifting bodies connect with the dark cannonfire, meeting between the pit and the Abyssal Sailor. There in a massive cascade does energy erupt, shockwaves of black and red that paint the night's silver sky across the entirety of the Nameless World, a release of power so great as to shake the mighty firmament of this place of creation's birth.
While at last the Barrowhold Giant tears itself fully from the dark pit, the Beastkin and the Lone Soldier gather themselves, undaunted by this perilous foe. They ready to fire once more as the remaining elementals surge into the sky, heading straight their way. . !FATES DESCISION - ABYSSAL ORBS - 1d10 + 2 (Primary Aspect) - 2 (Magickal Strain) =
9((You just can't help but roll well every turn Tric!))
The Keep of Black Apathy shudders, even as it is surronded by the stuff of the void. The colorful shimmer of light lingers above for a few moments more as you perfect your design. It seems that she and the Beastkin have taken flight before you could complete your working. But ironic to your current state, you've faith in them. Putting to the perfectly-hewn spheres of marble do you seep nothingness. A tendril of the void-lines engorging each stone with your will, with the expressed desire to unmake all that is, to render this afront that is Creation as naught. The drones take flight just as well, barreling toward the battlegrounds to assist the Abyssal Sailor and its crew.
(( You guys were devilishly fast this turn, so I tried my best getting this one out to match! Hopefully the quality didn't suffer for it. Really digging the stuff you guys are putting out, I'm thoroughly enjoying the little dispirate stories that are emerging from your conflicts, some entwined with the other mystics, some entwined with the ancient world, and some to their own creations. Thank you all for continuing to particpate thus far in my first game, I truly can't tell you how much it means to me that we've reached turn ten, a milestone! Maybe I'm just sentimental, and you may see it as no more than a forgettable little forum tryst, but seeing people engage in something you're attempting to creating is a truly inspiring experience. Soo, that aside, below here is a hopefully exhaustive list of every character and living being that exists thus far. I've categorized them using both the expanded descriptions and Strik3r's very neat widgets. From now on, I'd like each of you to include your mystic's stats for everyone's conviencience, and the relevant creatures under your immediate control, if that's not too much to ask. I know it's a bit of extra bookkeeping, but I think it'll do good for keeping the game healthy. Thanks!))
-- Maria --
Population - Numerous
Stature - About the size of a human.
Notes: Large leaping creatures, the size of an average human, they resmble enlarged grasshoppers that leap through the fields of long grass. Food for Great Mantids
Wounds - 1/1
Might - 1
Skill - 0
Hardiness - 2
Willpower - 0
ANIMALISTIC: This creature bears the intelligence of a common beast, and often acts on instinct. However, it may learn to obey a master.
LONGSTRIDER: Traverses land at a quick pace.
Population - Some
Stature - Taller than an average human.
Notes: Massive preying mantises that lurk amid the long grasses of the north, they prey upon the Great Hoppers with their scything limbs.
Wounds - 2/2
Might - 3
Skill - 2
Hardiness - 2
Willpower - 0
ANIMALISTIC: This creature bears the intelligence of a common beast, and often acts on instinct. However, it may learn to obey a master.
-- Clesydros --
Population - Few
Stature - Halfway larger than the average human.
Notes: Formed on Turn One by Clesydros by compacting all the dust and ashes encompassing a small island into humanoid form. They bear little will of their own, and likely could not act without a mystic's influence, but are extremely tough thanks to their bodies which are composed entirely of colourless crystal.
Wounds 5/5
Might - 4
Skill - 0
Hardiness - 6
Willpower - 0
MINDLESS: These creatures bear no mind, nor will of their own. They cannot think for themselves and respond only to their creator's rudimentary commands. Magicks affecting the mind will automatically fail against them.
LIFELESS FORM: This creature cannot regenerate lost wounds without great magicks set to do so, even then the process is tricky.
Population - Numerous
Stature - Average Humanoid
Notes: On Turn Seven, the Kosmites were created using the same process as the time crystals by Clesydros. They are crystalline humanoids bearing tails to keep their balance upon sharp pointed limbs.
Wounds - 2/2
Might - 2
Skill - 4
Hardiness - 2
Willpower - 0
MINDLESS: These creatures bear no mind, nor will of their own. They cannot think for themselves and respond only to their creators rudimentary commands. Magicks affecting the mind will automatically fail against them.
REVERSE-TIME REGENERATION: Born of the same material as Time Crystals, these creatures bodies are constantly reiterating into the past and echoing back to the present. In effect, they can regenerate from surprising wounds provided the past remains on their side.
-- Amon --
Population - Solitary
Stature - A small Island's size
Notes: A creature composed of stone, granted a chaotic life by Amon on Turn Zero. It bears no solid shape or countenance, merely a mass of basalt that moves with some animalistic purpose. On Turn Five, Amon instilled in it Assimilation, to which it absorbed the rest of the isle. Also known as BoB, this being is quite the ruminating sort
Wounds - 12/12
Might - 5
Skill - 1
Hardiness - 6
Willpower - 1
CHAOTIC: There's no telling when this creature might do the unexpected. It's loyalty is difficult to maintain.
INTELLIGENT: This is no mere animal.
LIFELESS FORM: This creature cannot regenerate lost wounds without great magicks set to do so, even then the process is tricky.
MYSTIFYING: Any direct action taken against these creatures that includes looking upon them recieves a -1 to the roll thanks to their warping and inexplicable forms.
Population - Solitary
Statue - Basketball Sized, muscular stone legs
Notes: The only Gazeling that was not sent away by Amon's surge of wild magick. Now intelligent, this fellow seems to have taken quite the shine to Amon and BoB
Wounds 1/1
Might - 2
Skill - 1
Hardiness - 3
Willpower - 2
CHAOTIC: There's no telling when this creature might do the unexpected. It's loyalty is difficult to maintain.
INTELLIGENT: This is no mere animal.
CHAMELEONIC STARE: Should this creature focus its gaze upon a certain image long enough, it begins to mimic the concepts therein. Though perhaps on a simpler side that the original.
-- Dr. Unpleasant --
Population - Numerous
Stature - Average Humanoid
Notes: Perfectly sculpted men of ash and soot. While they are little more than puppets, their danger and use is made certain in large enough numbers. Given a false life by Dr. Unpleasant on Turn Zero. They bear arms and armour of obsidian and dacite.
Wounds - 1/1
Might - 2
Skill - 1
Hardiness - 3
Willpower - 0
MINDLESS: These creatures bear no mind, nor will of their own. They cannot think for themselves and respond only to their creator's rudimentary commands. Magicks affecting the mind will automatically fail against them.
WATER SOLUBLE: These creatures' construction is disrupted by sufficient enough water.
LIFELESS FORM: This creature cannot regenerate lost wounds without great magicks set to do so, even then the process is tricky.
EQUIPMENT: These creatures are equipped with heavy armaments of stone that may slow them down, however under durress will often protect them from physical wounds 30% of the time. Their swords and spears of obsidian are incredibly sharp, though somewhat brittle, no doubt they can rend flesh and cloth with ease.
MOUNTED: This created sits upon a steed, [Gray Horses]. They gain the ability to traverse land quickly, as well as bonuses to battling units who stand smaller than the stature of their steed. - In this case, large horses.
Population - Abundant
Stature - Half the size of an average man, yet broad.
Notes: On Turn Four, Dr Unpleasant raised the perfectly perserved ashen bodies of small men whom perished in a great blaze long ago. They still crackle with heat, like embers, and act little more than like zombies now.
Wounds - 2/2
Might - 2
Skill - 0
Hardiness - 2
Willpower - 0
MINDLESS: These creatures bear no mind, nor will of their own. They cannot think for themselves and respond only to their creators rudimentary commands. Magicks affecting the mind will automatically fail against them.
EMBER BODIES: These creatures emenate a permenant heat below their soot-skin, just enough to set tinder alight and cause burns to those who come in contact with them for long enough. Heat continuously pours from their skin.
EQUIPMENT: These creatures are equipped with ancient mail and armaments of bronze.
-- ? --
Population - Solitary
Stature - Average Humanoid
Notes: A woman whom bore the torment of purgatory across the void. Her world consumed by it in days long ago. She walks with a regal bearing, and bears deep strength within her. On Turn Three, the voided god '?' befriended her, and their wills entertwined.
Wounds - 3/3
Might - 2
Skill - 3
Hardiness - 2
Willpower - 4
EQUIPMENT: This creature bears well-crafted armour, wreathed now in shadow thanks to her days swimming in the soup of Ephemeral souls that is the void. On her side, she bears a long estoc, whose emblem has long worn away.
LEADER: This creature can rally others to her cause, when commanding other creatures, she gains a static +1 to rolls.
Population - Numerous
Stature - Slightly shorter than the average human.
Notes: Beings that were dredged from the void of loss and reconstructed by Woe's Den. On Turn Four, the Lone Soldier recruited a tribe of these creatures to aid their 'saviour' ? in anyway they could muster. These creatures are thin furred humanoids adapted to low-light and wet enviornments.
Wounds - 1/1
Might - 1
Skill - 2
Hardiness - 2
Willpower - 1
EQUIPMENT: These creatures bear curiasses of shadow that improve their stealth. As well as voidblades that can cut away spiritual powers.
POISON RESISTANT: These creatures are specially adapted to ward off many forms of toxins, venoms, and poisons. Whenever resisting such effects, they gain a +3 to their hardiness rolls.
STEALTHY: Stealth based actions gain a +2 to their rolls.
Population - Numerous
Stature - Large Spheres
Notes: Created to act as scout drones for the Abyssal Sailor, they move omnidirectionally through the air and can emit non-light. They shimmer a mix of pure white and infinite black.
Wounds - 1/1
Might - 0
Skill - 3
Hardiness - 3
Willpower - 0
SCOUTS: Through these creatures' sight, they can relay information back to the crew of the Abyssal Sailor, as well as '?'
MINDLESS: These creatures bear no mind, nor will of their own. They cannot think for themselves and respond only to their creators rudimentary commands. Magicks affecting the mind will automatically fail against them.
-- Yellow Pixel --
Population - Numerous
Stature - The size of an average squirrel
Notes: These creatures bear no differences from the average squirrel you may know, however they are exclusively yellow, two dimensional, and boxy in shape. They seem to always be joyous and playful in nature.
Wounds - 1/1
Might - 0
Skill - 2
Hardiness - 1
Willpower - 0
ANIMALISTIC: This creature bears the intelligence of a common beast, and often acts on instinct. However, it may learn to obey a master.
TWO DIMENSIONAL: This creature only exists in two dimensions, bearing just height and length!
Population - Small
Stature - The size of a hippo
Notes: Great falcons made of pixels, these birds of prey guard the banana castle, and eat of the Happiness Feeder.
Wounds - 3/3
Might - 2
Skill - 2
Hardiness - 3
Willpower - 1
ANIMALISTIC: This creature bears the intelligence of a common beast, and often acts on instinct. However, it may learn to obey a master.
TWO DIMENSIONAL: This creature only exists in two dimensions, bearing just height and length!
FLYING: This creature can m nnnnnnnnnnnnnnnnnnnnnnnnnnnn.
-- Hood --
Population - Some
Stature - Slightly taller than the average man.
Notes: On Turn Five, Hood dredged ancient beastmasters from the deep earth on the Continent of Monsters and equipped them with shields and spears. These skeletons bear additional joints in their arms and legs.
Wounds - 1/1
Might - 1
Skill - 2
Hardiness - 2
Willpower - 0
MINDLESS: These creatures bear no mind, nor will of their own. They cannot think for themselves and respond only to their creators rudimentary commands. Magicks affecting the mind will automatically fail against them.
LONGSTRIDER: Traverses land at a quick pace.
EQUIPMENT: These creatures bear shields and spears of bone.
Population - Solitary
Stature - The size of great galleon in human shape.
Notes: Hood transfigured his Barrowhold Galleon into the form a collosal skeleton. This giant is imbued with suffering spirits and towers over the land.
Wounds - 5/5
Might - 5
Skill - 2
Hardiness - 3
Willpower - 0
MINDLESS: These creatures bear no mind, nor will of their own. They cannot think for themselves and respond only to their creators rudimentary commands. Magicks affecting the mind will automatically fail against them.
LONGSTRIDER: Traverses land at a quick pace.
LIFELESS FORM: This creature cannot regenerate lost wounds without great magicks set to do so, even then the process is tricky.
Population - Few
Stature - The shape of featureless men.
Notes: In a desperate effort, these spirits of pure destructive energy were bound by Hood in order to protect he and his undead from the Abyssal Sailor.
Wounds - 1/1
Might - 5
Skill - 3
Hardiness - 1
Willpower - 3
OBLITERATING BODY: Near on anything that these creatures come in contact with will be destroyed.
LIFELESS FORM: This creature cannot regenerate lost wounds without great magicks set to do so, even then the process is tricky.
-- OTHER BEINGS --
Population - Many
Statue - Basketball Sized
Notes: Created by Amon on Turn One, the Gazelings are handpicked stones from the back of the Beast of Basalt. Granted a mockery of life in the forms of Flesh, Mind, and Assimilation, though the later two concepts did not take as strongly. Their main form of locomotion is quickly rolling about, and anything they focus upon they'll alter their being towards, like that of chamelons.
Wounds 1/1
Might - 0
Skill - 0
Hardiness - 3
Willpower - 2
CHAOTIC: There's no telling when this creature might do the unexpected. It's loyalty is difficult to maintain.
ANIMALISTIC: This creature bears the intelligence of a common beast, and often acts on instinct. However, it may learn to obey a master.
CHAMELEONIC STAR: Should this creature focus its gaze upon a certain image long enough, it begins to mimic the concepts therein. Though perhaps on a simpler side that the original.
Population - Solitary
Stature - Massive pillar-like body that can extend from above the surface into the bottom of the sea.
Notes: On Turn Five, Amon imbued life, adaptation, and mutation into one of the great eight pillars of ancient stone that hold up the center of this world. It's immense body's mere movement could send waves all over the earth.
Wounds - ?/?
Might - 7
Skill - 1
Hardiness - 8
Willpower - 3
CHAOTIC: There's no telling when this creature might do the unexpected. It's loyalty is difficult to maintain.
LIFELESS FORM: This creature cannot regenerate lost wounds without great magicks set to do so, even then the process is tricky.
MUTALISTIC: This creature's form is constantly at flux, and adapts with speed at will.
INTELLIGENT: This is no mere animal.
Population - Some
Stature - Thick eel-like sea serpents. Almost the size of a man.
Notes: These creatures emerged from the Inkfields, and bear thousands of sharp fangs. With no purpose other than to feast.
Wounds - 1/1
Might - 2
Skill - 1
Hardiness - 2
Willpower - 1
ANIMALISTIC: This creature bears the intelligence of a common beast, and often acts on instinct. However, it may learn to obey a master.
AQUATIC: These creatures gain a terrain advantage when doing combat in the sea.
Population - Extinct
Stature - Varies from humanoids to beasts.
Notes: In retaliation for Yellow Pixel raining on their parade, Dr. Unpleasant raised all manner of skeletal and perserved corpses from deep below the earth to dig into the Banana Castle and destroy it. These creatures are various undead with destruction as their sole purpose.
Wounds - 1/1
Might - 2
Skill - 1
Hardiness - 3
Willpower - 0
MINDLESS: These creatures bear no mind, nor will of their own. They cannot think for themselves and respond only to their creators rudimentary commands. Magicks affecting the mind will automatically fail against them.
I meant to include all of your updated character sheets, but forgot. It's far to late here for me to want to bother.
Strik3r, would you be so kind as to repost your temolate, should people choose to use it? That'd be swell, but not necessary.