Turn 22 is here, and with it, a new rule: Spectators and dead people get to vote each turn on what the crowd will do. Any ties will be resolved with a dice roll. What actions can the crowd do? Only the dice know for sure.
Dragooble–
| Dragooble tries to eat Shoruke’s arm.
| His teeth connect with Shoruke’s arm,
| The arm is ripped off, and Shoruke is once again armless. Dragooble eats the arm,
| The arm gets stuck, and Dragooble begins choking on the bone.
Bruised (2 turns remain)
Very Sore Throat (-2 to charisma rolls)
Tiger (+1 natural attack, damage, and agility rolls. Cannot use weapons/armor or communicate verbally with humans.)
BONECARN
Choking on Shoruke’s arm (Cannot breathe, +2 to dying on the regeneration role [Will die on a 1 or 2])
Skills:
Archer – 1/6 xp (+1 to actions)
Dabbling Thief – 0/4 xp
Dabbling Dirty Fighter – 0/4 xp
{shapeshifer} – 1/2 xp
{Knife Fighter} – 1/2 xp
{persuader} – 1/2 xp
{tiger form} – 1/2 xp
Inventory
Tiger fur
Shoruke –
| Shoruke fights through the pain and casts Regenerate Limb on himself. His right arm regrows once again.
| He very narrowly avoids passing out from pain and blood loss.
Wounded (-1 to actions) [-2 from Dragooble, +2 from spell]
No left arm.
Fire Resistant - +1 to toughness vs fire damage.
Skills:
{meditation} – 1/2 xp
Lightning Mage- 0/6 xp (+1 to actions)
{speed} – 1/2 xp
Dabbling Earth Mage – 2/4 xp
Dabbling Fire Mage – 3/4 xp
Dabbling Healer – 0/4 xp
Spells known:
Lightning Bolt – -1 damage, ignores armor and shields. Lightning Magic
Melt Earth – -1 to accuracy Attempts to partially bury the target in the ground. Earth Magic.
Incendia Praemium – -1 accuracy, 50% chance of lighting target on fire. Explosive.
Regenerate Limb – Attempts to regrow any lost body part; can also stop bleeding.
Inventory
Cloth robes
Digital –
| Digital casts Thermic Explosion at Shoruke’s staff.
| The staff explodes. Shoruke is unharmed, since he dropped his staff when Dragooble ate his arm.
Unharmed
Skills:
Dabbling Protective Mage – 1/4 xp
Ice Mage – 1/6 xp (+1 to actions)
{healer} – 1/2 xp
Dabbling Earth mage- 0/4 xp
Fire Mage – 4/6 xp (+1 to actions)
{kinetic mage}
Spells known:
Shield - +1 toughness for 1D6+1(2-7) turns. Protective Magic.
Improved Freeze Orb – Freezes the target in place for 1-3 turns, or until broken. Ice Magic.
Cura – Restores 1-3 levels of health and/or bleeding (Bleeding takes precedence, and counts as a health level for the purposes of this spell) Healer
Melt Earth – -1 accuracy, Attempts to partially bury the target in the ground. Earth Magic
Thermic Explosion – Attempts to destroy one object, possibly damaging the holder. -2 to accuracy and damage if used on a living being. Fire Magic.
Incendia Praemium – -1 accuracy, 50% chance of lighting target on fire. Explosive.
Wave of Force – Attempts to knock targeted object to the ground. -1 to accuracy if used on a player.
Inventory
xStaff - +1 to magic rollsx
Leather armor
Dented Buckler - +1 to dodge rolls
XShort Bow - +1 damageX
20/30 arrows in quiver
Leather armor
Broken Short Sword
xBucklerx - + 1 to dodge
Damaged Magic Crystal (from the staff)