Turn 3. After reviewing turn 2, I have decided against further turn writing while low on sleep. New rule for damage that I will hopefully follow:
3) -1 wound level
4/6) -2 wound levels
5) -2 wound levels and an extra effect (Bleeding, stunning, etc.).
Inaluct –
| Inaluct casts a second Divum Incendia at Org.
| A bolt of lightning hits Org,
| making him slightly crispier. The repeated use of Divum Incendia causes a magical backlash,
| causing Inaluct to fall to the ground with uncontrollable muscle spasms. He falls on his knife, cutting himself. Clutz.
Org –
| Org magically heals his arm. The wound makes concentration difficult, and he only manages to partially cauterize the wound painfully.
Shoruke –
| Shoruke casts a spell to turn his skin to stone, and it works perfectly. His skin has been completely replaced by stone.
R1ck the Barbarian –
| R1ck sneakily grabs one of Knightedskulls’ healing potions. Knightedskulls
| notices R1ck’s hand, and tries to cut it off before R1ck can pull his hand back. (+1 to his accuracy)
Pacho –
| Pacho claws at Frey’s right leg.
| His fingernails hit Frey,
| but don’t even break the skin..
| Pacho looks constipated.
Frey –
| Frey jumps into the Hole in the Space-Time Continuum.
He awakens in a place filled with white. His vision is cloudy, and he can’t quite make anything out. Days of endless wandering pass, yet he finds nothing, and never grows hungry or tired. On the 13th day, Frey finally sees the Frey of 13 years ago. Future Frey teaches Past Frey a few things about martial arts while telling him to continue his studies later, and then instructs him to “never, ever, under any circumstances jump into a Hole in the Space-Time Continuum, or Bad Things will happen.
Suddenly, Future Frey gets a massive headache, and blacks out. He awakens once more, to find himself landing on dirt, exactly where he left. The headache is gone, and the Hole in the Space-Time Continuum doesn’t seem to be anywhere. Two paradoxical wrongs make a right.
| Frey’s head is suddenly filled with conflicting martial arts knowledge. (-1 for the next 3 martial arts actions until the knowledge is sorted out; +1 xp. You would have needed 3 {5}s to duplicate yourself – Once for jumping into the hole, another for succeeding in tricking reality, and a third for the clone’s attitude towards you. A {1} on that third check would have involved a permanent vendetta against you.)
Errol –
| Errol feels a strange sensation, and gives a mighty slice with his blade.
| | | His sword gives off a magical slicey-beam, and he barely succeeds in not hitting himself with it. Org and Inaluct are less lucky.
| | Due to his lack of magical aptitude, the sword beam is too unfocused to actually hurt them.
Knightedskill –
| Knightedskull slices at R1ck’s kleptomaniacal hand.
| | The hand is severed, and the blood forms a pentagram around it. The hand bursts into flames briefly before vanishing completely.
| An imp appears where the hand was. The sacrifice accepted, it sits before it’s new master, the former owner of the sacrificial hand.
Crowd –
| A gnomish mage in a yellow dress levitates down from a balcony on the arena. It begins dancing strangely.
Statuses:
Wounded, -1 to rolls (Was Wounded, -1 from Inaluct, +1 from regeneration).
| Org feels re-invigorated, despite the bleeding.
No left arm
Slightly Bleeding
Pain (-1 to mental actions for 3 turns)
SkillsPyromancer – 3/6 xp
InventoryChain Mail of +1 Toughness
Sword of +1 damage
SpellsIncendia Occurro L2 - +1 damage, -1 to target’s effective toughness. Fire Magic
Unharmed
Shielded (1 turns remain), +1 dodge
Stoneskin (+1 toughness, -2 dodge, -1 any agility based action)
SkillsDabbling Healer – 0/4 xp
Dabbling Pyromancer – 0/4 xp
Dabbling Protective Mage – 1/4 xp
InventoryMagic Staff (+1 magic)
Leather Armor (+1 toughness)
SpellsPresidium Alio L1 - +1 dodge for 2-5 turns
Transmute carbon to rock -
Slightly Wounded (Was unharmed, -2 from self-inflicted wound)
|Prone (-1 to dodge, will stand with the successful action.)
Dabbling Knife User – 0/4 xp.
Dabbling Lightning Mage – 3/4 xp
InventoryLong Jagged Knife: +1 to damage
Billowing, Confusing Cape: +1 dodge
Clothing
SpellsDivum Incendia L1 - +1 accuracy. Lightning Magic
Wounded (-1 to rolls) (Was unharmed, -2 from Knightedskull)
|Bleeding
No left hand
Blood bond with imp (Ordering it around is a free action)
SkillsMighty Blow – 0/6 xp
{axeman} – 1/2 xp
{shouter} – 1/2 xp
InventoryLarge Bloody Axe(+1 towards wounding injured characters)
Herbal healing potion
A Rope
Clothing
Unharmed
SkillsSwordsman – 2/6 xp
InventoryTowerShield
A falchion,
2 Healing potions.
Clothing
Unharmed
Martial Arts Confusion (-1 for the next 3 actions to sort out knowledge)
SkillsMartial Artist – 2/6 xp
Dabbling Healer – 0/4 xp.
InventoryFighter's Robe of +1 dodge
Unharmed
Constipated
SkillsScratchy Fighting Artist – 1/6 xp
Fingernail Wound Battle Stapler – 2/6
InventoryNothing
Unharmed
SkillsFencer – 1/6 xp
{Sword Mage} - 1/2 xp
InventorySpeedy rapier (+1 to accuracy)
Boots of Agility (+1 to dodge)
Clothing
Sand (11x)
Dust (8x)
Dirt (19x)