Turn 33: Earth MawSummon an angel of retribution
[4-1][Luck 4] You manage to summon a particularly small-looking angel of retribution. It looks like an armored humanoid, but with a sort of tapering armor-plate skirt instead of any visible legs, a blank faceplate with two glowing eyes, and two large glowing wings. Its armor is white and red, and its sword almost looks like its burning with or made of purplish fire focused forward.
[6-1] The angel promptly bolts for the wyvern, blocking its path. [3+2] vs [6], [5] vs [5+1]. They both narrowly miss each other in mid-air, swerving around to come at each other again.
+3 SummoningNow Expert ConjurationStab my sword into the neck of the demon who attacking me. Stab it in sideways (horizontally), and pull his head upwards and off his body.
[6][Luck 6] As you rise to deal with the demon, your bronze shield boils into wispy strands, while molten gold and the rainbow effect swirl to meet it. Not one to be dismayed, you stab the demon anyway. [4+2] vs [4] The sword goes in just fine, but you can't quite pry the head off like you wanted to, and it keeps clawing at you.
The energies, meanwhile, coalesce around your arm, resulting in a gleaming, brilliant shield studded with gems. A higher sense of purpose fills you, and you revel in the shield's gloriou- wait, the part that straps to your arm is a solid bracer, how do you get this thing off?
+1 SwordsmanLost Bronze Shield.Acquired Shield of the GodsMass Cure Light Wounds
[4][Luck 6] You channel a burst of healing energy to all nearby allies, even going so far as to sacrifice a bit of your own health to empower the effect, scattering it out to those not so near allies. You can't heal yourself with it, however.
+5 RestorationNew Spell: Mass Cure Light WoundsTake moderate damage, now Heavily Wounded.Seymore receives light healing, now Healthy.
Sargoth receives light healing, now Lightly Wounded.
Nathan receives light healing, now Heavily Wounded.
Tarran receives light healing, now Moderately Wounded.
Flagrarus receives light healing, now Lightly Wounded.
Combo elemental receives light healing, now Heavily Wounded.I make the water in the plant freeze
[2][Luck 3] You fail to freeze the plant-monster. On the bright side it notices you.
I Shatter the biggest nearby stone onto the demons.
[3+2][Luck 1] Grabbing the edge of your hole, you shatter it into shrapnel. Unfortunately the directional bit didn't really happen this time, and you're lacerated by your own spell. It does shred the two wounded demons, however.
You, Tarran, Thorontur, and the demons take light damage.
Critically Wounded again.
Tarran is Heavily Wounded.
Thorontur is Lightly Wounded.+2 DestructionCreate a massive gaping maw of stone to swallow the plant thing completely and grind it apart in great, stony teeth.
[1-1][Luck 1] A great pit begins to sink, lined with grinding stone teeth that shift in bands, turning the entire thing into a grinding death trap.
You are, naturally, right above it. [4] vs [1]. You fall into the grinding stone teeth, being very nearly torn asunder. You somehow doubt you'll last much longer in this deathtrap, though at least it's working as intended.
+4 EarthTake heavy damage. Now Critically Wounded.Stuck in the Earth Maw.Unleash a Chain Lightning attack on the demons.
[3][Luck 6] You can't summon very much lightning, and so compensate by cramming your fist down the last demon's throat before releasing it. It's sort of overkill anyway, so you can't really tell if it bounced around in there, but at least the demon's been slain in an excessively brutal manner.
+4 LightningThe combo elemental struggles for control again. [3+2] vs [4+1] The scrappy fire elemental once again holds its ground against the wind elemental, retaining control. [4][Luck 6] vs (Resist 5) The elemental once again fires a stream of searing wind at the plant, which mostly dispels it with a swirl of its blades. A bit scorches it, though.
Plant monster takes minor damage.Part of the monster attacks Ochita full-force. [6][6] vs [3][3] The assault is brutal, and Ochita is now bleeding.
Ochita takes heavy damage, now Heavily Wounded. Now Bleeding.Another part turns to Fre, again holding nothing back. [5][2] vs [4][6] It lightly slashes Fre's arm, but he crams his staff into the plant's blades on the second attempt and cracks it open like an oyster.
Fre takes minor damage, now Critically Wounded.Monster takes light damage, now enraged at Fre's staff mastery.Fre gains Fiend-Cudgeling StanceThe final part attacks the last standing target, Seymore. It's more cautious in this assault, however. [3+2] vs [3+1] It manages light scrapes, but is mostly ineffectual.
Seymore takes minor damage, now lightly wounded.Flagro attempts to deal with the wretched healer by improving the plant's attacks. [4-1][Luck 1] He succeeds in dulling the blades instead.
Flagro gets +2 PlantPlant monster takes -1 penalty to attacks next round.Slightly short man with a long amethyst ponytail and eyes. Medium complexion, birthmark on left hand.
Lightly WoundedCurrent Location: Tainted Lands
Expert Summoner (2/40)
Novice Claw User (0/10)
Dabbling Earth Magic (2/10)
Dabbling Fire Magic (4/10)
Summon Spirit AllySummon WildlifeSummon Angel of MercySummon GrinderSummon Earth GliderSummon EarthmakerSummon WyvernWave of GlueCrystal FlurryClaw Gauntlets
Reinforced Leather Armor
Linen Tunic
Rugged Leather Pants
Leather Boots
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Camping SuppliesCombo elemental serving as either enemy or ally
Tall, swarthy, long-fingered arabic man with a short black beard and long arms.
CRITICALLY WOUNDEDCurrent Location: Tainted Lands
Adept Destruction (21/30)
Novice Enchanter (5/10)
Dabbling Dagger User (2/10)
Dabbling Pain Tolerance (4/10)
Lightning BlastFireballImbue Concussion BombShrapnel ShatterDetonateFiery DetonateDissipationDagger Focus StanceMinor DispelSlightly Broken Steel Dagger
Dark Grey Robe of Weeping WaterDark Grey Wizard's Hat
Bone Ring
---
Spellbook
Broad-shouldered man with green eyes and black hair.
CRITICALLY WOUNDEDCurrent Location: Tainted Lands
Adept Earth Magic (25/30)
Novice Alchemist (4/10)
Dabbling Diplomat (5/10)
Dabbling Scavenger (2/10)
Dabbling Restoration (3/10)
Dabbling Butcher (2/10)
Dabbling Fire Magic (2/10)
Dabbling Light Magic (1/10)
Earth WaveEarth SlamPotion of StoneskinEarth CrushStonefistMonolith PrisonMonolith PillarsHammerfallIron Skullcap
Reinforced Leather Armor
Soft Wool Tunic
Soft Wool Pants
Soft Wool Socks
Leather Shoes
Walking Stick
---
Hand Axe
Knife
Blanket
Waterskin (2)
Dried Beef
2 Gold Coins
Three
Demon EyesCrystalline white stones
Tiny Red GemTiny Yellow GemMystery Potion
Small White JarUnremarkable looking man with brown hair and eyes.
Heavily WoundedBleedingCurrent Location: Tainted Lands
Apprentice Runecrafter (17/20)
Adept Water Magic (2/30)
Dabbling Swordsman (3/10)
Dabbling Restoration (6/10)
Rune of Weeping WaterRune of Water's FlowAir FrostCure Minor WoundsRune of Frozen WaterIce LanceWater DrawDroughtfrost**
Healing MistsRune of Growing FrostSummon RainstormField FreezeRobe
Shoddy Oak Staff of Erratic WaterHooked Belt
Linen Pants
Leather Shoes
---
Frozen LongswordSketchbook+Pencil
Frozen Demon EyesCoin of Growing FrostCheap Iron Scale MailBroken SwordRunecrafting KitA short, moderately-girthed man with brown hair, piercing blue eyes, and a short but full red beard. Jolly demeanor, wearing very simple clothes.
CRITICALLY WOUNDEDCurrent Location: Tainted Lands
Adept Restoration (15/30)
Apprentice Light Magic (8/20)
Major MendingCure Light WoundsEye FlashCure Moderate WoundsSolar FlareLife TransferSoothing MendRainbow ShieldFaith HealingLaserMass Cure Light WoundsFiend-Cudgeling StanceApplewood Staff
Brown Friar Robes (includes hood and rope belt)
Brown Linen Pants
Hemp Sandals
---
Backpack
Bedroll
Traveling Rations
Small Medical KitFairly tall, decently muscled, clean-shaven man with black hair and dark blue eyes. Seems a bit distant or distracted sometimes.
Heavily WoundedCurrent Location: Tainted Lands, near but apart from group
Apprentice Swordsman (13/20)
Novice Destruction (1/10)
Dabbling Medic (2/10)
Dabbling Ranger (5/10)
Dabbling Treasure Hunter (2/10)
Dabbling Priest (7/10)
Dabbling Feint (2/10)
FrostballDiamond CutterSteel Longsword
Shield of the GodsStudded Leather Armor
Shredded Linen TunicLeather Pants
Leather Boots
---
Book of Destruction Magic
Ornamental OrbCopper PoleNice Cigar Box (contains small yellow gems and tiny scroll)
Tiny Scroll (in cigar box)
Tall, slightly tanned elf with brown hair and golden eyes. Armored but not particularly muscular.
Lightly WoundedLocation: Tainted Lands
Apprentice Polearms (2/20)
Apprentice Lightning (5/20)
Dabbling Dancer (3/10)
Dabbling Meditation (1/10)
Dabbling Sprinter (4/10)
Lightning EdgeGrounding Nova StanceCall LightningHerd ThunderstormBasic LightningSlightly Fancy HalberdChainmail Hauberk
Chainmail Chausses
Iron Cap
Cotton Tunic
Cotton Pants
Leather Boots
Leather Bracers
---
Backpack
Waterskin
Bedroll
Flint & Tinder
Torch
Travelling RationsTall, somewhat older-looking man with dark brown hair and eyes.
Lightly WoundedPlant SlaveCurrent Location: Tainted Lands
Adept Plants (5/30)
Novice Runecrafting (0/20)
Dabbling Demonologist (1/10)
Seed BurstGentle DirectionRune of Plant's CommandSeeking SeedsEnergizeRoot DrawRune of Plant's PuppetPlant Puppet ReversalBamboo Staff
Robe
Backpack
---
Big Box of SeedsTinderbox
FlareBook of Botanic RitualsHealth status and inventory should all be up to date, mention if it's not.
Also, rules updates! And a confession.
You may make multiple attacks in a turn by taking a penalty to all of them equal to the number of attacks. You may not reduce your attack bonus below 0 in this fashion. This applies to your weapon skill as normal attacks and parries do. Using the plant monster as an example, it's been trading 1d6+2 for 1d6 x2; if it had a +3 bonus it could make three attacks at +0, or two attacks at +1, or the normal one attack at its full bonus.
Each level of skill in a minion-granting skill allows a factorial number of levels of minions to be controlled. Meaning if you have +3 to Summoning (Adept) you can control 3+2+1 levels of summons. If you had +2, it'd be 2+1; +4 would be 4+3+2+1.
This is a soft cap; you simply take penalties to summoning the more minions you have. I may adjust this, but in theory a master summoner should be able to command more powerful minions or greater numbers of weaker minions and still be functional.
Sorry if this isn't quite clear.
So, yeah. Armor has been purely cosmetic for a while. Let me explain:
Originally, armor did stuff. I didn't like the way it did stuff, so I took it out and tried to devise a better system. Only, I couldn't devise a better system, so I devised a placeholder system. Except I didn't like the placeholder system so I didn't implement it.
But now, I have devised a better system- meaning an addon to the placeholder system I didn't like. It's not perfect, but it's plenty sufficient for now, since it solves a major issue I'd been having.
See, I didn't want you all running around in armor because it'd be stupid not to. You're wizards. When an honest wizard can't walk around in a robe, staff, and pointy hat without expecting to get gutted because no shield + no armor = brutal death, there's something wrong.
So what I devised is pretty simple- armor increases maximum hit points, end of story. Not ideal, but it prevents feather hits from becoming meaningless with good armor- which was an exponential problem given that weapon skill turned heavy hits into lighter hits. Warriors should be tough, but they shouldn't be impossible to kill without a dozen opponents.
Add on to this that magic skill acts like armor against your own backlashes, and actual armor reduces this amount, and we have a simple choice:
Wear armor, take less damage from everything. Die less from enemies trying to kill you.
Don't wear armor, take less damage from your own spells blowing up in your face. Die less from your own unfathomable power going haywire.
So, experimental, but probably at least decent. Would be interested to hear comments on it.