For the rules nerds this is kind of a big update, the firmest info yet on carnymancy. We've known some of what it does (disappearing things, making flashes and granting "wishes" to your detriment) but this gives us the principle. (Parson's "the magic of rigging the game" comment could
have just been an in character dig at Jeftichew until this update. Kudos to people more trusting of in-character comments than myself.)
Berserkas wrote:Also, nerf carnymancers! Seriously, what'd he do, make Sylvia immortal? (I know she died, but still). This is way better than any Luckamancy boost. It's a wicked crazy buff - especially considering it seems to be permanent, seeing how long ago that must have happened. Essential near immortality and people failing to kill you all the time.
As has been pointed out, its not clear Jeftichew's spell did anything after the initial cast, or Sylvia's just nuts, or has some other Fate hanging on her. Or in the middle ground, it might be the carnymancy, but a rare and unpredictable side effect, not something carnymancers can do at will.
Too, the limitations are interesting. Jeftichew may well have been in the field to cast it (not spelled out, but he's checking on her in the wagon outside the closed gate). He had to keep casting every turn to fight off the "incapacitated units croak at end of turn" rule, and it took ten turns of that casting before she happened to pop up instead of linger another turn. I'm sure it is powerful, probably similar to having a luckamancer in some ways, but it doesn't follow its broken.
The "trade" is interesting too. My blind guess is some poor wounded but not incapped unit mysteriously croaked the first turn he cast on Sylvia. But the numbers debt theory is a good meta-level possibility given that's already a theme of the comic.
Separately, a caster "really liked" a 1st level stabber. That could be an interesting reunion someday now they're on opposite sides.