Turn 070Try again.
"Lets try something new, shall we?"
Words.
[Systar spd:1
+1-2=0]
[Zolond spd:2]
The Dark Mage unleashes yet another spell, hoping for it to work:
[Pot:6
+1=7]
A thick golden line appears, then proceeds to begin to draw something. It has many different sized cogs and mechanical gadgets, seemingly forming a four-legged animal, its mouth long and its legs quite short. By the time the line is about to end the drawing, you can see it clearly: it is a mechanical alligator. As the line finishes the last cog, the contraptions begin to move, and then the whole animal comes to life, jumping at Systar!
Unfortunately, it just goes through him, disappearing afterwards. Guess that there was nothing actually physical in that alligator. Oh, well, a wasted turn.
Systar, on the other hand, is quite stubborn in wrestling Zolond down to the floor:
[Systar dex:3
-2-1=0]
[Zolond dex:4]
But Zolond catches him as he is assaulted by all his burns! He grabs his neck and tries to bring Systar to he floor:
[Zolond str:1
-1=0]
[Systar str:4
+1-1=4]
But the bearded bastard just shoves him back before the Dark Mage can even attempt a wrestling movement.
DAMMIT! DO NOT COPY ME!
A wooden monkey with a hole on its chest appears from the exit to the bottomless pit. It is holding something in its back, but seems to be quite amused by the ever-changing lights of the portal.
"Huh."
Your extortion seems to be successful, as when you release Planky it quickly runs to the Grand Room, and then further away.
Well, at least you can do science. You leave the spear at the wall, and say the words:
[Pot:5
+1=6]
You flash with light, and suddenly you are back at your stable old bone and flesh form! The dead flesh of your foot also returned to the axe form. But the magic, without asking, makes both your leg and the axe foot glow! They both flash with light, and you find that... you are falling. You quickly grab hold of your spear and use it as an impromptu crutch. It is then when you notice that now, instead of a leg, you have a vine and grass foot the size of a leg attached to your hip. But, it is alive! Yes! It seems that you succeeded in fusing both the dead flesh and your actual leg! Now let's see how can you make it get back to leg form.
Leg is a plant foot:
You need a crutch to stand or to be adjacent to a wall. You can't actually attack with the crutch without falling. Now your arms are involved in tripping attempts against you.
-1 to speed and dexterity evasion rolls.
[Soft]Continue the Science on a page less likely to kill me!
D4 of doom says you don't vomit, so you do science:
[Pot:2
+1=3]
The nothingness itself is disturbed in a direction which seems to be in front of you. How odd.
[Pot:6
+1=7]
You get a vision. You seem to be underwater, and there is plenty of movement around you. Excluding one corner. An animal, of multiple tentacles, seems to be lying there, waiting against the coral-infested rocks. It is actually a good hiding spot, judging by how the multitude of fish are unaware of its presence. But it is not a hunter, it seems, as the many little fish populating the zone are scared away as a big predator comes into the scene. It is looking for bigger prey, and seems to have detected the octopus. Yet, as it tries to approach it, the octopus just gets into the cracks of the rocks. The bigger fish tries to chase it, getting its mouth into the cracks and pressing forwards, its hunter instincts telling it to continue. But suddenly it quickly jumps away from the crack, as a dark liquid covers most of its mouth and eyes. The bigger fish, defeated, decides to leave. The vision ends here.
Huh, that was even more odd.
[Pot:3
+1=4]
The nothingness is disturbed again, this time you get a more meaningful sensation. Yes, it happened to your right, you can feel it.
This section is weird.
You feel that your souls is now fully attached to your body. Wooooo!
You also feel that your nausea is almost over, but you also feel that something else, albeit less unpleasant, is coming.
Focus pot, Drake-style.
You begin to channel your magical energies:
ROAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAR!
Maybe this didn't have the effect you expected. Anyway, it sounds badass.
PM
As your burns cauterize, you try something crazy:
[Pot:5
+1-1+1=6]
A thick golden line appears and draws a big rectangle. But it doesn't stop there! From there, five pyramidal shapes come out of its sides, giving it a kind of star-shaped form, and from each pyramid, some odd objects seems to come from their sides, evenly distributed along each face of the pyramids. They are tongues. Freaking tongues. Not only that, but from their tips, smaller ones seem to be coming, ad infinitum, until they are too small to be seen. Speaking about that, the final touch that the line makes in the drawing is some kind of... doorknob? It is near a side of the rectangle, making it seem now as a door, but with pyramids, and tongues. The doorknob also seems to create a continuum of smaller doorknobs until you can't see them any more.
After that, the image disappears.
Oh, yeah, science. Probably.
You totally ignore the moans of the demonic morningstar lying right by you and do even more magic:
[Pot:2]
You get a golden line. That.
[Pot:5]
You get another line, which splits in two. Each of the lesser lines splits again, until you have a multitude of small lines. Each of them draw a nail.
[Pot:2]
You get another line.
[Pot:4]
Now you get yet another line, this time drawing a pickaxe.
Well, looks like your theory was correct after all. Now let's see what this guy is trying to do:
(Bigf01t looks at the demonic mace)
"...Huh. Drat. Hmm. Maybe... WORDS?"
(So yea, WORDS)
TURN EDIT: Oh yea, if turn-stuff is successful, I look forward to seeing what inventory tags that thing has!
[Pot:6
+1=7]
You get a thick golden line, that draws a pair of arm-guards. With a flash of light, they materialize into both biometal and silver, with silver covering the outer part, and biometal covering the inner parts. You notice that they are quite big for you, but fortunately, the biometal fastener that lets you put that into your arms is adjustable. You take off your chitin plates, because this should obviously be better that that. You put them on, and notice that they are heavier than what you would have thought, probably because of their size. Well, let's see if you can touch (obviously not grab, because they only cover the arms) the mace. You bend and rub your forearm against it. Yeah, nothing happens, it seems to be safe this way.
Silver-biometal arm-guards:
[Heavy] ((Obviously, the arms, in this case))
[Soft][Smooth surface]You do more magic too:
[Pot:4
+1=5]
A block of concrete appears and falls to the ground.
[Pot:6
+1=7]
Nothing happens!
Character sheetsName:Derm
Appearance:I put on my robe and wizard hat.
Stats:+5
Str:1
Dex:3
Spd:1
Wil:0
End:1
Pot:3
Pol:5
Status effects:-Torso and legs:
[Burned]Transformation status: Flesh man!
-Missing left foot!
-1 to dodging and similar acrobatic actions. You can still stand over the stump, though.
Leg is a plant foot:
You need a crutch to stand or to be adjacent to a wall. You can't actually attack with the crutch without falling. Now your arms are involved in tripping attempts against you.
-1 to speed
-1 to dexterity evasion rolls and acrobatic actions.
[Soft]Inventory:-Clockwork iron/fire spear:
[Piercing weapon][Two-handed][Heavy][Minor burning.] (Currently on)
[Energy based:0/7]Location:Northern hallway. Center.
Name: Bigf01t
Appearance: Generic science dude with a white robe resembling a lab coat.
Stats: +5
Str:2
Dex:2
Spd:0
Wil:1
End:1
Pot:3
Pol:5
Status effects:Transformation status:Futuristic steel-Biometal form
[Smooth surface][Soft][Yields][Naturally sharp] Can be turned on and off!
Inventory:Silver-biometal arm-guards:
[Heavy][Soft][Smooth surface]Location:Magma Room. North entrance.
Name: Robert Todford Williams
Appearance: Around 6 feet tall, with an average build. He has a full beard that has grown long enough to reach the bottom of his neck. He wears a trucker cap, red plaid shirt, jeans, and boots.
Stats: +1
Str:0
Dex:1
Spd:1
Wil:0
End:1
Pot:3
Pol:4
Status effects:Transformation status: Diamond drake!
[Naturally sharp][Crystaline structure]Can't have inventory nor grab stuff.
Inventory:No inverntory!
Location:Grand Room. Center.
Name: Systar
Appearance: A sneaky devil of a man, with a well-trimmed beard and slicked down hair.
Stats:Str: 3
Dex: 2
Spd: 2
Wil: 0
End: 1
Pot: 0
Pol: 1
Status effects:-Chest, arms and right leg:
[Burned]Transformation status:Inventory:-Cold aluminium warhammer
[Blunt weapon][Light]-Black biometal bow:
[Light]-Obsidian arrows(0):
[Heavy]Location:Portal Room. East entrance.
Name: Zolond
Appearance: A dark skinned man in a black robe and black pointy hat.
Stats:
Str: 0
Dex: 1
Spd: 1
Wil: 1
End: 0
Pot: 3
Pol: 3 (1)
Status effects:
Transformation status:
Inventory:
Location:Portal Room. Center.
Name: Flimsy Wizard
Appearance: Flimsy Wizard is back from the dead! Did he even die? Nobody is sure. He seems a bit weaker, though.
Stats: +1
Str:
Dex: 1
Spd:
Wil:
End:
Pot: 3
Pol: 6
Status effects:-Full body:
[Minor burns]-Head:
Lacks a chunk! 1/3 chance to get -1 to pot.
Transformation status:Inventory:Location:Grand Room. East entrance.
Name: Li
Appearance: A rather typical-looking wizard with blue robes
Stats:Str: 0
Dex: 1
Spd: 1
Wil: 0
End: 1
Pot: 3
Pol: 3
Status effects:Right arm: lacks a chunk! Chance of malus will persist even without the bleeding.
[Bleeding II][Nausea]Transformation status:Inventory:Location:Greenhouse Room. North entrance
Name: Magical Trevor
Appearance: White robes and hat, orange hair and beard
Stats:
Str: 1
Dex: 1
Spd: 1
Wil: 0
End: 1
Pot: 1
Pol: 4
Status effects:
Transformation status:
Inventory:
Location: Magma Room. Center
GM commentsRegarding Derm's action: This way of fixing yourself was originally not planned, but I guess that it is still valid. In fact, this may be on eof the few ways in which the player can recover body mass barring will means.