Turn 097Seriously? Two ones in a row?
Also, PM sent.
[Flimsy spd:2
-1=1]
[Lion spd:1
-1=0]
The Wizard frantically tries to push himself away from the cursed wall, as the golden lion prepares to jump onto him:
[Flimsy str:6
-1=5]
((I should have given you a -1 for having one non-functioning arm. I just ignored it because I didn't realize it in the previous turns. From now on, pushing will suffer the -1 penalty))
And despite his broken arm, he manages to create enough distance to negate most of the pull, and finally just shoves the wall a little more to completely get away from it! That's something great! On the other hand, the lion is after him again:
[Lion dex:6
-1-1=4]
[Flimsy dex:4
-1=3]
[Lion str:2
+1=3]
A quick swipe with a paw from the lion catches Flimsy's head and causes some important cracks in it, the great weight of the golden creature generating a lot of force. The Wizard feels how his perception of the world seems to have turned into a blurry mess.
The Flimsy Wizard has now
[Dizziness]I should probably post an action
Keep doing what I was doing.
PM
[Jack spd:2
-2=0]
[Robert spd:4]
Seeing that his precious prey is about to be stolen, the diamond God reacts quickly and tries to unleash a hopefully lethal spell:
[Robert pot:2
+1+1=4]
[Robert dex:6]
[Systar dex:1
+1-3+1=-1]
[Systar will:4]
Systar begins to glow, but he forces the magic away with the willpower only the "OH GOD I DON'T WANNA DIE" situation can give you.
The guy with the obsidian arms, meanwhile, finally makes a move:
[Jack dex:4
+1-1-1=3]
[Systar dex:3
+1-3+1-1-1=0]
[Jack str:4
+1=5]
He pounds Systar's head with one of his arms. The movement was quite awkward, requiring him to use mostly his waist to achieve a kind of sideways strike, that fortunately reached the poor
punching bag Systar in the back of his wiggling head. The blow hits him badly and he can almost sense how little cracks are produced in his brain-preserving capsule, also known as skull. The word around him goes awry as he feels like his whole body is spinning around.
Systar has now
[Pain II] in his head.
Systar also has
[Dizziness]His bleeding is now at the last stage:
[Heavy bleeding 1/3]"What the... well, this is just GREAT! Dammit!
Now I can't even... wait... YES! I GOT THIS!"
If I can still talk, say A-865 + Y-109.
If not, try to roll on other faces to see if I can move at all.
If even this fails... well... just wait, maybe something will happen.
I mean, it must be temporary, right? I can't just screw up like this forever, right? RIGHT?
[Pot:5]
You somehow manage to cast the spell, maybe by speaking in your mind or something. You flash with light, and now you are back at your human form! Yes! You then begin to glow with a controlled intensity. The magic is awaiting your command.
Apply body liberally to portal.
Lets take this shit places.
You jump through the portal, and fall into a room full of plants. Ahh, the Greenhouse Room, so peaceful in here.
NO ACTION
Ali feels a chill run down his spine. Maybe he should move or do something to stop feeling it. You know, exercise helps.
NO ACTION
The tiny lizard keeps channelling his magic potential, but notices an unnerving cold running through whatever thing acts as his biometal spine.
Character sheetsName: Bigf01t
Appearance: Generic science dude with a white robe resembling a lab coat.
Stats: +6
Str:2
Dex:2
Spd:1
Wil:1
End:1
Pot:3
Pol:5
Status effects:-Right leg:
[Heavily mauled]Transformation status:Futuristic steel-Biometal form
[Smooth surface][Soft][Yields][Naturally sharp] Can be turned on and off!
Inventory:Demonic morningstar:
[Blunt weapon][Two-handed][Minor piercing][Heavy][Unholy:7]Silver-biometal gloves:
[Soft][Smooth surface]Location:Greenhouse Room. Center.
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: +2
Str:0
Dex:1
Spd:1
Wil:0
End:1
Pot:3
Pol:5 (4)
Status effects:-Back legs:
[Mauled]Transformation status: Diamond Quetzalcoatl
[Naturally sharp][Crystaline structure]Can't have inventory nor grab stuff.
Inventory:No inverntory!
Location:Grand Room. West entrance.
Name: Systar
Appearance: A sneaky devil of a man, with a well-trimmed beard and slicked down hair.
Stats: +8
Str: 3
Dex: 3
Spd: 3
Wil: 1
End: 3
Pot: 1
Pol: 3 (2)
Status effects:[Dizziness][Heavy bleeding 1/3]Right arm is
[Charred] and legs are gone:
-3 to speed and dexterity.
Left hand is inert steel:
Now you can't grab stuff!
-Torso:
[Bleeding I]-Torso, left arm:
[Burned]-Head:
[Pain II]Transformation status:Inventory:-Black biometal bow:
[Light]-Obsidian arrows(0):
[Heavy]Location: Grand Room. East entrance.
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:[Dizziness]Left arm:
[Broken]-Torso:
[Slightly mauled]-Head:
[Mauled]Transformation status: Hybrid
-Small diamond head:
[Small][Crystaline structure]-Diamond torso:
[Crystaline structure]Inventory:Location:Grand Room. West entrance.
Name: Ali
Appearance: On the taller side, with light green robes.
Stats:Str: 0
Dex: 1
Spd: 0
Wil: 0
End: 0
Pot: 1
Pol: 7
Status effects:Transformation status: Solid and light body
[Light]Left leg has becomes inert steel:
-1 to dodging and acrobatic actions.
-2 to speed (one leg less and more weight)
Inventory:Location: Magma Room. Center. Name: Dexter
Appearance: A medium-sized guy with brown hair and glasses.
Stats:
Str:0
Dex:2
Spd:1
Wil:1
End:1
Pot:2
Pol:2
Status effects:
Transformation status: Normal form.
Inventory:
Location:Grand Room. South entrance.
Name: Jack Vihmut
Appearance: Sturdy older man wearing dark green pants, camouflaged hunting jacket and fur hat.
Stats:
Str:1
Dex:3
Spd:1
Wil:0
End:2
Pot:0
Pol:2
Status effects:
Transformation status:
Arms are inert obsidian:
-2 to speed because of the added weight.
And you can't use them.
Inventory:
Location:Grand Room. East entrance.
Name: Lucky the Summoner
Appearance: "Lucky"
Stats:Str: 0
Dex: 1
Spd: 1
Wil: 0
End: 1
Pot: 1
Pol: 5
Status effects:Transformation status: Very small light hot biometal drake
[Small][Very light+2][Yields][Soft][Naturally sharp]Inventory:Location: Grand Room. East entrance.
GM commentsWe are back! Turns should return normally now. Also, I have decided to implement a balance change:
Balance change:Weight modifiers (Light and heavy, and all their associated tags) no longer provide bonuses to aiming spells. This is because the main idea of the weight modifiers was to make them into trade-offs. Without anything to lose once the Potency stat replaces Strength to perform attacks (casting spells instead of physically attacking), there is actually only limited drawbacks to becoming an ultralight caster, while being insanely OP to hit stuff with magic. Alternatively, trying to hit stuff with magic while being super-heavy should not be a hindrance.