Turn 115ABSOLUTE_POWAR
You grab your repairy chunk of flesh and the amazing control flesh and go to the Magma Room. There, you find a diamond man with diamond rapiers as arms. Totally usual stuff right here.
You ignore him and do your magic:
[Pot:6
+1=7]
Your chest glows with a lot of intensity, and an almost blinding flash of light reveals how it is now an emaciated piece of dark biometal, your ribs almost outside of your body. Hell it is disgusting. But, you feel something, your extrasensorial perception of the rest of the flesh in your body has somehow increased. No, it has
duplicated. And it is not cool, because you are basically having to process double the stimuli. Also, you now can feel the steel of your own demonic morningstar, much like you do with the rest of the flesh around. There is more steel in the hallway to the north, as well as a humanoid figure there, you can feel it. But, at the same time, you are having a hard time to process all this extrasensorial information being shoved into your consciousness. Maybe this control stuff is not unlimited.
PM
That guy that just entered is creepy, but you guess that having weapons instead of arms doesn't make you better. Well, at least you can do science:
[Pot:1]
You get a golden line, one that makes a knot out of itself. Oops.
[Pot:2
+1=3]
Nothing happens!
Well you just wasted time right there.
Don't you think it's time for a little Space Wizard! Space Science! up in here?
Sufficiently advanced technology is indistinguishable of magic. Or sufficiently advanced magic is indistinguishable of technology? Anyway:
[Pot:3
+1=4]
A golden line appears, and then becomes thicker, and then it curls somewhat. With a flash of light, it becomes a steel whip! Hell yeah, that's badass!
-Steel-destroying whip:
Minor cutting: does half damage as cutting.
Successful attacks create a grapple, if the enemy breaks free, he keeps the whip, still around the affected limb.
Each turn it is in contact with steel, it deals one acid damage.
Dude, you are equipped for everything now!
PM
You will finally fix your head! Or at least you hope so.
[Pot:1
-1+1=1] ((Damn, we are having bad luck here))
[Will:4
-1=3]
Your bitten arm flashes with an uncontrollable light, and you now find that, instead of it, you now have an inert biometal head, staring at you from the stump with black orbs instead of eyes and sharp teeth decorating its alien mouth. It freaks you out, so it probably is useful to scare some people. The diamond glove has fallen to the ground.
Left arm has become an inert biometal head:
-1 to wrestling.
((Hey, why don't you ask for help. You know, someone with a good bonus could repair your head.))
Kill myself.
"Okay, I give up!" Said the Doris-headed metal lion.
The floor, shaken by this, responded by opening itself to hug her, gravity itself helped her with a gentle push downwards, and a short, painful scream, followed by a cacophony of screeching metal sealed the bond of friendship.
Doris gave up- She is dead, her power goes to no-oneAh, damn.
Disappointed that you are not killing anyone, you grab your unused bolt, finding it pretty much ok, and do science:
[Pot:5
+1=6]
The nothingness is shot towards your crossbow.
[Pot:6
+1=7]
While you were subconsciously pondering why was the crossbow the target of your spell, it begun to glow.
[Pot:5
+1=6]
Your sight now shows a different place. You are standing in a tall, white tower. Smooth walls of made of white and clean polymers appears to be he main decoration of this area. Small glowing lines are carved in the walls, carrying electrical impulses, glowing when they do so, creating an aesthetically appealing dance of lights. You look from the balcony down. You can't see the floor, only clouds, being occasionally traversed by floating cars travelling with incredible smoothness and accuracy. It all looks so fluid, but at the same time automatic, soul-less.
You wake up of that vision.
[Pot:4
+1=5]
The nothingness is now shot from your eyes.
[Pot:6
+1=7]
Your sight becomes dizzy again, until you see something different. the clanking sound of bones fills the air, as an elder man walks through the jungle. Small skulls are hanging form his staff, feathers decorating both the staff and a bizarre headwear. He finally arrives to a clearing, where lot of people, most of them wearing nothing more than some feathers and a loincloth, are waiting. Upon his arrival, they begin to dance in a circle around something, as drums are heard. The dance is ritualistic and precise in nature, yet still savage, and imitating in some ways the animals. An idol, made from assorted bones, is what is being circled. The bones are mostly animal, with a few human ones. The elder man begins to chant in an ancient tongue. One of the dancers quickly throws a torch into the ritual idol, setting a small pile of twigs below it on fire. The chant, the dance, the fire, everything becomes more savage, all of a sudden. The dancers join the old man in his chants, and the fire grows, until a humanoid shape is formed from it. The figure raises its arms, and the ritual suddenly stops, both the old man and the rest of the people kneeling before it.
The vision ends here.
PM
You resume the science you were going to start before that odd creature attempted to attack you.
[Pot:3
+1=4]
A chunk of steel appears and is shot down, colliding with the floor.
[Pot:2
+1=3]
Now the same thing happens with a small biometal sack.
[Pot:1
+1=2]
Two shards of something, one metallic, the other rusty red, appear and fall to the floor.
PM
AAAAH, STOP IT!
[Pot:6
+1-1=6]
You look at the wall, overcoming the sharp sound trying to penetrate your eardrums. You cast the spell, and the part of the wall that transformed into apparently nothing, but emits the cursed sound, starts to glow, and then transforms into solid diamond with a flash of light. Phew!
Now, you do more science:
[Pot:3
+1=4]
You get a hollow diamond. It moves slowly towards the diamond-edged axe that formerly belonged to Tim.
[Pot:6
+1=7]
You get the same vision as Derm's last one. This has nothing to do with laziness or anything like that.
Ali appears in the Portal Room. Nobody is here. That's a good start, this means that at last there are no murderers.
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:Transformation status:Human with special chest:
-Biometal chest that controls steel and flesh:
[Soft]You can control flesh and steel!
Inventory:-Demonic morningstar:
[Blunt weapon][Two-handed][Minor piercing][Heavy][Unholy:7]-Silver-biometal gloves:
[Soft][Smooth surface]-Big light diamond armor:
[Crystaline structure]You receive no damage in your hands until they break. Blunt damage just goes through.
-Control flesh chunk:
You may roll will to manipulate flesh. Results are considered as if you had cast a spell and rolled for potency. Aiming and the like is still done via dexterity. You can only perform one will action per turn. Does not consume pool.
-6 Pot Repair flesh chunk:
You may rub it against a damaged flesh part, healing it for a total of 6 damage. Doing this requires spending the physical action for the turn.
Location:Greenhouse Room. West 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: +21
Str:3
Dex:6
Spd:3
Wil:3
End:6
Pot:3
Pol:6
Status effects:-Right front leg:
[Mauled]Transformation status: Small porcelain dragon with silver core
[Small][Naturally sharp]Inventory:Location:Grand 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:Left arm:
[Broken]-Torso:
Lacks a chunk! Maluses persist even if the bleeding stops.
[Bleeding I]Transformation status: Very small head.
-Head
[Very small]Inventory:Location:Arcane Room. East entrance.
Name:Derm
Appearance:I put on my robe and wizard hat.
Stats: +4
Str:1
Dex:1
Spd:1
Wil:1
End:1
Pot:3
Pol:5
Status effects:Transformation status: Biometal orc!
[Light][Yields][Soft][Naturally sharp]Inventory:-Iron Hand&Arm guards:
[Smooth surface]-1 to dex to arms when wore, because it is big and heavy.
-Iron/silver steampunk crossbow: [0/6]
You can roll every turn for strength to charge it, until you cumulatively get a 6 or more. Once then, it can be fired as a 6-strength shot. You can only try to charge it once per turn.
3 Steel shaft bolts with acid filled crystal tips
6 acid/miasma/darkness filled glass crossbow bolts.
Location: Greenhouse Room. South entrance.
Name:Magical researcher who is not Igor
yetAppearance:Completely generic wizard
Stats:Str:0
Dex:0
Spd:0
Wil:0
End:1
Pot:1
Pol:7
Status effects:Head:
[Mauled]Transformation status:Clanking steel man
[Smooth surface][Yields]Right leg is inert leather: Most of it is absent!
-1 to dodging and acrobatic actions
-1 to speed.
Left arm is inert biometal head:
-1 to wrestling.
Inventory:-Big diamond glove:
[Heavy][Crystaline structure]You receive no damage in your hands until it breaks. Blunt damage just goes through.
-Steampunk steel/electric axe:
[Hacking weapon][Shocking 3/4]It can be charged again with the crank! (counts as a physical action for the turn)
Location:Greenhouse Room. South entrance.
Name: endlessblaze
Description: a human with black hair and red eyes he can be a little dramatic at times.
Background: an adequate swords man and metal smith, he was working on a new sword when suddenly he vanished in a flash of light.
Stats:Str: 0
Dex: 1
Spd: 1
End: 0
Wil: 2
Pot: 2
Pol: 3
Status effects:Transformation status: Diamond man whose arms are inert diamond rapiers
[Crystaline structure][Piercing weapon]-2 to wresling.
Inventory:Location: Magma Room. Center
Name: Thrakor the Space Wizard!
Appearance: A scraggly guy who has a big SPACE tattoo across his chest. Is a Space Wizard! Insists on the exclamation point.
Stats:Str: 0
Dex: 1
Spd: 1
Wil: 1
End: 1
Pot: 2
Pol: 3
Status effects:Transformation status:Inventory:-Steel Helmet and chest armor:
[Smooth surface]-Big steampunk biometal gloves:
[Has an edge][Soft]-Big steel-biometal greaves:
[Smooth surface][Soft]-Futuristic steel boots:
[Smooth surface]-Steel-destroying whip:
Minor cutting: does half damage as cutting.
Successful attacks create a grapple, if the enemy breaks free, he keeps the whip, still around the affected limb.
Each turn it is in contact with steel, it deals one acid damage.
Location: Southern Hallway. South 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:
Inventory:
Location: Portal Room. Center.