((How the hell does a 3 vs 2 with a chainsaw do no damage?!))
((The blood of Rasputin.))
~~~
Turn 48: Sacrifice to ArmokINIT:
NAV/Dave Blade(47)
Person/Raphael(10)
Coolrune206/Frank(54, 99 = 54-20=34)
Willpower!(6-1=5) (6, 5 = 0, 4 = 10, 3 = 20, 2 = 30, 1 = 40, 0 = nope)
Burned Manticore(36)
Dancing Grape Golem(48)
GigaGiant/Capko Eagleson(3)
Yottawhat/Willam A. Drango(75)
ATHATH/Spoopy(56)
Edgar(46)
William A. Drango was going to bloody well shoot the crazy cult guy, period.
Just fucking shoot Capko again.
William took the time to line up his shot. The fog dissipated and Capko just stood there, laughing.
Le Bang!(2, 4 = 4) vs. Dodge!(5)
William fired. No sound of bullet hitting flesh sounded. Capko, in his laughter, accidentally dodged the bullet by doubling over. William was starting to get afraid.
Spoopy would finish off Frank!
Lethally sacrifice Frank to some dark god with my ritual dagger.
If I kill Frank: Take Frank's loot, and don't let Dave steal it. Head towards the sacrifice pit.
Dream of Rasputin and use this delusion to (somehow) grant my unconscious body additional resistance.
Because logic.
Blood of Rasputin!(1)
Frank dreamed... and saw somebody. Somebody legendary. The great Rasputin.
"You give our blood a bad name."Spoopy called upon dark powers!
For Darkness!(4)
Spoopy raised his dagger above Frank, dedicated the sacrifice to Armok, and stabbed down.
Stab!(6) vs. Dodge!(0-1=-1)
Sacrifice!(1, 3 = 3) vs. Resist!(1, 2 = 1-2=-1)
Necrosis Resist!(4, 1 = 1-2=-1)
Spoopy stabbed his dagger into Frank's guts. Frank finally gave up the ghost. He was dead. Spoopy grinned, and grinned even wider when the dark red voice in his ears spoke for the first time.
Spoopy took Frank's potions belt, his malfunctioning crossbow(Spoopy had vague past life memories of suffering because of the crossbow's bolts), and the mysterious chalice that nobody truly unlocked the secrets of. Spoopy then headed towards the pit... but noticed someone running at him.
Dave Blade and his
Dancing Grape Golem were running at him.
Dave blade is just gonna activate super speed and try to nick an artifact from the dead guy, don't care which, then run away toward the pit to cash them in.
For some reason, Dave Blade's super speed wasn't working when he charged Spoopy.
Intuition!(3)
Dave Blade wished he knew why this was the case. Maybe his superspeed required specific circumstances to work?
Nick an Artifact!(5-1=4), Me Too!(2) vs. Run!(6)
Regardless of the lack of superspeed, Dave Blade caught up to Spoopy quickly, though his Dancing Grape Golem didn't. Spoopy managed to avoid having his loot be snatched, though at expense of his stamina.
Soon, both(with the golem trailing behind) were at the pit, but Spoopy was there first... and was tired.
The
Manticore decided to return to its lair.
No more of this!
Luck!(5)
The Manticore went to the wasteland bordering the forest and the desert, unaccosted. It needed to rest away its wounds...
Frank was dead.
Raphael and his mysterious minion
Edgar did secret things.
Secrets.
If you aren't Person, with the character of Raphael, stop reading this and forget what you saw.
If you happen to be Person, read on.
~
~
~
"I have eclipsed the capabilities of more conventional disguise masters, but there are unfortunately still limits to my capabilities, mainly based around physical limits. If you wish to be disguised as someone significantly shorter or taller than yourself, for example, I would need to amputate your legs and replace them with adjustable ivory prosthetics, and unfortunately I am no surgeon. Such limits do not apply to me, but still apply for anyone else you desire me to disguise."
Edgar displays his ivory prosthetic legs and arms, both highly adjustable.
"While I am not bound by lower physical limits, there are still higher ones I am bound by. I am not capable of disguising myself as a housecat or a dragon, because my body cannot fit into a space the size of a housecat and I cannot operate a disguise the size of a dragon. The final limit I am bound by is time. Complex disguises require much more time than simpler ones for me to create."
"Ah, the immobile yet moving object disguise. Classic. Properly using this method will take time if you do not wish to be noticed, unfortunately. In a space with so few plants, this would ordinarily be a bad idea, but the fighters are so focused on each other that they may not pay attention to a slowly moving bush. I will begin work immediately. As you are unskilled in disguise-based acting, I will create a single bush disguise for the both of us to utilize."
"Power selections... hm. While teleportation would have several possible applications, you could also choose to boost my disguise ability with illusions, or give me more direct combat abilities with something like blasts or weapons. It depends on what boost you want."
"Wait, you wish to arrive in [one turn]? That is an unfeasible goal. If you wish to travel by disguise, it can be done, but we will not arrive [this turn]. If you would like to simply go there undisguised, we will not necessarily be attacked..."
To the Forest!(2, 4 = 2)
You and Edgar begin making your way to the forest, though you don't arrive. On the plus side, Dave Blade is in the center with you, busy chasing some skeleton costume guy.
*whispers in your ear* "A terrible disguise. I do not blame him, however, a good skeleton disguise is difficult to do correctly."
Capko finished his diabolical laugh and finally got around to attacking.
Embrace my status as the leader of the Cult of Foggy Mace. Stand in the fog, stretch out my arms, raise my head toward the sky, and laugh loudly like a mad man. Then walk briskly toward William with a deranged smile on my face and smack him with the mace.
Bonk!(2+1=3) vs. Dodge!(5)
William got the heck out of dodge, moving out of the way of Capko's mace strike... but there was the worrying second danger.
Fog Resist, Cult Leader!(2, 1 = 2-1-1=0)
Fog Resist, Foe!(4)
The fog was practically shredding Capko now, while leaving William almost untouched. Capko was getting very worried that his mace was choosing a new owner...
Praise the Mace!(5-1=4)
Capko recognized the effects of the mace on his mind. It was warping him, making him a more fervent cult leader. It was up to him if he wished to fully accept it, though... he was leaning on yes.
~~~
Blue returned for his third go! Vengance against the power duo of Dave Blade and Raphael would be his!
A whip engraved with a skull dropped into his hands.
~~~
Statuses:
Health: Fine
Tier 1 Items: Law Brass Knuckles, Music Note Engraved Hatchet, Mysterious Bolo
Tier 2 Items: Mysterious Ugly Pendant, Mysterious Hephaestus Ring, Vomit Frog Shotgun(0/2 shots)+Bag of Shells, Trailing Behind(-30 to INIT next turn) Dancing Grape Golem(wielding wood clubs and Grape Juice Coated Katana(non-loot)) Wand of Hearts and Horseshoes, Musical Chainsaw
Location: Center Circle
Health: Fine, Small Cut On Arm(-1 to left arm damage resist)
Tier 0 Items: Katana(non-loot)
Tier 1 Items: Controllable Red Scarf
Tier 3 Items: Ivory Collector Edgar(with secrets)
Location: Southeast Wastelands
Health: DEAD
Location: Forest
Health: Acid Burns(60% chance of -1 to damage resist, -1 to willpower, penalty to INIT based on a willpower roll at start of each turn(at 0 willpower, no action))
Tier 2 Items: Ravaged Shifting Gauntlet(auto 1 damage resist roll, can no longer act independently or control stuff, roll malfunction when powers used by someone else)
Location: Wasteland Adjacent to Desert and Forest
Health: Leader of the Cult of the Foggy Mace, Even More Sliced Up(-2 to damage resist, -1 +50% of extra -1 to willpower, -20 to INIT), Bullet Struck and Rather Sliced Arm(50% chance of -2 to accuracy and damage when attacking in melee), Medieval Weapon: Mace Skill(+1 to accuracy and damage with maces)
Tier 2 Items: Cult Leader's Mace of Cutting Fog
Location: Center Circle
Health: Slightly Cut(50% chance of -1 to damage resist)
Tier 2 Items: Cracked(-1 to damage resist, firing has 50% chance of damage resist roll) Healing Russian Longbow+Quiver of Arrows, Very Mysterious Revolver(3/6)+Pouch of Bullets
Location: Center Circle
Health: Fine, Provisional Acolyte of Armok, Tired(actions taken after the first next turn take place at -20 to INIT)
Tier 1 Items: Scythe of Fear, Armok-Blessed Necrotic Ritual Dagger, Expended Belt of Potions
Tier 2 Items: Malfunctioning(each time used, roll a malfunction die) Damaged(-1 to crossbow damage resist) Artistic Electrical Crossbow+Quiver of Bolts, Mysterious Chalice of Acid and Mystery
Location: Center Circle
Health: Fine, Vengeful
Tier 1 Items: Mysterious Whip
Location: Center Circle
If you notice any mistakes(especially with the statuses), please let me know. This also applies if you have any tips for improving my writing.
Expect something special turn 50. Just in case you missed it the first time.