Turn 1: Into the Tower
Name: Techie Chan
Class: Tech Developer
HP: 4
TP: 7
Techie Chan, Tech DeveloperHP: 4/4 |
TP: 7/7
Tech Tonic: [Consumable] Restore 10 TP.
[1 TP] T-Charge: Next turn, you spark (develop a new tech) on a 5-6.
[1 TP] Pummel: [Unarmed] Overwhelm an enemy's guard with a flurry of punches. Hits even on a 2.
(You didn't include an action. If you want, you can enter the Tower retroactively.)
Name: Iden Vankåbthusest
Class: Dwarven Mechanic
HP: 4
TP: 7
Enter the tower!
Name: Obscurus
Class: Blood Mage
HP: 8
TP: 3
Enter the tower!
Iden Vankåbthusest, Dwarven MechanicHP: 4/4 |
TP: 7/7
Wrench: [Blunt] +1 to repair-type skills.
[2 TP] Stonefall Trap: [Trap] Build a Stonefall Trap at your feet! Enemies who attack you in melee or otherwise pass in front of you will trigger a counter (+1 damage). Jams on a 1-3.
[2 TP] Clonk: [Blunt, Repair] Hit an enemy over the head with your wrench, dealing damage and stunning on a 6. Heals machines.
Obscurus, Blood MageHP: 8/8 |
TP: 3/3
Sacrificial Knife: [Dagger] -2 damage, hits even on a 2. If it lands a killing blow...
[3 TP] Drain: [Magic][Dark] Leech 1D6 HP from an enemy.
[0 TP] Conversion: Take 1D6 damage, then regain half as much TP (rounded up).
Iden and Obscurus push aside the great red doors and enter the Tower. The ground floor is a surprisingly modern waiting room with a staircase up, an elevator, an unattended counter, and even a couch and chairs. The furniture has been thrown into disarray by a pair of
old-fashioned, man-sized
Toy Soldiers. They raise their rifles!
Toy Soldier A: 4/4 HP, 3/3 TP
Toy Soldier B: 4/4 HP, 3/3 TP
Name: Samuel MacArthur
Class: Safety Inspector
HP: 7
TP: 4
Begin my inspection of the outside of the tower and markdown any safety violations in my notebook.
Name: Samuel MacArthur, Safety InspectorHP: 7/7 |
TP: 4/4
Pencil: [Dagger] Ironically, it's made of lead. Hits even on a 2. Inflicts Poison on a 6.
Clipboard: [Shield] -1 damage taken while equipped. Breaks when hit with a natural 6.
[1 TP] Declaration: Declare a tech unsafe, prohibiting its use for 1D6 turns. Prohibited techs suffer a -1 penalty to the roll.
[3 TP] Enforcement: Each combatant suffers 1D6*X damage where X is the number of prohibited techs they've used this battle.
Oh, this thing is
mega illegal. It's gotta be at least a kilometre high, but there are no safety lights anywhere. It's surprising there isn't an aircraft sticking out of the side already! God only knows what horrors await in a land untouched by the light of OSHA.
Name: ERROR
Class: UNDEFINED
HP: 3
TP: 8
BRUTALIZE SAMUEL MACARTHUR
ERROR, UNDEFINEDHP: 3/3 |
TP: 8/8
???: [ELEMENT_NOT_SET] +? damage. Hits even on a ?. Misses even on a ?. On a 6, ?.
[6 TP] : []
[99 TP] :
(3) ERROR s at Samuel, but it's a narrow miss!
Name: Jean-Jean Kick
Class: Martial Arts Critic
HP: 6
TP: 5
Examine the rear of the tower for secret entrances.
Jean-Jean Kick, Martial Arts CriticHP: 6/6 |
TP: 5/5
Hand Wraps: [Accessory] If you missed last turn, your [Unarmed] attacks hit on a 2.
[2 TP] Firm Hand: [Unarmed] 1D6+2 damage. Next turn, target's action receives a +1 bonus.
[3 TP] Quick Pointer: [Unarmed] Next turn, target's Unarmed attacks inflict double damage. (Can't self-target.)
(4) JJ brushes away some foliage to reveal a smaller blue door. Unfortunately, it appears to be locked.
(Signups are still open and will remain so indefinitely.)