Well, that worked.
I walk close to the box but make sure to not touch it, and renew my gravity reduction. If (and only if) it worked, then I'll try to jump over the box without touching it. If I do end up touching it I immediately get off it and away from it as fast as I can, but if possible I'd like to regroup with my teammates.
Most of your teammates are well ahead of you, close to the hexa-bot. You settle down and try to regain psuedo-flight, by reducing your weight.
(3+2) (9+3) Not this time. Ahri feels the spell misfire, shooting out behind her before she can gather and shape the energy into one effect. It arcs up into the sky, hitting nothing but air. While the fighting is going down, she's stuck outside the cratewall.. unless she climbs the staircase right there.
Continue to stab in the gap.
Xin: Charge at robot with greatsword
Yes. That. Assist the murderbear.
(Automatic hit) (4+4) (12 vs 10+12, 22) (8 vs 4+10, 14)
Stabbing in the gap doesn't seem to do much more. The leg is disabled, and stabbing up is blocked by a fresh steel barrier with little leverage in. Indeed, the top of the joint seems more fortified than the rest of the robot.
..But if you take out a second leg, the robot will fall, unable to continue walking. Moving on up, Terinas stabs at the front leg, and begins tearing away a second gap, making progress. The greasy oil/blood stuff makes this quite disgusting, but progress is being made.
(1+6)
Xin is a little late to the party, and can only manage one attack. If he wasn't undead, he'd be huffing and puffing. As is, he is chugging away juggling his weapons as he closes the ground less than optimally.
(2+1)
Still, he's just in time to make a sliding two-handed stab at the damaged front leg. Unfortunately, there is a lot of oil on the ground, and the dullahan gets tangled up in the broken leg, sword coming about a foot away from scoring a hit.
(Berzerker bonus applies. Combat now at +2.)
"I wonder where this leads!"
Continue to be a fancy hat.
Gnwbimbar resists the urge to follow it onto the elevator.
It is perhaps a good idea to not follow it on the elevator. As it rises into position, it isn't unoccupied. On it are two more hexabots, each slightly smaller than the missilebot.
They look dangerous. Each one has two extra limbs out the front, ending in round thin disks which can only be buzzsaws. Very fast, surprisingly quiet, buzzsaws. Their legs are thinner than the heavy, chunky ones on the missilebot, but they are still metallic and look strong. Their tops aren't smooth, with steel loops sticking out at multiple locations on top of them.
The missilebot hasn't walked onto the elevator yet. Perhaps it's waiting for the two sawbots to get off the platform? There's certainly space for all three of them, but proximity to the sawbots looks hazardous.
Description: A small, white-haired girl with amber eyes and nine white fox tails and a pair of fox ears on her head. She wears a simple tan shirt and a brown skirt, a leather sword-belt across her waist with a simple shortsword in a plain brown scabbard in it. She's wearing a mid-size backpack on her back, stuffed with a collection of first aid equipment, and on her feet are a pair of simple leather boots.
Talents: Flame magic, (+2 to attempts to create and manipulate fire), Healing, (+2 to party recovery rolls, +2 to diagnostics, +2 to pharmacology, and +2 to healing magic. Note that using healing magic in combat is very much not safe. Space/Gravity magic. +2 to attempts to manipulate mass, +2 to short-distance translocation. Can be used defensively.)
Bonuses:
Magic manipulator, (+3 to resist consequences from miscasting, +1 when applied to others), Magical font, (May apply magical power to external objects, +2 to attempts to resist magic suppression or draining), Pathfinding Boots, (+2 to saves against traps)
Wounds: 0/3
Defenses: 5/7, +2 to dodge
Weapons: Shortsword.
Desc: A large humanoid grizzly bear with paws that can function similarily to a human one.
Talents: Dodging, (+3 to dodge attacks), Stabbing, (+3 to stabbing), Writing, (+3 to writing.)
Bonuses: Arthal Arts, (Further +1 to combat and dodging. Wounds hinder combat performance more than normal), Huge (+3 to defenses, -1 to dodging, -1 to stealth), Shaggy Fur (+2 to swimming, +2 to resistance to heat and cold.)
Wounds: 0/3
Defenses: 8/10, +3 to dodge
Weapons: Spear, +4 combat
Description: a 2 foot tall gnome wearing a brown tunic and tan pants
Talents: Stealth. (+3 to stealth). Mischief. (+2 to deception and pranks. Increases to +3 when the victim does not know about Gnwbimbir. Cannot be used to directly cause injury.) Gnoming. (+1 to jokes and storytelling. +1 to tinkering and crafting. +1 to foraging. +1 to any action which furthers revenge. +1 to digging and mining.)
Bonuses: Advanced Gnome (One aspect of gnoming will operate at +3. This selection may change each land. Currently tinkering/crafting.) Little. (Further +1 to stealth). Magic Pants. (+1 to defenses, +2 to resistance against earth and water-based attacks or hazards. Change currently used.)
Wounds: 0/3
Defenses: 4/8
Weapons: Envenomed Conical Gnome Hat.
Description: A tall but thin male human, clad in a mixture of light plating, chain, and leather, all dyed a dull dark gray. While servicable and decently effective, the armor is clearly ancient, with innumerable dents, scratches, and frayed edges. An old ribbon of bright blue cloth once hung from the tip of the pointed helmet, but is now little more than short rags; a once-magnificent cape is in a similar state, whatever heraldry it held now forgotten and unrecognizable.
Currently wearing his pants on his head. Oddly, this isn't affecting anything due to the strange peculiarities of Gnome Humor.
Talents: Berzerker, (+1 +2 to combat, increases each round Xin fails to harm a target.) Mobility/Dodging. (+2 to mobility and dodge rolls.) Psychometery. May make magical rolls to get histories of items and locations. (-1 normally, +2 per retry, +3 if an area/item is related to Death.)
Bonuses: Greatsword Backstab. (First hit in any combat will deal double damage). Unnatural Vigor, (+2 to defenses), Sign of Darkness. (Can be used to escape any trap or bond, at the cost of an automatic wound.)
Wounds: 0/3
Defenses: 7/9, +2 to dodge
Weapons: Farron greatsword and dagger.
Description A fancy purple horse-sized kraken, wearing many sets of bangles and necklaces.
Talents: Grappling. (+1 to grappling. Applies a penalty to opposing mobility and combat rolls, if successful.) Climbing. (+3 to mobility rolls involving climbing.) Jewelling (+3 to making jewelery or cutting gems.)
Bonuses:
Constriction. (+1 to damage applied to grappled targets) Aquatic (Fully capable underwater as above), Bangle of Health. (+1 maximum wounds.)
Wounds 1/4 (No combat effects at this time.) 4 difficulty wound, +2 for medical care.
Defenses 5/7
Weapons: Trident, +1 to combat.
You have three mules with you acting as pack animals. As long as they are alive and present, there is no need to worry about food and water.
-Lizardman's Greataxe
Usable by Xin and Terinas. Not a stabbing weapon, unfortunately.