New rule (inspired by Poltifar): You can influence what kinds of upgrades your powers get, i.e. multiple targets or longer range. Everyone's will develop about the same until they get "super strong"; after that level they'll start branching out.
Another new rule: If you have x-manipulation powers, summoning, necromancy, or anything that would let you have minions, you can still create minions. You can summon some that aren't under your control, though they may be hostile. You can also control some as puppets, meaning that you have to concentrate to keep them going as they aren't doing it themselves. This means that you'll have to do a concentration roll every turn to keep them going and will have a -1 to other thought rolls. If you have multiple ones, then you get -2 to all non-minion c rolls and -1 to minion concentration rolls. The penalties keep increasing like that. Penalties or bonuses to thought apply to concentration rolls.
When looking through the language files, I discovered that "kagus" is the goblin word for "crazy".
Turn 15For my action, I train my alchemy on simple objects, whetever is available. I preferably try to improve my long-range alchemy (or train long-range alchemy if I can't alchmize from afar already).
3. You train your alchemy but only manage to get a little experience out of it. Still, it was enough to increase your alchemy powers (optional +1 alchemy that causes a negative alchemical mutation).
I practice some more with my flail, that fight was pathetic.
2. You try to practice with your flail, but can't manage to learn anything useful.
If player or allies still need to be heal the I heal that player or Allies.
You're not going to get rid of the -1 movement because you're already a tank. +2 defense means you're rarely going to get hurt.
2+1. You run over to the computer room and heal the head monk's broken arm. He thanks you.
I try to find the artifact as quickly as possible.
I thank Omega and follow the goblins as fast as possible, yelling at the others to follow me and that we have them on the ropes etc.
Open the chest,grab whatever is inside.
1. I go find shadowdump.
Akroma: 2
Jetman: 5
Devath: 1
Shadowdump: 5
Jetman runs after the goblins, charging into Hallway A and opening one of the doors. Akroma and Devath try to follow him, but Akroma trips and falls on top of Devath. (damage=5) Luckily Devath is unharmed.
Jetman walks into the room and looks around. It's a male goblins' bathroom. He walks out into the hallway and tries another door, seeing a female goblins' bathroom. He then looks at the final door at the end of the hallway and charges toward it, sure that he's got the right one.
And he does. He opens the door, revealing a room filled with dozens of goblins. (luck=3) One or two notice him, but a very important-looking goblin is giving a speech and it seems they don't want to anger him. He's wearing an incredibly fancy suit, with patterns of gold and giant cave spider silk on it. The suit seems to glow in the light.
The door Jetman sees this through is on the opposite side of the room from the goblin, and behind the goblin is an important-looking, fancily engraved and decorated door. Jetman quickly backs out of the room as to avoid further notice.
Shadowdump walks up to the chest and opens it. He sees that the inside is decorated with teeth made of various expensive materials, but all Shadowdump pays attention to is the empty suit-hanger dangling from the top of the lid and the plaque reading "Ongongngukak".
It is at that moment that the chest decides to attack Shadowdump, revealing itself to be a huge mimic (Natural Stats: +2 attack, +1 defense, -1 dodge, +1 magic resistance, immune to pain, immune to bleeding), and tries to bite Shadowdump. (dodge=4) Shadowdump manages to get away from the mimic, but its roars threaten to alert the goblins.
If grabbing another potion is a free action, I do so (in case something goes wrong again), and in the meantime try again to look around in search of any magic occurences on the floor.
You run into the break room and grab a dose of the potion.
3. Looking around, all you see is a magical glow somewhere beyond the end of Hallway A.
4. The water from your joints spreads to other parts of your body, giving you a couple extra joints on each limb (-1 defense, +1 movement).
2. The silver plating on your hands disappears.
How much experience will I need to affect multiple targets?
I make one(or two) of the goblins fall through the roof.
What roof? I hope you're not talking about the magically impenetrable one. What goblins? The ones that aren't anywhere near you?
You'll need to get to incredibly strong gravity manipulation powers before you'll get to have multiple targets. And then you'll be able to influence and choose how your powers develop, so you can master gravity manipulation on multiple targets if you want. So you'll just train for now.
4. You practice on some objects and gain a decent amount of experience.
I practice with my quarterstaff.
3. You practice a little and manage to become a dabbling staff-user. What do they call those people?
In any case for this next turn, I'll take one of the healing potions (free action), and work on my swordmanship.
You walk into the break room and grab a healing potion.
3. You manage to gain a little experience from practicing, but not enough to gain any more bonuses.
I use the stone to encase one of the dead goblins with stone like a second skin.
Well, the walls are made of normal building wall stuff (though don't try to break through them, as that won't work). That includes drywall, which has gypsum in it. So theoretically you can use earth manipulation on it, though the rock has the consistency of crumbly chalk.
6. You try to draw off a bit of gypsum from some of the walls onto one of the dead goblins, but your stone golem walks up and sends a burst of earth manipulation towards the wall you're manipulating, causing it to go out of your control. A shockwave ripples across the wall and your golem steps into the center of it, glowing with earth magic. It disappears into the wall.
You now have strong earth manipulation powers (+1 to earth manipulation).
Your ring turns blue and grants you water manipulation powers.
Wiping my scalpel on my toga, I heal the head monk. If he's somehow already healed I dissect a goblin for practice.
2+1. You walk into the computer room and heal the head monk, and heal his leg. He thanks you and picks up his quarterstaff.
I switch the amulet to the first form and train my mimicking powers.
The amulet flashes and returns to its horseshoe shape.
3-1. You try to train your mimic magic, but can't manage to do much.
meh, the elephant is too mutch work. I try to animate the nearest mostly complete dead goblin.
6+2. You send out a wave of necromantic magic, reviving many zombie goblins. You call them to your side and only one of them comes. You realize that you've summoned more than you can control. Looking around, you count five goblin zombies besides your own.
Event roll!
6. The stone golem bursts out of the wall in the artifact room. Shadowdump turns around to see it, hugely increased in size by hardened gypsum it collected on its journey through the walls.
The problem is that the golem is standing in front of a gaping hole, through which Shadowdump sees a huge group of goblins, including the head goblin, wearing what he assumes is Ongongngukak.
The goblin CEO turns around and sees what's going on in the artifact room, quickly formulating a plan in his head. Some goblins are angered, some afraid, and some amused. The head monk enters the meeting room and sees the newly summoned zombies, which turn and moan at people. Mulch's elephant deteriorates a bit more. Various people's animal pets chirp/squeak/bark/etc nervously, wondering why their masters have almost completely neglected them.
StatusPlayersAkromaOn the third floor, in the meeting room.
Wielding an opened umbrella. Wearing a black, red laced toga. Bruised back.
WootyOn the third floor, in the computer room. Wearing a white toga.
Wielding a makeshift amulet dagger and a
makeshift metal dagger.
Wearing a leaf-umbrella-hat.
Has strong healing powers (1/4). A dabbling weaponsmith.
Sean MirrsenOn the third floor, in the break room. Wearing a color-changing toga. Holding a strong healing potion. Has basic bowmaking skills.
Has strong alchemical powers (2/4).
Sparkly crystal eyes,
diamond bones,
launchable diamond spiked limbs,
joints of water,
extra joints of water,
plastic-enhanced skin,
iron-covered blind spots,
gold clawed hand,
nerves of steel,
metal-plated feet. Rapidly turning into various materials.
DevathOn the third floor, in the meeting room. Wearing a dark red toga.
Fast fists. Has pyrokinetic powers (2/3). Has thermal manipulation powers (2/3). Bruised back and nose.
PoltifarOn the third floor, in the break room. Wearing a white toga. Holding a strong healing potion. Bruised head.
Has very strong alchemical powers. Bruised chest.
SHAD0WdumpOn the third floor, in the artifact room. Wearing a black toga.
Six-inch long toes,
two hearts. Has electricity manipulation powers (1/3).
Has strong teleportation powers (2/4).
Jetman123On the third floor, in the Hallway A. Wearing a bright red toga. Bruised head.
Light brain damage.
Hand-to-hand combat skills.
CyxOn the third floor, in the meeting room. Wearing a black toga.
Wearing the Fortuna Aurea.
Has weak mimicking powers.
GolgathOn the third floor, in the computer room.
Wielding a titanium alchemy staff. Wearing a green toga. Has resurrection powers. Has healing powers. A dabbling staff-user.
qwertyuiopasOn the third floor, in the meeting room. Wearing a blue toga. Injured hand.
Has strong gravity manipulation powers (2/4). Has plant manipulation powers.
ChaoticagOn the third floor, in the meeting room. Wearing a white toga.
Wielding a flail. A maceman.
FrelockOn the second floor.
Softwood razor-sword. Wearing a navy blue toga. Holding a strong healing potion.
Yoga master. Has weak healing powers.
Three legs.
A skilled swordsman (1/4).
JackrabbitOn the third floor, in the meeting room. Wearing a very dark purple toga.
Wielding a small mace.
Elemental wizard.
Has strong earth manipulation powers.
Wearing Vibgyor.
Mulch DiggumsOn the third floor, in the meeting room. An untrained lich.
Undead. Wearing an orange toga.
Has sneaking abilities.
Has strong necromantic powers (2/4).
Wearing a zombie top hat.
Wielding a weak necromancy staff.
omegaalphaOn the third floor, in the computer room. Wearing
a heavy titanium cuirass and
heavy titanium greaves.
Has super strong healing powers. An armorsmith (1/3).
AlliesHead MonkOn the third floor, in the meeting room. Wearing white robes.
Wielding a quarterstaff.
Apprentice MonkOn the third floor, in the meeting room. Wearing a white tunic.
Wielding two daggers.
Wearing a small backpack. Listening to Akroma.
Cyx's ArmadilloNatural stats. On the third floor, in the meeting room. Loyally following Cyx.
Poltifar's Giant BatNatural stats. On the third floor, in the meeting room. Loyally following Poltifar.
Mulch's Skeletal ElephantSkeletal. On the third floor, in the Rapidly deteriorating.
Somewhat deteriorated. Mindlessly following Mulch.
Mulch's Zombie GoblinZombified. On the third floor, in the meeting room.
NeutralJackrabbit's (Giant) Rock GolemNatural stats. On the third floor, in the artifact room.
EnemiesVarious and Sundry GoblinsOn the third floor, in the auditorium.
Goblin CEOOn the third floor, in the auditorium. Wearing Ongongngukak.
A legendary public speaker.
Giant MimicNatural stats. On the third floor, in the artifact room.
Goblin Zombie AZombified. On the third floor, in the meeting room.
Goblin Zombie BZombified. On the third floor, in the meeting room.
Goblin Zombie CZombified. On the third floor, in the meeting room.
Goblin Zombie DZombified. On the third floor, in the meeting room.
Goblin Zombie EZombified. On the third floor, in the meeting room.
ArtifactsHe opens the box and pulls out a golden amulet, shaped like a horseshoe magnet. One end of the magnet shines brightly and the other end seems to emanate darkness. "Give it to your luckiest person. This amulet will make their good luck better and their bad luck worse. It is called Fortuna Aurea."
In this form, it gives the wearer +1 to all rolls with a final roll of 4 or 5 and a -1 to all rolls with a final roll of 2 or 3.
You stare at the amulet, meditating over its powers for a bit. You figure out that by sheer force of will, you can get the amulet to transform into the shape of a + instead of a horseshoe, and in this form it has an entirely different set of powers, healing you on positive rolls and hurting you on negative rolls.
You focus on the amulet again and find that its new form is pretty much the opposite of its original magnet form. The amulet's form is a boring square shape that gives you +1 to rolls with a final roll of 1 or 2 and -1 to rolls with a final roll of 5 or 6.
It is currently in circle form. Changing its form is a free action.
You put on the ring with such determination due to your previous failures that you learn its powers. The ring, called Vibgyor (a very creative name, I assure you), temporarily gives you a power every turn, and gives you a general +1 to using magic. If you already permanently have the power it gives you then you permanently get a bit of experience. The ring changes after every one of your rolls.
Currently being worn by the Goblin CEO. Has unknown powers.
LocationsThe First Floor: A lavishly decorated temple to the god Ecid. Monks are walking around busily. The monks are suspicious of you, so all characters on this floor get -1 to stealing.
The Second Floor: A dense jungle filled with many slightly hostile plants and animals. There is a small stone temple somewhere among the trees. The stairway to the next level has been revealed in a tall tree.
The Third Floor: What appears to be an office building, filled with all sorts of office stuff including computers, but there is no sign of electricity except the eerie fluorescent lights.
The Meeting Room: An open room with many chairs, several desks, and a couple computers. Contains the stairs down, and the (magically blocked) stairs up, and the entrances to the computer room, the break room, and hallway A.
The Computer Room: A room filled with unplugged and unpowered computers and desks. There is a note in goblinese on the wall, but you can't read it. Contains a door to the meeting room and another to Hallway B.
The Break Room: Has a minifridge and a coffee machine, as well as a few tables. Has doors to the meeting room and a closed door. Burned by an explosion.
The Artifact Room: Contains pictures of various important goblins, and used to contain a slumbering mimic, though it has been awakened. Joined to the auditorium by a gaping hole in the wall.
The Auditorium: Can contain almost a hundred individuals, with a place for a speaker to stand and give speeches. Has a door to Hallway A and is connected to the Artifact Room by a gaping hole in the wall.
Hallway A: Long and featureless. Contains entrances to the meeting rooms and the bathrooms.
Hallway B: Long and featureless. Connects the computer room to an unknown room.
The Bathrooms: Ordinary and boring bathrooms. Connected to hallway A.