I count 13 or 14 people. That's enough.
Turn 6I back off a ways and observe the elephants, trying to sense any weaknesses.
1. You lose sight of the elephants through the trees and attempt to back off. After a minute or two, you turn around and see the huge stone elephant glaring at you. It attacks, (dodge=1+1) and you get kicked in the leg, (damage=2-3) and your leg gets torn off by the power of the strike (one leg, -2 movement, -1 dodge, heavy bleeding, -1 thought from pain).
I develop control over electricity.(if possible I'd like it to be a deep red color for aesthetics)
5. You meditate and concentrate on electricity manipulation, grabbing a book while you're at it, and gain powers. You now have electricity manipulation powers (not weak).
I'll keep an eye on that massive stone elephant and try to understand what powers it, and how to manipulate its energies.
2. You concentrate on the stone elephant but realize that it's made of matter, not energy, and give up.
I yell at the elephants, trying to make one stomp on the hole I'm in so I can stab it in the foot. Don't try to tell me I'm not in the hole. I rolled a five. I deserve to be in the hole.
2. You start to yell at the elephants but realize that you're not actually in the hole, so you stop so as to not draw attention to yourself.
1. I use my pyrokinesis on the elephant, looking as nonchalant as possible.
Three actions are fine. Along with branching actions. But no more than that.
6. You decide that looking nonchalant is not as good as looking fucking awesome, and turn and strike a pose of great power as you hurl a giant fireball at the elephant. (dodge=1) The fireball hits the elephant right in the center of its body, (damage=6-1) but the flames lick around the elephant, only singing its hair.
I look around for a heavy, blunt weapon.
1. You search around the room for a weapon, but a monk, annoyed by the other adventurers rushing in and taking stuff, stops you and ties you up (-2 movement, -1 dodge). He laughs at your helplessness.
yes I do, I repeat my last action
2. You look around and, in a moment of paranoia, decide that all the possible places to hide look way too dangerous. You clutch the ring to your chest, and don't remember to put it on.
I punch the elephant LIKE THE FIST OF THE MOTHERFUCKING NORTHSTAR JESUS CHRIST!
2. You try to move to attack the elephant, but you're held back by your pain. You clutch your wounds and grimace.
MMMMm.... I take more cloth from the cloth line and make myself a necromanic cloak, complete with scaryish looking hood of course! Make it black. Heres hopeing for some necromanic buffs!!
1. You grab some cloth, but the same monk that grabbed Chaoticag ties you up as well (-2 movement, -1 dodge). Everyone on the first floor now has -1 to stealing things since the monks are watching you.
I use my mad alchemic powers to create some "anything to flesh" serum from a random coconut, just in case I'll need it to restore my body.
I help Sean in making his serum, while trying to garner some knowledge of Alchemy from him.
Sean: 1
Poltifar: 6
Sean, not used to his new hands, manages to be a bumbling fool when preparing the potion, but Poltifar follows Sean's instructions and makes the potion, gaining alchemical powers from the experience. Sean also gains a small amount of alchemical experience. Poltifar hands the potion to Sean.
Sean's mutations:
1. Your eyes turn into clear crystal spheres, which look cool but don't actually function as eyes (blind, -2 accuracy, -1 dodge, -1 movement).
4. The crystal alters its composition to send signals to Sean's brain, which show him a series of complicated and magical patterns (+1 thought, +1 magic use).
Hint: although your power will suffer while attempting to alchemize living things, you can alchemize parts of Sean that have been turned into other substances without penalty.
I try to crush the elephant(either one) into the ground(with gravity).
This probably won't be enough on it's own without soft dirt and assistance, but it WILL be practice.
4. You increase the normal elephant's gravity considerably, making it hard for it to move (-1 dodge, -1 movement).
I practice training healing power to be more powerful, since seem evading was not worth my time gaining.
3. You gain a small amount of healing experience, enough to get you to the next level. You now have +1 to using your healing powers.
I jump at the normal elephant and bite its eye off.
2-1=1. You charge at the normal elephant but it overcomes its increased gravity for a moment and charges at you. (Dodge=5+1) You jump out of the way into the air and come back down with a powerful kick, (dodge=2-1, damage=6-1) which hits the elephant in the head but does little more than make him blink.
I charge in in support of the head monk and bash the regular elephant with my rock. Take that, you pachyderm!
2. You find your rock hard to carry, and spend a bit of time getting used to its weight.
The head monk sees Jetman's attempted attack and decides to pull off a successful one to show off his leadership and superiority.
6. He jumps in the air and comes down (dodge=2-1) right on the elephant's head, where there's a small bruise from where Jetman hit it! (damage=1-2) The elephant's skull caves in with the force of the blow, and the monk turns around and grins at Jetman.
The giant stone elephant takes the opportunity to smash the head monk into little pieces.
2. It almost falls over from its leg and spends some time trying to stabilize itself. Jetman looks at it sympathetically and wonders if it's really all evil.
The younger monk tries to patch up Akroma's wounds using any nearby herbs.
6. The herbs fully heal Akroma, but one of them put her in a berserk rage (can only attack for two turns, +2 damage and -1 accuracy while it lasts). The monk hopes that the huge elephant doesn't go down easily so Akroma can take her rage out on it while her anger subsides.
StatusPlayersAkromaOn the second floor. Wearing a black, red laced toga.
In a berserk rage.
WootyOn the second floor. Wearing a white toga. Has weak healing powers.
Wielding a makeshift amulet dagger.
Wearing a leaf-umbrella-hat.
Sean MirrsenOn the second floor. Wearing a color-changing toga. Wielding a
large golden sword. Holding an anything-to-flesh potion. Has basic bowmaking skills. Has strong alchemical powers.
Silver-plated hands,
fireproof threads woven into skin,
sparkly crystal eyes. Rapidly turning into various materials.
DevathOn the second floor. Wearing a dark red toga. Has pyrokinetic powers (2/3).
PoltifarOn the second floor. Wearing a white toga. Bruised head. Has alchemical powers.
SHAD0WdumpOn the first floor. Wearing a black toga.
Six-inch long toes. Has electricity manipulation.
Jetman123On the second floor. Wearing a bright red toga.
Wielding a heavy rock.
CyxOn the second floor. Wearing a black toga.
Wearing the Fortuna Aurea.
Both broken arms.
In pain.
GolgathOn the second floor. Wearing a green toga. Has weak resurrection powers.
qwertyuiopasOn the second floor. Wearing a blue toga. Injured hand. Light bleeding. Has weak gravity manipulation powers.
ChaoticagOn the first floor. Wearing a white toga.
Tied up.
FrelockOn the second floor. Wearing a navy blue toga.
Wielding a dented short sword.
Yoga master.
One leg ripped off.
In pain.
Heavy bleeding.
JackrabbitOn the second floor. Wearing a very dark purple toga.
Wielding a small mace. Holding a color-changing ring.
Mulch DiggumsOn the first floor. Wearing an orange toga.
Has sneaking abilities.
Has strong necromantic powers.
Wearing a zombie top hat.
Wielding a weak necromancy staff.
Tied up.
omegaalphaOn the first floor. Wearing a yellow toga.
Has strong healing powers.
AlliesHead MonkOn the second floor. Wearing white robes.
Wielding a quarterstaff.
Wearing a small backpack. Smug.
Apprentice MonkOn the second floor. Wearing a white tunic.
Wielding two daggers.
Wearing a small backpack. Listening to Akroma.
Cyx's ArmadilloNatural stats. On the second floor. Loyally following Cyx.
Poltifar's Giant BatNatural stats. On the second floor. Loyally following Poltifar.
EnemiesElephantDead.
Huge Stone ElephantNatural stats .On the second floor.
Missing a leg.
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."
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.
It has some greater, unknown and untapped power.
It changes colors slowly. Its powers are unknown.
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.