Turn 7I stop the bleeding through any means available to me, learning a little about first aid as I go (could use some help here).
Using my scalpel, I practice my healing skills on Frelock.
I do my best to help Frelock, as well as try to learn about first aid in the process. If possible, I will try to reattach his leg with my magic, hopefully (once again) learning about healing.
Frelock: 6
Wooty: 6
Golgath: 3
With a burst of healing magic they didn't realize they had, the three heal Frelock's leg completely (pain and bleeding are gone). Frelock and Golgath have weak healing powers, and Wooty's have increased. Though one of the blasts of magic could have been tolerated by an organism, both combined cause the leg to give off an eerie green glow and (luck=6) it grows into two legs (-1 movement and dodge for two turns while he gets used to it, +1 movement two turns after that, cannot wear pants made for a normal human, though his toga is fine).
Imma going for teleportation.
I'll assume that means you want to learn it.
3. With some concentration, you gain weak teleportation powers.
I tell the other fellow tied up to try to get us both out, and try to convince the monk that we should be let go and accompany us to the next floor.
1. The monk hears you conspiring and puts a bag over your head (-2 charisma).
I scream. Oh, and tag team with the head monk to attack the stone elephant in the opposite leg
1. You scream and the stone elephant decides that you're a threat hitting you with its trunk. (Dodge=2) It hits you right in the body (damage=6) but you manage to position yourself so you go flying into the air, and kick at the elephant's trunk, cracking it.
no pain can stop me.
I grab the stone-elephant by it's trunk, swing him, and throw him right out of this level.
I assist Akroma, again with the gravity.
Akroma: 6
qwerty: 3, and I'm giving you your first action because of how this roll worked out
Akroma grabs the elephant and swinga it around with incredible speed. A huge wind whips up as the beast flies around her, and she slowly rises off the ground with the wind. Noticing this, she flings the elephant up but keeps hanging on, and both of them are propelled through the air into the ceiling, but The elephant hits it first, but is bounced back by some strange force, doing no harm to the ceiling. (damage=3-2) The elephant slams into the ground, with extra force thanks to qwerty's gravity powers, and shatters into pieces, dead. Akroma calms down from attacking with such ferocity, but now has -1 damage and accuracy for two turns from exhaustion.
A pathway of generic magical sparkles appears, heading towards one corner of the room. In this corner you see a huge tree that touches the ceiling. You assume that it's the stairs to the next level since nothing else in the room gets anywhere near the ceiling.
I try to gain understanding of my alchemic mutations, allowing me to control them and change my body at will.
1+1. You try to gain knowledge of your body with the help of the magical patterns, but you learn nothing new.
5. Your eyes alter and take in light from the outside world, mixing it with the magical patterns before sending it to your brain. Everything is rainbow and sparkly to you, occasionally distorting. You cannot tell the details of objects or read, though. Your eyes now give you [semi-blind, -1 accuracy, +1 thought, +1 magic].
2. Your bones turn into brittle glass (broken bones will be more severe, probably ending up with you losing the limb a lot more often).
So now, I'll let Sean handle his transmutations himself since he can use his serum if it gets dangerous. I attempt to transmute my cotton toga into a segmented iron toga armor suit.
3. Some iron strands get interwoven with the cotton, but there's no significant change because you're pretty new to this alchemy stuff and don't know how to control it well.
I convince the closest passing monk that I am his/her long lost son and that I deserve a blunt weapon, and should be untied.
6. Your body transforms slightly to resemble the features of a monk, who you then easily convince that he is your father. He unties you and mumbles something about how the monks are supposed to be celibate, ruining his reputation, and that she said that she was on the pill. He gives you a flail (+1 damage when in an open area, because you need some room to swing that thing) and pushes you up the stairs. You walk through the door at the top of the stairs, and the monk runs down the stairs away from you.
I Work on imporving my healing powers even more.
5. You concentrate on your powers and heal and gain the next level of powers (+1 to using them against critically wounded people).
... Changed my mind again. If I can get either a 1, a 2, a 5 or a 6 I should just attempt to magically fix my arms. I still try to mess with the amulet if it's somehow not considered thought-based though.
Learning about the Amulet is definitely thought-based.
1-2=1. You focus on healing your arms by whatever means necessary, but trip and get them caught on a thorny vine. Your arms are now cut up a bit and you're bleeding heavily.
I grin back at the monk and attempt to smack the stone elephant with MY stone! Let the stoniest win!
Autofail because the elephant's dead already.
2b. If the elephant is no longer functioning or has not taken notice of me, I attempt to learn thermal manipulation.
3+1. You use your knowledge of fire and heat to learn how to control all temperatures. You gain weak thermal manipulation, which is like a combination of pyrokinesis and ice powers, but a bit weaker than having both. And a bit less flashy, though you can do things with it that you can't do with fire or ice manipulation, like melt stuff.
The monks stare at you, wondering what to do.
StatusPlayersAkromaOn the second floor. Wearing a black, red laced toga.
Exhausted.
WootyOn the second floor. Wearing a white toga. Has 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,
glass bones. Rapidly turning into various materials.
DevathOn the second floor. Wearing a dark red toga. Has pyrokinetic powers (2/3). Has weak thermal manipulation powers.
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 powers. Has weak teleportation powers.
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.
Heavy bleeding.
GolgathOn the second floor. Wearing a green toga. Has weak resurrection powers. Has weak healing powers.
qwertyuiopasOn the second floor. Wearing a blue toga. Injured hand. Light bleeding. Has weak gravity manipulation powers.
ChaoticagOn the second floor. Wearing a white toga.
Wielding a flail.
FrelockOn the second floor. Wearing a navy blue toga.
Wielding a dented short sword.
Yoga master. Has weak healing powers.
Three legs.
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.
Bag over head.
omegaalphaOn the first floor. Wearing a yellow toga.
Has very strong healing powers.
AlliesHead MonkOn the second floor. Wearing white robes.
Wielding a quarterstaff.
Wearing a small backpack.
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.
EnemiesNone still living
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. The stairway to the next level has been revealed in a tall tree.