Rules post updated. I really like this rules post thing. It really keeps this from becoming so chaotic that it gets bad.
I forgot that walking to an adjacent room on the same floor is a free action.
Also, Mulch's minions will become hostile if taken away from their master, so you better either teleport mulch with his minions or get him up there pretty fast before/after them. Or he needs to train until he gets the power to distantly control his minions.
I'm going to list out the names of the levels of powers now, mostly so I can remember them.
- Weak powers
- Powers
- Strong powers
- Very strong powers
- Super strong powers
- Incredibly strong powers
- Masterful powers
- High-masterful powers
- Grand-masterful powers (max for most people)
- Superhuman powers
- Greater superhuman powers
- Demigodly powers
- Greater demigodly powers (max for the rest)
- Godly powers (you're not going to get this far)
Each level requires as much experience to get to as the number beside it. The letters will change color (probably to blue) when you've reached your maximum. Most people are limited to Grand masterful powers, but you can get a little more if you specialize a lot. Also, you're not going to get to godly. You'd have to take down Ecid himself before you could get there.
Bonuses develop differently for different powers and even for different people. You could end up with healing powers that allow you to heal more people over a range, but fewer people up close than someone or something. It depends.
Turn 10I start checking computers for information,using my electrical powers to give each one functionality.
4. You zap a few computers with electricity, giving them enough power for you to see that they all have a log-in screen (in goblin). You stop, frustrated, and the computers die again.
Okay, now I will try to improve on my resurrection skills, since people won't wander off to another level, and it doesn't seem to be particularly dangerous.
1. You pace, deep in thought on how to improve your skills, when you trip and fall onto some electricity that Shadowdump is using! (dodge=6) You do a flip and fly through a door with excess momentum, opening it and entering (luck=5) a room devoid of life. Looking around, you see a couple chairs, a water cooler, a mini-fridge, and a coffee machine on a table. There is a stack of paper cups on the table with a logo of a chibi goblin head and some goblin writing. There is one other door, across the room from you.
I instead try to use my necromanic magic on the dead elephant and see what happens (heres hoping for a monster for me to command!)
1+2=3. You zap the corpse of the normal elephant with necromantic magic, and it slowly rises, burning its flesh with black fire to fuel its undeath.
Basically you've done some inefficient necromancy. The elephant will die in a few turns, but, hey, it's better than nothing.
well then, I open the first door to my right
5. You open the only unopened door in the room and see (luck=2) a hallway, with five goblins walking through it, wearing work clothes and carrying various office equipment. They all notice you and drop their supplies, preparing to fight.
On the other end of the hallway is a doorway, closed. There are two other doorways in the hallway, opened, but not enough that you can see through them.
Well, since healing didn't work, I'll try getting some better sword skills.
6. You go into a martial trance and rip trees up all over the forest, destroying many. When you come out of it, you remember it and gain a level in swordsmanship (+1 accuracy while using swords). Looking down, you see that your sword has been completely destroyed by your overuse of it.
Anyways. I look around with my nifty eyes, searching for magic, traps, and incoming aircraft (this is an office building, right?).
Yeah, but I'm not going to make a tasteless 9/11 recreation. Beware of lawyers, though.
1. You look around with your crazy eyes, but are interrupted by a pen flying from the hallway Akroma just opened (dodge=3+1), which hits you in the leg (damage=5) not doing any real damage. It might have scratched you, but that's not much compared to the spikes jutting out of your skin.
5. Your uncontrollable alchemy magic reaches around to the surrounding area and absorbs plastic, quickly creating a light, flexible plastic mesh under your skin (-1 to magic attempted on you, including positive magic).
3. You do not transform again.
I'm only practicing my control over the four elements this turn, using the ring to assist my training. Can I do that?
No, the ring gives you +1 magic, not +1 thought. There's a difference. Also, I'm not going to give you four magic powers in one turn, but you'll hopefully be fine with what you got.
5. You focus on elemental magic as your main source of magic, and declare yourself an elemental wizard (+1 to learning elemental magic, -1 to learning non-elemental magic). The penalty to learning magic doesn't apply to training non-elemental magic you already know.
The ring glows bright white and gives you resurrection powers.
I study a way to get the computers to form some sort of goblin killing robot.
3. You can't figure out anything useful, though you notice that the goblins' keyboards contain a key for ☺, which is scratched or cut on most of the keyboards, along with, to a lesser extent, the E, U, and K keys.
I improve my healling skill since they do not say super strong yet
4. You gain some more experience for healing, but not enough to gain a level (you're now at 2/4 experience).
After a casual glance at the surroundings (Not much surprises me after the whole jungle in a tower and stone elephant thing) I head over to the head monk, apologize that I wasn't much help in the elephant battle, and ask if he can teach me anything about combat. (Those actions are related, right?)
4. You walk up to him and ask him about combat, (char=5) and he quickly teaches you how to fight more effectively in hand-to-hand combat (+1 damage to unarmed attacks against unarmed foes).
I rip a leg off of one of the desks and sharpen it into another dagger.
6. You rip the leg off a desk, hurling the computers on the desk at the first approaching goblin (dodge=3), which hits him in the leg, (damage=6) but he kicks it back at you (dodge=2) hitting you in the chest, breaking a rib. You are in pain (-1 thought) and further rib damage can harm your internal organs. Get a healer on that.
Despite your pain, you sharpen the leg into another makeshift dagger (you now have basic makeshift weaponsmithing skills), which gives [+1 damage against unarmored opponents] when wielded. You're dual-wielding the daggers. You might want to get a backpack if you plan on doing this more.
I'll transmute a carpet (or table, whichever is closer)
1. You prepare to transmute the carpet when a goblin runs in with a flying kick aimed at your head. (dodge=2, damage=4) He kicks you in the chest, bruising it and knocking you over. You stand up shakily.
2a. If hostiles appear, I fight them with my powers
2. You strike a pose and aim a fireball at a goblin, but you can't manage to create one. You hear a goblin snicker at you.
I walk up the stairs.
3-1. You can't manage to get to the stairs through the forest.
If I don't make it in time to post a better action, I practice my skills in some generic way.
2. You can't manage to learn anything new from your meditation, probably because it was interrupted by goblins.
Goblin A kicks Poltifar again.
2. He stumbles before he can kick him, and regains his composure quickly.
Goblin B rushes in and punches Akroma.
6. He jumps up, his pointy ears brushing against the ceiling as he comes down with a powerful punch! (dodge=1-1) It hits Akroma right in the chest, (damage=6-1) but she shrugs it off.
Goblin C shouts for help.
3. Another goblin (goblin F) hears the shout and rushes through a door into the break room, closing it behind him. He sees golgath and prepares to attack.
Goblin D attacks Akroma.
4. He runs forward with a simple punch, which (dodge=5-1) she just barely sidesteps.
Goblin E attacks Akroma as well, taking advantage of her distraction.
3. He runs up and sends a weak kick in her direction (-1 damage), (dodge=3-2) which hits her in the back, (damage=5-1) bruising it.
The head monk, always a fan of fair fights, attacks goblin E for helping team up on Akroma.
6. He flies at the goblin with his quarterstaff, (dodge=3) which hits the goblin in the arm (damage=5) but the goblin isn't even bruised by the attack.
The apprentice monk, always a fan of Akroma, attacks goblin D for teaming up on her.
1. He slips as he approaches, and goblin D kicks him as he goes down, (dodge=6) but the monk jumps up, flips over his leg, and (dodge=1) stabs the goblin in the face, killing it instantly.
Event roll: 3. Another goblin enters the computer room (goblin G) and sees Shadowdump.
StatusPlayersAkromaOn the third floor, in the meeting room. Wearing a black, red laced toga. Bruised back.
WootyOn the third floor, in the meeting room. Wearing a white toga.
Wielding a makeshift amulet dagger and a
makeshift metal dagger.
Wearing a leaf-umbrella-hat. Has healing powers (2/3). Has basic makeshift weaponsmithing skills.
Sean MirrsenOn the third floor, in the meeting room. 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,
sparkly crystal eyes,
diamond bones,
launchable diamond spiked limbs,
joints of water,
plastic-enhanced skin. Rapidly turning into various materials.
Medium bleeding.
In pain.
DevathOn the third floor, in the meeting room. Wearing a dark red toga. Has pyrokinetic powers (2/3). Has thermal manipulation powers.
PoltifarOn the third floor, in the meeting room. Wearing a white toga. Bruised head. Has alchemical powers (1/3). Bruised chest.
SHAD0WdumpOn the third floor, in the computer room. Wearing a black toga.
Six-inch long toes. Has electricity manipulation powers (1/3). Has weak teleportation powers (1/2).
Jetman123On the third floor, in the meeting room. Wearing a bright red toga.
Hand-to-hand combat skills.
CyxOn the second floor. Wearing a black toga.
Wearing the Fortuna Aurea.
GolgathOn the third floor, in the break room. Wearing a green toga. Has weak resurrection powers (1/2). Has weak healing powers.
qwertyuiopasOn the third floor, in the meeting room. Wearing a blue toga. Injured hand. Light bleeding. Has weak gravity manipulation powers. Has plant manipulation powers.
ChaoticagOn the third floor, in the meeting room. Wearing a white toga.
Wielding a flail. Has mace skills.
FrelockOn the second floor. Wearing a navy blue toga.
Yoga master. Has weak healing powers.
Three legs.
Has competent sword skills. Lightly bleeding.
JackrabbitOn the second floor. Wearing a very dark purple toga.
Wielding a small mace.
Elemental wizard.
Wearing Vibgyor.
Mulch DiggumsAn untrained lich.
Undead. On the second floor. Wearing an orange toga.
Has sneaking abilities.
Has strong necromantic powers.
Wearing a zombie top hat.
Wielding a weak necromancy staff.
omegaalphaOn the second floor. Wearing a yellow toga.
Has very strong healing powers (2/4).
AlliesHead MonkOn the third floor, in the meeting room. Wearing white robes.
Wielding a quarterstaff.
Wearing a small backpack.
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 second floor. Loyally following Cyx.
Poltifar's Giant BatNatural stats. On the third floor, in the meeting room. Loyally following Poltifar.
Jackrabbit's Earth GolemNatural stats. On the second floor. Begrudgingly following Jackrabbit.
Mulch's Zombie ElephantZombified. Rapidly deteriorating. Mindlessly following Mulch.
EnemiesGoblin A: On the third floor, in the meeting room. Wearing business clothes.
Goblin B: On the third floor, in the meeting room. Wearing business clothes.
Goblin C: On the third floor, in the meeting room. Wearing business clothes.
Goblin D: Dead.
Goblin E: On the third floor, in the meeting room. Wearing business clothes.
Goblin F: On the third floor, in the break room. Wearing business clothes.
Goblin G: On the third floor, in the computer room. Wearing business clothes.
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.
It has another form, currently unknown.
It is currently in horseshoe 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.
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 closed door and a door to the Meeting Room.
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.
Hallway A: Long and featureless. Contains entrances to three unknown rooms and the Meeting Room.