School is overwhelming sometimes. Internet stuff comes after vital schoolwork.
Wooty, I'm making your makeshift weaponmaking skill into normal weaponmaking skill since I realized that there won't be that many weapons made in this tower that aren't made by makeshift means.
Also, I'm changing the skill system to match that of dwarf fortress because I'm too lazy to make up another set of adjectives.
But I took some out, so don't think you're fine because you have the system memorized.
This whole "revelation of game mechanics" spoiler doesn't stop anyone, does it? Each level requires an amount of experience equal to its number to get to. Legendary takes 20 experience instead of 9, though, because it's real powerful.
- Dabbling
- (no-adjective)
- Skilled
- Adept
- Expert
- Master
- High Master
- Grand Master
- Legendary
Turn 12I crawl over to goblin D's corpse, carving out one of his ribs or other suitable shaped bones and replacing my broken one.
I am a healer >:O
5. You grab a rib out of the corpse and replace your current missing rib with it. You stitch it up pretty well and are only lightly bleeding.
I'll just practice yoga.
Yoga mastery isn't really a skill you can train, since that would result in people getting huge speed and dodge bonuses eventually. To make it fair I would have to make enemies with huge accuracy bonuses that would slaughter all the non-bonused players.
Sorry for not telling you earlier. Instead you'll try to find/make a sword in the forest.
6. You can't find a sword, but you find a good tree and begin carving a weapon out of it. You find that the wood is very soft, but very easily manipulated and carved to exactly how you want it. You create a softwood razor-sword (+4 diminishing damage). Basically it goes down every time you use it, stopping at zero.
I'll stick it in the "game mechanics" section of the rules post when I get around to making that.
Anyway, I try to step out of the way and heal wooty if possible. If not, I'll practice curb-stomping on that goblin that tried to use me as a projectile. Despite the lack of curb to stomp him against.
Since he's almost completely healed, you'll just attack the goblin.
2. You look at the pitiful goblin and decide not to attack it. It then shouts out a string of violent curses against your mother and you get mad at it again.
oops. sorry. I must have missed that. anyhow, does control over earth give me control over rock and steel (being from the earth originally?) if so I practice my control over earth.
Yes over rock, but no for metal that's already been extracted from the earth. Not sure what would govern that. Huh, I think I'll let you combine schools into more detailed schools if you get skilled enough, which would start out at a higher level. Metal manipulation could be one.
6. You raise a spike of earth into the ceiling that bursts through it, but the ceiling seals up immediately after. It emerges in the meeting room and hits (luck=4) Goblin E (dodge=3) who dodges enough to get any vital organs out of the way, (damage=2) but gets his arm heavily bruised.
The floor is restored, though there is now a patch of missing carpet. There is also a large rock in the middle of the room.
You now have earth manipulation powers. Your ring glows green and gives you plant manipulation.
I look around for something that could be used as a weapon
5. You look around and see an umbrella. Deciding that it's the best you're going to find, you run over and grab it (can open for +1 dodge, -1 damage, -1 accuracy. Opening or closing it is a free action).
Alright, I craft plastic explosives from nearby office supplies.
5. You walk find a box of office supplies, and turn some pens and other generic office stuff into dangerous explosives, being more careful this time. Sadly, you can't pick them up because your hand is full.
6. You sit the bombs down and pick up the anything-to-flesh potion, but your body absorbs the explosives and fills your bloodstream with them, altering your lymph system to pump the explosive materials. You have the ability to pump the materials into your limbs before you attack, for +2 damage, but you have to suffer a -2 defense undodgable attack. Also, horrible things will happen if you roll a 1 for a piercing or fire damage roll.
4. You absorb some steel wiring from the fridge and turn your nervous system into a series of wires and doodads, allowing your brain to process things at higher speeds and allowing you to control your pain receptors better but greatly decreasing your ability to grasp abstract or fantastic things like magic (+1 non-magic thought, -1 magic-related thought, -1 magic, immune to pain).
1. I freeze Goblin E and melt Goblin B.
Currently, you can only target one creature, taking or giving heat to or from the environment around them. Though you can expect to be able to use this on loads of enemies if you get it powerful enough. You'll just melt goblin B.
6. Goblin B looks around and notices he can see his breath, both because his mouth is boiling and because the area surrounding him begins to freeze. (damage=6) He catches on fire, but leaps out of the affected area at you while he's burning. (-1 dodge because you're concentrating, dodge=3-1) You don't notice him until it's too late, and he's all over you on fire (damage=3) but you manage to reduce the damage with pyrokinesis and you're only lightly burned. The goblin falls over, dead. You're exhausted from that magic overload (-1 magic next turn).
I make that set of high tech computer armor.
3. You manage to create a broken computer armor, but it doesn't do much but look dumb so you discard it.
I grab a computer and throw it at goblin C.
5. You grab it and chuck it at the goblin, (dodge=6) but he punches it (luck=6) sending it flying back to you even faster (-1 dodge, dodge=6-1) but you manage to easily duck under it.
In that case go back to improving my healing powers.
4. You gain some healing experience and level up your powers to super strong healing powers (-1 to rolls with a final roll of 6 unless the base roll was a six or you say you don't want to).
The goblin seems to be leaving me alone for now, so I'll go into the break room (my free action) then make Golgath a titanium staff by transmuting some table leg.
You walk into the break room.
6. You transform an entire table into pure titanium, but manage to alchemize a leg off, and lengthen it into a quarterstaff. It sparks with alchemical magic at one end. Your alchemy skill increases.
I try to find out what the amulet's new power is.
5. 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 and -1 to rolls with a final roll of 5 or 6.
If you haven't figured it out yet, the amulet is where I stick all the weak artifact effects.
I order my elephant to attack the goblin who broke the monks spine, and try to use my magic to make my elephant stop deteriorating
Your elephant obeys and prepares to attack.
1+1. You focus your magic on the elephant, but can't manage to improve it much, possibly because this is the first time you've really tried to use necromancy positively.
I go practice making a cup fall upwards(basically, I practice gravity manipulation)
4. You practice gravity manipulation and manage to get the cup to fall to the ceiling and stay there for a bit. Your gravity powers increase a level.
I attempt to strangle Goblin F by kicking it directly in the larnyx and holding my foot there.
1. You walk over to Goblin F and prepare to kill it like Golgath didn't, but you're interrupted by...
Goblin C, who sneaks up behind you (+1 accuracy) and punches you in the back of the head.
5. He throws a punch that would make a boxing coach proud, (dodge=2) and hits you right in the back of the head (damage=2) giving you bruises and moderate brain damage (-1 thought, -1 magic, -1 charisma).
Goblin A fights the gravity and tries to attack Akroma.
2. He remains pinned to the wall, and slumps against it. He falls to the ground as the gravity manipulation fades away, and stands up quickly to preserve his image. Not looking like a pansy is important among goblins, but these ones seem to be failing at that.
Mulch's elephant charges at Goblin A, since Goblin B is dead.
5. It looks very formidable: a rotting, almost unidentifiable, huge beast with chunks of flesh falling off as it runs at top speed towards the goblin, who's now more yellow than green. (dodge=5-1) It still manages to jump out of the way just in time.
The elephant zombie rots further (-1 attack). One more turn and its flesh will fall off, along with any rotting penalties. Though it will continue to degrade, because this is magic.
Goblin E punches the young monk while he's down.
4. He sends a decent punch in the monk's direction, (dodge=1-2, damage=5) hitting the monk in the back, but not damaging him much more.
Goblin H kicks the head monk, as all goblins favor injured opponents.
4. The head monk sees as the goblin starts to kick him, (dodge=3) and manages to make it mostly out of the way (defense+1, defense=1+1) but the goblin still manages to break his leg with the kick (-1 movement, -1 dodge).
The younger monk tries to learn healing despite his pain.
3-1=2. He can't learn anything with the horrible pain. He cries out for help.
The elder monk uses his one good arm to smack goblin H with the quarterstaff.
1. Goblin H interrupts him with a punch to the ribs (dodge=1-1, damage=2-1) breaking his ribs and sending rib fragments into his various vital organs. The monk drops dead from massive internal bleeding.
Event roll: 1. Two goblin lawyers, dressed in various expensive suits, charge into the meeting room from Hallway A and see the carnage. They prepare for battle.
Sean, your bleeding turns heavy. Frelock, yours heals. Yours too, Qwerty.
StatusPlayersAkromaOn the third floor, in the meeting room.
Wielding an unopened umbrella. 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 weaponsmithing skills.
Sean MirrsenOn the third floor, in the meeting room. Wearing a color-changing toga. Holding an anything-to-flesh potion. Has basic bowmaking skills.
Has strong alchemical powers (2/4).
Silver-plated hands,
sparkly crystal eyes,
diamond bones,
launchable diamond spiked limbs,
joints of water,
plastic-enhanced skin,
iron-covered blind spots,
gold clawed hand,
nerves of steel,
bomb blood. Rapidly turning into various materials.
Medium bleeding.
DevathOn the third floor, in the meeting room. Wearing a dark red toga. Has pyrokinetic powers (2/3). Has thermal manipulation powers (2/3). Bruised back and nose.
PoltifarOn the third floor, in the meeting room.
Wielding a titanium alchemy staff. Wearing a white toga. Bruised head.
Has strong alchemical powers (1/4). 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 teleportation powers (1/3).
Jetman123On the third floor, in the break room. Wearing a bright red toga. Bruised head.
Moderate brain damage.
Hand-to-hand combat skills.
CyxOn the third floor, in the meeting room. 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. Has gravity manipulation powers (1/3). Has plant manipulation powers.
ChaoticagOn the third floor, in the meeting room. Wearing a white toga.
Wielding a flail. Has mace skills. Light bleeding.
FrelockOn the second floor.
Softwood razor-sword. Wearing a navy blue toga.
Yoga master. Has weak healing powers.
Three legs.
Has competent sword skills.
JackrabbitOn the second floor. Wearing a very dark purple toga.
Wielding a small mace.
Elemental wizard. Has 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.
Wearing a zombie top hat.
Wielding a weak necromancy staff.
omegaalphaOn the second floor. Wearing a yellow toga.
Has super strong healing powers.
AlliesHead MonkDead
Apprentice MonkOn the third floor, in the meeting room. Wearing a white tunic.
Wielding two daggers.
Wearing a small backpack. Listening to Akroma.
Broken back.
In pain.
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.
Jackrabbit's Earth GolemNatural stats. On the second floor.
Rocky covering. Begrudgingly following Jackrabbit.
Mulch's Zombie ElephantZombified. Rapidly deteriorating.
Almost completely deteriorated. Mindlessly following Mulch.
EnemiesGoblin AOn the third floor, in the meeting room. Wearing business clothes.
Goblin COn the third floor, in the meeting room.
Wearing lead business clothes.
Goblin EOn the third floor, in the meeting room. Wearing business clothes.
Goblin FOn the third floor, in the break room. Wearing business clothes.
Broken back.
In pain.
Goblin HOn the third floor, in the computer room. Wearing business clothes.
Goblins B, D, and GDead.
Goblin Lawyer AOn the third floor, in the meeting room.
Is a lawyer. Wearing a black suit.
Goblin Lawyer BOn the third floor, in the meeting room.
Is a lawyer. Wearing an expensive suit.
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.
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 and -1 to rolls with a final roll of 5 or 6.
It is currently in cross 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 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.
Hallway A: Long and featureless. Contains entrances to three unknown rooms and the Meeting Room.
Hallway B: Long and featureless. Connects the computer room to an unknown room.