Also, I've been alerted that Shadowdump's teleportation powers seem to be a bit overpowered, mostly because they have the same bonuses and penalties as other skills, but much more versatility. So, Shadowdump, expect several penalties in the near future. The first one is the separation of self-teleportation and other-teleportation powers. You have self-teleportation.
The second is long-distance teleportation. You don't have it, so you're limited to areas on the same floor. Also, you have a -1 to teleporting to places that you haven't been to before.
I feel that should be enough. You can counter all of those penalties by leveling up your powers, so it just makes sure that you get skilled in them before you do crazy stuff.
Turn 16I draw a huge sharp rock pillar from the wall and into the brain of one of the goblins Mulch isn't controling.
2+1. You manage to shoot a couple small gypsum spikes at Goblin Zombie B, (dodge=5-1) but it manages to lurch out of the way.
Teleport self,meeting room,NOW.
Maybe use a little electricity manipulation to create a shockwave on my way out if I can fit it in.
6. You teleport out of the room, sending a shockwave of electricity out while you do it. (mimic dodge=4) The mimic manages to stay out of the way of the bolts, and the rock golem is immune to electric damage. The shockwave doesn't reach the auditorium, (control=6) and you manage to keep yourself from shocking anybody in the meeting room.
The experience from teleporting was split between electricity manipulation and teleportation, with a little bonus experience for electricity from controlling it which causes your electricity manipulation to level up (+1 electricity manipulation).
Spontaneous new rule. You can mix powers/skills/etc, but the only bonuses you gain are bonuses that the two skills/powers/etc share.
"What? You dare defy me? The one who lifted you out of death's claws? YOU WILL NOT DISOBEY YOUR MASTER! FOOLS!" I yell that while using my necromancy to controll the bad zombie's minds.
3+1. You scream at the zombies and fire a blast of dark magic towards Goblin Zombie E, which turns on the other zombies as you command it to.
2 step plan to victory:
1:
a)pick any random goblin.
b)send it flying away at HIGH sppe to either splat into or crash through a sturdy and/or sharp object
2: repeat 1 as many(probably 1) times as I can in a single turn.
3. You use your powers and knock Goblin Zombie D over.
Guess I'll go with changing my skin to the material, then, hopefully figuring out a way to camouflage myself with it.
5. You wave the staff around and learn how to evoke its powers. You learn that it allows you to perform alchemy every two turns, and use its magic to make your skin transform to match the area around you (+1 to hiding, and various bonuses depending on what you turn into).
Your skin transforms into carpet to match the floor around you, and you crouch down to get the best effect from it (-1 defense against fire).
1. I get up and follow the noise, sure that the commotion will lead to something important.
3. You walk down Hallway A and into the auditorium. Not that many goblins see you as they're mostly looking at the stone golem and the mimic.
1.Take advanatage supplies in computer room to practice armour smithing depend on what it is determine if keep it or give to help another team member.
2. You can't manage to make anything useful out of the computer pieces, so you throw away whatever makeshift armor you had made.
I take off at fastest possible speed for the meeting room.
4. You run to the meeting room. It might not have been the fastest possible speed, but it was enough to get you away.
If it is, I run into the meeting room and stab Zombie C's brains out.
Walking short distances is a free action. And I'm assuming that you want a double attack.
3. You run into the meeting room and weakly stab at Zombie C (-1 damage), but you stumble a bit and ruin your chances of a second attack. (dodge=2-1, damage=5-2+1) You hit it in the head, but you only manage to scratch it.
I transmute the closed door into water and walk into whatever's behind it.
2+1. You get some of the door to turn to water, but not enough to get through, so you just open it and walk through. You climb up a small staircase and reach an incredibly fancy office.
2. The iron plates covering your blind spots turn back into normal skin.
3. Nothing happens.
I'll charge into the meeting room, slice off the lead goblin's head.
3. You run into the meeting room and charge the Goblin CEO with your sword, but a couple push you, knocking you off balance (-1 accuracy), (dodge=5+1-1) allowing the CEO to easily evade you.
I switch to the second form and mimic Mulch's necromancy to help him gaining control of the zombies.
The amulet turns to its plus shape.
1. You attempt to mimic what Mulch is doing, but Goblin Zombie B lurches at you. (dodge=2, damage=1) It grabs onto you and bites you in the arm, gnawing off several chunks of flesh before you can manage to push it off (
mangled arm, -1 thought from pain,
heavy bleeding,
mysterious infection).
Your amulet glows bright red and a mysterious force cuts deep gashes into your legs (
mangled legs, -1 movement, -1 dodge, -1 more thought from pain,
very heavy bleeding, -1 to bleeding survival rolls).
I close my umbrella, and then attack the goblin CEO with it
You run into the auditorium and close your umbrella. The CEO and several goblins laugh at your choice of weapon.
2. You try to lunge at the CEO, but you stumble and just look silly. The goblins ridicule you even more. One spits at you (dodge=1) and hits you right in the face, humiliating you further.
Action: I transmute any remaining table/item of furniture into a sharp titanium sword (I need a weapon...)
5+1. You transform some parts of the table into a sword, but the magic goes out of your control and (luck=3) turns the sword into aluminum. The new sword is light, but weak (+1 accuracy, -1 damage, weak material).
I spin kick zombie A in the head!
4. You charge and kick the zombie, (dodge=3-1), and you hit it (damage=2) breaking its jaw and knocking it to the ground.
Zombie B bites at Jackrabbit.
6. It charges at him with a singlemindedness only possible through undeath, (dodge=1-1) grabbing Jackrabbit and biting into him (damage=1-1) tearing out several chunks of flesh on Jackrabbit's torso (
mangled torso, -1 defense, -1 thought from pain,
heavy bleeding,
mysterious infection).
Your ring turns brown and gives you a bit of experience in earth manipulation.
Zombie C turns and attacks Wooty.
3. It manages to shuffle towards him, but he sees it coming (dodge=6) and stabs it in the head (dodge=3-1, damage=1) piercing it through and killing it instantly. He pulls his dagger out, looks at it in disgust, and goes to wipe it off on something that isn't his toga.
Zombie E sees Zombie B tearing half the player characters into small, edible pieces and charges at it.
1. Zombie B sees Zombie E and charges before B can get a hit in (dodge=3-1, damage=5) biting at it a bit but not really doing any damage.
The Mimic charges the stone golem.
6. It opens its jaws and charges with all its strength (dodge=5-1) but the stone golem moves out of the way and the mimic flies towards the CEO, (dodge=2) who gets hit head-on (damage=6) but quickly climbs on top of it, unharmed. The mimic instantly calms down.
The stone golem chases after the mimic.
1. The CEO orders the mimic to charge at the golem again, which it quickly does (dodge=1, damage=1-3) slamming into the golem and tearing it to pieces. The audience of goblins rises and cheers loudly.
The CEO silences the goblins with a wave of his hand and orders them to attack Akroma, which they do obediently.
6. They pour out of their seats at Akroma, (dodge=2) quickly overcoming her defenses (damage=5) but she manages to stay unharmed.
The younger monk charges at goblin zombie D, both knives drawn.
3. He makes a weak cut at it (-1 damage), (dodge=1-1, damage=3-1+1) cutting it a bit. It seems unaffected by the wounds. He stabs at it again (dodge=1-1+1, damage=1-1+1) stabbing it through the eye socket, killing it.
The older monk sees that goblin zombie B is an all-powerful killing machine and charges towards it.
1. The monk trips and the zombie takes the opportunity to bite at him (dodge=1) gnawing on him sickeningly. (damage=5-1) But the monk manages to pull away from the zombie before it can do any significant damage.
Zombie E snaps out of Mulch's control and gazes hungrily at the group.
StatusPlayersAkromaOn the third floor, in the auditorium.
Wielding an closed umbrella. Wearing a black, red laced toga. Lightly 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,
gold clawed hand,
nerves of steel,
metal-plated feet. Rapidly turning into various materials.
DevathOn the third floor, in the auditorium. 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.
Wielding an aluminum sword. Holding a strong healing potion. Bruised head.
Has very strong alchemical powers. Bruised chest.
SHAD0WdumpOn the third floor, in the meeting room. Wearing a black toga.
Six-inch long toes,
two hearts.
Has strong electricity manipulation powers.
Has strong self-teleportation powers (3/4).
Jetman123On the third floor, in the meeting room. 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.
Mangled arm.
Mangled leg.
Intense pain.
Very heavy bleeding.
Mysterious infection.
GolgathOn the third floor, in the computer room. Wearing a green toga.
Wielding a titanium alchemy staff.
Transforming chameleon skin,
currently carpet. 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 third floor, in the auditorium.
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 (1/4).
Wearing Vibgyor.
Mangled torso.
Heavy bleeding.
In pain.
Mysterious infection.
Mulch DiggumsOn the third floor, in the meeting room. An untrained lich.
Undead. Wearing an orange toga.
Has sneaking abilities.
Has strong necromantic powers (3/4).
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.
Deteriorated. Mindlessly following Mulch.
Mulch's Zombie GoblinZombified. On the third floor, in the meeting room.
NeutralNone
EnemiesVarious and Sundry GoblinsOn the third floor, in the auditorium.
Goblin CEOOn the third floor, in the auditorium.
Riding the Giant Mimic. 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 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.
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 the CEO office. 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.
The CEO Office: Incredibly fancy. Connected by a small staircase to the break room.
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.