It took me a good two weeks, but here it is. I know I missed some statuses somewhere, so point those out to me and I'll get them.
I updated the
rules post to contain a section on the mechanics of various skills and powers. I also added a couple recent rules, and refined the teleportation mechanics a bit.
New rule: Weapon skills only gain +1 by being used no matter what. This is to stop you from becoming super-powerful weapon masters quickly, which would force me to make super-powerful enemies that would quickly and easily tear the new and weaker players apart.
Turn 17Since things don't seem to be going well, and no one needs to be brought back from the dead (yet) I do my best to conceal myself, so I can help without any devouring by zombies interrupting the process.
I'll keep this action since omegaalpha ends up healing Jackrabbit anyways.
6+1. You conceal yourself perfectly, and one of the zombies even steps on you without noticing you're there.
Okay, I attempt to stem the bleeding
4. You manage to stop yourself from bleeding some (now only
medium bleeding).
Alright I suppose I should...Charge my elephant with necromantic energies.
I also tell my minions to stay next to me incase of attack but also attack the enemy.
6. You send out blobs of necromantic energy that pick up all the goblin bodies that didn't get reanimated or got killed again, and fuse them to your elephant. The result is a roughly elephant shaped mass of undead flesh, with various random limbs sticking out in places (Elephant Abomination: +1 damage, +1 damage and -1 accuracy against smaller targets, -2 dodge, +1 defense, -3 to positive magic used on or by it).
You see that you missed a goblin corpse, which rises and moans angrily (Goblin Zombie F, not under your control).
Your necromantic powers have increased (+1 to necromancy while critically injured).
Time advantage of Armour and healing ability, heal one in need of most (give preference to Jackrabbit over Cyx since elemental wizard see more useful to me if one of them going to die). Of course obviously going toward healing multiple people.
5+2=6. You run into the meeting room and pour healing magic into Jackrabbit, completely healing his wounds (the infection requires another healing roll, though I assure you that it won't affect him for at least a few turns). (Mutation=6) He gains another set of arms, directly below his original set (-2 to using these arms for 2 turns, two more hands for holding things, cannot wear regular shirts).
For this turn I project a stunning electrical field to incapacitate the non-controlled zombies.And if possible,Cauterize bleeding in the process.
If I still have a free action,I nonchalantly walk into the computer room.
6. You send out a powerful wave of electricity, filling the whole room and endangering everyone and everything in it (damage=1, Jetman=6, Cyx=1, qwerty=6, chaoticag=6, jackrabbit=2, Mulch=1, omegaalpha=5, Head Monk=4, Young Monk=2, Cyx's Armadillo=6, Poltifar's bat=3, Mulch's elephant abomination=6, Mulch's goblin zombie=2, Zombie A=1, B=4, E=4, F=1).
The electricity dances over your skin, badly burning you (
very badly burned, -1 movement, -1 dodge, -1 damage, -1 thought from pain). You shakily stand up and see that Cyx was killed by the blast, that Mulch is burned as bad as you are, and that goblin zombies F and A are smoldering corpses. Jackrabbit, the young monk, and Mulch's zombie are
badly burned (-1 movement, -1 damage, -1 thought from pain). The head monk, Poltifar's bat, and the remaining two zombies got only light burns, and everyone else survived unharmed. You manage to crawl into the computer room.
If it's any consolation, you level up your electricity manipulation powers (+1 when wearing conductive armor but must make a dodge roll).
For this turn, I'll attempt to cleave the CEO's head in twain, rather than slicing it off. If he's dead afterward, I'll take the jacket as my free action.
3. You jump at him, though it's hard to get to him because of the mimic (-1 accuracy). (dodge=4+2) Instead of hitting him, you lightly hit the mimic, which is angered. It glares at you, unmoving, until the CEO snaps his fingers, which causes it to jump at you (dodge=1, damage=6-3), but you manage to get out of the way in time and only get light cuts.
I heal Cyx.
Too late. Instead, you'll heal someone that shadowdump nearly murdered.
4+1. You run up and heal Jackrabbit completely.
Hm. I learn to imbue inanimate objects with alchemic power. So that, for example, I can take an iron nail, empower it, and throw it into anything to make it become solid iron.
3. You gain weak enchanting powers. There are enchantment mechanics in the rules post. Basically enchantment is a magic that allows you to put your other powers into objects. It doesn't use the other powers' bonuses, though. It uses its own, at least for now.
3. Not only does nothing happen, but you feel the changing in your body slow down. You will now only transform once per turn.
I repeat my earlier formula for success only with making goblins sprout into plants.
3. You manage to make a couple of the zombies have little sprouts growing out of their heads, but the sprouts quickly die.
I attack Zombie B using my hand to hand combat skills.
4. You run towards zombie B and punch at it, (dodge=3-1, damage=2) breaking its arm and knocking it over.
And well... being the cowardly alchemist that I am, I continue improving my sword in the safety of the break room while everyone else is being ripped to pieces in the meeting room. I try to transform the sword into a harder material but still light, so that not to lose its extra accuracy.
4+1. You turn it to iron (+1 accuracy, no damage reduction).
Hopefully I will survive and be useful at some point.
As for my action... third shape, and I try not to die.
Oh, the irony.
I bring my flail crashing down on zombie A's head, very theatrically.
5. You swing your flail around dramatically, making sure that you have everyone's attention before you smack it into the downed Zombie A, (dodge=5-1) but you embarrass yourself because it turns and moves its head to moan at someone, causing you to miss.
2a. If I manage to reach the goblins, I attempt to encase the CEO in ice.
4. You use your powers and start freezing the area around the CEO, (dodge=5+1) but he sees you doing so and debates with you over whether you should be doing that or not (resist=5-2), causing you to stop.
The goblin swarm changes its target to Frelock, to protect the CEO.
1. Frelock fights them back, killing several. His sword wears out a little.
The CEO debates with Frelock, attempting to get him to kill Akroma.
4+2. His argument is superb, (resist=3-1) and Frelock is convinced that Akroma is evil, and attacks her (dodge=6) and she decides to parry rather than dodge, stabbing at him with her umbrella. (dodge=4) Frelock manages to dodge and comes back to his senses...
Just in time for the Mimic to charge at him from behind.
2. The mimic tries, but there are too many swarming goblins in the way.
Goblin Zombie E bites at Jackrabbit, as if wondering why he won't die.
6. Jackrabbit has his back turned and the zombie gets close before he can do much, (dodge=2, damage=2) allowing the zombie to tear a couple chunks out of his arm (
mangled arm,
heavy bleeding).
StatusPlayersAkromaOn the third floor, in the auditorium.
Wielding an closed umbrella. Wearing a black, red laced toga.
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 (3/4). 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). Has weak enchanting powers.
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. Turning into various materials.
DevathOn the third floor, in the auditorium. Wearing a dark red toga.
Fast fists. Has pyrokinetic powers (2/3).
Has strong thermal manipulation powers (1/4). Bruised back and nose.
PoltifarOn the third floor, in the break room. Wearing a white toga.
Wielding a light iron sword. Holding a strong healing potion.
Has very strong alchemical powers (4/5).
SHAD0WdumpOn the third floor, in the meeting room. Wearing a black toga.
Six-inch long toes,
two hearts.
Has very strong electricity manipulation powers.
Has strong self-teleportation powers (3/4).
Jetman123On the third floor, in the meeting room. Wearing a bright red toga.
Hand-to-hand combat skills.
Light brain damage.
Cyx (DEAD)On 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 (1/3).
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 (2/4).
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).
Four arms.
Wearing Vibgyor.
Mangled arm.
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.
Very badly burned.
omegaalphaOn the third floor, in the computer room. Wearing
a heavy titanium cuirass and
heavy titanium greaves.
Has super strong healing powers (2/6). An armorsmith (1/3).
AlliesHead MonkOn the third floor, in the meeting room. Wearing white robes.
Wielding a quarterstaff. Lightly burned.
Apprentice MonkOn the third floor, in the meeting room. Wearing a white tunic.
Wielding two daggers.
Wearing a small backpack.
Badly burned. 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. Lightly burned.
Mulch's Elephant AbominationAbomination-ified. On the third floor, in the Meeting Room. Mindlessly following Mulch.
Mulch's Zombie GoblinZombified. On the third floor, in the meeting room.
Badly burned.
NeutralNone
EnemiesVarious and Sundry GoblinsOn the third floor, in the auditorium. A few are dead.
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 BZombified. On the third floor, in the meeting room. Lightly burned. Has a broken arm.
Goblin Zombie EZombified. On the third floor, in the meeting room. Lightly burned.
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.