Well Akroma gave up, so she's now Armok, who gets to join with a free sex change (though he's still stuck with the lacey toga). Unluckily for Akroma, I'm going to have lots more free time now to get rolls in, so you won't see any more two-week turns for a while.
On another note, I seem to have lost Sean Mirrsen. And if I count correctly... one other person. That's what happens when I'm an awful GM, I guess.
As usual, I probably missed some statuses.
Jackrabbit, I've decided your elemental wizardry works on training magic as well as learning it. I feel like I said that in an earlier round, but I'm not sure.
Turn 18I defend whoever the guy with the resurrection powers is(Mulch?), but if he's safe then I heal Jackrabbit.
You prepare to counter anything that attacks Golgath. If nothing does, you plan to heal Jackrabbit.
I think my objective is clear, here. I resurrect Cyx. It'd be nice to be sneaky while I'm doing it, but the resurrection has the utmost highest priority. I could use some help here, so it wouldn't hurt if someone helped me to ensure that he survives..
My action: I find someway of helping Golgath in his resurrection of Cyx, also trying to use Alchemy to reanimate him in a way better than he was before, like with extra-hard skin or bones or something. Technically, he isnt currently a living thing, as he is dead, so maybe the penalty shouldnt come into play.
Golgath: 6
Poltifar: 2+1
Poltifar starts working on the body, but he can't do much more than patch a few bones together with his alchemy. Before he finishes, Golgath sends a sparkling wave of resurrection magic into Cyx's corpse, which mixes with Poltifar's alchemy and becomes some sort of magic cocktail, causing Cyx to be surrounded with sparkles and stuff. He stands up, regaining his strength. The ressurection magic healed him (luck=1), but Poltifar's alchemy got in the way and prevented it from healing him fully, so he still has medium bleeding.
I kill the CEO with my sword, without damaging the jacket. If I succeed, I then pick up the jacket as a free action.
5. You once again charge the CEO, (dodge=4+1) but he sits up on his mimic and taunts you as you swing your sword within a foot of him.
Alright..I send out a GIANT burst of Necromantic energy, attemping to heal myself and my zombies.
I tell my zombie elephant to attack the bad zombies that are in this room, if none are, he sets me ontop of him.
5+1. The entire room darkens, and everyone living shivers. All "living" undead are fully healed, and goblin zombie F rises again.
Your necromancy powers increase (one more controllable minion, +1 to necromancy while critically wounded, and you'll need to be more critically wounded than other people since you can't bleed or feel pain).
The power of debate, huh? I debate the goblin into giving me his suit.
5. You debate like a champion, trying to convince the goblin that he's a prostitute you hired, and debate so well that he has to work to get counterarguments, (resist=2+2) but he manages to resist the urge to undress.
Heavy bleeding bad, very bad. Stop bleeding, very good. I attempt to stem the bleeding again.
6. You use all your arms and your toga to make some bandages, completely stopping the bleeding. You then realize that you've destroyed your toga and have entirely covered yourself in purple bandages, which makes you look like a four-armed, purple mummy.
Vibgyor turns red and gives you fire manipulation powers.
I attempt to break Goblin Zombie B's neck.
2. You're too scared by Mulch's necromancy to attack the zombies.
1, Since healer can't bring back dead(and would not give any additional benfit by helping someone who is working to bring an person back to life) I go to next person who in need of my help and work on healing them. Times likes this wish I could do multple healings and maybe more powerful healing to cover more stuff.
4+1. You run up to the younger monk and heal his wounds completely.
Well, now is as good of a time as any to start, so I make one and a half goblins fall towards the one in the shiny suit. Preferable from just far enough away that the target is unable to see/talk to me.
4+1. You cause a goblin to go flying at the CEO, (dodge=1+1, damage=2) and it hits him, knocking him off his mount, breaking a rib, and bruising him quite a bit.
Your gravity manipulation powers increase (+1 gravity manipulation when you have large movement penalties or bonuses, at least ±3).
Well I'mma going to attempt making that set of computer armor again.
However I'm going to try to be a bit specific as after that fiasco I want to have a bit more control over my exceedingly dangerous electrical powers.
I want to make the armor insulated on the inside and conductive on the outside,in order to protect my body at least a small amount from the feedback and to focus it's powers outwardly.
If this armor is made then I equip it as my free action.
2. You still can't manage to create any armor worth wearing.
I swing at the gobbo zombie E in the groin.
Good to have you back penguin
4. You swing at goblin zombie E, (dodge=2-1, damage=6-1) hitting it but doing no damage.
The head monk attacks goblin zombie E.
4. He swings his quarterstaff at the zombie, (dodge=2-1, damage=5-1-1) breaking a couple of its ribs, but the zombie doesn't even wince.
The young monk attacks goblin zombie E with his knives, intent on finishing the job.
5. He jumps and attacks from above, (dodge=2-1-1, damage=3-1-1) slicing the zombie's head off with the first strike and chopping the head in half with the second.
Mulch's elephant abomination follows its master's orders and tramples goblin zombie B.
2. It's just getting used to its new body, so it trips a bit and can't manage to get anywhere.
The mimic, seeing its master harmed, lashes out in anger at the first target it sees: Frelock.
3. It takes a second to check if the CEO is badly harmed, so Frelock has a second to prepare to defend (-1 damage). It bites at him (dodge=4) and he jumps out of the way...
... into the crowd of goblins, who prefer attacking him over wondering what happened to Akroma/Armok.
5. They manage to perfectly coordinate their attacks, (dodge=1+1, damage=4) striking him easily but not doing any lasting damage.
The CEO brushes his suit off and calmly walks through a hidden door in the wall.
Wooty heals Jackrabbit.
3+1=4. The healing isn't too complicated since Jackrabbit stopped the bleeding, and Wooty heals the rest of his wounds completely.
His healing powers increase (+1 healing against critically wounded targets).
Sean Mutates.
6. Several crystal eyes appear all over his head, giving him near-360° vision (immune to sneak attacks, +1 to vision rolls).
StatusPlayersWootyOn 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 very 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. A dabbling bowyer.
Has strong alchemical powers (2/4). Has weak enchanting powers.
Sparkly crystal eyes,
extra 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 computer 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.
CyxOn the third floor, in the meeting room. Wearing a black toga.
Wearing the Fortuna Aurea.
Has weak mimicking powers.
Medium bleeding.
Mysterious infection.
Has died once.
GolgathOn the third floor, in the meeting room. Wearing an orange toga.
Wielding a titanium alchemy staff.
Transforming chameleon skin,
currently carpet. Has resurrection powers (2/3). Has healing powers. A dabbling staff-user.
qwertyuiopasOn the third floor, in the meeting room. Wearing a blue toga. Injured hand.
Has very strong gravity manipulation powers. 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. Completely covered in dark purple bandages.
Wielding a small mace.
Elemental wizard.
Has strong earth manipulation powers (1/4).
Four arms.
Wearing Vibgyor.
Mysterious infection.
Mulch DiggumsOn the third floor, in the meeting room. An untrained lich.
Undead. Wearing an orange toga.
Has sneaking abilities.
Has very strong necromantic powers (1/5).
Wearing a zombie top hat.
Wielding a weak necromancy staff.
omegaalphaOn the third floor, in the meeting room. Wearing
a heavy titanium cuirass and
heavy titanium greaves.
Has super strong healing powers (4/6). An armorsmith (1/3).
Armok On the third floor, in the auditorium.
Wielding an closed umbrella. Wearing a black, red laced toga.
AlliesHead MonkOn the third floor, in the meeting room. Wearing white robes.
Wielding a quarterstaff. Lightly burned.
Has died once.
Apprentice MonkOn the third floor, in the meeting room. Wearing a white tunic.
Wielding two daggers.
Wearing a small backpack. Listening to Armok.
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. Mindlessly following Mulch.
NeutralNone
EnemiesVarious and Sundry GoblinsOn the third floor, in the auditorium. A few are dead.
Goblin CEOOn the third floor, in an unknown location.
Riding the Giant Mimic. Wearing Ongongngukak.
A legendary public speaker.
A broken rib. Lightly bruised.
Giant MimicNatural stats. On the third floor, in the artifact room.
Goblin Zombie BZombified. On the third floor, in the meeting room.
Goblin Zombie FZombified. 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. Contains a hidden door to an unknown location.
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.