You guys didn't get the special surprise, but it was only a Christmas level and I like my original idea for the next level better anyways.
The skill system (not powers) now has spexializations. You get three specializations: one at no-adjective (people with specializations at dabbling will get to keep them), one at master, and one at legendary. You must train to get them like you would train to get experience, except the one you get at legendary.
Yeah, rules post time.
Devath's character is now up for grabs. And Jackrabbit's character is up for temporary grabs, since he warned me of his absence. Someone can control Jackrabbit's character until he gets back. Try to keep it similar to what he's done with his character so far.
Turn 22I decrease the density of a goblins tongue.
6. You expand a goblin's tongue, and suddenly its entire head explodes in foam-like chunks.
You now have strong density manipulation powers (+1 density manipulation).
Anyway, as my action, I try to heal Jackrabbit of his mysterious infection.
3. You manage to weaken it some. It won't harm him for a few more turns (I was going to start making it do stuff this turn).
I hop up ontop of cryx (free action) and start shooting blasts of necromantic magic at the enemys. I tell cryx to kill the mimic.
6. You hop up on Cyx and blast the corpses in the room with necromancy, making them explode violently, sending bone shards everywhere (goblin damage=1, Cyx dodge=3-2 damage=6-1+1, Mulch dodge=3+1, Sean dodge=3+1, Devath dodge=4, Armok dodge=6-1). Many goblins get mangled and die, but nobody else gets hit much except Cyx, who shrugged off the bone shards easily.
I train my sword-wielding skills by hacking at some furniture!
3. You chop at some swivel chairs and manage to increase your swordsmanship skill.
I practice my horribly dangerous electricity manipulation,hoping to get that conditional safety -1.
Hopefully away from the party in case something goes wrong.
3. You gain a little electricity manipulation experience, but not enough to increase your skill.
I focus and transmute the lead plating into titanium. Less poisoning, much lighter and more protective.
1+1-1+1=2. You can't manage to turn the lead into anytihing.
6. Two large, butterfly-shaped wings made out of aluminum burst out of your back (your wingspan is about eight feet or 2.4m for you metric peoples), tearing your toga to tatters (-1 dodge except on rolls of 5 or 6, can fly for +1 dodge and +1 movement but must roll for exhaustion). Your water joints movement bonus does not apply in flight.
2-1. The lead damages your brain pretty badly (
moderate brain damage, -1 thought, -1 charisma, -1 magic, -1 dodge).
For my action, I grab a nearby bone or limb or corpse (there's got to be something) and make a bone dagger.
2. Try as you might, you can't manage to find anything. Cyx absorbed everything very thoroughly.
I strike down the goblin CEO.
5+1=6. You charge at the CEO screaming. His companions don't even have enough time to move to defend him. (dodge=5-1) Not one to waste meatshields, he throws Goblin Elite Lawyer B in front of you (damage=2+2-3) and you chop the goblin's legs off (
both missing legs, -3 dodge, -2 movement, -1 accuracy, -1 damage, -2 thought from intense pain,
very heavy bleeding, -1 to bleeding rolls). You nervously glance at your blade, hoping it will stay sharp long enough to get rid of the CEO.
You are now an adept swordsman (+1 accuracy with swords).
I run to the arena, screaming at the top of my lungs!
Since this could be done in a free action, you'll attack the goblins.
1. You run into the arena and see Goblin Elite Lawyer A charging at you (dodge=6) but you swing your flail towards its face (dodge=4) scaring it into ceasing its charge far enough from you to be out of the range of your weapon.
I'll take a moment to attempt to crush 2 goblins together(with gravity).
1+1. You run into the auditorium and stare in shock at the carnage from Mulch's attack.
Okay, I practise water manipulation.
2+1=3. You work your hydrokinesis a bit, but don't learn too much.
I wade into the action, near Armok, attacking one of the goblins that are on him.
6. You jump at one of the goblins (dodge=2-2, damage=2-1), ripping him to pieces with your bare hands.
I attack the Giant Mimic.
1. You turn to attack the mimic, but see that it was faster. (dodge=5-2, damage=4+1) It slams into you, but you aren't damaged by it.
The mimic bites at Cyx again.
2. It's too stunned from slamming into him.
Goblin Elite Lawyer A attacks chaoticag again.
4. He charges again, making sure that chaoticag isn't swinging his flail around. (dodge=3, damage=4) and lightly bruises chaoticag.
The CEO tries to convince Frelock to kill chaoticag.
4+2. His debating is, as usual, incredibly convincing (resist=2-1) and Frelock is convinced thoroughly that the goblins are the good guys (-1 to attacking goblins next round). He walks up behind chaoticag, who is busy fighting Elite Lawyer A (dodge=1-2, damage=3-2) and impales chaoticag on his sword (organ damage=2), damaging his heart and lungs. He pulls it out and watches the blood flow from chaoticag's wound (
impaled, -1 dodge, -1 damage, -1 defense,
damaged heart, -1 to bleeding rolls,
damaged lungs, -1 movement, -2 thought from intense pain,
heavy bleeding), then realizes something is wrong with what he just did.
StatusPlayersWootyOn the third floor, in the meeting room. Wearing a white toga. Wielding a
makeshift metal dagger.
Wearing a leaf-umbrella-hat.
Has super strong healing powers. A dabbling weaponsmith. Lightly burned.
Sean MirrsenOn the third floor, in the auditorium. Wearing the remnants of a color-changing toga. Holding five alchemize-to-water pens. A dabbling bowyer.
Has strong alchemical powers (2/4). Has enchanting powers. Turning into various materials.
Sparkly crystal eyes,
extra sparkly crystal eyes,
iron bones,
launchable iron limb spikes,
joints of water,
extra joints of water,
lead-ridden skin,
gold clawed hand,
nerves of steel,
metal-plated feet,
large aluminum butterfly wings.
Moderate brain damage.
DevathOn the third floor, in the auditorium. Wearing a dark red toga. Is a dabbling wrestler,
specializing in fast strikes. Has pyrokinetic powers (2/3).
Has strong thermal manipulation powers (1/4).
PoltifarOn the third floor, in the meeting room. Wearing a white toga.
Wielding a light iron sword.
Has very strong alchemical powers (4/5). Is a swordsman.
SHAD0WdumpOn the third floor, in the meeting room. Wearing a black toga.
Six-inch long toes,
two hearts,
lobotomized.
Has very strong electricity manipulation powers (1/5).
Has strong self-teleportation powers (3/4).
Jetman123On the third floor, in the auditorium. Wearing a bright red toga. Is a wrestler,
specialized in hand-to-hand combat.
Light brain damage.
CyxIs a zombie elephant armadillo centaur,
somewhat compelled to follow Mulch. On the third floor, in the auditorium.
Wearing the Fortuna Aurea.
Has weak mimicking powers.
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 (2/3). A dabbling staff-user.
qwertyuiopasOn the third floor, in the auditorium. Wearing a blue toga.
Has very strong gravity manipulation powers (2/5). Has plant manipulation powers.
ChaoticagOn the third floor, in the secret path. Wearing a white toga.
Wielding a flail.
A skilled maceman.
Impaled.
Damaged heart.
Damaged lungs.
In pain.
FrelockOn the third floor, in arena.
Softwood razor-sword. Wearing a navy blue toga. Holding a strong healing potion.
Yoga master. Has weak healing powers.
Three legs.
An adept swordsman.
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). Has weak pyrokinetic powers. Has weak hydrokinetic powers (1/2).
Four arms.
Wearing Vibgyor.
Mysterious infection.
Mulch DiggumsIs a lich.
Undead. On the third floor, in the meeting room.
Riding Cyx. Wearing an orange toga.
Wearing a zombie top hat.
Wielding a weak necromancy staff.
Has sneaking abilities.
Has incredibly strong necromantic powers (2/7).
omegaalphaOn the third floor, in the computer room. Wearing
a heavy titanium cuirass and
heavy titanium greaves. Holding
conductive computer armor.
Has super strong healing powers (4/6).
A skilled armorer (1/4).
ArmokOn the third floor, in the auditorium.
Wielding an closed umbrella. Wearing a black, red laced toga.
Has strong density manipulation powers (1/4).
Broken arm.
Broken leg.
Medium bleeding.
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.
Poltifar's Giant BatNatural stats. On the third floor, in the meeting room. Loyally following Poltifar. Lightly burned.
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. Almost all of them are dead.
Goblin CEOOn the third floor, in the arena. Wearing Ongongngukak.
A legendary public speaker.
A broken rib. Lightly bruised.
Elite Goblin Lawyer AOn the third floor, in the arena. Wearing
iron chainmail. Wielding
an iron warhammer.
Elite Goblin Lawyer BOn the third floor, in the arena. Wearing
iron platemail and holding
an iron tower shield. Wielding
an iron flail.
Both legs chopped off.
Very heavy bleeding.
Intense pain.
Giant MimicNatural stats. On the third floor, in the auditorium.
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 doors to Hallway A and the Secret Path, 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.
Secret Path: Three doors connected by a dark, Y-shaped hallway. One of the doors leads to the Auditorium.
The Arena: A big, indoor arena used to determine who gets promoted. Has a door to the Secret Path and a closed door.
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.