Omegaalpha's character is free for anyone to take now unless he posts before the next round.
Turn 23I will probably perform the most classic example of alchemy and transmute the lead plating into gold, for the time being.
5+1-2=4. You transmute the lead into gold (no more poisoning, +1 defense).
3. Nothing happens.
I'll clear the area around chaoticag, with a negative gravity sphere facing away from him, but him in the center where he won't be affected, hopefully learning how to affect regions instead of just objects.
3+1. You run through the secret passage and create a field of altered gravity around chaoticag, pushing away anything that wants to get near him (+1 dodge against physical attacks, requires a concentration roll from qwerty to keep up).
I'll change my main action to slicing the CEO's head clean from his shoulders, preferably in such a way that we don't get any more blood on that neat jacket. I'll keep my free action as giving the major healing potion to chaoticag.
6+1. You set your healing potion down near chaoticag and charge the CEO, (dodge=5-2, damage=3-1) chopping his arm off (
missing arm, -1 thought from pain). You gasp as the suit is torn, and gasp again when it repairs itself, the sleeve hanging loosely from the goblin's shoulder. The blood drips off the suit without staining it or even sticking on it.
If Omega doesn't respond this turn I go into the computer room and take the armor from him.(I do hope this won't qualify as stealing,that is not my intent)
Since the armor was intended for you, he'll give it to you willingly.
4. You walk into the computer room, take the armor, and put it on.
For my free action I go to Hallway A, and for my action action I go from Hallway A to the auditorium. I'm trying to get to Chaoticag if I'm screwing something up with movement.
3. You manage to get to the secret passage, where you see fighting going on down the left branch of the fork.
I decrease the density of a goblin brain.
5+1. You concentrate on the few remaining goblins and blow their heads up. There aren't any left.
I finish up and purge Jackrabbit of this infection (hopefully) and use my free action to head towards Chaoticag.
3. You heal Jackrabbit of his already weakened infection and walk into the arena.
I blast my staff with my magic, hopefully strengthening it. I also tell cyx "Cryx!" to attack the Mimic thingy. And uh..I get a free action right? I send a blast of necromantic magic at the mimic, if I can.
Necromancy really isn't going to do too much damage to living targets.
4. You realize that any enchantment would probably only be temporary unless you learned enchantment, so you go ahead and do that. You now have weak enchanting powers.
Before you ask, I didn't think of enchantment powers when you enchanted the staff a while ago. And the hat is a zombie hat so you found a way around that.
2-1. You try to cast a quick necromancy spell but can't get the hang of casting spells quickly yet.
If I do get prerogative, I freeze some gobbos.
Since there are no longer any goblins left, I'll follow your crazy chart. It leads me to... improving thermokinesis.
6+1. You study intensly and gain a level in thermokinesis (+1 thermokinesis on turns after you've been hit by a fire or ice attack).
If any of the elite goblins are dead, I take their armour, If not I attack elite goblin A.
4. You ignore your pain and stumble towards Elite Goblin Lawyer A, swinging your mace at almost your full strength (dodge=1, damage=4-2+1) and breaking the goblin's leg (
broken leg, -1 dodge).
I attack the Mimic again.
2. The mimic stays away from you quite effectively.
I charge at the goblin CEO, seeing as he's quickly becoming a very big problem and most of the goblins are now downed. I attempt to pin him to the floor and cover his mouth to stop him convincing anyone to stab anyone else in the back.
6. You charge through the secret hallway and tackle the CEO (dodge=4-2), pinning him down and covering his mouth (-2 dodge for both of you, he can't speak).
2) If I'm too far away to move to him with just my free action, I move to the next nearby room leading to him and attack any goblin there.
3) If no goblins are there, I train my swordskills again.
5. You walk into the auditorium and train with your sword, increasing your swordsmanship skills (+1 to sword attacks).
I head to the audotorium and stand in the doorway. once there I try and weaken the roof support which I assume is stone, not enought to collapse it but close to it.
4+1. You weaken the supports to the ceiling significantly.
Your ring turns light blue and gives you cryokinesis.
Goblin Elite Lawyer A attacks chaoticag.
3. He is hindered by his broken arm (-1 damage) but still manages to swing at chaoticag. (dodge=1+1, damage=2-1+1) He manages to hit chaoticag in both legs, breaking both of them king (
two broken legs, -2 dodge, -1 movement, -1 damage). Chaoticag's pain increases.
The mimic continues its battle of the titans with Cyx.
4. It charges at him as usual, with jaws open (dodge=2-2, damage=6+1-3), slamming into Cyx powerfully but not harming him.
The Head Monk runs into the auditorium and attacks the mimic.
6. He runs up to the mimic, swinging his quarterstaff (dodge=3-2, damage=5-2+1) hitting the mimic but not harming it.
The younger monk follows the head monk, continuing the attack on the mimic.
6. He attacks with just as much ferocity as the head monk and (dodge=6-1-1) misses with the first strike, but swings with the second knife and (dodge=2-2+1, damage=6-2+2) hits the mimic, which bites the knife and swallows it.
StatusPlayersWootyOn the third floor, in the secret path. 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 three alchemize-to-water pens. A dabbling bowyer.
Has strong alchemical powers (3/4). 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,
gold-enhanced 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 very strong thermokinetic powers.
PoltifarOn the third floor, in the auditorium. Wearing a white toga.
Wielding a light iron sword.
Has very strong alchemical powers (4/5).
Is a skilled swordsman.
SHAD0WdumpOn the third floor, in the computer room.
Wearing metal-plated insulating computer armor.
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 (1/3),
specialized in hand-to-hand combat.
Light brain damage.
Holding down the goblin CEO.
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 weak necromantic powers.
Has died once.
GolgathOn the third floor, in the auditorium. 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 arena. Wearing a blue toga.
Has very strong gravity manipulation powers (3/5). Has plant manipulation powers.
ChaoticagOn the third floor, in the arena. Wearing a white toga.
Wielding a flail.
A skilled maceman (1/3).
Impaled.
Damaged heart.
Damaged lungs.
Two broken legs.
In intense pain.
FrelockOn the third floor, in arena.
Softwood sword. Wearing a navy blue toga. Holding a strong healing potion.
Yoga master. Has weak healing powers.
Three legs.
An adept swordsman (1/4).
JackrabbitOn the third floor, in the auditorium. Completely covered in dark purple bandages.
Wielding a small mace.
Elemental wizard.
Has strong earth manipulation powers (3/4). Has weak pyrokinetic powers. Has weak hydrokinetic powers (1/2).
Four arms.
Wearing Vibgyor.
Mulch DiggumsIs a lich. On the third floor, in the auditorium.
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). Has weak enchanting powers (1/2).
omegaalphaOn the third floor, in the computer room. Wearing
a heavy titanium cuirass and
heavy titanium greaves.
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 (3/4).
Broken arm.
Broken leg.
Medium bleeding.
AlliesHead MonkOn the third floor, in the meeting room. Wearing white robes.
Wielding a quarterstaff.
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
EnemiesGoblin CEOOn the third floor, in the arena. Wearing Ongongngukak.
A legendary public speaker.
A broken rib.
Missing an arm. Lightly bruised.
Heavy bleeding.
In pain.
Elite Goblin Lawyer AOn the third floor, in the arena. Wearing
iron chainmail. Wielding
an iron warhammer. Broken arm.
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.