Nobody wants omegaalpha's character? Not even Christes?
Also, Wooty, I'll make you an offer since I've realized something about how you play your character and how I've been handling your skills. I'll let you exchange one level of your healing powers, equivalent to 5 experience, and put that experience into a surgeon skill, which is less powerful but far more versatile. I'm offering this because things like the lobotomy should probably have gone into this.
Also, all 3's for attacks will succeed with -1 damage from now on, as a rule. Just because I've been doing that for about every single one.
Turn 24FINISH HIM!! (the goblin CEO, of course).
Then, as my free action, take that jacket.
2+1. You attack the CEO, but have trouble getting to him around Jackrabbit, (dodge=2-3, damage=5-1+1) hitting him but not harming him at all.
I travel to the fight whit the goblin CEO, and possibly decrease the density of his spine.
1+1. You run into the arena but don't manage to cast your spell, as you spend time examining the surroundings.
I use my actions to go straight to the secret passage.
That is if I can't go further,if I can,then straight to the arena!
5. You run into the meeting room and then dash to the arena with surprising speed for someone wearing armor.
I guess I'll switch my action to healing, then, rather then resurrection.
Since he's not actually dead now you'll heal him.
Even though he's dead, I heal Chaoticag. If he's going to be healed if he's ressurected, I do it for the practice.
I pick up and drink the healing potion if wounded.
Golgath: 1
Wooty: 3+2=5
Chaoticag: 6+1=6
Golgath sees chaoticag in danger, and runs towards him. This catches Goblin Elite Lawyer A's attention, (dodge=5) but Golgath steps back from the goblin and scares it as his chameleon skin turns into stone to adapt to the surroundings (-1 movement, +1 defense).
Wooty and Chaoticag take advantage of the fact that all enemies in the room are distracted and get healing. Chaoticag picks up and drinks the strong healing potion while Wooty works on healing him. Together, chaoticag is easily healed completely.
I'll clear the room of enemies around chaoticag, so that the healers won't be interupted.
5+1. You slam Goblin Elite Lawyer A into the ground (damage=2+1), breaking his arm. You feel heavier, then realize that you've increased the gravity of the entire room temporarily (-1 dodge and movement for everyone until the end of next turn).
Your gravity manipulation powers increase (optional -1 to sixes without a base roll of six).
1. I make my way to the arena
5. You quickly run to the arena.
I run into the arena through the secret path and attack the Goblin CEO or any other goblin if he is dead with my sword.
4+1. You run into the arena and run at the goblin, swinging your sword (dodge=5-4, damage=2-1) and cutting his head off. Jetman rises from the goblin's body, and with a golden flash Ongongngukak appears on the goblin's chest, perfectly folded and glittering in the light. Everyone in the room looks around, wondering who gets the artifact.
As for now, I practise hydrokenetics.
2+1. You gain a little hydrokinesis experience, increasing your hydrokinesis powers.
Your ring turns blue, giving you a little more hydrokinesis experience.
I run back into the room I was in and quaff the potion I left there. Btw, I threw two of my pens away.
1+1. You search but can't figure out where you put the potion. You look at the stairway to the next level and see that it's still sealed magically.
3. You don't mutate.
While keeping the goblin CEO pinned, I attempt to strangle him into unconciousness.
You decide to attack Goblin Elite Lawyer A since the CEO is dead.
3. You are weakened by the increased gravity but still manage to attack him (dodge=1-2, damage=2+1-1) beating him on the chest and breaking a few of his ribs (
three broken ribs, -1 defense).
Alright, I guess I'll try to improve cyx's body, faster, stronger, better, ect.
I help Mulch with my own necromantic skill.
Mulch: 5+1=6
Cyx: 2
Cyx can't help much, but Mulch has enough power anyway. He uses his necromancy to affect all the bone shards left from his big attack and bonds them to Cyx, dancing an eccentric-looking dance on top of Cyx as the bones dramatically spin around him and fuse to various parts of his body. They cover his limbs like armor and fuse to his hands and feet, forming sharp claws (+1 defense against slash and gore, +1 to unarmed attack rolls, unarmed attacks deal slash/pierce damage, cannot wield weapons).
Goblin Elite Lawyer B's heavy bleeding roll:
4. He survives for now.
The mimic decides to change targets and attack the younger monk.
3. The young monk is more agile than the large box-thing, but it manages to get a bite at him anyway, (dodge=3, damage=2-2+1) tearing his arm off (
missing arm,
heavy bleeding, -1 thought from pain).
The head monk attacks the mimic, angered by his apprentice's injury.
4. He swings his staff angrily (dodge=1-1, damage=6-2+1) hitting the mimic but doing no magic. He looks at Mulch and Cyx as if asking for help.
StatusPlayersWootyOn the third floor, in the arena. Wearing a white toga. Wielding a
makeshift metal dagger.
Wearing a leaf-umbrella-hat.
Has super strong healing powers (2/6). A dabbling weaponsmith. Lightly burned.
Sean MirrsenOn the third floor, in the meeting room. 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 arena. 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 arena. Wearing a white toga.
Wielding a light iron sword.
Has very strong alchemical powers (4/5).
Is a skilled swordsman (1/4).
SHAD0WdumpOn the third floor, in the arena.
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 arena. Wearing a bright red toga. Is a wrestler (1/3),
specialized in hand-to-hand combat.
Light brain damage.
Holding down the goblin CEO.
CyxOn the third floor, in the auditorium.
Wearing the Fortuna Aurea.
Has weak mimicking powers. Has weak necromantic powers.
Is a zombie elephant armadillo centaur,
bone claws and armor.
Somewhat compelled to follow Mulch.
Has died once.
GolgathOn the third floor, in the arena. Wearing an orange toga.
Wielding a titanium alchemy staff.
Transforming chameleon skin,
currently stone. 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 super strong gravity manipulation powers. Has plant manipulation powers.
ChaoticagOn the third floor, in the arena. Wearing a torn white toga.
Wielding a flail.
A skilled maceman (1/3).
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 hydrokinetic powers (1/3).
Four arms.
Wearing Vibgyor.
Mulch DiggumsOn the third floor, in the auditorium. Wearing an orange toga.
Wearing a zombie top hat.
Wielding a weak necromancy staff.
Has sneaking abilities.
Has incredibly strong necromantic powers (4/7). Has weak enchanting powers (1/2).
Is a lich.
Riding Cyx.
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 arena.
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.
Missing an arm.
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
EnemiesElite Goblin Lawyer AOn the third floor, in the arena. Wearing
iron chainmail. Wielding
an iron warhammer.
Two broken arms.
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 sitting on top of the CEO, in the Arena. 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.