I'm a day late. Blame Firefly. That show is too amazing.
With another of my oh-hey-I-forgot-about-that retcons, I've decided that Jackrabbit's arms give him +1 unarmed damage and Ongongngukak lets you take one extra target with powers for free, but the second extra target makes you roll at -1.
Creatures can now have racial abilities, which will appear in their statuses as
purple. An example would be a dragon's fire breath or a cobra's ability to spit poison.
Turn 27Using my scalpel, the top part of the young monk's dismembered arm, and a complex system of ropes and pulleys fashioned out of a discarded coffee cup, I attach the prothsetic arm to the young monk's shoulder.
1+1=2. You can't manage to find any materials to work with. The monk looks at you patiently, not wanting to rush the guy that's going to give him a replacement arm.
I teleport into the meeting room,then free action upstairs.
For flavor I'd like to give off a creepy smile aimed at the head monk.
If I get what you are saying then going up is a free action, otherwise assume that I want to use all my actions to go up the stairs.
Shadowdump: 4+1=5
Chaoticag: 4
Chaoticag runs into the meeting room and Shadowdump teleports there, where they both ascend the stairs, and the head monk follows them. They walk for a minute and open a trapdoor, climbing into an empty room. It's the full size of a normal floor, but the only noticeable features are that the walls and floor are covered in tiles, there are some pipes around the top of the walls, and there's a spiral staircase in the middle of the room leading straight to a trapdoor in the ceiling.
Suddenly water starts pouring out of the pipes with a roar comparable to that of several waterfalls. The three panic, and try to open the trapdoor to head back down the stairs, but Chaoticag slips on the tile and falls on top of the trapdoor. They see the advancing wall of water and brace for impact, regretting that their deaths were not going to be from fighting dragons but from getting picked up by a current and slammed into some tile. They close their eyes and hear the water roaring, pouring. They wait a few seconds, but nothing happens.
Looking around, they realize that there's a half-sphere of air surrounding them that the water can't enter for some magical reason, with the bottom of the staircase at its center, and watch as the water fills up the rest of the cube. Through the water, they make out a large moving shape. The monk knocks the other two to the ground as a great white shark shoots through the air bubble with enough momentum to pass through to the other side and keep swimming.
You aren't limited to staying in the bubble, but anyone in the water will have [-1 dodge, -1 damage, -1 movement, -2 defense against electricity]. You can enter and exit it as a free action unless you get too far away from the bubble. You can't attack anything in the water if you're in the bubble. Unless you have some means of getting air, you'll have to roll for drowning every turn in the water after your first. Electricity will be devastating on any success, to both enemies and allies. And we know what happened last time.
Also, Shadowdump's teleportation powers increased (optional +1 to teleportation, but must roll at -1 for control).
I head the room with the stairs up and work on learning goblineese.
4. You walk into the meeting room and pick up a goblin book on accounting. You manage to learn some goblin from it (+1 charisma to goblins).
I'll fly back and find that healing potion... and eat it.
2. You fly back into the meeting room but decide that, since you're fully healed, it wouldn't do any good to consume the potion in any way.
I head to the stairs so I can go up next turn. If it only takes my free action, I also continue practicing wrestling.
3. You walk into the meeting room and train a little.
I'll search around the various rooms, looking for an armory. If I find one, I take a sword.
6. You search frantically through a couple rooms, then remember the third door in the secret passage. You charge through it, bashing the door open recklessly (light bruises), and find yourself in the CEO's Office. Searching through his drawers and stuff, you find a few weapons and pick one up. It's a sword, made to look like a shark with a serrated edge (+1 damage against unarmored opponents, can make an attack that negates armor bonuses and damages armor at [-1 damage, -1 to the attack roll]). You pick up the scabbard to the sword and strap it to a fancy belt you find.
I use my appearance manipulation to make Cyx appearance even more frightful, making him look like made of steel and whit red glows and horrible facial expression and all that stuff, hopefully scary enough to give him a combat bonus.
4+1. You alter Cyx's appearance to make him look demonic. His bone armor and claws look charred and his eyes glow red and fiery. Any faces that are showing from the bodies composing him gain twisted and disturbing facial expressions. Cyx can now scare a target as a free action giving them [-1 to attacking, -1 defense] for one turn, with the penalties being doubled if it's the first turn that target has seen Cyx. Powerful enemies may become immune to this after a couple uses.
As a free action, i move from the arena to the computer room through hallway B. As my action, I train my alchemy. If possible, i'd like to train it as to be able to transmute organic material without a penalty, or atleast with less penalty.
6. You walk into the computer room and start practicing alchemy on all sorts of different things. You then realize that one of those things was yourself, (mutation=5) and feel something in your mouth. You realize that your teeth and the inside of your mouth have become highly charged with alchemical powers. You can now spit at enemies as an attack, and must roll to see the material it turns into, though you can choose what you want to get on a successful roll. You can drink magical liquids (potions, etc. the ones that are important) without trouble, though non-magical liquids may be a problem.
I'll approach the stairs to the next level(free action?), practicing with my staff as I go.
1. You use the newly discovered passage to the computer room, and try to practice with your staff in there. You trip over some wires and fall (damage=6) saving yourself impressively.
I am get upseted that seem healing powers have not improved with all healing that seem usually do . Ok enough complaining, I heal polifer or if someone need more of healing then I do them too.
For free action complain about people injury themselves.
6+1. You start healing Poltifar, muttering about how nobody can stop hurting themselves even after all the enemies are gone. You don't put much thought into controlling it since the last two attempts didn't have much magic to control, but it gets out of hand (mutation=4) and Poltifar gains a bony spike on each elbow (+1 accuracy to counterattacks, cannot wear long-sleeved shirts).
Your healing powers increase. You can now take up to two targets with healing.
1. I practice thermokinesis.
2. You lose your train of thought wondering what's on the next floor and can't manage to practice anything.
I'll gather with the other people who are waiting to go up.
Since you're in the auditorium, that's just a free action. You'll practice plant manipulation too then.
2. You walk into the meeting room and get distracted by Cyx's new appearance, so much so that you forget to train.
I guess I fuse that goblin zombie with cyx, trying to make him stronger. If I get a free spell action, I guess I use it to prepare for my other roll.
6-1. You charge your necromancy quickly in preparation (+1 to main roll).
4+2. Your goblin zombie shambles towards you. You look down at it from on Cyx, then fuse it to him, adding to his mass. Then Poltifar's pet bat, feeling neglected as it hasn't been touched for about 20 turns, starts to fly towards you, hoping that it can help something. It gets caught up in the magic and before you know it, Cyx has two giant, tattered, rotting bat wings sticking off his back (can fly for +1 dodge, +1 movement, must roll for constitution at -2 while flying). You realize his wings might need strengthened before he can fly effectively.
Your necromancy increases, and now you can use necromancy over a longer distance. This is about the distance between one floor. You can also control your minions over this distance, and your semi-control over Cyx stretches this far.
I head into the meeting room as well.
5. You walk into the meeting room.
StatusPlayersWootyOn the third floor, in the auditorium. Wearing a white toga. Wielding a
makeshift metal dagger.
Wearing a leaf-umbrella-hat.
Has very strong healing powers (2/6). A weaponsmith.
A skilled surgeon (1/4).
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.
Controlled alchemy mutations.
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,
syrup for blood.
DevathOn the third floor, in the meeting room. Wearing a dark red toga. Is a dabbling wrestler,
specializing in fast strikes.
Has pyrokinetic powers (1/4).
Has very strong thermokinetic powers.
PoltifarOn the third floor, in the computer room. Wearing a white toga.
Wielding a light iron sword.
Has very strong alchemical powers (4/5).
Is a skilled swordsman (2/4).
Alchemy mouth,
elbow spikes.
SHAD0WdumpOn the fourth floor. Wielding
a soul-stealing warhammer. Wearing
metal-plated insulating computer armor.
Has very strong electricity manipulation powers (1/5).
Has strong self-teleportation powers (3/4). Has soul-stealing powers (2/3), souls captured:
2 goblin souls.
Six-inch long toes,
two hearts,
lobotomized.
Jetman123On the third floor, in the meeting room. Wearing a bright red toga. Is a wrestler (2/3),
specialized in hand-to-hand combat.
Light brain damage.
CyxOn the third floor, in the meeting room.
Wearing the Fortuna Aurea.
Has weak mimicking powers. Has weak necromantic powers. Is a dabbling wrestler (1/2).
Is a zombie elephant armadillo centaur,
bone claws and armor,
extra-frightening appearance,
bat wings.
Compelled to follow Mulch.
Has died once.
GolgathOn the third floor, in the computer room. Wearing an orange toga.
Wielding a titanium alchemy staff.
Transforming chameleon skin,
currently stone. Has resurrection powers (2/3).
Has strong healing powers. A dabbling staff-user.
Has sneaking skills.
qwertyuiopasOn the third floor, in the meeting room. Wearing a blue toga.
Has super strong gravity manipulation powers (3/6). Has plant manipulation powers.
ChaoticagOn the fourth floor. Wearing a torn white toga. Wielding
an iron flail. Wearing
iron chainmail.
A skilled maceman (1/3).
FrelockOn the third floor, in the CEO's office.
Wielding a sawtooth shark-sword. Wearing a navy blue toga and a fancy belt with the shark-sword's scabbard attached. Holding a strong healing potion.
Yoga master. Has weak healing powers.
An adept swordsman (1/4). Is a weaponsmith.
Three legs. Lightly bruised.
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 (3/4). Has weak pyrokinetic powers. Has hydrokinetic powers (1/3). Has air manipulation powers.
Wearing Vibgyor.
Speaks goblin.
Four armsMulch DiggumsOn the third floor, in the meeting room. Wearing an orange toga. Wielding
a weak necromancy staff.
Wearing a zombie top hat.
Has sneaking abilities.
Has masterful necromantic powers (1/8). 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 incredibly strong healing powers.
A skilled armorer (1/4).
ArmokOn the third floor, in the auditorium. Wielding
a closed umbrella. Wearing
Ongongngukak.
Has strong density manipulation powers (3/4). Has appearance alteration powers (2/3).
AlliesHead MonkOn the fourth floor. Wearing white robes.
Wielding a quarterstaff.
Has died once.
Apprentice MonkOn the third floor, in the auditorium. Wearing a white tunic.
Wielding an iron dagger.
Wearing a small backpack. Listening to Armok.
Missing an arm.
NeutralNone
EnemiesGiant Great White SharkOn the third floor, in the water.
Natural stats..
Rough skin 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.
You look at Ongongngukak and see that it is made of the finest gold fibers, completely unobstructive to the wearer's movement. Giant cave spider silk threads are sewn in with the gold threads, and simple patterns are made on the outside in giant cave spider silk. The buttons and the zipper on the pants are carved from diamond and decorated with smaller gems. There's a tag at the back of the collar that says "Made in the Kingdom of Anuses. Dry-clean only."
Its powers are still unknown.
You put on the suit and discard your toga, instantly realizing all of Ongongngukak's powers. It doesn't just look nice, it's magically enchanted to look nicer and to make people think it and its wearer looks nicer, giving you +3 charisma. It's also completely immune to being stained, but also attempts to prevent situations where it could be stained, giving you +1 to all bleeding survival rolls. Finally, it's made to address large audiences, and since it's made by goblins it's made to address them in many different ways, allowing you powers to affect one more target for free and two at a -1 penalty and allowing you to attack two different enemies in a turn when dual wielding.
LocationsThe First Floor: A lavishly decorated temple to the god Ecid. Monks are walking around busily.
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 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 and the other to the Arena.
The Arena: A big, indoor arena used to determine who gets promoted. Has a door to the Secret Path and to Hallway B.
Hallway A: Long and featureless. Contains entrances to the meeting rooms and the bathrooms.
Hallway B: Long and featureless. Connects the computer room to the arena.
The Bathrooms: Ordinary and boring bathrooms. Connected to hallway A.
The Fourth Floor:
Filled with water, except for a bubble of that contains the bottom of the staircase and the trapdoor to the Third Floor.