Ok well before I start I thought I should probably put my questions here.
First a vote to see whether mandating should be a skill.
Second a vote to see if we should add another member.
These will be answered by majority vote ties will be broken by a third party. Please vote.
ROLL TO DODGE!!!!!
Now that I have gained access to the armory, I arm myself with a mace, menacing helmet, shield, and metal armor.
As is, I grab any and all of those that I see and try to use them.
You attempt to find and pick up a mace (6+1=6) you find the legendary crafted work of master
Hur chu the "Rat Mourning star" (See
http://www.vgcats.com/comics/?strip_id=225 if you don't like that then message me and we'll work something out.) Which is a normal femur out of battle but in battle enters its full state and on a (1) it is allowed its own attack.
I will use my cryokinesis to gain immunity to cold.
You attempt to become immune to cold (6+1+1=6) you become 100% immune to cold but in the process your body has become rigid and hard to move -1 to movements for 1 turn. +1 exp for cryokinesis.
I pray that Steve, in His/Her/Its/Their mighty wisdom, might grant me a halberd and armor, both possessing the Holy Power of Steve. In Caps.
After your last miracle your faith is strengthened and you pray all the harder to Steve that He/She/It/They might grant your plea (2+1=3) you see the materials begin to materialize but Steve decides you are not yet worthy of the relics. (This is Stevism for those who don't know what were on about.)
I sneak across the ice, preferably stylishly. I am now a secret agent for PETC.
You attempt to sneak across the ice (1+1=2) you fail
I walk to the weapon room and take a weapon at random.
You walk in and attempt to pick up a weapon at random (4+1=5) You walk in and pick up an elfin made bone scythe (oh the enormous irony) it seems to be special but you can't figure out how.
I really want a mandating skill. I am a noble after all. I think I gained 2/3 EXP in it by now.
I use my free action to walk into the room with the weapons in it and pick up a spear and a shield.
I use my normal action to spar/train.
Your royal highness attempt to pick up a spear (6+1=6) you manage to find the long lost "Spear of Destiny"(The one that stabbed Jesus) Any wounds dealt by this weapon cannot be healed by the enemy.
Status:
Tokay: Wearing a kilt with yellow and orange stripes. Currently holding two small obsidian pebbles, a strange bone scythe and a small carp. Light bruising.
neo1096: Wearing an iridescent red kilt. Cryokinesis Exp 6/8. +1 to rolls involving cryokinesis. Immune to cold. -1 to movement next turn.
inaluct: Wearing a green kilt. Currently wearing legendary artifact "kilt of a thousand dying suns" which has the abilities -1 to sneak rolls due to the brightness of the kilt and those not used to the kilt of wonders a.k.a enemies will have to wait a turn to act due to blindness. Light bleeding. 1/4 exp for hand to hand. Wielding the “Rat Mourning Star” which is a normal femur out of battle but in battle enters its full state and on a (1) it is allowed its own attack.
Cheeetar: Wearing a camouflage kilt. 1/4 exp for hiding and ¼ exp for mimicry. Light bleeding. Carp whisperer and summoner at the cost of bleeding.
Yanlin: Wearing a transparent kilt. Currently has the ability to see the true nature of the things near him as a free action. Holding the “Spear of Destiny” any wounds inflicted with it cannot be healed by the enemy.
Wolfmanz: Wearing a purple kilt.
Current situation: You are all currently in the volcano "the pit of infinite joy and sunshine". You have passed the front doors, illuminated the darkened room, ascended the obsidian staircase, reached the platform, and are currently past the door and a room with a large frozen pool and in the room of weapons.