ROLL TO DODGE!!!!!
I run over the ice into the weapons room.
You walk across the ice using your walk way(free action) and since you didn’t have any important to do in mind you attempt to become a spirit of ice (5+1=6) and you succed with a bit too much determination -2 to defense against fire attacks. This means a 1/2 chance of getting horribly damaged (1) and a 1/6 chance of coming out mostly unharmed (4).
+2 to defense against ice attacks.
-2 defense against physical attacks. Being a partially spiritual being, you’re not exactly the sturdiest creature.
+1 to cryokinesis. You’re made of ice, which gives you a source of ice and an extra familiarity with it.
-1 to non-ice elemental magic, and cannot use fire magic. An ice spirit using fire is absurd, and using the other elements is odd since you’re about as focused as it gets with ice magic. This applies to various elemental magics outside of the traditional fire-air-water-earth combination, such as ice, electricity, metal, etc.
Most physical attacks are ice attacks. Your punches and kicks and stuff are ice element, of course, and short weapons (daggers, clubs) would probably in the aura and affected by his powers. Long weapons (spears, halberds, claymores) would be out of the aura. Elementally enchanted weapons would still be their element.
Immune to bleeding, suffocation, and pain. You can still be killed by direct attacks and lava, limbs can also be removed.
Cannot drink or use potions. Any potion that got near him would freeze. +2 cryokinesis exp
I do some push ups.
You attempt to do some push ups (1) you try but collapse smashing your face into the ground gaining some brusing.
I jump out and introduce myself. I then attempt to find a suitable weapon to enchant with electricity.
You introduce yourself and then proceed to try to find a suitable weapon (1) but as you are fiddling around you cut yourself on a blade getting light bleeding.
I try and save the carp by giving it an inspirational speech with my mimicry, lengthening its life out of water.
You try to use your mimicry to lengthen the life of the carp (3) you try to sound encouraging but you don’t seem to make any progress.
I, harnessing the power of I don't know what, force Steve to respect mah athoritah! With that accent.
You attempt to get Steve to respect your athoritah (5) Steve is impressed with your athoritah but since you didn’t specify what you wanted materializes a strange object which looks a bit like a saxophone but seems to require more than two limbs to play.
I give my carp to Cheeetar and fix his bleeding.
You hand over the carp and try to heal his bleeding (5-1=4) and just manage to heal his wounds.
Free action:
I study as much as I can on armor and shield crafting.
Normal action:
I craft a suit of light armor and a medium shield. The shield will have a bulge in the center of it to deflect incoming strikes.
Your royal highness begins researching crafting information and then try to reproduce it (6) you grab what is around you and begin quickly craft a set of heavy steel armor and a pointed tower shield. +2 exp armor crafting.
Status:
Tokay: Wearing a kilt with yellow and orange stripes. Currently has two small obsidian pebbles in his sarge. He is holding a "Cheese kitten the rock of infinite dancing" its power is that if while attacking you roll a 1 it will take your humiliation as a sacrifice to roll again if the roll is a 6 the enemy will die unconditionally. Light bruising.
neo1096: Wearing an iridescent red kilt. Cryokinesis Exp 1/12. +3 to rolls involving cryokinesis. Immune to cold. Wearing an unbreakable heat proof set of ice armor. -2 to defense against fire attacks. This means a 1/2 chance of getting horribly damaged (1) and a 1/6 chance of coming out mostly unharmed (4).
+2 to defense against ice attacks.
-2 defense against physical attacks. Being a partially spiritual being, you’re not exactly the sturdiest creature.
+1 to cryokinesis. You’re made of ice, which gives you a source of ice and an extra familiarity with it.
-1 to non-ice elemental magic, and cannot use fire magic. An ice spirit using fire is absurd, and using the other elements is odd since you’re about as focused as it gets with ice magic. This applies to various elemental magics outside of the traditional fire-air-water-earth combination, such as ice, electricity, metal, etc.
Most physical attacks are ice attacks. Your punches and kicks and stuff are ice element, of course, and short weapons (daggers, clubs) would probably in the aura and affected by his powers. Long weapons (spears, halberds, claymores) would be out of the aura. Elementally enchanted weapons would still be their element.
Immune to bleeding, suffocation, and pain. You can still be killed by direct attacks and lava, limbs can also be removed.
Cannot drink or use potions. Any potion that got near him would freeze.
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 and bruising. 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. Carp whisperer and summoner at the cost of bleeding. Wielding an adamantine long sword with engravings in order of (the war of the carp [humanity v. carp], peaceful negotiations between the two groups, peace, defense of each other from harm, and finally a scene in which a human and his carp companion are attacked and both sides work together to completely eradicate the enemy.) Holding a small carp (2 turns to live).
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, a heavy set of steel armor, and a wedge shaped tower shield. 2/4 exp for armor crafting.
Wolfmanz: Wearing a purple kilt. Promoted to elephant status. Holding a strange saxophone like instrument which requires multiple limbs to play, a gift from Steve.
Correleon: Wearing a light blue kilt. Has 1/4 exp in electric manipulation. Light bleeding.
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 only weapons.