ARE YOU READY TO ROLL TO DODGE?
? Because it's time to welcome back the deus ex machina roll for random item spawn (5) and with this roll seven "anything to anything" potions fall from the ceiling. You have one turn to grab a falling potion after that you have to deal with what comes from them colliding with the ground and other players.
... Awesome!!!!!!!!! Ok, now I can't fail under normal circumstances using my cold magic so I make myself a heatproof unbreakable blade of frozen blood with cryokinesis, bwahahahahahahaha.
You attempt to craft a sword of frozen blood (6+3=6) but instead of getting the heat proof effect you make a flaming sword made up of blood and frozen methane (from the air) which burns and freezes it's targets (e.g. if you cut someone with this they don't bleed or feel pain because the heat seals the wound and the cold numbs the wound, otherwise quite devastating.)
Free action, drip as much blood on Neo's ice area as I can, and as a normal action, use my electro kinesis to regulate the carp's breathing.
Your blood is used and you then attempt to regulate the carp's bleeding (2) you try to summon up your power but nothing happens.
I said LIGHT armor. I can't move around in heavy armor! If my 6 roll caused the heavy part, then there's my actions:
Free action: I use my true sight ability to inspect everyone. To discover hidden talents and such.
Normal action: I attempt to craft another light suit of armor. I don't want a platemail. A chainmail is enough.
Your royal highness looks around and finds that your party members are normal people full of ambition and ready to learn new skills you have already seen most of their gear but as you look at wolfmanz new instrument you are nearly blinded by it's holy aura. You blink twice and then are able to see that it is known as the "snacksaphone" it is an instrument of the gods and the enlightened it has the ability when played correctly to produce music which can manifest itself into the thing most needed by the user of course it mainly produces food unless you are quite skilled with it. As you look around the room you see a trap door hidden under a weapon rack. You then attempt to forge new armor (2) but don't manage to produce anything.
I try to establish the power of telepathy.
You try to train your mind to link to other minds to send messages (4) you manage to gain some control and 1 exp for telepathy.
I use my free action to take and wear yanlin's up-for-grabs armor. Except the shield.
I pray to Steve for a holy limb/ limbs which will allow me to play His mysterious and holy saxophone.
You pick up and put on the discarded armor and then pray for more limbs (6) The Great and Mighty Steve hears your fervent prayers and grants you 4 extra limbs able to hold and interact with things but are ethereal and thus cannot be touched or destroyed. You are raised to ferret status for this miracle.
I again, encourage the carp using mimicry, saying that help is on its way, and everything will be all right.
Using my free action, I grab some ice.
You attempt to encourage the carp (1) it does nothing but lower both your spirits and you bite down hard on your knuckle causing bruising. But you do manage to grab some ice.
I search the walls for hidden doors.
You search for hidden doors in the walls (6) you find that one whole wall is a door carefully hidden, of course you find this by opening the door which opens onto a dead end room which contains 7 angry goblin contestants all wielding clubs.
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 it is a slashing weapon. 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 it is a blunt and heat defensive armor. Wielding a flaming sword made of blood and frozen methane it is a stab or slash weapon.
-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 and1/4 exp telepathy. 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 it is a blunt weapon.
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 it is a slash and stab weapon 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 (1 turn to live) and a chunk of ice. Has light bruising.
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 it is a stabbing weapon, and a wedge shaped tower shield it is blunt and ranged defense. 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 it is known as the "snacksaphone" it is an instrument of the gods and the enlightened it has the ability when played correctly to produce music which can manifest itself into the thing most needed by the user of course it mainly produces food unless you are quite skilled with it. Has 4 extra limbs able to hold and interact with things but are ethereal and thus cannot be touched or destroyed. He is also wearing a set of steel platemail it is blunt defense.
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, in the room of weapons only weapons, another room has been found and opened which contains 7 angry club wielding goblins and 7 anything to anything potions are falling from the ceiling.