Turn 20 has arrived.
I command my wasps to lift me and go forward!!!
|You give your remaining wasps a heartwarming speech, and they feel like they can easily fly you to victory! (+2 to wasp-assisted flight this turn, +1 to wasp flight movement roll this turn, wasps will get a damage roll with -1 to it if the starting movement roll is over 4)
Okay, NOW I go to that barrel and pick out a sword. And then keep running (hopefully I can outrun Siquo).
|Just as you are about to set off to find the barrel of swords that you somehow know about a
|wave of extreme depression washes over you!
|You are almost helpless against the invisible attacker, and you sit down and start crying your eyes out. (It’s a depression trap which will be active this turn and next turn)
Put on armor. Wall-speedwalk forward again, and Strike Shoruke with my beamsword. If I actually get a swing in, use my +1 luck roll.
You put on your new armour, and it fits you well. You try to start wallrunning again.
|You soon catch up to Shoruke by doing so, but suddenly a blast of sadness hits you in the brain!
|You start weeping bitterly, and you feel like things will never get better.
Keep running. If anyone tries to pass me I slash them with my name sword!
|You continue to examine your exquisite sword as you walk forwards. You arrive at 400m, and find a wall blocking your path which is covered with multicoloured pieces of plastic.
|You figure out that at the pieces could form the logo of “Who wants to be steenking rich?” if they were put together in a certain way.
I get irritated and just hijack the nearest ambulance and drive back to the race course.
|You are sleeping blissfully, and you can’t wake up. (The clinic you are in is just behind the walls of the playing hallway, there’s no need to hijack an ambulance. Besides, negotiation would work better than brute force here.)
Mini Croc:At 250m. Gets +1 to critical rolls. Very sick(Sickness roll every turn, -1 to accuracy)
|The mini-croc tries to find some sort of food.
|Oh noez! The mini-croc found some poisonous vines, and ate them whole!
|The mini-croc is now very sick.
WaspSwarm: At 190m. Loyal to Aussie. Intelligent(+1 to thinking what to do rolls). There's only a few
wasps left in the swarm.
|The
wasps easily pick up Aussie, and they start flying forward!
|The
wasps carried Aussie to 190m before they got too tired and had to let him to the ground. Aussie thanks them for their stupendous effort.
TV Clinic Staff: In the Clinic.
Katsuun is fully healed now, so the staff are focusing on the injured from such shows as; “The most lovable prostitute in America”, and “Dogs, man’s best fiend”.
Emperor Dengue, Farmer
Health and Location:At 400m, No animals around(-1 to some rolls) Wounded side(1/2 chance of intensifying every second turn), missing a piece of ear, cut up right arm(no penalties though).
Equipment: Pitchfork: +2 to damage, -1 accuracy when used to attack
Fireworks: One time item. Briefly lights 100m area, -2 to all accuracy rolls within 50m
Wooden Shield: It has a ½ chance of negating the damage bonus from good accuracy
The Water of Demons: A whip vine rope. Its a rope 20m long. Because it's a rope, it's useful for many things. If you tie someone up with it, they get -1 to freeing themselves. It can be used as a long-range whip.
The Player Killer: Negates the damage and accuracy penalties normally received when you attack other players. Also grants +1 to critical rolls against other players.
Skills: Hardy: Takes -1 damage on hardiness rolls of 3 or 4, -2 damage on hardiness rolls of 5 or 6
Animal Maniac: -1 to some rolls if not within 50m of an animal, or animal look-alike
Pitchforkman(lvl2): Knows how to best use a pitchfork in combat situations. Gets +1 accuracy to pitchfork attack rolls.3/7Exp to next level.
Plantcrafter(lvl1): Can somehow turn plants into useful items, sort of like a botanical Macguyver.2/4exp to next level.
Rope Swinger(lvl1):You can use a rope to latch on to stationary objects in order to propel yourself forward.1/4exp to next level.
Katsuun Pertussis, Musician
Health and Location:In the medical clinic.
Equipment: Guitar: Grants +1 to music rolls. Can be used to give +1 damage when used to attack. 1/6 chance of breaking if used to attack.
Mysterious Needle: Affects movement rolls in a positive or negative way when used. Empty.
Brown Shoes: A ordinary pair of brown shoes. They're a little water damaged.
Delicious mushrooms: In the brown shoes. They're so delicious, they're almost addictive...
Horrible Mushroom Rope: It's able to take a full 2 newtons of pulling before it breaks!
1 time +1 movement bonus
Skills: Jigglypuffian Voice: Can use turn to sing, causing any player within 50m to fall asleep for 0, 1, or 2 turns.
Frail: Enemies get +1 damage when attacking
Jump-Kicker(lvl1):You look a bit stylish while jump-kicking, but you need more experience to get actual gains. 1/4 exp to next level.
Singer Gal(lvl1):You are pretty good at singing, and your music can cause various effects in others. 3/4exp to next level.
Wall Jumper(lvl1): You have the mad ninja skills to jump from wall to wall. 3/4exp to next level.
Kick C-C-Combo(lvl1): You can smoothly transition from ninja kicking to jump kicking.1/4exp to next level.
Aussie Jaundice, Firefighter
Health and Location:At 190m, R. Arm(-1 to rolls involving that arm)
Equipment: Fire Suit: +2 to fire-resistance rolls
Fireman’s Helmet: -1 damage to enemy's rolls with accuracy rolls of 5 or 6.
The Bee Blowgun: Can fire twice a turn, but with -1 accuracy to the second attack. Fires up to 20m away with no penalty, and 20-40m with a -1 accuracy penalty. Causes +1 critical rolls as well. Currently has 20 pieces of ammunition.
Thermos: Contains a yellow orb floating in what looks like coffee. The coffee is steaming hot.
The wasp swarm is under his control.
Skills: Fire Training: +2 towards fire intelligence rolls, grants +1 to fire-intelligence rolls to any player within 50m
Nyctophobia: -3 to most rolls when in darkness
Boxer(lvl1): You know how to throw a punch decently.1/4 exp to next level.
Mentalist(lvl2):You have discovered that you have hidden psychic abilities!2/7exp to next level. +1 to mind control rolls half the time.
Mechanical Crafter(lvl1): You can craft objects out of old metal parts with skill. 2/4exp to next level.
Orator(lvl2): Knows how to give rousing speeches, sort of like Hitler.+1 to speeches advocating peace.3/7exp to next level.
Shoruke Pica, Robot Factory Security Guard
Health and Location:At 330m, Sad(-1 to becoming unsad next turn)
Equipment: Flashlight: Provides light in dark places. Has 15 battery power, and uses 1 per turn when lighted. Can be used to attack, giving +1 damage but with a 1/3 chance of using 1 battery power
Billyclub: Gives +2 accuracy if used to attack
Awesome Plant Shoes:Negates the movement penalty from the swamp. Also adds +10m to the distance moved in the swamp.
1 Time use challenge bonuses: +2 to puzzle figuring out rolls, or what something does, +1 to sudden event roll, one challenge bonus steal
Skills: Robot Familarity: +1 to robot shutdown, robot reprogramming rolls
Unlucky: Gets -1 to sudden event rolls
Power Downer(lvl1): You can figure out where the power switch is on almost anything.2/4exp to next level.
Coder Dude(lvl1):You can write efficient code in a decent frame of time.3/4 exp to next level.
Billyclubber(lvl1): You can do a bit more than just swing it while whistling at the same time.1/4exp to next level.
Plant-crafter(lvl1):See plantcrafter above. 2/4exp to next level.
Siquo Pogosta, Engineer
Health and Location:At 330m, Very sad(-2 to becoming unsad next turn)
Equipment: Briefcase: -1 accuracy to enemies’ attacks
Ultra Pen: +1 to accuracy when used to attack. 1/6 chance of breaking per attack
Beam Sword: Grants +2 to damage when used to attack.
Rat Bag: A small brown bag containing a mechanical rat. The bag is tied tightly shut(-1 to opening bag)
Wearing light body armour(Grants -1 to damage, critical rolls against you)
1 time challenge bonuses: 1 call to a producer of the show, +1 to a luck roll
Skills: Speedwalker: +10m to movement rolls of 2,3,4.
Nerdly Runner: -10m to movement rolls of 5 or 6. 1/6 chance of 0m gain on movement roll of 6.
Laser Swordsman(lvl1): You can handle a sword made out of lasers decently.3/4exp to next level.
Wall-Runner(lvl1): You can get up to high enough speeds that you can run on walls.3/4exp to next level.
140m:There is a heavily damaged wasp nest lying here.
190m:Aussie, as well as his swarm of wasps are here.
200m:The start of the swamp. The steel door is open, because the orc bot's corpse is sitting on the pressure plate here.
200m-300m:A smelly swamp. All movement rolls that involve actually wading through the swamp receive a -2 movement roll.
250m: The mini croc is here.
330m: Shoruke as Siquo are here. There is a depression trap which will continue to operate next turn.
350m: A barrel full of swords is here.
400m: Emperor is here. There is a wall blocking the way which is covered in plastic pieces which could form the "Who wants to be steenking rich?" logo.
Medical Clinic:Katsuun is here.
Another pictorial challenge! So:
Create a picture somehow of your character as of turn 20, and post it in this thread.
The bonus which everyone can get is +1 to a movement roll, but it is only usable if there are at least 2 players in front of you.