Wow, it's turn 29 already? I guess next turn I'll do another special event like I did for turn 20. Also, to all concerned; I have a plan for Emperor's character, one which will hopefully prove satisfactory for all.
Wait is commanding my slaves Loyal subjects a free action?
If so i command my wasps to make friends with the new Mini Assault Robot, i command my zombie to pull me out and i help him do that
You telepathically contact the
waspswarm, and you tell them to play nice. You then tell the zombie bot out loud to help you get out of the wall.
|He grabs you by the shoulders, and you tell him to pull on the count of three.
|For some reason you thought that putting some mental power into the effort would be a good idea, so you focus your powers and use them just as the zombiebot is pulling you out. You miscalculated, and used too much power, and the zombiebot didn’t help to slow you down: You fly backwards!
|You hit the opposite wall, and get knocked out by hitting your head on the wood.
Anyways, I will keep ninja jumping forward.
|You get up to a good rhythm with your wall jumps, and you easily traverse the swamp. You soon get to 330m, and you stop and catch your breath.
EDIT: NO I'M NOT I'M GOING TO RUN I'M GOING TO FIX THAT ROBOT
You are released from the clinic at 400m, and you immediately switch to your tool hands, and start working on the robot.
| For some reason though, you thought that hitting everything with the hammer would help, and
| |pieces of metal break off from the robot and fly at you!
|You duck, and the pieces fly over your head harmlessly. The Earthbot isn’t too much worse for wear though, and you feel like you could still repair it. You also feel more used to your tool hands.
Emperor: Autorun
Emperor has gone stark raving mad! The only thought in his head now is to keep moving forward.
|He tripped over his own feet a couple of times, but eventually he gets to 450m.
Run forward, kill Emperor with beamsword, free up playerslot.
|You are still a bit tired from all your gymnastics, so you opt to walk instead of run. You get to 430m.
WaspSwarm: At 150m. Loyal to Aussie. Intelligent(+1 to thinking what to do rolls). The swarm gets two attacks per turn, but gets -1 accuracy with the second attack. Speedy(+1 to movement rolls). The swarm has been resurrected from the dead.
The wasp tries to be diplomatic with the mini assault robot, as per Aussie’s orders.
|They ask the bot about his family, his weapons, and how he got to where he is today, and only receive curt responses from the robot. This combined with the fact that he’s sitting on their nest drives the wasps over the edge, so they attack him!
|The wasps miss by quite a bit on their first charge, but they fly at the bot again!
|The wasps in their fury missed again, and hit the ceiling somehow.
|They bounce off though, and are quite undamaged.
Mini Assault Robot: At 150m, sitting on the ruined nest. Gets +1 accuracy. Hostile towards the
waspswarm, and vice versa.
He returns fire on the
Waspswarm using his mini machine gun!
|Like all machine guns, it’s not very accurate, and the assault bot only makes some bullet holes somewhat near the
wasps.
Robotic Zombie: In a small room above 270m. Using a grabbing attack, and gets +2 accuracy if it has a hold on an enemy. Causes plague rolls with successful bite attacks. A slave of Aussie.
|He tries to wake up the unconscious Aussie by shaking him awake.
|He eventually causes Aussie to come to, but Aussie isn’t too happy about the rude awakening.
Killer Earth Robot: At 400m. Currently shut down. A slave of Shoruke. Possesses superior programming, of some kind, as well as a extremely smashed face.
He got a little more smashed up by Shoruke, but he should still be repairable.
Emperor Dengue, Farmer
Health and Location:At 450m, missing a piece of ear, cut up right arm(no penalties though), Stark raving mad(only moves forward)
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:At 330m, Perfectly healthy.
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...
Defib Gun: Can fire up to 10m away. Causes stun rolls instead of damage rolls. Doesn't suffer from penalties against other players, since it isn't lethal.
Advanced Medkit: It's filled with all sorts of healing goodies.
1 time challenge bonuses:+1 movement bonus, +1 to convincing someone to do something.
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. 2/4 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(lvl2): You have the mad ninja skills to jump from wall to wall. 0/7exp to next level. Moving using wall jumps negates one -1 penalty which would affect the movement roll normally.
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:In a room above 270m, 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.
The zombie bot is also 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(lvl3):You have discovered that you have hidden psychic abilities!5/10exp to next level. +1 to mind control rolls half the time. +1 to mental healing rolls.
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.5/7exp to next level.
Mental Focus(lvl1): He has the self control necessary to use very powerful mental abilities. 3/4exp to next level.
Mental Kinetic Powers(lvl1): He can somehow summon pure kinetic energy using his mind. 1/4exp to next level.
Shoruke Pica, Robot Factory Security Guard
Health and Location:At 400m, half metal(-1 to critical rolls against you).
Equipment: Tool Hands: Grants +1 to repair rolls.
1 Time use challenge bonuses: +2 to puzzle figuring out rolls, or what something does, +1 to sudden event roll, one challenge bonus steal, +1 to movement roll, useable only if there are two or more players ahead of you.
Skills: Robot Familarity: +1 to robot shutdown, robot reprogramming rolls
Unlucky: Gets -1 to sudden event rolls
Power Downer(lvl2): You can figure out where the power switch is on almost anything.0/7exp to next level. You get +1 towards shutting down particularly large robots.
Coder Dude(lvl2):You can write efficient code in a decent frame of time.1/7 exp to next level. You get +1 towards programming better accuracy into a robot.
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.
Mech Man(lvl1):Basically, you're like inspector gadget, you have many items stored within your body, and you're now half metal. Each item is handled as a separate skill. All item skills start at lvl0 though, which gives penalties. The mech man skill will control your chances of absorbing more items into yourself.0/4exp to next level.
Flashlight(lvl0): You can cause your flashlight to appear as your hand, or on top of your head like a miners light. It has 14 units of power, and it uses 1 unit per turn it is activated. If it is used in the hand slot, it can be used to attack to gain +1 damage, but it will use 1 unit of power if it is used thusly. 0/1exp to next level. -1 to all flashlight actions.
Billyclub(lvl0): You can make it appear as your hand, and if it is used to attack, you get +2 accuracy.0/1exp. -1 to all billyclub actions.
Various Tools(lvl1): You can replace your hands with a wide variety of tools with give +1 to repairing things. 0/2exp to next level.
Awesome Plant Shoes(lvl0):You can replace your feet with the shoes, which negate swamp movement penalties, and give you 10m more distance to your movements in the swamp. 0/1exp to next level. -1 to movement rolls using the shoes.
Siquo Pogosta, Engineer
Health and Location:At 430m, perfectly healthy.
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, +1 to movement roll, usable only if there are two or more players ahead of you, +1 to a treasure roll, +1 to any roll which helps out another player in some way
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(lvl2): You can handle a sword made out of lasers decently.1/7exp to next level. If he uses a beamsword to attack, and the natural damage roll is 6, the critical roll gets a boost of +1.
Wall-Runner(lvl2): You can get up to high enough speeds that you can run on walls.1/7exp to next level. Your wall running can negate one -1 penalty which would normally effect it each turn.
Rhetoric Spouter(lvl1): You can convince people of the truth, or a version of it. 2/4exp to next level.
150m: The waspswarm is here, as well as the Mini Assault Robot, who is sitting on the ruined wasps nest.
200m:The start of the swamp. The steel door here is closed, and is blocking the way forward.
200m-300m:A smelly swamp. All movement rolls that involve actually wading through the swamp receive a -2 movement roll.
Above 270m:Aussie is here, as well as the robotic zombie.
330m: Katsuun is here.
350m: A barrel full of swords is here.
400m: Shrouke is here, and the killer earth robot is here, but he is shut down. The puzzle door is blocking the way again, but the ticking sound is gone.
430m:Siquo is here.
450m: Emperor is here.
Katsuun was absolutely correct in his guess of Hamlet. The line is actually part of the famous "to be or not to be" speech.