This turn gave good luck to everyone, pretty much.
I'll attempt to BUILD A SENTRY (TF2 for the win) at my current loaction using my Defib Gun that is auto programmed to shoot my enemies (read:AussieGuy) as they pass the loaction. For this action, I will use my one-time bonus to help me engineer the SENTRY GUN.
You try to look around for some stuff that you could make a sentry gun out of.
|You don’t find anything, but you remember about the sword barrel 30m back, so you run back to it and start incorporating your Defib gun into it.
|After a long time of crafting, you create the Stunning Sword Sentry Gun! (See it’s turn below for it’s stats). You feel more experienced at combining things together.
I Command my wasps to attack the assult robot and i (using my bonus) fly forward
You tell your
wasps to attack the robot with all their might, and then you float up into the air and start flying.
|You fly ultrafast, and Katsuun went by in a blur for you. You keep rocketing forward, but when you see the puzzle wall up ahead you start slowing down, and you land right before the door perfectly.
|You notice a piece of paper sitting on the ground, so you pick it up and look at it.
|It’s coupons for a hardware store, one of the construction workers who worked on the hallway must have dropped it.
I'm going to turn the globebot on, solve the puzzle, and depending on how much you'll let me get away with doing, repair the bot again and start jogging forward. If I get a sudden event I'm using my sudden event bonus on it.
You turn on the globebot. You hear motors whirring, and all sorts of beeps, then the globebot opens it eyes. “What is your command master?” It inquires. You ask about it’s abilities, and it tells you all that it knows of. After listening to it’s full report, you turn to the puzzle wall and try to figure out how to put it together.
|As you’re trying to think the globebot keeps repeating it’s abilities over and over again, and you can’t think straight. You tell it to stop talking, and it becomes quiet.
Well I now run forward without my glazed eyes.
You shake your head vigorously, and you feel like you’ve shaken off the madness, at least for awhile. You still keep going forward though.
|You break into a sprint, and you simply eat up the ground between you and the finish line. You soon come to a high metal wall that almost reaches to the ceiling at 600m. You notice a panel with a single red button on it attached to the wall in front of you. You think you can see something long sitting on top of the wall too, but you’re not too sure.
Wall-run again, attack Emperor if I catch up with him.
|Just as you’re building up speed to wallrun again, you trip, and go flying!
|Your previously undiscovered acrobatic ability flares up again, and you turn the fall into a nice land and roll. You straighten up and find that you still got to 510m.
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. Dizzy for one turn.(-1 to accuracy rolls)
The
wasps attack the mini assault robot unabashedly!
|They missed on their first run, but they try again to destroy the bot.
|The mini assault robot jumped out of the way, so the
wasps hit the ruined nest at a very high speed!
| The
wasps got pretty shaken up, mostly because the nest didn’t crumple very much upon their impact.
Mini Assault Robot: At 150m. Gets +1 accuracy. Hostile towards the
waspswarm, and vice versa.
He attacks the vulnerable
wasps with his machine gun again!
|DAKKA DAKKA DAKKA! The bullets hit the
wasps dead on!
|Bizarrely, the
wasps aren’t even dented. You’d almost think they have a character shield or something.
Killer Earth Robot: At 400m. It doesn't do anything if it doesn't get a command from Shoruke, but it can hear his commands no matter where he is. Gets +2 to movement rolls. Gets +1 to accuracy and damage rolls. It's back is very cracked(enemies get +1 damage with accuracy rolls of 4,5 or 6.
The killer earth robot does nothing, because he received no command from Shoruke.
Stunning Sword Sentry Gun: At 250m. It attacks by firing electrified swords at Katsuun’s enemies. Accuracy rolls of 3, 4, 5, or 6 cause stunning rolls, and accuracy rolls of 4,5, or 6 cause damage rolls, sword effect rolls, and possibly critical rolls in addition to a stunning roll. The gun can’t move itself, and it’s pretty heavy so moving it requires a strength roll.
The gun sees no enemies, so it does nothing.
Emperor Dengue, Farmer
Health and Location:At 600m, missing a piece of ear, cut up right arm(no penalties though), Temporarily(?) not insane
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 350m, Wide Awake(Enemies get -1 to accuracy rolls against you for 2 turns)
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.
Advanced Medkit: It's filled with all sorts of healing goodies.
The Stunning Sword Sentry Gun attacks his enemies.
+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.
Combiner(lvl1): You have the power to combine multiple objects into one awesome object. 1/4exp to next level.
Aussie Jaundice, Firefighter
Health and Location:At 400m, 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(lvl3):You have discovered that you have hidden psychic abilities!7/10exp 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.
The killer earth robot is his slave.
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(lvl-1): 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(lvl-1): 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. 1/4exp 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 510m, 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, +1 to anything(must be used by turn 35)
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.
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.
350m: Katsuun and his Stunning Sword Sentry Gun are here.
400m: Shrouke and Aussie are here, as well as the killer earth robot. The puzzle door is blocking the way again, but the ticking sound is gone.
510m:Siquo is here.
600m:Emperor is here. There is a high steel wall blocking the way forward, and it looks like there's something sitting on top of the wall. There's also a panel with a single red button on it.
Chance Time! Yes, chance, not challenge.
Pick a card, any card.
I will draw a card from a deck and whoever gets closest(numerically) to the selected card gets +1 to a luck roll for a bonus. Aces are high.