There was a ton of 5s and 6s this turn. Also 1s, so there was interesting results.
I'm starting to wonder how big the turns will have to get before the turns have to put into two posts.
Goblinbot: At 200m. A loyal servant of Shoruke. Gets innate +1 accuracy, and an additional +1 if the target is unaware of it’s presence. Gets +1 to movement rolls. Gets +1 to critical rolls.
|The goblinbot hears and obeys Shoruke’s command. The door opens.
|The goblin then decides to attack
|Siquo!
|He misses Siquo by a bit with his dagger. The door closes again.
I order the goblinbot to stand on the pressure plate, and start through the swamp, clubbing any I meet with my billyclub.
|As soon as the door opens, you run through the gate! The door soon closes behind you. The swamp greatly slows you down, and you only get to 230m. You think you can see the end of it in the distance.
Siquo heals himself. Then wades through the swamp again.
|Siquo attempts to un-sickify himself.
|Whatever he did, it worked, and Siquo suddenly feels great again. He stands up just in time for the goblinbot to come at him with a dagger! He misses Siquo, but the door closed, blocking Siquo’s path forward.
|Siquo once again attempts to drag the orc bot’s corpse onto the pressure plate.
|He decides to really show physics who’s boss, so he picks up the corpse and hurls it at the pressure plate!
| It perfectly lands on the pressure plate, and somehow stays intact. The door opens again.
If/when the goblin bot stands on the pressure plate I carefully jog through the swamp.
| |You’re off like a rocket as soon as the door opens. However, your attempt to walk carefully only makes you go even slower than you would otherwise. You get to 230m.
|You come across an odd plant once you get there, and you look at it more closely. Suddenly, 3 whip-like vines come out of the swamp, and they attack you!
| They missed you completely, probably because they don’t have eyes.
|They instead smashed into a wall and became lifeless. You think that they would make a good rope, and you cut them off, and then tie them all together.
|You have made The Water of Demons, a whip vine rope! (See your status for it’s effects).
I COMBO attack Aussie with ninja and Jump kicks.
You attack Aussie with a vicious ninja jump attack!
|You missed, and instead fly towards the wall.
|(+1 to jump kick accuracy)You wall jump, and attack Aussie again with a jump kick!
|You missed him again, but you feel a bit more experienced at your special combo attack.
wile dodging katsun's kicks I (with my mind) become in total control of the BEES
You didn’t even have to dodge, because Katsuun’s attacks were so inaccurate. However, you did marvel at the transition. You turn your attention to your BEE army.
|You managed to quell the rebellious thoughts of the BEES, but you feel that it’s only a short-term solution.(+1 to control roll this turn and next turn)
BEE Swarm: At 110m. Loyal to Aussie. The swarm currently gets two attacks per turn, with -1 accuracy for the second attack, and +2 damage for both attacks.
|The BEES have become more accustomed to their master.(control roll every second turn from now on).
|The BEES decide to still hold fights, even though they don’t have an arena.
|A BEE champion arose from the fighting! He has been granted the power to operate independently from the rest of the BEE swarm(while still under control of king Aussie, of course).
BEE champion: At 190m. The best fighter among the BEES. Receives +1 to damage rolls.
|Oh noez! The BEE champion has broken free from the control of king Aussie! He attempts to fly away from the mindless swarm.
|He got to 190m
Emperor Dengue, Farmer
Health and Location:At 230m, 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.
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.
One time +1 bonus to any roll.
Katsuun Pertussis, Musician
Health and Location:At 120m, Missing several teeth(-1 to charisma-related rolls), Sprained Ankle(1/2 chance of -1 to movement roll)
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. Half full.
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.1/4exp to next level.
Wall Jumper(lvl1): You have the mad ninja skills to jump from wall to wall. 1/4exp 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 120m, R. Arm(-1 to rolls involving that arm)
Equipment: Fire Suit: +2 to fire-resistance rolls
Fireman’s Helmet: +1 Damage resistance
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.
The BEE swarm is under his control, however there is a control roll every second turn, with a 1 or 2 meaning loss of 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!0/7exp 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.
Shoruke Pica, Robot Factory Security Guard
Health and Location:At 200m, Perfectly healthy
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
1 Time use challenge bonuses: +2 to puzzle figuring out rolls, or what something does, +1 to sudden event roll
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.
Merry(lvl1): Has a positive outlook on life, and greatly enjoy successes.0/4Exp to next level.
Billyclubber(lvl1): You can do a bit more than just swing it while whistling at the same time.0/4exp to next level.
Siquo Pogosta, Engineer
Health and Location:At 200m, 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).
1 time challenge bonus: 1 call to a producer of the show.
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.0/4exp to next level.
110m: A swarm of BEES under Aussie's control are here.
120m:Aussie and Katsuun are here
190m: The BEE champion is here.
200m:The goblinbot and Siquo are here. The steel door is open, because the orc bot's corpse is sitting on the pressure plate here.
200m-???m:A smelly swamp. All movement rolls that involve actually wading through the swamp receive a -2 movement roll.
230m: Emperor and Shoruke are here.
I declare Emperor the winner of the picture challenge, but I also offer kudos to Siquo for that awesome photo.
As promised, here is the picture I made:
You guys should probably start using your bonuses sometime.