The title pretty much tells it all. Actually, everyone succeeded except Shoruke and the missing Siquo.
In other news, I lost the green die I used to use for rolls, so I'm now using a more devilish red die.
I try to negotiate with the medics to let me out at the end of the swamp, instead of the spot where I was injured.
You talk to the hospital staff, and you try to make them let you out at a farther up location.
|They decide that they can bend the rules this one time, and they agree to let you out at 260m instead of at 200m. You will be released at the beginning of next turn.
Siquo runs back into the swamp, for reason at all. He then passes his shoes to Emperor. because Emperor is a nice bloke.
Siquo decides that he forget something back in the swamp, and he turns back and runs in!
|Naturally, the swamp slowed him down by quite a bit, but he reached Emperor at 270m. He then decided that his shoes are the source of his slowness, so he tried to give his shoes to Emperor.
|He took off his shoes with little problem and handed them to Emperor.
|Emperor realized that his hands are already full, so he drops the shoes into the swamp. They sink quickly.
Keep swinging through! I need to get to 300m!
| |You managed to get a good rhythm going with roping the ceiling cameras, and you soon get to the end of the swamp, then carry on. You got to 250m. Just as you are recoiling your rope,
|an arrow flies out of the wall, straight at you!
|You are hit in the side by the arrow!
| | |Your shield and you farm-built toughness protect you somewhat, but you are still bleeding, and the arrow is sticking in the wound.
|The arrow didn’t seem to be poisoned.
I now ninja jump forward to catch up with the others, using Aussies head as a springboard.
|You miss Aussies head with your first ninja jump, but you keep your balance and continue jumping.
|You channelled the power of the ancient ninja, and you advance very quickly forwards! You got to 220m, and you jump down into the swamp.
| You feel something brushing your leg, and you reach down and pick it up.
|It’s a pair of brown shoes, which you feel like you’ve seen somewhere before.
i turn my bees into wasps once again
You’re determined to not let your headache stop you from succeeding this time around.
|Wowza! Your mind powers have turned the robotic BEES into robotic
wasps!
Wasps are weaker than BEES though, so the swarm loses their damage bonus.
Mini Croc:At 260m. Gets +1 to critical rolls. Asleep(-1 to waking up next turn)
|The mini-croc’s dreams are a bit more boring this time around, and he wakes up a little.
Goblinbot: At 200m. A loyal servant of Shoruke. Gets innate +1 accuracy. Gets +1 to movement rolls. Gets +1 to critical rolls. Completely waterproof.
|The goblinbot decides that he should bury his friend the orcbot before he proceeds into the swamp.
|He tries to remember the burial procedures for robots, but then realizes that he hasn’t been programmed with any of them.
WaspSwarm: At 140m. Loyal to Aussie. The swarm currently gets two attacks per turn, with -1 accuracy for the second attack. The swarm is pretty depleted, but still in high spirits. Accompanied by a flying nest.
|The
wasp swarm tries to make a flying
wasp nest using the bodies of the dead BEES.
|There isn’t that many bodies, since Aussie used up a lot to make the bee blowgun, but they use what they can find.
|The
wasps somehow succeed, they have made a flying
wasps nest which will follow them around everywhere. It is currently empty inside however.
TV Clinic Staff: In the Clinic.
|The staff try to make Shoruke’s foot work normally again through the power of electroshock therapy.
|The tv ratings the “operation” receive are excellent, but Shoruke is thoroughly fried. The hospital staff apologizes for their poor electroshock skills, and ask Shoruke if he would like to stay to be patched up for another turn.
Emperor Dengue, Farmer
Health and Location:At 350m, Wounded side(1/2 chance of intensifying) 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.
Arrow: Stuck in your side. Apparently not poisoned.
One time +1 bonus to any roll.
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 220m, Missing several teeth(-1 to charisma-related rolls), Right Leg(-1 to attacks involving that leg)
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.
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.1/4exp 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 120m, 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.
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.1/7exp to next level.
Shoruke Pica, Robot Factory Security Guard
Health and Location:In medical clinic, Slightly wonky right foot(-1 to movement rolls half the time), will be out of medical clinic next turn, unless he decides to stay another turn, electrically fried(-1 to most rolls for 3 turns)
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.
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.1/4exp to next level.
Plant-crafter(lvl1):See plantcrafter above. 2/4exp to next level.
Siquo Pogosta, Engineer
Health and Location:At 270m, 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.1/4exp 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.
120m:Aussie is here.
140m: The swarm of wasps under Aussie's control is here.
200m:The goblinbot is here. 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
220m: Katsuun is here.
260m: The mini-croc is here.
270m: Siquo is here.
350m: Emperor is here.
Medical Clinic:Shoruke is here, and is resting after having his foot reattached.
I believe it's challenge time again, isn't it? How about a luck based challenge?
You will guess a number between one and six. I will roll the die at the end of next turn; the person who guessed the number that is rolled wins the bonus. You can guess the same number as someone else, in that case, you will both get the bonus.
If a number that nobody guessed is rolled, a random person will lose a challenge bonus! Gasp! The bonus that you can win is a +1 to a luck roll.