More bad luck for most people this turn. Some crazy overshots that others got don't help the matter.
Well I'm kinda boned if I can't shut this fricking bot down. So I'll try again.
|Your ribs aren't hurting too badly, so you try to shut down the earthbot again.
|The earthbot is completely shut down, it’s legs give out and it falls to the ground.
| |The earthbot’s face is smashed into a unrecognizable mass of junk! You aren’t quite sure if you will be able to turn the bot on again, but you try to reprogram it anyways.
|You have entered into a programming trance! You type extremely rapidly on the keyboard, and your hands blur as you mess around with some cords.
|You know that you have made the globebot much more efficient, and also that it’s your slave now, but beyond that you can’t remember what you programmed in to it. Of course, it’s face is still smashed in, and it’s still shut down.
Think happy thoughts again. Dream of flooding magma, incinerating the intruders! Use luck bonus if necessary!
Then chop at the globe again.
|Your bodies natural defences have rallied back, and they drive the evil intruders away from the fortress wall!
|You pull the lever in your dream, and the magma flows out slowly, and the invaders all get out of the way. But there is now a river of magma between them and the fortress, and it will not cool for another 3 turns. (Until then, no more fever resist rolls)
Try puzzle again.
|You side starts hurting again, but you still continue on with your puzzling.(Wound roll every turn again)
|You gaze at the puzzle for a minute, then you realize perfectly how to slide the pieces, and you do so. Soon, the puzzle is put together, and the wall slides upwards, revealing the hallway up ahead. You hear a ticking sound nearby, it sounds like a overly fast clock.
Woah! look at all those 5's and 6's! I wake up and fly forward!
|You wake up from your dream very refreshed, and happy that your wasps are alive again.
|You levitate into the air using your mind, and you see a strange hatch in the ceiling above you. You float up to it, and then open the hatch.
|You find a small dusty wooden room, with a tarp lying over something in the corner. You throw off the tarp, revealing
|a zombie robot lying underneath! The zombie looks hungry for your brains.
Fine! I'll attempt to force the door open and jump through it before it closes again.
|You stand on the pressure plate, then after the door opens you jump dramatically through it! You easily made it through,
| but you keep on flying, and you land in the swamp head first.
|You taught yourself how to swim at motel pools, so you easily get back to the surface after a second. You somehow lost your rope in the swamp while you were swimming though. You are now at 210m.
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
wasps decide to have some fun, so they designate a small flying track, and they hold race competition with their best flyers.
|The
wasps who were racing learned some tricks while racing, and after the race they teach them to the rest of the
wasps. All the
wasps can now fly much faster.
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.
The robotic zombie lunges at Aussie!
|It gets a grip around Aussie’s torso, and he holds Katsuun tightly in a bear hug.(-1 to escaping) It looks like it’s going to start chowing down next turn.
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 is shut down, and can’t do anything.
Emperor Dengue, Farmer
Health and Location:At 400m, Wounded side(1/2 chance of intensifying every 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:At 200m. Temporarily Blind(-1 to many rolls next two turns), In great pain(Pain roll at beginning of next turn)
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 +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. 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(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:In a room above 270m, R. Arm(-1 to rolls involving that arm), Being held by the robotic zombie(-1 to escaping)
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!0/10exp 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. 2/4exp to next level.
Shoruke Pica, Robot Factory Security Guard
Health and Location:At 400m. Crushed Ribs(Most physical actions require a pain roll), In great pain(Pain roll at beginning of 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, +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.
Siquo Pogosta, Engineer
Health and Location:At 400m, Fever put on hold(there will be a fever roll in three turns), sleeping(-1 to waking up rolls)
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
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.
150m: The Waspswarm is here.
200m:The start of the swamp. The steel door here is closed, and is blocking the way forward.
210m: Katsuun is here.
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, and is being held by the robot zombie.
350m: A barrel full of swords is here.
400m: Emperor, Siquo, and Shoruke are all here. The killer earth robot is also here, but he is shut down. The puzzle wall blocking the wall has moved up out of the way, but there is an ticking sound permeating the area now.
A sound based challenge approacheth!
The challenge is, what line in
this video corresponds with the line "Carry on,carry on,as if nothing really matters" in the song bohemian rhapsody? (
Lyrics)
The winner will get a bonus of +1 to a roll which in some way benefits another player.