For almost the first time ever, no two players are in the same place. That's of course because of the action Siquo posted Emperor to do.
I ninja jump forward as far as I can.
|For some reason, this time when you ninja jump, you get tired really quickly, and you stop after only 10m. You are now at 280m. You are also tired.
Okay I fly/charge into the robot.
You charge straight at the zombie bot!
|While you were running though, you tripped, and flew headfirst into a wall!
| |Ker-Smash!!! Your head goes straight through the wooden wall, but somehow it’s not injured very much, it’s only bleeding a little. You are stuck in the wall by your head now.
I use my engineering logic to wake up.
I ask them:
"If this is a world of pure darkness, how can I even see you? Darkness and blackness implies that all photons are absorbed by every surface, which in turn would cause intense overheating, and I'd only be able to see your black-body-radiation at degrees of 1000 kelvin or higher. I can only come to the conclusion that you guys must be melting to death from all that heat."
If that does not work? Run.
|You explain to the three monsters that they should be melting into nothingness right now, and they believe you. They quickly melt like ice cream cones into three black puddles. Suddenly, everything around you starts melting away, the trees, the road, and even the clouds in the sky. You start drowning in all the black goo, and you close your eyes. When you open your eyes again you find that you’re back in the hallway, and you realize that it was all a dream. Just as you are thinking about the dream, a blast of fever hits you again!
|Your bodies defences were ready, and they unleash a hailstorm of arrows upon the invaders. The invaders are all killed, and you are cured of your fever.
Emperor wakes Siquo up, using his fireworks if he has to. Then he continues running, but in the wrong direction.
|Emperor’s side wound heals up completely at last. Emperor was about to shake Siquo awake when Siquo woke himself up. Emperor then realizes that just one awesome sword isn’t enough, so he sets off to find the sword barrel again.
|After only a bit of walking, he realized that he was already holding too much stuff already. Emperor is now at 390m.
While I'm in the hospital, I look around around for spare parts/tools that I might eventually be able to use to fix that Globe-bot.
You wander around the clinic, and look for things that could help you repair the globebot.
|You somehow found a backpack full of tools of all sorts!
|Since you’re not a thief, you ask the staff if you can take it, and they tell you that you can, since they really have no use for it.
WaspSwarm: At 200m. 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 are hit by a wave of memories about their old nest, so they decide to go and find the old nest, and repair it.
|Even though the
wasps are pretty fast, they only managed to fly to 170m, they’re still 20m away from the broken nest.
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. Holding onto Aussie tightly(-1 to escaping)
He grabs at the vulnerable Aussie again!
|He grabs Aussie’s chest from behind, and holds on tightly. He’s preparing to take a bite again.
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.
Now that Shoruke has some nice tools, maybe he can be repaired.
---:
|Clinic Staff: In the clinic.
The staff take Shoruke in for his operation, and use the high-tech rib healing technology on him.
|Somehow, there was a random power failure just as they were about to use the machine. The staff will have to wait until next turn to finish the operation.
Emperor Dengue, Farmer
Health and Location:At 390m, 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 270m, Tired(-1 to most physical rolls)
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 zombie(-1 to escaping), stuck in wall by head(must roll to escape, but it's a free action)
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. 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:In the medical clinic, lying in the operating room in the dark.
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, 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.
170m:The waspswarm is here.
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.
280m: Katsuun is here.
Above 270m:Aussie is here, as well as the robotic zombie.
350m: A barrel full of swords is here.
390m: Emperor is here.
400m: Siquo is 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.
Medical Clinic: Shoruke is here.
The challenge from last turn is still up in the air. If you put the appropriate sentence into google search, the answer is the first search result. Seriously, I tried it.