I find it truly unfortunate that Emperor cannot continue to play. Naturally, his wishes will be upheld...until somebody else claims the character that is. That's right, there's now an open slot. Of course, none of the people already playing can claim it. Nevermind about that then, I misunderstood.
I sing in an attempt to put Aussie to sleep so that the zombie bot can tear him apart.
|You sing a lullaby and play your guitar. You played pretty well, but the song didn’t carry up into the room Aussie is in.
I (with my mind) try to get control of the zombie robot
| |You infiltrate the zombie bot’s mind with your mental powers, and he becomes friendly towards you. There will be a control roll each turn, but you will gain +1 to it, since the zombie bot is pretty mindless in the first place.
Okay, puzzlewall is out of the way, Get Wall-Running!
|You start wallrunning again, but you somehow manage to run straight into the small part of the door that didn’t retract upwards fully.
|You pull off some fancy gymnastics, and you manage to jump down and land safely, and you even add in some crazy flips, somersaults, and handstands when you land. When you’re finished with all of it, you discover that you got to 410m.
I've been left without internet.
All further turns are run forward. I don't care if something is in the way, run!
Lacking anything better to do, you run forwards.
|You quickly regain the distance you lost by going backwards, then you watch Siquo’s fancy moves, and after a bit more walking you get to 440m.
EDIT: 'Kay that's better. Since I'm still conscious now, I'm going to... uh... (Geez. What to do.) Read a magazine on fixing killer robots. Every clinic has magazines.
|You look for a magazine on killer robots in the operating room using your flashlight(-1 power), but all you found was a gardening magazine from 1988. You are amazed by pictures of minuscule vegetables, and mystified by stories of people planting plants by hand. The power snaps back on again, so you return to the operating bed.
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 continue on their journey back to the destroyed nest.
|The
wasps got there is record time, and when they got there they found…
|A miniature assault robot sitting on the ruined nest. The assault robot opens it’s eyes when the
wasps draw near, and it regards them coolly.
Mini Assault Robot: At 150m, sitting on the ruined nest. Gets +1 accuracy.
|The robot asks the
wasps if the nest he is sitting on is theirs, and they tell him that it is. Nothing else is said, or done, by either of the parties involved.
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. A slave of Aussie.
|The zombie bot decides that living under Aussie’s rule wouldn’t be so bad, and he becomes an unquestioning slave of Aussie.
|The zombie bot lets go of Aussie, but doesn’t think about helping him to get unstuck from the wall.
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.
The half sunk, shattered visage lies still.
---:
|Siquo hears a loud sound behind him and he finds that the puzzle door has closed itself. He also notes that the ticking sound is gone.
Clinic Staff: In the clinic.
The staff try to perform the surgery again using the machines.
|In the middle of the operation, the machines suddenly start beeping erratically, and a dramatic smoke issues out of most of them. Shoruke’s body is obscured, and the staff doesn’t see what happened until all the smoke emitting machines have been unplugged. They see that Shoruke’s ribs have fully healed, but they also see that
|all of Shoruke’s stuff that was lying near the bed was incorporated in Shoruke’s body somehow.(See your status for the full explanation) The staff wake up Shoruke, and he says he feels fine. They decide that discharging him at the beginning of next turn is still perfectly okay.
Emperor Dengue, Farmer
Health and Location:At 440m, 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 280m, Perfectly healthy.
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), 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.
The zombie bot is also 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!4/10exp 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, in the operating room, will be discharged at the beginning of next turn, half metal(-1 to critical rolls against you)
Equipment: Metal Hands: Regular metallic hands that can be switched out for various items.
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(lvl0): 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(lvl0): 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(lvl0): You can replace your hands with a wide variety of tools with give +1 to repairing things. 0/1exp to next level. -1 to all tool actions. +1 to repairs if you use the tools.
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 410m, 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.
150m: The waspswarm is here, as well as the Mini Assault Robot, who is sitting on the ruined wasps nest.
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.
Above 270m:Aussie is here, as well as the robotic zombie.
280m: Katsuun is here.
350m: A barrel full of swords is here.
400m: The killer earth robot is here, but he is shut down. The puzzle door is blocking the way again, but the ticking sound is gone.
410m:Siquo is here.
440m: Emperor is here.
Medical Clinic: Shoruke is here.
Challenge time! This time around, only those players who have 2 bonuses or less can go for it. So:
What famous play did the title of turn 26 reference?
The first person to post the answer will get a bonus of +1 to a roll to convince someone of something. Answering this challenge would be a great way for whoever takes Emperor to start the game off.