Originally, with the fireworks hitting Siquo, I forgot to put in the -1 to damage and critical. Boy did that make a difference.
Goddamn it. I just roll the barrel forward then.
You try to roll the barrel forward with you.
|You don’t really get the hang of it, and you almost make the barrel crash into a wall a few times. You still got to 360m though.
I fly forward through the door
You ignore the hostile earthbot, and you keep flying using your mental powers.
|You fly forward to 450m.
Leaving the globe-bot to deal with Aussie (why does a sphere have legs?), I run forward, switching between my billyclub and my normal hands just for practice.
|You are about to keep running forward when
|a hatch in the roof opens, and a large wooden box falls out of it and lands beside you. You use your tool hands to open the box, and inside you find
|an 80’s bot! That is, a robot that has a metal fro, rollerskates, and a combat yo-yo. The bot skates out of the box past you, then it stops and puts on some sunglasses in a cool manner.
Wall-run forward, slam red button, use +1 treasure roll bonus if possible?
|You decide that wall running for only 10m would be a bit of a waste, so you just walk up to the puzzle door. You slam the red button with your palm!
|You hear a squeak behind you, and you turn to see a large red mechanical rat coming out of a mousehole in the wall. It doesn’t look hostile right now, but you see that it has some large sharp front teeth. It starts running around in a random pattern.
Light fireworks, throw fireworks at Siquo, pick up toy mouse, investigate toy mouse.
You light the your fireworks using the matches in your pocket, then you throw them at Siquo!
|Somehow, just as you’re throwing, they slip out of your hands, and they fly into the air!
|They bounce off the roof, and start heading towards Siquo.
|The fireworks explode just as they hit Siquo!
| | |Oooh…Ah…The fireworks cause Siquo to fly into a wall, and he hits it head first and gets a concussion.
As for yourself, you got yourself deaf and blind from looking at the fireworks with your naked eye. It’s only temporary though.
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.
Attack!!!
|Wow the
wasps suck at this. They miss the mini bot again. They line up for a second attack though, and charge!
|The
wasps hit him in the right leg and
|the bot’s leg is deeply cut just like his right arm.
Mini Assault Robot: At 150m. Gets +1 accuracy. Hostile towards the
waspswarm, and vice versa. Attacks against his right arm or right leg get +1 to damage and critical.
The mini assault robot attacks with a laser/machine gun attack.
|The bullets fire to the right of the
waspswarm, and the lasers fly to the left. The mini bot starts swearing under his breath.
Killer Earth Robot: At 450m. It doesn't do anything if it doesn't get a command from Shoruke, but it can hear his commands no matter where he is. Gets +2 to movement rolls. Gets +1 to accuracy and damage rolls. It's back is very cracked(enemies get +1 damage with accuracy rolls of 4,5 or 6. It's left leg is broken(-1 to some rolls)
He rolls after Aussie!
|He soon catches up to Aussie with his wild, wild rolling. He will chase Aussie to the ends of the earth!
Stunning Sword Sentry Gun: At 360m. It attacks by firing electrified swords at Katsuun’s enemies. Accuracy rolls of 3, 4, 5, or 6 cause stunning rolls, and accuracy rolls of 4,5, or 6 cause damage rolls, sword effect rolls, and possibly critical rolls in addition to a stunning roll. The gun can’t move itself, and it’s pretty heavy so carrying it requires a strength roll.
The guns systems are a bit dizzy from all the rolling.
80’s Bot: At 400m. Possesses a metal fro, Sunglasses(+1 to coolness rolls), rollerskates(+1 to movement rolls), and a combat yo-yo(gets +1 to critical). It also has an innate coolness about it which can protect it from serious injuries.
The 80’s bot attacks Shoruke with his yo-yo!
|Shoruke is hit right in the forehead and
| |he gets a bad concussion and falls unconscious. The 80’s bot deactivates, then the medics take Shoruke back to the medical clinic.
|Amazingly, the doctors find Shoruke is almost perfectly fine, and he’ll be able to be released in one turn.
---:
|Emperor Dengue, Farmer
Health and Location:At 600m, missing a piece of ear, cut up right arm(no penalties though), Blind and Deaf(for one turn)
Equipment: Pitchfork: +2 to damage, -1 accuracy when used to attack
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 360m, 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.
Advanced Medkit: It's filled with all sorts of healing goodies.
The Stunning Sword Sentry Gun attacks his enemies.
+1 to convincing someone to do something.
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(lvl2): You have the mad ninja skills to jump from wall to wall. 0/7exp to next level. Moving using wall jumps negates one -1 penalty which would affect the movement roll normally.
Kick C-C-Combo(lvl1): You can smoothly transition from ninja kicking to jump kicking.1/4exp to next level.
Combiner(lvl1): You have the power to combine multiple objects into one awesome object. 1/4exp to next level.
Aussie Jaundice, Firefighter
Health and Location:At 450m, 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 18 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.
1 time challenge bonus: +1 to a luck roll.
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!7/10exp 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.
Blowgunman(lvl1): You can fire projectiles well using a blowgun. 1/4exp to next level.
Shoruke Pica, Robot Factory Security Guard
Health and Location:In the medical clinic(will be released after next turn), Woozy(-1 to actions that require focus), half metal(-1 to critical rolls against you).
Equipment: Tool Hands: Grants +1 to repair rolls.
The killer earth robot is his slave.
1 Time use challenge bonuses: 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(lvl-1): 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(lvl-1): 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(lvl1): You can replace your hands with a wide variety of tools with give +1 to repairing things. 1/4exp to next level.
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 600m, Concussion(-1 to rolls that require focus for 3 turns), Asleep(-1 to waking up)
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, +1 to anything(must be used by turn 35)
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.3/7exp 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.
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.
360m: Katsuun and his Stunning Sword Sentry Gun are here.
400m: The 80's bot is here. The puzzle door has been opened again, but the ticking sound is back.
450m: Aussie and the killer earth bot are here.
600m:Emperor and Siquo are here. There is a high steel wall blocking the way forward, and it looks like there's something sitting on top of the wall. There's also a panel with a single red button on it. There is a small red toy mouse here that is rolling around and squeaking. There is also a red mechanical rat running around.
Hmm...Now what to have for a challenge this time... I know! Wikilinking! (or whatever it's called)
Post a way to get from the wikipedia article "game" to the article "Super Smash Bros." by only clicking on hyperlinks in the wiki itself.
The first person to post a path that requires the traversal of 6 pages or less gets 2 experience points to a selected skill.