Yo, it's a turn!
KEEP ROLLIN'
You continue to roll the sentry gun.
|Suddenly, you get the idea that it would go faster if you ran on top of the barrel. You jump up on it, and start running. You make good time with such a method, and you soon arrive at 400m. You feel more experienced at barrel running.
okay this time i figure out (with my mind) what the yellow orb does
You open up the thermos, and focus intently on the yellow orb inside.
|A odd voice pops into your head. It says;
“Turn four…Turn four…Therein lies the answer…”. You wonder what the heck turn 4 is.
Wake up using +1 bonus. Slash emperor with beam-sword!
You try to wake up from your injury induced dream.
|You wake up and jump to your feet. On second thought, you shouldn’t have jumped up, now you feel even more woozy. You still take out your beamsword and try to attack Emperor though.
|Your concussed and woozy state cause you to miss Emperor by a bit. You feel less woozy now though.
Stab at Siquo with pitchfork.
Repeatedly.
You try to stab at Siquo, despite your blindness and deafness.
|You don’t quite manage to find him because of your blindess and deafness. Both those conditions start clearing up rapidly though.
While in the clinic, I look around for some spare metal plating to make myself extra armor out of. I'll just let the globe bot keep hounding Aussie.
You try to look around for some spare metal plating.
|What were you thinking, why would a clinic keep metal plates around? You don’t find anything useful.
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 go full out crazy on the mini assault robot!
|They swarm around his head, and they start to sting! The mini bot doesn’t manage to get them away, and about 5 of them sting at once.
| |The mini bots head is smashed into pieces, and small chunks hit the attacking
wasps.
|None of them are injured though. The
wasps celebrate their victory by throwing a victory parade.
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)
The killer earth bot roll attacks Aussie!
|It just barely catches Aussies arm but
|Ausssie only gets a few bruises.
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 sentry gun watches the 80’s bot carefully…
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 ponders whether or not to attack Katsuun.
|He decides not too, and chooses to
|rollerskate forward.
|Katsuun sees him rollerskating off down the hallway.
---:
|Just after the 80’s bot goes through it, the puzzle door closes! The puzzle has been reset once again.
Medical Staff: The staff give Shoruke the necessary drugs.
|Well, actually they gave him highly experimental drugs.
|Shoruke’s head injury was healed up fine, but he also feels like he drank 5 cups of coffee.
Emperor Dengue, Farmer
Health and Location:At 600m, missing a piece of ear, cut up right arm(no penalties though)
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 400m, 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.
Barrel Runner(lvl1): You possess the ancient talent of running on top of barrels. 0/4exp 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 next turn, Speedy(+1 to movement rolls for 2 turns), 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)
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.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.
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.
400m: Katsuun and his stunning sword sentry gun are here. The puzzle door is closed.
430m: The 80's bot is here.
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.
Katsuun wins the challenge, I guess. Now choose what you want the experience points to go to.
I'll put up the path I came up with myself a bit later.