It's nice to see everybody working together this turn, but it didn't really amount of much. At all.
"Hey Katsuun, truce." I run forward.
You propose a truce to Katsuun, then you try to keep running forward.
|You get into a great rhythm with a fast-walk, and you quickly eat up the ground in front of you. You soon get to where Aussie and the globebot are fighting.
{Nods at Shuroke}
I will follow Shuroke as best I can with MY SENTRY.
You agree to Shoruke’s proposal. You then try to keep going forward with your sentry gun.
|You once again jump up on top of the barrel, and you run forward on top of it. You simply speed through the hallway, and you only stop when you get tired at 500m.
|A sudden flash out of nowhere blinds you for a second, and when you open your eyes again you find a wooden armoire in front of you. You briefly wonder where it came from, then you open it up, revealing
|an ornate silver shield in the armoire. You put it on your arm.
I shoot the danm robot with my bee blow gun twice
You attack the killer earth bot again with the BEE blowgun
|The first BEE barely zings by the Earthbot’s arm, so you fire again.
|The projectile hits the Earthbot in the right leg.
|It just bounces off though.
Pick up and throw the red toy mouse at the thing at the top of the wall.
You try to catch the red toy mouse.
|You catch it easily because it has such a predictable movement path. You hurl the mouse at whatever’s sitting on top of the wall.
|It slips out of your hand though, and it lands on your right foot.
| |Somehow the weight of the mouse breaks your right foot. Ouch. You fall to the ground and clutch your foot.
Help Emperor get the thing on top of the wall by giving him a boost. Not high enough to get him *over* the wall, mind you.
You see that helping Emperor to see over the wall now is probably impossible, so you look around instead, and try to solve the mystery of the wall.
|You realize that the toy mouse, small mechanical rat, and large mechanical rat are integral to the puzzle. You have a hunch that Emperor had the right idea with catching the mouse.
Killer Mech Rat: At 600m. Gets +1 to damage and critical.
The rat picks it’s target carefully…
|It chooses the prone Emperor. It tries to bite him with it’s sharp teeth.
|It bites Emperor right in the head but
| | |Emperors head isn't even cut from the bite though.
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 continue their migration back to king Aussie.
|This time they take the trip a lot more seriously, and they fly very quickly. They soon get to 200m, and they are befuddled by the steel door blocking the way there.
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)
Raaarg! EARTH SMASH!
|Aussie is completely bowled over!
| |Aussie is thrown into a wall, he’s bleeding all over now, and his organs are hurting a bit.
Stunning Sword Sentry Gun: At 500m. 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.
There are no enemies around that the sentry gun can attack.
80’s Bot: At 450m. 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 rollerskates forward.
|He gets to 450m, and he examines the three creatures there carefully….
| |He chooses to attack Shoruke again with his combat yo-yo.
|His tricky attack misses, but it looks pretty awesome.
---:
|Shoruke and Aussie hear the puzzle door closing in the distance.
Emperor Dengue, Farmer
Health and Location:At 600m, missing a piece of ear, cut up right arm(no penalties though), Bleeding head(bleeding roll every turn), Right Foot(-1 to most rolls involving that foot in some way)
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 500m, 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.
Advanced Medkit: It's filled with all sorts of healing goodies.
The Stunning Sword Sentry Gun attacks his enemies.
Silver Shield:Negates the damage bonus enemies get against you with rolls of 5 or 6. It also seems to have another hidden power...
+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. 3/4exp to next level.
Barrel Runner(lvl1): You possess the ancient talent of running on top of barrels. 2/4exp to next level.
Aussie Jaundice, Firefighter
Health and Location:At 450m, R. Arm(-1 to rolls involving that arm), Bleeding/In Pain(Pain roll every turn)
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 16 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: At 450m, 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, +30m to any movement roll
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 1 turn)
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.
200m:The start of the swamp. The waspswarm is here. 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: The puzzle door is closed.
450m: Aussie, Shoruke, The 80's bot, and the killer earth bot are here.
500m: Katsuun is here, along with his sentry gun.
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. The killer mech rat is also here.
Shoruke is the winner by default of the challenge. I can't believe nobody else even tried, it's a pretty fun game, at least to me.