Disclaimer: Any errors in this turn are due to sleep deprivation, and not due to the ineptitude of the GM at all.
Just keep walking. Hopefully my turn is before Aussie's (he's probably not got a lot of good feelings towards me right now). I'll use my 1-time challenge bonuses for movement.
|You pay absolutely no atteintion to the 80’s bot trying to kill you, and you just keep walking forward. A mysterious force adds a spring to your step, and you go very fast indeed. You got to 530m.
I Focus all my mind energy on a blast of mind force into the stupid robot
Aussie has become enraged
|The pain isn’t so bad that you can’t carry on. You try to unleash a powerful mental kinetic blast at the killer earth bot.
|Your attack is pretty weak, but it still packs a bit of a punch.
|You somehow epic failed a aiming though, and a bolt flies off in a semi-random direction!
|The 80’s bot is hit by the blast!
|It’s hit right in the head!
| | |The 80’s bot’s face is completely messed up, it’s sunglasses are broken, and only one of it’s eyes work anymore. You feel that the only reason it survived at all is because it’s just so cool.
I will set up my sentry gun in this area and attempt to upgrade somehow using the shield I just found. And I set the Sentry Gun NOT to fire at Shoruke.
You set the sentry gun upright, and then you try to attach the silver shield to it.
|You can’t think of a good place to attach the shield to the sentry gun, so you keep it for yourself.
Heal my foot.
You try to heal up your broken foot somehow.
|The sheer pain of it prevents you from being able to do anything.
Call the producer to get this stupid red-rodent-puzzle out of the way because it's frustrating and probably costing him viewers.
You call a producer of the show. (Somehow, you knew his number, and you got your headset to work). –Ring- -Ring- “Yes, hello, who is this? Oh Siquo you say? I’m a huge fan of yours, I hope you win, and I’m not just saying that because I’m the producer assigned to you. What’s that? You say you’re stumped by the puzzle at 600m? Well, I’m not really supposed to tell you this but…You noticed how when the red button was pressed, a creature appears? Well, if you kill those creatures off, a way to get over the wall will appear. The more you kill off, the longer the way to get over the wall will stick around for. I hope that answered your question. Bye!”
You decide to take the producers advice, and so you attack the annoying Killer Mech Rat as your first target. You run up to it, and give it a mighty slash with your beamsword!
|The sword hits it right in the neck and
| |The rat is now 60% decapitated! He’s gone into super insane mode too.
Killer Mech Rat: At 600m. In super insane mode(-1 accuracy, +2 damage, +1 critical), Attacks that connect with it’s head are instantly fatal.
The killer mech rat tries to attack Siquo!
|He jumps and bits Siquo in the right arm!
|Siquo shakes him off before he can get in a good mouthful 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 try to figure out how to get past the steel door.
|They somehow realize that the pressure plate controls the door. They still don’t know how they’re going to get through though. It’s not like they can just stand on the pressure plate then zip on through.
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 continues it’s merciless attack on Aussie.
|Once again, Aussie is hit right in the chest by the rolling planet!
| |Ouchies! Aussie is completely run over, and the killer earth bot’s sheer mass causes almost all of Aussies bones to break. The killer earth bot is shut down remotely again, and the medics drag the unconscious Aussie into the medical clinic.
|The healing of all those bones is going to take a while, about 5 turns or so.
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.
The gun receives the orders that Shoruke is a friend.
80’s Bot: At 450m. Possesses a metal fro, rollerskates(+1 to movement rolls), a sun monocle(+1 to speaking in a german or british accent), and a combat yo-yo(+1 to critical). Most of his face is a huge dent. (-1 to accuracy)
|The 80’s bot tries to fix his broken sunglasses.
|He didn’t manage to completely fix them, it’s just a sun monocle now.
Emperor Dengue, Farmer
Health and Location:At 600m, missing a piece of ear, cut up right arm(no penalties though), 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:In the medical clinic(will be released in about 5 turns), R. Arm(-1 to rolls involving that arm), Unconscious(-1 to waking up)
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!8/10exp 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 530m, 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.
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, 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 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.2/7exp 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: The 80's bot and the killer earth bot are here.
500m: Katsuun is here, along with his sentry gun.
530m: Shoruke is 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. The killer mech rat is also here.
Medical Clinic: Aussie is here.
As I promised before, there will be two new players introduced into the game, on turn 40 specifically. I'll put up the two characters available after the next turn. No claiming spots now I'm afraid.
Anyways, related to that, there will of course need to be some new professions for the new characters to have, and coming up with a few is this turns challenge.
So the challenge is to post professions of any sort, really. Keep in mind that it's the year 2021. If you want, you could also include one positive and one negative skill that they could start with.
If I end up using the profession that you came up with, you get a +2 bonus to absolutely anything.