Okay guys, starting this turn: A LOCATIONS LIST! Mostly for my own use, so that I don't have to actually re-read the previous turn to figure out where the hell you people are.
Luke_Prowler:
{} You try to practice with your sword, and- wait- you only have two hands, and you're already carrying a torch and a buckler. Hell with putting one of them DOWN or something, that would be just weird. Then you take your Strange Stone out of your backpack, putting your torch into the same hand you're carrying your buckler with (bucklers attach to your wrist more than your hand... right?) to do so, and examine the Strange Stone.
{} It looks like a stone. You place it back in your backpack.
Muwahahaha:
You auto-camouflage, and walk into the cave, using your cat-vision to guide you. Once you catch up to the others, you take the Strange Stone out of your backpack and examine it. Despite your best, overpowered efforts, the only thing you can figure out about it is that it has magical properties. As good as you are at magic, this is new stuff.
{} You figure out that it's a magic item like a scroll or a wand, and activate it. The Strange Stone speaks and says, "Zero." You set your INSAYN mind to puzzling out what the significance of zero is... you quickly realize that you simply don't have enough information to figure out what zero could be, or rather, what could be zero. You place the Strange Stone in your backpack again.
Inaluct:
{} You get excited about suddenly being in possesion of a Strange Stone, and look around for more of them to use as ammunition. You look around the room, searching every inch of floor you can see (and you can see most of the inches in this room, there's a lot of light), and get a couple bruises on your hands. The only thing you find or figure out is that there are weird glowing stalactites hanging from the roof, not that stalactites ever appear anywhere else.
{} Now, how to pick up some glowing stalactite rocks? They're hanging on the roof! And you're already carrying way too much stuff anyway! You're stumped. Shrugging, you head through the
{} left door. Your plastic golem, feeling slightly forgotten, follows you.*1 QP*
Digital Hellhound:
{} You try to charge Group Heal, but you bork it and conjure a fireball instead. At least you can use it as a light source. Speaking of which, Inaluct didn't have an active light source (his sword is sheathed), so you follow him. *2 QP*
Katsuun:
Linked as you are with your elemental (not through intertoobz-ness, it's because you summoned it), you order it to follow Inaluct and Digital. It does so. Then you examine your Strange Stone.
{} You determine that, since your technological prowess isn't helping your figure this thing out at all, that it is a magical item and not a technological one.
Zasit Alebath:
{} You noticed how Muwahahaha was able to make his rock talk using magic, and you try. Your Strange Stone talks to you and says, "Zero Percent. But not for long." Huh? What? Zero percent of what? Whatever. You replace it in your backpack (of COURSE you'd already taken it out), and practice swinging your axe around a bit.
{} After a couple swings, you realize that with a weapon like an axe, the best tactic is to try and overpower an opponent with sheer weight and force.
KnightedSkull:
{} You remove your plate mail, take your shirt off, and smother the fire on your weapon with your shirt. You put your clothes back on.
Errol:
{} You take out your Strange Rock. You look at the choppa. You look at the Strange Rock. You figure it would work quite nicely if you made a small hole in your choppa and placed the Strange Rock in it. It would also look pretty cool. But, impatient as you are, you don't bother trying right now. You head through the right door. *1 QP*
Situation: Inaluct, Digital Hellhound, and Katsuun's Light Elemental are in a low, large chamber; as they enter, they hear nearby skittering noises and an ear-splitting hiss of rage. Digital holds his fireball aloft, and KLE points (focusing the light from its body forward), and the three of you can see figures at the far end of the room; three antmen, but these ones are orange unlike the previous ones (which were brown), and they are carrying weapons. There is also another one, a really REALLY fat white one, the AntQueen. It sees you, and hisses again; it's quite loud, and the cavern's echoes aren't helping. As the four ants link up mentally, outside, Katsuun recognizes their presence.
Elsewhere, Errol stumbles into a huge chamber: slightly larger even than the main hall back at the castle. By the light of your Flaming Choppa, you can see scales (big ones), some pearly-white teeth (three feet long), and a closed eyelid. You breathe a sigh of relief. Sraxxakex is asleep. But he's also HUGE.
Luke_Prowler rolls to regenerate: 2: Nope.
Luke_Prowler rolls for no apparent reason: 2
Muwahahaha rolls, also for no apparent reason: 1
Muwahahaha rolls again for rounding: 2
Inaluct rolls, also for a reason I'm not telling you guys yet: 1
And then Inaluct rolls again for rounding: 5
Digital Hellhound rolls, partly because he feels like being part of the crowd, and partly for no apparent reason: 5
Digital Hellhound rolls for rounding: 1
Katsuun rolls around on the ground: 4
Zasit Alebath rolls just because: 2
KnightedSkull hops on the bandwagon and rolls: 4
Errol rolls for no apparent reason: 4
Wounds:
-Right hand is bruised.
Skills:
-Master Pickuper: 0/10 exp (+2 to rolls)(anticipation)
-Competent Swordsman: 0/6 exp (+1 to action and accuracy rolls)
-Novice Thrower: 3/4 exp
-Novice Woodcrafter: 1/4 exp
-Novice Leatherer: 3/4 exp
-Novice Searcher: 2/4 exp
Techniques:
-Battojutsu: extra fast sword strike (bypasses enemies' AR from held equipment)(1 DB)(usable once every two turns)
Inventory:
-Clothes (worn)
-Leather armor (worn)(1 DR, body)
-Iron buckler (held)(1 AR)
-Iron cap (worn)(1 AR, head)
-A +1 Sword (sheathed)(2 DB)
-A lit torch (held)(Fuel: 9)
-A bundle of 8 throwing knives (strapped to leg)(1 AB)(ranged)
-Goggles of Minute Seeing (worn)(+1 to rolls involving small stuff... like crafting or lockpicking)
-A backpack (worn), containing:
-A well-tanned orc hide (can be made into leather equipment, basically anything except body armor)(blood red)
-A well-tanned cat hide (can be made into leather equipment, basically anything except body armor)(black)
-"How to Not Suck at Tanning Hides" (+1 to leathering)
-Some rocks.
-A dragonhide armor (1 AR, 1 DR, body when worn)(-1 magic, +1 magic resist when worn)
-A Strange Stone
??:
-?
Other:
-5 QP
Not injured.
Skills:
-Legendary Mutater (+3 to rolls)(anticipation)(can prevent others from using mutation, once every 2 turns)
-Novice Pickuper: 3/4 exp
-Unskilled Fire Caster: 1/2 exp
-Unskilled Dodger: 1/2 exp
-Unskilled Tool User: 1/2 exp
Spells Known:
Mutate: You attempt to change a creature.
Techniques:
-Mesmer: Invokes Mind Control.
Inventory:
-Clothing (worn)
-A robe (worn)
-A staff (held)(+1 to magic rolls)
-An amulet (worn)(+1 magic)
-A backpack (worn), containing:
-A Strange Stone
??:
-Was 0 at the start of the turn...
Other:
-3 QP
-You have collapsable wings. Can be used for flight.
-You require less oxygen, but still have an incredible respiratory system for pumping adrenaline and white blood cells. (1 AB, 1 AR)(+1 regeneration)(hard to suffocate)
-Your skin is dragonhide (1 AR, 2 DR, +1 to magic resistance (except spells you would consider beneficial)
-Your brain has IMMENSE processing power! (Immune to surprise, auto success on solving puzzles, +1 to checks involving knowledge like construction)
-you are immune to mentally damaging stimuli (bright lights, pain, loud noises, even creepy-crawlies!)
-Your immune system is INSAYN. You are impervious to any and every disease known to humankind, as well those that aren't. Known. To humankind. Yeah.
-You automatically camouflage whenever you feel you need to.
-You have the acute senses (sight, hearing, smell) of a cat.
Not Injured.
Skills:
-Accomplished Pickuper: 1/8 exp (+1 to rolls)(anticipation)
-Novice Mind Controller: 1/4 exp
-Novice Searcher: 2/4 exp
-Unskilled Trapmaker: 1/2 exp
-Novice Thrower: 1/4 exp
-Unskilled Ambusher: 1/2 exp
-Unskilled Polearm User: 1/2 exp
-Novice Golem Maker: 0/4 exp
-Novice Plastic-er : 2/4 exp
-Novice Enchanter: 0/4 exp
Spells Known:
-Lesser Mind Control: Attempts to bring an NPC under your control.
-Golem Creation: Attempts to turn a nearby material (earth, water, etc) into a golem of that material.
Inventory:
-Clothing (worn)
-Dragonhide leggings (1 AR, 1 DR, legs)(-1 to magic, +1 magic resist)
-Dragonhide gauntlets (1 AR, 1 DR, arms)(-1 to magic, +1 magic resist)
-A boomerang (ranged)(held)
-A staff (+1 magic)(held)
-A Flaming Sword (sheathed)(1 AB, 1 DB)(on fire; can be extinguished at will, causes ‼fire‼ status effect when lit)
-A plastic-working knife (held)
-A Plastic Projectile Propeller (built into right arm)(shoots anything ammunition-sized)
-6 rocks (held)
-A Strange Stone
??:
-?
Other:
-5 QP
-You are carrying three things, plus some rocks. You can't fight decently with any of them, but you can use them for other things if you have enough time and free space to set stuff down.
-Right arm has 1 DR, and the PPP is built onto it
not injured.
Skills:
-Novice Wrestler: 2/4 exp
Notes:
-1 DR
-Immune vs water
Not injured.
Skills:
-Accomplished Healer: 5/8 exp (+1 to rolls)(anticipation)
-Novice Pickuper: 0/4 exp
-Novice Focuser: 2/4 exp
-Novice Mutator: 2/4 exp
-Novice Fire Caster: 3/4 exp
-Unskilled Ice Caster: 1/2 exp
Spells Known:
-Heal: You try to cure one target's wounds.
-Group Heal: You try to heal the wounds of all your teammates near you (needs to be charged for one turn)
-Fireball: Fire-elemental ranged attack. Lights body part on fire.
-Mutate: You attempt to change a creature.
-Lightning Bolt: Lightning-elemental attack, causes shock (target takes -1 to action rolls)
-Freeze: Ice-elemental attack, performs a Versus roll to freeze target solid for a turn.
Inventory:
-Clothing (worn)
-Iron Chain Mail (worn)(1 AR, 1 DR, body)
-Staff (held)(+1 magic)
-An orc's foot (held)
-A Strange Stone
??:
-?
-Other:
-9 QP
-Has a fireball spell charged, which will get a +1 to damage and acts as a light source
Not Injured.
Skills:
-Novice Pickuper: 2/4 exp
-Novice Diviner: 0/4 exp
-Novice Trapmaker: 1/4 exp
-Novice Tool-User: 0/4 exp
-Unskilled Ice Caster: 1/2 exp
-Competent Time/Space Bender: 5/6 exp (+1 to rolls)
-Novice Summoner: 2/4 exp
-Unskilled Lightning Caster: 1/2 exp
-Novice Computer User: 1/4 exp
-Unskilled Thrower: 1/2 exp
Spells Known:
-Scry: You attempt to view another part of the world.
-Wave of Cold: You shoot a wave of cold (very cold) air at someone. (+1 damage, extinguishes fire, solidifies water)
-Paradox: You attempt to turn something or someone into a paradox.
-Summoning: You attempt to summon a creature of your choice to do your bidding. Larger or powerful creatures will require a turn to charge.
-Reality Bending: You attempt to make a minor change in reality, such as how big something is.
-Electrocute: target has trouble moving from electrocuted nerves, and must roll to resist damage until it wears off (number of turns decided upon hit)
-Computer-Mind-Link: You can change one parameter within an enemy's mind. Target rolls to override at the end of every turn.
Items:
-Clothing (worn)(shirt is missing a strip)
-A backpack (worn), containing:
-3 healing potions (guarantees 6 on regeneration roll when drunk)
-A vial of Alchemist Fire (ignites on contact with air, can be used as a throwing weapon or to enhance a weapon)
-A strange Stone
??:
-?
Other:
-9 QP
-You have (more or less) achieved technological singularity. You can analyze and manipulate technology amazingly well. (+1 to skills and experience gain involving you using anything at least a complex as a crossbow)
-You are an ISP server. You are wirelessly connected to the other computer in the world.
Not injured.
Other:
-Always gives off light.
-Has weak light magic
Not injured.
Skills:
-Competent Pickuper: 2/6 exp (+1 to rolls)
-Novice Searcher: 0/4 exp
-Competent Axeman: 5/6 exp (+1 to action and damage rolls)
-Novice medic: 1/4 exp
-Unskilled Ambusher: 1/2 exp
-Novice Thrower: 0/4 exp
-Unskilled Shield User: 1/2 exp
-Novice Tool User: 1/4 exp
Techniques:
-Running backhand: attacks enemy from behind (bypasses opponent's AR of held equipment)(1 DB)(usable once/2 turns)
-Rush (1 AP, makes target vulnerable if it hits)
Inventory:
-Clothes (worn)
-plate mail (worn)(1 AR, 2 DR, body)
-A battleaxe (+1 DB)(held)
-A *steel kite shield* (held)(1 AR)
-A lit torch (held)(Fuel: 9)
-A backpack (worn), containing:
-A vial, labeled with a ice symbol
-4 healing potions (guarantees 6 on recovery roll)
-A poison potion
-A Strange Stone
??:
-Was 0% at the beginning of the turn...
-Not for long? What?
Other:
-8 QP
Not injured.
Skills:
-Competent Pickuper: 0/6 exp (+1 to rolls)
-Competent Polearm User: 0/6 exp (+1 to action and accuracy rolls)
-Unskilled Leatherer: 1/2 exp
-Novice Gamer: 0/4 exp
-Novice Miscellaneous crafter: 0/4 exp
-Unskilled tool user: 1/2 exp
Inventory:
-Clothing (worn)
-Dragonhide boots (worn)(1 AR, 1 DR, legs)(-1 to magic, +1 to magic resist)
-Electrically charged plate mail (worn)(1 AR, 2 DR, body)(shocks attackers)
-A dragonhide cap (worn)(1 AR, 1 DR, head)(+1 magic resistance)
-A choppa (held)(polearm)(1 AB, 1 DB)(Durability: 5/6)
-A Strange Stone
??:
-?
Other:
-18 QP
Not Injured.
Skills:
-Accomplished Pickuper: 1/8 exp (+1 to rolls)(anticipation)
-Novice Trapmaker: 0/4 exp
-Novice Marksman: 0/4 exp
-Accomplished Polearm User: 0/8 exp (+1 to action and accuracy rolls)(anticipation)
-Novice Rester: 1/4 exp
-Unskilled Searcher: 1/2 exp
-Unskilled Ambusher: 1/2 exp
-Accomplished Teleporter: 1/8 exp (+1 to rolls)(anticipation)
-Novice Ninja: 0/4 exp
-Novice Enchanter: 2/4 exp
Techniques:
-Flurry of Strikes: 1-3 strikes with your weapon, leaves you tired. Rolls
-Wallwalking: You can walk on walls/ceilings
-Dragoon Strike: Aims at head without incurring accuracy penalty, usable once per two turns
Inventory:
-Clothing (except your left shoe)(worn)
-Dragonhide left boot (worn)(1 AR, 1 DR, left leg)(-.5 to magic, +.5 to magic resist)
-A quiver of 38 sharp arrows (worn)(2 DB when shot, can be thrown as a bonus-less ranged attack)
-A quiver of 40 arrows (worn)(ammo for bow)
-Chainmail (worn) (1 AR, 1 DR, body)
-A feather hat (worn)
-A Flaming Choppa (held)(polearm)(1 AB, 1 DB)(on fire, can be extinguished at will, inflicts ‼fire‼ status effect when lit)
-A backpack(worn), containing:
-4 healing potions (guarantees regeneration roll of 6)
-a shortbow (ranged)
-A Strange Stone
??:
-?
Other:
-13 QP
Sraxxakex: Not injured but he is asleep
-Immune to magic
-3 DR
-takes lots and lots of damage to kill it
-Presumably breathes fire or some such
-*Quest Objective*
AntQueen: Not injured
-lots of legs
-1 DR
-takes extra damage to kill it
-well it IS the queen. And what does the Queen Ant do...?
-*Miniquest Objective*
AntMan1: Not injured
-lots of legs
-2 DR
-Carrying a sword (1 AB)
Antman2: Not injured
-lots of legs
-2 DR
-Carrying a halberd (1 DB)(polearm)
Antman3: Not injured
-lots of legs
-1 DR
-Carrying a staff (+1 magic)
Supply Room 1:
-Has weapons and ammunition on racks
-In Castle
-leads to Supply Room 2 and Main Chamber
Supply Room 2:
-Has armor on racks
-Has lots of crates filled with random stuff, which make for great plot-devices
-In Castle
-Leads to Supply Room 1 and Main Chamber
Main Chamber:
-not much here, just some statues and tapestries...
-In Castle
-Leads to Supply Rooms 1 & 2, OverWorld, and the Upstairs Hallway
Upstairs Hallway:
-Has a Leathering, a bathroom made of plastic, and an empty room.
-In Castle
-Leads to Main Chamber
Cave Entrance:
-In RandomFunk, the Weird Pit of Mystery
-Leads to Overworld and RandomFunk Chamber 1
-Katsuun is here
Cave Chamber 1:
-glowing stalactites, and a rickety old sign are here
-dark
-In RandomFunk, the Weird Pit of Mystery
-Leads to Cave Entrance, Ant Chamber, and Sraxxakex's lair
-Luke_Prowler, Muwahahaha, Zasit Alebath, and KnightedSkull are here
Ant Chamber:
-dark
-In RandomFunk, the Weird Pit of Mystery
-Leads to Cave Chamber 1
-Inaluct and his golem, Digital Hellhound, Katsuun's Light Elemental, and all the ant-people are here
Sraxxakex's Lair:
-dark
-In RandomFunk, the Weird Pit of Mystery
-Leads to Cave Chamber 1
-Errol and Sraxxakex are here
BY THE GODS that took forever. If I borked something up, tell me.
Oh and btw, I'm not telling you guys precisely what the ?? in your statuses mean, or precisely what the Strange Stones are telling you. But I will tell you that you can walk one area (i.e. from Cave Chamber 1 to Sraxxakex's Lair) as a free action, or you can move through a whole area as a turn action. And you can only 'T'ravel to the overworld if you're in a place that connects directly to it. So you can get from Cave Chamber 1 to anywhere else in RandomFunk, or even 'T'ravel (by using your 1 free move to get to the entrance and then 'T'ravelling).