So, I did the turn, and had to abandon it to go to an Arrogant Worms concert on time... I just left firefox running with the almost complete turn on it... and then when I get back some fool had used the computer and now I have to redo the whole thing.
As to mutation, you don't need visual contact, you just need to be within magical range (~75 feet, give or take), and have a general idea what direction they're in.
Also, as of now I'm going to try and make epic rolls be a little more epic... hope that makes sense.
KnightedSkull:
You leave the supply room, and enter another another door. It's another supply room! But this one has armor! And boxes! And corpses. You ignore the corpses and try to take a piece of armor from the wall, and
{} select a piece of plate mail. You put it on, and your hair stands on end; this armor is electrically charged! Well, for whatever reason, it doesn't seem to hurt you. You smooth your hair back, and glance at one of the deceased orc's choppas.
{} You flip the choppa into the air with your foot, catch it and swing it around a couple times to get a feel for the foreign weapon.
Luke_Prowler:
You search for the others,
{} but despite that they are IN THE NEXT ROOM WITH THE DOOR OPEN, you just can't seem to be able to locate them. You shrug, and decide to practice your swordsmanship.
{} You draw your sword... and get an idea. If you press the blade against the inner side of the sheath as you draw it, you can swing a little bit faster. You practice this a couple times in the hallway. You aren't quite Rurouni Kenshin, but you can do Battojutsu.
Muwahahaha:
You flex your wings, and fly up to the ceiling. You then decide that giving yourself a superpowered respiratory respiration system was a bad idea; at least, compared to removing your need of it. So you decide to change it.
{} You succeed in reducing your oxygen requirement, so that you can go for quite a while without air, but your body still pumps blood fast as hell.
Katsuun: (you might consider finding a staff, or using your mageplus potion...)
You wish to strengthen your water elemental. The logical way would be to dismiss it and try again. Another decent way would be to use water manipulation magic. But no, you decide to try it the FLASHY way and alter time/space to make your elemental stronger.
{} Despite doing it the hard way, you succeed, and your water elemental is now quite small; but it's also stronger and can shoot pressurized water.
Zasit Alebath:
You curse like a sailor in the general direction of the spiral staircase, for everyone to get their mothercarping butts down here cuz there's orcs. Then you decide to hide.
{} There aren't a lot of places to hide in the main chamber, it's pretty much just a big empty room with some tapestries, so you hide behind the door. That should work...
Org is orcs are stupid, right? After all their de-teaching, they probably won't think to look behind the door. (actually they won't)
Errol:
You attempt to hide in the toilet, of all places.
{} You quickly realize that you don't have a snowball's chance in hell of fitting your body into the bowl; instead, you remove a plate from the back and squeeze yourself in there. Boy is that tight. And damp. Quite damp. But if you tuck your chin against your chest, a blind person with no cane might fail to notice you if he was looking the other way.
Anyway... you examine the toilet, the back of which you are occupying.
{} You determine that, IF USED PROPERLY, it would be mighty handy in disposing of human waste. Or, at the very least, putting it somewhere else for someone with blue chemicals to deal with.
Digital Hellhound:
Hearing Zasit's swearing, you rush down the stairs, trying to charge your fire magic.
{} But with all the running and excitement and stuff, you can't
quite focus properly, and conjure around your hand a magical ball of lightning. Oh well, might be useful against iron-clad orcs.
Inaluct:
You want some of this plastic,
{} but you can't decide how precisely to remove any. So you pick up the discarded cover for the back of the toilet, and you can't help but notice that Errol is clearly not potty-trained. You shake your head, and try to turn the plastic into armor...
{} How the hell would you turn a block of plastic into armor? At a forge, or an alchemist's workshop...? It's not even a bar of plastic, it's a block, useless for making anything smaller than a section of wall
You're going to need tools of some kind, at the very least.
Situation: The orcs burst through the main door, and begin charging forward. There's quite a few of them, and they have more than just choppas this time.
Orcs 1, 2, & 3: are wearing chainmail (1 AR, 1 DR, body) and are carrying choppas (polearm)(1 AB, 1 DB)
Orcs 4 & 5: are wearing leather armor (1 DR, body) and quivers of arrows, and are holding shortbows (ranged)
Orcs 6 & 7: are wearing clothes and are carrying staves (+1 magic).
Orc 8 isn't here just yet... but he's coming.
KnightedSkull:
Not injured.
Skills:
-Novice Pickuper: 1/4 exp
-Unskilled Polearm User: 1/2 exp
Inventory:
-Clothing (worn)
-Electrically charged plate mail (worn)(1 AR, 2 DR, body)(shocks attackers)
-A choppa (held)(polearm)(1 AB, 1 DB)
Luke_Prowler:
Not injured.
Skills:
-Accomplished Pickuper: 2/8 exp (+1 to rolls)(anticipation)
-Novice Swordsman: 2/4 exp
-Novice Thrower: 0/4 exp
-Novice Woodcrafter: 1/4 exp
-Novice Leatherer: 2/4 exp
-Novice Searcher: 1/4 exp
Techniques:
-Battojutsu: extra fast sword strike, bypasses ranged and polearm penalties, 1 DB, usable once every three 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 wooden spear (held)(1 AB)(pole arm)
-A bundle of 9 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)(coloured blood red)
-"How to Not Suck at Tanning Hides"
Muwahahaha:
Not injured.
Skills:
-Master Mutater: 0/10 exp (+2 to rolls)(anticipation)
-Novice Pickuper: 3/4 exp
-Unskilled Fire Caster: 1/2 exp
-Unskilled Dodger: 1/2 exp
Spells Known:
Mutate: You attempt to change a creature.
Inventory:
-Clothing (worn)
-A magic robe (worn)(+1 to magic rolls)
-A staff (held)(+1 to magic rolls)
-An amulet (worn)(+1 magic)
-A backpack (worn), containing:
nothing!
Other:
-You have collapsable wings. Can be used for flight.
-You require less oxygen, but still have an incredible respiratory system. (1 AB, 1 AR)(+1 regeneration)(hard to suffocate)
-Your skin is adamantine (3 DR)
Katsuun:
Not injured.
Skills:
-Novice Pickuper: 2/4 exp
-Novice Diviner: 0/4 exp
-Novice Trapmaker: 1/4 exp
-Unskilled Smotherer: 1/2 exp
-Unskilled Ice Caster: 1/2 exp
-Novice Time/Space Bender: 1/2 exp
-Novice Summoner: 0/4 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.
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 potion of Mageplus (+2 to magic for one round when drunk)
Katsuun's Water Elemental:
Not injured.
Techniques:
-Water gun: Shoots pressurized water as an attack. Prevents enemy from countering.
Notes:
-innate 2 DR, 1 AP, and enemies get +1 to accuracy against it
-1 DR against fire
-can absorb water
-1 DB (from drinking)
Zasit Alebath:
Not Injured.
Skills:
-Competent Pickuper: 0/6 exp (+1 to rolls)
-Unskilled Searcher: 1/2 exp
-Novice Axeman: 3/4 exp
-Novice medic: 1/4 exp
-Unskilled Ambusher: 1/2 exp
Inventory:
-Clothes (worn)
-plate mail (worn)(1 AR, 2 DR, body)
-A battleaxe (+1 DB)(held)
-A *steel kite shield* (held)(1 AR)
-A backpack (worn), containing:
-a vial, labeled with a fire symbol
-a vial, labeled with a ice symbol
-a vial, labeled with a lightning symbol
Notes:
-hidden from the orcs (ambusher's advantage (+1 attack roll, 1 AB))
Errol:
Not Injured.
Skills:
-Competent Pickuper: 4/6 exp (+1 to rolls)
-Novice Trapmaker: 0/4 exp
-Novice Marksman: 0/4 exp
-Novice Polearm User: 2/4 exp
-Novice Rester: 1/4 exp
-Unskilled Searcher: 1/2 exp
-Unskilled Ambusher: 1/2 exp
Techniques:
-Flurry of Strikes: 1-3 strikes with your weapon, leaves you tired.
Inventory:
-Clothing (except your left shoe)(worn)
-halberd (1 DB)(held)(polearm)
-38 sharp arrows (2 DB when shot, can be thrown as a bonus-less ranged attack)(worn)
-leather armor (worn) (1 DR, body)
-A feather hat (worn)
-A backpack(worn), containing:
-4 healing potions (guarantees regeneration roll of 6)
-a shortbow (ranged)
Digital Hellhound:
Not injured.
Skills:
-Accomplished Healer: 4/8 exp (+1 to rolls)(anticipation)
-Novice Pickuper: 0/4 exp
-Novice Focuser: 1/4 exp
-Novice Mutator: 0/4 exp
-Unskilled Fire Caster: 1/2 exp
Spells Known:
-Heal: You try to cure one target's wounds.
-Group Heal: You try to heal the wounds of everyone near you (needs to be charged for one turn)
-Fireball: You conjure a sphere of fire, and throw it. Does ranged fire damage.
-Mutate: You attempt to change a creature.
-Lightning Bolt: Like fireball, except that it's lightning.
Inventory:
-Clothing (worn)
-Iron Chain Mail (worn)(1 AR, 1 DR, body)
-Staff (held)(+1 magic)
Inaluct:
Not injured.
Skills:
-Competent Pickuper: 0/6 exp (+1 to rolls)
-Novice Mind Controller: 0/4 exp
-Unskilled Searcher: 1/2 exp
-Unskilled Trapmaker: 1/2 exp
-Novice Thrower: 1/4 exp
-Unskilled Ambusher: 1/2 exp
-Unskilled Polearm User: 1/2 exp
-Unskilled Golem Maker: 1/2 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)
-A boomerang (ranged)(held)
-A staff (+1 magic)(held)
-A sword, sheathed (1 AB, 1 DB in melee)
-A plastic block (held)
Inaluct's Plastic Golem:
Not injured.
Notes:
-1 DR
-Immune vs water
As always, please point out any mistakes or omissions I might have made, or if something I did doesn't make sense, just ask.