In the spirit of Rolling to Dodge, or Roll to Dodge-ing, or whatever, I'm invoking a new rule starting next turn. Repeats of any turn action besides melee fighting will result in penalties of my choosing. Also, I will now point out rule#1 of GM's cheating: "You can't. Because what you say goes."
Mostly this is to avoid spamming superpowers. I should have done it a dozen turns ago or so, but... whatever.
Inaluct:
{} You pick up Muwahahaha's discarded leggings and gauntlets, and put them on. You head out the gate, and 'T'ravel northeast to RandomFunk, the Weird Pit of Mystery. *Quest Mode* *1 QP* Then you
{} pick up some rocks.
Zasit Alebath:
You take the vial with a fire symbol out of your backpack, uncork it, and
{} toss one of the potions of poison instead.
{} The potion of poison hits the ground in front of the antman3, and shatters!
{} The antman3... sniffs... or whatever it is ants do, the puddle of poison on the ground. It is poisoned! *1 QP* You shrug, recork the fire-labelled potion and put it back in your backpack.
Luke_Prowler:
{} You toss the wooden spear at antman3!
{} {} {} You bruised its torso. *2 QP*
Muwahahaha:
You attempt to pick your armor back up. BUT IT'S GONE! *gasp* You search frantically about, but it just isn't where you left it. Then your mutated brain kicks back in and your mentally detrimental emotions subside. So you
{} redo your camouflage. You are now completely invisible whenever you want to be and you look normal (at least, as normal as someone with dragonhide skin can look) when you want to be seen.
KnightedSkull:
{} You attempt to basically dissect the Antman2, but you screw up with your cutting. You cut its carapace into a plate, spraying ichor everywhere (the ant bleeds to death), and you could use it as a shield... kinda... but you ARE using a polearm, so good luck with that. *4 QP*
Digital Hellhound:
You are unconscious. The action of TRYING to anything is like trying to lift Saturn onto your shoulders while standing on earth. You honestly can't.
Katsuun:
You order your Storm Elemental to attack the Antman3,
{} but it mishears you and sets off into the cave to explore. It's really dark. In the meantime, you manipulate the Antman1's controls, and
{} you don't seem to be able to connect it to anything except the Queen Ant. You can't even connect directly to the other ants. By the way, the Queen Ant says 'hi back.' You figure that, in the future, all the ants will be connected to each other, and you attempt to change the present system into the future one.
{} Nothing happens. Maybe the ants DON'T have a World Wide Web in the future. You realize that this is probably because they'll all be dead before they evolve such a system.
Errol:
{} You attack the Antman3 once again, aiming for the head!
{} {} {} You break its right arm! *3 QP*
The Antman3 tries to heal itself!
{} It buggers up really bad, and causes a small Time/Space warp above it. A boulder falls out of the seam! (a really big one) The Antman3 rolls to dodge
{} but, pained as it is, it messes up its reflexes and casts a poorly-made spell, making the rock bigger!
{} {} The boulder breaks the Antman3's head!
Zasit Alebath rolls to recover: 4: Nope.
Digital Hellhound rolls to recover: 6: Your head is now harmed. You are awake, but still dizzy. (after all your head was recently split open)
Katsuun rolls to recover: 6: Your head is finally mint condition again.
Situation: *Most* of you are outside RandomFunk, the Weird Pit of Mystery. Those of you with magical aptitude can sense mysterious vibes radiating from the depths. It's dark inside, and you can't really see much without light. You can hear various noises, none of which are reassuring.
Not Injured.
Skills:
-Accomplished Pickuper: 1/8 exp (+1 to rolls)(anticipation)
-Novice Mind Controller: 1/4 exp
-Novice Searcher: 0/4 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
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 sword, sheathed (1 AB, 1 DB in melee)
-A plastic-working knife (held)
-A Plastic Projectile Propeller (built into right arm)(shoots anything ammunition-sized)
-6 rocks
Other:
-1 QP
-You are carrying three things. 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
Wounds:
-Torso is harmed
Skills:
-Competent Pickuper: 2/6 exp (+1 to rolls)
-Novice Searcher: 0/4 exp
-Competent Axeman: 4/6 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
Techniques:
-Running backhand: attacks enemy from behind (bypasses opponent's AR of held equipment)(1 DB)(usable once/2 turns)
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
-4 healing potions (guarantees 6 on recovery roll)
-A poison potion
Other:
-4 QP
Not injured.
Skills:
-Accomplished Pickuper: 6/8 exp (+1 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 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)
Other:
-3 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
Spells Known:
Mutate: You attempt to change a creature.
Techniques:
-Mesmer: Invokes Mind Control.
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 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.
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
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)
-An antman carapace shield (held)(1 AR)
Other:
-12 QP
-You are carrying a polearm and a shield. You can't use the polearm decently.
Wounds:
-Head is harmed
-Status Effect: Woozy (-1 to actions, wears off after next turn)
Skills:
-Accomplished Healer: 4/8 exp (+1 to rolls)(anticipation)
-Novice Pickuper: 0/4 exp
-Novice Focuser: 1/4 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)
-Other:
-5 QP
Wounds:
-Nose is bruised
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
-Competent Time/Space Bender: 3/6 exp (+1 to rolls)
-Novice Summoner: 1/4 exp
-Unskilled Lightning Caster: 1/2 exp
-Unskilled Computer User: 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)
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)
Other:
-7 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)
Not injured.
Skills:
Unskilled Wrestler: 1/2 exp
Other:
-Innate 1 AR
-Has unknown elemental properties, might understand electrical things
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)
-Unskilled Ninja: 1/2 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 choppa (held)(polearm)(1 AB, 1 DB)
-A backpack(worn), containing:
-4 healing potions (guarantees regeneration roll of 6)
-a shortbow (ranged)
Other:
-8 QP