It occurs to me that I've been using 6's as excessive successes (try saying that five times fast) instead of the painful overshot they're supposed to be. Starting now, 6s will get what you want done... but something you don't want to happen, will. My excuse for not taking this attitude towards 6s earlier is that your characters were new and quite frankly, couldn't take care of themselves too well, but now you're all grown up and questing and stuff so you can handle overshots.
KnightedSkull:
You place the ant shield on the ground, line your choppa up,
{} and WHACK it into the tunnel! It bounces off a wall before disappearing into the darkness, and you can hear it rebounding from outside. Long after the sound of an ant's carapace bouncing of stone fades away, you hear an infernal hissing. *3 QP*
Muwahahaha:
You 'T'ravel northeast to (you guessed it) RandomFunk, the Weird Pit of Mystery. *Quest Mode* *1 QP*
Inaluct:
You search for ammunition for your PPP.
{} You can only find rocks, and you already *have* rocks. Besides, you're already carrying rather a lot in your hands.
Luke_Prowler:
You check the rocks in your backpack. They aren't anything special, but they are polished smooth and quite pretty. You attempt to work your orc hide into a slingshot
{} but you can't see a leatherworking shop, and can't conceive of why one would be anywhere near here.
Katsuun:
You pick up the Ant-puter,
{} and throw it away. You order your elemental to return to your side (which it does), and to aid you in your attempt to connect yourself to every other computer in the world
{} (which it also does). Aided by your elemental, you attempt to connect yourself to every other computer in the world.
{} You succeed! You an internet server, and are now connected to all 1 of the other computers in the world. If someone uses the ant-puter, they can now message you directly unless you are too far underground, or surrounded by an electric field of some kind. If another computer (with wireless capabilities) is created, you will automatically link to it.
Digital Hellhound:
You close your eyes and focus, attempting to awaken your inner powers (besides magic),
{} but you're still dazed from having your skull split open recently and can't concentrate. You feel clear after the short rest though.
Zasit Alebath:
You fish your fire-labelled vial out of your backpack again,
{} but you can't quite figure out how to make a torch out of it. Taking a handful of grass and lighting it on fire probably wouldn't work so well... ummm... huh. You're stumped. Without a light source, you don't want to enter the cave. *1 QP*
Errol:
You wander into the cave. You can't see anything. You can hear some skittering noises and the fading echo of loud hissing, but they seem quite far off. *1 QP*
Situation: You are outside (or, in Errol's case, JUST inside) RandomFunk. Venturing in without a light source is possible, but foolhardy, and it will take you three turns of feeling your way along the walls to get anywhere.
Katsuun rolls to recover: 1: Nope.
Digital Hellhound rolls to recover: 2: Also nope.
Zasit Alebath rolls to recover: 5: Yup! Your torso is now bruised.
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
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)
Other:
-15 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:
-1 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.
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
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
Wounds:
-Nose is bruised
Skills:
-Novice Pickuper: 2/4 exp
-Novice Diviner: 0/4 exp
-Novice Trapmaker: 1/4 exp
-Unskilled Tool-User: 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
-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)
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)
-You are an ISP server. You are wirelessly connected to the other computer in the world.
Not injured.
Skills:
-Unskilled Wrestler: 1/2 exp
-Unskilled Assistant: 1/2 exp
Other:
-Innate 1 AR
-Has unknown elemental properties, might understand electrical things
Wounds:
-Head is harmed
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:
-Torso is bruised
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:
-5 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)
-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:
-9 QP
By the way you guys. You get quest points when you try to 'solve puzzles' on quests. Even if you fail, you'll get 1 QP as consolation. If I messed something up say so for free exp.