Alright, it's time for a turn. If KnightedSkull doesn't make it for the next turn he's getting cycled out, so Vlynndar, you can post an action for just in case KnightedSkull doesn't show.
I have decided that it should now be possible for you guys to spend a turn attempting to gain a technique, so... yeah you can now.
Random Event! Check your inventories...
Errol:
Holding your Flaming Choppa in front of you, you walk into the cave.
{} You attempt to go through the cave in such a way as to not make yourself vulnerable, and you attempt to hide in the shadows as you go. It would have worked fine if not for the fact that you're holding a flaming polearm. Still, it was good practice. *1 QP*
Katsuun:
You order your light elemental to go into the cave with the others, and help them with combat if it sees any. It walks into the cave after Errol.
{} You sit down and think about how to use your computer-ness in combat, and come up with a 'linking program'... type... thing... kinda... anyway it's a lot like mind control. But you can only change one parameter in an enemy's mind per turn (for example you can change a hostile enemy's target, or make a nonhostile enemy hostile, but you can't do both in one turn).
Inaluct:
You ask Muwahahaha for some magic projectiles, but he turns you down. Since your Flaming Sword is sheathed, and you don't have a free hand to draw it, you simply follow Errol and Katsuun's Light Elemental. *1 QP*
Luke_Prowler:
Brandishing your torch, you charge into the cave! And you stop in the same place Errol, KLE, and Inaluct do. *1 QP*
Digital Hellhound:
Taking the word "pit" in RandomFunk, the Weird Pit of Mystery waaay to literally, you jump in. Since it's a cave carved horizontally into a mountain, you decide to walk the rest of the way, following Errol, KLE, Inaluct, and Luke. *1 QP*
Muwahahaha: (remember what I said about spamming turn actions?)
You notice Katsuun working on a mind control ability. Paranoid as you are, you attempt to change yourself to be immune to it; but partway through your spell you hear Primal Chaos Beings calling to you through the planes; you stop your spell, wary of too many mutations turning you into a Writhing Mass of Primal Chaos. Especially when you're near this weird cave. You figure that mutating yourself is still a viable action... just not right now.
Zasit Alebath: (you posted the same thing twice)
You follow Errol, KLE, Inaluct, Luke, and Digital into the cave. *1 QP*
KnightedSkull: (GM control)
You follow Errol, KLE, Inaluct, Luke, Digital, and Zasit into the cave. *1 QP*
Situation: Most of you have reached RandomFunk Area 1. There is a signboard which has faded scribbly lines on it; you could read it if you spent enough time trying. There are three exits from this room; the one you came through, one to the left, and one to the right. Other than the signboard and the exits the only objects in this room are some creepily glowing stalactites. You can't quite place your finger on it, but the air feels weird here.
Katsuun rolls to recover: 5: You're mint condition again.
Luke_Prowler rolls to recover: 4: Nope, you're still bruised.
Digital Hellhound rolls to recover: 5: You're good to go. (you recovered amazingly fast, especially considering how hurt you were)
Luke-Prowler's torch uses up a unit of fuel.
Zasit Alebath's torch uses up a unit of fuel.
KnightedSkull's ‼Choppa‼ rolls to resist fire damage: 5: It's still at 5/6 durability.
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: 1/4 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:
-12 QP
Not Injured.
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: 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:
-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
-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:
-4 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
ot injured.
Skills:
-Novice Wrestler: 2/4 exp
Notes:
-1 DR
-Immune vs water
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:
-Accomplished Healer: 5/8 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)
-A Strange Stone
-Other:
-7 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 robe (worn)
-A staff (held)(+1 to magic rolls)
-An amulet (worn)(+1 magic)
-A backpack (worn), containing:
-A Strange Stone
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:
-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
-Unskilled Tool 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 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
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
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
I can't believe NONE of you who advanced into the cave did a turn action. I guess I didn't explain properly that the walking part was a free action, and you could also do a turn action like charge a spell or something. Anyway, everyone vote for me to be Mog in the "Let's Play FF6" thread in Forum Games and Roleplaying, andpoint out any mistakes I made. Stuff like not putting Inaluct's golem's stats up at all.