Round 1 - Turn Two
UristUrist seems to glow for a moment, and then an opaque, gray bubble surrounds him. He is sent into STASIS!
Finn[1] Charging at Monk, swinging the prod wildly*, you finds that Monk skips to the side and your swing that was meant for Monk whips around and whacks you in the knee, knocking you on your ass with a jolt of electricity. Damn, you can't do a major action next turn!
Altveria[5] Feeding out a little more rope, as well as Hikari shifting, some rope manages to fall past his other shoulder, so that it is around his neck. Jumping, you can just take hold of the rope hanging from his shoulder. As you do, you pull your whole body weight against the rope, and thus the rope against Hikari's neck*.
[3+3=6] Hikari, however, with his super-strength and agility provided to him by the shadow armor, manages to pry the rope away from his neck. He does it with such force, however, that you are swung up on to his back! You are still holding the rope, as well.
Hikari[2] Attempting to bash off whoever is on your back and attempting to strangle you, you flail your shadow arms around. However, it is kind of hard to hit someone on your own back, and you miss!
MonkSince I was a derp and forgot to mention that going somewhere is a major action, and you are stunned this turn, I will let you use a minor turn to 'go halfway'. And since you don't need to roll to go somewhere, unless there is an obstruction in the way (moat, palisade, etcetera) you go half-way to the western exit automatically!
Larry[6] Gesturing and pirouetting fluidly^ to face towards Monk, you snap your whip with a flick of your wrist and entangle Monk's legs! Failing to notice that your whip has severely entangled around his legs, you flick your whip back-and Monk comes along with it! Eventually your whip comes un-entangled and Monk flies through the air to slam into a section of wall right next to the north entrance! OUCH!
[4] After that satisfying attack on Monk, you take a quick glance around. You notice a hilt from a sword, several nails, and the striking mechanism for a flint-lock firearm.
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A problem occurs to me. I'm not really sure how to handle injuries, while trying to keep it relatively simple. I'm thinking of doing 3 'major' strikes or so and your dead, 6 'minor' strikes and your dead, but of course I am taking suggestions from you guys, so what do you think?
Also, remember that there are items in the room! You can scroll up to find them or ask for me to find and repost them. I will include the items from Larry's search. I assume you will get whatever with your minor action, Freeform?
Also, audience interaction is major, like praying, since it has the possibility of getting you some really good stuff, although the stuff will primarily be item-based, not magic-based.