Chapter 14 – More radiation – Noon
DeadMG takes another chapter of rest.
Falcrack tries to get Geoff back in his team (5). Geoff not only rejoins but also forgives Falcrack for his insolence. He doesn’t need the 5 gold but he will take the promotion of gold per turn. Falcrack doesn’t have time for more shoes anymore but Geoff will instead protect him from the goons.
*Geoff attacks! 6-2. Roll to dodge (2-2-1). One of the goons (they’ve been hit by the nuke blast as well) is completely unable to dodge. Roll for damage (4). Together with the 0 of RTD’ing, he is hit straight in the chest and dies. Two remaining.
Hawkeye and Simba mutate even further (3, 4). Hawkeye is getting manes! He’s turning into a lion! (Laguz style) Simba grows even further (2/3). Hawkeye laughs a standard evil laugh but that turns into a growl halfway. (Your transformation isn’t complete until I think it is or until I can’t come up with more parts of your transformation to mention).
Hazza runs towards Toby and uses his infrared vision to search for some nice shiny armour. He gets a -1 on because he still has to get used to his new eyes but surely he wouldn’t roll a 1 as basic roll, would he? 1! He actually does roll a 1! With the -1 that becomes 0! Zero, absolutely nothing. That’s what Hazza’s eyes turn into: absolutely nothing. Hazza loses his nice radioactively-gained perk and now he is blind! This requires the same sort of healing Spuddyt needed with his leg, to get it restored. In the meanwhile, anything that requires sight gets a -6! (healing your eyes in this case will not get that affliction or otherwise you are completely doomed)
Isik looks for more metal (6)With my thanks to LD
Isik has gotten 3 pieces of awesome metal! (+1 on the action when you use this, +1 for each piece of metal, they can be used at the same time for a total of +3)
K-lord floats up the crow’s nest and looks around for prey with his binoculars (5). A small fishing ship is sighted, though it has gotten a lot more up than just fish! This should be exiting. Captain Joney Davos immediately changes his course.
Mazrix goes to the deck and readies his bow. He aims for the guy with the biggest hat. Surely that’s the pirates captain! 5: Roll to dodge (6-1). The guy completely dodges the arrow by ducking and the arrow strikes directly at the hat. Roll for damage (6+1+1).OVERKILL!
The hat is torn to pieces and a whole lot of HIGHLY UNSTABLE GRENADES roll over the floor and are everywhere on the ship (7 highly unstable grenades, they automatically detonate at the end of this turn if they roll a 1, 2 or 3, otherwise nothing is wrong. If one detonates, the others are affected as well and will roll again, with a 4 being good enough for an explosion as well). Additionally on explodes immediately. Roll for detonation: 1,5,2,1,4,3,2. Roll again (6 times for one!). First roll is a 4! All grenades detonate and eradicate the ship's deck!. 15 pirates have to roll to dodge (5-8, 5-8, 4-8..... One minus for each grenade). Roll for damage! (+1 for every two grenades). Why bother with the numbers. THEY'RE ALL DEAD, THE SHIP'S ABLAZE AND WILL GO DOWN IN ONE CHAPTER. Great shot, return to base immediately!
Moose greets the hooded figures and murders them if they’re hostile.
Moose just murders the hooded figures, that’s what it means. 4-3! Moose actually hurts himself. Roll for damage (2-2). He turns out to be fine (instantaneous heal from the left-over effect from some time ago).
OrangeKnight goes back to the mages and casts SOLAR BEAN! Unfortunately, Solar Beans can’t be cast, they have to be found, brewed and drunk, or just thrown at random places immediately, for hilarity issues. OrangeKnight just charges his lance instead (3). As he releases, the energy, it shows no big flash that just draws the attention of the mages and then OrangeKnight uses the lance to stab. Roll to dodge (1 - a lot). Roll for damage (6). In an unfortunate turn of events, the flailing bit of magic is accompanied by a gigantic force of physics. The lance crushes straight through a mages skull and instantly kills him. Another mage is hit in his chest and will die in the next turn, no matter what he does. The third one is unharmed but already has a severed artery with him.
Henk is mildly startled by your light and does not trust you more, but the wounds you inflicted have earned you his respect!
Regabond, completely ignoring the fact that OrangeKnight wants to rescue him from the mages, asks if the mages could use his help (5). They can! They give you a book called Flux, which will give you the ability to distort enemies. However, you are forced to attack OrangeKnight in the first next turn (that forces your next action! No need to do something else). During the time it took you to get here, Slagathor the BISON (yes I like to rub it in
) has gotten to trust you more.
OrangeKnight and Regabond are now ENEMIES.
Spuddyt attempts to roll around everything, into everything and hopes to hit something (6+1). Unfortunately for Spuddyt, there’s nothing to roll into, so he just rolls around the Ground zero bit of the nuke. Spuddyt starts mutating again. He can now turn himself into a human-sized bowling ball (now it’s really handy to grow MORE SPIKES) and attack others with himself. As long as he’s got so little spikes from his body, he’ll only get a +1 on attacking buildings and slow automatons. When he grows more spikes, he’ll get a +2 on buildings, a +1 on automatons. You’ll need more training for the speed so you get the bonus extended even more. You must actively tell you’re going into bowling ball form for this.
Toot searches for a pimp guild (6). He finds one! Toot is radiating spontaneous pimpness from himself so the guild members immediately let him in and give him a nice new pimp cane. This pimp cane is bright orange and can be used on things, though no one yet knows what the effect is. Toot also got a secret message!
Wolfinator asks Gary to heal him (3). Gary will attempt to heal Wolfinator (5). Wolfinator is no longer very distorted! Additionally, one of his arms is no longer distorted (now it’s broken). Wolfinator doesn’t suffer the magic penalty anymore.
Dark creature attacks (5). The creature attacks Wolfinator. Roll to dodge (3-2). Wolfinator doesn’t move at all and is fully hit by the dark magic again! Roll for damage (1). Fortunately, it barely does any damage to you. It’s not even worth mentioning. One crystal is drained to 50% though...
3 Mages to attack OrangeKnight... One is unable to since he’s got an artery to heal (4). Done!
Two others attempt to fire some fire and thunder (3,2). Roll to doge! (6). OrangeKnight dodges the spell again.
5 Hooded figures attempt to attack Moose. They have no weapons and attempt to abduct him. They outnumber you! (+1 on their attempt, -1 on your RTD). 1+1. They fail to abduct you.Inventory
DeadMG: SpaceTimeMage/swordsman (2.10/1.0).
@North of Village
*Teleport spell (you’ll have to level up several times to get it really strong)
*Slow time spell (-1 on enemy dodge rolls for several turns)
*Book on basic space manipulation
*Book on basic time manipulation
-2 on everything (Ch 15)
-2 on sound (Ch 15)
-2 on sight (Ch 15)
Falcrack: ShoeCobbler/Fisherman (1.8/2.8 ).
*1 pair of shoes
*41 gold (-3/turn)
+ No roll less than “2” when doing an action that requires movement. This is countered when you have a –X on something that requires movement.
-2 on movement requiring actions (counters the shoes).
+1 fishing (net)
A) Regabond, OrangeKnight, Mazrix
C) Geoff (swordsman/thief (2.9/1.5))
~*Big axe (2-handed)
~*2 pieces of meat
~-1 on two-handed (wounded arm)
~+1 on own RTD
~-2 on sight related and RTD (Ch13, 14)
~A) Toot, OrangeKnight, Mazrix, Moose, Regabond
Hawkeye: Archer/Thief (2.8/1.8 ).
@Ground Zero (Nuke)
+1 Bare handed (claws)
-2 on anything that requires movement
Faster shooting: -1 RTD (enemies)
A) Hazza, Spuddyt, Isik
Hazza: AnimaMage/Archer (1.1/1.6).
@ Ground Zero (Nuke)
*Basic fire book
*Rusty bow and arrows (10)
*Can investigate rooms on life from another room
+1 on RTD (own) (large sack)
-6 on sight related (until healed)
C) Toby the labra-doodle
~attack small animals
~follow other people
A) Hawkeye, Spuddyt, Isik
Isik: Thief/Inventor (1.7/2.13)
*Metal beam (4, 3 of which are awesome ~+1 when used)
*wood, metal, leather
*leash (for two beings)
*Standard pimp sword (+1 when pimps use it, -1 on damage. +1 on damage IE 0 in total when it is filled with energy, otherwise it will fill up energy on use)
+1 on talking
A) Hazza, Hawkeye
K-lord: Ghost/AnimaMage (1.0/1.0)
^^Joney Davos’ ghost pirates (sailor)
Mazrix: Archer/LightMage (2.10/3.0).
*Bow with arrows (9)
+1 for damage rolls (A)
+1 on healing yourself
+ Enemies suffer -1 on RTD (Light Magic)
A) Falckrack , OrangeKnight, Toot, Geoff
Moose: LightMage/Swordsman (2.13/1.0)
@North-West of the village
*Book of light
+ speed of light (-1 to enemy trying to dodge you)
A) Geoff, Mazrix, OrangeKnight, Toot
^^Aeon Templars (janitor)
OrangeKnight: spearman/LM (1.8/2.1 ).
@South-east of enemy mages
*7.5 m (22.5 ft) of rope
+1 RTD (shoes)
-1 on enemy RTD (speed of light increased, lv 2 LM)
A) Falcrack, Mazrix, Moose, Toot, Geoff
C) Henk (Frisian horse) Trust (1/3)
Regabond: Thief/DarkMage (2.0/1.0).
*Beef (with bones in it)
+1 on RTD.
-2 on movement requiring actions.
A) Falckrack, Geoff
F) Moose, Mazrix
C) Slagathor: trust (0/5)
Spuddyt: Axeman/Mutant (1.5/1.5).
@ Ground Zero (Nuke)
*Claws on sholders (+1 when attacking with your shoulder)
-1 on two-handed (wounded arm)
+1 on damage rolls (darts as toes)
+1 attacking buildings and slow automatons (You must be in bowling ball form for this)
Toot: Axeman/pimp (1.5/1.5)
*Pimp Cane (no effect)
*Orange Pimp Cane (???)
A) Mazrix, OrangeKnight, Geoff, Moose
Wolfinator: DarkMage/Spellcrafter (3.04/1.3).
*Book: Drain (lv 7)
*Book: Summon rats (lv 4)
*Scroll: Undo dark backfire (on yourself)
*2 crystals (50%, 100%)
+1 action roll.
-2 on movement related actions (distorted, then broken legs)
-2 on one handed (1 arm distorted, then broken, 1 arm broken)
A) DeadMG, GaryFactions
Aeon Templars (LightMages).
*Toot (Orange Pimp)Allies
P) Gary: Shieldsman/DarkMage (1.0/2.0)Enemies
*7 dark creatures (100% Health)
*1 dark creature (60% Health)
*2 Angry mages (1 will die in Ch 15, -2 on movement-related actions)Mapshttp://i516.photobucket.com/albums/u328/Plasma_Wolf/RTD%20OT/14E.pnghttp://i516.photobucket.com/albums/u328/Plasma_Wolf/RTD%20OT/14W.pnghttp://i516.photobucket.com/albums/u328/Plasma_Wolf/RTD%20OT/Dungeon14.png