Hazza, for as far as I know you only posted once since the last chapter:
Not good. Not good at all :p.
Which didn't involve an action. That just cost you a turn mate! Chapter 15 – 1 nuke is never enough – 6pm
DeadMG takes another chapter of rest. His problems are gone and he hopes stays that way (While I’m hoping not)
Falcrack takes the big axe from Geoff and attempts to chop someone’s head in two pieces. It’s heavy (-1 for the measly shoe cobbler that you are!). Falcrack rolls a 5-1. Roll to dodge (2-1). Roll for damage (5). One goon’s head turns in two half heads. He’s dead. Geoff also attacks and rolls a 4. Roll to dodge (1-1). Roll for damage (5). This doesn’t need much to explain, but I’m going to do so anyway. Or let Geoff do it. And the poor bloke who just got killed.
“DIE YOU MORON!”
---FAIL TO DODGE---
“ARRGHHH. THAT HURTS!!! It hurts so much! I’m going to die...”
“Why do you still speak then?”
“No idea, my family members also always spoke after they died.”
Hawkeye attempts to heal his broken leg (5). Done. He wants Simba to grow but Simba can’t and patiently waits for the next nuke to drop on the village’s mayor’s head.
Hazza has no idea what to do, so he’ll just do nothing instead (You’ve had a week, if you’re not going to type it down by then, I’m going to let you skip the turn). You’ve still got a -60 on sight related stuff, you know. Did I say -60? Oh sorry, it’s -6, but if you’re going to do nothing next turn, it’ll go -60!
*Toby arrives at Destra.
Isik attempts to build an automaton. This costs 3 pieces of metal and 2 pieces of wood. Isik has a blueprint (+2) and 3 awesome pieces of metal (+1 each). Isik rolls a 5+2+3!!!
Isik constructs such an awesome automaton that the space-time continuum breaks and sucks the automaton in. But don’t worry. Two automatons come out and are sucked in right away, only to emerge with one more immediately after. Isik now has three automatons. Since he equipped the first one with the rope blade, the other two have one as well!!!
The automatons are of your inventor’s level (2). This gives them the bonus of a -1 on the enemy RTD.
Isik gains 5+3 experience from the construction, and now he is a level 3 inventor. Constructing small items (such as grenades, daggers, stuff of that size), give you a standard +1.
K-lord attempts to hide the Flying Dutchman in fog (5). It’s hidden! +5 exp on anima magic. The target won’t counter attack when you attack next turn. Joney Davos is impressed.
Mazrix turns around and faces the folks with a wide grin! (3) The others also grin at you! That’s a good thing to start with.
Moose attempts to murder the hooded figures (6-1, outnumbered). Roll to dodge (6,3,3,2,6, all -1-1 => 4,1,1,0,4). Roll for damage: (4,4,6,2,1, all +1) Needless to say, three are torn apart and now emit some nice white light from the edges of their chunks of flesh. One is badly hurt (will die in turn 16). The last one is left unharmed.
OrangeKnight attempts to impale the mage right in front of him! He rolls a 3 and the mage rolls a 3-2-1 on dodging. Roll for damage (6). One dead mage. And another one (the one that would die anyway). No more mages left!
Regabond attempts to steal OrangeKnights lance! (6). Roll to doge (3-1). OrangeKnight has lost his lance! +7 exp for Regabond’s thief skills.
Spuddyt morphs into a bowling ball and attempts to roll around into random directions (6). The spikes effectively plough the ground you’re rolling on, awarding you with 10 gold and a surprise card! (You don’t know what it is, only I do: you can use the surprise card on enemies in battle, on yourself in battle or at any given time on anyone or anything).
+5 exp brings Spuddyt to the lv 2 of mutating. He mutates claws on his feet (Additional to the darts). As soon as your attacks involve any kind of kick, it gets a +1. Have you considered learning karate, so you can add all of those claw attacks together?
Toot goes to the cleansing arrow house and speaks to the guards: "bitches you best be letting a nigga up in this before I slap your asses". He then uses his orange staff on them (6). Roll to dodge (3-1, 2-1+1, that one’s level 2 you know). The two guards start to inflate! They slowly take the shape of a balloon and start to float away! This is no hypnosis staff! It’s a balloon staff! Toot is lv2 in pimpness and all pimp actions get a +1.
Wolfinator attempts to heal more distortion (2+1). Another bit of distortion is healed (though it isn’t much). You now have broken arms (no longer distorted). Your legs remain distorted, then broken.
Gary attacks! (5). Roll to dodge (2-1). Roll for damage (3+1). The dark creature is distorted into nothingness.
Gary and Wolfinator now go to the chest and are followed by the remaining creatures. They are stronger than the first ones you encountered (-1 on your RTD). They will also combine their attack so you are outnumbered (another -1 on your RTD, a +1 on their damage).
Dark creature attacks (2). No effect.
Hooded figures attempt to abduct Moose again (6). Roll to doge (2-1). Moose is ABDUCTED. One turn skip, you need that to regain consciousness, but they’ve been too stupid to tie you up and they also forgot to put your weapons and items in another room. You still have everything but won’t be able to do chapter 16.
Right after the abduction, 4 hooded figures die.
Mages’ counterattack (6). Roll to dodge (6-1). Roll for damage (2+1). OrangeKnight gets a broken knee from it. Henk won’t be able to move fast and you get a -1 on movement requiring actions.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
Falcrack: Shoe Cobbler/Fisherman (1.8/2.8 ).
*Big axe (-1 when using it because you’re a measly shoe cobbler)
*1 pair of shoes
*38 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.
+1 fishing (net)
A) Regabond, OrangeKnight, Mazrix
C) Geoff (swordsman/thief (2.9/1.5))
~*2 pieces of meat
~-1 on two-handed (wounded arm)
~+1 on own RTD
~A) Toot, OrangeKnight, Mazrix, Moose, Regabond
Hawkeye: Archer/Thief (2.8/1.8 ).
@Ground Zero (Nuke 1)
+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).
@ West of village
*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 – healing this does not go -6, goes -60! Next turn if you do nothing about it)
C) Toby the labra-doodle
~attack small animals
~follow other people
A) Hawkeye, Spuddyt, Isik
Isik: Thief/Inventor (1.7/3.6)
@Destroyed bank (ext)
*Metal beam (1)
*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
+1 on small item construction
A) Hazza, Hawkeye
K-lord: Ghost/AnimaMage (1.0/1.5)
^^Joney Davos’ ghost pirates (sailor)
Mazrix: Archer/LightMage (2.10/3.0).
@Cleansing Arrow Mountain Guildhouse
*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 (2.14/1.3)
@Dungeon of Dark Mages
*Book of light
+ speed of light (-1 to enemy trying to dodge you)
A) Geoff, Mazrix, OrangeKnight, Toot
^^Aeon Templars (janitor)
OrangeKnight: spearman/LM (2.4/2.4 ).
*7.5 m (22.5 ft) of rope
+1 RTD (shoes)
+1 on damage (lance)
+ -1 on enemy RTD (speed of light increased, lv 2 LM)
-1 on movement related (Henk can’t move fast)
A) Falcrack, Mazrix, Moose, Toot, Geoff
C) Henk (Frisian horse) Trust (1/3)
Regabond: Thief/DarkMage (2.7/1.0).
*Beef (with bones in it)
*OrangeKnight’s steel lance
+1 on RTD.
A) Falckrack, Geoff
F) Moose, Mazrix
C) Slagathor: trust (0/5)
Spuddyt: Axeman/Mutant (1.5/2.0).
@ Ground Zero (Nuke)
*Claws on shoulders (+1 when attacking with your shoulder)
*Claws on feet (+1 when attacks involve any kind of kick. Have you considered karate?)
-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 (1.5/2.0)
@Cleansing Arrow Town Fart Guild House
*Pimp Cane (no effect)
*Orange Pimp Cane (Balloon staff)
+1 on pimp actions.
A) Mazrix, OrangeKnight, Geoff, Moose
Wolfinator: DarkMage/Spellcrafter (3.4/1.3).
@Dungeon of Dark Mages
*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 (2 arms broken)
A) DeadMG, GaryFactions
Aeon Templars (LightMages).
P) Gary: Shieldsman/DarkMage (1.0/2.0)Enemies
*7 strong dark creatures (100% Health, -1 on player RTD)
*1 hooded figure.Secret inventory
It’s secret (I use it for surprise cards).Maps
Players not on the map: K-Lord (two ships, nothing else important for now because the captain wants to attack the ship).
Toot (you're at Town Fart's CA guild house you've already seen)http://i516.photobucket.com/albums/u328/Plasma_Wolf/RTD%20OT/Dungeon15.pnghttp://i516.photobucket.com/albums/u328/Plasma_Wolf/RTD%20OT/CH15.png