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#277 to #5
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kytonlord [OP](07/20/2015) [-]
You enter a corner room with only two doors. As they seal shut behind you, you see walls and walls of books materializing out of thin air. There is a lone creature in the room, resting in a cushioned chair. He seems seated and calm, and does not appear threatening, despite his undead nature.
"Hello adventurer. Welcome to the library."
He strokes a kitten lovingly with his brittle, bone fingers.
"I am Dewey, the librarian... or 'Labryrarian' if you want to be technical about it. I keep most of the best books here; I'm not a fighter, you see, so I fulfill my 'guardian' duties a different way than most.
"I do not wish to fight you, human, but I will if you desire. Like the other guardians, you will receive a reward if you win.
"However, I offer you a trade instead. You may remain here for a while, studying the history of this place, and in exchange I will offer you a bit of advice and open the doors for you. There's a small fee - one of the rewards you've claimed - but I think that's a reasonable deal for the result of leaving this room without the senseless waste of time, fortitude, and resources."
"Hello adventurer. Welcome to the library."
He strokes a kitten lovingly with his brittle, bone fingers.
"I am Dewey, the librarian... or 'Labryrarian' if you want to be technical about it. I keep most of the best books here; I'm not a fighter, you see, so I fulfill my 'guardian' duties a different way than most.
"I do not wish to fight you, human, but I will if you desire. Like the other guardians, you will receive a reward if you win.
"However, I offer you a trade instead. You may remain here for a while, studying the history of this place, and in exchange I will offer you a bit of advice and open the doors for you. There's a small fee - one of the rewards you've claimed - but I think that's a reasonable deal for the result of leaving this room without the senseless waste of time, fortitude, and resources."
**canichaikait used "*roll 1, 213-315*"**
**canichaikait rolls 232** "Sure, I'll offer up my bullet." I say as I aim my rifle at the skeleton's head and make a power strike.
**canichaikait rolls 232** "Sure, I'll offer up my bullet." I say as I aim my rifle at the skeleton's head and make a power strike.
#340 to #338
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kytonlord [OP](07/24/2015) [-]
There is a loud and terrifying crack as your shot scatters pieces of the Labyrarian's skull all across the well-kept books behind him. The undead, somehow, let out a sigh, and rose from his chair.
"Very well then," he said as a flickering aura of dark magical power surrounded him. A blue crystal staff appeared in his hand.
"Θα πάρω ό, τι είναι δικό σου"
His dire incantation began to work almost instantly, sapping your vitality and repairing the injury you caused him.
Canichaikait - 6/7 HP, 6/7 MP - Pain (0/2 repeating)
Starkmail 2 charges
Labyrarian - 0 wounds, 3 drain - Regeneration (0/2 repeating)
"Very well then," he said as a flickering aura of dark magical power surrounded him. A blue crystal staff appeared in his hand.
"Θα πάρω ό, τι είναι δικό σου"
His dire incantation began to work almost instantly, sapping your vitality and repairing the injury you caused him.
Canichaikait - 6/7 HP, 6/7 MP - Pain (0/2 repeating)
Starkmail 2 charges
Labyrarian - 0 wounds, 3 drain - Regeneration (0/2 repeating)
I grit my teeth and bare through the pain. "Have some cake." Raising my portal gun, I shoot a portal above the guardian and one below him.
The golem is begins endlessly falling between your portals, though you are immediately aware that the portal in the previous room was now forever closed. Without the ability to right himself or gain stable footing, he is trapped and cannot cast spells. I forgot to list the max charges on Portal gun. It has 4, and regains 1 per room. You can also spend MP instead of charges, when you run out.
Unfortunately, your portals do no damage, though he's gaining velocity each round, until he reaches his maximum falling speed after the 3rd round.
Canichaikait - 6/7 HP, 6/7 MP - Pain (1/2 repeating)
Starkmail 2/2 charges, Portal Gun 2/4 charges
Labyrarian - 0 wounds, 3 drain - Trapped*, 33% Velocity* (1/3) - Regeneration (1/2 repeating)
Please note that we're fiddling with physics here; he'd actually go from like 50% to 90% to 99% or some **** , but we're doing it a little more simply.
Unfortunately, your portals do no damage, though he's gaining velocity each round, until he reaches his maximum falling speed after the 3rd round.
Canichaikait - 6/7 HP, 6/7 MP - Pain (1/2 repeating)
Starkmail 2/2 charges, Portal Gun 2/4 charges
Labyrarian - 0 wounds, 3 drain - Trapped*, 33% Velocity* (1/3) - Regeneration (1/2 repeating)
Please note that we're fiddling with physics here; he'd actually go from like 50% to 90% to 99% or some **** , but we're doing it a little more simply.
I begin perusing the shelves of books to see if I can find anything useful while my foe is trapped in his endless fall. "So, who brought us here?" I ask.
His speech is broken as he disappears and reappears from the room.
"The... master... minotaur... traps... people... here... to... feed... off... their... essence... ever... since...Theseus... bested... him... in... battle... and... there... were... no... more... virgin... sacrifices... "
The skeleton's dire magic takes its toll on you, siphoning your health away to bolster the necromancer's power. You are unable to peruse a great number of books during this time, but you are able to track down the "maps and atlases" section.
Canichaikait - 5/7 HP, 6/7 MP - Pain (0/2 repeating)
Starkmail 2/2 charges, Portal Gun 2/4 charges
Labyrarian - 0 wounds, +1 HP, 3 drain - Trapped*, 66% Velocity* (2/3) - Regeneration (0/2 repeating)
"The... master... minotaur... traps... people... here... to... feed... off... their... essence... ever... since...Theseus... bested... him... in... battle... and... there... were... no... more... virgin... sacrifices... "
The skeleton's dire magic takes its toll on you, siphoning your health away to bolster the necromancer's power. You are unable to peruse a great number of books during this time, but you are able to track down the "maps and atlases" section.
Canichaikait - 5/7 HP, 6/7 MP - Pain (0/2 repeating)
Starkmail 2/2 charges, Portal Gun 2/4 charges
Labyrarian - 0 wounds, +1 HP, 3 drain - Trapped*, 66% Velocity* (2/3) - Regeneration (0/2 repeating)
**canichaikait used "*roll 1, 0-9999*"**
**canichaikait rolls 8,698** I grab some atlases for later and attempt some first aid on myself. "Who or what are you really, and why do you serve this minotaur?"
**canichaikait rolls 8,698** I grab some atlases for later and attempt some first aid on myself. "Who or what are you really, and why do you serve this minotaur?"
"I'm... just... a... guardian... like... others... you've... faced... and... I... serve... to... lower... my... sentence...
"Four... hundred... years... remain... give... or... take... a... few..."
He achieves maximum velocity, and is now falling at breakneck speeds.
"In... a... good... mood... I... get... ten... years... for... every... reward... I... reclaim..."
Canichaikait - 5/7 HP, 6/7 MP - Pain (1/2 repeating)
Starkmail 2/2 charges, Portal Gun 2/4 charges
Labyrarian - 0 wounds, +1 HP, 3 drain - Trapped*, 100% Velocity* - Regeneration (1/2 repeating)
"Four... hundred... years... remain... give... or... take... a... few..."
He achieves maximum velocity, and is now falling at breakneck speeds.
"In... a... good... mood... I... get... ten... years... for... every... reward... I... reclaim..."
Canichaikait - 5/7 HP, 6/7 MP - Pain (1/2 repeating)
Starkmail 2/2 charges, Portal Gun 2/4 charges
Labyrarian - 0 wounds, +1 HP, 3 drain - Trapped*, 100% Velocity* - Regeneration (1/2 repeating)
I perform some more distrust aid as I speak "Well if that's the case, I'm sorry, but I must get out of here, even if that means defeating you. Tell you what, why don't you just help me get through this labyrinth so I may defeat this minotaur who keeps you here? Giving up a perk won't exactly help me, but that reward you some of night help. If you give me that reward and allow new passage, I will swear to defeat the matter of this domain in order to free you. That sounds a lot better than 400 more years in here right?"
**canichaikait used "*roll 1, 0-9999*"**
**canichaikait rolls 0,450**sorry, first aid
**canichaikait rolls 0,450**sorry, first aid
The first aid attempts don't seem to be helping, though the Labyrarian seems sympathetic to your plight.
"I... appreciate... the... offer... but... the... enchantments... that... bind... me... are... stronger... than... just... the... master...
"I... challenged... him... and... failed... and... my... life... is... forfeit...to... the... labyrinth... not... only... to... the... master...
"I... applaud... your... efforts... but... there... are... only... two... paths...
"Subjugation... or... Victory... the... deal... or... the... combat..."
It seems that slaying the minotaur will not break the labyrarian's curse. You can give him a reward you've already claimed ( this will make proceeding through the dungeon a little more challenging, but it will knock up to 10 years off the Labyrarian's sentence, and he'll give you some helpful advice ) or you can fight him and claim one of the rewards from this room ( this will make proceeding easier, though it won't help Dewey out and you won't get his advice ). Either way, the doors will open and you'll be able to leave.
Canichaikait - 4/7 HP, 6/7 MP - Pain (0/2 repeating)
Starkmail 2/2 charges, Portal Gun 2/4 charges
Labyrarian - 0 wounds, +2 HP, 3 drain - Trapped*, 100% Velocity* - Regeneration (0/2 repeating)
"I... appreciate... the... offer... but... the... enchantments... that... bind... me... are... stronger... than... just... the... master...
"I... challenged... him... and... failed... and... my... life... is... forfeit...to... the... labyrinth... not... only... to... the... master...
"I... applaud... your... efforts... but... there... are... only... two... paths...
"Subjugation... or... Victory... the... deal... or... the... combat..."
It seems that slaying the minotaur will not break the labyrarian's curse. You can give him a reward you've already claimed ( this will make proceeding through the dungeon a little more challenging, but it will knock up to 10 years off the Labyrarian's sentence, and he'll give you some helpful advice ) or you can fight him and claim one of the rewards from this room ( this will make proceeding easier, though it won't help Dewey out and you won't get his advice ). Either way, the doors will open and you'll be able to leave.
Canichaikait - 4/7 HP, 6/7 MP - Pain (0/2 repeating)
Starkmail 2/2 charges, Portal Gun 2/4 charges
Labyrarian - 0 wounds, +2 HP, 3 drain - Trapped*, 100% Velocity* - Regeneration (0/2 repeating)
Hey, my computer died a few days ago. So your gonna see updates less often from me for a bit until I get a new one.
"Sorry, but I need all the tools I can get for this minotaur."
I shoot a portal on the wall so the guardian I'd flung into my bullet as I make another power strike.
I shoot a portal on the wall so the guardian I'd flung into my bullet as I make another power strike.
The skeleton come flying through the room at over 60 meters per second, smashing against a shelf of books with deafening force. Your sniper rifle shell rips through what's left of him, and he explodes into chips of bone and strips of black cloth.
There is a moment of silence, and then Dewey begins to gather himself as the pieces reattach to one another.
"It will take me a moment... to gather my senses..." Dewey rises to one broken knee, and you wonder how a creature without an inner ear could feel dizzy.
Canichaikait - 4/7 HP, 5/7 MP - Pain (1/2 repeating)
Starkmail 2/2 charges, Portal Gun 2/4 charges
Labyrarian - 2 wounds, 3 drain - Regeneration (1/2 repeating)
There is a moment of silence, and then Dewey begins to gather himself as the pieces reattach to one another.
"It will take me a moment... to gather my senses..." Dewey rises to one broken knee, and you wonder how a creature without an inner ear could feel dizzy.
Canichaikait - 4/7 HP, 5/7 MP - Pain (1/2 repeating)
Starkmail 2/2 charges, Portal Gun 2/4 charges
Labyrarian - 2 wounds, 3 drain - Regeneration (1/2 repeating)
I rush over and yank the unsteady shelf of books onto him with considerable force.
#503 to #490
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kytonlord [OP](07/27/2015) [-]
He is crushed underneath their weight, defeated. Then there is a sweeping wind, a movement of matter through magical manipulation. The shelves and books begin to disintegrate, as does the Labyrarian himself. The books you'd pocketed for later use are similarly affected, and after a few moments the room is stripped completely bare. You remain, alone, with the two doors, before four obelisks rise up to offer their rewards.
Anthology of Legends - The heroes and tales captured in this book are so powerful, so moving, and so epic that their text causes the book itself to radiate tangible power. Merely possessing the book imbues you with a good portion of that power, increasing your effective Content and Comment levels by +25 and granting you the actions of a second Path (Warrior, Scout, Healer, or Mage). You can read a passage from the book (which takes two entire turns) to restore 1 HP or MP and grant yourself the Unfailing buff for 1 round.
Pros: Power, Versatility
Cons: Time consuming to use
Occultist's Codex - This book contains arcane spells and secrets more powerful than those found almost anywhere else. The knowledge imparted by the book is so strong that merely glancing at a page strikes the observer powerless and dazed. Activating (opening) the book restores all of your missing MP, but Stuns you for 1 round, and causes Fatigue and 1 round of Mannablock for every 2 MP restored by the book. If your next action after opening the book is a Sorcery roll, you may roll three images and choose which one to use, or combine aspects of all three.
Pros: Powerful, Excellent for mages
Cons: Costly, Not useful to non-mages
Necronomicon - This fabled and ill-fated text is bound with some kind of skin, and features a shifting demon face on the cover. The effects of the Necronomicon vary depending on the owner's chosen Path.
● Warriors are immune to Fright. Power Strikes cause the defending creature to become Frightened for 1 round (regardless of success).
● Scouts can draw sanity from their foes. A Scout suffering from any mental affliction or debuff can spend 1 MP to transfer that debuff to an opponent, and cause that opponent to lose 1 MP.
● Healers can replenish the mind, choosing to restore MP with their Heal action instead of HP. They can also summon an undead or demon, rather than a random user, for 1 MP. Creatures summoned with the Necronomicon are difficult to control ( requiring successful Miscellaneous actions to command ) and tend to fight whatever is closest to them.
● Mages with the codex can peruse the pages for Sorcery inspiration, spending 2 MP to use an image from the top 10 results of any of the following phrases. "Nightmare", "deep sea creatures", "aberration creature", "madness art", or "undead". Doing so befuddles their mind, causing Mannablock for 1 round after the spell is cast.
If you ever cease to have possession of the Necronomicon, you are cursed with a -1 maximum MP reduction until it is returned to you.
Pros: Power, Useful for each path
Cons: Creepy, Difficult to use
Adventurer's Journal - This unassuming text is one of the most valuable items in the Labyrinth. The owner of this journal regains all lost memories for as long as it is in their possession. This grants you your old class, feats, prestige paths, blessings, curses, privileges, and miscellaneous perks. It does not, however, grant your old items or inventory. Unfortunately, while you possess the Journal, you will be unable to claim rewards from any room you enter, though rewards you've already claimed will remain.
Pros: Massive burst in character depth and power
Cons: No more labyrinth loot
You notice a large inscription etched into the floor of the room.
α ● I
There are two doors in this room.
The door behind you is labeled with "γ ● II".
There is a door to your left.
Anthology of Legends - The heroes and tales captured in this book are so powerful, so moving, and so epic that their text causes the book itself to radiate tangible power. Merely possessing the book imbues you with a good portion of that power, increasing your effective Content and Comment levels by +25 and granting you the actions of a second Path (Warrior, Scout, Healer, or Mage). You can read a passage from the book (which takes two entire turns) to restore 1 HP or MP and grant yourself the Unfailing buff for 1 round.
Pros: Power, Versatility
Cons: Time consuming to use
Occultist's Codex - This book contains arcane spells and secrets more powerful than those found almost anywhere else. The knowledge imparted by the book is so strong that merely glancing at a page strikes the observer powerless and dazed. Activating (opening) the book restores all of your missing MP, but Stuns you for 1 round, and causes Fatigue and 1 round of Mannablock for every 2 MP restored by the book. If your next action after opening the book is a Sorcery roll, you may roll three images and choose which one to use, or combine aspects of all three.
Pros: Powerful, Excellent for mages
Cons: Costly, Not useful to non-mages
Necronomicon - This fabled and ill-fated text is bound with some kind of skin, and features a shifting demon face on the cover. The effects of the Necronomicon vary depending on the owner's chosen Path.
● Warriors are immune to Fright. Power Strikes cause the defending creature to become Frightened for 1 round (regardless of success).
● Scouts can draw sanity from their foes. A Scout suffering from any mental affliction or debuff can spend 1 MP to transfer that debuff to an opponent, and cause that opponent to lose 1 MP.
● Healers can replenish the mind, choosing to restore MP with their Heal action instead of HP. They can also summon an undead or demon, rather than a random user, for 1 MP. Creatures summoned with the Necronomicon are difficult to control ( requiring successful Miscellaneous actions to command ) and tend to fight whatever is closest to them.
● Mages with the codex can peruse the pages for Sorcery inspiration, spending 2 MP to use an image from the top 10 results of any of the following phrases. "Nightmare", "deep sea creatures", "aberration creature", "madness art", or "undead". Doing so befuddles their mind, causing Mannablock for 1 round after the spell is cast.
If you ever cease to have possession of the Necronomicon, you are cursed with a -1 maximum MP reduction until it is returned to you.
Pros: Power, Useful for each path
Cons: Creepy, Difficult to use
Adventurer's Journal - This unassuming text is one of the most valuable items in the Labyrinth. The owner of this journal regains all lost memories for as long as it is in their possession. This grants you your old class, feats, prestige paths, blessings, curses, privileges, and miscellaneous perks. It does not, however, grant your old items or inventory. Unfortunately, while you possess the Journal, you will be unable to claim rewards from any room you enter, though rewards you've already claimed will remain.
Pros: Massive burst in character depth and power
Cons: No more labyrinth loot
You notice a large inscription etched into the floor of the room.
α ● I
There are two doors in this room.
The door behind you is labeled with "γ ● II".
There is a door to your left.
Thanking the gods for my portal gun, I place a portal on the wall and proceed into the next room. Hopefully,I can come back later after I've gotten more loot and claim my memories then.
I wait for Agnaraed and TheMather before moving onto the next room, and attempt some first aid.
I'm coming to give you the Clockwork Crossbow /channel/roll-playing/Rollplaying+game+destiny+s+labyrinth/llacLyy/298#298 .
It's a damn good weapon, but I have no need for it anymore since I figure since I ran render myself effectively immortal I'm better off going melee in the boss fight so I can tank the hits.
It's a damn good weapon, but I have no need for it anymore since I figure since I ran render myself effectively immortal I'm better off going melee in the boss fight so I can tank the hits.
Freakin' incomplete edits.
TheMather Canichaikait
The crossbow gives +20 per successive attack, to a maximum of +100 on your 6th consecutive shot and the shots that follow.
The benefit is reset to +0 when you leave the room or leave combat. If you take an action other than an attack, you lose half of the bonus.
So...
Attack +0
Attack +20
Attack +40
Attack +60
Defend (drops to +30)
Attack +30
Attack +50
Attack +70
Attack +90
Attack +100
Attack +100
Attack +100
etc.
TheMather Canichaikait
The crossbow gives +20 per successive attack, to a maximum of +100 on your 6th consecutive shot and the shots that follow.
The benefit is reset to +0 when you leave the room or leave combat. If you take an action other than an attack, you lose half of the bonus.
So...
Attack +0
Attack +20
Attack +40
Attack +60
Defend (drops to +30)
Attack +30
Attack +50
Attack +70
Attack +90
Attack +100
Attack +100
Attack +100
etc.
Kytonlord, is it +15 or +20 per each successive strike?
I happily take the bow and move to the next room with my 2 new companions.
I happily take the bow and move to the next room with my 2 new companions.
Canic Haikait - HP 6, MP 7
Strike "roll 1, 1-314"
Power Strike "roll 1, 167-314" - costs 1 MP
A weapon of your choice ("roll Martial Melee Weapon" or "roll Martial Ranged Weapon" if you want to choose randomly) forms in your hand as you touch the Warrior obelisk. Your body toughens and you feel healthier, though not any more magically powerful.
You notice a large inscription etched into the floor of your room as the mist clears.
α ● VI
There are three identical doors leading from this room. Each door looks surprisingly high tech, despite being set in crude stone walls.
There is a door in front of you.
There is a door to your left.
There is a door to your right.
Strike "roll 1, 1-314"
Power Strike "roll 1, 167-314" - costs 1 MP
A weapon of your choice ("roll Martial Melee Weapon" or "roll Martial Ranged Weapon" if you want to choose randomly) forms in your hand as you touch the Warrior obelisk. Your body toughens and you feel healthier, though not any more magically powerful.
You notice a large inscription etched into the floor of your room as the mist clears.
α ● VI
There are three identical doors leading from this room. Each door looks surprisingly high tech, despite being set in crude stone walls.
There is a door in front of you.
There is a door to your left.
There is a door to your right.
#102 to #10
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canici (07/13/2015) [-]
Putting her hand to the obelsik, Canic thinks of what kind of weapon she'd like to use. "I think I'd like a ranged weapon, perhaps a gun, or a rifle rather." In that moment, a large sniper rifle materializes in her hands.
"Nice. Now, I think I'll see what's behind door number 2." She says as she walks through the door in front of her.
"Nice. Now, I think I'll see what's behind door number 2." She says as she walks through the door in front of her.
#110 to #102
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kytonlord [OP](07/13/2015) [-]
You enter another room much like the one you'd just been in, but this one has no smoke obscuring the walls. There are 4 doors in this room, one in each wall, but none of them seem to be activated or have power at the moment.
You hear a screech, and see a goblin with two knives approaching you aggressively. What do you do?
You hear a screech, and see a goblin with two knives approaching you aggressively. What do you do?
#118 to #112
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kytonlord [OP](07/14/2015) [-]
You strike it squarely in the face, and it falls over, dead. There was a moment's silence, and then an explosion of smoke and magical power. The goblin disappeared, and you saw four obelisks raise up out of the floor. Each features a different suit of special armor, and details their different benefits.
Animated Armor - More companion than garb, the animated armor can be worn for +1 Armor ( like HP, but lost first and can't be healed or recovered ), or you can animate it to fight on its own. While animated, the armor has 2 Armor and can Strike like a fighter with "roll 1, 1-150". If the armor is defeated or damaged, it will regain 1 Armor after each encounter.
Pros: Defense, Companion
Cons: Not particularly intelligent
Starkmail - This suit of armor is designed to store magical power for attacks and other effects. When you would regain MP, if you are already at your maximum MP you can instead put 1 charge into the suit. You can spend a charge for any of the following benefits: make a magical ranged Power Strike attack with "roll 1, 50-150", gain flight for 3 rounds, gain Evasion ( attackers roll twice and use worse roll ) for 1 round, or cause Manablock ( can't spend MP ) on one creature for 1 round. The suit currently has 0 of its 2 charges.
Pros: Versatility, Efficiency, "Hack" doors for 1 charge to reveal what's on the other side
Cons: Low battery
Ethereal Armor - This magical armor doesn't weigh you down or protect you from harm, but it reduces all damage and debuffs caused by spirits. If an ethereal creature would damage you, that damage is reduced by 1 wound. If an ethereal creature would put a debuff or affliction on you, the effect is either delayed ( doesn't begin until the next round ) or shortened ( something continuous lasts for 1 less round ).
Pros: Great against certain opponents
Cons: ***** against all others
Chainmail Bikini - This armor is highly impractical and provides no protection, but the sight of a person wearing it fills any intelligent creature with either humor or lust. Either way, the opposing creatures will be too busy "appraising" your armor to attack you for the first round of combat.
Pros: Sexy, Daring, Humorous
Cons: No protection, Possibly too revealing
You also notice an engraving in the floor.
β ● V
There are four doors in this room.
The door behind you is engraved with "α ● VI"
There is a door in front of you.
There is a door to your left
There is a door to your right.
Animated Armor - More companion than garb, the animated armor can be worn for +1 Armor ( like HP, but lost first and can't be healed or recovered ), or you can animate it to fight on its own. While animated, the armor has 2 Armor and can Strike like a fighter with "roll 1, 1-150". If the armor is defeated or damaged, it will regain 1 Armor after each encounter.
Pros: Defense, Companion
Cons: Not particularly intelligent
Starkmail - This suit of armor is designed to store magical power for attacks and other effects. When you would regain MP, if you are already at your maximum MP you can instead put 1 charge into the suit. You can spend a charge for any of the following benefits: make a magical ranged Power Strike attack with "roll 1, 50-150", gain flight for 3 rounds, gain Evasion ( attackers roll twice and use worse roll ) for 1 round, or cause Manablock ( can't spend MP ) on one creature for 1 round. The suit currently has 0 of its 2 charges.
Pros: Versatility, Efficiency, "Hack" doors for 1 charge to reveal what's on the other side
Cons: Low battery
Ethereal Armor - This magical armor doesn't weigh you down or protect you from harm, but it reduces all damage and debuffs caused by spirits. If an ethereal creature would damage you, that damage is reduced by 1 wound. If an ethereal creature would put a debuff or affliction on you, the effect is either delayed ( doesn't begin until the next round ) or shortened ( something continuous lasts for 1 less round ).
Pros: Great against certain opponents
Cons: ***** against all others
Chainmail Bikini - This armor is highly impractical and provides no protection, but the sight of a person wearing it fills any intelligent creature with either humor or lust. Either way, the opposing creatures will be too busy "appraising" your armor to attack you for the first round of combat.
Pros: Sexy, Daring, Humorous
Cons: No protection, Possibly too revealing
You also notice an engraving in the floor.
β ● V
There are four doors in this room.
The door behind you is engraved with "α ● VI"
There is a door in front of you.
There is a door to your left
There is a door to your right.
#128 to #125
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kytonlord [OP](07/14/2015) [-]
The next room is quite warm, and you can hear the mechanical clink and clang of brass pipes and plates making repetitive contact. There's a lot of oily smoke in the air, and you can barely perceive an orange glow approaching you. As it gets closer, you identify it as some kind of animated corpse, with a coal furnace where its organs would be. The creature is clumsy, and breaths thick black smoke every few seconds. It is brandishing a large metal axe, and coming toward you menacingly.
What do you do?
What do you do?
The bullet strikes the creature with powerful force, causing it to stagger back and slow down. He's unable to attack you at this time, but he's not defeated just yet. The furnace in his abdomen glows brightly, and the mechanations that animate him seem to be gearing up for another assault.
#136 to #135
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kytonlord [OP](07/15/2015) [-]
Your shot rings true, and the creature explodes into a pillar of ash and cinders. Smoke in the room begins to lift and you can see several needlessly complicated contraptions here and there. Then, four more obelisks rise up from the floor, and you hear mechanations in the doors indicate that they can now be opened.
Arm Crossbow - This piece of equipment allows you to make a single, poorly aimed attack at any point during an encounter, even while attacking with another weapon. The attack roll for this weapon suffers a penalty (-1 digit, -75 to Strikes) and it fires a poisoned dart that deals 2 points of Pain damage over 2 rounds ( Pain (0/1, 0/2) ). You can spend a turn taking no other actions to reload the crossbow with another poison dart.
Pros: Damage
Cons: Innacurate, you cannot Power Strike with it
Portal Gun - This extremely useful tool fires two different rays (blue and orange) and creates portals where those rays strike flat surfaces. Only one portal of each color can exist at a time, and the portals are always linked to one another. Most portals are free, but you can make a lasting portal (which remains until the end of the quest, or until you make another portal of that color) by spending 1 charge. While you have a lasting portal open, any portal you make with this device costs 1 charge as well.
Pros: Travel, Physics will be your bitch, Science!, Allows travel between unconnected dungeon rooms.
Cons: Useless if you're not clever.
Stopwatch - This elaborate device allows you to momentarily pause time, allowing you and any allies you touch to move and attack freely while all other creatures are locked in stasis. Stasis lasts for only 1 round, and using the Stopwatch costs 1 charge per creature exempt from its effects. The Stopwatch currently has 1 of its 3 charges, and it regains 1 charge after each encounter.
Pros: Versatile, Powerful
Cons: Costly, No innate benefits of use
Techblade - This longsword features moving teeth that rend opponents struck by it, causing intense or bleeding wounds with each attack. When you attack with this weapon, you may choose to spend a charge of its power to give the attack a bonus (+1, +30 to Strikes). If you do, and the attack hits, the weapon does one of the following effects, chosen randomly:
● The attack causes 2 wounds instead of 1 wound
● The attack causes 1 wound and bleeds, dealing 2 wounds over 2 rounds ( Pain (0/1, 0/2) )
● The attack causes 1 wound and Cripples the target for 1 round ( roll twice when attacking a crippled target, and use the better roll )
The Techblade currently has 3 of its 3 charges. It regains 1 charge after each encounter, or when you are in an encounter with an electrical effect.
Pros: Offense, Damage
Cons: Limited use.
You also notice an engraving in the floor.
δ ● IV
There are four doors in this room.
The door behind you is engraved with "β ● V"
There is a door in front of you.
There is a door to your left
There is a door to your right.
Arm Crossbow - This piece of equipment allows you to make a single, poorly aimed attack at any point during an encounter, even while attacking with another weapon. The attack roll for this weapon suffers a penalty (-1 digit, -75 to Strikes) and it fires a poisoned dart that deals 2 points of Pain damage over 2 rounds ( Pain (0/1, 0/2) ). You can spend a turn taking no other actions to reload the crossbow with another poison dart.
Pros: Damage
Cons: Innacurate, you cannot Power Strike with it
Portal Gun - This extremely useful tool fires two different rays (blue and orange) and creates portals where those rays strike flat surfaces. Only one portal of each color can exist at a time, and the portals are always linked to one another. Most portals are free, but you can make a lasting portal (which remains until the end of the quest, or until you make another portal of that color) by spending 1 charge. While you have a lasting portal open, any portal you make with this device costs 1 charge as well.
Pros: Travel, Physics will be your bitch, Science!, Allows travel between unconnected dungeon rooms.
Cons: Useless if you're not clever.
Stopwatch - This elaborate device allows you to momentarily pause time, allowing you and any allies you touch to move and attack freely while all other creatures are locked in stasis. Stasis lasts for only 1 round, and using the Stopwatch costs 1 charge per creature exempt from its effects. The Stopwatch currently has 1 of its 3 charges, and it regains 1 charge after each encounter.
Pros: Versatile, Powerful
Cons: Costly, No innate benefits of use
Techblade - This longsword features moving teeth that rend opponents struck by it, causing intense or bleeding wounds with each attack. When you attack with this weapon, you may choose to spend a charge of its power to give the attack a bonus (+1, +30 to Strikes). If you do, and the attack hits, the weapon does one of the following effects, chosen randomly:
● The attack causes 2 wounds instead of 1 wound
● The attack causes 1 wound and bleeds, dealing 2 wounds over 2 rounds ( Pain (0/1, 0/2) )
● The attack causes 1 wound and Cripples the target for 1 round ( roll twice when attacking a crippled target, and use the better roll )
The Techblade currently has 3 of its 3 charges. It regains 1 charge after each encounter, or when you are in an encounter with an electrical effect.
Pros: Offense, Damage
Cons: Limited use.
You also notice an engraving in the floor.
δ ● IV
There are four doors in this room.
The door behind you is engraved with "β ● V"
There is a door in front of you.
There is a door to your left
There is a door to your right.
My eye's light up when they see the portal gun and I instantly grab it. It feels right in my hands. I shoot an orange portal on a wall and make my way through the door on my right.
#153 to #138
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kytonlord [OP](07/16/2015) [-]
You enter the next room, and it looks like a billiard room. There are several people gathered around, looking at something on the other side of a pool table. Before you can figure out what's going on, a well dressed aristocrat in military or safari garb points at you accusingly.
"She did it! With that rifle!"
The other figures in the room gasp, and disappear as if only apparitions. The gentleman with his bushy mustache grabs a pool cue and approaches you quickly and with obvious aggression.
"She did it! With that rifle!"
The other figures in the room gasp, and disappear as if only apparitions. The gentleman with his bushy mustache grabs a pool cue and approaches you quickly and with obvious aggression.
I put my hand up to the man, backing away putting some distance between us, "What exactly am I being accused of, sir?"
"You've obviously killed Mr. Body!" he leapt toward you, swinging wildly with the pool cue. "Ruined our perfectly good dinner party in the act! Just when I thought I was getting somewhere with Lady Scarlet!"
He narrowly misses, but he'll be in a good position to swing again momentarily.
He narrowly misses, but he'll be in a good position to swing again momentarily.
**canichaikait used "*roll 1, 0-314*"**
**canichaikait rolls 148** "Surely, you are mistaken!" I respond, with a quick step forward, I slam the butt of my gun into his face. "And I DO NOT appreciate false accusations. Now please, calm down and explain yourself, and we may avoid unnecessary violence."
**canichaikait rolls 148** "Surely, you are mistaken!" I respond, with a quick step forward, I slam the butt of my gun into his face. "And I DO NOT appreciate false accusations. Now please, calm down and explain yourself, and we may avoid unnecessary violence."
The colonel staggers back with a bloody nose, indignantly continuing his argument.
"I'll have none of your lies, madam! Now stand down or I shall have to use force!"
The old warrior continues to be highly aggressive, but your blow to the face leaves him unable to attack you at the moment.
"I'll have none of your lies, madam! Now stand down or I shall have to use force!"
The old warrior continues to be highly aggressive, but your blow to the face leaves him unable to attack you at the moment.
**canichaikait used "*roll 1, 0-314*"**
**canichaikait rolls 182** "You took the words right out of my mouth." I say as I point my rifle to his knee and fire.
**canichaikait rolls 182** "You took the words right out of my mouth." I say as I point my rifle to his knee and fire.
#207 to #206
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kytonlord [OP](07/18/2015) [-]
He explodes into a cloud of bright yellow game pieces and glowing white dice. There is an immediate shift in the atmosphere of the room, and four obelisks rise up from the floor. Each of them depicted a different game skill or competitive edge.
Strategy - The strategy skill helps you to coordinate with team-mates and exploit enemy weaknesses. When you or your allies attack an enemy that is Crippled, Vulnerable, Shieldbroken, or weak to the attack, you cause them to become Vulnerable (+1 digit, +25 to Strikes) for one round. This bonus applies immediately, regardless of whether the attack succeeds or fails.
Pros: Teamwork, Offense
Cons: Much less effective solo
Luck - This "skill" reflects the ability to perfectly choose your timing and subtly change the outcome of an encounter with observations and a bit of calculation. Once per encounter, when making a roll for a Path feature (Strike, Summon, Sorcery, or Tool), you may roll twice and take whichever roll you prefer. You may use this ability again in that encounter, though it costs an increasing amount of MP each time (1 MP fro the second use, 2 for the third, 3 for the fourth, etc).
Pros: Power, Versatility
Cons: Costly or limited use
Focus - Practice makes perfect, and your practice has paid off with precise and calculated results. You can spend 1 MP to enter a state of intense focus for three rounds. This causes you to become Fatigued ( while fatigued, you cannot take any action that would cause you to become fatigued ), and allows you to make more precise attacks during that time. When you make a Strike roll, roll twice and average the results. When you make a miscellaneous attack, you can count non-adjacent matching numbers as dubs ( for example, 1213 would count as dubs, whereas it normally would not) )
Pros: Offense
Cons: Limited use
Teamwork - This skill focuses the strengths of its members into a single, cohesive unit, allowing them to divide effort between them so that none bears the burden alone. When you or any ally spends HP or MP on a skill or ability, other allies can use the same or similar abilities during the rest of that round at half cost. For example, if one ally uses Power Strike for 1 MP, then other allies can use Power Strike in subsequent turns for only 0.5 MP.
Pros: Teamwork, Efficiency
Cons: None, No extraordinary strengths
You also notice an engraving in the floor.
γ ● II
There are four doors in this room.
The door behind you is engraved with "δ ● IV"
There is a door in front of you.
There is a door to your left
There is a door to your right.
Strategy - The strategy skill helps you to coordinate with team-mates and exploit enemy weaknesses. When you or your allies attack an enemy that is Crippled, Vulnerable, Shieldbroken, or weak to the attack, you cause them to become Vulnerable (+1 digit, +25 to Strikes) for one round. This bonus applies immediately, regardless of whether the attack succeeds or fails.
Pros: Teamwork, Offense
Cons: Much less effective solo
Luck - This "skill" reflects the ability to perfectly choose your timing and subtly change the outcome of an encounter with observations and a bit of calculation. Once per encounter, when making a roll for a Path feature (Strike, Summon, Sorcery, or Tool), you may roll twice and take whichever roll you prefer. You may use this ability again in that encounter, though it costs an increasing amount of MP each time (1 MP fro the second use, 2 for the third, 3 for the fourth, etc).
Pros: Power, Versatility
Cons: Costly or limited use
Focus - Practice makes perfect, and your practice has paid off with precise and calculated results. You can spend 1 MP to enter a state of intense focus for three rounds. This causes you to become Fatigued ( while fatigued, you cannot take any action that would cause you to become fatigued ), and allows you to make more precise attacks during that time. When you make a Strike roll, roll twice and average the results. When you make a miscellaneous attack, you can count non-adjacent matching numbers as dubs ( for example, 1213 would count as dubs, whereas it normally would not) )
Pros: Offense
Cons: Limited use
Teamwork - This skill focuses the strengths of its members into a single, cohesive unit, allowing them to divide effort between them so that none bears the burden alone. When you or any ally spends HP or MP on a skill or ability, other allies can use the same or similar abilities during the rest of that round at half cost. For example, if one ally uses Power Strike for 1 MP, then other allies can use Power Strike in subsequent turns for only 0.5 MP.
Pros: Teamwork, Efficiency
Cons: None, No extraordinary strengths
You also notice an engraving in the floor.
γ ● II
There are four doors in this room.
The door behind you is engraved with "δ ● IV"
There is a door in front of you.
There is a door to your left
There is a door to your right.
I touch the obelisk labeled 'Luck', and proced through the door on the left.