In this game you can do anything, and your success is determined by the roll of a dice. There are no rules other than not being a complete douchebag to other players. Here is the island you have been all washed up onto:
Isn't she a beauty?
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Dice Rolls:
0 - ...
1 - Fail, Fail, FAIL
2 - Oh dear
3 - That was a bad idea
4 - That didn't work out
5 - I guess it went okay
6 - Minor success!
7 - Slightly less minor success!
8 - Major Success!
9 - Even more majorer success!
10 - PWN
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Elements, with Sub-Elements below:
Fire: Strong against Air. Weak against Water.
- Glass: Strong against Earth. Weak against Explosive.
- Explosive: Strong against Air. Weak against Blood. Water: Strong against Fire. Weak against Metal.
- Blood: Strong against Explosive. Weak against Shadow.
- Ice: Strong against Earth. Weak against Electric. Earth: Strong against Shadow. Weak against Ice.
- Metal: Strong against Wood. Weak against Glass.
- Wood: Strong against Electric. Weak against Metal. Air: Strong against Fire. Weak against Explosive.
- Electric: Strong against Ice. Weak against Wood.
- Shadow: Strong against Blood. Weak against Earth.
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The Scrap Metal System
This is a way to make your useless weapons and items useful again!
This is what each thing is worth-
Items - Small Pile of Scrap
Weapon - Pile of Scrap
Spell Tome - Reclaimed Metal
Hats and Armour - Refined Metal
3x Small Pile of Scrap = Pile of Scrap
3x Piles of Scrap = Reclaimed Metal
3x Reclaimed Metal = Refined Metal
4x Piles of Scrap = Rebuild Weapon
4x Reclaimed Metal = Spell Tome
4x Reclaimed Metal = Miscellaneous Items (Health Increase, Books, More Hats, Armour etc.)
Huge Lava Sword: 1800 Base Damage, 300 Bonus Bleed and 300 Bonus Burn Damage per Turn (Fire)
Basic Dagger: 50 Base Damage
- Basic Dagger (Crimsonberry Poisoned): 50 Base Damage, 150 Bonus Poison Damage
Doughy Spatula of less DOOM: Stuns a target for one turn, 5 turn cooldown (Metal)
Jellsprout's Arm: 50 Base Damage (Earth)
Fists: 50 Base Damage (None)
Enchanted Bow of Inferno: 550 Base Damage, 80 Bonus Fire Damage a turn (Fire)
Basic Bow: 100 Base Damage (None)
Festive Rocket Launcher: 2000 Base Damage, 1 Turn Cooldown (Fire)
- Festive Rocket Launcher (Grenade Launcher Attachment): 2000 Base Damage, +2 on all Rolls below 5 (Explosive)
- Rocket Launcher of Inferno (with Grenade Launcher Attachment): 2100 Base Damage, +2 on all Rolls below 5, 400 Bonus Fire Damage per Turn (Fire/Explosive)
- 'Degreaser' Rocket Launcher of Inferno (Grenade Launcher Attachment): 2100 Base Damage, +2 on all rolls below 5, 500 Bonus Fire Damage, +3 to Dice Rolls before duels
Throwing Knives: 3x 300 Base Damage (Metal)
- Blood-Leeching Throwing Knives: 3x 600 Base Damage, 1/2 Damage Dealt healed (Blood)
Broken Monitor: 800 Base Damage, 50 Bleed Damage per Turn (None)
Heavy Stocking of Stuff: 700 Base Damage (None)
'The Ambassador': 1000 Base Damage, 1 Turn Cooldown (Metal)
Grenade Launcher of Negativity: 1700 Base Damage, 1 Turn Cooldown (Fire)
Technicoloured Daggers of Cruor: 500 Base Damage, 1/5 of Damage dealt healed (Water)
Solar-Powered Double Edged Wind Turbine Sword: 2700 Base Damage (Metal)
Glaring Skull: Halves damage from next turn, 300 Bonus Poison Damage (Wood)
Not-So Johnny's Chainsaw of Banishment: 1100 Base Damage (Metal)
- Spiky Poisoned Chainsaw of Banishment: 1500 Base Damage, 600 Bonus Poison Damage per Turn (Metal)
Shards of Glass: 250 Base Damage, 50 Bonus Bleed Damage (Water)
Huge Tree Trunk of Crushing Skulls: 200 Base Damage, Stuns targets if used for first blow for one turn (Wood)
- Huge Tree Trunk of Crushing Skulls and Slicing People with Deadly Diamond Chunks: 1500 Base Damage, 200 Bonus Bleed Damage, Stuns targets if used for first blow for one turn (Wood)
- Infected Huge Tree Trunk of Crushing Skulls and Slicing People with Deadly Diamond Chunks: 1500 Base Damage, 200 Bonus Bleed Damage, Stuns targets if used for first blow for one turn, 200 Bonus Poison Damage (Wood)
The Facestabber: 1500 Base Damage if used while target is stunned, 500 Base Damage otherwise (Metal)
Spoiler:''Shadow Spells''
Celestial Battlestaff of Shadows Spells-
Shadow Blitz: 700 Base Damage each on up to 5 targets (Shadow, Basic)
Darken Soul: 1000 Base Damage, 100 Bonus Corruption Damage a turn (Shadow, Novice)
Summon Minor Undead: Summons a minor undead character to aid you. Pre-Combat or Non-Combat spell. (Shadow, Novice)
Conceal: Makes ambushes have a -5 to their roll against you. (Shadow, Adept)
Blind: Stuns an opponent for one turn. One turn cooldown.
Double Blind: Stuns two opponents for one turn. 3 turn cooldown.
Vengeance of Umbra: 1300 Base Damage, 60 Bonus Corruption Damage (Shadow, Novice)
Shadow Barrage: 1000 base damage each on up to 10 targets (Shadow, Novice)
Spoiler:''Fire Spells''
Fire Blast: 500 Base Damage, 100 Bonus Fire Damage a turn (Fire, Basic)
Fire Rune: Places a fire 'mine' which is activated when walked on. 3100 Base Damage. Non-Combat or Pre-Combat. (Fire, Novice)
Fire Healing: 2500 HP Healed, 1 Turn Cooldown (Fire, Apprentice)
Guiding Light: Acts as a permanent light. Non-Combat. (Fire, Basic)
Instant Campfire: Easy source of warmth and a place to cook. Can also be used in the same way as a tinderbox. Non-Combat. (Fire, Basic)
Spoiler:''Water Spells''
Water Blast: 700 Base Damage, Removes fire effects on target (Water, Basic)
Tsunami: 2100 Base Damage, 5 Turn Cooldown (Water, Novice)
Typhoon: 2700 Base Damage, 4 Turn Cooldown (Water/Air, Apprentice)
Cleanse: Heals 1000 HP and cures all bad effects. Non-Combat and Combat. 1 Turn Cooldown. (Water, Novice)
Water Shield: Halves damage and no bad effects are gained on the next turn. 1 Turn Cooldown. (Water, Novice)
Spoiler:''Electric Spells''
Lightning Strike: 500 Base Damage, 300 to all other attackers (Electric, Basic)
Electrify Object: Damages any player who touches the electrified object by 1000. Useful for starting up machinery. (Electric, Basic)
Electrical Stun: Stuns a player for two turns, and deals 1000 bonus Shock damage a turn until player is healed. 10 Turn cooldown, cannot be used against monsters. (Electric, Adept)
Wrath of Thor: 1500 Base Damage to all attackers, 3 turn cooldown. (Electric, Novice)
Spoiler:''Blood Spells''
Vengeance: Still take all damage, but opponent takes all damage they dealt. (Blood, Skilled)
Spoiler:''Explosive Spells''
Magical Homing Missile: Attacks player from distance, dealing 1500 damage. Non-Combat. (Explosive, Adept)
Magical Landmine: Creates landmine that when activated will deal 2000 damage, and automatically knock them unconscious. Non-Combat. (Explosive, Adept)
Magical Stickybomb: Creates a stickybomb that must be activated by user when specified. Deals 2500 damage. (Explosive, Adept)
Spoiler:''Miscellaneous Spells''
Distant Revive: Revives another player after becoming unconscious from a distance. Non-Combat. (Misc, Apprentice)
Revive Self: Revives yourself after being knocked unconscious, giving you 1 HP after being revived. Non-Combat. (Misc, Adept)
Heal Other: Heals another player or NPC 1750 HP. 2 Turn Cooldown. (Misc, Apprentice)
Heal Group: Heals all friendly players or NPCs nearby 1500 HP. Does not heal caster. No cooldown. (Misc, Adept)
Cure: Cures all effects from player and heals them 2500 HP. (Misc, Adept)
Cure Group: Cures all effects from all firendly players in the area, and heals all by 2500 HP. (Misc, Skilled)
Reflect: Reflects all damage, and deals up to 2000 damage in reflect damage. (Misc, Adept)
Advanced Ambush: Increases ambushes rolls by +3. (Misc, Adept)
Guinea Pig Power: Adds three to a guinea pig related roll for one turn. 3 turns cooldown in combat, 2 turn updates cooldown in non-combat. (Misc, Adept)
Spoiler:''Diplomacy''
Bmwsu: Allied with Shavey Dave and Yuggy.
Cedric: Defeated!
Harumbai: Allied with Shos and Yaya
Isa: Allied with Yuggy and Sniper
Jazz: Defeated!
Jellsprout: Defeated!
Quirvy: Neutral
rocket guy2: Defeated!
Shavey Dave: Allied with Yuggy, Sniper, Bmwsu and Isa
Shos: Allied with Harumbai and Yaya
Silver: Neutral
snipereborn: Allied with Yuggy, Shavey Dave and Isa
Soccerboy: None
Yaya: At war with Sniper, Yuggy and Isa
Krotomo: Defeated!
Darvince: Defeated!
Yuggy: Allied with Sniper, Bmwsu, Shavey Dave and Isa
Typho: None
I know this is early, but I might as well get the game started. Perhaps I'll just do very regular turns.
Cedric
4 - That didn't work out!
You manage to build the raft, and start to paddle away, but the entire raft collapses and you are washed back to the island. You are cut on the rocks while being washed back ashore, and loose 30 health, and will continue to lose 10 health each turn from bleeding do so until you get yourself healed up again. Oh well. At least you still have bits of the raft left over. Perhaps you could make something out of them?
Quirvy
1 - Fail, Fail, FAIL
You start to build your city, but when you have just about to finish your first skyscraper, it all collapses and a part of the debris hits you and damages you 500. You have also angered the jungle spirits, who will continue to haunt you until you either ward them off or please them in some sort of way.
Current Health: 2970 Items on hand: Broken raft and a single paddle Effects: Bleeding (Minor, -10)
Quirvy
Current Health: 2500 Items on hand: Construction plans, spare steel bar, a shard of glass Effects: Jungle Spirit Curse (Any rolls involving nature will have 1 taken off the result)
I have run away from the others - hoping they don't know where I go. I went to the southeastern forest and found a Native tribe. do I understand their language?
Whilst underwater with your juice box, a shark which calls itself Bob has befriended you. In exchange for the ability to walk on land, which you granted to him, he will be your faithful bodyguard. You can send Bob to attack players. He will do more damage to players in the sea than on land. He cannot remain on land for more than two turns, or he will die. He can also be killed from other players attacks.
Shos
8 - Major Success!
You succeed at running to the village completely unscathed. You find a book titled 'Every Language in the World for Dummies'. You succeed at talking to the villagers, and you make them your friends. They give a you a poisoned spear and tell you that you will be welcome to stay in their village.
Cedric
5 - I guess it went okay
You put on the grass bandaid, and although it temporarily stops your bleeding, it looks like it won't last.
Jazz
3 - That was a bad idea
You begin to make your shelter. You realise that duct tape is not a good thing to make shelters out of. You manage to almost completely cover yourself with duct tape, slowing you down.
-Strip off armor, make a hammock on a tree, complete with water catcher and mat... Then commit suicide by drowning self. (I will undo this move after I see what this will do)
Jazz, I'll assume your move is undone since you rolled a 2.
Location Update #1
INTERGULD ISLAND EXTREME WEATHER ALERT
Soon (next turn for your character) the entire island will be covered by beautiful, silky white snow. Unless you want to freeze, build yourself a shelter. The water will also freeze over!
Does this mean we're now at turn 2? like every picture sets a new turn? this could be the awesomes turnbased game ever; because the plot is like completely random, if everyone cooperate with the game it could be sooooo cool.
--Shos and two of his newly made friends take a walk in the forest near the village and search for interesting stuff. Later, Shos asks one of the more-friendly villagers if he can stay with them furing the next turn, and use their shelter. He also says that he could help them in hunting and gathering food with the spear they got him.
Does this mean we're now at turn 2? like every picture sets a new turn? this could be the awesomes turnbased game ever; because the plot is like completely random, if everyone cooperate with the game it could be sooooo cool.
--Shos and two of his newly made friends take a walk in the forest near the village and search for interesting stuff. Later, Shos asks one of the more-friendly villagers if he can stay with them furing the next turn, and use their shelter. He also says that he could help them in hunting and gathering food with the spear they got him.
On your travels to the nearby woods, you find a tennis racket, a mug and a gluestick. The villager that you asked was more than happy to let you stay for the night, and he gives you a beautifully cooked roast boar for dinner, boosting your maximum health. Although he is skeptical about how good you will be at hunting, he is willing to allow you to go on the first trip, then he will see whether he wants to go on the regularly.
Quirvy
5 - That went ok I guess
You manage to build a hospital, and although it is not perfect, it looks like it will protect you from the cold, and you also managed to heal yourself up by 250.
Yaya
8 - Major Success!
Curling into a fetal position appears to please some sort of god. You are granted the power of fire which you can activate by clicking your fingers. You can perform three magical actions with the fire - Instant Campfire, Fire Strike and Guiding Light.
Current Health: 3100 Items on Hand: 'Every Language in the World for Dummies', Poisoned Spear, Glue Stick, Tennis Racket, Mug Effects: Knowledge of all Languages, Village Alliance, Protection from the cold
Quirvy
Current Health: 2750 Items on hand: Construction plans, spare steel bar, a shard of glass, medicine Effects: Jungle Spirit Curse (Any rolls involving nature will have 1 taken off the result), Protection from the cold
Yaya
Current Health: 3000 Items on Hand: None Effects: The Magic of Fire (Basic- Instant Campfire, Fire Blast, Guiding Light, Protection from the cold
Although, fortunately for the other players, you do not find any Pitchblende, you do find an amethyst gem and some coal. Your duct tape is becoming even more tangled with your legs, slowing your movement down further. Whilst mining, you trip due to the duct tape and take 20 damage.
Jellsprout
0 - ...
Instead of calling the survivors, you manage to summon a mysterious, chainsaw wielding man wearing a hockey mask. He slashes at you with it, damaging you 1100 and shattering the conch you just found! You begin to run away from him, bleeding and attempting to find Quirvy's hospital in hope that he will help you.
Run for your lives! Not-So Johnny, The Chainsaw-Wielding Maniac is now present on the island with 2000/2000 hp. He will leave in two turns.
I just realized the grass COULD have been infected with bacteria or some sort of germ.
-Realizes how exhausted I am. Finds a rock with a small hole inside it, sticks stick inside that hole and uses the new tool to dig a hole underground where I sleep for a fraction of the evening-
Build protective walls around hospital to keep out undesirables. But build them far enough away from the hospital to allow for room for other future buildings to be placed.
(undesirable status as decided by me. Current undesirables include: Not-So Johnny, The Chainsaw-Wielding Maniac)
Also, can you tell us who is on what island?
I know that cedric, shos and jazz are on the south island, I'm on the north, and soccer is in the water. But Jell, Yaya, sniper and that chainsaw character are all questionmarks to me, in terms of where they are.
-Find a conch and use it as a horn to alert all survivors
lol, Lord of the Flies much?
-Asks the villagers if they know what that Tennis Racket is, for if they don't, we can try making a ball and teach them. Then, ask them if they know what coffee beans are, and if those grow up anywhere in the woods. with the mug, I'll be able to give an honorary gift to their leader, earn some more respect and friendshipness. In addition, I tell the hunters what glue does, and tell them that with it, I may be able to help them improve their hunting weapons.
@mod(lol), can you remind me in what location jell is with Johnny? of course Shos doesn't know that
Note to all: You may be able to summon Not-So Johnny. What is the benefit of doing this! If
You do manage to kill him, he will drop some fairly valuable items. The end of this turn will be around 8:00 am GMT, so make sure you have gotten yourself a shelter.