Board Thread:Off Topic/@comment-26877467-20181009042414

You and your band of adventurers are exploring a dungeon. People say it's full of traps, puzzles, and monsters. You want to find any treasure might be strewn about it.

Rules
When playing, you can do 1 to 2 actions per update. An action is something you do, whether it be using an item, using a weapon, inspecting something, or doing something. Squeezing in any more than 2 actions between updates will give you debuffs, inaccuracy, or inefficiency.

To join the game, you need to use your two  Wild Cards  and pick your character's  skill . (see below) You will start out with 10 HP and 10 MP. (health points and mana points) You can join at any time, even if the game has already started. If you join late, the number of  Wild Cards  and  skills  you get to start with may be increased to raise you to the level of the other players, but it will always be at least two  Wild Cards  and one  skill , so pick those first, and then you'll get any extras to spend on the next update.

If your HP reaches 0, you will die. Dead players will become ghosts. Ghosts cannot take damage, and can enter the beings of others, revealing their thoughts. They also cannot interact with anything, and can pass through everything. Ghosts can still communicate with the other players. Ghosts will automatically become revived after 5 turns unless revived by another player/event. Once a ghost is revived, it will be at 2 HP and full mana.

All players regain 1 MP each turn they do not spend any.

Trading/giving items does not cost any actions, as long as the two of you are within an accessible walking distance of each other. If, say, you are on one side of a spike pit right now and want to give something to someone on the other side, you will have to spend an action throwing your item across. If your item is too heavy, the chance of it successfully being thrown across isn't even guaranteed. But if the two of you were on the same side of the pit, then trading would cost no actions.

Right before the inventories are displayed in each update, there will be collapsible menus detailing everything you know about the room, revised to match any information you gain each update. When entering a room, the description will not be within a collapsible menu for convenience.

Items left unclaimed are still mentioned in the room description. Picking up items doesn't cost any actions as long as the item is easily accessible to you.

Moving around (when not in combat) to an easily-accessible area (like if there's regular floor or stairs in between where you are and your destination) costs no actions.

If you want to proceed to the next room, you don't have to wait for the others. After one person is able to make it to the next room, what they can see of the next room will be added to the bottom of the room description togglebox.

A turn is 1 update.

ITEMS

This game is full of items. Items will be pretty essential to completing the dungeon. Items can be weapons, scrolls, food, staffs, or really anything. Inspecting things is a great way to stumble upon items. You can even inspect the bricks around you if you have nothing better to do. An example of an item would be this:


 * Bowl of spaghetti of doom:
 * Edible (+3 HP)
 * The spaghetti noodles are cursed with doom and whoever comes into contact with them will take 6 DMG of doom
 * Separable into Bowl and Spaghetti of doom

Some items are usable only once. Some can be used indefinitely. Some may require spending MP (or even HP ) to use. All necessary information about an item will be displayed in its description in the inventory section of updates.

A  Wild Card  is an item that whoever has can replace with whatever item they want. When using a  Wild Card , state that you are using it, what the name of the item you're choosing is, and, if necessary, describe what it does. ''Do not assign numbers to it. Any numbers you specify will be ignored.'' In the next update, I will turn it into an item and supply the numerical values to it.

Of course, there are limits. As a general rule of thumb, you can't make your  Wild Card  into something that will easily solve most possible problems. Here is a collapsible list of more specific rules for you:


 * Nothing larger than yourself
 * Nothing that will destroy/damage the dungeon
 * Nothing that will kill everything in a room
 * Nothing that will kill anything with only one use
 * No teleportation with ranges beyond the room you are currently in
 * Avoid time travel to the past/future
 * Avoid pausing things in time
 * Avoid setting things to move backwards through time
 * Slow motion and fast forward are allowed
 * Nothing to ridiculously amplify yourself (e.g. a device that sets your momentum to the sum of everyone's)
 * No more than 1 item per  Wild Card 
 * Nothing that can give you a variety of other items
 * Nothing that can give you  Wild Cards 
 * Nothing that can give you  Free Skills  (see below)
 * Nothing that can summon more than 10 things at a time
 * Nothing that can create any items other than weak or marginally useful ones
 * No mind control
 * Nothing that can give you control over something majorly present in the room (like the walls)
 * This stems from Rule 0: Anything that I say is too overpowered is such, and I am free to nerf/modify/cancel it as I wish. Any canceled  Wild Cards  will be returned to you.

When starting the game, you will have 2  Wild Cards  that you must use in order to start. These two are slightly different than most of the other  Wild Cards  in the game, because I will assign a random attribute to them. The name will have "of ___ing" added to the end, where the blank is a random verb from https://randomwordgenerator.com/verb.php, and a bullet point added along the lines of "gives the user proficiency in accounting" or "can reinforce things". These have a chance of being bad, but if they are, then the random attribute will just be cancelled.

SKILLS

You'll also have skills. These are what you're good at. Being proficient at something improves your RNG during tasks involving it. These also include abilities, such as  Super Jump . When joining the game, you have to pick a skill. The same rules to  Wild Cards  apply to picking a skill here.

There are a few items called  Free Skills  that, when used, will give the user a skill of their choice.

COMBAT

During combat, there are four places in which things can be: Certain things work better in certain ranges than others. For instance, you cannot punch the monster when you're far away from it (unless that's something you specifically can do via an item/skill). In addition with your two actions, you are allowed to move to a adjacent location once between updates (for instance, you can move from Near to Middle).
 * 1) At the monster
 * 2) Near the monster
 * 3) Middle distance from monster
 * 4) Far from the monster

20 - Actions
Btd456Creeper asks 404 found to rotate the room 180°.

404 found rotates the room 180°, and everyone in the room falls over in the process, and rolls across the floor. Nothing really changes, since the room is rotationally symmetrical every 90°. The lowest plank still has an incline of 0°.

Type: Sparky gets up and then sits down, confused. There's nothing really in this room that will help you reach the door.

EndermanR169 suggests using the plank to reach the door above Door 5. Sorry, but the planks are attached to the room itself. I should have made this more clear. You can't move the plank.

MaLuckyDay threatens Aggron... Just Aggron with their Scary Laser Cannon for a  Wild Card .

Type: Sparky says, "He doesn't have one :boi:"

MaLuckyDay says, "dang"

Btd456Creeper looks back at the doors they came from. The door to Room 5 is on the bottom of the wall, and the floors between Rooms 5 and 6 are aligned. There's another door on the top of the wall, where the top of the door is aligned with the ceiling of Room 6.

Room 1

The first room has a spike pit with stretched spikes that you need to cross. It seems wide, but you be able to jump over it. On your side, there's what's left of the pile of bones in the corner to your right with their small item bag, and a cobwebby nook off to your left. Most of the cobwebs have been removed, disturbed, or dragged across the room. On the other side of the spike pit, there's a pillow-sized box in a corner, opened. Inside of it is nothing. The room has a smooth stone floor, stone brick walls, and a cracked stone ceiling supported by wooden boards across the tops of the walls.
 * A cobwebby ladder is laid across the spike pit

Room 2

The next room has a creature made entirely of spaghetti. He also appears to be floating. There's spaghetti and marinara sauce all over the floor. In the corner to right near the entrance is a wooden chair and a table. The door to the next room is on the other side of the room, and is wooden with horizontal iron bars for reinforcement. The room has a smooth stone floor, stone brick walls, and a stone ceiling with wooden boards across it for support.


 * Spaghetti Monster 25/25 HP
 * Resistant to sound

Room 3

The third room contains copies of you, all really confused and all mirrored horizontally. They are all gathering around the door on the other side of the room. There's a pillar off to the left, about a little taller than the tallest of you, and it's mirrored counterpart, a couple of steps away from the the center of the room. You see a rat in the corner to your right, and upon inspection, a mirror rat on the other side of the room to the right.
 * Extra Btd456Creeper copy
 * Extra Aggron... Just Aggron copy

Room 4

In the next room, there's a staircase. At the top of the staircase is a platform with the door to the next room, and a pressure plate that triggers an acid trap. There's a collapsed staircase that originally led to the elevated platform, and is now a mess of wooden planks. Off in the corner of the room is a pile of rubble that would really hurt to fall onto.
 * Bone ladder (used 2 times)

Room 5


 * 8 bones
 * Femur

Room 6

The next room is a rotating tube that you're inside. As you stand, you get dragged of to the side, the ground getting steeper under your feet. On the wall to the side of the door you came in is a control panel. It appears to control the speed of the rotation, and is currently set to 3 rpm. In the middle of the tube are 4 rectangular holes, making a ring around the entire tube, leaving narrow planks of tube left to walk across, which would be pretty difficult with the room turning. Looking into the holes reveals a dark pit, that you probably don't want to fall into. The pit is impossible to jump across. The door at the other end of the room is in the center of the wall both horizontally and vertically, and too high up to reach. The door is closed, but the handle is a ring. Up behind you, at the top of the wall with the control panel and the door you entered from, is another door, upside down, leading to an area above Room 5.
 * RPM: 0
 * Lowest plank slope: 0°

Group Stats
Enemies Killed: 1

Deaths: 0

Inventories
404 found 10/10 HP 10/10 MP Room 6

Unnamedblockster661 and TheMajesticZam 5/10 HP 10/10 MP Room 3
 * DX-17 of impressing
 * Shoots hot bolts of glowing gas dealing 3 DMG of blaster
 * Impressive. Can be used to attempt to distract monsters
 * You can force people to join your army after defeating them (if they are still alive)
 * Efficient Tear Gas Grenade launcher
 * Shoots grenade of tear gas at up to 3 targets. Deals 6 DMG and inflicts blindness
 * Cooldown of 4 turns
 * Efficient: Increased accuracy, +1 DMG, and -1 cooldown
 * Potion of Haste
 * Using this gives you an extra action.
 * Using this costs no actions.
 * Adventurer's Bag
 * A bag. Old, dirty, and dusty, but still functional. You can carry stuff with it.
 * Flame Thrower
 * A heat resistant, scientifically-engineered glove that allows to pick up fire and throw it at your enemies. Deals the amount of DMG the fire would have originally dealt + a fifty percent chance of adding 1 additional DMG of fire
 * A pillow-sized seamless metal box
 * Clanky
 *  Force Lightning 
 * Costs 10 MP
 * Shoots lightning from your hands. Deals 9 DMG and inflicts paralyzation.
 * Marinara Sauce on them
 * At the top of the stairs

Type: Sparky 10/10 HP 10/10 MP Room 6
 * Rocket launcher
 * When shot, launches an explosive that deals 5 DMG to everything on the same space as the target and those around it.
 * This does not discriminate between monsters and players.
 * Canceled extra attribute since it was negative
 * Wonderful Shockwave Grenade
 * Inflicts high knockback
 * Has a chance to... *shudders*... stun
 * Gives everyone amusement and pleasure when used
 *  Thrust 
 * Proficiency in thrusting.

MaLuckyDay 10/10 HP 10/10 MP Room 5
 * The Demolisher of noticing
 * Formerly Missile launcher of noticing
 * Can fire slow, straight missiles.
 * Can fire slower, guided missiles. These will not miss, but will hit the target at the beginning of the next update.
 * Missiles deal 5 DMG of explosion to the space of the target and all adjacent spaces.
 * Cannot damage other players. Can damage user.
 * While the missile is being guided, it takes the user's attention and leaves them more vulnerable, with less focus.
 * Gives the user heightened senses.
 * The Scanner of Popularity
 * Formerly Laser Rifle of popularity
 * Deals 2 DMG of bullet
 * Very accurate.
 * Doubly-improved critical hit chance
 * Teammates and enemies will think you're cool
 * Improves social skills
 * 6 bones
 * Deals 2 DMG of impact and pointy.
 * The Backup
 * Formerly Dual Pistol Battery
 * A double-sized gun made by fusing two pistols together
 * Fires two shots in quick succession, each dealing 2 DMG of bullet
 * Separable into two Dual Pistols
 *  The Surprise 
 * Formerly  Rift-to-go 
 * User can create spacial rifts. Maximum of two can exist at the same time.
 * If only one rift exists, it will teleport things that go into it a short distance in the direction it's facing.
 * If two rifts exist, they connect space such that if something enters the front of one rift, it exits the front of the other rift, and if something enters the back of one rift, it exits the back of the other.
 * Creating a rift at the user's location costs 2 MP.
 * Creating a rift at a short distance away costs 6 MP.
 * Rifts teleport anything.
 * Rifts last 5 turns before collapsing.

Oiniteoderfla12 9/10 HP 10/10 MP Room 4
 * Splat roller of recognition
 * Rolling on enemies deals 2 DMG of crush and ink and inflicts slowness
 * Gives you better recognition, so better access to knowledge and context
 * You get extra fame and your teammates will show more gratitude
 * Scary Laser Cannon
 * Takes two actions to charge up, and will fire at the start of the next turn.
 * Deals 8 DMG of laser
 * Enemies on the same space or a space 1 space away may receive blindness
 * Enemies will attack you a little bit less due to fear, effects amplified when you are using this weapon
 *  Summon Boogie Bomb 
 * Summons a boogie bomb. When it explodes, everyone in the room will begin uncontrollably boogieing. While boogieing, they have reduced accuracy, less movement speed , and +1 DMG for melee.

ThePlayer437 7/10 HP 10/10 MP Room 6
 * Icelead blade of arousing
 * Deals 4 DMG of cut.
 * May freeze the target
 * :eyes:
 * Portable Crafting Table of worlds
 * Allows the creation of simple tools.
 * Tools cost ingredients.
 * Can survive in any environment
 * Ridiculously durable
 * Un-stealable
 * 14 bones
 * Deals 2 DMG of impact and pointy.
 * 6 cobwebs
 * Sticky
 * Rope
 * Can be used by two tethers in addition to surprise for a chance to trip someone
 *  Expert Craftsmanship 
 * You are very resourceful.
 * You can use most things to make stuff.
 * Attempts to make/assemble things have a much higher chance of success.
 * On top of the elevated platform

XSlayer300 10/10 HP 10/10 MP Room 6
 * Charged Blaster of several (30% charge)
 * A charge-able weapon. Automatically charges 5% each turn it was not used.
 * At 100%, it deals 20 DMG of blaster . Lower percentages deal that percent of the full charge's DMG.
 * If percent is 50% or higher, it costs 5 MP to use.
 * Can split its damage across several targets.
 * Jetpack of personality (100% power)
 * Allows user to fly for up to 10 seconds, spending 10% of power per second.
 * Automatically recharges 10% power each turn not in use.
 * Sentient. If reaches 0% power, it will die.
 * 2 Snapped halves of bone
 * Deals 4 DMG of cut and pointy.
 * Bone Sword
 * Pretty frickin cool
 * Deals 4 DMG of cut, pointy , or 3 DMG of impact , depending on which way it's used.
 *  Build 
 * You're better at building, pushing, and pulling things.
 * Tool weapons have increased accuracy/effectiveness
 * Playing Cards
 * Can be thrown to do absolutely nothing

XXPhoenix888 10/10 HP 10/10 MP Room 6
 * Riot Shield of Atmospheres
 * Protects you pretty well while in use, but it makes it harder for you to do things, making you less efficient.
 * Light
 * Provides immunity to suffocation.
 * Tranq Crossbow of stopping
 * Fires a dart that deals 1 DMG of pointy and sedative and stuns the enemy or something
 * You can stop running more easily
 * You can yell during chaos to temporarily lessen/stop it.
 * Bass Guitar
 * Can be used to deal 3 DMG of impact, but has a 25% chance of breaking if used this way.
 * Actually playing it doesn't actually do that much right now.
 * If the user is proficient in guitar playing, can be used to distract enemies.
 * If used with the items Amp and Cable, a new utilization unlocks
 *  Wild Card 
 * Receipt for a movie ticket from last Tuesday
 * Inflammable
 *  Magic Heal 
 * You can spend 5 MP to heal 5 HP.
 * You can alternatively spend 3 MP to heal 2 HP.

'''Aggron... Just Aggron' 10/10 HP 10/10 MP Room 6''
 * Blade of Divinity of insisting
 * Big sword, so it's somewhat slow
 * Deals 5 DMG of cut
 * Provides a boost to jumping
 * Provides a boost to arguing
 * Nice Shield of Doom
 * Can be used to moderately block against attacks.
 * Can be thrown to deal 2 DMG of impact . Improved critical hit chance.
 * Makes the user better at sensitivity, sympathy , empathy , and kindness.
 *  Firey Hands 
 * Costs 3 MP
 * You can shoot fire out of your hands, dealing 4 DMG
 * On the other side of Room 6

Sonar553 10/10 HP 10/10 MP Room 6
 * Trumpet Gun
 * Launches music at all targets on a single space dealing 2 DMG of sound.
 * Deals 5 DMG instead if you are on the same space as the target.
 * Has a chance of temporarily giving those affected hearing loss
 * Canceled extra attribute since it was negative
 * OH NO THE PAW of perspective
 * A freezing cold paw that can be used to slap a target dealing 3 DMG of impact and cold
 * User gets a boost in sympathy and empathy
 * User can spend 3 MP to have all of their sensory inputs be temporarily replaced with those of another.
 * Pet Rock
 * A small rock with googly eyes and a mouth drawn on it.
 * Looking at it will fill the onlooker with happiness.
 * When thrown, can deal 1 DMG of impact, with a critical hit chance.
 * Can be used to become Friend of Rocks
 * Skull
 * Can be worn
 * WARNING: SPOOKY
 *  Flash Fire 
 * You are immune to fire attacks
 * Fire attacks used on you heal you for 2 HP and give you strength

Btd456Creeper 10/10 HP 10/10 MP Room 6
 * Responsible Worn Scythe
 * Deals (n + 2) DMG of cut, where n is the number of kills your team has.
 * For each 3 kills, the chances of inflicting critical hits and stagger increase, and knockback inflicted increases.
 * Increased accuracy
 * Others will place greater trust in you.
 * Demented Music Amplifier of judging
 * Plays "Mind Loss" and deals (5 - n) DMG of sound to everyone in the direction of attacking, where n is the number of spaces they are away.
 * Has a chance of temporarily giving those affected hearing loss
 * Has a very small chance of giving those affected insanity
 * User is impervious to the effects
 * Others will give your opinions on what to do a little more weight.
 *  Shadow Burst 
 * Costs 6 MP
 * Allows you to phase through objects for the turn it's used and the next 1 turn.
 * Cooldown of 3 turns
 * On the other side of Room 6

EndermanR169 10/10 HP 10/10 MP Room 6
 * Immediate Aluminum Foil Rod
 * Somewhat rigid, but still easily bendable
 * Conducts electricity okay-ish
 * Smacking a target with this deals 1 DMG of impact
 * Using this item gets done at the top of the update, or at the soonest possible time
 * Things done with this item are done very quickly
 * Buzzy Beetle Shell of homework
 * Usable as a moderate shield or helmet
 * When used as a shield bash or during a headbutt, it deals 2 DMG of impact
 * Cannot be kicked
 * Grants a boost based off of any class the user is currently taking. The user must be in that class and that class must have, at some point, assigned homework. A boost must be declared before use.
 * 2 bones
 * Deals 2 DMG of impact and pointy
 * Small Mana Potion
 * User recovers 5 MP
 * Enchanted Restaurant Menu
 * Strawberry Citrus Pancake Breakfast
 * Cost: 1 shiny item
 * Heals 15 HP . Splittable across players.
 * Tres Leches Pancake Breakfast
 * Cost: 1 heavy item
 * Heals 10 HP and provides high resistance to everyone who eats it. Splittable across players.
 * Dulce de Leche Crunch Pancake Breakfast
 * Cost: Any 2 items
 * Heals 15 HP and provides high resistance to everyone who eats it. Splittable across players.
 * Diner Cheeseburger
 * Cost: 6 MP
 * Heals 8 HP
 * Horchata Milk Shake
 * Costs: 3 MP
 * Grants happiness for 4 turns
 * Limeades
 * Costs: Any 1 item
 * Grants +9 DMG if used with an attack
 * Bacon Avocado Cheeseburger
 * Costs: 6 MP
 * Gives any item on any player a random attribute (good or bad)
 * Spicy Sriracha Burger
 * Costs: 2 actions
 * When used, automatically makes any fire attacks a critical hit
 * Classic Burger
 * Costs: 1 HP
 * Grants strength
 * Cinnamon Sugar Pancake Puppies
 * Costs: A  Wild Card 
 * Each party member gets energized, a new random attribute to one of their items, and healed 3 HP
 * Blade of Poison (with handle) (used 1 time)
 * Deals 4 DMG of cut, pointy , or 3 DMG of impact , depending on which way it's used.
 * A sword blade that inflicts poison upon those who touch it.
 * The handle is mediocre, and will probably snap off after 1 to 6 swings.
 *  Savoring 
 * Effects of food consumed by the user become more potent or last longer.
 * On the other side of Room 6


 * Serious Plasma Cannon
 * Deals 3 DMG of plasma
 * Has a chance to inflict paralysis
 * User is granted more concentration and control during stress
 * Crystalline Barrier of Summing
 * When in use, blocks 75% of damage inflicted except for critical hits
 * Weak against sound, time , space , mind , sanity , perception , spooky , confusion , light , vacuum , explosion , laser , plasma , death , life , doom , and reality attacks, and attacks that are inside the barrier or are cast to happen within the barrier
 * While in use, prevents the user from doing several types of interactions upon the environment around it
 * The user is good at addition, Riemann Sums , sums in a series . and infinite sums
 * The user can put 2 and 2 together, in a metaphorical sense, easier
 *  666 Death Wave of Death 
 * You can spend 14 MP to deal 20 DMG (actually 19.98 but whatever) of death

Unnamedblockster661 is not past the elevated platform yet, and the stairs have collapsed.

Crossing the plank does not cost an action.

Also, you are allowed to make your second action change depending on the result of your first action.

Also I'm sick of this room so if this post gets 1 Kudos I'm just gonna straight up tell you the answer 