Board Thread:Off Topic/@comment-26877467-20181009042414/@comment-26877467-20181013024324

22 - Actions
XSlayer300 dances across the immovable plank over the pit. ROLL TO BALANCE

14! ur gud

404 found Kazotsky Dances over the support beam. ROLL TO BALANCE

1! ...Oh. Oh no. Um... 404 found falls into the pit. They fall for a few seconds, before slamming on the ground. ROLL TO SLAM INTO THE GROUND

6! Oof. 404 found lands on their side, with their legs impacting the floor a few milliseconds before their side. They take 8 DMG of impact. In addition to that, 404 found is now sore and has a fractured hip and 3 fractured ribs. Luckily, their spine and legs are intact. And, you are now cut off from the rest of the team. (out of range of all their magic stuff)

XSlayer300 yells "STAHP" with their Tranq Crossbow of Stopping to prematurely end their dance as they climb into Room 7.

Btd456Creeper waltzes on the plank back towards Room 5. ROLL TO BALANCE

9! You do not fall.

Btd456Creeper enters Room 4 and pulls up the Bone Ladder. you bloody genius

I guess Unnamedblockster661/TheMajesticZam is screwed now.

Aggron... Just Aggron backflips into the next room. ROLL TO ACROBAT

15! Not bad. You fall over and fail the backflip. You almost sprain your ankle, but luckily don't.

Aggron... Just Aggron starts digging in the big pile of sand, moving it into the right-center side of the room. They pocket some of the sand as a souvenir. Also, they do this while boogieing the Electro Shuffle, making the resulting pile a wider, messier pile.

Btd456Creeper brings the ladder through the doorway between Rooms 4 and 5. ROLL TO DANCE AND HANDLE THE LADDER CAREFULLY

20! Btd456Creeper waltzes with the ladder as if it's their dance partner. They don't even have to roll for the doorway between 5 and 6, Btd456Creeper gets in a rhythm and keeps it up through that doorway.

EndermanR169 suggests waiting for the crocodile to starve before breaking open the door. I have a few things to say about this.
 * 1) You can't break the door.
 * 2) I don't know if I should allow waiting a long period to be purchasable by actions. Here's what I'll do, if you want to wait/spend a lot of time, 1 player is going to have to spend both their actions to propose it. When a post proposes a "timeskip", it becomes a Kudos if post meaning "Kudos this if you want the timeskip to happen." Depending on the amount of time you want to wait, the amount of kudos required will change, with longer times needing more kudos. For a general "wait/repeat actions for 2-8 hours", I'd say 3 kudos is the minimum.

Btd456Creeper lays the bone ladder over the doorway to Room 5 and points it to the other door above it. It's about a meter short of reaching the bottom of the door, but you might be able to reach the doorknobs by standing on the top rung.

It's a bad idea to try to climb a ladder while dancing, especially a moderate-quality one made of bones. ROLL FOR JUDGEMENT

19! Btd456Creeper does not climb the ladder yet. (if you actually wanted to, you can say "I climb the ladder" next turn for no action cost)

404 found slowly gets up.

Btd456Creeper advertises the bones in Room 5. "There are human structural segments in Room 5, just lying on the floor, if any of you want some"

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.

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°


 * Bone ladder (used 2 times)

The Abyss beneath Room 6

There's a door down here, pointing (laterally) towards Room 7. It's got an equal sign on it. On the opposite side of the room, is a teeter-totter. One side of it is 1.5 times longer than the other side. There's nothing on the see-saw. There's a line connecting the balance and the door.

Room 7

The floor of this room is covered in sand. This is a rectangular room, with a pile of firewood in the back-left corner. A large pile of sand is in the back-right corner. Digging into the sand, it's about 10cm thick on average. The door to Room 8 is locked, and needs a key. However, the door is made of glass, and you can see Room 8. In the front-right corner is a potted plant.
 * Sand pile in corner (4 actions of digging)
 * Sand pile along wall (2 actions of digging)

Room 8

From what you can see, this room looks pretty normal. Some sand has been kicked in from Room 7. There's a Ox-Crocodile, and it looks at you through the glass door hungrily, but patiently.

Group
Enemies Killed: 1

Deaths: 0


 * Boogieing (2 turns left)
 * reduced accuracy, less movement speed , and +1 DMG for melee

Inventories
404 found 2/10 HP 10/10 MP The Abyss beneath 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.
 * Sore (13 turns left)
 * 50% chance that physical DMG dealt to you is doubled
 * It hurts
 * Fractured Hip
 * +2 DMG if damage is dealt to hip
 * Fractured Rib (x3)
 * +3 DMG if damage is dealt to chest
 * Endorphins (5 turns left)
 * Your brain is flooded with Endorphins, you can't feel pain
 * Marinara Sauce on them

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 7
 * Charged Blaster of several (40% 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 7''
 * 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
 * Digging sand

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.


 * 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.