Board Thread:Off Topic/@comment-26877467-20180825051201/@comment-26877467-20180827035614

@Type: Sparky I raised the amount of MP it takes to create a rift-to-go at a location a short distance away from you. It's a versatile ability, that will most likely have lots of fun uses, but it could be used to just teleport past many obstacles I place in your path, so I'm making it more expensive. I hope you understand.

@ThePlayer437 A turn is 1 update.

@XSlayer300 I commend your ability choice. It's good to have a cleric, or at least someone who can heal.

@404 found Sorry for not seeing your action last time. I'm giving you an item to make up for it.

Sorry, everyone, there's a few rules I forgot to specify:

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 the 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 each update, there will be a collapsible menu detailing everything you know about the room, revised to match any information you gain each update.

2 - Room 1
Oiniteoderfla12 collects as many of the bones as they can hold at once. A little bag gets revealed, but Oiniteoderfla12's hands are full of bones, so they can't pick up the bag.

ThePlayer437 uses their jetpack to fly over the spike pit. It takes them 3 seconds, and they shut off the jetpack as soon as they can. Unfortunately, they had to tumble on the other side and got bruised a little, taking 0 DMG.

"Don't hurt yourself! Don't worry about my power, I'll be fine!" The Jetpack of Personality says.

404 found looks in the nook. Through the cobwebs, they can see a metal ladder. Upon further inspection, it's extendable. It might be heavy, and is probably covered in cobwebs.

MaLuckyDay slightly charges their Scary Laser Cannon and points it at the floor. But upon shooting, neither the blast nor the recoil are enough to even lift them off the ground. However, their legs are now really warm, and the ground they are standing on gets really hot. MaLuckyDay leaps back away from the pit to avoid burning their feet.

XXPhoenix888 leaps across the pit using their Blade of Divinity of Insisting to make it easier. ROLL TO JUMP

12! XXPhoenix888 makes it across the pit.

Type: Sparky opens a rift on their side of the pit, spending 3 MP. The rift doesn't quite reach to the other side of the pit, but it shouldn't be too hard to just jump across now. Type: Sparky runs and jumps through the rift. ROLL TO JUMP

18! Type: Sparky jumps way over the pit and almost runs into the next room. They kill their momentum, and walk back.

Aggron... Just Aggron just stands there.

Btd456Creeper picks up some bones from the pile. Some of the bones show signs of being cut by what appears to be many spinning blades. Btd456Creeper digs through the rest to look for more items besides the bag Oiniteoderfla12 uncovered. They find a Small Mana Potion, and put both the bones they collected and the potion in their inventory.

Oiniteoderfla12 shows their Icelead Blade of Arousing to the spike pit. ROLL TO AROUSE

18! The spikes are aroused. They stretch and become pointier. Now if you fall in, you take more DMG.

XXPhoenix888 opens the wooden box. Inside are two items: An Enchanted Restaurant Menu, and a Wild Card.

404 found runs and jumps into the rift after Type: Sparky. ROLL TO JUMP

6! 404 found makes it across.

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, in the back of which is an extendable, metal ladder. On the other side of the spike pit, there's a pillow-sized box in a corner, opened. Inside of it is an Enchanted Restaurant Menu and a Wild Card. 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.

Inventories
404 found 10/10 HP 10/10 MP Unnamedblockster661 5/10 HP 10/10 MP Type: Sparky 10/10 HP 7/10 MP MaLuckyDay 10/10 HP 10/10 MP Oiniteoderfla12 10/10 HP 10/10 MP ThePlayer437 10/10 HP 10/10 MP XSlayer300 10/10 HP 10/10 MP XXPhoenix888 10/10 HP 10/10 MP '''Aggron... Just Aggron 10/10 HP 10/10 MP Sonar553 10/10 HP 10/10 MP Btd456Creeper''' 10/10 HP 10/10 MP
 * 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.
 *  Force Lightning 
 * Costs 10 MP
 * Shoots lightning from your hands. Deals 9 DMG and inflicts paralyzation.
 * On the other side of the pit
 * 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
 *  Wild Card  (with random modifier)
 *  Thrust 
 * Proficiency in thrusting.
 * 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.
 * Laser Rifle of popularity
 * Deals 2 DMG of bullet
 * Very accurate.
 * Teammates and enemies will think you're cool
 * Improves social skills
 *  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 3 MP.
 * Creating a rift at a short distance away costs 7 MP.
 * Rifts teleport anything.
 * Rifts last 5 turns before collapsing.
 * On the other side of the pit
 * 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.
 * 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
 * 22 bones
 * Deals 2 DMG of impact and pointy.
 *  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.
 * Charged Blaster of several (20% charge)
 * A charge-able weapon. Automatically charges 10% 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.
 * Can split its damage across several targets.
 * Jetpack of personality (70% 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.
 *  Build 
 * You're better at building, pushing, and pulling things.
 * Tool weapons have increased accuracy/effectiveness
 * Bruised
 * Enemies have a higher chance of getting a critical hit against you.
 * 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.
 * ''' Magic Heal
 * You can spend 5 MP to heal 5 HP.
 * You can alternatively spend 3 MP to heal 2 HP.
 * 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 the spike pit
 * 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.
 *  Flash Fire 
 * You are immune to fire attacks
 * Fire attacks used on you heal you for 2 HP and give you strength
 * 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
 * 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.
 * 4 bones
 * Deals 2 DMG of impact and pointy
 * Small Mana Potion
 * User recovers 5 MP
 *  Savoring 
 * Effects of food consumed by the user become more potent or last longer.

@Unnamedblockster661 you still have a  Wild Card  to spend.