Board Thread:Off-Topic Activities/@comment-26877467-20181202192833/@comment-26877467-20181222053502

This update was very late. 10 days late. I was working on an English assignment that my entire grade rested upon. This just happened to coincide with a wait action. Wait actions are supposed to not actually delay the update.

Actions - 5
Type: Sparky walks over to Room 3, and opens the door to peek inside.

"WHAT ARE YOU DOING?!" shouts the bus stop.

"JUST LOOKIN"

Type: Sparky turns back and flashes, "YOU KNOW WHAT ILL ACTUALLY TRY WAITING FOR THE BUS"

Btd456Creeper, Oiniteoderfla12, Alpha654, and '''Aggron... Just Aggron''', say "Yeah, ok"

The bus stop yells "YES! THANK YOU! PLEASE DO WAIT FOR THE BUS!" in glee.

Aggron... Just Aggron eats their aluminum can.

ThePlayer437 decides to follow suit and begins waiting.

Type: Sparky flashes "IF IT DOESNT WORK IM JUST RUSHING THE LEVER JUST SO YOU GUYS KNOW."

And so your team waits.

While waiting, Type: Sparky looks at their Beat Blaster of Outlining. After a while of thinking, they pull out some blueprints for a really cool sword.

Alpha654 uses their Mirror Blade of Bread to cut out the advertisement. Behind it is the brick wall with "YOUR AD HERE call 1800-jell-eee" crudely painted on.

Type: Sparky listens to music.

You wait. You wait for a very long time.

"ALRIGHT THIS IS TAKING FOREVER" says Type: Sparky. They jump up and run over to the Room 3 door.

ThePlayer437 asks, "When is the bus coming?"

The bus sign first yells at Type: Sparky, "NO! THE BUS IS GOING TO ARRIVE! YOU JUST HAVEN'T WAITED LONG ENOUGH!" Type: Sparky enters Room 3 anyway. The bus sign looks really sad. "I'm sorry, what was that?"

"When is the bus coming?"

"I'm not sure. I just know that it will come."

Type: Sparky steps into Room 3. They're almost flung out the door but they manage to jump over to the side. Immediately, their shoes are brought against the wall. ROLL TO BALANCE

12! Type: Sparky is pressed against the wall. Any attempt to lean forward will cause you to fall over. This is really bad for your shoes. If you're in here for too long, your shoes will become ruined and you'll start getting foot pain.

Type: Sparky shimmies over to the right side of the room. They grab hold of the lever and pull it towards them (an input of RIGHT). A huge slicey axe blade trap swings from the wall (one of these, I couldn't figure out what they're called), along the wall the joystick is on. It stops once it's shaft is parallel with the wall pointing towards the Room 2 side of the room. The blade is half in the wall, half out. The blade is at a level where it would cut you at the ankles. You would have to walk two meters towards it in order to touch it.

Btd456Creeper stays on the bench.

Room 1

There's a spike pit across the middle of the room, and there used to be a drawbridge on the other side. The drawbridge has since been dismantled. The drawbridge was held up by a rope and a chain, which were blown up and burned, and the remains of them were also taken. The door to Room 2 is on the other side of the pit. There's a cobwebby nook off to the left on your side of the room, and a skeleton on the corner to your right. On the other side of the pit is a pillow-sized wooden box.
 * Mystic Orange
 * Can be used to detect Vitamin C
 * +5 HP when eaten
 * Can be eaten to cure Scurvy

Room 2

The next room is a rectangular room with a door on the other side of it. The room has a sign for a bus stop in it. The bus sign turns around to face you. It has a face. It seems desperately excited. "OH! Are you here to wait for the bus?" There's a bench off to the right side of the room with an advertisement frame next to it. On the bricks behind the frame is "YOUR AD HERE call 1800-jell-eee" crudely painted on.
 * Steak 3/6 HP
 * Tongs
 * Can conduct electricity
 * Deals 2 DMG of impact
 * Can grab things

Room 3

You see that the floor of the room is constantly moving towards you, and away from the door to Room 4. It's really fast, so fast that you have to run as fast as you can to stay in place. On the ceiling is a mesh grid of bars several centimeters below a smooth stone ceiling. The grid stops halfway through the room. On the wall off to the right, within reach, is a lever that can be pulled in all 360 directions. Kind of like a large joystick. To the left is a pile of loose stones being slowly eroded by the floor. Upon further inspection, there's a part of the wall on the other side of the room with a large amount of bricks missing. That's probably where they came from. There's an axe blade trap thingy on the right side of the room, half in the wall pointed towards Room 2. It extends 2m from the nearby corners of the room.

Group

 * 0 kills
 * 0 deaths
 * 3 rooms explored

Inventories
ThePlayer437 10/10 HP 10/10 MP Room 2

404 found 10/10 HP 10/10 MP Room 2
 * Jetpack of Sharing (100% charge)
 * Allows the user to fly for up to 10 seconds, spending 10% power per second.
 * Automatically recharges 10% for each turn not in use.
 * You can trade items with other users no matter where they are for no action cost. People can not trade through you without your post describing the interaction.
 * Exciting 1000 Degree Knife
 * Deals 5 DMG of cut, pointy and fire
 * You are less likely to become bored and have higher movement speed.
 *  Build 
 * You're better at building, pushing, and pulling things.
 * Tool weapons have increased accuracy/effectiveness

Alpha654 10/10 HP 10/10 MP Room 2
 * Acceptable DX-17 Heavy Blaster Pistol (10 shots left)
 * Shoots bolts of superheated gas at high speed.
 * Deals 3 DMG of blaster
 * Holds 10 shots per clip
 * No one will question your ownership of the DX-17.
 * Works as it should.
 * Reality Stun Grenade
 * Deals 2 DMG of impact and reality
 * Will stun nearby entities
 * Has a chance of stunning entities a medium distance away
 * One use only.
 * Might stun reality itself, unpredictable effects may unfold
 * Scroll of Select All
 * Usable once only.
 * You may make any single action target every entity in a room, or even in the whole explored dungeon, if you wish.
 *  Force Lightning 
 * Costs 10 MP
 * Shoots lightning from your hands. Deals 9 DMG and inflicts paralyzation.
 * Cobwebby arm

Oiniteoderfla12 10/10 HP 10/10 MP Room 2
 * Mirror Blade of Bread
 * Deals 3 DMG of cut, 4 DMG of pointy , or 2 DMG of impact depending on how it is used.
 * Has a (MP * 5) % chance of deflecting beam, light , projectile , or really anything that isn't physical, area of effect-y, or spatially direct. If the deflection is successful, 3 MP will be spent. This is one of the few times when your MP is allowed to go negative. However, having negative MP will reverse the effect of this blade and increase the chance for an enemy to get a critical hit .
 * +83 DMG against bread.
 * The effects of bread items used by you are amplified by a factor of 1.5
 * Energy Bow of Intending
 * Deals 3 DMG of pointy and energy
 * Works best from a distance
 * Arrow is connected to the bow by a beam of energy. Upon impact, the arrow will reel back in whenever you want to (by default, immediately)
 * Has a high chance of latching onto enemies (by choice of the user), allowing for use of Newton's third law. (you can drag the enemy to you or yourself to the enemy.)
 * Works as intended. All RNG rolls regarding this weapon are better.
 * Advertisement
 * "Chloe's Telephone Box Repair and Delivery! Call 1-800-ICE-MEAT"
 * A picture of a woman with a hammer next to a telephone box
 *  RNG Manipulation 
 * Costs 6 MP
 * Cannot be used on you, only on other players or enemies.
 * The specified dice roll will have a +5 bonus added to it, even if the resulting value isn't on the die.

EndermanR169 10/10 HP 10/10 MP Room 2
 * Rocket Launcher Launcher of Observing
 * Launches a Rocket Launcher, which immediately fires a rocket. Rocket Launchers only have 1 rocket included.
 * When the Rocket Launcher is shot, it 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.
 * Infinite Rocket Launchers can be shot from this.
 * This weapon is very slow to fire, and will need 1 turn to cool down between firings.
 * Gives the user heightened senses.
 * Portable Crafting Table of Convincing
 * Allows the creation of simple tools and constructs.
 * Costs ingredients to use.
 * People are much more likely to believe you
 * Things made from this look much higher quality than they may or may not be.
 * 1m of chains
 * 50cm of frayed rope
 * 15 large wooden boards
 * 3 large metal door supports
 * 12 giant nuts and bolts
 *  Master 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.


 * Sir Exoskeletal Armor Robot (EAR) 16/16 HP

Btd456Creeper 10/10 HP 10/10 MP Room 2
 * Damage dealt to you that is not spatially direct is instead dealt to this, excluding lightning
 * If said damage is more than 4 DMG, the EAR will only take the 4 DMG and you will take the rest.
 * Pretty flashy, in both contexts of the word. You can turn on lights on it that bring attention to it and it's just flat-out fancy.
 * Lower movement speed
 * You're a whole lot stronger . Strength-dependent attacks will deal more DMG.
 * You are fancy, people will refer to you as "Sir", and people will give you more respect.
 * Wide Angle Xylophone (WAX) of Sorting
 * Dance
 * Costs 3 MP per turn of use.
 * Everyone nearby will be forced to dance. They will dance until you stop playing.
 * While dancing, they have reduced accuracy, decreased movement speed , and +1 DMG for melee.
 * Summon Skeleton
 * Costs 5 MP and a bone.
 * Summons a weak skeleton minion.
 * Skeleton 4/4 HP
 * Summon Barrier
 * Costs 3 MP
 * Creates a cylindrical translucent barrier to follow around a target. The barrier will block the next interaction between that target and the world around it.
 * Big
 * Has the potential to learn new spells
 * You're better at sorting things
 * You're better at sorting things out.
 *  Wild Card 
 *  Behemoth Screamoth 
 * Costs 1 MP
 * Launches sound at all targets on a single space dealing 2 DMG
 * Deals 5 DMG instead if you are on the same space as the target.
 * Has the chance of temporarily giving those affected hearing loss
 * Has a chance to stun the targets.


 * Wonderful Aluminum Foil Rod
 * Somewhat rigid, but still easily bendable
 * Conducts electricity okay-ish
 * Smacking a target with this deals 1 DMG of impact
 * Gives everyone amusement and when used
 * Forbidden Shuriken-rang
 * Can be thrown to deal 2 DMG of cut and pointy
 * You can spend 2 MP to make the Shuriken-rang forcefully return to the user, striking everything in it's path
 * EDGY. Deals +1 DMG.
 * Law enforcers will want to confiscate this.
 * Rubik's Cube
 * Scrambled
 * Has a blue sticker missing, on the blue-red edge
 *  Flash 
 * Costs 3 MP
 * Creates a burst of light that may stun entities looking in the direction of the source.
 * Small chance to cause temporary blindness
 * Must be within the user's line of sight and in the same room as user
 * Entities at the light burst take 2 DMG of light
 * Sitting on bench

'''Aggron... Just Aggron' 10/10 HP 10/10 MP Room 2''


 * Federal Spawn Steak
 * Spawns the Steak from Don't Hug Me I'm Scared 5
 * Steak 6/6 HP
 * Tongs
 * Can conduct electricity
 * Deals 2 DMG of impact
 * Can grab things
 * If Steak dies, this item is lost.
 * Steak can be recalled as an action. This means that he'll be brought back into this item out of the world, and restored to full HP . However, it's a bit slow, so the recalling will only happen near the end of an update, and by then it may be too late.
 * You're a federal agent. You can show people this item to prove to them your status.
 * Jolteon Plush of Doing
 * It's pretty cute. Enemies with decent morality will be less likely to attack you unless you attack them.
 * Can throw lightning at nearby targets to deal 3 DMG.
 * You get 1 extra action per turn.
 * Aluminum effect (5 turns left)
 * You receive more knockback
 * light based attacks have a 90% chance of deflecting.
 * You have a high resistance against corrosion
 *  Delicious Metals 
 * You can eat metals, and maybe some other minerals.
 * Depending on what you eat, you'll get various effects.

Sonar553 10/10 HP 10/10 MP Room 2


 * Electrical 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.
 * Conducts electricity.
 * Deals lightning damage.
 * Can power electrical things.
 * Decorated Demented Music Amplifier
 * 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
 * Looks nice
 *  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

Type: Sparky 10/10 HP 10/10 MP Room 3


 * Beat Blaster of Outlining
 * Fires luminous lasers that do x DMG and make sound, where x is based on what song it plays. Can only play songs published by Monstercat or songs featured in Just Shapes and Beats. What song is used as a base must be provided with each use of this item.
 * Can, in a few rare cases, damage the dungeon. You will not be told when you can.
 * Things hit by this will be given a glowing outline that can be seen through everything.
 * Heavy Shotgun of Insisting
 * Can swap between shell and slug whenever you want
 * Deals 3 DMG of bullet when on shell
 * Deals 5 DMG of bullet when on slug
 * Works from really far away.
 * Very accurate
 * Shell shots will hit everyone in it's path.
 * Provides a boost to arguing
 *  Dimension Breaker 
 * Dash
 * Costs 1 MP
 * Teleports the user forwards a little bit.
 * Rift
 * Costs 4 MP
 * Summons a blue/white rift. Moving into it teleports any object forward in-between 2 and 3 times further than a Dash from what direction you entered it (all 3 dimensions included)
 * Collapses in the next update at the same percentage through the update as when it was formed.
 * Link
 * Costs 10 MP
 * Summons 2 rifts. Moving through one sends you to the other, in the direction you entered the first from.
 * The rift must be within the room you are in, and you must be able to point to it without obstruction.
 * Lasts 3 turns
 * The two rifts do not have to be summoned at the same time. You can spend 5 MP to summon one of them, and then you can move, and summon the other. They don't even have to be summoned on the same turn. An unlinked portal will do nothing. If one collapses before the other, then the other one will collapse.
 * Cannot teleport you into another Room.
 * Be careful of teleporting inside of something. It's not covered by insurance
 * Air is automatically displaced
 * Rifts cannot be physically targeted, but certain nonphysical things will work on them (such as teleportation, nonphysical movement, or time manipulation)