Board Thread:Off-Topic Activities/@comment-26877467-20181202192833/@comment-26877467-20181205053313

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Btd456Creeper provides EndermanR169 a warning, "Sir EndermanR169, it is of great sorrow that I must inform you that your Sir Exoskeletal Armor Robot will most likely cause a collapse of the bridge located within this room. It is advised that you find another way to cross this chamber."

Ointieoderfla12 shoots their Rocket Launcher Launcher of Observing at the hook the chain is supported by. The chain snaps down, and the drawbridge falls to a skewed angle, only supported by the rope. ROLL TO EXPLODE

15! The explosion also catches the rope on fire. After a few seconds, the rope snaps, and the drawbridge falls down, allowing passage over the spike pit.

Btd456Creeper crosses the drawbridge and opens the wooden box. Inside is a  Wild Card , a Mystic Orange, and a Rubik's Cube.

Room 1

There's a spike pit across the middle of the room, with a drawbridge on the other side. The drawbridge used to be held up by a rope and a chain, which were blown up and burned. 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.
 *  Wild Card 
 * Mystic Orange
 * Can be used to detect Vitamin C
 * +5 HP when eaten
 * Can be eaten to cure Scurvy
 * Rubik's Cube
 * Scrambled
 * Has a sticker missing

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 next to it.

Group

 * 0 kills
 * 0 deaths
 * 1 room explored

Inventories
ThePlayer437 10/10 HP 10/10 MP Room 1

404 found 10/10 HP 10/10 MP Room 1
 * 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 1
 * 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
 *  Force Lightning 
 * Costs 10 MP
 * Shoots lightning from your hands. Deals 9 DMG and inflicts paralyzation.

Oiniteoderfla12 10/10 HP 10/10 MP Room 1
 * 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.
 *  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 1
 * Rocket Launcher Launcher of Observing (cooldown, 1 turn left)
 * 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.
 *  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 1
 * 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.
 *  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.
 *  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

'''Aggron... Just Aggron' 10/10 HP 10/10 MP Room 1''


 * 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.
 *  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 1
 * 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

@Btd456Creeper I don't remember what yours was, but I remember going through loads of boring ones and rejecting them all. Since it would be inconsistent and unfair to repeatedly try to give other people's items attributes but not enough for yours, I gave your Shuriken-rang the attribute "Forbidden"

@Aggron... Just Aggron Most of the rooms will be made out of stone, and you aren't allowed to damage the environment. Nevertheless, there will be occasional metal, like the metal box 404 found was lugging around on the last game.