The Chrome Dome

Your turn begins in The Chrome Dome.

Go to the section of this page with the name 'ALPHA LEVEL'


ZOOM TUBE -  Choose one of the following levels of the chrome dome to go to: ALPHA LEVEL, BETA LEVEL, DELTA LEVEL, GAMMA LEVEL, OMEGA LEVEL, or ZETA LEVEL. To go to a level of the chrome dome, go to the section of this page with the same name as the level.


ALPHA LEVEL - Roll a die for what you encounter on alpha level:


1 = You once again return to the front entryway of this technologically advanced dome of chrome. If you choose, your turn ends and your next turn will begin at The Freak Peak; Proceed to that page if so.


2 = You enter a medical facility manned by mutant scientists. Roll a die. If the die roll is 1, 2, 3, or 4, a mutant medic heals you with the power of his mind. Heal 1 Wound. If the die roll is 5 or 6, a deranged and deformed doctor tries to inject you with bad medicine. Roll a die. If that die roll is greater than your Vitae, receive 1 Wound.


3 = You wander into a watched area of this level and alert it's dangerous denizens. Roll a die. If the die roll is 1, 2, or 3, a strange cluster of freaky fungi serves as an alarm system for the plant men. Decrease your Arms and Magic by 1 at the start of the next Combat you are in this turn with a monster with the word 'plantman' in it's name. The decrease lasts for that Combat only. If the die roll is 4, 5, or 6, the surveillance system used by the mutant monitor headquarters is set off. Decrease your Arms and Magic by 1 at the start of the next Combat you are in this turn with a monster with the word 'monitor' in it's name. The decrease lasts for that Combat only.


4 = A race of sentient plant men has moved into this dome from the freakish peak outside. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a peak plantman. The peak plantman's attributes are Arms: 3, Magic: 2, Craft: 1, Vitae: 2. You may not use Items that are weapons in Combat with the peak plantman. If the die roll is a 4, 5, or 6, fight a Magical Combat with a freak plantman. The freak plantman's attributes are Arms: 2, Magic: 3, Craft: 1, Vitae: 2. You may not use Items that are weapons in Combat with the freak plantman.


5 = This level is closely surveilled by mutant monitors who attempt to capture all intruders. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a mutant monitor. The mutant monitor's attributes are Arms: 4, Magic: 3, Craft: 2, Vitae: 3. If the mutant monitor receives a Wound due to a Combat with you and you did not use an Item that is a weapon in that Combat, the mutant monitor does not receive the Wound. If the die roll is a 4, 5, or 6, fight a Magical Combat with a monitor mutant. The monitor mutant's attributes are Arms: 3, Magic: 4, Craft: 2, Vitae: 3. If the monitor mutant receives a Wound due to a Combat with you and you did not use an Item that is a weapon in that Combat, the monitor mutant does not receive the Wound.


6 = You come face to face with one of the leaders of the creatures who dwell on this level. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a lead plantman. The lead plantman's attributes are Arms: 5, Magic: 3, Craft: 1, Vitae: 3. You may not use Items that are weapons in Combat with the lead plantman. If the lead plantman has fallen due to Combat with you, gain a copper keycard. A copper keycard is an Item. A copper keycard does not count towards the number of Items you may have. If you have the copper keycard on a page that does not have the word 'Dome' in it's name, lose the copper keycard. If the die roll is 4, 5, or 6, fight a Melee Combat with a head mutant monitor. The head mutant monitor's attributes are Arms: 6, Magic: 4, Craft: 3, Vitae: 4. If the head mutant monitor receives a Wound due to a Combat with you and you did not use an Item that is a weapon in that Combat, the head mutant monitor does not receive the Wound. If the head mutant monitor has fallen due to Combat with you, gain a nickel keycard. A nickel keycard is an Item. A nickel keycard does not count towards the number of Items you may have. If you have the nickel keycard on a page that does not have the word 'Dome' in it's name, lose the nickel keycard.


Unless you rolled a 1 and went to The Freak Peak, after your alpha level encounter, go to the section of this page with the name 'ZOOM TUBE'.


BETA LEVEL - Roll a die for what you encounter on beta level:


1 = You find a special storage unit with a locked metal door that is plated in silver. If you have a silver keycard, lose the silver keycard and gain lazerblast. Lazerblast is a Spell. You may use lazerblast at the start of any Combat. When used, increase your Arms and Magic by 2 for that Combat only. If a monster receives a Wound due to a Combat that lazerblast was used at the start of, that monster receives 1 additional Wound. You may not use more than 1 lazerblast per Combat.


2 = You find a special storage unit with a locked metal door that is plated in gold. If you have a gold keycard, lose the gold keycard and gain a psi staff. A psi staff is an Item and a weapon. If you have the psi staff at the start of a Magical Combat, increase your Magic by 2 for that Magical Combat only. If you have the psi staff, and a monster receives a Wound due to a Magical Combat with you, roll a die. If the die roll is 4, 5, or 6, or if you have the bio robes, the monster receives 1 additional Wound. Also, at the end of a Magical Combat in which the psi staff was used, roll two dice if you are on a page that does not have the word 'Dome' or 'Warp' in it's name. If the die roll is 2 or 12, lose the psi staff.


3 = You find a special storage unit with a locked metal door that is plated in platinum. If you have a platinum keycard, lose the platinum keycard and gain bio robes. Bio robes is an Item. If you have the bio robes at the start of a Magical Combat, increase your Magic by 2 for that Magical Combat only. If you have the bio robes, roll two dice when you receive a Wound due to a Magical Combat. If the die roll is 7 or more, you do not receive the Wound. You may not use any other Item with the word 'hat', 'cloak', 'robe',  or 'robes' in it's name if you have the bio robes. Also, at the end of a Magical Combat in which the bio robes was used, roll two dice if you are on a page that does not have the word 'Dome' or 'Warp' in it's name. If the die roll is 2 or 12, lose the bio robes.


4 = You wander into an area of this level that is full of lethal radiation. Roll a die. If the die roll is 1 or 2 and your Arms is less than 5, receive 1 Wound. If the die roll is 3 or 4 and your Magic is less than 5, receive 1 Wound. If the die roll is 5 or 6 and your Vitae is less than 5, receive 1 Wound.


5 = You come across one of the deadly creatures that dwells on this level. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a mossy mound. The mossy mound's attributes are Arms: 5, Magic: 2, Craft: 1, Vitae: 3. At the start of a Melee Combat with the mossy mound, if your Craft is less than 4, increase the mossy mound's Arms by 1 for that Melee Combat only. If the die roll is 4, 5, or 6, fight a Magical Combat with a shamble stalker. The shamble stalker's attributes are Arms: 2, Magic: 5, Craft: 2, Vitae: 3. At the start of a Magical Combat with the shamble stalker, if your Craft is less than 4, increase the shamble stalker's Magic by 1 for that Magical Combat only.


6 = You are stalked down and psionically assaulted by a bizarre brain-draining monster. Roll a die. If the die roll is 1, 2, or 3 and your Craft is greater than 3, receive 1 Wound. If the die roll is 4, 5, or 6, fight a Magical Combat with an intel eater. The intel eater's attributes are Arms: 3, Magic: 7, Craft: 4, Vitae: 4. If you receive a Wound due to Magical Combat with the intel eater and your Craft is greater than 3, receive 1 additional Wound. If the intel eater has fallen due to Combat with you, gain a titanium keycard. A titanium keycard is an Item. A titanium keycard does not count towards the number of Items you may have. If you have the titanium keycard on a page that does not have the word 'Dome' in it's name, lose the titanium keycard. 


After your beta level encounter, go to the section of this page with the name 'ZOOM TUBE'.


DELTA LEVEL - Roll a die for what you encounter on delta level:


1 = You learn something useful about this dome by perusing a well kept library on this level. Roll a die. If the die roll is 1, 2, or 3, increase your Arms by 1 at the start of the next Melee Combat you are in this turn. The increase lasts for that Combat only. If the die roll is 4, 5, or 6, increase your Magic by 1 at the start of the next Magical Combat you are in this turn. The increase lasts for that Combat only.


2 = A mechanical cage opens up in a laboratory and releases a mutated creature that attacks you. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a mutation mouse. The mutation mouse's attributes are Arms: 3, Magic: 2, Craft: 1, Vitae: 1. At the start of a Melee Combat with the mutation mouse, if your Magic is less than 4, increase the mutation mouse's Arms by 1 for that Melee Combat only. If you receive a Wound due to a Melee Combat with the mutation mouse, you cannot end Combat with the mutation mouse unless it has fallen. If the die roll is 4, 5, or 6, fight a Magical Combat with a radiation rat. The radiation rat's attributes are Arms: 2, Magic: 3, Craft: 1, Vitae: 1. At the start of a Magical Combat with the radiation rat, if your Arms is less than 4, increase the radiation rat's Magic by 1 for that Magical Combat only. If you receive a Wound due to a Magical Combat with the radiation rat, you cannot end Combat with the radiation rat unless it has fallen.


3 = You discover a medical unit with something beneficial on top of a table. Roll a die. If the die roll is 1, 2, 3, or 4, heal 1 Wound. If the die roll is 5 or 6, gain a med kit. A med kit is an Item. The med kit may be used at any time you have 1 or more Wounds. When used, roll a die. If the die roll is greater than your Craft, heal 1 Wound and lose the med kit. If the die roll is equal to or less than your Craft, heal 2 Wounds and lose the med kit.


4 = A malfunctioning metallic machine is releasing deadly radiation throughout most of this level. Roll a die. If the die roll is 1 or 2, receive 1 Wound. If the die roll is 3, 4, 5, or 6, roll a die. If that die roll is 1 or 2 and your Arms is greater than 4, receive 1 Wound. If that die roll is 3 or 4 and your Magic is greater than 4, receive 1 Wound. If that die roll is 5 or 6 and your Vitae is greater than 4, receive 1 Wound.


5 = An automated pod specially crafted to capture and remove intruders comes hovering your way. Roll a die. If the die roll is 1, 2, or 3, fight a Magical Combat with a teleport pod. The teleport pod's attributes are Arms: 3, Magic: 5, Craft: 1, Vitae: 1. You may not use Allies in Combat with the teleport pod. If you receive a Wound due to a Magical Combat with the teleport pod, you must choose to end Combat with the teleport pod when given the choice, then go to the section of this page with the name 'GAMMA LEVEL'. If the die roll is 4, 5, or 6, fight a Melee Combat with an transport pod. The transport pod's attributes are Arms: 5, Magic: 3, Craft: 1, Vitae: 1. You may not use Allies in Combat with the transport pod. If you receive a Wound due to a Melee Combat with the transport pod, you must choose to end Combat with the transport pod when given the choice, then go to the section of this page with the name 'GAMMA LEVEL'.


6 = The advanced master mutants and the evolved elite plant men who rule the dome live on this level. Roll a die. If the die roll is 1, 2, or 3, fight a Magical Combat with a plantmaster elite. The plantmaster elite's attributes are Arms: 3, Magic: 5, Craft: 2, Vitae: 3. You may not use Items that are weapons in Combat with the plantmaster elite. If the plantmaster elite has fallen due to Combat with you, gain a copper keycard. A copper keycard is an Item. A copper keycard does not count towards the number of Items you may have. If you have the copper keycard on a page that does not have the word 'Dome' in it's name, lose the copper keycard. If the die roll is 4, 5, or 6, fight a Magical Combat with a mutant master. The mutant master's attributes are Arms: 4, Magic: 6, Craft: 5, Vitae: 4. If the mutant master receives a Wound due to a Combat with you and you did not use an Item that is a weapon in that Combat, the mutant master does not receive the Wound. If the mutant master has fallen due to Combat with you, gain a nickel keycard. A nickel keycard is an Item. A nickel keycard does not count towards the number of Items you may have. If you have the nickel keycard on a page that does not have the word 'Dome' in it's name, lose the nickel keycard.


Unless you rolled a 5 and went to the section 'GAMMA LEVEL', after your delta level encounter, go to the section of this page with the name 'ZOOM TUBE'.


GAMMA LEVEL - Roll a die for what you encounter on gamma level:


1 = Some of the weirdly mutated mushrooms on this level release dangerous spores that weaken foes. Roll a die. If the die roll is 1, 2, or 3, decrease your Arms by 1 at the start of the next Melee Combat you are in this turn. The decrease lasts for that Combat only. If the die roll is 4, 5, or 6, decrease your Magic by 1 at the start of the next Magical Combat you are in this turn. The decrease lasts for that Combat only.


2 = Big and powerful mutant beasts roam throughout this level hunting for prey. Roll a die. If the die roll is 1, fight a Melee Combat with a mega mutant monkey. The mega mutant monkey's attributes are Arms: 5, Magic: 2, Craft: 1, Vitae: 2. You may not use Spells in Combat with the mega mutant monkey. If the die roll is 2, fight a Magical Combat with a mega mutant rabbit. The mega mutant rabbit's attributes are Arms: 2, Magic: 5, Craft: 1, Vitae: 2. You may not use Spells in Combat with the mega mutant rabbit. If the die roll is 3, fight a Melee Combat with a mega mutant lizard. The mega mutant lizard's attributes are Arms: 5, Magic: 2, Craft: 1, Vitae: 2. If you have 1 or more Spells at the start of a Melee Combat with the mega mutant lizard, increase the mega mutant lizard's Arms by 1 for that Melee Combat only. If the die roll is 4, fight a Magical Combat with a mega mutant mole. The mega mutant mole's attributes are Arms: 2, Magic: 5, Craft: 1, Vitae: 2. If you have 1 or more Spells at the start of a Magical Combat with the mega mutant mole, increase the mega mutant mole's Magic by 1 for that Magical Combat only. If the die roll is 5, fight a Melee Combat with a mega mutant bug. The mega mutant bug's attributes are Arms: 5, Magic: 2, Craft: 1, Vitae: 2. If you receive a Wound due to a Melee Combat with the mega mutant bug, lose 1 Spell. If the die roll is 6, fight a Magical Combat with a mega mutant bird. The mega mutant bird's attributes are Arms: 2, Magic: 5, Craft: 1, Vitae: 2. If you receive a Wound due to a Magical Combat with the mega mutant bird, lose 1 Spell.


3 = A tall mutated bush drops a bombastic gourd upon you that explodes in a deadly radioactive burst. Roll a die. If the die roll is 1 or 2, receive 1 Wound. If the die roll is 3, 4, 5, or 6, roll a die. If that die roll is 1 or 2 and your Arms is greater than 4, receive 1 Wound. If that die roll is 3 or 4 and your Magic is greater than 4, receive 1 Wound. If that die roll is 5 or 6 and your Vitae is greater than 4, receive 1 Wound.


4 = A freaky fruit tree within this level bears a strange yet beneficial fruit. Roll a die. If the die roll is 1, 2, 3, or 4, heal 1 Wound. If the die roll is 5 or 6, gain a freak fruit. A freak fruit is an Item. The freak fruit may be used at any time you have 1 or more Wounds. When used, roll a die. If the die roll is greater than your Vitae, heal 1 Wound and lose the freak fruit. If the die roll is equal to or less than your Vitae, heal 2 Wounds and lose the freak fruit.


5 = The irradiated mutant monsters living on this level are quite large and dangerous. Roll a die. If the die roll is 1, 2, or 3, fight a Magical Combat with a mega mutant orc. The mega mutant orc's attributes are Arms: 3, Magic: 5, Craft: 2, Vitae: 3. If you do not use an Item that is a weapon in a Magical Combat with the mega mutant orc, increase the mega mutant orc's Magic by 1 for that Magical Combat only. If the mega mutant orc has fallen due to Combat with you, gain a silver keycard. A silver keycard is an Item. A silver keycard does not count towards the number of Items you may have. If you have the silver keycard on a page that does not have the word 'Dome' in it's name, lose the silver keycard. If the die roll is 4, 5, or 6, fight a Magical Combat with a mega mutant ogre. The mega mutant ogre's attributes are Arms: 4, Magic: 6, Craft: 2, Vitae: 4. If you use an Item that is a weapon in a Magical Combat with the mega mutant ogre, increase the mega mutant ogre's Magic by 1 for that Magical Combat only. If the mega mutant ogre has fallen due to Combat with you, gain a gold keycard. A gold keycard is an Item. A gold keycard does not count towards the number of Items you may have. If you have the gold keycard on a page that does not have the word 'Dome' in it's name, lose the gold keycard. 


6 = You are attacked by one of the huge mutant monstrosities that dominates this level. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a mutant behemoth. The mutant behemoth's attributes are Arms: 7, Magic: 3, Craft: 1, Vitae: 4. If you receive a Wound due to Melee Combat with the mutant behemoth and your Vitae is less than 5, receive 1 additional Wound. If the mutant behemoth has fallen due to Combat with you, gain a platinum keycard. A platinum keycard is an Item. A platinum keycard does not count towards the number of Items you may have. If you have the platinum keycard on a page that does not have the word 'Dome' in it's name, lose the platinum keycard. If the die roll is 4, 5, or 6, fight a Melee Combat with a mutant leviathan. The mutant leviathan's attributes are Arms: 7, Magic: 3, Craft: 1, Vitae: 4. If you receive a Wound due to Melee Combat with the mutant leviathan and your Vitae is greater than 4, receive 1 additional Wound. If the mutant leviathan has fallen due to Combat with you, gain a titanium keycard. A titanium keycard is an Item. A titanium keycard does not count towards the number of Items you may have. If you have the titanium keycard on a page that does not have the word 'Dome' in it's name, lose the titanium keycard.


After your gamma level encounter, go to the section of this page with the name 'ZOOM TUBE'.


OMEGA LEVEL - Roll a die for what you encounter on omega level:


1 = You find a special storage unit with a locked metal door that is plated in copper. If you have a copper keycard, lose the copper keycard and gain a power droid. A power droid is an Ally. If you have a power droid at the start of any Combat, you may choose to have the monster in that Combat with you fight a Combat with the power droid first. The kind of Combat the power droid fights with the monster will be of the same kind you would have fought with the monster. The power droid's attributes are Arms: 7, Magic: 7, Craft: 1, Vitae: 1. If the power droid receives a Wound due to Combat, roll a die. If the die roll is 4, 5, or 6, the power droid does not receive the Wound. If the monster has fallen due to Combat with the power droid, the Combat with you does not occur and you gain the appropriate XP as though the monster had fallen due to Combat with you. If the power droid has fallen due to Combat with the monster, lose the power droid, then the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the power droid. If neither the power droid nor the monster has fallen due to the Combat between them, the Combat with you and the monster occurs, with the monster retaining any Wounds it received due to Combat with the power droid. Also, at the end of a Combat in which the power droid was used, roll two dice if you are on a page that does not have the word 'Dome' or 'Warp' in it's name. If the die roll is 2 or 12, lose the power droid.


2 = You find a special storage unit with a locked metal door that is plated in nickel. If you have a nickel keycard, lose the nickel keycard and gain a battle glove. A battle glove is an Item and a weapon. If you have the battle glove at the start of a Melee Combat, increase your Arms by 2 for that Melee Combat only. If you have the battle glove, and a monster receives a Wound due to a Melee Combat with you, roll a die. If the die roll is 4, 5, or 6, or if you have the power armor, the monster receives 1 additional Wound. Also, at the end of a Melee Combat in which the battle glove was used, roll two dice if you are on a page that does not have the word 'Dome' or 'Warp' in it's name. If the die roll is 2 or 12, lose the battle glove.


3 = You find a special storage unit with a locked metal door that is plated in titanium. If you have a titanium keycard, lose the titanium keycard and gain power armor. Power armor is an Item. If you have the power armor at the start of a Melee Combat, increase your Arms by 2 for that Melee Combat only. If you have the power armor, roll two dice when you receive a Wound due to a Melee Combat. If the die roll is 7 or more, you do not receive the Wound. You may not use any other Item with the word 'helmet', 'helm', 'shield', or 'armor' in it's name if you have the power armor. Also, at the end of a Melee Combat in which the power armor was used, roll two dice if you are on a page that does not have the word 'Dome' or 'Warp' in it's name. If the die roll is 2 or 12, lose the power armor.


4 = You wander into an area of this level that is filled with lethal radiation. Roll a die. If the die roll is 1 or 2 and your Arms is less than 5, receive 1 Wound. If the die roll is 3 or 4 and your Magic is less than 5, receive 1 Wound. If the die roll is 5 or 6 and your Vitae is less than 5, receive 1 Wound.


5 = You come across one of the deadly creatures that dwells on this level. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a moldy mound. The moldy mound's attributes are Arms: 5, Magic: 2, Craft: 1, Vitae: 3. At the start of a Melee Combat with the moldy mound, if your Craft is greater than 3, increase the moldy mound's Arms by 1 for that Melee Combat only. If the die roll is 4, 5, or 6, fight a Magical Combat with a shuffle shambler. The shuffle shambler's attributes are Arms: 2, Magic: 5, Craft: 2, Vitae: 3. At the start of a Magical Combat with the shuffle shambler, if your Craft is greater than 3, increase the shuffle shambler's Magic by 1 for that Magical Combat only.


6 = You are tracked down and psychically assailed by a humanoid creature with an octopoidal head. Roll a die. If the die roll is 1, 2, or 3 and your Craft is less than 4, receive 1 Wound. If the die roll is 4, 5, or 6, fight a Magical Combat with a brain flayer. The brain flayer's attributes are Arms: 3, Magic: 7, Craft: 4, Vitae: 4. If you receive a Wound due to Magical Combat with the brain flayer and your Craft is less than 4, receive 1 additional Wound. If the brain flayer has fallen due to Combat with you, gain a platinum keycard. A platinum keycard is an Item. A platinum keycard does not count towards the number of Items you may have. If you have the platinum keycard on a page that does not have the word 'Dome' in it's name, lose the platinum keycard. 


After your omega level encounter, go to the section of this page with the name 'ZOOM TUBE'.


ZETA LEVEL - Roll a die for what you encounter on zeta level:


1 = A team of servo servants throws you into a transport pod that teleports you out of this dome. Your turn ends and your next turn will begin at The Freak Peak; Proceed to that page.


2 = You enter a training facility run by mandroid technicians. Roll a die. If the die roll is 1 or 2, a mad mandroid engineer uses a mechanical device to shock you with electricity. Receive 1 Wound. If the die roll is 3, 4, 5, or 6, a mandroid physician operates a complex machine to boost your vitality. Roll a die. If that die roll is less than your Vitae, heal 1 Wound.


3 = You wander into an observed area of this level that you should have stayed clear of. Roll a die. If the die roll is 1, 2, or 3, a series of synaptical relays warns all mandroids on this level of your presence. Decrease your Arms and Magic by 1 at the start of the next Combat you are in this turn with a monster with the word 'mandroid' in it's name. The decrease lasts for that Combat only. If the die roll is 4, 5, or 6, you have been detected by the cargo sensors as an enemy entity to be removed. Decrease your Arms and Magic by 1 at the start of the next Combat you are in this turn with a monster with the word 'servo' in it's name. The decrease lasts for that Combat only.


4 = Automaton servants made of servomechanisms expel all unwanted cargo from this level to the outside. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a servo servant. The servo servant's attributes are Arms: 3, Magic: 2, Craft: 1, Vitae: 2. If you do not use an Item that is a weapon in a Melee Combat with the servo servant, increase the servo servant's Arms by 1 for that Melee Combat only. If the die roll is a 4, 5, or 6, fight a Magical Combat with a servo server. The servo server's attributes are Arms: 2, Magic: 3, Craft: 1, Vitae: 2. If you do not use an Item that is a weapon in a Magical Combat with the servo server, increase the servo server's Magic by 1 for that Magical Combat only.


5 = A crew of mechanical men created by the mutants maintains this level with constant diligence. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a mech mandroid. The mech mandroid's attributes are Arms: 4, Magic: 3, Craft: 2, Vitae: 3. If you use an Item that is a weapon in a Melee Combat with the mech mandroid, increase the mech mandroid's Arms by 1 for that Melee Combat only. If the die roll is a 4, 5, or 6, fight a Magical Combat with a tech mandroid. The tech mandroid's attributes are Arms: 3, Magic: 4, Craft: 2, Vitae: 3. If you use an Item that is a weapon in a Magical Combat with the tech mandroid, increase the tech mandroid's Magic by 1 for that Magical Combat only.


6 = You are faced with one of the leaders of the creatures who live on this level. Roll a die. If the die roll is 1, 2, or 3, fight a Melee Combat with a servo boss servant. The servo boss servant's attributes are Arms: 5, Magic: 3, Craft: 1, Vitae: 3. If you do not use an Item that is a weapon in a Melee Combat with the servo boss servant, increase the servo boss servant's Arms by 1 for that Melee Combat only. If the servo boss servant has fallen due to Combat with you, gain a silver keycard. a silver keycard is an Item. a silver keycard does not count towards the number of Items you may have. If you have the silver keycard on a page that does not have the word 'Dome' in it's name, lose the silver keycard. If the die roll is 4, 5, or 6, fight a Melee Combat with a meta mandroid. The meta mandroid's attributes are Arms: 6, Magic: 4, Craft: 3, Vitae: 4. If you use an Item that is a weapon in a Melee Combat with the meta mandroid, increase the meta mandroid's Arms by 1 for that Melee Combat only. If the meta mandroid has fallen due to Combat with you, gain a gold keycard. A gold keycard is an Item. A gold keycard does not count towards the number of Items you may have. If you have the gold keycard on a page that does not have the word 'Dome' in it's name, lose the gold keycard.


Unless you rolled a 1 and went to The Freak Peak, after your zeta level encounter, go to the section of this page with the name 'ZOOM TUBE'.


The Freak Peak

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