Board Thread:Adventure RP Games/@comment-35195751-20191024024536/@comment-35195751-20191115170636

I see

/Added

I'll probably start the next floor soonish and have everyone else do their new power/passive stuff during

I planned to much earlier, but apparently I needed sleep worse than I thought I did

So I might as well do this now:

Jack tries all 3 of the energy pills

''The blue pill turns Jack's limbs into barely movable blocks of Ice. Jack's speed will be 4 during the next floor''

''The red pill turns out to function just like the energy pill. Jack has 2 turns''

The Yellow Pill makes Jack start glowing a bright banana-yellow shade, though the glow fades after a minute

How curious

''In exchange for Jack's testings, the Merchant swifty creates a remote to control the mech suit. One does not need to use an abiltity or turn to put the Mech on now''

''The Merchant also gives the team 5 more energy pills. On Jack's next turn, all his cooldowns will reduce by 2 instead of 1''

...Huh, the pills just got more useful with the new Power rule

(Anyhoo time to make a status chart when I get the chance)