The Machine
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Revision as of 13:55, 19 November 2020 by Gausie (Talk | contribs) (Added text when a skull cap is added)
When The Machine is working:
- You approach The Machine ...
When you use a skull capacitor to fix The Machine:
- You approach The Machine, and notice that the capacitor you're carrying fits perfectly into an obviously empty socket on the base of it. You plug it in, and The Machine whirs ominously to life....
Get in the Left Chamber |
Get in the Right Chamber |
Get in the Center Chamber |
Wait Around |
Bail |
There are a messages that come up to display that the page updates constantly, as well as displaying your character's impatience. When outside the empty Machine:
- The chambers continue to be empty...
- The chambers are precisely as empty as they were a few seconds ago...
- The machine's three Adventurer-sized chambers sit empty...
- The machine remains empty and lonely...
- The chambers are full of...no, I can't lie to you. They're still empty.
- The chambers...are still empty...
When inside the left or right chambers:
- You stand in the chamber...
- You tap your feet as you continue to stand patiently in the chamber...
- You sigh and shift your weight from one foot to another...
- When is something going to happen over there?...
- You tap on the glass to try to get something going...
- You continue to stand patiently in the chamber...
- You're starting to get a little tired of standing in the chamber...
When inside the center chamber:
- You enter the center chamber. You see some electrode handles...
- You stand in the center chamber...
- You continue to stand in the center chamber...
- You keep on standing in the center chamber...
- Still waiting...
- Still... waiting...
- You whistle idly, waiting for your clanmates.
- You whistly slightly louder, hoping to get somebody's attention...
- You keep on waiting...
- You sigh loudly as you continue to wait...
- Yep. You are definitely still waiting. Your clanmates continue to not get it together...
After giving someone else a skill:
- Arcs of lightning burst out of the electrodes above your head and penetrate your brain. You feel as though a portion of your essence has been... not stolen, but... copied.
When receiving a skill:
- You grab the electrodes and are wracked with electricity as The Machine drains the essences of your clanmates and arcs it through your heart. You feel like you understand them a little better now.
When attempting to learn a skill you already have:
- The electrodes repel your hands -- The Machine hates repeating itself.
When attempting to learn a skill from two of the same class:
- The left chamber fires up, but then an obnoxious klaxon sounds. Maybe the two people on the outside have to be different classes?
When grabbing electrodes after 3 skills have already been gained:
- You grab the electrodes, but only feel a weak buzz. Looks like The Machine only had enough juice in it for three activations.....
Occurs at Working in the Lab, Late One Night in Dreadsylvanian Castle.
Notes
- The Machine in the lab must have previously been repaired, and it can only be used 3 times in a given dungeon instance.
- Using The Machine does not cost an adventure and one player can enter the machine multiple times, either in center or side chambers.
- If all three chambers in the machine are occupied, and the occupant of the center chamber grips the electrodes, that character may learn a skill. The skill may depend on the classes of the occupants of the left and right chambers.
- The player in the center will get the skill. The classes of the players on the left and right cannot be the same and will determine which skill is obtained:
Dreadsylvanian Class-Crossed Skills - edit | |||||
---|---|---|---|---|---|
Accordion Thief | Disco Bandit | Sauceror | Pastamancer | Turtle Tamer | |
Seal Clubber | Song of the North 10 Adv, 100 MP weapon dmg +100%, cold damage +50 |
Grab a Cold One 1/day summoning skill, 30 MP obtain Cold One (???-quality booze) |
Splattersmash combat skill, 25 MP hot melee group damage |
Carbohydrate Cudgel combat skill, 30 MP kill monster with dry noodles |
Club Earth combat skill, 50 MP melee damage + 1 round stun |
Turtle Tamer | Song of Slowness 10 Adv, 100 MP +50% initiative |
Conspiratorial Whispers combat skill, 25 MP damage + delevel every round does not cost combat round |
Sauceshell combat skill, 30 MP, Prevent damage & deal ~80 hot dmg |
Turtleini combat skill, 35 MP Spooky and physical damage, with multiround decay |
|
Pastamancer | Song of Starch 10 Adv, 100 MP +50% max HP |
Shadow Noodles combat skill, 30 MP, 3-5 round stun + 8-10 delevel |
Spaghetti Breakfast 1/day summoning skill, 30 MP obtain Spaghetti breakfast (???-quality food) |
||
Sauceror | Song of Sauce 10 Adv, 100 MP +100% spell dmg, +50 hot dmg, +50 dmg to hot spells |
Splashdance combat skill, 30 MP heals ~55 dmg does not cost combat round |
|||
Disco Bandit | Song of Bravado 10 Adv, 100 MP +15% all attributes |
- The skills obtained this way are not automatically permed -- you will need to spend Karma on them to learn them permanently, as with regular skills.