((So I had hoped to establish my unofficial rules on myself by this point, and in the interest of keeping things going, I'm going to hopefully have those after the boss fight - though I won't hold things up again if I don't.))
At the north end of town, the survivors enter a
warzone. Within this blockage, a hulking militant mutant commander stands firm, his attire decked out in a variety of weaponry. Other militant mutants are likely to fight by its side.
MUTANT COMMANDER
13/13 HP
Special ability: Tools of Armageddon (based on
Fight of the Century!)
When this enemy has the ability to take an action, regardless of when he could normally attack, he can assault one target with one of his nine (9) unique weapons. If this enemy uses one of these weapons, he takes his first action to use it and his second action for the weapon to strike. He may take other actions in conjunction with the second action, including using another of his special weapons. Each of the special weapons is a one-time use item, and they range in damage from 1 to 9 (that is, one weapon deals 1 damage, one deals 2, etc.).
Special Ability: Egomaniac (based on
Bonus Minigame #1)
The mutant commander can only be interrupted if the interrupt includes some appeal to its ego.
((Let me know if either of you two have lost interest or are unable to continue this game at any point. I can either fast-forward or end it with a summary of what could have happened and ask you two for some specific feedback. Thanks!))
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