Turn 2I apologize about the long delay. ATHATH, you can't assist Dermonster as you were not chosen to be a player, sorry.
Try to wake up. THROUGH SHEER UNCONSCIOUS WILLPOWER.
[1-2(Unconscious)= 2(Failguard)] (I feel sorry for you.)
You wander off into your dreams. You're trapped in a box, it's pitch black. You look down and immediately regret it. You around 100-feet above ground; and this is no Emerald City type of scenery. The ground is covered with small craters, some filled with lava and some filled with a black liquid that constantly bubbles. You look to your left and notice a very large castle. You can't see the specifics at all. What a crazy dream.
[Pain: 9-3(Massive Bleeding)+1(Superior WIllpower)= 7, Constitution: 9-2(Fractured Skull)-3(Massive Bleeding)= 4] Perks of being unconscious, you don't feel any pain at all. Too bad it doesn't stop your body from bleeding. Despite almost bleeding to death, you feel a strange sensation in your sleep. A unique sensation...
Rush over and perform dabbling first aid on that concussed guy.
[4] Quick! You rush over to Nixy to perform first aid. You're looking around, brainstorming ways to try and reduce all this blood. But then, you see something in the corner of your eye. Light. A light begins to cover over Nixy's head. You don't know exactly what it is, or where it came from, but you have a feeling that it's a good thing. You take a closer look at Nixy's head and notice small streams of light beginning to close the wound. Slowly, however, but it's still something. You decide to let the light do it's thing and sit next to the "concussed guy".
Start meditating.
[1-1(Fatigue)=1] (This is going to be fun.)
You lay down and sit in a meditating pose. Your mind soars off into the sky, where serenity is key. You continue to fly in spirit before you suddenly begin to hear voices, telling you some creepy things; you try to stop it, but you can't! [Damage (Mental): 2, Critical: 7] The voices get louder and more demanding. Still in the sky, you try to fly away, as if that'll solve your problems. You float, and float, and float, but you suddenly just, drop. You let loose a scream that fills the cave, everyone covering their ears. This isn't a dream, no. You know this isn't. It looks real, it feels real...is it real? You probably shouldn't stay to find out how hard the ground is. The question is, how?
Ahoy, I'm the lookout, now! Me crow's nest has gone and collapsed, best check on the sail ropes. Time to descent the mast. What's this indent here? Poke hole with finger.
Poke the interior of one of those slots, then.
[Boxcar Joe's Insanity: 2, Action: 5-1(Insanity)= 4, Thunk: 1] (So many ways to play this out, but I think I'll choose the fun way.)
Boxcar Joe slides down the pillar and locates the slot. But before he could do anything, Thunk comes running out of nowhere, fist forward as if he were superman. "ADVENTURRRRRRRE!", as he slams his fist into the slot. For a moment, nothing happens. You two face each other, and Thunk smiles. CRACK. Uh-oh. Thunk's facial expressions immediately turn to panic. You both look down and notice a nice crack, branching off the slot. After a second, a flashing light blinds everyone, before being dragged away. You sense that you are going somewhere --
really fast.
WORLDSHIFT!!![Nixy: 10] You don't even flinch, instead coolly bracing yourself for whatever lies beyond. Probably because you're partially dying and unconscious.
[Nathan: 7] The worldshift knocks you flat on your feet, but something catches you before you hit the ground -- if there is any ground in this place. The shift is over in a matter of seconds, but you manage to prevent yourself from getting too disoriented.
[Easter Sunday: 2] The sudden movement scatters your brain into more of a disarray! Your brain automatically shuts itself down to prevent damage. Luckily, you're no longer hearing the voices.
[Boxcar Joe: 2] The worldshift handles you very roughly and you pass out as you innards feel like they're trying to force themselves out.
[Thunk: 4] You are not so lucky and the sudden shift disorients you greatly! (Dizzy for next turn)
After a span of what seems to be several agonizing years (or a few seconds), the sensation stops. Nathan, being the only person conscious, takes a glimpse at the environment.
It's a town. You were all dropped in the streets of some town. Nothing seems out of the ordinary, but then you hear something off in the distance. People yelling, some sort of steel or metal clashing. What in the world could that be? Some new thing that teenagers are up to?
Nathan looks around him and his face goes to shock. That's impossible. He walks closer to Nixy as he draws his face closer to Nixy's head. H-his wounds...they're gone! As if they've never existed. No sign of blood anywhere. Something must've happened in the worldshift.
Background: [9] Nathan looks off in the distance and spots a sign. "Welcome to Olqua!" Olqua. What a strange town name. Not caring anything about the name of the city, Nathan focuses on the sounds from before. He makes out some more clashing and an occasional explosion. Some type of teenager thing.
Statuses:Status: Fatigue (-1 to action for the next turn), Unconscious (-2 to all physical actions, failguard)
Location: Lying down on the floor of the town.
Equipment: Wearing a piece of nondescript white underwear.
Abilities: None.
Passives:- Resistant: +1 to resist all diseases and poisons. Immune to headaches, dizziness, and being stunned.
Pending:- Improved Strength: 20% skill progress.
Status: Unconscious (-2 to all physical actions, failguard)
Location: Lying down on the floor of the town.
Equipment: Wearing a piece of nondescript white underwear.
Abilities: None.
Passives:- Lucky Star: +1 to all Luck rolls
- Cursed: Makes you the target of a permanent, unremovable curse that imposes a -1 penalty to all Luck rolls. However, if you die, this curse will allow you to revive. You will need to wait a full 5 turns to be revived, however.
- Insanity: You are permanently insane. Every action is accompanied by an insanity check. Obtaining a [1] on the check will result in you completely losing control for the turn. Obtaining a [2] will result in a -1 penalty to your action. Makes you immune to pain, fear, and most kinds of telepathy and mental attacks. Mental resistance bonuses will NOT affect the insanity check.
Pending:- Improved Strength: 20% skill progress.
Status: Unharmed.
Location: Standing in the middle of the street of the town.
Equipment: Wearing a piece of nondescript white underwear.
Abilities: None.
Passives:- Mental Fortress: Negates -2 of any mental action penalty. +2 to resist mental attacks of any kind.
Pending: None.
Status: Dizzy (-1 to physical actions and dodge for the next turn)
Location: Lying down on the floor of the town.
Equipment: Wearing a piece of nondescript white underwear.
Abilities: None.
Passives:- Master Crafter: +1 to both crafting and repairing
Pending: None.
Status: Unconscious (-2 to all physical actions, failguard)
Location: Lying down on the floor of the town.
Equipment: Wearing a piece of nondescript white underwear.
Abilities: None.
Passives:- Superior Willpower: +1 to all Pain saves
Pending: None.
I've decided that for all the worlds you'll be venturing off too, they will all have their own unique names. I'm keeping the promise I made in the OP that there will be worlds some of you may know, but it'll be your job to find out by exploring and not by looking for names.