Turn 13
WarthogDriver/The FLYING SQUIRREL [3]
The Flying Squirrel does his best to hide. Which is pretty much useless since no-one had any idea that he was up in the trees in the first place, or that he is allied with Max.
freeformschooler/Smathers [6]
Smathers manages to sucessfully convince both Crass and Drivvers to follow him. He truimphantly waltzes into the cave but bumps into the bear. Its gonna wake up in a turn now. Thus proving that you really shouldnt use a free action as your whole turn, cause you gonna get at least one roll a turn and it aint gonna have positive effects if it doesnt have anything positive to do.
Dwarmin/Drivvers [positive]
Drivvers follows Smathers, while contemplating betrayal. He comes up with a plan he believes to be quite dastardly. HehehHAHAH
MWAHAHADSFSDsds*cough**cough* blargh, something got caught in my throat. Anyway, Drivvers comes up with a good plan.
*And now comes a new game mechanic. Planning. You are allowed to spend an action planning. It is basically a roll that is saved for later. You will be informed whetever the plan is positive or negative, but you dont know the specifics, it could be a crit. The plan is pretty much a general case thing, and you can apply it to anything that goes under it(in this case, betrayal), and you will act as if it was the plan all along. You are allowed to carry around only a single plan, as your feeble brains are unable to remember more.
Sinpwn/Max [2]
Max attempts to escape, but is already surrounded by a bunch of people who want their stuff back. Thus giving -1 to escape rolls for the duration of the surround.
Tiruin/Crass [negative]
Crass attempts to prepare for fighting something big, but cant come up with a good way to prepare himself.
Hunting parties [3]
The hunting parties are still staring at the exceedingly scary dog in front of them.
Bear [5]
The bear is having a very good dream. It is dreaming of flying like a bird and having huge bear wings. And somehow he is also surrounded by hot bear chicks.
1.freeformschooler
Name: Smathers, a level 1 honey badger
Health: [17/17]
Experience: [0/20]
Species: Honey Badger
Inventory: miniature armour[2 DR, equipped]
Status: None
Traits:
- Poison Resistance: Upon being poisoned you get an additional 1d6 roll of how little of a shit you give about it, with a 1 being giving a shit and 6 being not giving a single shit.
- Luck nonexistant: You have such shitty luck that every 2 you roll turns into a critical failure and every 1 gives you double the good effect, and as such, you fail so hard that it starts going backwards.
2.Dwarmin
Name: Drivvers, a level 1 frightened rodent
Health: [15/15]
Natural DR: 1
Experience: [0/20]
Species: Rat
Inventory: extremely powerful enchanted pendant necklace[equipped, 1 DR]
Status: None
Traits:
- Superratly Agility: You get a +1 bonus on actions regarding speed and only speed. If something requires both speed and something else, only the speed at which you do things is increased and treated as if it was 1 higher. You can fail, but at least you will do it fast.
- Understanding: In your scaredness you have developed a bond with the magical amulet and can unleash its powers when the going gets tough.
3.Maxinum McDreich - MIA
Name: Skits, a level 1 squirreler
Health: [MIA/15]
Experience: [0/20]
Species: Squirrel
Inventory: Empty
Status: None
Traits:
- Squirrel Oversight: From atop the mighty trees you see all the things. You have a +1 bonus to noticing things. Your squirelly ways are a lesson to us all.
- Seeker of all the things: Doubles the amount of things you find when searching. Phat lewt abounds.
4.Tiruin
Name: Crass the Deathbringer, a level 1 wannabe necromancer
Health: [12/15]
Experience: [0/20]
Species: Ferret
Inventory: Alchemy set[allows alchemy without explosion roll]
Status: None.
Traits:
- Omnomnomnomnom: You may consume the flesh of dead enemies to regenerate your health. Some call it metabolism, but you call it necromantic healing.
- Potions, ahoy!: Negative potion effects are halved and rounded down and positive potion effects doubled. In addition you are immune to glass bottles falling on your head.
5.WarthogDriver
Name: *Unknown*, a level 1 gliding roadkill
Stage-name: The FLYING SQUIRREL
Health: [14/20]
Experience: [0/20]
Species: Flying Squirrel (male)
Inventory: Claire, the level 0 twig(2d6 damage, additional bleed), Bracelet[1 DR]
Status: None
Traits:
- The Power of Flight: You can fly like bird! If the bird was crippled and could only glide... but at least you can do that, and that is all that matters.
- Claireity: You get +1 to upgrading Claire.
6.Sinpwn
Name: Max, a level 1 creepy dog
Health: [20/20]
Experience: [0/20]
Species: Inconcievably unappealing teacup chihuahua.
Inventory: glasses, glue, lockpicks
Status: None
Traits:
- Anger of the Tiny Ones: Your incredible anger gives you the ability to attack twice a turn at to hit, but should you be targeted, you will be hit regardless of roll.(in a one-on-one fight, statistically this should change nothing)
- Scary dog: You are so creepy that you get +1 to frightening things.
Glowing fizzling potion[6]
small Red potion[4]
2 Green potions[5]
Enchanted Claymore[4d6+5][Heavy as shit:-3]
3 Healing meats[2d6 healing]
I arent giving you the status for the bear cause you arent in combat yet. And I arent giving you stats for the hunting parties cause it would pretty much be Health: [way too much/shitton].