Busy over, book has been read. Dont have to go to school on friday. Lotsa free time. Time to roll.
Turn 17
Dwarmin/Drivvers [4][Modified initiative][Hyperturn]
It is still Drivvers turn. It doesnt really make sense, but somehow it is. He could most likely cause a time paradox, since he knows what will happen. Its still his last turn, and no-one has moved, even though they have.
Drivvers sits at the edge of the unmoving battle...and wonders to himself. That cave was awfully close to the hut, and even a tree stump was loaded with stuff. It only makes sense that there would be a treasure chest in that cave. And so, Drivvers takes a walk back. It is not the leaves turn to move, so they dont. Drivvers hears no birdsong, nor wind. He walks because it is his turn, and this is a free action, especially considering his trait. He strolls right into the cave and past the confused bear mauling Crass. He walks deep into the cave in search of a treasure chest.
And he finds it. A chest covered in silver markings and runes. [1] Drivvers could feel magic radiate from the chest. It is as if...nope, not magical, just very bad smelling. One of those smells that can make someone think a troll looks like a dragon and that a bear looks like a cute fluffy rabbit. Drivvers opens the chest, and finds a sphere of pure swamp[throwable, single-use, 1d3, hallucinogenic, rage inducing, gas]. Its just a green smelly orb, but looking at it simply makes it look like its pure conentrated swamp essence.
Notes: Halluginogenic removes friend-or-foe recognition. Rage inducing gives whatever bonuses make sense. Gas means it is powerful in cramped spaces, but useless in an open area.
Maxinum McDreich/Skits [2+1=3]
Skits is not happy with the loot. Armour and a dagger is what he wants. It is also what he cant find at the moment. He searches the outskirts of the battle, but no bodies. Trees drag themselves out of the ground around him, and yet no bodies. He looks into the battle itself, still no dead humans. The humans are holding strong, and destroying the trees. It is quite suprising considering they havent figured out they could just set the trees on fire, instead of using swords and stabbing them in the eyes.
But it does not matter, what matters is that there is no loot anywhere, no use for those traits yet.
Sinpwn/Max [2]
Max runs around looking for something. Anything that could protect him. And maybe some steel teeth, yeah, that would be awesome. But yet again, he finds trouble. Such is the life of scary chiuhuahuas. Never a break from almost dying. Or dying and getting revived. Its an interesting life, one must presume.
In his search, Max had stumbled right into the middle of the battlefield[in combat, not a free action to leave], where trees that were alive attempted to shake humans off their back, since the humans were attempting to stab them in the eye. A dangerous place to be.
A tree is particularly unbalanced, and is stumbling around uncontrollably. The human that stabbed it, had already jumped off and was awaiting the trees death. As its second-to-last action it stepped on Max, pushing him into the mud and crushing him for [1d6=5] damage. The tree then it did its last action, and fell on a human. Its all about priorities when its your last action.
WarthogDriver/The FLYING SQUIRREL [2] [pickpocket roll, so no Claire bonus]
The Flying Squirrel does not care for such silly things as phoenixes, which he is supposed to hate very much. Instead he wishes to upgrade Claire. There is just one problem, Max is carrying the glue. He runs after the chiuhuahua in an attempt to take what he believes to be rightfully his. He does not get what is rightfully his.
Instead he ends up in the middle of the battle along with Max, but loses sight of him.
The Flying Squirrel then attempts to look for materials, whih could be used to upgrade Claire. He does not get those either. In the end he decides to just follow a human and hope something falls out of its pocket. Instead something falls on the human, and the human falls on him. The Flying Squirrel is crushed for [1d6-1=0] damage. He happened to be crushed by the mans very fat butt, and it together with his meager bracelet armour managed to completely defend him from harm.
Tiruin/Feren [6][+1] [examining area as free action]
Feren wanders and wanders and wanders. He stares into the sky, at the ground, up at the sky again, wonders whetever he should look at the ground again. And then he decides to look in the middle, also known as in front of him. Trees are fighting humans and animals are getting crushed.
But for an objective look, Feren sees he is in a clearing in a forest. A deep forest. The forest is surrounded by mountains from the north, south and west, but there are none east. The humans appear well armed, and well fed. Not peasants by any stretch. There appear to be around 30 humans and 3 leaders who are shouting orders.
The trees on the other hand, look old and rotten, as do all the trees in this forest. They use their branches as hands and roots as legs. Cracks in their bark have turned into eyes. Any fruit and leaves they might have carried have fallen off. They do not seem to organize, and every tree does its own thing.
Feren then looks at the ground again. He might find something useful there. The humans had dropped a few things, and they might be good for something. [1][1][2] There are no particular items, only 2 metal shards[1d6], most likely having been broken off from the humans armour and a piece of paper. Feren, being inexperienced and thus unaware of the uselessness of paper, goes to look at it. On the way he stumbles on one of the shards and takes [1d4=2] damage. The plans of looking the useless paper are cut short.
Dwarmin/Drivvers [6]
The bear in the cave has by now mauled Crass and is incredibly confused when a rat suddenly comes from behind him and runs out of the cave. It is Crasses turn right now too, but it just isnt the same. On the way back to the battlefield, the birds sing and the leaves move. And the world is very much alive and moving.
Crass finally reaches back to where he came from. The battle rages in front of him, and he decides to do something stupid. A moving tree fortress would suffice for the stupid and awesome quotients. Drivvers then runs into the middle of the raging battle and attempts to climb one of the trees, but it reacts in time and throws him off. Drivvers takes [1d4-1=0] damage. His necklace had blocked his fall. It makes no sense, but it happened, so we must somehow alter our logic. Drivvers then gets up again. No tree would beat the rat that is afraid of everything. This time he is successsful. The tree attempts to throw him off, but Drivvers holds on. [4] Drivvers looks for a suitable place to build the fortress. The tree gave up trying and decided to conentrate on the humans. Drivvers found quite a good spot to make a treehouse, but then realized in horror that he has no materials. [Drivvers has now mounted a tree. There is a 33% chance that any attacks that would hit him hit the tree instead.]
freeformschooler/Smathers [2]
Smathers wishes to get a weapon and decides that the log would do nicely, if it only wasnt quite so heavy. He at first nibbles at it a bit. Then a lot. And then finally breaks it in two. He then eats the smaller half, simply out of habit of nibbling at the rest. The taste of wood is not at all similar to what he normally eats, and will stay in his mouth for months to come. Every bite of meat he eats will be filled with the taste of the half-rotten log he one consumed. Truly a curse of curses. But he did accomplish something. The weight of the log has been reduced by 1/3 to simply really heavy[-2, affects crit wins], but has also recieved a hefty downgrade to damage due to of the uncontrolled nature of the eating[4d4>3d4].
Humans: [2]
Trees: [5]
Having lost their 2nd person today, but the first one doesnt really count cause he was a mayor prick and a total dou...
Having lost their first person today, the humans lose quite a bit of morale. While before they had lost none, and killed many, now that someone had died, they were afraid they would be next. The trees notice this, and take advantage of it. They charge forth at the humans, and crush [1d5-1=0] humans. They had misjudged. The humans might have lost their morale, but they were just as willing to jump out of the way as before. Its not like they are suicidal.
1.freeformschooler
Name: Smathers, a level 1 honey badger
Health: [16/17]
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], sphere of pure swamp[throwable, single-use, 1d3, hallucinogenic, rage inducing, gas]
Status: Mounted[Tree]
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
Name: Skits, a level 1 squirreler
Health: [15/15]
Natural DR: 1
Experience: [0/20]
Species: Squirrel
Inventory: stick+2[1d8], MAGIC RING OF BURNING OH GOD THE BURNING[
]
Status: Shielded[+2DR]
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: Feren, a level 1 miniature kangaroo
Health: [13/15]
Experience: [0/20]
Species: Spring Hare
Inventory: 2 metal shards[1d6]
Status: None.
Traits:
- Curiosity is a bitch: You get +1 to figuring things out and planning things out. Truly marvelous.
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: [11/20]
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, affects crit wins]
2 Healing meats[2d6 healing]
large log+1[3d4][Really heavy: -2, affects crit wins]]
exceedingly cute bowtie[+1 to cuteness, -1 to scaryness]
cuirass[Heavy as shit, acts as shelter for 3]
I wrote quite a lot this time, didnt I....