Turn 18
WarthogDriver/The FLYING SQUIRREL [6]
The Flying Squirrel makes the decision to escape. Being in the middle of combat is not the best place to be for a flying squirrel. He drags himself out from under the human and tree corpse and makes a run for it. The humans dont give crap about a squirrel running around, but the trees feel differently. The Flying Squirrel is noticed by a tree in his way, just as he was about to get away. The tree waits for the right moment, and then hits The Flying Squirrel as hard as he can. The Flying Squirrel takesl[1d6-1=2] damage and is hit airborne, after which he slowly glides back down onto the ground.
After landing, he plans and he plans. [negative] And he comes up with a plan that is not very good. How would hitting Claire against the ground, repeatedly, improve anything?
Note: Planning is unaffected by bonuses. Executing them isnt though.
I have been allowing 2 actions(non-free) per turn, if the first roll is positive(4-6).
Dwarmin/Drivvers [2]
Drivvers can feel his necklaces power begin to run out.[errata in last update, Shielded wasnt taken into account or listed, but luckily it didnt change anything] He sits atop the tree, looking at the battle surrounding him. It would be really awesome to be able to control one of those things after burrowing into it. It would be like power armour, if a rat with the soul of a hermit, who exists in a medieval setting, would know what power armour is. Lets just call it an exoskeleton, so we dont get our settings mixed. Drivvers attempts to burrow down into the trees brain, so he bites down. He keeps digging, and digging and digging, until he finally burrows all the way through the tree and falls out. The tree does not seem to care and simply walks on. Drivvers does care, quite a lot, since he happened to fall on a rock and took [1d6-3=3] damage. Somehow falling on a rock pierces both armour and magical armour, who knew?
Sinpwn/Max [4]
Max consumes one of the healing meats and heals [2d6=3] HP. Not the best eating one must say. He then looks around for more. Stll hungry, still hurt, still need more stuff. [3] And all he finds is paper. Always paper. When will the paper end? Quite a large dissapointment. But then again, it would be odd if a knight were to have his pockets filled with meat, which he would then spill over the battlefield to feed tiny dogs and rats.
[4] Max is very dissapointed in this trip into the middle of battle. He only got crushed once and found only paper. He calmly strolls to the edge of the battle. Trees fall and humans run around him, but this was such a huge dissapointment, that he does not care. He walks back to the main group, but is dissapointed in them too.
Maxinum McDreich/Skits [negative]
Skits comes up with a plan that is quite similar to The Flying Squirrels plan. By which I mean it sucks. There really isnt any long description to do about this. There was already a dead guy though, crushed by a dying tree, but its in the middle of battle. It itself isnt fighting, but the general area around it could be considered a combat zone, which is hard to escape from.
freeformschooler/Smathers [3]
In a show of sheer medicority, Smathers fails at finding anything, not even an acorn. It is questionable whetever there are acorns in this forest. The exact tree species havent really been stated. Perhaps they would be best left unstated, simply for the sake of simplicity. Smathers even looked under a few rocks, but still nothing. Not even a single worm. Its really weird how this forest doesnt seem to have anything if you fail at searching, but contains a bunch of stuff if you are good at searching. It doesnt really make sense, but then again, this place isnt known for not being weird.
Tiruin/Feren [6]
Feren looks around some more. He has a telepathic connection with a bunch of other rodents and stuff, but he doesnt know exactly where they are in relation to him. He searches the place, dodging trees and humans alike. Finally he finds what he was looking for, a flying squirrel, which was instantly catapulted by a tree into the forest and then glided safely down. Feren ran in the direction of his landing, but was noticed by the same tree that launched the one he was looking for. Feren attempted to dodge its attack, but its still hit him and dealt [1d6-1=5] damage to him. Feren was launched in the same direction, and managed to pull an awesome spinny thing, where he rolled to his destination from the momentum that the tree gve him.
Humans: [1]
Trees: [6]
Somehow the humans managed to get hit in a such a way and and the trees in such a way that they were left open for a counterattack. Every single one did that. It really doesnt make any sense, but it happened. One might suspect it was highly trained choreography, a freak accident, or some sort of herd instinct. [1d6-1=2] humans died from being hit, but [5] many trees were killed and they were pushed back, allowing for the humans to rest a bit and wait for reinforcements.
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: [12/15]
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], Shielded[+2DR]
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: [8/15]
Natural DR: 1
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: [12/20]
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: [14/20]
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]
Healing meat[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]
Feren and The Flying Squirrel have learned much from being catapulted by a tree.
In case you have forgotten, you can pick one of these 3, or any of the earlier ones you have been given a choice of.
Feren: 1)Not the Fearful Kind: Okay, thats a lie. Waking up in the middle of battle has its effects, like training someone to punch anything that scares them. Upon the first time you are attacked by someone, you get a counter attack, free of charge.
2)Spin to Freedom: Spin, spin, spin, spin, oh god I think im gonna be si*blargh*. You can escape from battle as a free action, but only directly after being hit.
3)Jumpy: Holy crap I just woke up in the middle of a fight holy fuck is that a walking tree, nope, not gonna stay in its way. You gain +1 to dodge, but only when the attack in question is quite slow, such as charging bulls, claymores, and cancer.
The Flying Squirrel: 1)Upgrading is my King: Upgrade all of the things. Potentially also upgrades, but that would be a bit odd. You gain +1 to all upgrading, but it does take resources to upgrade things.
2)Ammo for the Ones Who Drop Things: There is always
something to drop on a person, potentially even yourself. Allows you to skip the search roll for ammo, and only use the find roll. But only if the thing will be used in the same turns. Dont want infinite resources, no, no we dont.
3)Hide in the Trees and Below the Rocks: You can run but you cant hide. Actually, you can fly, and you can hide. It would be silly to threaten you like that. You gain +1 to hiding in natural terrain, but also caves and extremely dirty houses.