Considering the amount of times Max has used his trait(0) and the fact that it plain sucks in this world of being crushed by enemies far larger than you, I have decided that he will get KEEN DOG SENSES. Caps included and all. Possibly a new trait for Smathers as well, considering how Drivvers is getting hyperturns and Skits keeps finding shit. The Flying Squirrel just built battle armor with a claymore sticking out of it, so he can be ignored, and Feren hasnt really abused planning yet.[Hint: You have 2 actions per turn, if the first one is successful. ...actually, thats sorta weird, with no drawbacks like that...lets say you take double damage when the 2nd action fails and even a 3 makes you take damage. There, fixed, and works nicely with planning, lets say you are just being careful if you do that.]
Turn 20
Dwarmin/Drivvers [5][+1][What? Again? Da...what the what what?][Hyperturn]
Drivvers decides he needs even more practise with warping time itself, so he runs laps around a tree. The tree is quite unamused by this display of speed and doesnt think much of it, because it is a tree. They dont think very much if they arent in a crushy mood. Or maybe its just the fact that nothing much is thinking right now, with it being Drivvers' special hypertime. Drivvers was victorious, and he now has a hyperturn combo of 2. It would get confusing, if you were to treat it as happening right before turn 19, and this is turn 20, so lets just call the MSTK3 mantra on this. [Accelerated again again.]
Maxinum McDreich/Skits [6][+1][Planned]
Skits runs into the middle of the battle that is starting up again. On the way to the corpses of the dead humans, he got shot with an arrow, that was meant for a tree. Fight wood with wood as they say. Skits took [1d6-1=4] damage from the arrow, which caught him in the back, which is likely considering the other places to hit are the far smaller legs and head. Skits still makes his way to the nearest corpse, and finds 4 things, because this is a knight corpse not a place. [3+1] Firstly, he found a dagger[2d6], which is rather useful. [6][+1] An enchanted cuirass[
Magic effect][5 DR][Heavy as Shit: -3], [6][+1] apparently just a rag[soft? red?], [1][+1] and a bubbly potion.
Note: Stop getting crits ye bastardly squirrel. You are making make a proper loot table for this. And IT WILL BE ALL CLAYMORES.
Sinpwn/Max [4][+1]
Max follows his nose for magic. It is not very well known, but magical items sometimes have weird properties, such as smelling like crap, and literally being crap. You dont wanna hear about golems in times when resources are limited. Other times items just collect electricity and burn something when they discharge, which also isnt particularly good smelliing. He runs past the tree gathering, and into the battlefield. The trail really picks up here, and leads to a dead tree with an [4+1] enchanted dagger+2[2d8+3] in its eye. The human that put it there is nowhere to be seen. [From here on, you can only seek organic and/or smelly things, but I will tell you if you pick up a magic scent.]
[continued in freeforms turn]
Dwarmin/Drivvers [1]
Drivvers uses his normal turn to search for gods. The gods are of a particularly bad mood today, but decide they might as well do something, could be fun. They give Drivvers a nice jolt [2d1=2][Gods are accurate and bypass armour, cause gods] and then [6] decide to charge his necklace for him. Or more overcharge it. The necklace starts glowing a cool blue. The gods are pleased and decide to record the time they recharged a rats necklace. Carefully omitting the fact that they shocked him beforehand and only did it because they were bored.
freeformschooler/Smathers [5]
Smathers follows Max in the bushes and trails him until he reaches a dead tree with a dagger in its eye. Before Max can even begin to grab it, Smathers takes it, and makes a wild sprint for safety. In the blink of an eye Smathers is gone, and Max is left staring in the direction that he ran. Smathers reaches back where he started trailing Max from, safely away from the battlefield. But with a brand new magical dagger.
Tiruin/Feren [1]
Feren also follows Max. On the way he looks into every hole he can, mostly just spear stab holes and simple tunnels dug by animals. He misses one directly in front of his nose, but mostly because he fell down it. He takes [1d6-1=5] damage from the fall, leaving him at 3 HP, which isnt good at all. He then looks around. [5] He appears to have fallen into an underground treasure chamber. Looks old, so most of the stuff has most likely already rusted away, but there might still be something good here. But a question emerges, why is there a treasure chamber here of all the places?
WarthogDriver/The FLYING SQUIRREL [6-2=4]
The Flying Squirrel tries to learn to properly use the heavy armour, and manages to discover absolutely nothing. Darn thing is just heavy, and aint no style of walking gonna change that. Cept maybe if you were to kinda lean to the left and then...yeah thats way better. Waaaay better. [Can now halve heavyness penalty at the cost of only having 1 action a turn.]
Humans [6]
Trees [6]
The trees and humans gear up the fighting to a ludirous extent. 2 more groups came in as reinforcement and the trees are digging themselves out of the ground faster than ever. [2d5-1=7] humans perish, mostly by friendly fire. [3] The trees arent particularly concerned about the confusing battle. [2] They are even less concerned about the humans, the trees really have numerical superiority.
Skits [2]
Skits gets hit by another stray arrow. He takes [1d6-1=1] damage.
Max [3]
Max manages to dodge everything happening around him. Or more precisely, to stand still and not be hit.
1.freeformschooler
Name: Smathers, a level 1 honey badger
Health: [16/17]
Experience: [0/20]
Species: Honey Badger
Inventory: miniature armour[2 DR, equipped], enchanted dagger+2[2d8+3]
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: [10/15]
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: Accelerated [+1 turn next update]
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.
- Worship is for Survivors: Your many attempts at prayer have not gone unnoticed. You have the ability to call in divine favours, if the gods can be bothered. (seperate roll for effect and whetever the prayer is heard)
3.Maxinum McDreich
Name: Skits, a level 1 squirreler
Health: [10/15]
Natural DR: 1
Experience: [0/20]
Species: Squirrel
Inventory: stick+2[1d8], MAGIC RING OF BURNING OH GOD THE BURNING[
], dagger[2d6], rag[soft? red?], bubbly potion[1][+1]
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: Feren, a level 1 miniature kangaroo
Health: [3/15]
Natural DR: 1
Experience: [0/20]
Species: Spring Hare
Inventory:
Status: None.
Traits:
- Curiosity is a bitch: You get +1 to figuring things out and planning things out. Truly marvelous.
- 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.
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.
- 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.
6.Sinpwn
Name: Max, a level 1 creepy dog
Health: [14/20]
Experience: [0/20]
Species: Inconcievably unappealing teacup chihuahua.
Inventory: None
Status: None
Traits:
- KEEN DOG SENSES: The power of all-caps and your being a dog. Mostly the dog part, but anyway, they give you the ability to sniff things out with a +1. Things that you could atually smell of course.
- Scary dog: You are so creepy that you get +1 to frightening things.
Healing meat[2d6 healing]
large log+1[3d4][Really heavy: -2, affects crit wins]]
enchanted cuirass[
Magic effect][5 DR][Heavy as Shit: -3]
Overly Convoluted Armour[5DR][Mixed emotions: +1 confusion][Thorns: 4d6][Charge attack: 4d6+5][Heavy as all everloving fuck: -7][Floaty: +5]
And now, traits. Earned by Max and Smathers for the enchanted dagger thing.
Max1)Scary Personified: Many believe you to be a cthuluean horror. You are not though. Reputation does however matter, and looks does as well. And you make a helluva good elder god impression. This means an additional +1 to scaryness, and acceptance by the scary crowd, even though you are totally a poser...right?
2)I Eat Fear, Whats Weird About That?: You like fear, its nice. Yes, definately nice. Whenever you scare or frighten someone, you gain a bit of health back. (equal to the success -1 EG roll a 4, get 3 HP)
3)Cthuluean Rage: Perhaps a bit of insanity isnt so bad once in a while. Every 6 turns you can autoscare someone, because they happened to look into your eyes. This gives you 2 turns where you can attack someone with double the dice you normally would(basically 2 attacks, but doesnt affect enhantments)
Smathers1)Weakness Is For The Weak: Look at those weaklings, not using claymores. You are capable of using heavy equipment, but with the cost of a tiny bit of muscle tearing. Tiny in this case meaning you get rid of every third heavyness penalty for free, but all others cost 1 HP to remove.
2)Armour Specialist: You sure like your armour a lot. You get +50% DR from armour, if you keep it nice of course. No-one likes muddy armour, not even trolls.
3)Like a Bear: Mimicking a bear is not a bad idea. You are able to maul someone with your honey badger hand for an additional 1d6 on every attack, get 1 additional DR, and you can sleep through the whole winter.