That is indeed odd. I will be sure to raise some skeletal minions near you. They wouldnt serve
you though. Nor will they not attempt to eat you.
Turn 5
Dave1004/Crass [6]
Crass charges at the tiger at full speed for double damage. The ludicrously high strength crash deals [1d6+4*2=16] damage to the tiger. Crass however overshoots his target a bit, and runs forward into a wall for [1d5*2=8] damage.
freeformschooler/Smathers [6] (double 6s all the way)
Smathers decides to attack the dagger wound in the tigers neck, starting with the dagger. He jumps on the dagger dealing [2d6=7] damage to the tiger, but then slips on the bloody dagger and falls to the ground taking [1d5=1] damage.
Maxinum McDreich/Skits
Skits attempt to get out of the basement, but upon exiting through the trapdoor, immediately falls in again, straight onto the dagger stuck in the tigers neck, dealing [1d6=2] damage to the tiger. Skits himself takes [1d5=4] damage from the fall.
Tiger/Tiger [2+1=3]
The tiger makes an attempt at attacking any of these fools, but misses all of them. Again proving that rolls of 3 are exceedingly boring.
Sinpwn/Max [2+1=3]
Max barks at the tiger, but it is too busy missing everyone to pay attention.
WarthogDriver/The FLYING SQUIRREL [2]
The Flying Squirrel attempts to get out of the house, but instead glides into a wall, taking [1d4=2] damage.
Dwarmin/Drivvers [4+1]
Drivvers quickly runs and hides in a cupboard, finally having given in to the fear, and the hope that a tiger cant get into a cupboard. The poisonous gas has already been dispersed from within the cupboard, but suprisingly, the bracelet is quite undispersed. You can feel your necklace doing something.
GM/Deus Ex Machina [6]
All this combat and fighting has managed to knock over a candle that is somehow still burning even though the hermit has been dead for...quite a while now. The basement catches on fire, and the fire is being fueled by the ludicrous amounts of paper. The GM takes [1d100=17] damage from the fire and runs around in circles.
1.freeformschooler
Name: Smathers, a level 1 honey badger
Health: [9/17]
Experience: [0/10]
Species: Honey Badger
Inventory: Empty
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]
Experience: [0/10]
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
Name: Skits, a level 1 squirreler
Health: [4/15]
Experience: [0/10]
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.Dave1004
Name: Crass the Deathbringer, a level 1 wannabe necromancer
Health: [2/15]
Experience: [0/10]
Species: Ferret
Inventory: Empty
Status: +4 strength for 2 turns
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: [9/15]
Experience: [0/10]
Species: Flying Squirrel (male)
Inventory: Claire, the level 0 twig(poisoned, 1d6 damage)
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: [11/15]
Experience: [0/10]
Species: Inconcievably unappealing teacup chihuahua.
Inventory: Empty
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.
Name: Tiger
Health: 43/100
Initiative: 4th
Attack strength: 2d6
Status effects: Anger for 1 turn(+1 to actions that require strength)
OH GOD, WHY WONT ANYONE HELP ME?! IM BURNING!