Injuries: Bloody knuckles
Projects: Building a mansion (+20), building a mine (+40)
Companions: Black rat (Randal)
Skills: None
Magic: None
Buildings: None
Items: Half a pound of redberries.
Darvince
Spoiler:
Injuries: None
Projects: Looking for rock (+20)
Companions: Yuggy
Skills: None
Magic: None
Buildings: None
Items: 22 gold coins, small steel knife, locked strongbox
FlashMarsh (injury)
Spoiler:
Injuries: Sprained wrist
Projects: None
Companions: None
Skills: None
Magic: None
Buildings: Magical tree hut
Items: Sturdy branch, flint
Jazz
Spoiler:
Injuries: None
Projects: None
Companions: None
Skills: None
Magic: None
Buildings: None
Items: Large piece of bark, stainless steel hammer, crude stone tool heads
Jellsprout
Spoiler:
Injuries: None
Projects: Building a raft
Companions: None
Skills: Knowldge(grassland plants)
Magic: None
Buildings: None
Items: Rope
Injuries: None
Projects: Building a castle (+10)
Companions: None
Skills: None
Magic: None
Buildings: None
Items: Padded glass fragments, fine stone spear, half a pound of pink berrries, 5 large leaves
Shos (injury)
Spoiler:
Injuries: Hand is slightly bleeding
Projects: Building a shelter
Companions: None
Skills: None
Magic: None
Buildings: None
Items: Padded glass fragments, fine stone spear, half a pound of pink berrries, 5 large leaves
Yuggy (injury)
Spoiler:
Injuries: Hand is slightly bleeding, large lump on head, sprained ankle, badly bleeding arm
Projects: Building a hut and carrot farm (2 turns)
Companions: Two guinea pigs (Rex, Mojo), Darvince
Skills: None
Magic: None
Buildings: None
Items: Wooden sword, bark shield
Age: 31 Karma: 136 Posts: 1307 Gender:Male Location: Arizona, United States pm | email
Actions
Jellsprout
Spoiler:
1. Try to look as little as a seal as possible.
Threshold: 5 Roll: 83
You really, really don't want to look like shark food. Thankfully, your raft is fairly big and not very seal shaped, so you don't think that you get confused for a tasty snack.
2. Continue crossing over to the South Island.
Threshold: 30 Roll: 28 + 10 (form recent events) = 38
The sharks seemed uncomfortably curious more than once. But none of them came within snacking distance, so there's that.
After another exhausting 15 minutes of swimming, you finally arrive at the South Island. Taking a moment to rest, you look around at your surroundings. The island has several rolling hills covered in vibrant green grass. There are a few medium sized trees scattered around, all of them with large, somewhat triangular shaped leaves. You think you spot some birds flying around in the distance. At least you spent all the effort to get to a nice place.
Quirvy
Spoiler:
1. Investigate blood stains/bloody tree
Threshold: 30 Roll: 93
You think that this tree is extremely unusual, and even though it's slightly creepy, you decide to examine it to find out what might have caused such a gruesome thing.
Leaning in, you see that large portions of the bark have been yanked off. Based on the loosed dirt around some of the roots, you believe that someone tried to pull this tree out of the ground with their bare hands. Unwise, given that the bark has some tiny barbs on it, and is otherwise quite smooth. Getting even closer, you notice that the blood has dried slightly, but can't be more than a day old. There is a blood trail leading to the north, but you lose it somewhere between the tree and the forest. You are perplexed that a person would go through all that trouble, just to wander off into the forest. Clearly, they must be quite deranged.
Despite not finding the maniac who did this, you are quite happy that you were able to discover the events that lead to the tree's current state. You think you might be able to put your investigative skills to good use sometime.
----You have gained keen insight. You receive bonuses on all investigation/examination rolls.
2. Discover an unexpected plot twist
Threshold: 50 Roll: 20 + 20 (from keen insight) = 40
The island has many secrets. You can feel it in your gut. Keeping an eye out for anything interesting, you take a stroll around. You see a few guinea pigs in a field, a rock shaped a lot like Nixon's head, and several patches of odd grass, but nothing earth-shattering. One of these days....
3. Dig a hole in ground
Threshold: 10 Roll: 92
Frustrated by the lack of anything interesting going on, you decide to dig a hole. You don't have any tools, but you don't really care. Real men use their hands anyways. At the edge of the forest, you find a spot with nice, loose looking dirt. After pulling the grass off, you start digging.
You spend about an hour digging an impressive hole, several feet deep and wide. While you're working, you see something odd in the ground. Digging around, it looks like a box of some kind -- a very large box. You've only uncovered the corner of it. Without hesitation, you begin clearing off the rest of it. It doesn't look very decorated from the out side, but it is made out of some kind of hard wood, so whatever's inside might be worth finding.
After several hours and rest breaks go by, you finally have the whole thing uncovered. It's a lot bigger than you first thought. About 3 feet high, and five feet wide and long, the box is more of a crate than a box. The sides are smooth, but obviously dirty. The edges are all rounded. There's a very solid looking black latch keeping it shut. On the top, there are strange engravings in a language you've never seen before. What could this be?
Jazz
Spoiler:
Survive injuries
Threshold: 1 Roll: 29 +10 (from luck) = 39
You aren't dead yet.
Wrap dead grass around the cut.
Threshold: 5 Roll: 26 + 10 (from luck) = 36
You gather up some dead grass. You cringe slightly, thinking about all the bacteria that are probably on it, but decide to wrap you hand in it anyways. It's better than bleeding. Besides, isn't this what immune systems are for?
----Your hand is no longer bleeding. It still hurts a bit, though.
Find wood again.
Threshold: 45 Roll: 80 + 10 (from luck) = 90
You really need some tools. Looking around the beach, you find several large branches near the forest. You could almost swear that they weren't there the last time you looked. But, you suppose they must have been. It's not like someone would just put branches out on the beach for you to conveniently grab up and use for your tools. That's just silly.
While picking up the branches, you notice something shiny on the ground. Looking down, you see that it's a stainless steel hammer! How could someone have lost this? Picking it up, you notice an engraving on the side: "For Jim". Well, I guess Jim lost out on this one!
----You have gained a stainless steel hammer.
Find stones again.
Threshold: 45 Roll: 40 + 10 (from luck) = 50
That hammer really is a great find. You know you'll be able to put it to great use. But a hammer isn't going to chop down a tree anytime soon, so you go looking for stones that might do the trick. Part way into the sea, you notice there are many stones out there that the water has uncovered by washing away the sand. You look around. Most of the rocks are small and smooth; not good for cutting tools. But you manage to find a few that are edged enough to work.
----You have gained crude stone tool heads.
Yuggy
Spoiler:
Survive injuries
Threshold: 5 Roll: 59
You aren't dead yet.
Accept alliance request
You and Darvince are now friends!
Name GPs Rex and Mojo
Now they have names!
1. Tame more GPs and begin to train the ones I have.
Threshold: 80 Roll: 47 + 20 (from recent events) + 20 (from companions) - 5 (from injuries) = 82
Your guinea pig army isn't nearly large enough. You need more! And while you're at it, you decide to train the ones you have in recruitment of other guinea pigs. You're sure that it will be easier for the newcomers if they are greeted by one of their own.
For the training, you go out to the field to find more stray guinea pigs. You find one wandering around near a berry bush, presumably looking for food. You pet Rex and Mojo briefly to give them reassurance, and then point them towards the new guy. Slowly, they wander over to him. He looks frightened for a moment, but then sees that it is just a couple of guinea pigs like him. They squeaky squeak in their squeaky language, and then the three of them head back to you!
----You have gained a guinea pig companion. Feel free to name him. Just make sure you put that with your actions (it doesn't cost an action, but I'm lazy and don't want to go hunting for it).
2. Continue shelter with carrot farm
Threshold: 85 Roll: 16 + 10 (from recent events) - 5 (from injuries) = 21
With your guinea pig forces increasing in size, you need somewhere to house and feed them! So you go back to the fallen logs you found earlier and try to move them again, this time being careful not to slip on the moss. You manage to move a few of them into some sort of position, but in the process, you drop one on your foot. It's heavy, and you try to yank your foot out from under it. You manage to get free, but take a bad step trying to recover and twist your ankle.
----You have been injured. Your ankle is sprained.
----This building isn't finished. Make more attempts to complete the hut.
----The recent event bonus was from doing this last round. It stacks each round you give it a try.
3. Attempt to make another pick and mine some stone
Threshold: 75 Roll: 4 - 5 (from injuries) = -1
Stone is useful for a lot of things. Mostly tools, houses, and throwing at houses, but that's decent list on its own. You go looking around for some usable rocks. You think you see one in a clear area. You go over and look at it. Hmm, it has some odd spots on it. No mater! Probably just dirt, who cares? So you pick it up.
Except it isn't a rock. You don't have any idea what it is, but you are certain that rocks don't move, or have huge mouths, or bite.
----You have been injured. Your arm is bleeding badly.
Shos
Spoiler:
Survive injuries.
Threshold: 1 Roll: 16
You aren't dead yet.
1. Go into the forest and find some good leaf to hold the glass shards in, without getting hurt. if see anything that might be useful in the forest, grab it.
Threshold: 35 Roll: 67 - 5 (from injuries) = 62
Glass shards are sharp and pointy, and you've already hurt yourself on them. So you want a nice study leaf to keep them (and you) safe. The forest seems like a logical place to start.
You enter the forest, looking to find the leafiest plant around. You spot a bush with large, slightly curved leaves. You go over to, check to make sure it isn't prickly, and pluck one off. You wrap the glass shards in it. All happy. At this point, you think that some of the leaves could come in handy for something else, so you take a bunch of them.
----You have gained 5 large, smooth leaves.
----You wrap your glass shards in a leaf, preventing accidents.
2. Go to the sea with spear and look for fish to try and harpoon/handfish.
Threshold: 70 Roll: 19 + 20 (from items) - 5 (from injuries) = 34
You aren't hungry yet, but you know you'll need food soon enough. So you try spear fishing with your awesome new spear.
In the water, you can see several types of fish, most of them too far out for you to reach. But a few swim close, so these are the ones you try your luck on. THWACK! You throw your spear and embed it in the sand. Missed! You retrieve you spear and repeat the process.
After an hour or so and no dead fish, you decide to give up for the moment.
3. Swim to east island with your spear at one hand, and other things in the other one.
Threshold: 80 Roll: 76 - 5 (from injuries) = 71
You start swimming out. All these people around bother you. You can see the East Island in the distance, so that's where you head. It's quite far away. You spend about 15 minutes swimming, and are getting quite tired. You keep going, because the only other way to go is down.
----This action isn't finished. Make more attempts to complete the journey.
Kromoto
Spoiler:
i]Survive injuries[/i]
Threshold: 50 Roll: 19 + 20 (from shos) + 11 (from mod mercy) = 50
You aren't dead yet. But that might change soon.
1. Try finding good materials to support my injuries until they heal.
Threshold: 35 Roll: 77 - 20 (from injuries) = 57
You need to stop the bleeding. And get something to help you walk. You don't know what you can do about you ribs, though. You manage to stumble into jazz's pile of wood. He doesn't notice you swipe a few smaller pieces. Limping into the forest, you strip the leaves off of some leafy plants and use the small sticks to make a splint for your leg. You tie the whole thing up with some fibers from the leaves. You aren't sure how sturdy it is, but it didn't spontaneously fall off, so that's good.
Nearby, there's a decent sized branch that looks like it fell off during a storm. You think it can support your weight, so you crawl over to it and try to stand. A little shaky testing shows you that it can indeed hold your weight. Now you just need to find somewhere to go to get your head looked at.
----You have gained a crude walking stick
2. Find a good shelter
Threshold: 50 Roll: 1 + 20 (from items) - 15 (from injuries) = 6
You think that the large castle, Cillia, might be a good place to go. You head there to see if they have any healers there.
While walking through the field between the forest and the castle, you accidentally place your walking stick in a hole dug by some small creature and fall to the ground. Your splint snaps off, and you can feel the broken ends of your leg bone grind against each other. You scream.
----Your injury has returned. Your leg is no longer splinted.
3. Unlock the magic powers of the carved stick
Threshold: 50 Roll: 49 - 20 (form injuries) = 29
Still in a lot of pain, you put out the fancy stick. You think it might be magical, given all its fancy symbols and stuff. You try waving it over your leg. Nothing. You say "Abracadabra!", but nothing happens. You throw in an "Alakazam!" for good measure, but no luck. Frustrated, you throw the stick. Then, you regret it and slowly crawl over to it. You pick it up again and put it away. You think you might be better able to solve its mysteries if you can fix your head wound.
Bmwsu
Spoiler:
Survive injuries
Threshold: 1 Roll: 39
You aren't dead yet.
Also, I want to name my pet rat Randal.
He has a name now!
1. Work on mansion.
Threshold: 175 Roll: 32 + 10 (from recent events) - 5 (from injuries) = 37
While it felt really good punishing the tree for its insolence, you still needed a house to live in. So, you began drawing up plans on the ground for how it might look. You end up having to start over a few times. You manage to get a lot of the details worked out, but you still aren't entirely happy with the way it looks on the ground.
----This building isn't finished. Make more attempts to complete the mansion.
----The recent event bonus was from doing this last round. It stacks each round you give it a try.
2. Work on mine.
Threshold: 175 Roll: 20 + 30 (from recent events) - 5 (from injuries) = 45
You want this mine up, pronto! Every minute you spend building the damn thing is a minute you aren't spending pulling goods out of it. So you start trying to dig with your hands. It is very slow work. After an hour or so, you get clever and start using a rock as a makeshift shovel. It's still slow work, but not as slow.
----This building isn't finished. Make more attempts to complete the mine.
----The recent event bonus was from doing this last round. It stacks each round you give it a try.
3. Pray to the gods to learn the secrets of the magic of the earth.
Threshold: 100 Roll: 81
You think that having magical powers would be awesome. Then, digging this mine wouldn't be as hard. So you start praying to your gods to grant you the ability to bend the earth to your will. You chant prayers that you made up on the spot, but that sound good. You walk around, throwing dirt in the air and screaming about servants and mighty god folk.
Unsurprisingly, after several hours, you haven't been granted any powers. However, you are fairly certain that somebody listened to you, because you spot something shiny on the ground. You dig around a bit, clearing the dirt and rock away, and you are pretty sure that it is the hilt of a sword! You just need to get it out.
FlashMarsh
Spoiler:
1. Carry on looking for flint to make sutiable tools.
Threshold: 45 Roll: 82
You've watch the discovery channel. You know that you can't make any refined stone tools without flint. So you go out looking for the elusive stone. There are lots of tiny, little rocks lying around --granite fragments, you suspect-- but flint is rarer. You try clearing areas with a branch to see if there is any flint just under the surface.
----You have gained some flint.
2. Find some more sticks.
Threshold: 45 Roll: 6
Without handles, stone tools are out of the question. You you walk over to one of the trees near your house and try to pull off a branch. It seems that the tree had other ideas. You give the branch several hearty yanks, but it just doesn't wan't to leave its mamma. You do, however, manage to hurt your wrist in the effort.
----You have been injured. Your wrist is sprained.
3. Call for a city to be built in starting area.
Threshold: 5 Roll: 63
You start screaming at the top of your lungs for everyone to come and build houses around the starting area. You're pretty sure everyone heard you.
Darvince
Spoiler:
1. Search for rock
Threshold: 35 Roll: 8 + 10 (from recent events) = 18
There are lots of rocks around. And all of the suck. You don't want a sucky rock; who knows what it might have been up to? No, you want only awesome rocks. They rock.
Looking around, you find tons of little pebble sized rocks, but nothing that looks very good. You want something that you can turn into tools or weapons or decorative garden features, but nothing looks either sharp or pretty enough. Yes, you need pretty stone weapons. What kind of question is that? Also, you need a garden. But that's besides the point.
----The recent event bonus was from doing this last round. It stacks each round you give it a try.
2. Cut tree into sections with rock
Threshold: 50 Roll: 80
You definitely need to cut a tree into pieces. You first need a tree. Lying around in the grass lands, a fairly sizeable tree seems to have been blown over in a recent storm. Using you excelent sense of space and strength, you place several precision holes in the truck. Then you climb on top and jump on the weak part. SNAP! It comes clean off! And so do you. Fortunately, you expected that and land without hurting your self.
3. Sleep
After all that work, you decide to take a nap in the shade of the two logs. It's not a lot of shade, but it's enough.
ShaveyDave
Spoiler:
1. Mine some stone.
Threshold: 65 Roll: 39
You go looking for some nice stone that you can pull up and use for something. You find a nice big boulder-like thing and try to jump up and down on a part of it that sticks out. It breaks off! But it's still too big to be used for anything. You pick up some of the fragments that broke with the rest of the boulder. To your dismay, they are very weak. You can snap them with your hands. No good. It looks like this stone is too soft to be used for anything.
2. make a castle out of stone
Threshold: 175 Roll: 55
With visions of a grand castle made of stone in you head, you start mapping out an area that you want to build your castle in. You find one that seems nice enough, right next to the forest too! You begin by clearing the area of grass. Now, it is a very bald piece of land, and you have a large pile of grass.
----This building isn't finished. Make more attempts to complete the castle.
3. Use a spare shard of stone to kill animals for food.
Threshold: 50 Roll: 44
Hungry. Want food. Sniff sniff. Me smell animals in the field. Me go eat animals. OM NOM!
In field, me see tiny animal. It a guinea pig! Mmmm, fuzy! Clear throat going down. Me catch!
Me chase guinea pig far. Little guy fast. ME CLOBBER WITH ROCK! Me miss. ME ANGRY! Me chase guinea pig more. It go in little hole in ground. ME ANGRY! Me fill hole with dirt. Me chuckle.
Age: 21 Karma: 38 Posts: 850 Location: Clinging to the last whispers of life in my decaying body pm | email
follow Talia and find out what happens
try to find some writing things
make a diary
Can you feel your heart burning?
Can you feel the struggle within?
The fear within me is beyond anything your soul can make, you cannot kill me in a way that matters
Age: 31 Karma: 136 Posts: 1307 Gender:Male Location: Arizona, United States pm | email
DOUBLE POST/ BUMP FEST!
Everyone's actions are up. I'm thinking I might just say actions get updated every other day. Less stress on me.
For future actions, people should avoid compound actions like "Do this AND do this other thing". I'm not going to say don't use "and" because there are clever ways around that and there are legit reasons to use and. Instead, try to just keep your actions to one conceptual unit. I realize that there is some ambiguity about this, given that I allow the chunking of mini actions into a larger action. Usually, that's when the smaller actions easily make sense as a single, larger action. For instance "build a house" is clearly a single task, even though it is composed of many small tasks. "Make sword and kill Dando with it" is both horrible and more than one action. Having those compound actions is just annoying for me because I want to allow you to succeed at part of it and fail at a different part.
Also, to explain why Kro is still alive, I thought it was a bit too early to be killing people off because of a single bad roll. Let's be honest: he rolled a one on his very first action and that's what killed him. He gets some blame for giving dumb actions, but there's not much you can do when you get a 1. Since his other (submitted) actions were both more reasonable and an attempt to address the problem, I thought it'd be ok to allow him to live for a while. Second chances and all that.