*grunt at the shop owner in a way that tells him I want to buy that armour*
Inquire how much the knockoff of a guild battle harness costs and then buy it.
Name: Hobo Bob
Description: A dirty man with unkempt hair and beard.
Madness:
Mute. You must communicate using grunts, hand gestures, and other non-verbal actions. Writing is still acceptable.
Strength: d8
Dexterity: d6
Endurance: d8
Speed: d6
Knowledge: d10
Wisdom: d6
Perception: d10
Charisma: d6
HP: 28/28
SP: 26/26
Weapons:
Therma-Ray: (Dex) (d8)
Thermo-Lash: (End)(1d8, leaps to another enemy for d4 and then d2)
Armour:
Helmet: (d6 armor, protects only the head)
Industrial Tunic: (d6 Armor, protects Torso and Abdomen)
Items: 6/8
Oxygen Tank
Arclamp
Therma-Ray: (Dex) (d8)
Helmet: (d6 armor, protects only the head)
Industrial Tunic: (d6 Armor, protects Torso and Abdomen)
Thermo-Lash: (End)(1d8, leaps to another enemy for d4 and then d2)
Money: 2764
1200 is how much it cost.
"about what I expected"
Jim will sell the info and return to the group
"Hey Anton, you wanna chip in for a place to stay?"
stat points: 0
Name: Jim
Appearance: a young and wiry looking man
Strength: d8
Dexterity: d10
Endurance: d6
Speed: d10
Knowledge: d10
Wisdom: d4
Perception: d6
Charisma: d4
HP: 26/32
SP: 22/22
Armor:
Dented Helmet (d6 Head)
Tunic (d6 abdomen and torso)
Weapons:
Therma-ray (Dex)(d8)
Items:8?/8
Fragment of the void
Therma-ray
Dented Helmet
Arc-Lamp (turned on)
Log Book
Specimen Container (contains mech. Gizmo)
Filament Gun (loaded with filament container)
Websilk Tunic (logo of favorite sportsball team)
Money: 496+432
-big mean swamp gribbly in the toxic sludge
-Central island can only seem to support simple fungi
-some squid-things ambush people near the shore of the island
--included is a rudimentary description of the creatures behavior and physiology, along with a rough sketch. Size estimates put the beast at 30ft long, including the tentacles
-Giant striders wall through the muck.
The Journey East:
-small islands overrun with fungal growths seeming to eat away at the scrap "bedrock", various tiny flora and fauna dot these Islands; mollusks, crabs, mites, and stranger things flourish on these islands.
-As you get further away from the hole, the temperature decreases, the Eastern isle has frozen sludge on it's shores.
-The Eastern Isle appears to be populated by robots based on bioforms.
--attached is a little sketch of the Elkbot
Strange Tidings and a Castle:
-Strange, bullet-shaped robots(?) inhabit a castle on an island in the muck.
--The Bulletmen are living cannon shells created to both maintain the Enigma's cannons and be fired from them. With the crash of the ship and presumed death of their creators, the Bulletmen have spent their time holding a festival to honor their "glorious dead"
--They have little understanding of what we would consider society, but they seem to have something of a hierarchy based on caliber, with their leader being known by the title "Bullet King."
---Included is a sketch of the various calibers of bulletmen Jim has seen so far
432 credits for the notes.
Name: Anton Barrick
Description: a generic human male.
Stats:
STR: d10
DEX: d8
END: d8
SPD: d10
KNO: d8
WIS: d6
PER: d10
CHA: d6
HP: 36/36
SP: 30/30
Carry: 4/10
Items:
Helmet (d6 armor, head only)
Therma-Ray (DEX) (d8)
Fragment of the void
Human bone prayer beads
vibrax(d12)
Money:103
sell my therma-ray and rejoin group. chip in for quarters. try to find something cheap, but somewhere our stuff won't get stolen.
Therma-ray would be...45.
As per Permanent housing, I believe I said earlier that it would be 1000 bucks to buy out a room. Now you could all use that room to store stuff but only one character could be "stored" there at a time.
Though I'm not sure how many others are splitting the bill here.
Snap out of my stupor and go shopping for the following:
- Some armour that covers primarely my torso, but also has some protection for limbs
- See if I can find a merchant that offers Speed-based weapons that aren't in the armoury
- See if I can find a merchant that offers know/wis/per/cha based weapons that aren't in the armoury
Also, have a mental check-in with the parasite. Just to see how it's feeling
Name: Hlaine Lockley Appearance: A rather haggard looking man somwhere in between his early 40's and late 50's, it's hard to tell. Of average height, his skin looks pale and slightly sickly. He's a thin, wiry sort. He wears his hair shoulder length parted in the middle, and has a permanent unkempt beard going on. He wears a faded industrial overall, patched in a few places and the logo of the original company no longer legible, along with a pair of battered work boots and an old synthplas helmet. Strength: d6
Dexterity: d6
Endurance: d6
Speed: d10
Knowledge: d8
Wisdom: d8
Perception: d8
Charisma: d8
HP:22/22 SP:32/32 armour:Helmet: (d6 armor, protects only the head) A synthplas helmet in bright orange.
weapons:Therma-Ray: (Dex) (d8)
Items: Nim’s Parasite
- Telekinesis: (kno), requires line of sight, current max weight 300lbs, d4 SP activation
Bait:(Kno) x3
Log Book: (Kno) (
journal)
Arclamp
Stimulant: Recover d10 SP.
Biogel: Recover d10 HP.
Loot: 3437 credits
1. There's lots of armor out there that covers basically any combination of parts. The most simple is just metal plating. Chestplates, pauldrons, etc. If you're looking for generalized protection, the common go-to is a scav suit. These are rough things made up by the locals out of whatever materials they can get their hands on. They're a full body suit (minus the head) of d4 protection which people usually supplement with d6 armor plating over particularly vital areas. A suit plus a chest and back plate would cost about 400, maybe 350.
2. Pure speed based weapons are somewhat rare but are mostly used by adherents of the Void. The most common one is the mono-razor, which you of course already know about. [3] You don't find anything but you do learn that the Void temple might have something available.
3. Weapons of the mind, regardless of its stat, are generally automated things or oddities. They're used and created by nerds, for lack of a better term. Your best bet to get something like that made would be one of two things: 1. seek out nerds. 2. Seek out technology within the Enigma that corresponds with this desire. Automated turrets, soul projectors, ego manifestos, etc. [5] You remember hearing that there's a bunch of weird nerds studying the plasma geyser at the center of the town.
The parasite does not respond but you feel an odd desire when you consider it. The desire...to control. To manipulate the minds of men. To bend them to your will.
Shrug, ask Kandar what stuff we have for trading.
Name: Xeriay Jattle
Appearance: A short and thin teenage girl, with hair bleached grey by the light of a harsh sun. The backs and palms of her hands are tattooed with eyes, and her arms with blades. Doesn't like to talk and jumps at unexpected sounds. She was recruited by a paramilitary cult from a young age and honed her skill with a blade until she was rescued by her adoptive father.
Strength: d8
Dexterity: d8
Endurance: d6
Speed: d10
Knowledge: d8
Wisdom: d8
Perception: d10
Charisma: d4
HP: 32/32
SP: 30/30
Armor: d4 all + Advantage, Sealed Environment
Inventory 8/8
Mono-razor: (Spd) (Spd Roll, breaks on 1)
Death Ray: (Dex) (Xd10)
Biogel: (Recover d10 HP)
Autoharness: (Allows automatic movement via filament.)
Arclamp: (Provides bright omnidirectional light.)
Flak Mantle: (While worn, armor rolls are done at advantage.)
Storebrand 'Guild' Helmet: (1d4 head armor. Creates a sealed environment that is protected from many environmental threats.)
Apprentice Suit: (1d4 armor, all but head)
Large Autocage: (Cha) (Can hold a creature up to Elephant size. Or carry a ton of items, presumably!)
Credits: 50
Tell the snakes that we're here for exploration and friendly adventure! Curiousity and learning!
Offer to trade a biogel, a stimulant, and/or bait (hey, it smells and tastes delicious, right?). Specifically, for a map and information on the surroundings. Ideally some place that's interesting, possibly with valuable items thst they don't feel they own. Also, offer to perhaps do something for them--perhaps they have troubles with some monsters that are down here, or wish to recover something from a dangerous area?
Name: Kander Jattle
Appearance: A heavily built middle aged man with a gentle look in his eyes, that contrasts with a silver scar on the right side of his face which runs from his temple to his chin. He's a veteran of a relatively minor uprising on a border planet, during which time he worked as a low level field officer. He retired most of a decade ago after a severe head injury, and has been living comfortably and quietly off of his earnings from service. He's enjoyed his quiet life, and isn't eager to go on dangerous adventures... but he was more or less begged to go on this expedition by his adoptive daughter, who was a child soldier he rescued during his military service.
Stats:
Str: d8
Dex: d4
End: d4
Spd: d4
Kno: d8
Wis: d4
Per: d10
Cha: d12
HP: 20/20
SP: 32/32
Armor: Head (d6)
Items: 8/8
War Drum (1d8 str, +1d12 Cha Buff)
Autoharness
Liquidoplas Bomb
Filament Gun
Oxygen Mask & Tank
Helmet (d6 armor, protects Head)
Small Autocage
---Carries 3.9 Filament Cartridges, 1 arclamp, 5 bait, 1 stimulant, 1 biogel, 1 logbook, 1 Liquidoplas Bomb
Money: 320
You dig out the biogel, the stimulant, and the bait, holding them all out in front of you. The snakeman man uses one free hand to carefully poke at the objects you hold, eventually picking one up and turning it around in front of him. When you explain that what you're really interested in is information about the area he seems to relax more. Apparently information isn't as big a deal as material trading. He selects the bait and biogel, tucking them into a small sack looped around his body. He then, using the butt of a spear he's carrying in one of his many hands, starts scratching out a map in the dust and sand that has gathered on the metal floor. He scratches out a box, made of 9 smaller boxes. He then points to the upper left box and explains that this is where you are. Beyond it, off the map to the north west, is the city he guards. The then goes through each box, counting left to right across the top row before going to the middle and finally the bottom in the same way.
1. Snakeman gate. Leads to larger underground city. They are protecting its entrance from the things which live in the enigma.
2. Bullet men. Strange metal beings which seek glorious death. Seem to be having some kind of continuous party.
3. Conduit: A damaged pathway for power. Constant discharges of electricity and other odd forces. Inhabited by strange semi-sapient beings that eat these forces.
4. Hole: A big hole in the ship. Haven't explored. Rumors of voices inside. Seen arcs of electricity and strange glowing.
5. Swamp.
6. Storage. Lots of giant boxes and old machines. Maze like but some good stuff hidden. Sometimes they hunt the robot animals.
7. Trapped ghosts. Bad place.
8. Wise Mold. A protected garden. Safe but toxic for most. Mold within has knowledge and is mother of many."
9. Steeleater hive. Giant insects that eat metal. Have opened a hole into the deeper parts of the Enigma. Ignore organics but will attempt to eat metal.