Turn 0You have each heard discrete rumours about attacks on some of the more remote orcish encampments, and it was not by wild beasts, each and every one of you was curious or worried enough about these rumours to approach the governing council, none of you was told, but the times you were given had you coming for the same appointment as eachother.
You're turns should include
A) Why you are turning up
B) You're general demeanour when turning up
C) Anything special you do when turning up or encountering one of the other PCs
D) 2 Turns worth of stuff you did before now, specifically intended to give a chance to have made something with technology perks, or make changes with body magic, but I do not want to leave the others out, so if you can think of something, do it (these two turns are longer than normal as well, basically 2 tasks rather than 2 turns)
StatusesHP: 50/50
Stamina 100/100
Sex: Female
Race: Elf
Right Hand:
Left Hand:
Armour:Leather Jerkin, Resist 5 verses Piercing and Slashing damage
Inventory:
- Warbow, +2 ranged damage to the arrows, with half-again armour penetration
- 50 Hunting arrows, 2d6 piercing damage, penetrates another 1d5 armour, can fire multiple times with accuracy penalty
- 2 Canteens of Water (full)
- 10 day's preserved trail food
- Flashlight (no battery)
- 2 Batteries (100% charge)
- Zippo Lighter (100% gas)
- First Aid Kit (full)
- Field surgery kit
- Drug Case (Painkillers (Full), Sedatives (full), Epinephrine (3 shots), Universal Antibiotics (4 full courses))
HP 50/50
Stamina 140/140
Sex: Male
Race: Human
Right Hand:
Left Hand:
Armour:Hunting Leathers (Resist 5 verses Piercing and Slashing damage)
Inventory:
- Tribal Spear 2d8 piercing damage or 2d6 blunt damage, Can parry(no bonus), Can be thrown
- 2 Canteens of Water (full)
- 10 day's preserved trail food
- Flashlight (no battery)
- 2 Batteries (100% charge)
- Zippo Lighter (100% gas)
- Clockwork Watch
- 40 meters, hempen rope
HP 50/50
Stamina 100/100
Race: Human
Sex: Female
Right Hand:
Left Hand:
Armour: Traveler's Clothing (Resist 1 to piercing and clashing damage)
Inventory:
- Traveling Knife (1d8 piercing or slashing damage, can parry (-1 penalty), can be thrown)
- 2 Canteens of Water (full)
- 10 day's preserved trail food
- Flashlight (no battery)
- 2 Batteries (100% charge)
- Zippo Lighter (100% gas)
- Translation book (+1 when taking time to translate)
- Tattooing kit (Inks(High quality, non-toxic), Needles(Surgical Steel), Painkillers)
HP: 90/90
Stamina: 100/100
Sex:Male
Race: Orc
Right Hand:
Left Hand:
Armour: Frontier Worker's Outfit (Resist 5 all physical damage, plus acid)
Inventory:
- Steel knuckles (Unarmed becomes 2d6 damage)
- Mechanics Tools
- Mechanics Supplies (40/40 units)
- Electricians Kit (Solder = 50 Uses)
- Reel of Wire (Uninsulated (10 Meters)
- 2 Canteens of Water (full)
- 10 day's preserved trail food
- Flashlight (Battery 100%))
- Battery (100% charge)
- Zippo Lighter (100% gas)
HP: 70/70
Stamina: 100/100
Sex: Male
Race: Elf
Right Hand:
Left Hand:
Armour:Kevlar lined Leather Jacket, (Resist 5 Slashing, resist 10 piercing, resist 10 armour penetration)
Inventory:
-Semi-Automatic 9mm Pistol, times 2 (16 bullet clip + 1 in chamber, 2d8 Piercing Damage + 2d8 Armour Penetration, can fire multiple times with accuracy penalty, can pistol whip for 1d8 damage(blunt class weapon))
- 4 spare clips, Plus 60 loose bullets
- 2 Canteens of Water (full)
- 10 day's preserved trail food
- Flashlight (Battery 100%))
- Battery (100% charge)
- Zippo Lighter (100% gas)
HP: 70/70
Stamina: 100/100
Sex: Male
Race: Human
Right Hand:
Left Hand:
Armour: Military body armour, resist 10 all physical damage, resist 10 armour penetration
Inventory:
- Officer's Sword (1d10 slashing damage, can parry(no bonus))
- Military Assault Carbine (2d10 damage, 1d10 armour penetration, has multiple firing modes, 30 bullet Clip)
Single Shot,
Burst fire,
Full Auto - 3 spare carbine clips, 120 loose carbine bullets
- Battered Laser pistol (3d5 Heat damage, Battery has one shot, 24 hour recharge time)
- 2 Canteens of Water (full)
- 10 day's preserved trail food
- Flashlight (Battery 100%))
- Battery (100% charge)
- Zippo Lighter (100% gas)
- First Aid Kit (100%)
HP: 50/50
Stamina: 140/140
Sex: Female
Race: Human
Right Hand:
Left Hand:
Armour:Sniper's Armour (Resist 5 blunt and crushing damage, Resist 10 piercing)
Inventory:
-Stryker Anti-materiel Rifle (Must reload between Each Shot , 2d10 peircing +2d10 Crushing(from explosion) damage, 40 armour penetration, Firing Consumes stamina (to deal with the recoil))
- 8 spare Stryker Sabots
- Semi-Automatic Peacemaker (7 shot clip, 4d5 peircing damage, 2d10 armour penetration, may attack multiple times with accuracy penalty)
-4 spare peacemaker clips
-60 loose peacemaker bullets
- 2 Canteens of Water (full)
- 10 day's preserved trail food
- Flashlight (Battery 100%))
- Battery (100% charge)
- Zippo Lighter (100% gas)
HP: 50/50
Stamina 100/100
Sex: Male
Race: Reptile
Special Status: N/A
Right Hand:
Left Hand:
Armour: Leather Duster (Resist 5 piercing)
Inventory:
- Tinkerer's Kit
- Bits'n'bobs (30/30 units)
- Electrical Bits'n'bobs (20/20 units)
- Sonic Rifle (10 shots to a battery, recharges 1 shot every hour, 1d12 crushing damage, enemies adjacent to target may also be hit, but gain +2 to dodge and take cover
- 2 Micro-fusion Batteries (full)
- 2 Canteens of Water (full)
- 10 day's preserved trail food
- Flashlight (no battery)
- 2 Batteries (100% charge)
- Zippo Lighter (100% gas)