Turn 1Pre-Turna bow-sight paired with a handle grip, a pack of white hand-wrap
{luck=3} You got what you paid for, a useless piece of crud, at least that is also what you traded
(Worthless Bow sight (may be used for parts))
{luck=9} These on the other hand were a real steal, you got 50 meters of the stuff, it is tough and very insulating (50 meters of White hand wrap, When worn it protects the hand against cuts, cold and heat, but will not stand up to combat; can also be used to stop bleeding, with a +1 on the medicine roll)
Pre Action 1: Ixi inscribes an HP increasing tattoo (Turtle Symbol on her right shoulder)
Pre Action 1: Ixi inscribes an tattoo that allows her to generate a small electric current at the cost of stamina, so many times a day-not harmful, more like as to recharge a battery or device. (Firefly Symbol on the left palm)
{Symbolic Application=
9} Turtle Tattoo(This tattoo is finley crafted, providing a +3 to control and +1 each to power and efficiency when using body magic to heal yourself)
{Symbolic Application=
12} Firefly Tattoo (This tattoo Provides a +5 bonus to controll and a +2 each to power and efficiency, to create and modify the electric gland in you're left palm)
(Efficiency will not be rolled, because you did this in the past and have already recovered){Power=
10}{Controll=
11}
You're electrical gland can full charge a battery for between 1 and 10 stamina (based on endurance roll at the time), or recharge a physics weapon's battery (judgement call from me( for example you could recharge Nevyn's rifle 1 shot for the same amount of stamina)
Pre-Action 1: At the market, Cat-Eye bought a steel box to carry the ember-bird's heart and a pair of hunting hounds.
Pre-Action 2: After he got out of people's sight, Cat-Eye altered the hounds with body magic to make their jaw and neck muscles as strong as possible, and reinforced their bones a bit so that they would not break from the increased strength.
{luck=1} you did not manage to find anything
{next pre action negated by lack of the hounds}
The reason why he was low on funds was that, a few days earlier, he had paid a visit to a body mage and bought a few alterations. Specifically he had gotten quicker reflexes, the better to draw his guns and respond in kind when attacked, and sharper eyes, the better to see threats and shoot targets farther away.
{luck=2} You found a body mage, but they are very inept (-2 each to power controll and efficiency)
Do you wish to continue (if Yes I will continue) the other option is to try again and drop one of the alterations
First April bought ammo if possible. She would need it if she would do what she would do what she wanted to do. Then she shot some targets to work some stress off.
{luck=5} April found a good deal, 4 sabots for her Rifle, and 20 Bulets for her peacemaker
{luck 1} Squeezing off a few rounds from her peacemaker (-5 bullets) she accidentally lets the recoil hit her in the head,fortunately that has had time to heal since
find an boxing ring, need to take out some frustration.
may as well try to find someone who can attach metal spikes to my knuckles.
{luck=4} You fail to find a boxing ring that was not in use at the time
{luck=8} You manage to find some Spikes that are easy enough to attatch to you're knuckles, (You may take a turn to apply the spikes to you're knuckles, and a turn to remove them, when the spikes are on you're knuckles they deal piercing damage and penetrade d8 armour)
Varence was doing some research in the wastes on some rare poisons and their paralytic effects on people
{toxins=
10} You have concocted 5 Vials of Parralytic Venom (venom must enter victim's blood, luck roll to resist, each vial holds 2 coatings)
{toxins=1} You poisoned you'reself while trying a different formula, fortunately that was about a week ago
His new Tesla Gun (action 1)... He wasn't entirely certain how he made it work, but it did and that was good enough for him.
Beside the gun lies a small gauntlet, the finger pads and the knuckles covered by small plates of metal and wires running along the hand to a charge pack set on the wrist... The intention being that it will deliver a decent shock on impact, when required... A Taser Glove (Action 2)
{power=
7}{utility=
8}{interface=
10} (The tesla rifle Utilises Micro-fusion cells, at the same rate as the sonic rifle, but requiring world magic, Dealing 1d10 damage per 2 achieved on the draw roll, Kelan does not roll controll with this, the release roll is at -3, difficulty for anyone else to use is {5})
{power=
9}{utility=
9}{Interface
9} (The taser glove roll 1d10+1 vs the oponents Endurance, the amount the glove wins by is the number of turns the enemy is stunned, the glove consumes 10% of a micro-fusion cell, but has its own cappacitor for 3 touches, and requires an hour to transfer the charges, an unarmed roll is used to make the touch, the difficulty to use is 9)
He winced as he shifted his position slightly, grabbing his shoulder in response to the ache. Maybe his body just needed time to get used to the adjustments. His wrists felt a bit different, more powerful, but he expected that. His whole body was what he didn't expect: Because he had requested the body mage to adjust his body for fighting, said mage had strengthened his wrists, a must-have deal for a swordsman - also helped with his support skill, throwing - while reducing the fatigue he would get. In other words, his muscles now had less lactic acid buildup, and broke down less overall, in effect reducing how quickly he would get tired. His muscles would ache less, he'd be able to fight and move for longer. But right now, his muscles ached like there was no tomorrow, throb throb, throb throb... He shook his head slightly with a smile, trying to ignore the pain.
{luck=1} Ok talarion same deal as serious, but the body mage you found is even worse (-3s)
Main TurnThe head of the council, a middle aged woman, who looks like she could stand up to a bear and come out on top stands, and calms the chatter be shouting the word “quiet” until you all stop talking, She then looks directly at Akth, “We have sent supplies, including parts to you, and our drivers have returned, what do you suggest we do then?”
To the rest of the assembled people “My apologies, Akth here had a somewhat related grievance , so I scheduled him at the same time, As you have probably heard someone is staging attacks on our outlying settlements, you have shown initiative by coming yourself, and you all look like you can look after yourself in a fight” She blinks a couple of times “Would you please stop that,my good Therian, it is quite distracting, and worrying, now if you all agree the council has decided to enlist you're aid in this matter, can I rely on you're aid in this matter?”
StatusHP: 50/50
Stamina 100/100
Race: Elf
Sex: Female
Special Status: N/A
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))
- Worthless Bow sight (may be used for parts)
- 50 meters of White hand wrap (When worn it protects the hand against cuts, cold and heat, but will not stand up to combat; can also be used to stop bleeding, with a +1 on the medicine roll)
HP 50/50
Stamina 140/140
Race: Human
Sex: Male
Special Status: N/A
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
Special Status: N/A
Alterations:
Turtle Tattoo(Right Shoulder),
Firefly Tattoo(Left palm),
Electric Gland(Left Palm)[/aconym]
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
Race: Orc
Sex:Male
Special Status: N/A
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)
- Knuckle Spikes (You may take a turn to apply the spikes to you're knuckles, and a turn to remove them, when the spikes are on you're knuckles they deal piercing damage and penetrade d8 armour)
HP: 70/70
Stamina: 100/100
Race: Elf
Sex: Male
Special Status: N/A
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
Race: Human
Sex: Male
Special Status: N/A
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
Race: Human
Sex: Female
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))
- 12 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
-75 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
Race: Reptile
Sex: Male
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(10/10) (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)
-
Tesla Rifle(10/10)
-
Taser Glove(3/3)
HP: 70/70
Stamina 100/100
Sex: Male
Race: Human
Special Status: N/A
Right Hand:
Left Hand:
Armour: Bladesman's vest (Resist slashing and piercing 5)
Inventory:
- 2 Balanced Light Blades (3d6 slashing or piercing damage, +1 to hit can parry (+1 bonus, or if two are wielded, total bonus = 3)
- 2 Canteens of Water (full)
- 10 day's preserved trail food
- Flashlight (Battery 100%)
- Battery (100% charge)
- Zippo Lighter (100% gas)
- Bandoleer of Throwing Knives (3d4 piercing damage)(10 knives)
HP: 50/50
Stamina 100/100
Sex:Male
Race: Human, Therianthrope (Arctic fox)
Special Status: N/A
Right Hand:
Left Hand:
Armour: Form Changer's, Chemist's Trenchcoat (Can fit either of Varence's forms, Resist 1 to pircing and slaching, resist 10 to acid, heat and cold damages)
Inventory:
- 20 Cappilary throwing darts (2d4 piercing damage, can deliver toxins)
- 2 Canteens of Water (full)
- 10 day's preserved trail food
- Flashlight (Battery 100%)
- Battery (100% charge)
- Zippo Lighter (100% gas)
- Chemical Kit (80/80 units)
- Portable lab
- Antitoxin (5 doses)
- Parralytic Venom (venom must enter victim's blood, luck roll to resist) (5 vials/10 doses)