Gee, no magic users? I guess nobody here wants to wear a toga.
That simplifies the plot, I guess. I can also make the Andari card carrying villains too!
Life is your lifeblood. When this reaches 0, you are out, and someone else takes your place.
Armor is gained by wearing appropriate clothing or having corresponding abilities. It acts as life to protect your actual life.
Mana is used for abilities. This isn't an issue for non-magic users because their actions usually don't cost mana (except scientists). Otherwise it means you should focus on efficiency in addition to damage when you spellcraft, because wiping out an entire battalion of melee troops is entertaining, but game-breaking.
Players regenerate mana contextually.
Disables: Target cannot control movement or use abilities. Vehicles will continue to move in their direction, possibly causing a crash.
Bleeding: Only targets with blood can bleed (duh
).
Vitals: 100/100|
0|
100/100Passives: Weak PointsAbilities: -
Blast-
BashItems: -Flintlock Pistol (Loaded)
-7 spare Musketballs
-Pocket Tool (Contains: Wrench, Screwdriver, Hammer)
You are a shipwright and an engineer, and rightly so. You are a well-respected individual in the routeside settlement of Alamore, very close to the magma caves, and know virtually every career shipper that ever needed a repair. Other than those, however, you aren't well-known. Alamore is ruled by a technocrat, whose pan-settlement company,
Clockwork Engineering, controls the docks and forces you to charge hefty fees for all of your services. You make almost no money from your job as a shippingway engineer and mechanic, but since you complete your tasks quickly, you have a lot of spare time in which you make much, much more.
You design airships for a living. Occasionally you will encounter a small-scale shipper who needs a glider for his next run, but most of the time, you work for big shippers like the
Ajax Brothers. Your latest project is an airship that can carry 250 tons worth of cargo safely, and also make the return trip back using steam power. You have, so far, been unable to find a means of powering the monstrosity on its return trip, because the two main sources of power in the world--coal and magma--are both impractical for airship use.
Coal: Highly energetic but pollutes the air... badly. Coal airships were banned in 370 after rampant pollution from heavy traffic killed around 400 in the midway town of Hendricksville. You've been reluctant to employ it for anything ever since.
Magma: The main issue with storing magma is that it diffuses its heat quickly. Its energy-to-weight ratio is
far inferior to that of coal, and it does not last long either, making it useful only when the magma is available on-site.
Titanic Plumbing Inc. has been contracted to build magma pumps leading to checkpoints along the main route, but progress has been slow due to lack of unskilled workers. It's been rumored that the Titan government is forcing traders to work on the pumps, but you haven't concluded whether or not these claims are false yet.
Vitals: 100/100|
35|
120/120Passives: Bright |
Narcissist |
Night-StrikeAbilities: -
Shadow-
Blink-
Cleave-
ThrowItems: -Katanto (0% Bloodied)
-Throwing Knife (0 Kills)
-Fletching Tools
-Iron Gauntlet (+35 Armor, 4/6th's chance to fail)
A ruthless contract killer, you have grown accustomed to death and no longer feel the need to use a ranged weapon like most bounty hunters. You find ranged weapons cowardly, and far less versatile than a well-used sword. Because traditional swordsmithing was forgotten with the Disaster, it is only a coincidence that your sword looks like a Katana. You stole it from a rich pirate that got what was coming to him.
You find most of your targets at Darksky, an industrial area near Alamore and Rennington. To avoid shipping costs, weaponsmiths and armorers set up shop near the steel mills, and sell their weapons to traders passing by. Naturally, scores of pirates, killers, and even military personnel visit the site to buy supplies and equipment, watch the bloody local tribunal, and pass time until their ride appears.
It is home to the
Bounty Finders, a group of journalists and police personnel that collect news from traders and soldiers, then compile the results and display them on a billboard in the plaza. The BF's are paid regularly by the Steel Titan in order to keep contracts going.
Vitals: 100/100|
0|
100/100Passives: Intelligence Agent |
Dumb LuckAbilities: -
Stealth-
Grapple-
Bayonet-
AssasinateItems: -Camera Pistol (loaded)
-4 spare hollow-point cartridges
-Bladed Grappling Hook (Blade ON)
Employed by the Autocrat himself, you are one of his spies, the only individuals he trusts enough to share his name with. You do not know why he is so concerned about not giving his name to anyone.
You own a large tower-cap apartment in the Capitol near Lake Eternity, provided by the Autocrat's housing department free of charge. You have only two high-profile kills on your belt, but you are new to your career, and you still don't know whether you can really swear your loyalty to the Autocrat, despite having gone through the onerous training courses with flying colors. The fact that you, as one of his agents, are treated so much better than the average citizen living in a stone cubicle carved under the granite irks you.
You are skilled with your grappling hook. It is a decent weapon, having considerable throw force and distance, being crafted by one of the Autocrat's master mechanics. Aside from it, though, your camera pistol is not much of a weapon, being sluggish to reload. You know basic ballistic trajectories but are more of an information gatherer than a killer, leaving the job to the soldiers and independents.
Your latest mission has brought you to Rennington, where a suspected Malphine smuggler is thought to be.
Malphine: A semi-artificial compound created in 387 by mixing Derumidium ore with Fleshpetal sap and other chemicals, Malphine is essentially a plant stimulant that causes uncontrolled crop growth. It dissipates quickly in water, so crops grown using it are not only safe to eat, but indistinguishable from normally grown crops. Because of its limited demand and the danger of its production, Malphine producers sell their products only to the highest bidders--and not to the government, since the recipe remains a secret. The Steel Titan, already short on workers, prohibits its production and trade due to the cost of out-competing the smugglers. It is deemed less costly to kill the producers rather than to produce it.
Many mayors and technocrats also support government efforts to crack down on its sale, because they do not welcome the economic competition from lower settlements where Malphine is more easily acquired.
(Pretty boring, right?)
Vitals: 100/100|
20|
100/100Passives: AccustomedAbilities: -
The Harvest-
Craft Ammo-
Rocktip Arrow-
Rusty StabItems: -Leather Jacket (+20 Armor)
-13 arrow shafts
-12 sharp stones
-7 Rocktip Arrows
-Tower-Cap Bow
-Rusty Knife
You work for
Baron Nastus, an agricultural tycoon based in the upper caverns. You own a small rock house underneath your muddied field, and are an expert in cultivating both native cavern plants and Surface plants under low-light conditions using lanterns on posts above the field.
You have been longing to find employment further down in the caverns, as your farm is remote and distant from any nearby taverns, let alone cities. Every week Baron Nastus appraises your farm to make sure yields are adequate. Your field was torched recently, but you have a stockpile of Malphine in your basement, so you were able to barely meet the minimum quota for production last growth season.
Currently, you are in the town of Norman looking to attend the Grange's monthly meeting.
Vitals: 100/100|
80|
100/100Passives: SCIENCE!!! |
EncumberedAbilities: -
Contemplate-
Tamper-
Shoot-
Medical Treatment-
Bash with GyroscopeItems: -Watson Revolver (6/6)
-7 .357 Catridges
-Gyroscope (+10 Armor)
-Lead Jacket (+70 Armor, +40% Spell Resist)
-3 Adrenaline Serums (Restores 25 life, 20 mana)
A slightly deranged scientist interested in physics and chemistry, you have naturally been investigating the reports of "toga clad people" roaming the caves with "glowing crystal scepters." While you are critical of the claims, you can't help but feel that there could be some truth to them--and if there is, it could very well be relevant. You trained yourself in basic medical care but also have extensive knowledge of how machinery and small devices work.
Your laboratory consists of a space carved out beneath the Tunnel-Tube home of Thomas Hendricks, shipwright and engineer. You and Thomas have a long history of messing with each other's projects. One day, you nearly killed him by sabotaging a button that turned on the lights in his aircraft hangar. He hasn't spoken to you since.
You spend most of your time in your lab, gaining most of your contact with the outer world from news boys and your television set--tuned to the pirate frequencies, of course.
You have minor memory problems, but record all of your findings in a book somewhere in the basement.
--
Roll 0 coming later... probably tomorrow, as I need some sleep. If you want you can post an action anyway...