Year 100
Month 1 Day 1
23 Hours Galactic Time
Name: Liam Macteeger
Appearance: A short Irishman with red hair and a green suit, complete with green hat
Size: 4 feet 6 inches
HP: 20 + 2
Current HP: 10/22
Movement: 20 + 1 = 21
Endurance: 2 2/4
Encumbrance: 1
Protection: 2
Strength: 2 (2/4)
Speed: 2
Agility: 1 (½)
Dexterity: 2
Stealth: 2 (2/4)
Perception: 2 (2/4)
Persuasion: 2
Manipulation: 2
Equipment: +2/-1 green suit, +1/-0 green hat
Inventory: 5 coppers, 10 counterfeit coppers
Followers: 3 beggars
(Perception roll 1+2+10poorarea=13) You set out to find some beggars which is accomplished quite easily. It’s not a huge group of beggars, just three of them total, but a group of beggars regardless. Having accomplished the first segment of your plan, you go about the second part; creating money. The actual metals copper, silver and gold have no real value but are the substances used in the forging of the coin currency used universally by the three great planets. Coppers being the lowest form of currency are also the easiest to make counterfeits of and so you begin doing so. (Manipulation roll 16+1=17) (Perception roll 7+2+5easycounterfeit=14) Your Manipulation is executed perfectly and you perform a decent enough job on the actual forging of the coins as well. They won’t fool a government official but they’ll do just fine with these beggars (+40 counterfeit coppers). (Persuasion roll 8+2+10hungrypoor=20) You give some of the coins you made (-30 counterfeit coppers) to the beggars which serves to quite effectively ingratiate them to you. You’ve got three new “employees” now who should be willing to follow you around and do as you ask assuming you continue to see to their needs in the future.
Name: Korgoth
Appearance: Tall with black hair, he almost always wears a black cloak
Size: 6 feet 2 inches
HP: 20 + 2 = 22
Current HP: 22/22
Movement: 20 + 2 = 22
Encumbrance: 2
Protection: 2
Endurance: 2
Strength: 2 (¼)
Speed: 2 (¼)
Agility: 2
Dexterity: 2 (¼)
Stealth: 2
Perception: 2 (¼)
Persuasion: 2 (2/4)
Manipulation: 1 (½)
Equipment: +2/-1 black cloak, +1/-0 underclothing, +1/-1 dagger
Inventory: 10 coppers
Followers: beggar
“Eh okay, I’m still not entirely sure what it is you want me to do but yes, I’m willing to help you gather together your ingredients if you promise to pay me accordingly in either food or money” (Follower Acquired)
(You can give your follower orders and still take your own actions. Also you might get an extra turn before everyone else because this one is so short)
Name: Trisha
Appearance: Small, frail-looking girl with a perpetual cough. 5'2" 100 pounds, brown hair and eyes. Delicate.
Size: 5 feet 2 inches
HP: 20 + 1 = 21
Current HP: 18/18
Movement: 20 + 1 = 21
Encumbrance: 2
Protection: 0
Endurance: 1 (½)
Strength: 1 (½)
Speed: 2
Agility: 2
Dexterity: 2
Stealth: 2 (3/4)
Perception: 2
Persuasion: 3 (4/6)
Manipulation: 2 (2/4)
Equipment: +1/-0 grey shirt, +1/-0 black pants
Inventory: 10 coppers
Followers: 3 teenage cultists
You absorb the energy which reinvigorates your body making you feel stronger than you have in a long time (-3 anemia). That could easily get addicting…
(Persuasion roll 8+3=11) (Persuasion roll 14+3=17) (Persuasion roll 9+3=12) (3 followers gained) The three cultists are all eager to follow you and prove themselves worthy, quickly agreeing to do as you ask. The male in the group seeming especially excited about the whole affair but you aren’t entirely sure why. You find out their names are Belle, Rosite and Zucht. After finding out information about them, you lead the group back to your master’s shack and wait outside while they go in to perform their mission.
(I’m not even going to roll for the combat because your teacher’s stats were so pathetic)
The three cultists creep silently into the house, feeling along the walls in order to navigate through the unfamiliar darkness. Slowly working their way through the building, they finally reach the room where your teacher lays sleeping deeply and undisturbed. Nodding to one another the three hooded figures move about forming a circle around the sleeping man and drawing out their daggers. Brutally and messily they bring down their knives repeatedly cutting into the old man’s soft unprotected flesh, waking him but not with enough time to properly react. He weakly raises his hands trying to fend off the violently onslaught of knives that still come slicing into him over and over again until finally the knives land a killing blow. The cultists don’t stop the attack until he is completely unrecognizably butchered. They look at one another and laugh nervously as it finally dawns on them, just what they have done. There isn’t much time for consideration of the deed though, as you walk in and they all turn towards you.
“Well boss, we did it… we passed the test.”
You congratulate the three of them and go on to drain the corpse lying in the bed. (Manipulation roll 14+2=16) That’s enough to cure your anemia completely (-2 anemia). Unfortunately there isn’t enough matter left over to use towards doing anything else. You and your new followers go around the house looking for anything useful.
House Space: 2 bedrooms, common room, kitchen, washroom
House Inventory: 50 copper, 10 food items, 8 men’s commoner clothing outfits, 8 chairs, 2 beds, 2 tables, plates, silverware, 4 wooden logs
Name: Silidar Orochu
Appearance: Tall, with Lackluster Blond hair, brown eyes, and extremely pale skin. Little (but still existent) muscle definition, and slim.
Size: 6 feet 3 inches
HP: 20 + 2 =22
Current HP: 22/22
Movement: 20 + 2 = 22
Encumbrance: 2
Protection: 3
Endurance: 2
Strength: 2
Speed: 2
Agility: 2
Dexterity: 2
Perception: 2
Stealth: 2
Persuasion: 2 (¼)
Manipulation: 1 (½)
Equipment: +2/-2 (+ cold resistance) brown fur long coat, +1/-0 fur underclothing
Inventory: 10 coppers
Added *followers:*. Also from now on, every turn that a player doesn't take damage, they heal 25% total health. Eating and drinking will also heal health.
In regards to sacrificing stuff to raise skills, it won't raise a full skill level, it'll go up by 1/# of a skill. I'm not going to allow creating items that boost full skill levels either (yet). The mechanic I'm considering is creating enchanted items that raise your skill by a percentage of your skill, so enchanted ring that boosts skill by 25% of total base skill. The max boost would be 100%.
Followers will not raise skills by using them. Their skills will be raised if you "train" them, either yourself or assigning a follower with higher skill to train a follower with lower skill. You can only train them up to half of your own skill level and you can only train one skill per turn.