NOTE: Mouse over abilities, weapons, and armour in the inventory to reveal their stats:
Example“Now these four folks, through their paths in life, ended up in a poleboat, bein' steered down into the swamps towards Copperburg, a outpost for Adventurers before the Yggdrasil labyrinths started proper. They hadn't spoke much: just enough to know each other's names. The boat slowed to a halt by a sodden bank of earth.
There was Zebul, a fat man with a mean streak to 'im. Coulda been a bandit, if things turned out differently. Now he had an old helmet and a big axe, and both would be put to good use. Beastfolk had got his parents, and now he was workin' with two of them. Funny how things turn out.Name: Zebul
Gender: Male
Race: Human
Description: A rather corpulent man in his mid twenties. Stubble dots his chin and his head is usually clean shaven. His parents were murdered by beast folk around the age of 14. He was sent off to live with his uncle and aunt who eventually kicked him out after some unpleasant incidents. He found himself an axe and some basic equipment and figured it was either Yggdrasil or banditry.
Stats
HP:18
MP:7
Strength:8
Vitality : 4
Agility: 1
Perception : 2
Intelligence : 2
Luck :1
Skills:
Blade(3)
Armor(3)
ATK:4-8 + 8str + 3blade = 15 - 19
DEF:4
Resist F: 4
Resist W: 4
Resist L: 4
Equipment:Head:
Kettle HatTorso:
Leather JerkinHands:
Ratty, Fingerless GlovesLegs:
Plain PantsFeet:
Leather shoesCloak:
A ratty blanketLeft Hand: 2Hing
Right Hand:
(2h) Trusty AxeAbilities:Intimidate (2MP): Lower an enemies attack and force it to attack you for 2 turns.
Counter (MP6): For the next round, user has 50% chance to nullify enemy melee attacks and counter with 3-5 dam melee attack.
Wideslash (3MP): Attack multiple enemies with a single attack.
Bleeding Slash (5MP): Standard attack that causes the bleeding effect.
Traits:Bastion: Greater resistance to status effects.
Quick cutter: Small chance of attacking twice with a standard attack.
Inventory:Vile rations: + 5HP
There was Bekter, a panther beastkin. Sharp claws and optimism, that was him; we'll see if that youthful hope can last. Believed himself invincible, as all the young and bold do, but foolishness is often mistaken for bravery.Bekter.
Gender : Male.
Race : Beastkin.
Description : Bekter has the facial features and fur of a panther, he is close to 6 ft tall with a lean but well muscled body. His fur is dark blue and his eyes bright yellow with the pointed ears of a panther.
Being barely out of his teens Bekter still has the childish love of adventure and saw this as a great way to have some fun. Being childish he still believes he can't possibly be killed.
Stats
HP : 22
MP : 6
Strength : 6
Vitality : 6
Agility : 3
Perception : 3
Intelligence : 1
Luck : 3
Skills:
Armor : 3
Claws : 3
Attack : 2-4 + 6str +3 claws = 11 - 14
Defense : 4
Resist F : 6
Resist W : 7
Resist L : 6
Equipped:Head :
Black Panther Leather Helm.Torso :
Leather chest plate.Hands: --
Legs :
Leather trousers.Feet :
Leather shoes.Cloak :
Black Fur Cloak.Left hand : (claws)
Right hand :
Beastkin ClawsAbilities:Intimidate (2MP): Lower an enemies attack and force it to attack you for 2 turns.
Counter (MP6): For the next round, user has 50% chance to nullify enemy melee attacks and counter with 5-8 dam melee attack.
Gouge (3 2MP): Standard attack with a low chance to inflict blind.
Savage Bite (5 4MP): Standard attack that restore half the damage done as HP.
Traits:Bastion: Greater resistance to status effects.
Animal vigour: Claw abilities take 1 less MP.
Inventory:Vile Rations: +5HP
The fair and - heh - foxy lady of the group, Vulpa was a captain with a fancy hat and no ship. Her last crew were drowned on the coast, so let's hope this one has a bit better luck. She had a sharp cutlass, a pistol, and a head full o' shanties.
Vulpa Edge
Gender: Female
Race: Beastkin
Description: Vira is a fox beastkin, born on a small island on the edges of the world. Her tribe had little to no civilisation, and they had no names to call each other by.
Then, in her 15th summer, a ship arrived on the island. Human slavers, searching for exotic merchandise. The islanders stood little chance against the lead and steel of the invaders, and the young cub was captured even as her parents were slaughtered before her. She lay in the hold for almost a month then, treated as an animal, thrown raw meat in the darkness and taunted from above.
One day, as a chink of light shone between the deck planks, the hatch swung open. It seared the eyes of the girl, and she was dragged to the captain's cabin. The men jeered her as she walked, congratulating her on being picked for 'training.' They bathed her roughly, and as they shut the door of the cabin behind her she looked in horror upon the corpulent captain. He turned to her, and pushed himself against her, hands removing what little rags she still wore. As he did, her hands found his belt, and there, the handle of a pistol. A gunshot echoed around the room, and when the sailors ran into the room they found the beastkin wrapped in the captain's spare coat, his hat upon her head. The first few to charge were met with either a blade or a bullet, and the last few men were thrown into the hold to take the place of her kin that still remained.
With nothing to return to at her home, the cub and her kin set sail blindly. By luck they stumbled upon a port, and here, using what little of the common tongue she had picked up, she found that there was a bounty on the slaver's heads and ship. She turned this in, and claiming the gold, gave it to the others with her. Leaving them, she began to wander the civilised lands, looking for a new place to call home.
The vixen received her name in a tavern near that first port one evening, upon telling her story to a number of travelers. they called her 'the fox girl from the edge,' and a scholar in the corner suggested Vulpa as her name. It settled in her mind, and from then on she used this. She also heard another tale in the tavern - that the ship she had returned, fresh refitted and rechristened, was looking for crew.
A pawprint signed the papers as with her clipped language she asked the new captain for a job. On the sea she proved her worth swiftly, rising to first mate in the space of a few years. In these years she met often with her captain, who told her of the Yggdrasil, and the mysteries held within.
It was during one such meeting when pirates struck. Rushing to deck, Vulpa on his heel, the captain was greeted with a muzzle flash. Another echoed from behind him as is killer fell, and Vulpa watched him bleed out in her arms, crimson staining her russet fur. As he his last breath faded, she let his body fall flat, and picked from his head his cap. Placing such a hat on her head for the second time, she stood amidst the carnage, and with an animal cry that caused the humans to freeze, she charged into the fray.
Another two years passed until Vulpa finally saw the Yggdrasil up close. Serving in the navy, the first beastkin and the first female captain to do so, a fell storm battered her ship. It carried her for three painful days, ever closer to the world tree. On the final day, the winds broke the ship against the rocks. Rocks which on closer examination were revealed to be bricks, older than humanity itself. She looked up from where she lay prone on the sand, her crew drowned and her ship destroyed, and saw a tower of bark before her.
The only way forward that occurred to her was up.
Stats
HP: 18
MP: 6
Strength (str): 4
Vitality (vit): 4
Agility (agl): 7
Perception (per): 3
Intelligence (int): 1
Luck (luk): 3
Skills
Blade: 1
Pistols: 3
Song: 1
Attack: Cutlass = 2-5 +4str + 1blade = 7 – 10
Pistol = 2-3 +3pistols = 5-6
Defence: 2
Resist F: 4
Resist W: 6
Resist L: 4
Equipped:Head:
Captain's hatTorso:
Leather long coatHands:
Fingerless glovesLegs:
Cloth leggingsFeet:
Leather BootsCloak: --
Left hand:
Old Flintlock PistolRight hand:
Sea-worn CutlassAbilities:Wideslash (3MP): Attack multiple enemies with a single attack.
Quickfire (3MP): Fire a inaccurate but numerous salvo of shots, range 2.
Lucky Punk (2MP): Increase LUK for pistol attacks for 3 turns.
Encouraging chorus (2MP): Increase chance to hit and damage of your teammates by a small amount for 3 turns.
Traits:Range up: Pistols have an increased range.
Inventory:Vile Rations: +5HP
Black Powder (20): dam +0
Lead Shot (20): dam +0
Last, a frail old man with some nice robes. Eleron, that's the name, and he had a inkling of hexes, brewery, and alchemy, and a fine singing voice. Hadn't said much about himself on the way, but his mind was sharp as Zebul's axe. Name: Elerous
Gender: Male
Race: Human
Description: A frail man in embroidered robes.
Stats
HP: 16
MP: 16
Strength (str): 1
Vitality (vit): 3
Agility (agl): 2
Perception (per): 1
Intelligence (int): 8
Luck (luk): 3
Skills
(1) Hexer
(1) Song
(1) Alchemist
(1) Brewer
Attack: 2-3 + 2-3 = 4 - 6
Defence: 1
Resist F: 4
Resist W: 4
Resist L: 4
Equipped:Head:
Wizard's HatTorso:
Embroidered RobesHands:
Old GlovesLegs:
Embroidered LeggingsFeet:
Fancy ShoesCloak:
Fancy CloakLeft hand:
Old Flintlock PistolRight hand:
Old Flintlock PistolAbilities:Healing Hex (2MP): Restore 4-8 HP.
Sickening Hex: (3MP) Attempt to poison enemies.
Ember Powder (3MP): Deal a small amount of Fire damage. Range 1
Encouraging chorus (2MP): Increase chance to hit and damage of your teammates by a small amount for 3 turns.
Traits:Dabbling Brewer:Can identify simple reagents and brew weak potions.
Inventory: Vile Rations (1): +5HP
Rusted Portable Brewery: Maximum strength potions are: very weak
Coarse Alchemist Powder (30): dam +0
Black Powder (30): dam +0
Lead shot (30): dam +0
“This is your stop,' The ferryman said, a grin on his face. The adventurers looked around in confusion. No town in sight.
'This is a test all you adventurin' folks go through. Get to town through the Sodden Paths. You don't get through, you weren't cut out for the job. It ain't an easy thing, adventurin'. Come on, now, off my boat. I don't wanna spend to long here, or the swamp hags get curious.'
Now the adventurers didn't have much choice, did they? Either take the Sodden Paths or go straight back. They got out, and breathed deep in the scent of mud and swamp, like spoiled barley on a heap of manure. Something cackled in the water, and it didn't sound so friendly. The polemen waved merrily and cast off. The only way out now was through.”Your party is on a island in the midst of the Sodden Path Swamp, facing north. The ground is sodden mud, sprouting with moss and ancient stone slabs. The occasional piece of metal, rusted to worthlessness, sticks from the ground. A skull is half sunken in the saturated soil. A thin path to the north leads to several smaller islands. To your right you can see the remains of an old tower and a stone wall jutting from the swamp water like broken teeth. There's another island behind the old wall, but the wall blocks most of your view. The water is brown and thick with greenish scum: you don't think it's be safe to swim. The water occasionally bubbles, as if something – or something
s – were lurking beneath the surface. The ferryman has already disappeared further down the turgid mass that is the river.
Notes: Unless you're in combat, feel free to say more abstract actions like 'go to the next island'. There's no 'speech' value: what you say is what effect you have! You actions also matter. Doesn't matter how good a public speaker you are, the mayor won't like it if you're also stamping on his prize petunias while doing so.