PROLOUGE, TURN 1: Khabi
Description: Khabi was a former stronghold for Kada Raiki a decade ago, but fell to Oshin Toko during the start of the Sulphur Campaign.
The local populace holds great disdain for Oshin, and have attempted to rebel against him to no avail. Oshin has since doubled his military presence at this militarily significant
settlement- it is quite close to some valuable sulphur deposits. There is open mistreatment by the occupiers towards the local people, who in turn strike back in whatever way they can.
The presence of local bandits, many of whom were once local inhabitants, has only added to the tension.
Prosperity: (2) Dirt: Nothing for sale, nobody has what they need (if that). Unskilled labour is cheap.
Population: (4)Growing: More people than buildings.
Defences: (6)Battalion: There is a major military presence here, and the stead has maintained defenses.
Resource: This stead has easy access to sulphur, however, Oshin has maintained strict control over this resource.
Trade: Oshin has taken control over this towns trade, and they receive the basic necessities and commodities in return for valuable Sulphur shipments.
Creed quietly spoons some honey into his coffee. He doesn't like the more local beverages, so he takes some of the precious drink wherever he goes.
"Well, I see you all think highly of yourselves. I doubt that'll last."
One of the others turns to respond, but the small sniper appears to have just... disappeared. I'm sure he'll be back soon.
On the way inside, Creed had noticed the scuffle. He knew about this area, and didn't like people who bully the innocent. He decided to intervene.
Creed sneaks over to the scuffle, and prepares to intervene. At a tension point, he steps out of the shadows.
"I wouldn't do that."
He puts his hands up to show he's empty handed, but puts his right hand near his hidden shoulder sheath, in preparation.
(Personally, although I don't know whether it effects gameplay, I thought of Creed as having his knife sheathed higher up on his body, to avoid making large movements to get a weapon. Explanations of my RP stuff:
Italics is non-actions that aren't dialogue and effect the group.
Underlined italics is non-actions that aren't dialogue and don't effect the group.
Bold is actions.
Bold-brown, which I think is a song, is dialogue.)
[1]
"Hey! What are you reaching for?The guards see through your ploy and prepare to fight!
"-and that's the story of how I lost my old left hand. But now, I bet you're wondering what the hell happened to my smile. You see, it all started with this girl I met a while back named... Hold on just a sec, I'm gonna go and see if I can get those guys back there to quiet down a bit so you can hear me better."
Willard flashes his trademark lopsided grin and takes a sip of saké before standing up and heading towards the scuffle.
"Heya there, do you think that you could maybe tone it down a bit? I don't wanna sound like I'm whining, but I'm telling a story to the folks over at the table there and they can hardly hear me over the sound of you guys arguing. Speaking of which, what the hell are you even arguing about, anyways?"
Smile at the guards and townsfolk alike. If prolonged eye-contact is made, wave with the stump-hand.
[5] You attract their attention, diverting it from Creed. He breathes a sigh of relief- fighting the guards would have ended up with a bounty on his head, if not worse.
Claus, distracted by the weapon trigger he had been disassembling while talking, suddenly perks up as Alexander mentions Creed and the guards.
*rhytmically* "Oh, I see. This won't end wee-ell~, he's already reaching for a weapoo-on~." ((Sharpened vision, probably no need for a roll.))
Claus stands up and walks up to the guards and Creed.
"My friends, is this truly a spot for violence? Can't we all just get a nice warm cup of huggy feely?"
Hug one of the guards.
[4] You hug one of the guards... to her discomfort.
"
Can't. Breathe." The Captain is uncertain as to how to react!
Sean sees the argument and heads on over to check it out.
Is there a problem here?
The Captain looks away from Claus and the unfortunate guard and points his sword at the locals.
"These folks are wanted for the murder of a guard, and we wer-" "MURDER? Self defence, that's what it was! Things start to to escalate, but thankfully Creed steps in.
"There's no problem here, is that right fellas? Everyone goes home tonight, alright?"
Don't look like I'm reaching for a weapon. If any of the guards reach for a weapon, eye them.
[5] One of the guards starts to pull his blade, but stops and raises his hands warily as you turn to him.
Creed looks away from the impromptu Mexican standoff for a second, gritting his teeth.
"This probably isn't the safest place for you to be. Personally, I don't even know what this argument is about."
[3] Overhearing you, one of the villagers looks your way and indignantly responds:
"We told him to leave the poor child alone, and he laughed and put a muzzle to her head! What you expect us to do, just let another child die to the damned Oshin? They are without honour!" "Hah! Coming from a Kada, that's a compliment!" Things aren't going so well...
Herp derp etc
Alexander detaches from the main group and sees the conversation.
More conflict between the Oshin and the Locals? Good source of mercenary or bounty work. That Creed fellow will probably stuff everything up, though.
Eavesdrop on the conversation. Leave quietly if the Oshin guards pay too much attention to me. Keep an eye on Creed.
[1] You go over to keep an eye on things when you slip on someone's spilled drink. You tumble into a guard, who reflexively fires off a round!
[3] Fortunately, it only strikes one of the villagers in the hand. The villagers are furious though, and start to bring weapons to bear.
Villager 1 Health:30 Armour:10 Knife Revolver Ammo:6
Villager 2 Health:30 Armour:10 Smithy Hammer
Villager 3 Health:28 Armour:10 Revolver Ammo:6
Impaired Grasp
Villager 4 Health:30 Armour:10 Quarterstaff
Villager 5 Health:30 Armour:10 Pick Revolver Ammo:6
Villager 6 Health:30 Armour:10 Revolver Ammo:6
Villager 7 Health:30 Armour:10 Pick Bottle of Sake Revolver Ammo:6
Drunk
Oshin Guard Captain Health:40 Armour 20 Rifle Ammo:20
Revolver Ammo:12
Oshin Guard Health:30 Armour:20 Katana
Oshin Guard Health:30 Armour:20 Rifle Ammo:19
Oshin Guard Health:30 Armour:20 Ballistic
Naginata Ammo:5
Name: Creed
Health:50
Armour:10
Age: 32
Description: Creed is a sniper in the army of the Unstable Regions, famous for downing 5 men at a distance of 300 meters. Whether that's true or just hyperbole, Creed'll never say. He has no last name, and has no need of one. He never had a family. And he never misses.
Abilities:
Deadeye-More likely to hit on targets.
One With His Surroundings-Better Stealth, less likely to be detected.
Cold Eyes-Has a chance of causing the target to hesitate, missing an action. Can only be used SUCCESSFULLY once every 5 turns, and is only successful on a five.
Arms: KA-BAR style knife, balanced for throwing. Throwing knife. 5-Round Bolt Action Scoped Rifle (She's called Betsy, bozo.)[Rifled, more accurate but less of an impact.]
Armor: Light, with a pattern designed to blend with the background.
Character Sheet
Name: Sean
Health:50
Armour:20
Age: 19
Description: Thin, wiry build. Face covered in short stubble, both beard and head. Ritualistic scarring up both arms and a tattooed sigil depicting a crossed tanto/wakizashi and pistol.
Abilities/Skills: Honed Reflexes-Modifier on quick reactions and close quarters.
Ronin-As a former Samurai, you aren't slowed down as much by armour. +1 on actions which require speed and mobility.
Arms: wakizashi, pistol/revolver [Smoothbore, less accurate but has a bigger punch.]
Armour: Medium
Character Sheet
Name: The Immortal Joe Bridger
Health:50
Armour:40
Age: 86
Description: A muscled old man in a wifebeater and a pink bathrobe-like kimono. He has an amazing wizard beard. His very presence glows with the epitome of MANLINESS. Others are merely men, but he is a MAN! Side affects of being a MAN may include action movie poses, impeded Austrian accents, and excessive sweat. Do not try to be a MAN while pregnant or nursing. Consult your MANACOLOGIST to see how being a MAN might affect you.
Abilities/Skills:
Take it like a MAN!-Joe's incredible resolve allows him to shrug off wounds which would kill or maim lesser men. He is therefore rather resistant to damage, even without armor.
CHAAARGE!-Working himself into a rage, Joe can MANCHARGE blindly forward at fast speeds, knocking aside whatever gets in his way.
MANSTRENGTH!-Joe's MANLINESS gives him incredible strength. This is mostly used to lift things or punch really hard.
Arms: Heavy Explosive Jars, Heavy Dragonheart Rifle with various ammo[Smoothbore,less accurate but packs a punch], Iron Fists with flint and steel impact activated explosive charges.
Armour: MANLY JUGGERNAUT PLATING! (Ultra Heavy)
Name: Alexander McDougall
Health:50
Armour:40
Age: 25
Description: Father and mother were sulphur miners, killed in an earthquake. Left parentless and penniless, he turned to a life of crime and mercenary work to support himself. Eventually paid off his dues, and he now stands a free man with a new identity, but he has the shadow of his old life behind him.
Abilities/Skills:
Experienced-Knows how to handle crazy situations, as he's been in plenty of them. He also knows how to handle his way around weapons, and has a stack of black market connections.
More likely to make unsavoury connections, but at the cost of being wanted by people in high places. Watch out for attentive militias!
Berserker-In a rage, his endurance and strength is inhuman, allowing him to send his favoured hammer flying into his enemies quickly and mercilessly. Will fall back to this mode if an innocent woman or a friend is under attack. +1 to all rolls for three turns, two turns to recharge.
Pickpocket-His life of destitution and criminal tendencies has given him the experience to pick the pockets of random passers by.
Arms: Shoulder mounted clockwork machine gun (SMCM) with a shitton of ammo, trusty explosive sledgehammer, electrical chakra powder charges (think powder charges that start off an arc of electricity).
Armour: Ultra heavy (is this comparable to like wearing a massive armor suit?)(Think inch thick slabs. Since their armour is based around RL ceramic armour, it isn't as heavy as you'd think)
Name:Claus D'Aurum
Health:50
Armour:10
Age: 48
Description: A rather twitchy clocksmith. Likes fiddling around with complex things.
Abilities/Skills:
Clocksmithing-Bonus to creating and maintaining complex, mechanical devices, especially clocks.
Kitbash-Great increase to item creation speed for a while, enough to make it practical in combat.
Sharpened Vision-Hours looking at tiny gears must have paid off. Bonus to perception, including aiming ranged weapons.
Arms: Combat Wrench,
Clockwork Rifle,
Throwable Powder ChargeArmour: Light
Character Sheet
Name: Willard Barnim Wollin
Age: 26
Description: Willard's a fit and wiry young man brown hair and eyes, whose most defining features are his missing left hand and his ever so slightly crooked smile, which he seems to have on his face no matter what the situation may be.
Abilities/Skills:
Optimism: Willard can count the number of times he's ever gotten really upset on one hand. Hell, he can do it on his missing left hand. He's so goddamned upbeat that he can even ignore crippling injuries for a short period of time, although in the long run they hurt him just as badly as they would anyone else. Is less likely to experience shellshock, and can ignore otherwise crippling injuries for a time.
Silver Tongue: When you've only got one hand, reloading's a real pain in the ass. Fortunately, Willard's learned that a clever lie and a smile can be just as good as a gun at times, and even when someone's beyond negotiating with, he can swear at them for as long as it takes for him to load another bullet and settle things by force.
Arms: A sawed-off shotgun [Smoothbore] and a sack of dynamite Refined Demolition Gunpowder for when things get tough.
Armour: Light
((Edit:1/3 Turns until Remuthra gets booted/NPC'd. Will PM again at the end of the next two turns. If no reply is received by the start of the fourth turn, his slot will be given to the next in line.))