PROLOUGE, TURN 3: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.
((You forgot to list my health and armor.))
"Well then, you're gonna have to die buddy. Or you know, be reasonable and calm down a bit so that we can talk things out."
Reload the shotgun.
((Fixed it.))
[2] You fumble the reload and end up dropping the ammo!
Shoot in this order: Guard 1, Guard 3, Guard 2.
[4] You hit all three of the guards, dealing 10 damage to each! The armour takes about half the impact, but it's still a significant blow!
Mow down the reinforcements with my machinegun.
[2] ...They havn't arrived yet, but you
do hear them speaking with that pacifist. You move to a position which provides a better area of fire.
Hit him with the other charge.
[5+1] You hit Gamerlord
and a guard full on, killing the guard and dealing ten damage! Too bad your momentum throws you off balance... you run into the Katana, which slides through a gap in your armour and deals 15 damage!
Whip up the gun and shoot him point blank in the face.
[3] You whip up your rifle and shoot him... full on into his armour, dealing 9 damage to it! The kinetic force of the blow deals 3 damage to Joes health!
"Where do you think you're going?"
"Away from the violence! There's terrible, terrible, terrible murder going on there. Oh, and it's definitely not my fault... You should go there and stop them!"
EDIT: An actual action: If the guards let me go, continue, try to find another bar or similar meeting place. If they don't, show them the way back to the fighting.
[4]
"Alright, tell us- in more detail- what in the fallen emperors name is going on, and we'll let you go." "There were about four guards fighting against about seven villagers and some heavily armoured nutcase, with a bunch of outsiders picking sides or trying to stop the fight. I think a Captain and a Drunk were killed, but everything went by so fas-""Not murder, justice. These monsters shall be purged by fire, or else I shall die trying!"
The guards wince- sounds like things have gone to hell already. "Alright, you're free to go." As Claus gets away from that awful, senseless warzone, he notices the captain set off an Orange signal flare...
[4] Seeing the creepy one handed dude fumble, the villagers start their attack! They manage to give Joe some covering fire, forcing the remaining guards to dive for cover and even dealing 5 damage to one of the rifle bearing guards!
They look less euthusiastic when they see the flare go up... then look at Immortal Joe and decide running off would be a worse idea then staying.
[5-1(Diving for Cover)] The guards successfully get behind cover and focus their fire on the miners- to survive the bandit attacks on the local mines is no small feat, and it really shows in their return fire. The two guards with firearms manage to deal 10 damage each! One of the miners looks like he's thinking about cutting his losses...
[4] The reinforcments are around the corner, and a grenade comes flying out and lands five feet away from Alexander.
"Cra-"
[4] The grenade goes off, [6] and he accidently dodges
the wrong way. He loses 15 armour and 10 health! [4] He is shellshocked (-1 on your next roll)!
Villager 1 Health:10 Armour:5 Knife Revolver Ammo:6
Villager 2 Health:20 Armour:5 Smithy Hammer
Villager 3 Health:18 Armour:5 Revolver Ammo:6
Impaired Grasp
Villager 4 Health:20 Armour:5 Quarterstaff
Villager 5 Health:7 Armour:2 Pick Revolver Ammo:6
Villager 6 Health:20 Armour:5 Revolver Ammo:6
Villager 7 Health:20 Armour:5 Pick Bottle of Sake Revolver Ammo:6
Deceased
Oshin Guard Captain Health:30 Armour 20 Rifle Ammo:20 Revolver Ammo:12 Deceased Oshin Guard 1 Health:10 Armour:15 Katana
Oshin Guard 2 Health:10 Armour:15 Rifle Ammo:19
Oshin Guard 3 Health:25 Armour:15 Ballistic
Naginata Ammo:5
Incoming:
Oshin Guard Captain 2 Health:40 Armour:20 Rifle Ammo:20 Masakari(Axe)
Oshin Guard 4 Health:30 Armour:20 Ballistic
Naginata Ammo:5
Oshin Bombardier Health:20 Armour:40 Ceramic Grenades(12) Revolver:12 Signal Flare
Oshin Guard 5 Health:30 Armour:20 Ballistic
Naginata Ammo:5 Revolver Ammo:12
Name: Creed
Health:45
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.]
Ammo; Four Clips (Five rounds each), 1 Clip (Four rounds)
Armor: Light, with a pattern designed to blend with the background.
Character Sheet
Name: Sean
Health:37
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:32
Armour:31
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:40
Armour:25
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.
3/3 turns, the rage boils over! 20/2 turns until you can bring forth your rightious anger!
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:41
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
Health:50
Armour:10
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] Ammo:14
Sack of dynamite Refined Demolition Gunpowder for when things get tough.
Armour: Light
((I have a feeling I missed something, so if you see anything off feel free to point it out. Thanks.))
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