"And by His guidance, the heretics shall be purged from this world, the wicked shall be torn asunder by his divine wrath, the faithful will triumph over the forces of evil. DO NOT SUFFER THE HERETIC TO LIVE!"
Shoot my charged shot at the armed figure. if I can't see this armed/shadowy figure, shoot the axe bandit instead.
You fire your greatbow!
[1][5][4]/
[2] It hits its mark on the figure's center of mass!
[3]/[6] It punches through the shadowy figure's armor, or whatever excuse for armor he is wearing. The arrow digs deep.
(5)/(4) Your target then disappears in a puff of smoke, causing the arrow to drop to the ground. You wonder where he--
(5)(5)/
(4) Hearing it coming, you spin around gracefully as a monkey swinging from tree to tree and dodge the incoming blow. The shady figure had appeared behind you and thrust with his bayonet! You ready yourself for a close-up fight, but the figure then collapses on one knee, blood dripping from his chest wound. He drops the gun and holds his other arm across his torso.
Figure: Please... spare me! You can take it all...
...
The Shady Figure's torso is heavily damaged (4) and bleeding (+1 damage in two turns)
...
You have a large greatbow (Attack power: 3 (charged), 1 (uncharged)) (charging takes one turn of preparation)
You have 13 arrows in your quiver (Attack power: 1)
There is one recoverable arrow near the Old Fortress Mound
You have an important scroll in a copper cylinder
You have about one hundred Hours
Traits and Skills:
Man of Steel
>Gain +1 positive dice when using melee weapons
>Your opponents get +1 negative dice when attacking you
Fists like Hammers
>Gain an additional +1 positive dice while unarmed
Bow Mastery
>Your targets get +2 negative dice when you target them with a bow
Illiterate
>What's a book?
Amnesia
>You have forgotten many things
Injuries:
none
"One's been plucked. Now to focus on the other weed."
Throw another javelin,at the axeman, then use another memory to re-summon it. Keep track of the armed bandit.
You throw the second javelin!
[6]
[3][6]/
[6] The axeman leaps out of the way! He hides behind the shack, advancing no further yet.
You hear some ruckus behind you, and find that the shady figure has somehow closed the gap within the blink of an eye! He seems to be wounded, though.
...
The Maceman's arm is damaged (3) and broken (cannot use weapon)
...
You have a soulbound Beech Javelin (Attack power: 3 (thrown), 1 (stab)) (can be converted into a memory)
You previously had a Beech Javelin (Attack power: 3 (thrown), 1 (stab)) (must be recovered)
You previously had a soulbound Beech Javelin (Attack power: 3 (thrown), 1 (stab)) (can be converted into a memory)
You have 8 Javelin memories (strong)
You have about thirty Hours
You remember the Lady of Winter (strong)
You remember a giant eye (weak)
You remember many pixies (strong)
You remember a band of Arinthian soldiers (strong) and some bandits (weak)
Traits and Skills:
Forest Ranger
>Gain +2 positive dice when navigating and moving through the wilderness, as well as performing stealthy actions
Javelineer
>Your targets get +2 negative dice when you target them with a javelin
Noble's Education
>Gain +1 positive dice when learning from writing or conversing about literature
Shapeshifter
>You have unlimited strong memories of forest animals
Cynical
>Others will press any advantage...
Xenophobe
>Foreigners always disappoint
Injuries:
none
What..what power? Archae thinks.
Archae attempts to apologize, while taking back the crystal. He needed to study it more closely. He looks at it, attempting to discern the cause of the attack. While also looking for a map. He also studies the woman, trying to see if she had any part in this.
[2][4] The woman seems to have no part in this. You overhear her giving a command to stop the parade, and it definitely isn't her voice. She disembarks and starts heading toward you.
[4][4] The crystal in hand feels warm to the touch. You study it to try and understand what just happened. Unfortunately, knowing how to use thoughtform gives little in the way of extrasensory illumination.
But just studying it seems to have made it work again. You hear more words, in the same voice as before but without the accompanying migraine:
Who needs a map?You now know the positions of every store, every inn, every restaurant, and every guild hall, as if you've been here before. As you dig deeper into these new, foreign memories, you also discover that you now know every tunnel and secret passageway in the palace, including the Kaiserin's throne room itself.
You have the gift of knowledge, Archae. Share it, and you will see the path.The cripple sits in front of you, unfazed by the outburst.
...
You have a spiny walking stick (Attack power: (attacking head) 2, (attacking other parts) 1)
You have a silversteel falchion (Attack power: (on odd swings) 3, (on even swings) 2)
You remember your time in the wilderness well
You have some sandwiches and citrus
You have a Sprite Trap, labelled with the words "Samantha Magdelene, professor at U.T"
You have about seventy Hours
Traits and Skills:
Mystical Learning
>You can create and cast simple Aganis spells on the same turn
Animal Handler
>Gain +2 positive dice whenever animals are involved, unless you are hunting them
Wilderness Survival
>Gain +2 positive dice for actions involving gathering natural resources, starting fires, tracking, and other survival skills
Photographic Memory
>Magical memories and thoughts last longer.
Cannot Speak
>Silence is golden
One-Eyed
>Your targets gain +2 positive dice if you attack them from a distance
Injuries:
none
Help the man up and keep talking to him.
"Yah, but why did ya come here? To rustle his jimmies and hit him with a pistol?" the mercenary asks, raising an eyebrow.
Astrologer: Why, to sort out some private business with a friend! Too bad he's not here, he's workin at this hour. I was just about to leave, too, but then the bartender went all crazy-like.
[5][6] You help him loose, getting his clothes unstick from what seems to be a large splinter in the wooden construction of the structure. As you try to help him into the building, however, he attempts to pull himself up by his own strength, wiggling around in the process and breaking free from your grip. He lands on the crates below, stopping his fall with his arms.
Astrologer: Thanks! I don't mind gettin free the wrong way, it's all I need.
The Astrologer begins to leave.
The young man outside, who as of yet had no luck stacking any crates to use as stepping stones, puts on a look of disapproval and stares at you from the back alley.
...
You have a Zweihänder slung on your shoulder (Attack power: 4) (can only be used offensively every other turn)
You have a Katzbalger (Attack power: 2)
You have an arquebus (Attack power: 3) (Your opponent gets an extra positive die to dodge)
You are wearing light plate armor (incoming attacks lose 1 attack power if over 1)
You have about one hundred and fifty Hours
Traits and Skills:
Charisma
>Gain +1 positive dice when speaking with others and persuading them
Veteran
>Gain +1 positive dice to defense rolls, and your enemies gain +1 negative dice to their defense rolls
Swordmaster
>Gain +1 positive dice to attack rolls with long, bladed weapons
Sharpshooter
>Your targets get +1 negative dice to their defense rolls
Noisy
>You get +1 negatice die to stealth, and an additional +1 negative die if you are wearing armor
Old Pains
>In cold weather, without thick clothing, you get +1 negative dice to all actions
Injuries:
none
The Nobleman hovers close to the door to retrieve his hat from the stand, but you torment him as he gets there. He leaps back and shouts at the top of his lungs.
Nobleman: It speaks!
The Aganis Lord meets the cries with a friendly smirk, while the Clergyman puts his palm to his head in sullen anguish.
Thelmax: What is it saying? What are its words?
Nobleman: It... it taunted--
It was at this moment when they heard your words, spoken audibly for all to hear. Your words echo through the spacious room, making it difficult to know the direction of the voice.
Thelmax: Well, it appears we are not alone. *turns to clergyman* Are you hearing this too?
Clergyman: I wonder if the hierarchs will believe me...
Nobleman: And you suspected I was crazy!
Lord Thelmax holds out his hand.
Thelmax: It sounds like no demon. I actually suspect it is a cluster of sprites, lurking in the shadows of the halls.
Nobleman: Sprites? I hear of faeries and pixies, but what is this third fantastical being?
Thelmax: Sprites are the lesser known cousins of the faeries and the pixies. Faeries are harmless while the pixies cause men to see memories as reality. But sprites are the most troublesome of them all. They put words in people's heads, words that were never there. They tempt honest souls to wander the forest and never come back.
Traits and Skills:
Secret Powers
>DoOOoobillidabidydappidydap dipigillidydapda!
Current Stat Modifiers:
+0/0 positive dice to attack rolls
+0/0 negative dice to enemy attack rolls
+0/0 positive dice to defense rolls
+0/0 negative dice to enemy defense rolls
Injuries:
none
It is the 3rd hour after noon, and the Twin Suns are obscured by a cloudy blanket.