Turn 18
Each player has a die in caps that acts as a unique skill. It's basically my solution to the fact that two people didn't post skills (T_T).
MIGHT applies to actions that are physical in nature. Basically, if it requires a lot of physical exertion, this die will cover it if you don't have another skill that outmatches it.
DISCOVERY applies to actions that involve searching, scouting, looting, basically anything with "look for" in the description. It does not apply to passive actions like detecting stealth.
TRUE AIM applies to raw accuracy of all kinds, which includes missile attacks. It doesn't apply to attacks that are aimed for you, like a turret or drone.
VENGEANCE applies to, well, getting revenge on others. Can involve combat (provided the enemy is shooting at you this turn, or has shot in the past) or just pulling pranks.
JUDGEMENT applies to actions concerning serious ethical decisions. It actually gives a bonus to any choice, not just the 'good' one or the 'evil' one, but it only applies once per decision so it won't help throughout a fight if you decide to murder people randomly.
MERCY applies to actions helping right wrongs, including medicine, repairing something, or even just comforting someone.
COURAGE applies to risky actions, such as an all-in attack or an experiment that's likely to fail. It also applies to melee combat in general, but only if you aren't wearing armor or some other kind of absolute protection.
Interesting. Réoris glances back at the note in the boat.
Then without saying a word Réoris grabs a spear, strips down (Mostly) and wades into the water to investigate the yellow light.
It is a good thing that robes are not exactly hard to take off. The same cannot be said for the fellows in powered armor beside you.
You wade into the water, armed with a spear. [1/6, 1] The water is uncomfortably warm, causing you to shiver uncontrollably.
The light flickers and wavers in response to you. The water itself is surprisingly shallow, even many maters out. As you go past a certain distance, the light circles around you playfully.
"Well, regardless of the circumstances, we still have an amazing opportunity!
Go to the right and investigate the trash floating in the water.
You investigate the source of the trash, [4/8] finding that after a certain point, there is no trash in the water coming from anywhere. At this point, you were certain the trash had been released all at one point in the past...
Accompany Brann.
...and that is when a large cast-iron pot falls [4] right beside Adam, narrowly missing him. It leaves a crater in the beach sand twice its size, and is filled with many shattered yellow and blue pearls, and one green pearl similar to the kind Adam found. They are all about half the width of your palm, but vary in size by around a tenth.
"Oh. She said something about me only being able to interact with the one in robes? Who is it?"
Soreli shrugs.
"I dunno."
In terms of robes, the guy in the water had formerly been wearing black church robes. He isn't wearing them now, of course, having set them neatly on the beach to protect them from the water. What a responsible guy.
Brann Montoya's Status: Frostbitten finger (minor)
Items:
Flashlight (full charge)
Serpentine Whip
x3 Hat Drone (HP: 4/4, 4/4, 4/4)
Modifiers:
DISCOVERY: d8 (1/8 XP)
Items:
Flashlight (full charge)
Laser Pistol (18/3) (energy)
EMP Rod (Full charge)
Environment Suit (+1 defense, -1 to your MIGHT rolls while wearing)
Modifiers:
MIGHT: d8 (0/8 XP)
Hard Sciences: d8 (0/8 XP)
Items:
Flashlight (full charge)
Force Arm
Stun Staff (shock/blunt) (full charge)
Modifiers:
COURAGE: d8 (0/8 XP)
Negotiation: d8 (0/8 XP)
Items:
Flashlight (full charge)
Books ('Tales of the Beyond')
Candles + Matches
Modifiers:
JUDGEMENT: d8 (0/8 XP)
Items:
Flashlight (full charge)
Medical Wrappings, Sutures, and ¿disinfectant?.
Modifiers:
MERCY: d8 (0/8 XP)
Pistols: d8 (0/8 XP)
Items:
Crystal Eye (lets you see in the dark)
Razor Claws (rolls d8 for unarmed melee) (0-handed)
Modifiers:
VENGEANCE: d8 (0/8 XP)
Survival Skills/Crafting (2/6 XP)