Turn 24
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 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.
Wait, where did he go? He was standing nearby a few minutes ago.
Search around the vicinity to see what's changed since my hat's escapade to the smokey island.
It seems he lost patience and left. You see footprints in the sand that weren't there before, so you follow them.
[1] The footprints lead you to a dark cave (Made only darker by the fact that it's already dark. Does this world not have a sun?), which the footprints seem to disappear at. While it may tempt you to go spelunking, this cave looks dangerous, with a lot of steep drops. You figure the superhuman could have navigated it with ease.
"I mean, that's dandy 'n' all, but I feel kinda freaked out by standing next to something that sucks souls."
"Toodles."
Guark turns into a tiger and scampers off. His clothes sort of merge with his flesh in the process.
There is a well-lit path of lanterns nearby. Hal is unable to re-light his lantern, but he did find a strange purple gem that screamed when he took it out of the lantern.
Do some additional scouting around the area.
You find a pile of junk discarded by the alchemist. There are pots, pans, flasks... all utensils made of primitive materials. But there is
one glass beaker, dirty with a black residue but otherwise intact.
Under the pile you notice a movement. It looks as if the pile of junk is breathing. More like beating, actually...
There are also discarded scrolls. Most of them are written in the strange alphabet from before, but have a single red mark or spill somewhere (presumably where errors were made). Each scroll seems to be structured like code, with an Includes section at the top detailing various libraries... "EnchantDriver", "BioEnergy", "LifeCore"
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 (2/8 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)
Science: d8 (1/8 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?.
PEACEMAKER (+1 to edge attacks) (glows when "life is lost")
Modifiers:
MERCY: d8 (0/8 XP)
Pistols: d8 (0/8 XP)
Scavenger: d6 (1/6 XP)
Halcyon Adhil's Status: Temple gash (minor)
Items:
Dead Lantern
Dead Gem
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)
Mobility (2/6 XP)