Ahh, that was just like a hot tile. Keep on moving and you don't get fried.
"Seeing as I've got my sword stuck halfway in the body, I'm gonna cut his head off. You can carry it if you like."
Chop ze head off. Check wizjub's body for stuff. Don't take stuff yet, lets see how much there is before splitting it up.
Strength: 11 (15)
Dex: 14
Mind: 10
HP: 1
Element: Sword
Collapsable Pole
Unlit Torch
Nothing
de-stringed Guitar
Guitar strings
vial of vision fluid
Unreasonable Acid
Soldier's Weapon (really big sword)
Rifle (d8, 4 shots)
Clip of ammo (6 shots)
Standard Armor
No quirk.
"...WHAT?"
"That was fast."
"I DID NOT EVEN GET TO DO ANYTHING! This is the worst battle. HOW CAN THEY WRITE SONGS OF THIS?"
"... Bill could get a-"
"NO."
"... Could I get a song?"
Marcus makes an 'eh' motion. "Maybe a verse."
Welp, time to loot. Marcus gets as many heads as he can carry. Also devise a method to make them weigh more than they naturally do. Metal acorns jammed deep into the meat, perhaps.
Alanna loots the bodies and surroundings in general, though.
Name: Marcus
Backstory: Marcus gonna punch a bitch. Marcus gonna judo slam a bitch to the floor! Marcus gonna make earth swallow the idiot who thought he could get one over on Marcus! Marcus needs to do this for daughter. Marcus needs to earn money so daughter can BE SUCCESSFUL. Marcus doesn't know what little girl wants to do but SHE WILL BE THE BEST AT IT. Marcus lost wife in tragic wizard firestorm. Marcus also lost most of his skin. Marcus was left on the street with an adorable child! MARCUS WILL PROVIDE.
Strength: 13 (7)
Dexterity: 13
Mind: 10
Health: 5 (5)
Wizard Level: 0
Affinity: Earth/Metal. Basically an avatar Earthbender.
Inventory:
Caltrops (D4 damage against unarmored feet)
Hourglass in a metal frame.
Heavy Armor (Can't move AND attack in the same turn.)
Wooden Shield (5/5 HP)
Soldiers weapon: Axe 1d8 damage.
Vision fluid~ 10 silver. A green glass vial filled with clear liquid. If liquid is ingested or fumes inhaled, Str
save or spend 1d3 hours in catatonic, hallucinatory state. x2
Flame syrup ~10 silver. Glass jar filled with faintly glowing yellow-orange viscous fluid. Fluid ignites when
exposed to air and burns for 5 rounds. If thrown, sets 15ft diameter area alight and deals 1d6 damage to
anything in it each round. x1
Bag of Metal Acorns.
Quirks:
Full body burn scars
Name: Alanna
Daughter of Marcus, she is sixteen years of age and desires to do something with her life. This mostly involves putting up with her father and making sure he doesn't go off too half cocked on some crazy adventure, usually by being smarter than him. Unfortunetly, she is also a bit weak and has the grace of a house being very suddenly introduced to a boulder at 50 mph.
HP 4 (4)
Strength 8 (8 )
Dexterity 5
Mind 12
Flimsy Armor (armor 1) ~10 Silver. Roll d10 every time the armor blocks some damage. On a roll of 1,
armor breaks.
Soldier's weapon: Rifle d8 damage. 5/6 ammo
Rifle clips (6 rounds each), x1
A dagger. D6 damage
Beethro, Marcus and Alanna walk around the camp, gathering up what they can and piling it in the center. Or, for the larger items like the cargo crates, they simply make note of them. Beethro retrieves his sword, which was yanked rather rudely out of his hands when the Chimera hurled the wizard's torso into a nearby tree. He uses it to finish the job that Bill started, severing the wizard's head. Much of it is still encased in ice so he carries it by its hair and tosses it onto the pile. Marcus uses his ax to finish off the dying gunman and hacks his head off as well, for whatever reason. He ties the gunman's head to his belt and ignores the blood seeping down his legs as he searches out more plunder. Alanna busies herself with the more palatable goods, namely the cargo crates. Most of them are food, probably from a caravan returning to town, but there are a few crates of metal. She digs through and even opens a few unopened boxes but its all more of the same.
"These guys were more scavengers than bandits," Alanna says, sticking a sack of grain back into a box, "I think this stuff of theirs might be worth more if we return it than if we try and sell it. They might up our reward."
"These vandals have robbed Marcus of both glory AND riches! Marcus would kill them, if they were not already dead."
When the bodies have been stripped of their goods and the camp completely searched, the pile contains the following.
1 rile
2 clips of ammo
5 bottles of that liquid fire stuff the guy was tossing around
2 sets of flimsy armor
a pocket knife
a silver chain necklace
a large iron cooking pot
an iron pan
4 sets of crude iron forks and knives
a lot more of those acorns and a wooden gameboard that seems to have been set up to use the acorns as pieces
A flint and steel set
A few bags of spices
Another sack of teeth
A pre-wizard book of recipes
A compass
A metal saw (A saw made to cut metal, that is)
An old handcrank radio.
6 crude metal bowls
3 bedrolls
Sneak behind Gordon once he starts playing his musicbox, but don't get too close. Just close enough to enjoy the wonderful sound of it. Relax a little.
Name:syv
Backstory: That sound...! It's beautiful, it speaks of safety and serendipity...
HP: 6/6
STR: 14
DEX: 8
INT: 14
Wizard Level: 0
Affinity: FLESH
Inventory:
Bolt-action Rifle (d8 ranged weapon) [6/6]
Tire Iron (d6 melee weapon)
Flimsy Armor (Armor 1) (Roll 1d10 every time the armor blocks some damage. On a roll of 1, armor breaks.)
Cobbled together pistol (d6 ranged weapon) [6/6]
12 bullets
1 silver coin, 30 copper coins
"Dammit. Shoulda just shot the wizard."
Replace the single shell that I expended in that fight, then sit down and set my music box to catching and taming that skittish Sigh Pokemon.
Backstory: He is Gordon Freeman.
HP: 0/2
Strength: 10/11
Dexterity: 17
Mind: 10
Wizard Level: 0
Affinity: Shotgun
Inventory:
Double barrel shotgun (d8) (1/3)
Crowbar
Music Box + 2 music discs
10 copper
Gordon touches the cut on his side and hisses with the sting of it. The bleeding has mostly stopped on its own by now, but it still throbs. He sighs and sits down against the tree he was hiding behind. He opens his pack and pulls out the music box, still thankfully undamaged despite all the ruckus. He sets it down next to him and gives it a few good cranks before busying himself with his shotgun. He removes the spent cartridge and sticks a fresh one in before laying the rifle next to him. He rests his head back against the tree and is about to close his eyes when he notices something off to his right. It's that weird guy who had been assigned to the group but had been hiding the whole time. Gordon can't really see him, but he can see his shadow swaying back and forth in time to the music.
((Here are my updated stats for posterity. Also, what is corruption, how much do I have, and what do you need me to do about it? Also, Bill for Most Valuable Bandit Killer 2017. Good teamwork.))
Snakescorpion
Horse/Cow-sized
d10 HP: 10
3d6 stats
Str:16
Dex:14
Mind:11
Tarantula
Horse/Cow-sized
d10 HP: 9
3d6 stats
Str:12
Dex:16
Mind:5
Name: Bill
Backstory: Since the day he was born, Bill was raised to do one thing. He was meant to take over his father's butcher shop. When that didn't pan out (because a wizard blew it up), he turned to wizard hunting.
HP: 7
Strength: 15
Dexterity: 17
Mind: 18
Wizard level: 1
Affinity: Metal
Inventory d4: 4
Equipment 1: [6][9] A small lead bar
Equipment 2: [2][14] Meat cleaver (d6)
Equipment 3: [5][11] Standard Armor
Equipment 4: [6][20] Grimoire
Equipment 5: Magical Sabre of Cold (d6) (d4 Cold) (Loaned)
Money: [1][1] None
Quirk: [1] Nope
Corruption is something that afflicts all people touched by magic. Each time you gain a wizard level, I roll on the magic corruption table and you get one of the effects. Some are more obvious than others, like that wizard and his state of being constantly on fire, but the one you got is a bit less noticeable, especially in this location. As per what you can do about it, there's nothing you CAN do. Magical corruption is inevitable and it gets worse the stronger you become. Sometimes it's beneficial, sometimes it's neutral and sometimes it can be harmful; it's just random what you're gonna get. Try not to scare the locals.
You can wake up whenever someone sees fit to go give you a bit of a shake, or after another turn or two of being asleep.