"All I'm saying is that 'A wizards staff has a knob on the end' is a classic of the form-"
"Who even taught you that one? I WILL WRING THEIR NECK FOR SPOUTING SUCH FILTH TO YOUR EARS!"
"I can see you trying not to laugh."
"LIES!"
Uh. Rest... up? I don't know whats going on.
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.
Flame syrup: 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.
Spice bag
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
Recipie book (?)
Flint and steel
You sit with Alanna and eat. The bowls these bandits have are crude and uncomfortable to hold when filled with hot food but the food is good at the very least. And Alanna seems to be enjoying herself, looking through that book of edibles. Her mother was the same, always with the books. You could never quite understand it, but it made her happy. You swallow a mouthful of soup and tongue a bit of meat stuck between your teeth while rubbing the burn scars on your arm. How many more wizards would it take to buy her the future she deserves. The ax wound in your side reminds you with each breath the dangers of this line of work. But Alanna will have her future no matter what. You will not fail again.
Eat meal. Take jar of flame syrup, and secure the wizard's head, after eating. Grab the cooking gear and the flint and steel as well. And the book of recipes Examine the compass, and wonder at this unknown object. Wonder if this world is flat.
"Eat up guys, we can head back, get paid, and get drunk when we're ready. That all went pretty well."
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
bag of spices
Wizard's Head
flint and steel
a large iron cooking pot
an iron pan
A pre-wizard book of recipes
Soldier's Weapon (really big sword)
Rifle (d8, 4 shots)
Clip of ammo (6 shots)
Standard Armor
jar of flame syrup
No quirk.
You finish your bowl and then another and spend a good half an hour watching everyone else finish their food. A full belly, a dead wizard and not a single lost limb; its been a good day. You look up at the sky and try to judge the time through the strange multi-color auroa that seems to be hanging heavily over the world today. Noon, or there abouts probably. You stand up, stretch, rub your belly, and get to work. You dump the rest of the soup out of the pot for the two summons to eat and do your best to clean it out with a bit of the weak booze before dumping the bowls, the iron pan, and the forks and knives into it. If anyone is still eatting you leave their bowls with them for the moment. You hand the flint and steel back to Alanna and let her keep the cook book, since she seems to be rather enthralled with it. You strap the pot and its contents to your backpack before wondering back to the pile of loot and grabbing the compass. It's an odd thing, octagonal in shape and made of brass. It looks like a small box until you open the lid and find the small glass window covering a compass face.
[10]
Or at least it looks like a compass. You hold it up in the direction you know to be north and it points in an entirely different direction. And while its not uncommong for compasses to fail to work, especially in certain places, this one seems to be failing in a consistant way. Its not just spinning in all directions, its always pointing in a particular south westerly direction. You close it up and think for a moment about the shape of the world.
[7]
You know the world before wizards was round; but after wizards its hard to say. You've seen nothing that would make you think its flat, and you're pretty sure you've seen it curve away at long distances. But you're not entirely convinced either way. You shrug and stuff the compass into your pocket before snatching up one of the Flame syrup bottles and the Wizard's head. You rip some fabric from the dead gunman's clothing and use it to wrap up the head before sticking it in your bag. Better than letting it leak all over everything.
Check to see if that strange man is still laying where he was. Think about what the best way would be to seduce this man.
If he's still sleeping there, grab a bowl of soup before returning.
Backstory: He is Gordon Freeman.
HP: 2
Strength: 10/11
Dexterity: 17
Mind: 10
Wizard Level: 0
Affinity: Shotgun
Inventory:
Double barrel shotgun (d8) (2/2)
Crowbar
Music Box + 2 music discs
10 copper
Continue to sleep, dreaming of safety and metal cocoons.
Name:syv
Backstory: *Peaceful dreams of the past*
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
The strange man hasn't moved, even though the music box ran out of power long ago. You carefully stand up and sneak away to grab a bowl of food. You wave to the rest as they eat and use your bowl to scoop some out for yourself. You're about to head back when you think of something. You grab another of the bowls and fill it up as well. You carry the two bowls back out and set one of them down next to the sleeping man before returning to your spot. You sit and watch, sipping your soup, waiting to see if the smell of food would awaken the man.
"That food smells good. Just what I need after all that killing and mental fuckery. I'm gonna go test some stuff over there. You folks should probably stay back for your own safety." Bill pauses for a moment before adding, "Alanna, was it? Good job."
Eat if the food is ready. Then grab 2 bottles of flame syrup, a bedroll, some of those metal acorns, and that metal saw. Then walk a bit away from the others with my summons. Keep my summons at a good distance away from me while I check myself for any abnormalities and try to figure out what I can do, using the environment as a test subject, or the metal acorns or my lead bar.
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
((You don't need to put anything on your sheet.))
You walk over to the camp with your summons in tow and grab a bowl of soup for yourself. You drink it dry in a few good gulps and chew the mouthful of veggies and meat while handing the empty bowl back to Beethro. Once you've finished that, you walk to the pile of loot and grab two of the bottles of flame syrup, as well as a bed roll, the metal saw and a handful of the metal acorns. You stick all of your plunder in your bag before heading out. You let your summons stay and have their fill of soup while you walk a good distance away from the group. Better to be a good way away before you try to use any of this. Once you've put a few hundred feet between yourself and your team you strip down and check yourself over as best you can, looking for any sort of abnormalities. The closest thing you can find is a bruise on your back from where that guy shot you. You get dressed again and sit down on the hard metal ground.
((Here's the point where you have to do something more than say "Test my abilities." It doesn't work like that. As the rules say (at least I'm pretty sure they do on your section) magic works like this: You do magic by thinking or saying what you want to happen. You can use letters equal to the number of wizard levels you have. So your spells will be a single word. So I'll do it for you this time, but from here on out, its up to you guys. By the way, the part I have for magic casting in there talks about how you lose 1 mind per cast right? And how we assume that regens every hour if used out of combat?))
You pull one of the metal acorns out of your pocket and hold it on the palm of your hand. You stare at it intently and bite your bottom lip. "Float".
[1][7]
The acorn shudders in your hand and gray-blue wisps of light drift out of it like condensation off dry ice. It lifts off your hand and hovers a few inches above your palm for 10 or 15 seconds before dropping back down.