"Right, time to see if any of his stuff survived. Should only take a moment."
"Kinda callous."
"Is pragmatic. He would have liked to not die more than have us take his stuff. Cannot do former. Marcus thinks he would not mind. Also, need to build grave. Give me a knife."
"..."
Loot death site. Build grave, or carve name into stone. Move 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 (13)
Dexterity: 13
Mind: 10
Health: 5 (5)
Wizard Level: 0
Affinity: Earth/Metal. Basically an avatar Earthbender.
Money: 0
Inventory:
Shield: Has 20 HP and can be used to absorb damage instead of taking it yourself. Once HP is expended,
the shield breaks. HP cannot be replenished. ~ 25 silver [20/20]
Soldier's weapon (bolt action rifle, sword, halberd, lance, mace, etc) ~10 silver, d8 damage: Axe
Soldier's weapon (bolt action rifle, sword, halberd, lance, mace, etc) ~10 silver, d8 damage: Rifle [6/6]
Rifle clips (6 rounds each), x1
Heavy Armor (Can't move AND attack in the same turn.)
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
Caltrops (D4 damage against unarmored feet)
Hourglass in a metal frame.
Bag of Metal Acorns.
Quirks:
Full body burn scars
Ax wound scar on left ribs
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
Wizard Level: 0
Money: 0
Standard armor (armor 1) ~ 30 silver.
Soldier's weapon (bolt action rifle, sword, halberd, lance, mace, etc) ~10 silver, d8 damage: Sword
Soldier's weapon (bolt action rifle, sword, halberd, lance, mace, etc) ~10 silver, d8 damage: Rifle 5/6 ammo
Rifle clips (6 rounds each), x1
Backpack:
Recipie book (?)
10 Abstract Food Units. (1 = a meal)
Spice bag (Useful for food items.)
Flint and steel, crowbar, saw, hammer, 20ft rope, spy glass, shovel, collapsible pole, grappling hook, glue, magnifying glass, lock picks.
First Aid Kit~ 10 silver. A box of clean bandages, needle and thread for stitches, casts and other general
purpose medical supplies. Used to tend for someone with critical damage. Single use. x3
You leave Alanna back in the tent as you walk over to where Gordon used to be. Alanna had seen many terrible things but digging through the gibblets of a former teammate is something you could spare her from, for the moment at least. Gordon's innards flash boiled and the pressure blew him apart, but there are still lots of pretty large chunks of him sitting around. You find his bag, half burnt, with a shoulder and arm still in one of the straps. You pull the bag off the limb and search through it. The copper coins he had on him have melted and fused to the bottom of the bag, and the music box was destroyed by the force of the blast, along with the delicate metal disks it played. Luckily both guns seem to have survived, as well as the crowbar he had with him from the start. You pack these things into your bag before beginning the rather grim task of gathering up what's left of Gordon.
You manage to gather up the majority of his parts, leaving the tiny pieces of gore behind, and toss them into a pile. Unfortunately there's nothing to bury him under; the ground both here and in the iron woods is impenetrable, at least by you personally. So you do the best thing you can think off. You empty the supplies out of one crate into the back of the cart and carry the crate over to the body. You pack the corpse into the crate and carefully carve Gordon's name and everything you can remember about him into the lid. Then you carry it back over to the road and set it on the side. With any luck, someone will come along and give him a proper burial somewhere more hospitable than this.
Add the following to inventory:
Double barrel shotgun (d8) (2/8)
Big revolver (d10) (6/6)
Crowbar
Stay in the relative safety of the tent until we see if the rain is dangerous or not.
Snakescorpion
Horse/Cow-sized
d10 HP: 10
3d6 stats
Str:16 (17)
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: 4
Strength: 15
Dexterity: 17
Mind: 18
Wizard level: 1
Affinity: Metal
Inventory d4: 4
Equipment 1: [6][9] A small lead bar
Equipment 2: [5][11] Standard Armor
Equipment 3: Magical Sabre of Cold (d6) (d4 Cold)
Equipment 4: 1 bottle of flame syrup
Equipment 5: Bed roll
Equipment 6: Metal Saw
Equipment 7: Handful of Metal Acorns
Equipment 8: Metal Tent
Money: 6 Silver
Quirk: [1] Nope
You sit and watch as Marcus walks around in the drizzle, disposing of Gordon's body. He seems uninjured by the rain on initial exposure, and continues to act as though he is in his right mind. No screaming, burning, spasms, transformations, or sudden homicidal tendencies. All good signs.
I continue to whimper lowly, curled into a ball, but upon realizing Beethro was talking to me I scramble for my pistol--only to realize it's behind him where I threw it earlier. I pause, shivering and staring into Beethro's intimidating death gaze for a couple seconds, before launching forward to try and get behind him and obtain my equipment.
Rush past Beethro and try to grab my metal weapons from the pile where I threw them earlier. Then flee from the tent as fast as possible, running for a minute or two, then hiding immediately afterward. Just stay motionless on the ground if nothing else, hopping up and hiding in multiple locations is only going to get me found.
Name:syv
Backstory: Oh god, it's getting closer, I need to defend myself before it kills me!
HP: 6/6
STR: 14/14 (No more soup. ;-;)
DEX: 8/8
INT: 14/14
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
You sprint from the tent and gather your weapons without slowing down, scooping them up mid run. No one tries to stop you or otherwise interfere with your actions, but this just terrifies you even more. Once you have hold of everything, you scamper a full minute or two away from the people and hide behind a white dune. You lay on your back, gasping for air as quietly as you can, cradling your pistol on your chest. You miss the man who gave you food and played nice music.