Rush over to Fleyshius and the corpses, then jam my gun's barrel against the head of one of the corpses that looks like one of the roof kids. Fire if anything particularly dangerous happens, like the kids attacking, and watch the corresponding child.
Name:syv
Backstory:No, no no no! I knew this was bad, we're surrounded, what if the corpses are irrelevant?! We can't touch them, they're infinitely dangerous, we're just going to die with no chance! I need to run, it's my only chance but Fleyshius isn't running, I can't lose him again, why is he doing this?!
HP: 6/6 (+1 from Flimsy Armor)
STR: 14/14
DEX: 8/8
INT: 14/14[/TT]
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.)
1 silver coin, 30 copper coins
Sigh acts quickly and with uncharacteristic clarity and violent determination. He doesn't say anything, he simply rushes past Fleshyius and over to the nearest corpse that he can tell definitely corresponds to a child. He presses the barrel of his gun against the corpse's head and looks up at the child he assumes it is connected to. The connected child does not flinch or react in any way. It simply stares.
Push at one of the corpses with my foot to see if it is static like the kid was earlier. Get my sword out and hold it southeast, as per smitemaster traition, and ready for combat.
Strength: 14 (15)
Dex: 14
Mind: 10
HP: 1
Element: Sword
Collapsable Pole
Unlit Torch
Nothing
Guitar
Unreasonable Acid
bag of spices
flint and steel
a large iron cooking pot
an iron pan
A pre-wizard book of recipes
Barrel of High quality Thunderbee Mead
0 silver, 50 copper
Soldier's Weapon (really big sword)
Rifle (d8, 2 shots)
Clip of ammo (6 shots)
Standard Armor
jar of flame syrup
octagonal "compass"
No quirk.
Puncture scars on left palm and left thigh.
158 meals
jack
spare wheel
two metal tents
three torches
two metal rods
harness for spider
two wax candles
Beethro quietly shoves a corpse with the tip of his boot, while seriptitously watching the child that it seems to be connected to. The child is not effected in any way, at least as far as he can see, but the corpse moves without any more than the normal resistance of its weight. He sighs, and unshethes his sword, holding it out in a familiar stance.
No point in barging in and aggravating the situation. Keep an eye out for the wizard or anything that might try to surprise attack one of us using the assorted senses I have access to.
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: [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
Bill stays back, doing his best to hide behind a dune while also scanning the horizon with any and all senses he can muster. The magnetic resonance in the distance has solidified into a solid beam and he can sense an aura of it around those child things. The two are definitely connected and it seems as though the intensification of one is connected to the movements of the other. But the wizard who must be controlling it is nowhere to be seen.
Fleyshius is clearlly horrified by this and takes several steps back. Alternating between wanting to smite the unholy thing and torn between his natural distress over seeing the dead children. In the end he settles on waiting until these children prove to be either unholy devils or simply sadend souls.
Name: Fleyshius Von Flesh, (On a good day may respond to the name John Doe.))
Backstory: fleshyius was not originally named flesyshius he was orginally named John Doe and was originally a surgeon, but then a wizard ended up dying on his table and things went down hill from there. Mostly because then rest of the wizards gang burned his house down and tossed everything he loved into the house fire.
Strength: 12
Dexterity: 12
Mind: 13
Wizard Level: 0
Affinity: flesh
Inventory:
4/5 hp
3 silver 7 copper
Tire iron (d6)
Archaic poison
Flimsy armor
Standard armor (Worn)
Cobbled together pistol (d6 ranged weapon) [6/6]
12 bullets
No quirk
"Marcus is getting sick of voodoo bullshit already."
"This is getting more and more disgusting. What the hell do you want, you cryptic bastard!?"
... Uh, be ready to fire guns if conflict starts, I suppose.
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 [5/6]
Rifle clips (6 rounds each), x1
Double barrel shotgun (d8) (2/8)
Big revolver (d10) (6/6)
Crowbar
Heavy Armor (Armor 2) (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
"They" The children speak, not together but individually, each body speaking one word before another speaks the next,"Died. I made them better. I made them safe. The white is safe. People aren't safe. They aren't nice. I will spread the white and make everyone safe. Do you want to be safe?"