Terrance calls out deeper into the cabin and receives no response. Upon examination of the puzzle, it looks like a picturesque impressionist painting in jigsaw form. The board games contain some plastic trinkets and paper cards, but no valuable resources.
Mattew moves closer to the fireplace. Not only the fire warm, but heat is coming off of the fire poker as well, evidently it had recently been used.
Jack moves around the cabin, searching for a coveted First Aid Kit. The living room and corridor area have no medical supplies.
Lana and Jimmy head back outside the front door and stand watch at the front of the cabin together. The long, moving shadows cast by the trees and the sporadic hooting of owls do not make this job any easier.
June snatches up the fire poker, which fortunately has cooled off enough that the handle is warm but not scalding hot. She explores the other rooms in the lodge, followed by Shay and Mattew. The first room contains little of value besides a cot and a desk, a closet and a single window, the standard layout of a lodge room. All of the furniture is open and empty. In the second room, a mess of discarded consumables lies in the center of the room. Among them are a few unopened sandwich wrappers and fresh beer bottles. The third room is of interest as this one contains an additional feature, a wall safe.
As soon as someone takes a step into the room, each person's Module begins to vibrate.
Betsy scribbles down each new order from the Party. By now it's past midnight, and most patrons have left the bar, McFadden has even convinced the last couple drunks to take an Übermensch Cab home. Even with the Party's chatter and the cheering from the televised sports game, it's pretty quiet for a dive bar.
The bell connected to the bar's front door rings as it slams open.
An armored man, sword sheathed at his hip, enters the bar and scans the area. His garb is covered in Roman style and insignia, if he is a cosplayer he is meticulous in his hobby. His eyes glide over McFadden and Betsy but then immediately center on the Party. He is followed by several men, most of whom are armed and armor to a fuller extent than he is. While some appear to be your prototypical Roman infantrymen, there are a couple wearing little more than furs and pants, and one man simply wearing long robes. It is clear that the first man who entered is wearing the most decorated armor.
McFadden breaks the silence, "The pub is closin' early tonight boys, sorry for your troubles but I-"
The leader of the Romans raises his palm as if to garner authority and speaks, "Do not mind us." He takes a seat at the bar, leaning back against it as he faces the Party. "My name is General Bullucious Primus, and I have received reports that a so-called gathering is taking place between those who speak ill-will and dissent against Lord Atlas." He picks up a half-empty glass on the bar and takes a sip, immediately spitting out the contents. "Bah, filthy plebeius drink! As I was saying, the sanctity of Lord Atlas's rule can not be called into question, he is of even greater stature than the Gods; Lord Atlas preceded the Gods, and so he has outlasted them, as those false deities are nowhere to be found now. As such, their lands have fallen to anarchy, and Lord Atlas is working to restore peace, and shall extend peace to all of these barbaric lands eventually." He gestures to the entire Party with a 'come here' motion, "If you would follow my unit and myself to our outpost, surely we can save you all of ignorance before you do something you will forever regret..."
McFadden has disappeared during this speech, but he reemerges from underneath the bar, behind all of the Romans who have their eyes fixed on the Party. McFadden creeps closer to General Primus, raising a wooden baseball bat above his head. Before the bartender can swing, Primus spins around and smashes the glass bottle against McFadden's head, and he falls to the bar floor. General Primus shouts at his men, "Take all of them dead or as prisoners, none of them can escape!" His attention goes back to the fallen bartender, while he reaches underneath his plate armor, equipping a thick dagger. The Roman draw their weapons, and begin to march towards the booth section of the building.
"Aw shit," mutters Betsy as she grabs an empty bottle and smashes it against the edge of the Party's table, creating an improvised weapon.
Roman General - Bullucious Primus
Looks like Atlas has reformed the ancient armies of Rome, and they're in need of another Sacking. This guy's a General, so he's definitely got some tactical tricks up his sleeve.
Status: Normal
Inventory: Roman General's Armor, Pugio, GladiusLegionnaire I
The standard heavy infantry of Rome. While incredibly effective in large legions, they were not known for individual combat.
Status: Normal
Inventory: Roman Infantry Armor, Gladius Sword, Scutum Flat Shield
Legionnaire II
The standard heavy infantry of Rome. While incredibly effective in large legions, they were not known for individual combat.
Status: Normal
Inventory: Roman Infantry Armor, Gladius Sword, Scutum Flat Shield
Adstatus
Roman spearman specializing in fighting cavalry and highly armored opposition.
Status: Normal
Inventory: Roman Infantry Armor, Spear, Scutum Flat Shield
Sagittarii
Roman archers, they are more commonly found on horseback.
Status: Normal
Inventory: Roman Infantry Armor, Compound Bow, Pugio
Jaculator
Special Roman infantry that fight primarily with thrown weapons.
Status: Normal
Inventory: Roman Infantry Armor, Javelin, Throwing Darts
Berserker
A Barbarian Mercenary that towers over your typical Roman soldier. You won't like him when he's angry.
Status: Normal
Inventory: Dual Battle Axes
Veneo
A Barbarian Mercenary equipped with weapons primitive but highly lethal.
Status: Normal
Inventory: Blowgun, Poisoned Spear
Sacerdos
A holy man with a connection to the powers of the Gods, particularly the Gods of the Elements.
Status: Normal
Inventory:
Allies:McFadden
The owner of
McFadden's Tav', your first stop for beer, ball games and battles against the legions of Rome.
Status: Stunned
Inventory: Baseball Bat (Dropped)
Betsy
A hardened old waitress no stranger to rowdy drunks and bar fights.
Status: Normal
Inventory: Broken Bottle
Name: "Joystick" Clarke
Clique: Nerd, Gamer
Status: Normal
Inventory: Empty
Name: Tobias Creed
Class: Vampire
Abilities: Vampiric Offense (Level 2 Active): Can drain blood from enemies to heal wounds and can turn into either a bat or mist.
Vampiric Defense (Level 2 Passive): Can only be perma-killed by sunlight (Takes a certain amount of turns to kill), fire, wooden stakes to the heart, and decapitation, but methods that kill normal mortals like drowning and gunshots can stun him until either combat ends or 5-6 turns have passed.
Power of Music (Level 1 Active): Can use music and his skills as a DJ to cast a sleep spell on targets.
The Radio Host (Level 1 Passive): Gains a +2 to resisting spells and status effects caused by, or related to, sound.
Status: Normal
Inventory: BoomboxName: Sharquia "Shay" Waters
Clique: Prep (Cheerleader)
Appearance: Shay's Black, and she has dark-brown skin, as well as naturally black and kinky hair, although she usually gets it curled. She has chocolate brown eyes, which are fairly large. On the day of the whole getting chased by a murderer and stuff, she was wearing hoop earrings, a purple halter top, jeans, and black high heels. So, something like this:
http://i.imgur.com/At3AGJj.jpgDescription: The daughter of a 70s one-hit wonder and a backbencher in the NBA, most expected Shay to seek the spotlight in some way. She did so, by trying to crush anything in her path to become the Queen Bee of the *insert the High School's name here*. Unfortunately, there was one wrinkle in her plan: Sally Fervixon. With Sally's sweet naivete and southern belle charm, Shay believed that she would always end up laying second fiddle, and despite all of her attempts to climb to the top, her efforts were always thwarted by Sally's sheet kindness. However, she never really expected Sally to go out like this.
Status: Normal
Inventory:
Name: Rochelle
Class: Survivor
Abilities: (4)
[Tier 1 Passive] HELL NO. - +1 to Physical Resistance.
[Tier 1 Passive] Something Shady Around This Place - +2 to noticing small details.
[Tier 1 Active] Hit 'Em Where It Hurts - Rochelle kicks an enemy in the groin. (-1 to that enemy's damage, 20% chance for -2 debuff if enemy is male.)
[Tier 1 Active] Axe Me A Question - Rochelle swings very hard at an enemy with her axe, dealing extra damage.
Status: Normal
Inventory:
Name: Jimmy Smith
Clique: Jock, Boxer
Status: Normal
Inventory:
Name: Giant Dad
Class: Bandit
Abilities: (4)
The Legend Never Dies (Lvl 1 Passive)- Once per combat, Giantdad can get back up from a fatal blow as if nothing happened.
Fire the Bass Cannon (Lvl 1 Active)- Make an attack with the Bass Cannon. It has a 50% chance to use this skill again. (up to 3 additional hits)
Power up the Bass Cannon (Lvl 1 Active)- Add an additional 10% Chance and 1 additional hit to "Fire the Bass Cannon" Per turn this is used. which is Reset when Fire the Bass Cannon is used
Well, What is it? (Lvl 1 Active)- Taunt an enemy, walking towards them with arms outstretched.
Status: Normal
Inventory:
The Bass Cannon
Father Mask (the best looking mask in the game)
Giant's Armor
Grass Crest Shield
Black Flame
Black Flame (that means new game+ bitches)
Havel's Ring
Ring of Favor and Protection (health, stamina, endurance. Everything you could ever want)
Name: Jack Austin
Clique: Preps: General +1 to most rolls. More susceptible to mental damage. Sub Clique: Health Specialist - +3 Medicine
Status: Normal
Inventory:
Name: Doomguy
Class: runner and gunner
Abilities: (4)
RIP AND TEAR YOUR HUGE GUTS!(active lv 1): Doom guy charges up to an enemy and tears them apart. +2 to his melee attack while doing this. (Has a two turn cool down)
BFG 9000 (active lv 2:) The Big. Fucking. Gun. 9000. Fires a massive ball of slow energy towards the enemy, annahilating whatever it hits. Though it's pretty slow moving and everything gets a +2 to dodge while dodging. Has a 5 turn cool down. Requires the BFG in Doom guys inventory to work.
Status:
Inventory:
Chainsaw
Shotgun
Chain gun
Rocket launcher
Plasma gun: has a +1 to attack but every time it's used it increases the BFG's cool down by one turn.
BFG9000: required for the BFG 9000 ability.
Name: Fred Johnson
Clique: Outcast
Sub-Clique: Pagan
Status: Normal
Inventory: A small vial of his own blood, some chalk
Name: Fred
Class: Summoner
Abilities:
(lvl. 1 - Active) Summon: Temporarily summons a sentient entity to do your bidding. More powerful/numerous summons have a chance to resist your control over them. This chance is reduced (possibly even to 0%) when in combat.
(lvl. 1 - Active) Prestidigitation: Perform a minor magical effect (of a similar power level to cantrips).
(lvl. 1 - Passive) Eidetic Memory: Exactly what it says on the tin.
(lvl. 1 - Active) Heal: Heals a sentient entity and/or an object (at range).
Status: Normal
Inventory: Wizard Staff, Chalk, Book, Ink, Quill
Name: Terrence Warren.
Clique: Nerd, chemist.
Status: Normal
Inventory: empty.
Name: DunkelsteinnClass: Sword-wizard.
Abilities: (4)
Quick dodging bastard (passive, tier 1) - Light armor has its advantages. Grants a +1 bonus to all defensive rolls.[/pun]
Moonlight beam (active, tier 1) - You didn't think that sword was just for show, did you? Fires a crescent-shaped beam of magical energy which attacks at range and has a +2 attack roll. 2 turn cooldown.
Homing crystal soulmass (active, tier 1) - Summons five floating wads of deadly crystal shards that streak towards any enemy that gets close. Next incoming melee attack gets a guaranteed bonus counterattack, which is at 50% power. Only one casting can be active at a time, and when the counter is triggered it goes away regardless of whether or not it hit. It's possible for a standard counter to trigger in addition to this bonus counter.
Int scaling (passive, tier 1) - The fact that all of Dunk's attacks have fantastic scaling means they have a tendency to just hurt everything that little bit more than you'd think they should. Each outgoing attack that hits is treated as if it had a bonus of +2 for damage only.
Status: Normal
Inventory:
Moonlight Greatsword (required for moonlight beam, basic attack loses bonus from int scaling without this item)
Logan's Catalyst (Required for Homing crystal soulmass)
Grass crest shield
Big hat (The right side of the brim has been sliced off)
Sage's robe
Xanthous gloves
Gold hemmed black skirt
Havel's ring (required for all light builds. Also for the quick dodging ability.)
Ring of steel protection
Name: Mattew Kentwood
Clique: Outcast: Psychic
Status: Normal
Inventory:
Name: Karlston Meakin
Class: Faith Bard.
Abilities: (4)
Tranquil Spear of Silence(Active, Level 1): Requires 1 turn of setup, during which Karlston cannot counter-attack, and if an attack succeeds Karlston requires another turn of setup. Melee attack, deals moderate lightning and dark damage. As long as it remains lodged in an enemy, they cannot use magical abilities, move last during combat and lose all movement bonuses. GM determines how long the spear remains lodged in, however. 4-turn cooldown.
Endless Sunlight(Passive, Level 1): Heals Karlston's wounds at a fairly slow rate. Focuses on one wound until fully healed before moving onto the next, starting with the most severe ones and going from there.
Coiled Sword Barrage(Active, Level 1): Throws out Coiled Swords at a number of enemies equal to (current skill level +1). If there are less enemies than coiled swords to be thrown, more than one is thrown at a single enemy.
Refreshing Tears(Active, Level 1): A rain of light falls in an area around Karlston. Allies caught within the area feel their fatigue drain away, lowering skill cooldowns by 1, while enemies feel heavier, more tired, increasing skill cooldowns by 1. 2-turn cooldown.
Status: Normal
Inventory:
A Strangely Bulging Pouch: A strange pouch that Karlston wears at his hip. Seems to be where he gets all those Coiled Swords from. Apparently contains an infinite amount, despite its small size.
Karlston’s Northwarder Set: A black-and-brown set of robes. Supposedly lengthens the durations of spells.
Name: June Wildes
Clique: Outcast - Psychic
Status: Normal
Inventory: Fire Poker
Name: Yun
Class: Manifestation of Psychic Energy.
Abilities: (4)
1. Lvl 1 Psychic Overload [Active]: Yun releases an immense burst of psychic energy, enveloping any enemy in it's general vicinity, and attempting to overload their minds. Overloading a creatures mind can result in different things, depending on the creature and their mental strength. However, most of the time it will result in death. Does not work on constructs, the undead, or other beings with equal or greater psychic powers. Or other things without brains. Each level increases the strength, making it harder for creatures to stop their brains turning to goop.
2. Lvl 1 Psychokinesis [Active]: Yun can use it's psychic power to convert ambient energy into kinetic energy, creating great physical force. This can be used to crush enemies, move things, or even simply pick things up. Yun is very frail, and uses this to perform most basic physical actions with the environment. Each level increases the maximum kinetic force that can be created.
3. Lvl 1 Displacement [Active]: Using psychic energy, Yun can move from one space to another, in an instant. It can also use this to move into spaces not otherwise accessible, such as behind locked doors, or into the bodies of foes. Each level increases Displacement's applicable range by 1 meter, with a starting range of 3 meters at Level 1.
4. Lvl 1 Energy Absorption [Passive]: Energy is all around us. Yun harnesses this by drawing energy from around it, and it opponents, making its abilities become stronger the more foes it fights. This energy builds up during combat, but dissipates afterwards. Each level increases the efficiency of the energy, and how quickly it is gained. (+1 to Ability Rolls when fighting 2-5 foes,+2 when fighting 5-8, etc. For bonuses that are > 1, Yun gains +1 every 2 turns of combat, starting at +1 from the first turn. Example: Yun vs 2 enemies, Yun possesses +1 for the entire match. Yun vs 7 enemies, Yun possesses +1 from the start, and then gains another +1 2 turns later, up to a max of 2. Yun vs 10 enemies, Yun starts with +1, gains +1 in 2 turns, and then gains +1 in 2 more turns. The maximum bonus cap is up to GM discretion, but may be able to be improved by levelling up.)
Status: Normal
Inventory: Leftovers: A half eaten apple that never seems to run out. Heals slightly at the end of each turn in combat.
Name: Briefers ”Brief” Rock
Clique: Nerd Engineer
Status: Normal
Inventory:
Name: The Scourge
Class: Bullet Hell
Abilities: (4)
Tentacle strike (Level 1 active with passive components) - lashes out with a tentacle arm with incredible force, more than enough to punch clean through most things. Passively, the Scourges arms are tentacles, and thus The Scourge lacks any fine manipulation.
Bile shots (level 1 active) - The Scourge can fire projectiles of acidic bile and kinetic force from various randomly scattered holes in their body. Including their tentacles. The Scourge can choose for them to either splash to the ground, or to go on in a roughly straight line until they collide with an object. They can also choose the ratio of acid to kinetic force, the more acidic the bigger a puddle of acid it leaves, the more force, the harder it hits, at maximum levels of acid a single roughly baseball sized shot(the biggest they can make) leaves a puddle with a three foot diameter, at maximum levels of kinetic, they make small explosions. This is its basic form of attack.
Tentacle trap (level 1 active) - The Scourge can fire out its tentacles into objects and leave them extended, these tentacles cannot be passed unless you do so from more than five feet above or below, they cause harm on contact. They Scourge can also drag its tentacles across the object they are stuck into, thus allowing it to further manipulate the movement of foes.
Floating (level 1 passive) - The Scourge floats a foot off the ground at all times.
Status: Normal
Inventory:
Tattered Cloak