Everyone should probably add what materials they know to their sheet.
Hunt down a lone trihorn and slay this creature before dragging it back to base. Its blood and bones must be stored for my later use.
Name: Jian
Appearance: This, but replace the staff with a sword.Magic Path: Ascetic Hunter
Mana: 0
Strength: d4
Speed: d8
Endurance: d10
Knowledge: d8
Will: d4
Senses: d10
Ongoing effects: None.
Inventory: Grand:Quality Longsword (d8)
Great:2 Shortswords (d6)
Mundane:Longsword Sheath (d4)
2 Shortsword Sheath (d4)
Have I heard of a creature that could do that to a corpse (and that would leave the kind of tracks that we've been following)? Use my 1d12 in Knowledge to find out.
Let Beirus cut out a pound of my flesh, if necessary. Solidify any blood that starts to gush out, but don't block up my veins and stuff.
Come up with a sculpture recipe/idea.
Keep following the group.
Follow whichever guy is tracking the beast, making sure to try to not be upwind of the beast.
Also keep an eye out for various bugs to catch in my glass vials. Name: Aurum
Appearance:
I am the alchemist.Magic path: Alchemist Sculptor
Mana: 5 (Great Item)
Strength: d4
Speed: d8
Endurance: d10
Knowledge: d8
Will: d10
Senses: d4
Ongoing effects: None
Inventory: Magical Material (Grand Item)
Alchemist's Gear (Great Item)
A drop of Thaum
Box of Glass Vials (Mundane Item)
Backpack (Mundane Item)
Keep following my allies. Maybe try and capture a small animal on the way, because it's likely this predator will be dead or victorious before I get a chance to empath it.
Name: Edric
Appearance: A diminutive man dressed in plain clothing. There's a somewhat predatory look in his eyes.
Magic path: Empath Ascetic.
Mana:
Strength: d4
Speed: d12
Endurance: d8
Knowledge: d4
Will: d12
Senses: d4
Ongoing effects: None.
Inventory:
Extra material.
Medium armor (d6).
Doctor's bag.
Pack.
Empty book and ink pen.
Attempt to track the beat further, but circle around so I'm not coming at it from upwind.
(6): You find a rave.
Attempt to track the beast further, but circle around so I'm not coming at it from upwind.
[spoiler]
Name: Bang
Appearance: This seems sufficiently Anime.
Magic path: Flesh-Scroll Hunter
Mana: 0
Strength: D12
Speed: D8
Endurance: D8
Knowledge: D4
Will: D6
Senses: D6
Ongoing effects: None.
Inventory:
Grand:
1. Quality Weapon: My own limbs. Bang is fucking R-R-R-RIPPED. D8
Great:
1. Tatoo Kit
2. Medium Armor D6
Mundane:
1. Backpack
2. Lantern
3. 10 Foot Rod
Jian tracks a trihorn down and attempts to ambush it. It sees him coming though, and charges. He swings at its head but the blow misses and the Trihorn gores his arm before shoving past him and running off into the woods along with the rest of the herd.
ATHATH, without his sheet (REEEEEEEEE)
[2vs4] You fail your knowledge roll and cannot for the life of you think what kind of critter would have torn up its prey like this. Not sure what that flesh thing is about, but you follow the group none-the-less. As per your sculpture you need:
The head of a man who died of old age
Water from Lake Limus
A live Rat
Blood from a child who has never been sick
And a syringe or method of injecting that blood into that rat.
Aurum Follows along as Bang circles around to the south to make sure they're downwind when they come up on the creature. He also manages to catch a small beetle in one of his vials! 1 step closer to MAGIC!
Eldric attempts and fails to capture a small hopping mouse he finds as Bang leads the party southward. It would have done him no good anyways, empaths only get power from sapient creatures. Hence the fact that they don't hang out at slaughter houses.
Bang, despite the difficulty of tracking the beast from this different direction without the tracks, manages to do so. After a bit of travel they find its den. Its burrowed right into the side of a hill, to the south east of their headquarters. There are a handful of corpses and skeletal remains, a good deal of bloody mud, and fresh drag marks leading to the burrow entrance. The burrow itself is a good 6 or 7 feet tall and equally as wide, and judging from the marks on the soil around it, dug by something with very big claws.
Pick a knife I like and take a closer look? Any that seem like they'd do better than the knife I have in close combat? (Looking for d6 or d8 knives.)
Indicate the small crossbow, and a knife if it meets above requirements, and say to the merchant:
"How much for these?"
Name: Zackerine Harsolt
Appearance: Young woman with red hair, braided, green eyes, darkish skin, with a few scars from combat. Not necessarily attractive; it's obvious that she could easily cave a man's skull in with her bare hands. Leather duster over a colorful skirt. Steel breastplate and arm guard, but nothing else in order to avoid encumbrance. Messenger bag. Short brimmed and absolutely not pointy hat. Quite fond of knives, and will seek them out even to the exclusion of more powerful alternatives.
Magic path: Channeling Flesh Scroll
Mana: 0
Strength: 1d12
Speed: 1d6
Endurance: 1d6
Knowledge: 1d4
Will: 1d8
Senses: 1d8
Ongoing effects:
Inventory:
Bag
Tome
Knife (d4)
Medium armor (d6)
Tattoo Kit
Companion: Zill the Riphound familiar
Appearance: Large dog of the "Riphound" breed. As you might guess, she has a large jaw with lots of teeth. Despite her fearsome appearance, she's friendly to people who aren't enemies, and smart enough to tell the difference.
Strength: 1d8
Speed: 1d8
Endurance: 1d6
Knowledge: 1d6
Will: 1d4
Senses: 1d4
Ongoing effects:
Zachary will nod accepting the praise, but continue to keep a hold of his rifle.
Name: Zachary Thantful
Appearance: A tall slender man in a plauge doctors garb, his face is typically concealed by his mask in his paranoia about the end times, but in safe areas he's been known to remove it. Revealing a harsh and angular face with brown eyes and black hair. His lips are typically quirked in a smirk.
Magic path: Hunting Gutreader
Mana: 0
Strength: 1d6
Speed: 1d10
Endurance: 1d10
Knowledge: 1d6
Will: 1d6
Senses:1d8
Ongoing effects:
Inventory:
Backpack: Within said backpack.
lantern
bandages x2
Doctors kit
rope
Worn:
Plague doctors clothing with the signature beak like nose, this one appears to have been reinforced with chain mail. d6 armor.
Carried
A powerful bolt action rifle, good for medium to long ranges.(D8 ranged weapon)
Name: Zoh
Appearance: Small girl. Constantly looks bored. Albino with pale blue eyes.
Magic path: Channeler Invoker
Mana: 0
Strength: 1d12
Speed: 1d6
Endurance: 1d8
Knowledge: 1d6
Will: 1d8
Senses: 1d4
Ongoing effects: None
Inventory:
Backpack, Sling D4, Light Armor d4
Doctor's bag, Ceremonial Kris d6
Familiar: Kuzco the mini-Quetzal
Strength: 1d4
Speed: 1d8
Endurance: 1d6
Knowledge: 1d4
Will: 1d6
Senses: 1d8
Really, just follow the group.
Lenglon is an invoker. Does she not have a die size for her word?
Piecewise, both me and MJ have guns in our sheets--I have a concealable d6 handgun, and MJ a bolt action d8 rifle. Do such things exist in this world, or would they actually be spring guns? Answered, we do indeed have springuns.
Anyway, respond to the guy, introducing my allies in a suitably grandious way. TL;DR, I'm asking if we can take the creature's body as a trophy. And saying everyone's names, so they'll prolly notice the Z thing. Also, to move things along, if he accepts the terms I would like to grill him on information.
"Excellent! Well then, let me introduce you to my associates; The man to my left, with the rifle and mask, is Zachary--I've never met a man more accurate at range than him. The young woman to my right is Zoe. Do not mistake her youthful appearance for weakness; she may be strong, but I've seen her take down men thrice her size, though I am not certain she is ready to join the hunt fully. Finally, there is Zamia; she is something of a tribal, from a distant land. She knows animals well, and is a preturnatural tracker, more at home in the wilderness than any city. She is not present, having elected to pass the time hunting while we came into the city. Last, and at this age very much least, comes myself, old Zruril. My hunting days are long past, but I use the wealth I developed to take these youths under my wing and support them, and offer what wisdom I may in their adventures."
Zruril gestures at his two accompolices as he refers to them, then humbly bows when he introduces himself. Then he turns serious.
"Now that you are acquainted with us, terms. As you may have gathered, I am quite wealthy, and require no payment for our assistance. Rather, I wish to take the creature's corpse. This hunt will signify the first truly great beast my hunters have faced. We have traveled far just to find such a creature, and now my hunters must take its body as a trophy, so that they may remember this kill for the rest of their lives. Are these terms acceptable to you?"
Name:Zruril Zaszurs
Appearance: Zruril is a tall, middle-aged man, with thinning gray hair and a calm, warm, smile that never seems to leave his face. He wears heavy robes that look much like what a priest might wear, and a perceptive individual might notice the glint of a small handgun carefully hidden in their folds.
Magic path: Empath Invoker
Mana: 0
Strength: 1d4
Speed: 1d8
Endurance: 1d4
Knowledge: 1d12
Will: 1d12
Senses: 1d4
Ongoing effects: None!
Inventory:
100 feet of rope
Bandages
Heavy robes (d4 light armor)
Concealable springpistol (d6 ranged)
400 coins
Okay, fair enough, need a saw or axe; can get that in a bit. Now which paths are there?
Catalog the natural paths nearby. Which ones are likely to lead to the base? Mentally mark them for later.
Name: Thrakor Zrell
Appearance: A bookish-looking sort; the kind you expect to see hidden behind tomes, looking for some hidden lost knowledge. But a forgettable face and calm demeanor hide his true plans for getting power...
Magic path: Alchemist Invoker
Mana: 5
Strength: d4
Speed: d6
Endurance: d4
Knowledge: d8
Will: d10
Senses: d12
Ongoing effects:
Inventory: Backpack, Light Armor (d4), Box of Glass Vials, Alchemist Gear
Materials: Gas d8 [phase of matter], Light d8
Move in and finish off the Gazzele with my spear, retrieve my javelin, then drag the body back to HQ and try to gut read it
Name: Zamia the Lost
Appearance: A cryptic figure, wearing a solid bone mask, and covered head to toe in furs and leather reinforced with bone, antler, tooth, horn, and all other manner of once living material. Upon closer inspection, one would notice that this figure has hundreds of beads and talismans, again made of bone and like materials, threaded on as well. This person also carries a wicked barbed spear, that seems to inflict pain just by looking at it.
Venandi Zamia is a hunter, once scouring the lands for greater and mightier beasts (and men) to fell. Zamia now uses their skills just to survive; but is always looking for path back to glory.
Magic path: Hunting Gut-reader
Mana: 0
Strength: 1d10
Speed: 1d6
Endurance: 1d6
Knowledge: 1d8
Will: 1d4
Senses: 1d10
Ongoing effects: N/A
Inventory:
Barbed spear (1d8)
Hunting trophy armor (1d6)
Atlatl and javelins (1d6)
Backpack
Bandages
Box of thaumic junk
Zackerine: Well, most of these knives are sharp and dangerous enough but if you want to get something that has some real force behind it, you'll need something bigger. The man has a few larger weapons available; most of them are spears that are lined up along the wall behind him, but he also has a large cleaving blade, something like a machete but with a flat point instead of a rounded one. It would do more damage than your knife or any of these other ones. But if a knife is really what you need, then you think one of these knives designed for combat would do you far better than your current one. You scoop up a good looking knife and the crossbow and place them together in front of the man sitting behind the table. He turns to you, bleary eyed and looks from you to the stuff and back again. You ask him how much they are. He picks up the knife, looks at it, and then sets it back on the table. "Itsa...30 for the knife and..err yeah 45 for the crossbow and 30 bolts."
Zrell walks around the near by area, searching out natural paths. He eventually discovers that there are two major paths that cross near the headquarters; paths created when animals walk to the river from the east. They're the only clear and easy to traverse paths around here, and thus the most likely path anyone just wandering in would take. But a pit trap on these would also be sprung by animals very often.
Zamia retreives her javelin and then drags the corpse back to HQ. Once there she splits it open and begins searching its innards for the rare materials that might be hiding inside. But there's nothing of note inside this corpse.
The rest of ZZ cabal continues their negotiations in the Tooth and Nail. The Alkahest hunters listen with some obvious impatience to his whole speech before responding.
"We need proof of the creature's death, and so we need some part of it. But you may keep the rest."
Zruril pumps them for further information. The hunters are fairly tight lipped but they say that this creature does not seem like one they've seen before, and locals are refusing to describe it to them. There's a feeling that they might consider it to be something more than just an animal. Superstition is thick here; animalism particularly. Fear that talking about it could make them its next victim. In terms of the creature's location, it seems to hunt along the river, a few miles upstream.
Have my Raven do general reconnaissance circling around the swirling lake, looking for any interesting entities or gems is catches by the Raven. I, personally will be taking a small stroll west to analyze this river connection some more.
"Go Xornian you can check out how interesting this place is."
Name: Xodius Xerium
Appearance: This is a tall young chap standing at around 6'3, and wears thick glass goggles on him. He has short dark brown hair, hazel eyes, and a pale tone of skin. He has a large scar crossing his left eyes as it was his experience when he had to tame the majestic raven. His armor is a type of thick black leather with metal studs surrounding as its designed to handle the wear and tear of the workings of an alchemist. He acts a loyal, submissive servant to most nice people and administrators and doesn't really mind anything, unless the conflict is that of aggression and tension which result in him having a cold and calculated approach to remove the desired threat.
Magic Path: Invoking Alchemist
Mana: 0
Strength: 1d4
Speed: 1d10
Endurance: 1d6
Knowledge: 1d6
Will: 1d12
Sense: 1d6
Inventory:
-Backpack (Mundane Item)
-Box of Thaumic Stuff (Mundane Item)
-Iron Hatchet (D4 Weapon)
-Alchemist's Gear (Great Item
-Studded Black Leather Armor (D6 Medium Armor)
-Familiar (Grand Item)
Companion: Xornian the Omniscient Raven
Appearance: A enchanted purplish feathered raven with a large amethyst amulet surrounding its neck. The raven is ever cautious and always on alert as it's magical eyes have a 360-degree of vision even if its physical appearance states otherwise.
Strength: 1d4
Speed: 1d6
Endurance: 1d4
Intelligence: 1d8
Will: 1d6
Senses: 1d8
Ongoing effects: None
Mercury? What do I know about Mercury, including where to find it? Also, looking back, you never made it too clear how Invokers gain new words. You just said it was easy. Can I assume that my component is the whole word, having no limit, or is it just part of a word, having a limit to how high I can roll for it? Attempt to gain new words for Invoking. Lastly,ask my spirit if it has any suggestions on what I should do right now. Take a small walk around the nearby area, looking for interesting features (including flora) and other spirits with my Ghost Charm.
Name: Ma'o Ewhak
Appearance: White hair black skull-like mask (not intimidating, almost charming), vibrant azure eyes, white cloak over chain armor, black shirt underneath, white boots that go halfway up heel, long grey socks. Average body, save being slightly tall and lean.
Magic path: Invoking Servant
Mana: 0
Strength: D8
Speed: D6
Endurance: D8
Knowledge: D10
Will: D6
Senses: D6
Ongoing effects: Possessed by Upside-down Hourglass.
Inventory:
Decent Mace D6
Ghost Charm
Backpack
Light Armor
100 feet of Rope
Name: Brine Boneater
Appearance: An wrinkled old man with a pale face, slight build and cruel, dark eyes.
Magic path: Hunting Gut-Reader
Mana: 0
Strength: 1d4
Speed: 1d12
Knowledge: 1d6
Endurance: 1d6
Will: 1d4
Senses: 1d12
Ongoing effects:
Inventory:
Familiar ((not really an object but yeah...))
Wooden Crossbow (d6)
Mail Shirt (d6)
Box of glass vials
Backpack
100 feet of rope
Familiar:-
Name: Big White
Appearance: A huge albino bear, with sharp white fangs and bright red eyes.
Strength: 1d8
Speed: 1d6
Endurance: 1d8
Knowledge:1d4
Will: 1d6
Senses: 1d4
"Come, Big White, let us look for prey."
Brine walks down the flat path with his familiar, searching for tracks of large or mid-sized animals.
Xodius: You walk west a bit until you get a good look at the river's path. It comes in from the east, carving an increasingly deep canyon path until it reaches the lake, where it swirls before moving on toward the east and further swirling lakes like this one. Your raven does spot something shining down by the edge of the swirling lake, caught on some rocks along the canyon wall.
Ma'o Ewhak: You know what mercury is, that it is poisonous, and that the only way it is found, so far as you know, is via mining and seperating it out of ores. Your world is not full, but has a limit of d10. New words for invokers are found by searching them out in the world. They're not easily found anymore and often very well hidden or kept secret to those who know them. Your best chance would be to try and find them in hidden places of the earth. Ruins or the secret libraries of former mages or the hidden knowledge of others. Your spirit says that it desires to see something very old along side something very new. As per your spirit compass, it actually does pick something up, but its sort of hard to figure it out. When you walk to the place its pointing, the compass just spins around, like you were standing at magnetic north. Either the creature is above you, or below you.
Brine: Animals, especially animals of any real size, are going to be rare here. At least on the surface. You're on the bare rocks of canyons, and out past that is a brown wasteland of barren soil and dead trees. If you want prey of any size, you'll need to either go underground or search somewhere far from here.
Well, have a look about the place. Also find out what random material I got.
Name: Yng, Son of Yng
Appearance: A sturdy, well-kempt man with black hair and a goatee.
Magic path: Alchemical Sculptor
Mana: 0
Strength: d10
Speed: d4
Endurance: d6
Knowledge: d12
Will: d6
Senses: d6
Ongoing effects: None
Inventory
Flanged Mace d6
Satchel
-Empty Book and ink pen
-Box of Thaumic Junk
-Alchemist’s Gear
-300 Gold
Learn my material. Check out the base.
Name: Grennyl
Appearance: Rather tall and broadly built, but neither muscular nor plump. His face and scalp are clean-shaven. His simple clothing is covered by a long, white coat, and he often covers the lower half of his face with a cloth. He has what some would consider an odd obsession with cleanliness, and one who knew him might describe him as slightly too formal.
Magic path: Gut-reader Hunter
Mana: 0
Strength: d6
Speed: d6
Endurance: d10
Knowledge: d8
Will: d6
Senses: d8
Ongoing effects:
Inventory:
Straight razor (d4)
Lantern
Bandages
Doctor's bag
Ghost Charm
Familiar: Chum, an enormous bird of prey of indeterminate species. She looks rather menacing to most. To an expert she would look slightly overfed.
Strength: d8
Speed: d8
Endurance: d6
Knowledge: d4
Will: d4
Senses: d6
Check out the base and my starting material.
Name: Hamber Lohan
Appearance: A tall man with black hair, brown eyes, a well-groomed goatee and round glasses he always forgets to wipe. He is wearing a western shirt and jeans.
Magic path: Alchemist Sculptor
Mana: 0
Strength: d6
Speed: d10
Endurance: d4
Knowledge: d12
Will: d4
Senses: d8
Ongoing effects:
Inventory:
Backpack
Box of Glass Vials
Light Armor
Alchemist's Gear
Doctor's Bag
Reflex Recurve bow (d8)
Yng: Your material is ice. The area here is near Gros, sandwiched between two towering stone walls from the "Philosopher's Teeth" mountains. The ground here is thick and dense, like potter's clay, and the river runs downhill to the south. Its too hard and rough for trading boats to use it, and the soil is dead and barren. What this means is that the area between Nihil and Gros is basically abandoned, save for the odd traveller walking back this way along the river. The headquarters itself is just a small wooden building, about the size and shape of a cargo container, and empty save for basic amenities.
Since everyone else has similar actions, I'll just give you your materials.
Akuma: Cloud
Spotted: Explosion
I spoke to my spirit, asking it to expound, in my action post last turn - what was its response?
"WORDS WORDS WORDS WORDS! WORDS OF MAGIC!" is its reply.
Moghorn approaches a gold-panner.
He offers, in exchange for sufficient gold dust, to enchant a bit of metal so that it calls to black sand and iron. This would help them find more gold dust, by speeding separation. If turned down, he will just try to trade some for rope and his lantern.
He will also offer to make the bolts or arrows or bullets used by the town guard magnetic for money. Granted, this may not be hugely helpful to them.
Finally, if Moghorn bumps into any rascally infants, he will offer them a short length of rope in exchange for a live, contained snake. Payment upon delivery.
Name: Moghorn the Journeyman
Appearance: Fiftyish and very weathered. Moghorn spent his youth, adolescense, and adulthood travelling according to the voices in his head and the strange compulsions he felt. Then he stumbled across a magical spirit and gained magical powers.
Magic path: Servant Sculptor
Mana: 0
Strength: d6
Speed: d12
Endurance: d6
Knowledge: d6
Will: d6
Senses: d8
Ongoing effects: Has a spirit in him
Inventory: Mundane: Backpack, 100 feet of rope, Lantern
Great: Marsh Hog Leather Armour (d6 protection), Marsh Hog Bone crossbow (d6 ranged damage)
Grand: Spirit
Materials: "Grand Lode Stone" or rare earth magnet in our terms.
Hmm. PvP-induced secrecy is more universal than I suspected.
You offer the gold panners a powerful lodestone, more powerful than they can get normally. Most turn you down rather simply but one says he'll do it if you can show it to him. He says that he has wanted to try and sift iron like he finds gold, but that lodestones are difficult to get hold of.
The guard have little use of such things, at least how you explained it.
Infant might be too young, but on your way to the panners you offer rope to some rambunctious kids for a snake. They don't seem overly impressed by your payment of rope. Not surprising really, there's plenty of rope around here.