...
Why not.
Name: Nina Morellis
Appearance: ((going to be modified by the type of spirit rolled for inhabiting her. Intention is for Nina to be young, and to have had the spirit in her for as long as she can remember. how much stress or guidance that spirit has provided her is going to affect her history, appearance, and personality. Her starting material may have an effect on this as well.))
Magic Path: Channeler, Invoker.
Strength: D4
Speed: D6
Endurance: D10
Knowledge: D8
Will: D10
Senses: D6
Inventory:
Mundane: Backpack, padded cloak (D4 protection, Light armor), Lantern
Great: 5 mana, doctor's bag
Grand: inhabited by a spirit
Location: Please place me randomly, and all my actions may be considered public until and unless I state otherwise.
Cabal: None at this time.
Immediate insertion
note: I'm going all public, no cabal, random insertion. feel free to open my spoilers, they're just there for space-saving.
Okie dokie. I'm gonna put your crazy butt in Mesothorium, a town right by lake Limus. Its a fairly big river town since it has trade from up river. But considering your crazy nature, I'm gonna stick you in an alley between two buildings somewhere quite near the river itself.
Your spirit, which takes the form of a floating disembodied limb that constantly melts and reforms into other body parts, is right up in your face. Its in the form of an arm now and is talking in a rather silly hand puppet sort of way.
"Treasure awaits in Lake Limus!" It says in a shrill, nasal voice, "EMERALD TABLETS OF THE OLD KINGDOM!"
Small question, what concrete advantages does it have to officially create a cabal as opposed to just gathering some lemmings together and calling yourselves the dumbest thing you can come up with? Except for getting a clubhouse free of charge if you're one of the early ones, I guess.
Well, cabals can control territory. If they can get on the good side (or bad side via some sort of reign of terror, or just control it via other means like replacing the mayor or something. ) of a town then they are considered to control that town and area and might get some nice perks from it. Individuals could do stuff like this, but cabals have the bonus of confering it on many people instead of just one. So the positive acts of your friends could give you bonuses.
Spawn at base, explore the area, I suppose.
Spawn at the highly secret based land in the realm that possibly never was.
Grab my swords, place them in the sheathes, tie them to me, and set off to investigate the local wildlife! See what creatures lie nearby, and preferably look for weak ones for future hunts.
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)
To be honest I am currently wishing I had limited the number of people to join. It's a madhouse with little coherence. Not looking for more at the moment.
Yeah, we don't want everyone to just join the same Cabal- that wouldn't be (too) fun.
Teach Beirus Solid. Learn anything that he decides to teach me. Then go looking for spirits with my nifty compass.
@Piecewise: When someone teaches someone else a Material, does the teacher forget it (the material)?
Reposted Character Sheet:
Name: Prism
Appearance: Kind of like a hippy. Talks like one too.
Magic path: Servant Sculptor
Mana: 5
Strength: 1d4
Speed: 1d4
Endurance: 1d10
Knowledge: 1d12
Will: 1d10
Senses: 1d4
Ongoing effects:
Good vibes
Inventory:
Ghost Charm
Spawn in, look around, set up my alchemy kit and break down my Thaumic junk into Thaum poured into my glass vials. Think about a sculpture to make to commemorate our arrival here.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)
Box of Thaumic junk (Mundane Item)
Box of Glass Vials (Mundane Item)
Backpack (Mundane Item)
Tag along with the people who are exploring and/or looking for creatures. If I see anything malevolent-looking but suitably weak, engage it from a distance with my bow. Try to cripple or incapacitate anything I attack rather than killing.
Derm spawns. As ya do. He should include his character sheet next time.
Jian Takes his sword and heads out to inspect the local wildlife [5v3]. The land outside their little hut off a headquarters is a vast and open savannah: tall grasses, black barked trees with wide brim canopies, and iron rich reddish clay like soil. You do a quick check of the nearby area and find a few grazing creatures in herds, mostly tri-horn deer, but you also find the tracks of a predator. Big flat paws, canine by the look of them, tips of claws dipping into the soil.
Prism teaches his word to the other sculptor before checking his compass. There are no spirts near by. He'll have to wander elsewhere to get a reading.
Aurum sets up his alchemist equipment in the hideout and quickly coverts his box of junk to thaum. The coversion takes the box of junk and makes a single small droplet of thaum.
Whisperling joins Jian but does effectively nothing because of his lack of credentials.
Hang out and watch everyone's backs. Anything interesting going on in this here tavern?
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:
Observe the river bank, take note of what animals come to 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
@Piecewise, you skipped my action, I'm a member of Zerthel Zentol.
Walk right up to the group, and the innkeeper, and listen in. I'm not trying to be stealthy, if they call me out, I'll be honest and say that I wish to learn about the beast as well; I'm a patron of a couple accomplished hunters who are seeking a greater challenge, and this monster seems to be quite deserving of their expertise. I want to learn as much as I can about it.
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 (actually given to MJ)
Bandages (actually given to MJ)
Heavy robes (d4 light armor)
Pocket pistol (d6 ranged)
400 coins
Inspect the area around the cabal base. Look for unusual features, chokepoints, anything that could be good to know in defending it.
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
Zarchary waits for Zruil to introduce him and then steps forward, his voice slightly muffled by his maske he's wearing, and asks What kind of beast is this thing?
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)
Action: Spawn at [REDACTED]
Zack hangs back, covering the rest of the group and looking around for something interesting happening. Besides the Alkahest hunters and their racket, the most interesting thing is the vendor across the room and his big table of shiny new weapons. The vendor himself appears to have drunken himself into a half stupor, talking with some hunter in a chair next to his table.
Zamia, back at the headquarters, crouches in a bush and waits for creatures to approach the riverbank. A few Tri-horn Gazelle come by, and then a grand alligator swings past in the canopy before circling around and dropping into the river.
Zrell takes a good walk round the base and inspects the area for things that might help him defend the structure. The area directly around the base is fairly unremarkable; its greatest defensive property is the thick folliage, both on the ground and the trees themselves. Its difficult to move through the forest silently, and the thick tree growth means it would be difficult for any group or creature of great size to get through. The best defensive plans would probably be to attempt to stay as hidden as possible, maybe build up some traps.
Zruril and Zach amble up to the group of hunters and listen in on the conversation. The group seems so caught up in their argument that they don't even notice the two men sidling on up on them. The gist of the conversation is actually quite simple, just lost in heavy repetition of demands and denials. The Hunters from Alkahest are hear to hunt the "Tree Shadow" a creature of unknown origin and form that is preying on locals and traders on the river. The barman insists that the Tree Shadow belongs to the Tooth and Nail club and that its hunters will be the ones to bag it. The Alkahest hunters argue the Authority of the government, and the barman argues the claim of the hunters. And so it goes, at increasing pitch and with greater vocabulary of swearing. You'd give it maybe 3 more minutes before someone gets hit with a bottle.
Form a cabal called the 'The Fountain of Skulls'. The members are me, shadowclaw and OceanSoul. Starting location and symbol will be decided in a few hours!
Alright. Consider it formed. But get that HQ and such to me soon.
http://www.bay12forums.com/smf/index.php?topic=163927.0Form Rejinheri Company, at the PM'd location. Myself, Akumakasai, and SpottedWobbegong are its founding members. Its symbol is the outline of a black square diamond, with a pale blue inner glow (see pm'd image).
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
Spawn in Rejinheri Company headquarters. Check out the premises.
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 looks slightly overfed.
Strength: d8
Speed: d8
Endurance: d6
Knowledge: d4
Will: d4
Senses: d6
I'm gonna let this one form for free too, since it came in very soon after. But this is the last free one. Consider yourselves all spawned in.
http://www.bay12forums.com/smf/index.php?topic=163928.0