Eat some more ants.
Name: Zavirius En-Drani Haver, Painter
Appearance: A girl of unknown but apparently foreign decent. She claims to be the last surviving member of a long-dead ancient race, kept preserved in some kind of magical stasis, but this is likely untrue. Though her skin is a strange shade not normally seen on the continent, and her hair is bleached white with a slight green reflective tint. She is not very tall but stout like a dwarf and startlingly strong. The clothing that she wears is very minimal.
Mana: 2
Method: Flesh-Inscribing Channel
Materials: Lightweight, Explosion
Strength: d10
Speed: d6
Endurance: d6
Knowledge: d8
Will: d8+1
Senses: d6
Ongoing effects: Okay?
Inventory:
nothing!
You manage to suck 1 more mana out of the ants before you hear something. A door closing down the hall and heavy booted feet moving towards your door.
Would I have to make any modifications to my old character to bring them out of the wild? If not, then I’d like to show up somewhere, preferably near another player. I haven’t been keeping up so don’t expect me to know what is going on.
Also, I’m fairly certain I was given Rope as my material, but I’m not positive.
Name: Venandi
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 is a hunter, once scouring the lands for greater and mightier beasts (and men) to fell. Venandi now uses their skills just to survive; but is always looking for path back to glory.
At one time Venandi joined a Cabal, and was known as Zamia the Lost. That time is now as lost as the the rest of the past. And that name is now as forgotten as Venandi once was.
Magic path: Hunting Gut-reader
Materials:
Rope
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
Ok. Well in terms of places for you to show up
Dev is by Lake Candentis, in Lunare, performing foot surgery.
Pancaek and Radio are in Thion Hudor, fighting in the arena.
Rando and Lenglon are in Mesothorium, getting patched up after losing a fight to demon(?) children.
And Egan is in a stone cell somewhere after ninjas drugged him.
Pick your poison.
Put forward the other possible procedure, but do note that it is still surgery and holds it's own dangers. It'll be a less effective fix, but it should be safer overall.
Whatever is decided, if they agree for a procedure book the surgery/amputation for two days from now, as I'll need to prepare for surgery of that type. (acquiring equipment, options for anesthetic.)
Finish up by seeing the sick child last for today.
Japanese girl with a long black braid and a white and red dress with long gloves and stockings.
Invoking Empath
Str d4 -> d6
Speed d8
Endurance d10+1
Knowledge d4+1
Will d10+1
Senses d8
Items:
8 mana
72 coins (gold) {paid 10 gold deposit on a cougar/red-tailed hawk griffon familiar and 35 gold for bounties.}
d6 armour: The outfit, naturally. Weighs as if it were d4
Backpack
100ft Rope
Waterskin
Compass
Hat
Sun Goggles
Materials: d12 Ape, d12 Grow, d12 Strengthen, d12 Expand.
Location: Lunare
Status: Fine. Burn scars on arms.
Notes: Improving physical stats with strengthen, d4->d6 is d6, d6->d8 is d12, d8->d10 is d20 or more.
Mental stats are possible, but harder or more complicated.
You explain both procedures in as much detail as you can without being inscrutable or too frightening with all the gory details. They tell you that they're going to think about which approach they want and let you know when the day comes. Its a tedious approach but you saw it coming so you agree and set up the procedure for two days from now. You become distinctly aware that you don't really have the location to do such a thing. Nor the tools. Up till now you've been just fixing things with magic and taking pointy things OUT of people, not putting them in. You'll need tools, a sterile area, maybe even blood from a suitable donor. Hm.
You think about these things as you go to see the sick child. He has a cold, a bad one that seems to be in his lungs, but his fever is mild and besides some coughing and mucus on top of general malaise he doesn't seem in too bad of shape. You could try a cure with magic but a mild, non-deformity like this would be subtle magic indeed. Honestly better to just keep an eye on him and make sure it doesn't progress into pneumonia or anything like it.
"It doesn't matter that I'm beat up. What matters is kids are getting hurt, maybe killed, as we speak. I want to see this through and make sure it stops right now."
Name: Nina Morellis
Appearance: A young, red-haired woman, green eyes, somewhat unkempt. She's had Adam for as long as she could remember, and has a bit of a reputation as a harmless nut. The town guard are okay with Nina though, occasionally getting her help keeping a mage secured by having her drain their mana so they can't cast. Since they don't have a proper magehunter available, having a local civilian channeler they can bring in as needed is a big help. And Nina tries to be on her best behavior with them to keep their relations good. Nina herself works as a healer, living out in the poor part of town, and has an erratic schedule based on the needs of those who want her help. so she has a lot of free time, but also gets woken up in the middle of the night a lot. add in Adam's occasional antics and she doesn't get to have a stable sleep schedule.
Magic Path: Channeler, Invoker.
Materials: Sound
Mana: 5
Strength: D4
Speed: D6
Endurance: D10
Knowledge: D8
Will: D10
Senses: D6
Inventory: Backpack, padded cloak (D4 protection, Light armor), Lantern, doctor's bag, waterskin (air), hammer, 2 silver, air bladder, white robes.
Inhabited by a spirit which takes the form of a floating disembodied limb that constantly melts and reforms into other body parts. She calls it "Adam."
Location: Mesothorium
Cabal: None at this time.
words
"But do we actually have a way to fight those creatures?"
Ask the man if the town has any way to contact a group of demon hunters or exorcists to banish the evil monsters
Name: Randolf Osborn
Appearance: Ugly as hell. Smells like rotten fish. Very brutish.
Magic path: Channeler Ascetic
Mana: 2!
Strength: D6
Speed: D6
Endurance: D12
Knowledge: D4
Will: D12
Senses: D4
Ongoing effects:
Inventory:
Sealer Suit D4
White Robes
Shield
Wooden Club D6
Backpack
Lantern
100 feet of rope
29 gold coins
4 silver coins
Air bladder
Aqua Vitae
The officer listens to you both and thinks. He eventually says that most Exorcists and Demon Hunters and the like are stationed up in Kaolin, in the mountains. But there are often traveling groups of them that can be found elsewhere, completing other jobs. There are none in town but there may be groups in nearby towns. He tells you that if you wanna help in a non-combat way, you might head up the river towards Alkahest, stopping at the towns along the way and asking about any Exorcists around there. If you're lucky you might snag one.
"If not, there's gotta be someone in Alkahest who can help. Maybe a mage breaker if nothing else."
Basically he wants to bribe you to take a fall in a coming round
Écalir stops walking and stares at the old man. His face is passive, but the observant onlooker could spot several veins bulging in his neck.
"You insult Écalir and his ancestors. You are trash, and below Écalirs consideration."
Deck the old man in the face for trying to debase me with such dishonourable drivel. Then go my starting position for the fight.
Name: Écalir Speedwagon
Appearance: barbarian, think Arnie from Conan the Barbarian
Magic path: Hunting flesh-scroll
Strength: d10+2
Speed: d10
Endurance: d8
Knowledge: d4
Will: d6+1
Senses: d6
Mana: 0
Ongoing effects:None
Magical materialsleft Arm: wood
Right arm: Insect
Stomach: Strong acid
Chest: White Phosphorous
Left buttcheek: Electricity
Right buttcheek: Lightning
left leg: multiply
InventoryQuality weapon (Spear): d8
Longsword with glowing runes
Springy metal warpick: d8
Springy metal knive: d6
Springy metal sword: d6
9 smokebombs
Thaumic flamethrower (50 thaum tank, d10 str requirement, armored fuel tank) + extra canisters with compressed gas
Fitted armor: d8
Shield (+1 to protective rolls from armor)
Backpack
100 feet of rope
Bandages
Tattoo Kit
250g worth of gems
doctor's bag
[6+2 v 8]
You take a swing at the man but either he is a practiced fighter himself or your words gave your intention away. He blocks your punch with both hands and still slides several feet back. He shakes both hands as though trying to shake the stinging pain of the blow out of the flesh, and straightens his clothing.
"As you wish." He says, apparently unruffled, and walks away. "Good luck!"
You wrinkle your brow up in thought for a moment before banishing such things and turning to focus on the fight. You walk to the gate room and wait a few minutes as everything winds into motion. The announcer calls the name of your opponent, names his defeated rival, and then pauses as the crowd cheers and the man across the arena walks out of his gate. He's a generically broad man, reasonably tall, reasonably strong looking. Maybe a soldier, he carries himself well enough and the weapons seem natural in his grip, though the way he moves the sword in little testing circles of his wrist makes you think he's used to something larger. The announcer says your name, arousing a combination of cheers and laughter. The crowd is larger this time, you can tell. After the introduction the gate opens and you surge out onto the field, arms raised, large sword held in one hand. You gesture to the crowd and do whatever kind of heroic pose you can think of, flexing and looking regal in your armor. You cross the distance to the center of the ring like this and only stop once you've stepped into place in front of your opponent. Up close you can see his features better; brown hair, stubble, bushy eyebrows, scar across large but undefined muscles of the chest. He takes up a stance with his shield in front and his sword held overhead, point towards you like the stinger of a scorpion. You shift the sword into both hands an hold it out in front of you, angled towards him. You breathe out slowly and the announcer shouts for the match to begin.
Try to get a general idea of where the compass is pointing to. Is it pointing in the direction of anything I can identify on the map (such as a landmark)? Can I read the letters on the compass (or are they just the
Try to figure out the location that the magic mirror is depicting. Can I make anything of the figures on the frame? Also, is the mirror actually a portal from what I can see?
If any time left, flip through that now book.
Name: Darwin Zeppeli
Appearance: An old medicine man.
Magic path: alchemist gut-reader
Strength: d4
Speed: d6
Endurance: d6
Knowledge: d10
Will: d8
Senses: d10
Mana: 27
Ongoing effects: None
Magical materialsVacuum!
Reanimate
Sharpen
Viscera
Diamond
Inventorydissection knife: d4
Springy metal knive: d6
Springy metal sword: d6
Springy metal halberd: d8
gun: d8
9 smokebombs
Medium armor: d6
Ecalir's old armor: d8
Sealer Suit: d4 (vs magic)
shield (+1 to protective rolls from armor)
Alchemist’s Gear
250 gold worth of precious gems
Sack of jewels worth 180 gold
BETS:
-40 on Ecalir winning his second match
-25 on Ecalir winning the tournament
5 silver
an ingot of platinum (20 mana)
A glass slab with a topographical map of the kingdom carved into it
a bottle of glowing blue sea water, inside protective box with lock
a glass orb with barely visible lotus inside of it, inside staff assembly.
magic coin
Small book
Doctor's bag
High quality backpack
donkey named Yvonne for carrying
Zomboraptor head
Lantern
several hundred feet of rope
climbing crampons
a grappling hook
iron stakes
net made of rope
several vials with imp fat
20 vials
good quality book&pen
The compass is a normal compass in every way other than its odd orientating. You pull out the glass map and compare the directions the compass points to things marked on the map. The northeasty sort of direction is pointing towards god knows how many cities and places, including Alkahest. Inconclusive. You try the others. The slightly off south one might be pointing towards Alizarin. The straight East one towards Mesothorium? Or maybe Fearce?
The only snowy mountains with ruins on them you know of are the ruins near Kaolin. The figures would match with the thousand gods worshiped around there, but you don't know any of them specifically. It might be a portal, entirely possible that it is, but you wouldn't know without trying to use it. And it might be single use, or at least one way. Might suck you in as soon as you touched it with the intention to go through at all.
You flip through the book carefully and discover a few things. First, the pages before those historical events you recognized always stay the same. But the pages AFTER those change every time you close the book and then reopen it. The illustrations and the number of pages are different each time. Not by much, mind you. A few pages gained or lost, always hovering around 100, and the illustrations are usually about 95% the same with a few small changes in the remaining 5%. You don't see any major shifts in the three or four times you check it over just as many minutes.