Fast forward away.
Name: Robert Grant
Appearance: A stocky, tall man with black hair.
Magic path: Hunter Sculptor
Strength: d10
Speed: d6
Endurance: d8
Knowledge: d8
Will: d8
Senses: d4
Ongoing effects: None
Mana: 0
Materials:
Shrink
Inventory:
War axe D8
Doctor's Bag
Leather armor D6
Bandages
Backpack
Lantern
2 gold
*VCR Fast forward effect here*
The caravan manages to get as far as just beyond Ulmin before a highwayman raid comes. It happens at night, around 1am. You wake up to screaming, laying next to a dwindling campfire. You look out into the dark but at this distance and with the fire you can just see vague shapes. An arrow thunks onto the ground next to you and several more strike the wagons circled around the group. One of the other guards is hit, he's the one screaming, and is laying on the ground with an arrow through his thigh.
15 is a fair number, but if they're being killed for mana or something, I should be able to collect enough without killing people to pay that toll. If it's joy or greed or some other reason...
Lets go for the capture. One block over should be fine, and I can keep an ear out for incoming orbs or something. Start by asking what's going on and seeing if the person will come freely, but I need answers and compliance isn't optional. Try to make it quick. On the way back, make physical contact and try to figure out if the person is ensorcelled in some way.
Japanese girl with a long black braid and a white and red dress with long gloves and stockings. Currently has pointy ears.
Invoking Empath
Str d4 -> d6
Speed d8
Endurance d10+1
Knowledge d4+1
Will d10+1
Senses d8 (d10 temporary)
Items:
4 mana
47 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
Surgical Tools
Materials: d12 Ape, d12 Grow, d12 Strengthen, d12 Expand.
Location: Lunare
Status: Fine. Burn scars on arms.
Temporary Effects: 2x d6 buffs to hearing. Will last several hours. Apparently resemble extra-wide elf ears.
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 run outside, guards by your side, and over to the man. You ask him whats going on but he doesn't respond. His eyes are glazed over and his face is blank and limp. You grab at his arm and pull him but he just keeps walking forward, dragging you behind him. He's not supernaturally strong or unstoppable but he's clearly being drawn towards the lake and is going to use all his strength to get there. You glance towards the lake and see the entire thing is glowing as though someone is holding a light just under the surface. Orbs of light light giant fireflies are darting across the surface and out over the city.
I had 50 gold on Ecalir winning this match, how much is the payout?
Assuming pan is still up to fighting his 4th match, bet 50 gold on him winning again.
Then return to my seat and read some more in my history book. Any more info on the exact technology behind the artifacter armies? Or just some more details/examples of what kind of units they used?
When the match starts be on the lookout for shenanigans or foul play.
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: 22
Ongoing effects: None
Magical materialsVacuum!
Reanimate
Sharpen
Viscera
Diamond
Inventorydissection knife: d4
Springy metal knive: d6
Springy metal sword: d6
Springy metal halberd: d8
Curved blade: d6
Icepick: d4
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 169 gold
BETS:
-50 on Ecalir winning his third match
-25 on Ecalir winning the tournament
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
magic compass + map Loaned to Lupanian
Doctor's bag
set of ingredients (plants, chemicals and the like) for making poisons or antidotes (15 uses left)
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
good history book
200. Apparently the odds weren't on him for whatever reason.
Ok.
The book states they used clockwork and steam mostly, but that there were unique magical components as well. Apparently that kingdom developed its magic along different lines and worked it into technology more than this one. They used automata of a staggering variety of forms and sizes, blimps, armored foot soldiers, etc.
Step up, grab the possessed from the other side, and drain the spirit's mana.
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: Petunise
Cabal: None at this time.
[2v2][3v3][10]
Lucky as fug. +10 mana
You sneak up behind the possessed man and manage to grab hold of his head with both hands. You drain mana from him with such force that bands of dark purple electricity leap up and encircle your limbs, crackling across your flesh as you drain the power from him. The man makes a quiet sound and then collapses.
[10v10]
Are you fugging with me?
The spirit comes out with the mana and is drawn into your body. It immediately seeks to overpower and possess you, its cold power wrapping around your body like icy chains. You still your mind and counter with your own will, pushing back against the spirit and cowing it beneath your unbreakable resolve. After a few seconds of struggle that, to you, feel like hours, the spirit goes semi-dormant within you.
"Pretty much, yeah. I've been having a bad day. Do you want to make it better?~"
Distract him with my feminine charm. If he approaches, defend myself and make him drop his sword with a kick to the stomach.
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: 5
Method: Flesh-Inscribed Channel
Materials: Lightweight, Explosion
Strength: d10
Speed: d6
Endurance: d6
Knowledge: d8
Will: d8+1
Senses: d6
Ongoing effects: Okay?
Inventory:
Needlessly ornate painting guardian sword
"My sympathies ma'am, but I cannot allow you to do as you please." He says, but doesn't advance.
Cut that sucker up and look for words. After that, I’ll inspect the pool more closely. Does the compass seem to be indicating the pool, the creature, or something else?
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
Diamond
Mana: 6
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
10 gold
Map
Magic compass
[3v4]
You find no words, but as you cut the creature up you find something in its body. Its some sort of jewel or stone, bright blue and luminous, cut to be spherical with flowing whorls across its surface. Its about the size of your head. The compass points right to it.
Sail back to town (row only if necessary), clean up if possible, then
1) spend some time (can be a month) making toys out of various bits of flotsam, jetsam, and whatever I find in that logging building. Different kinds of toys to see if any of them catch Little Miss' attention.
2) Meanwhile, when I am not doing that or earning a living at the boathouse, do some research into local graveyards, nearby tombs, and other sites where human bodies might be buried.
3) Finally, generally keep an ear open for contracts the locals might have for a goo explorer / fisherboat / recreational cruiseboat / transportation vessel.
The Ascetic Ghost Shepherd
A thin, wiry guy. Hazel eyes. Black hair. Long fingers.
Stats
6 str
6 spd
10 End
8 Know
10 Will
4 sense
Mana: 0
Materials: Porcelain, Black Flux
Inventory:
Inhabited by a Spirit - a little shepherdess girl. Likes dolls. Adventurous. (Current request: a toy (probably a specific kind, but she is being vague))
Currently hosting a Scarab ghost in muh brains. (Currently wants a religious relic that has been buried with the dead for some time)
One catamaran sailboat
Ghost Charm
Doctor's Kit
Lantern, Rope, Backpack
5 gold
You sail back and clean up as best you can.
1) (5v2) you manage to find it after the 23rd toy; a little rolling horse thing. She grants you 5 mana.
2) Almost every town as a graveyard, but if you really want to find ancient things with the dead, you should check the ruins out in the lake.
3) Nothing around here really but there's always need for more boats over at that big dock area near the oasis. Thats where a lot of the people wanting to go to the ruins head out from.
I'll be spending 20 mana to get speed to +1 and endurance to +1.
Then we'll go straight to the last fight. Do either of us get any armor to wear? You've only mentioned the weapons so far.
Name: Écalir Speedwagon
Appearance: barbarian, think Arnie from Conan the Barbarian
Magic path: Hunting flesh-scroll
Strength: d10+2
Speed: d10 -< d10+1
Endurance: d8 -> d8+1
Knowledge: d4
Will: d6+1
Senses: d6
Mana: 22 -> 2
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
Ok.
Nope, straight loincloths this time
The crowd's approval of you is still great though the laughter at your name is subsiding. Apparently seeing you impale a man took the comedy out of your name. They stick you and your opponent at opposite ends of the stadium this time, which seems unfair considering they have a bow. When the match starts the man immediately draws an arrow back and takes aim at you.
Continue to squeeze the spirit and drain all of it's mana. And whatever spirits are made of, too.
Name: Randolf Osborn
Appearance: Ugly as hell. Smells like rotten fish. Very brutish.
Magic path: Channeler Ascetic
Mana: 7!
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
2 silver coins
Air bladder
Aqua Vitae
Ferry ticket
You stand over the unconscious man and look at Nina.
"Kill stealer." You mutter.
Excellent! Should be good to get some practice in.
Stop for a while, observing the creature and making notes. If it begins to move in our direction, slowly back away.
Name: Frick Varmer
Appearance: An enthusiastic, young-middle-aged man. Between his
ridiculous magnificent hat, the strange bird always perched on his shoulder, and his unbridled curiosity for arcana in all its forms, he is clearly either a wizard or an eccentric fool. Or, more than likely, both.
Magic Path: Alchemist Invoker
Mana: 0
Stats:Strength: d4
Speed: d6
Endurance: d8
Knowledge: d12
Will: d8
Senses: d6
Ongoing Effects: None
Materials: Alcohol (d12)
Inventory: Pointy hat (-)
Thick winter clothing (d4)
Stout walking stick (d4)
Hunting rifle (d8)
Backpack
Lantern
Tent
Climbing gear, 200ft rope
Spyglass
Iron rations (6 person-weeks at start of journey)
Net
Bear Trap
Box of thaumic junk
Empty book and ink pen
Alchemist's gear
Glass vials, box
Urn w/ ashes, bound for Kaolin temple.
29 Gold
3 Silver
Companions: Familiar: A small crow, which shares its master's inquisitiveness.
Strength: d4
Speed: d8
Endurance: d4
Knowledge: d6
Will: d6
Senses: d8
Grant: A mountain trapper who lost his wife and child to an avalanche. He is...withdrawn, quiet, terse and seemingly quick to anger if asked repeated questions.
You stay still, except to get out a notebook and sketch the creature before making notes on its behavior and appearance. It shifts itself up at one point, looks back at you, and then gets up and slowly waddles away, walking off in the opposite direction.