A native
(Make sure to post your sheet with actions. Helps my lazy self keep track of people~)
You walk out of your little shack of a home and look around for someone to talk to. The nearest person is Mr.Kramer, an older man of about 50 with a short white beard, bald head, and clothing made entirely out of stitched together animal pelts. He's carrying a spear on one shoulder and several dead rabbits in his other hand. You call out to him as he walks down the hill towards his own home.
"Hello Eve," He says, turning towards you and stopping as you jog up to him. "Still planning on leaving town are ya?"
I accept, now gimmie shiny equipment.
Name: Zavirius En-Drani Haver, Painter
Appearance: A girl of unknown but apparently foreign descent. 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: 56
Method: Flesh-Inscribed Channel
Materials: Lightweight, Explosion
Strength: d10+1
Speed: d6+1
Endurance: d6+2
Knowledge: d8+1
Will: d8+1
Senses: d6+1
Ongoing effects: Okay?
Inventory:
10 Gold
Wooden Arm-Guards (d4 armor)
Hemp sack
Paints and brushes
Kukri (d6 weapon)
Square-tip machete
Needlessly ornate painting guardian sword
Jewelry box
The Mage Breaker finishes speaking with the other person and then gestures for you to follow. You follow him back through surprisingly heavily armored and robust halls to a small room lined with lockers. He points out one that is unlabeled and hands you a key.
"There's gear in there. Stow your old stuff, take only what you find in there. Part of training is being able to work with limited supplies. You won't always have your pick. I'll meet you in the room at the end of the hall."
He walks away and you open the locker and take out the contents. The uniform within is a red gambleson, gray pants, metal bracers, shin guards and a sallet helm (d6 armor). Other than that there is a kite shield (d6), a long sword (d6) and a catch pole, along with 3 small bombs and a pair of manacles.
I'm interested in animated painting thing. -edit- bought for 10 gold.
"I would be happy to guide you back to Lunare. I also would like to contribute to the battle myself. If possible, could one of you ride with me so I can discuss doing so on the way back?"
Lead them back to Lake Candentis. If possible, have a magebreaker ride with me so I can discuss possible ways of contributing to the battle, such as buffing spells or items. Explain the words I have.
Japanese girl with a long black braid and a white and red fitted robe with long gloves. Clothing is slightly dull in colour and made of metallic thread. Slight sparkle in eyes. Burnt off eyebrows from spell failure. Missing fingernails on right hand.
Currently ~10 days until next full moon.
Invoking Empath
Str d6
Speed d8
Endurance d10+1
Knowledge d6+1
Will d10+1
Senses d8
Materials: d12 Ape, d12 Grow, d12 Strengthen, d12 Expand, d8 View, d10 Steel, and d10 Speed.
Location: Alkahest, Magebreaker's HQ.
Status: Fine. Burn scars on arms. Missing fingernails on right hand.
Temporary Effects: None.
Items:
12 mana
51 gold
d8 armour: The outfit, naturally. Weighs as if it were d6
Backpack
100ft Rope
Waterskin
Compass
Goggles
Surgical Tools
Jade tablets with d8 View, d10 Steel, and d10 Speed.
Box of painting-golem
Familiar. "Benedict" Cougar/red-tailed hawk, adequate flyer, elephant-sized with 60+ foot wingspan.
Natural weapons d6, d8 with swooooop.
Str D12
Spd D8
End D12
Kno D4
Will D8
Sen D6
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.
The Spear wielding mage breaker offers to accompany you and after a few minutes the airship is ready to go. The other Breakers load themselves and their gear into it and you follow them in their slow ascent, circling up in long passes with the mage breaker sitting behind you and occasionally gesturing to the airship, apparently relaying messages via hand signals. Once you're both up at a significant height you move out towards the town; the ship is slower than your mount but not as slow as you would have expected; you think that at this speed you'll make it back to town by the evening.
You're a while out and in the midst of talking to the Breaker about your words when Benedict screeches and draws your attention. That thing you evaded earlier is here again, the mysterious sky object. And its moving in; out pacing the airship.
Tie the rope to the boat and around my waist, then down I go. Let's get us another hitchhiker.
The Ascetic Ghost Shepherd
A thin, wiry guy. Hazel eyes. Black hair. Long fingers.
current status: fine
Stats
6 str
6 spd
10 End
8 Know
10 Will
4 sense
Mana: 15
Materials: Porcelain, Black Flux, Force
Inventory:
Inhabited by a Spirit - a little shepherdess girl. Likes dolls. Adventurous. (Current request: cute and furry)
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
(1) rolling horse toy
shiny orb from the ruins on the lake
0 gold
[2v6]
You tie the rope around your waist and and around the prow of your boat before dropping down into the muck. Again you have to keep your eyes closed so you're swimming blindly, trying to find your way based entirely on your memory of where the ghost charm was pointing. This proves quite difficult and though you painfully slap your hand against several walls and unknown objects you don't discover the spirit anywhere.
Ask if I should aim for anything specific. Aim and fire at the Sand Ray once it attacks.
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: Cut palm (treated)
Mana: 5
Materials:
Shrink
Inventory:
War axe D8
Doctor's Bag
Leather armor D6
Bandages
Backpack
Lantern
218 gold
76 silver
Shield
Sword D6
Crossbow with 20 bolts D6
Helmet D4
Leather gloves
Crowbar
Rope
Iron thread
8 lead weights (in storage)
Rifle D8
3 single shot pistols D6
"The face, if you can see it. Just try to hit the thing though. They don't turn very well but they're unbelievably fast in a charge." The man says, snapping the reins again.
You take the rifle and stand up again, steadying yourself against the cart and take aim at the direction the ray went. You can already see it coming back.
[4v8]
Again the thing is on you within a split second and you fire more out of shocked reaction than actual conscious effort. You have no idea if you hit it but the wagon behind your own detonates into a spray of wooden shrapnel, scattered cargo, and shredded bodies. The ray races off, little more than a blur in the distance by the time you turn to watch it go.
((Wow, those were some bad rolls right there. Pan, could you also subtract 10 mana from your total? Next time I’ll specify to stop when I run out of my portion of the mana :v ))
Well, let’s climb up to that strange mass ‘o guts we’re seeing there. Have Ecalir go first again and help Darwin’s scrawny ass up.
Name: Darwin Zeppeli
Appearance: An old medicine man.
Magic path: alchemist gut-reader
Strength: d4
Speed: d6->d8
Endurance: d6->d8
Knowledge: d10
Will: d8
Senses: d10
Mana: 0
Ongoing effects: None
Magical materialsVacuum!
Reanimate
Sharpen
Viscera
Diamond
Rope
Inventory1 sedated bugman
6 mercenaries (currently at edge of cavern)
1 ranged and 1 melee merc, stay with Ecalir and watch his back
3 melee mercs and 1 ranged merc stay with Darwin, 2 of the melee mercs stick close to him at all times and act as bodyguards
dissection knife: d4
Springy metal knive: d6
Springy metal sword: d6
Springy metal halberd: d8
Curved blade: d6
Icepick: d4
gun: d8 [50 rounds left]
9 smokebombs
Thaumic bomb (currently empty)
Ecalir's old armor: d8 (in use)
shield (+1 to protective rolls from armor)
Sealer Suit: d4 (vs magic)
Alchemist’s Gear
1139 gold
5 silver
Octopus core
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
book on normal plants and animals
book on magical plants and animals/creatures
handbook on making weapons&armor, including a list of known types
a detailed account of the Artifacter war
map of the old world
good quality book&pen
good history book
Paradox snail (inside jar) and things to keep them happy and fed
Doctor's bag
set of ingredients (plants, chemicals and the like) for making poisons or antidotes (24 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
2x Collapsible rod
20 oil flasks
300 feet of really big, thick, strong rope
100 feet of metal chain
box of metal spikes
pair of binoculars
5 boxes of rags
Medium armor: d6 (not in use)
((Well, there goes most of our mana. 10 substracted))
Indeed, up we go. Lead the way. Try to be sneaky like.
Make sure Darwin is following me at all times.
Name: Écalir Speedwagon
Appearance: barbarian, think Arnie from Conan the Barbarian
Magic path: Hunting flesh-scroll
Strength: d10+2
Speed: d10+1
Endurance: d8+1
Knowledge: d4
Will: d6+1
Senses: d6+1
Mana: 10
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
InventoryMare's Leg: Lever Action, d8, 5/5 magazine, 45 spare bullets.
Quality weapon (Spear): d8
Longsword with glowing runes
Springy metal warpick: d8
Springy metal knive: d6
Springy metal sword: d6
9 smokebombs
Thaumic flamethrower (5/50 thaum tank, d10 str requirement, armored fuel tank) + extra canisters with compressed gas
Poncho
Sombrero
Fitted armor: d8
Sealer Suit: d4 vs magic
Shield (+1 to protective rolls from armor)
Backpack
100 feet of rope
Bandages
Tattoo Kit
199g worth of gems
doctor's bag
Gladiator Badge
Jade tablets (48-number of words)
binoculars
[5v10]
Eclair attempts to climb the nearly vertical and smooth shaft but even his great skills are no match for a lack of friction and gravity.
[5v1]
He manages to scramble and jump and catch the lip of the opening where he started, so at least he doesn't just fall straight down the shaft.
That was close. Since the magebreaker is now dealing with the second vampire, go back with Nina and try to get some healing from her and her sword. Dude doesn't look like he will need my help, anyways.
Also, use 10 Mana to upgrade Strenght.
Name: Randolf Osborn
Appearance: Ugly as hell. Smells like rotten fish. Very brutish.
Magic path: Channeler Ascetic
Mana: 10!!
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 (Currently being held by Nina)
Ferry ticket
Recruitment Leaflet
"Wow."
heal Randolf
"That was impressive. Nice job.
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: 3
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."
Cabal: None at this time.
((Strength to d6+1))
[6][8v6]
Nina presses the flat of the sword to Randy's chest and his blood seems to flow backwards, back into his cuts and then instantly scab closed. Even his damaged eye repairs itself, a difficult and delicate process but successful.
The mage breaker again pins the fleeing creature and finishes severing its limbs with two more careful blows. He sighs and sheathes his sword.
"Now to seal them." He says and starts making arrangements.
"Grim, I appreciate the suggestion, but I am not sleeping in a dank cave unless I'm really, really desperate. We'll go to the inn. Hopefully they have enough space to set up shop for a while."
Go to the inn, inquire as to a room with enough space to set out alchemical equipment.
Appearance: Bearded man, tall. Has a goofy and young looking face under the hair, which is distracting to those who look at it - perhaps it was some form of trauma, but his mouth is permanently affixed in a grin, his nose is lopsided, and one eye opens much wider than the other, and indeed wider than it probably should. Somehow it's not disturbing, just comical. His limbs are likewise lopsided, with his right arm and left leg being shorter than his left arm and right leg, giving him a funny gait.
He is dressed in oversized colorful clothes, the patterns not matching, the colors clashing against the eyes, sleeves flapping and shoes flopping on the ground, a clown's gettup. Hanging at his side are a collection of items for juggling, or bonking someone (including himself) on the head with. His skin has been painted white, with colorful marks that might represent his internal struggle, or might be his magical material marks showing through the cracked and peeling paint.
He's followed around by a small brown bear cub standing on it's hind legs, wearing a pink tutu. According to the bear, it once had to travel by riding on an impractical unicycle everywhere, but the unicycle and it's previous "trainer" both went mysteriously missing one day. Despite offers, it will not give up the tutu.
Magic path: Alchemist Flesh Scroll
Mana: 0
Strength: d12
Speed: d8
Endurance: d8
Knowledge: d4
Will: d8
Senses: d4
Ongoing Effects: None known
Around 20 gold pieces, and 8 silver, mostly in copper and silver coins
Backpack
small or rudimentary weapon (Juggling Pins D4)
Box of Glass Vials
Alchemist's Gear
Tatoo Kit
Familiar (Trained Bear cub, d8: Senses, Speed. d6: Strength, Endurance. d4: Knowledge, Will)
1/12
- Lava (On Face)
none
none
none
none
none
none
none
none
none
none
none
You head to the inn and ask the innkeeper about a large room. Large enough to do some experimentation in.
The inn keeper looks from you to the bear and back but gives you a large room for 1 gold a night.