Name: Eve
Appearance: 4 ft tall female human with long hear that constantly changes color. She always wears a long sleeve shirt and jeans. She has slightly tan skin and green eyes.
Magic path: Servant Sculptor
Mana: 0
Strength: d4
Speed: d8
Endurance: d6
Knowledge: d10
Will: d8
Senses: d8
Ongoing effects: None
Items needed for current Sculpture
1. A smooth river rock: Acquired
2. A block of Ice: Not Acquired
3. About a half liter of mercury: Not Acquired
4. Silver Wire: Not Acquired
Inventory: Doctor's bag, Thick fur shirt D4, Thick fur leggings d4, ghost charm, Smooth river rock, 100 ft of string, a wagon wheel, a prybar
pick up the ring and (assuming the spirit is in the ring) tell it my name, ask its name, and ask if there is anything I can help with
The ring is not physical, so when you try to grab it your fingers pass through. Instead, as your hand moves through it it leaps up onto your wrist and seems to lock itself into place there before starting to slowly love around your body, changing size as it rolls up your arm, around your head, down a leg, etc. You ask it what it wants and it tells you, or rather shows you an image of, a gold ring.
Fire off a shot at the pirates with one of the single shot pistols, then charge into the melee and try to get into a fight with two pirates at once.
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 D6
20 crossbow bolts
Helmet D4
Leather gloves
Crowbar
Rope
Iron thread
8 lead weights (in storage)
Rifle D8 4/5
28 rifle rounds
3 single shot pistols D6
[4v1,6][6v4, 5v3, 1v6,6+1]
You pull out one of the single shot pistols and fire it at the nearest pirate. You catch him right in the temple and he tumbles off into the flux as you charge forwards. You strike out at two pirates at the same time, trying to separate them from the group. You swing a hard blow into the chest of one of the pirates with a satisfying thunk, though you don't think it actually harmed him very much. As you're busy with the first, the second swings hard at your back and connects squarely, hacking a great gash in your armor but not into your flesh.
Sure, let's return to the capital.
Name: Randolf Osborn
Appearance: Ugly as hell. Smells like rotten fish. Very brutish.
Magic path: Channeler Ascetic
Mana: 0
Strength: D6+1
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
Alright so if you guys wanna skip straight to the training and doing stuff like Egan, then I'm fine with time skipping a lot of this. If you want to do the actual testing and stuff, we can play that out. We'll time skip back to the capital regardless.
The test would mostly be them asking a variety of questions and having you do actions while they observed you. It might be interesting or it might not be depending on your desires. The actual mission they'd probably throw at you as recruits would be something like tracking down the origin of some odd occurrences and confiscating or destroying the source.
"Darwin? Can you hear Ecalir? I must say, this is all getting a bit much, you know."
Yell to Darwin. See if I can hear him at all. Also concentrate. Does anything seem particularely fucky?
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
[2+1 v ?]
You look around and concentrate but nothing seems out of the ordinary...well, you know what I mean. More out of the ordinary than it did a few minutes ago. You shout for Darwin and to your surprise you hear his response further down the hall that has just opened in front of you.
"OI, mate, stop horsing around and snap out of it. If I wanted to get a tan I'd go hit the fulminating sands or something!"
Yell at the silly barbarian. Throw a glass vial at the wall if he doesn't come to senses, maybe the sensory shock will help snap him out of it. (Incidentally, bite my lip a bit just in case I'm the one hallucinating here.)
Should our favorite barbarbar start advancing or something, retreat around the next corner.
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)
You bite your lip. Ouch...well that hurt and nothing changed so...maybe you're fine?
[1]
You throw a glass vial but your rather terrible physical prowess results in it spiraling into the wall a few feet away instead of arcing down and smashing near Eclair's feet like you intended. So far Eclair hasn't moved, he's just sort of standing there, head lulled to the side as though asleep.
Go check out the standard procedure for becoming an official scavenger, if there is one. How are people getting in and out of hte hole? ropes, ladders, stairways? Are the re guards? Teams of scavengers? Official city scavengers? Is it a free-for-all or more organized?
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
haunted obsidian and wood knife (with cold, light metal box)
0 gold
You find out the following:
1. Scavengers are given permits by the town. Individuals and groups need different permits. Individuals can generally get them for free, groups need to pay.
2. People are getting in and out via a variety of methods, including ropes, ladders, and crane platforms.
3. There are guards around the hole.
4. There are large groups of scavengers and even companies of them. The companies seem to be the ones doing large scale work with cranes and such.
Park my griffen at the outskirts of the city, and unpack things for the night. Let Benedict nap. Inform the magebreakers as to who has the magic viewing spyglass, should they want to review the information themselves, and suggest that we bring the guns into service before we launch the attack. Inform my guards that the box with the pellet in it is to not be opened under any circumstances.
Indeed, it's probably too late for any work to be done, but grab one of the machine guns and head into town. Try to find someone who can repair them, even if work won't start until the next day.
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:
Carried:
1 mana :-(
51 gold
d8 armour: The outfit, naturally. Weighs as if it were d6
Backpack
Waterskin
Compass
Goggles
Jade tablets with d8 View, d10 Steel, and d10 Speed.
Packed:
4 disabled machine guns (no triggers) w lots of ammo.
Gyrotourbillon
Black metal scrap
Steel scraps
Cable-wrapped metal box of happiness.
Surgical Tools
100ft Rope
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.
You do all that, and find a smith who can do work with guns, albeit the stuff he has on display is mostly muskets and similarly low tech items. He says he'll do his best to get it running and you leave it with him. The Mage breakers are indeed planning things out with the spyglass when you see them next, all hanging out near the airship.