I am going to be taking a long plane trip soon, probably followed by long jet lag. Two days later, I will be taking another plane trip. Updates will probably be very infrequent. I might even do a short hiatus. This period is not going to count against your time limit.
Also, I removed the rule about missed shots and thrown weapons having a chance of hitting someone else because it's one more thing I don't want to keep track of.
Oh, and on your character sheets you'll see most of your items have been *starred. This means you have them equipped. Kits are considered always equipped. Now let's get on with it!
Turn 2
I attempt to convince the imps that violence is futile, and tell them that if they go back to their poker game we won't do them harm.
If they respond negatively, stand back and be ready to heal my allies.
Maruko quickly discovers that pleas for pacifism are a form of humor to the violent impkind. They decide to save Maruko for last, hoping he'll provide some more entertainment before they kill him. It was worth a try.
The four of you quickly move into position before the imps can get in between you. Imp#2 lands atop the cabinets, far above melee range. Because of his distance and high position, he gets no partial cover from his comrades.
Shoot at imp with smoking barrel if I would not be attacked, or dodge if I myself am attacked.
Hana sees imp #1 going in for a swing with his spiked club, so she assumes a defensive stance. However, before the blow can connect, her trigger-happy pistol aims at imp#1 and fires!
[9]+5-5 vs [20]+2-5
It's difficult to hit anything in these close quarters, so even with the imps attack penalty he still blocks the shot.
Imp #1 goes through with his attack.
[14]+3-2 vs [4]+2
Hana can see the imp's fighting spirit being drained by her vampire ally, but it's not enough to stop his blow.
Hana takes 4 sharp damage.Imp #2 aims his blaster rifle at Hana, steadies his shot, and fires.
[18]+1 vs [14]+2
He hits his mark.
Hana takes 10 fire damage.Sacrin shoots back at Imp #2.
[14]+3-5 vs [3]+1-5
The shot burns a hole straight through its armor.
Imp #2 takes 6 plasma damage, and is kinda pissed.Imp #3 winds up for a swing at Avair, but falters when the vampire bites a chunk out of his courage. He seizes this opportunity and strikes!
[CRIT] vs doesn't matter
The imps fear turns to blood-curdling horror when he sees the hilt of a shortsword sticking out of his chest.
Imp #3 takes 15 sharp damage and dies!However, instead of collapsing to the ground like most dead bodies, the corpse of Imp #3 stays rigidly standing and suddenly lights aflame! His flesh turns black and melts as the fire grows hotter and hotter.
Imp #4 doesn't seem to care, and takes a swing at Avair.
[11]+3-2 vs [6]+3-5
The spikes pierce into Avair's pale flesh.
Avair takes 3 sharp damage.Imp #1 (DR 1) HP:12/12
Imp #2 (DR 1) HP:6/12
Imp #3 (DR 1) HP:0/12
Imp #4 (DR 1) HP:12/12[Armor-piercing, Galactic, Sadistic] Sacrin is an intergalactic warlord, renowned for the terrible fates of his enemies: the leaders of all who opposed him meet any manner of cruel, sadistic fates. His own psychic powers also make it so that any weapon he holds can go through his opponents' armor and shields like they aren't there, though they also make any armor he chooses to wear, any shield he chooses to wield, all are equally useless.
However, now, after his first ever defeat, he has been sent to find the "gizmo of ultimate goodness"... or die as painful a death as those he has inflicted.
He looks like Ganondorf.
Evasion: 5
Melee Weapons: 3
Shooting Weapons: 3
Stealth: 2
Will: 2
Underwater basket weaving: 1
*Headlamp
*Steel-toed boots
*Cape (red dragon on night-sky background)
*Silky smooth armor (light armor, DR 0)
Shortsword (melee, 8 sharp dmg)
Dagger (light melee, 5 sharp dmg)
*Lockpicking kit
*Sacrin's signature blaster pistol (light shooting, 6 plasma dmg):
[galactic, suicide] The ability of this weapon can only be used by Sacrin. Whenever Sacrin enters a new room with sapient monsters, there is up to a 50% chance that one of them will recognize him. (He don't actually need to have the pistol for this to be true.) Whenever Sacrin fires at a monster that recognized him with this weapon, whether or not it hits, the monster commits suicide unless they meet or exceed 15 with a Will roll. Why? Because as that shot flies towards them, their life flashes before their eyes and they are reminded of all the terrible things Sacron did to his prisoners, and thus are compelled to put themselves out of their future misery.
Fate worse than death (3):
[sadistic, traumatic] You psychically force a sentient creature into believing it is undergoing a terrible torture (the specifics of the torture are up to you). The creature must meet or exceed 20 on a Will roll or be staggered. It also takes psychic damage equal to 20 minus its Will roll. Warning: If used on a psychic creature, they can reverse the spell onto you (with a successful Will roll).
[Savior, Buddhist, Crow] Maruko was once a young man like any other, living in a peaceful village somewhere in the japanese countryside. However, he was far from innocent, often taking part in thievery, vandalism and other violent acts. Because of his actions, he was cursed by the village elder to forever walk the world in a form that reflects his tainted soul. Thus, he was transformed into a crow man and exiled from the village. Shortly after being cast away, Maruko found himself lost and alone in the wilderness, and began pondering his life. Realizing that his bad deeds had led him to this tragic fate, he decided to take the path of redemption, turning to buddhism and vowing to help all these in need. Hence, he travelled from village to village, working hard to help others. Because of his pure intentions, he soon unlocked the secrets to healing magic, and through good deeds, his soul was purified and his once black feathers whitened. He thus took the name of Shirokarasu "The White Crow" (shortened to Shiroka for friends), and continues to go from village to village, never accepting to stay in one place as a dhutanga (abbhokāsik'aṅga, to be more precise), staying true to his monk path. However, because of the elder's curse, he is condemned to never age and endlessly walk the earth, forever locked out of Nirvana. Because of this, he decided to take on the quest of the Gizmo of Ultimate Goodness, hoping to die a righteous death during the journey, or that the Gizmo may undo his curse.
Magic: 4
Evade: 2
Athletics: 3
Medicine: 3
Will: 3
*Electric Headlamp
*Steel-Toed Boots
*Medicine kit
*Monk robes of the Unyielding Tower (light armor, DR 0):
[Buddhism, tower] At the end of each turn, unless you moved your feet, attacked, or cast an offensive spell, you gain the following bonuses (unless you have them already): +2 DR, +2 Will, -5 to attempts to forcefully move you. These bonuses disappear immediately if you break one of the conditions. (Note: not moving your feet gives you a -2 penalty to dodge.)
Divine touch (3):
[savior, outdated] One of the oldest spells in existence, from back when casting spells at things further than arm's reach was unheard of. Target adjacent ally heals 15 HP or is freed from a curse of your choice.
[Silent, Television, Fabric] Wearing a fine red dress with marks of white, as if paint splatter. An orangey red scarf covers their neck and mouth. Vibrant yellow eyes, long orangey hair (slightly brown), vibrant skin tone, slender body.
Description: Half-elf physically in her late 20s. Used to be a hostess on one of those telemarketing shows.
Backstory: Having lived a healthy, rich lifestyle in her early years, Hana decided to find work of her own. With their gorgeous appearance and graceful movements, they quickly got hired for the Fabric Distribution Network, a TV (or equivalent) channel that mainly sells clothing, though other fabric goods are sold. They gestured toward and around the objects for sale, and, at other times, wear it and pose. Hana even became just a little well-known over the past three years, and might have been much more, until...something...cut the career short. No one else in the party knows why, and it will likely stay that way, since, well Hana's MUTE. For the same reason, chances are no-one else will know what drove them to seek the GUG, either.
Ranged Weapons: 1
Magic: 3
Evade: 2
Stealth: 1
Pick Locks: 2
Athletics: 1
*Electric Headlamp
*Steel-toed boots
*Brown Cape (carried as a bag)
*Leather Armor (light armor, DR 1)
Dagger (light melee, 5 sharp dmg)
Dagger (light melee, 5 sharp dmg)
Lockpicking Kit
*Trigger-happy blaster pistol (light shooting, 6 plasma dmg):
[television, excitement] While this weapon is equipped during combat, it will automatically fire at a random enemy (within line-of-sight) at the end of each turn, unless you made an attack with it that turn. It makes its own Shooting Weapon rolls at a +5 (penalties for partial cover and adjacent enemies still apply).
Moment of Silence (3):
[silence, priest] From the moment this spell is cast until the end of next turn, all other spells that are cast are automatically countered. Spells which are associated with holiness, religion, or goodness bypass this effect. (Ex: Moment of silence, Christmas giveaway, Divine touch)
Christmas giveaway (3):
[television, Santa] Can only be cast during combat. A television appears in target empty square, its screen pointing straight up (it blocks movement but not line-of-sight). At the end of this turn, a random enriched item appears in the television. It can be taken and equipped by you or an ally as a free action. (The taker must be adjacent to the TV.) Monsters cannot do this. At the end of combat, the item and TV disappear.
[Passion, Drain, Cancer] Tall, with short chestnut hair, pail skin, red eyes and fangs, I look to be in my 20's but have lived many millennia immortal. I have a red scar striking through my right eye, but the eye itself is still there, along with many more scars along my body from countless battles. I am a great vampire warlord from time immemorial, and as such, I do not suck such things as blood from my enemies, I drain their very emotions, their fighting spirit, their memories and will, and I make it my own (adjacent enemies receive -2 to all attack, offensive magic, and will rolls), but I am still weak to holy power (Take x2 damage from holy attacks and can not receive aid from holy effects, but no damage from mere holy symbols). I have fought in countless battles, won countless wars, but one thing has always vexed me, my inability to walk in the daylight. After reading through ancient texts I found the Gizmo of Ultimate Goodness could grant vampire the ability to walk in sunlight, so of course, I found a party that was searching for it and convinced them to let him join.
Melee Weapons: 4
Ranged Weapons: 1
Magic: 1
Shield: 3
Athletics: 3
Medicine: 1
Will: 2
*Electric Headlamp
*Steel-Toed Boots
*Cape with As-Of-Yet Undetermined Custom Design
*Chainmail (medium armor, DR 2)
Semi-Auto Rifle (2-handed heavy shooting, 10 bullet dmg)
*Kite Shield (heavy shield, 3 blunt dmg + 50% stagger)
*Medicine kit
*Bloodthirsty shortsword (melee, 8 sharp dmg):
[draining, tribal] This shortsword was your rightful inheritance once you killed the warlord who used to lead your tribe. For every 3 damage this weapon deals you heal 1 HP. (So every swing will heal 2, unless the damage is modified in some way.)
3rd Word of Blasphemy (3):
[cancer, tentacle] One of the 13 Words of Blasphemy. A tentacle erupts from you and attacks an enemy up to two spaces away (of your choice). If it hits, it deals 10 unholy damage and the enemy must make a Will roll. If the Will roll does not meet or exceed 15, they take 5 unholy damage at the beginning of each turn until they die (this effect is considered a curse).