First, Genesis is going to turn to Speaker, grab his shoulders and lean in close to his ear and speak loud and slow: YOU. ARE. DEAF.
Then, he is going to continue to speak with the man behind the desk:
"He's deaf, but he's also not entirely right in the head.
1) You mentioned asking the Magi more directly, and I cannot help but notice the mark on you5r forehead. I'd like to know more about your connection to the order we also serve.
2) Please give us directions to the local Atelier branch as well.
3) Do you know of anyone from the town that sunk? I'd like to meet any survivors isf possible. Though the sinking happened years ago, if a rod had been buried with the town, it could have recently been unearthed.
4) Similarly, if you have any information on that caravan, especially a contact person we could speak with, I'd appreciate that information, as well as directions to the city they were traveling to - north, you said.
5) As for ships being sunk, unless there are records of cargo that would tell of a rod of bounty, I suppose that would be generally impossible to investigate through normal means, though some of my associates could probably get that information. But it'd probably be easier to get that information after the current situation is resolved.
6) Ah, one last thing. That old sea dog that brought us here: what is your opinion of him, especially as a leader of men and captain of a ship?
And of course, do you have any questions for us?"
Name: Genesis
Description: Classic 80s action hero looks, kinda quiet. think Kurt Russel from the movie Soldier (only probably less mute)
Nature: Pureblood
Status: Allowed to live
HP: 10
Inventory: Robe, gloves, needle (currently contains Maintain Velocity(4)), Ceramic bread loaf. Hammer pendant of missile resistance and freezing when wet.
Fate Points: 3
Red Grey
Orange Bob
Yellow Speaker
Green Flameo
Blue Debby
Indigo Luta
Violet Tess
1) "I used to be part of it. I asked for my freedom and it was granted. "
2) "Take the road north of here for 350 miles to the city of Ynisk. There's a branch there."
3) "There were few, and most left. But one man settled here. He's a gutter down on the docks, with a home on the third layer. Thomas Syniscy."
4) "They were heading towards Ynisk. As per contact info, I don't have any; they were simply passing through. The head of the group was called Sanders though. Big man, red hair. Symbol on their trucks was a red lion."
5) "True."
6) "I've known him since he was a boy. He is a terrible diplomat but an able captain and one with a great deal of expertise in hunting leviathans. He's got the lowest death rate of any of those larger hunting ships and his crew is loyal to the bone. If this was just a matter of killing some water logged monster I wouldn't have requested aid. You're here to keep his casualties low and handle the source of that thing."
First, Genesis is going to turn to Speaker, grab his shoulders and lean in close to his ear and speak loud and slow: YOU. ARE. DEAF.
The Speaker turns to Genesis:
“I am not deaf. It’s just that everyone keeps mumbling and mouthing their words. For some reason, this problem only seems to happen with people. Whenever I speak with something that isn’t a person, they (usually) enunciate their words in a normal tone of voice. That being said, I could at least make out from this man’s mumbling that the rods of bounding (or counting, or bounty, or whatever they’re called) are carved from the Grand Antler, are shaped like trees, have sap made out of gold, and have moldy leaves (although I fail to understand why something so ornate would be ordained with something so disgusting. In any case, I believe he wants to know about my head.”
The Speaker then turns to the man behind the desk:
“What happened is that the plaque in the portal room mentioned a rod of bounty, but then my associate started asking the captain of the ship about ‘rods of counting’. Then I realized that my associate had really been asking about ‘roads of country’. As he had been asking whether there were any farms that lacked one, I asked the land if there were any farms that weren’t connected to any roads. Unfortunately, the land didn’t answer my question. Instead, it… It just… hold on…”
The Speaker then turns around and and opens the door to the outside. He then leans outside just far enough to see the ground (I.e the land) and casts a spell on it so that non-all-tounges can hear it speak (the same spell he cast on the dummy in the training room). He then asks the land to explain to the man behind the desk what happened.
Name: The Speaker.
Description: a small man with black hair that is speckled with gray and a small gray goatee.
Nature: All-Tounge.
Status: Let’s have the land admit to what it did!
HP: 4
Inventory: A purple robe with a large red eye embroidered on the back, a pair of white gloves with a similar eye on the palm, and what appears to be a 4 foot long sewing needle made of black iron. The needle’s sides are blunt but its tip is deadly sharp, and the “eye” has knurling around it so that it can be used as a handle.
Fate Points: 7
Red = Greed
Orange = Dew
Yellow = Genesis
Edit: :s/trading/training
[2]
Speaker shouts down...apparently at the earth itself...and tells it to explain itself to the nice boss man. Nothing happens.
Speaker spends a few seconds trying to goad the earth into speaking and then several minutes trying to explain why he actually isn't insane, thank you very much.
((Speaker spent some time last mission having a delusional fit and attempting to jump to his death, so this isn't too unusual.))
"Interesting name. Was she built for the express purpose of hunting the Hammer?"
"Have you ever seen Homunculi before?"
Grey talks with the captain and spends one fate point to Maintain the ship's hull in the expectation that it'll be useful in the future, and then signals that he is ready to set sail.
Description: A hairless pink colored man with lacking facial features, little more than a pair of eyes, two holes for a nose, and a line for a mouth.
Nature: Verbomancer (Maintain)
Status: Normal
HP: 10
Inventory: Purple robe, white gloves, giant needle imbued with Maintain the health and physical well being of the ship's crew(5), magic feather shaped saber
Fate Points: 2
Red Genesis
Orange Debby
Yellow Bob
Violet Youare
Blue Tess
(Unconfirmed)
Indigo Luta
Green Lambent Flame
(Remember, the more things you're actively maintaining at once, the more difficult it is to maintain any particular one. Each one divides your power further.)
"No. Though built to hunt leviathans, she existed long before this beast gave us trouble."
"The boss is one. Aside from him, no."
[1] The spell here not only fails to form, but the one maintaining that other guy's ability to breathe also breaks.
"Are you feeling any better now that you have the parka Elizabeth?"
Get on board the ship and look for about six feet of rope, tie one end to myself and the other to Elizabeth so if something happens we stick together, then find out where I'm needed on the ship and where we get axes and rifles.
Name: Debby
Description: Looks like a regular human woman but with the head of a deer.
Nature: All-Tounges
Status: No longer flopping around a freaking out.
HP: 10
Inventory:
purple robe
white gloves
big ass needle
Sword
Elizabeth Audrey Foxington, the living fox doll, now with parka
Fate Points: 2
We'll assume you're tied together. As per axes and rifles, everyone will get one of each if they want it when the ship shoves off.
Name: Greed
Description: looks mostly like a normal human with pale skin, but he has ruby red hair and eyes. his hair and eyes also give off a slight, shimmering glow.
Nature: elemental-light
Status: Water breathing?, mostly invisible.
HP: 10/10
Needle links:speaker
Inventory: magic needle weapon With sunburst, shredded cloak, cake.
Fate Points: 1
I Go to the crows nest, and bend light from far away into my eyes so I can see really far.
((What, why? Does he n9t know that not everyone can hear the ground? Also if it damaged him, that should be an indication the ground doesn’t want to talk))
((The Speaker spent some time on a spell that allows things that can normally only be heard by all-tounges be heard by others. 1BEHOLD ))
((Also, deafness and stupidity aren’t necessarily exclusive of each other.))
((Maybe, but for you’re character they are.))
You head up to the top of the command deck. [5] You reach out and collect all the distant and dim light from the horizon. The sea in the distance becomes far clearer and more illuminated. You can see more now...but you don't see anything particularly of note. There's no giant monster just hanging around in the murk, just beyond the sight of normal people.
Name: Dew
Description: Human with an extra set of snail eyes poking out of her head
Nature: Anagramist
Status: No Injuries
HP: 10 HP
Inventory: robes, gloves, needle
Fate Points: 0
Needle Linke
Speaker (Orange)
Youare (Red)
Anagramist: They are able to transmute objects into other objects. This is done by rearranging and/or removing letters from the name of the object. For example, “Keyboard” into a Key, a Boar, an Oak, or a Year. They can only use this power on physical objects they can hold, and the object's name is defined as "Material Object". So "Plastic Keyboard" or something like that.
Check to make sure the cannons aren’t rusting. DO NOT FIRE THEM
Nah they're fine.
Damn! Drat! Darn! Ok, I’m going to try to recreate that AEROLITH spell from earlier with my WHITE ROCK FLAKES from earlier, and this time store it on my needle.
Also, I’m a bit fuzzy on how spell storing works for anagramists, so could I get a clear description on that please?
Name: Luta
Description: A short pale hairless woman
Nature: Anagramist
Status: A little scuffed
HP: 9
Inventory:
Robe
Needle
Gloves
Grass Lad (has saber)
Chibi Grassassin
Grass sabers (3)
Stone chicken
White Rock Flakes
Fate Points: 1
Linked:
Genesis
Ok before I potentially put a cannon ball through your head, I'll explain how this works. Anagramists convert one item into another. As they change, they convert into pure magic and then into the object. So like this:
Thing---->Magic---->Thing 2
When you put it into a needle you do this
Thing--->Magic--[NEEDLE]-->Thing 2
So you capture it in its magic form and hold it like that until you "Cast" it from the needle. When you do that, the new thing materializes as though you just converted the first thing.
[1] IT KEEPS HAPPENING
Ok so now there's a [1] version of that spell in your needle. Removing it from the needle will cast it. Enjoy holding that hand grenade.
WHEN SHIP GROUP IS READY TO GO, SAY "YAR, READY TO SET SAIL!" OR SOMETHING.