((I wasn't aware the game stopped being dead.))
Wait, I guess. I forget what I was thinking, and I don't really understand what's happening.
Wave cheerfully at the sawbot.
The elevator reaches the bottom, where a passage with metal walls comes into view, ending in a T-junction not too far from the elevator itself. You can hear the hum of machinery here, and the walls are marked by long coloured lines. Leading to/away from the elevator are red, gray, and yellow lines, standing out on the painted white metal walls. The wall of the T-junction ahead has yellow, red, and orange lines.
In addition to the horizontal lines, there is a vertical band running all the way around the tunnel. This one is blue, and it wraps around the entire wall, although the portion of it on the floor is somewhat scuffed out.
The damaged missilebot, still carrying Xin and Noodles, begins lurching down the hallway, slowly. The buzzsaw bot brings out it's buzzsaws, but before it can put them to use..
Terinas jumps on a buzzbot
Terinas engages.
(7+4 = 11)(11 vs 11+4) (2+3)
Unlike the incredibly passive missile bot, the sawbot fights back. Terinas jumps and gives it a good smash with the speartip, rocking it back and making it sway, off-balance for a moment. One of the buzzsaws comes out from the left and prevents any follow-up, as Terinas manages to hold up, staying out of reach.
Clearly this robot is both more dangerous, but also much more lightly built than the metal brick that is the missile bot. It's lighter, less armoured, and with thinner skin and joints. It remains a robot, however.
Outside the elevator, up on the ground..
Gnwbimbar attempts to sabotage the legs of one of the buzzsaw bots.
(1+2)
(10)(11)
(8 vs 7+4)
Currently without reserve pants, the gnome looks around quickly for something to sabotage the buzzsaw bot further with, quickly finding a stick on the ground. Leverage! However that saying goes, surely a stick in the right place can gum up the works.
Unfortunately, wooden sticks are ineffective against robots designed to murder trees with speed and precision. Gnwbimbar takes a serious cut as the stick breaks, the above-ground sawbot ignoring the distraction and going for the small creature. One short, but painful and ragged cut later, Gnwbimbar escapes melee. Fortunately, the sawbot is not a grappler.
(11)(9)
Ahrian closes the gap, bounding over the open field and making good time. She can help Gnwbimbar or engage the aboveground sawbot this turn.
Description: A small, white-haired girl with amber eyes and nine white fox tails and a pair of fox ears on her head. She wears a simple tan shirt and a brown skirt, a leather sword-belt across her waist with a simple shortsword in a plain brown scabbard in it. She's wearing a mid-size backpack on her back, stuffed with a collection of first aid equipment, and on her feet are a pair of simple leather boots.
Talents: Flame magic, (+2 to attempts to create and manipulate fire), Healing, (+2 to party recovery rolls, +2 to diagnostics, +2 to pharmacology, and +2 to healing magic. Note that using healing magic in combat is very much not safe. Space/Gravity magic. +2 to attempts to manipulate mass, +2 to short-distance translocation. Can be used defensively.)
Bonuses:
Magic manipulator, (+3 to resist consequences from miscasting, +1 when applied to others), Magical font, (May apply magical power to external objects, +2 to attempts to resist magic suppression or draining), Pathfinding Boots, (+2 to saves against traps)
Active Gravity buff, lightweight. (+3 to jumping and climbing. Automatic success on some tasks.)
Wounds: 0/3
Defenses: 5/7, +2 to dodge
Weapons: Shortsword.
Desc: A large humanoid grizzly bear with paws that can function similarily to a human one.
Talents: Dodging, (+3 to dodge attacks), Stabbing, (+3 to stabbing), Writing, (+3 to writing.)
Bonuses: Arthal Arts, (Further +1 to combat and dodging. Wounds hinder combat performance more than normal), Huge (+3 to defenses, -1 to dodging, -1 to stealth), Shaggy Fur (+2 to swimming, +2 to resistance to heat and cold.)
Wounds: 0/3
Defenses: 8/10, +3 to dodge
Weapons: Spear, +4 combat
Description: a 2 foot tall gnome wearing a brown tunic and tan pants
Talents: Stealth. (+3 to stealth). Mischief. (+2 to deception and pranks. Increases to +3 when the victim does not know about Gnwbimbir. Cannot be used to directly cause injury.) Gnoming. (+1 to jokes and storytelling. +1 to tinkering and crafting. +1 to foraging. +1 to any action which furthers revenge. +1 to digging and mining.)
Bonuses: Advanced Gnome (One aspect of gnoming will operate at +3. This selection may change each land. Currently tinkering/crafting.) Little. (Further +1 to stealth). Magic Pants. (+1 to defenses, +2 to resistance against earth and water-based attacks or hazards. Change currently used.)
Wounds: 0/3
Defenses: 2/8
Weapons: Envenomed Conical Gnome Hat.
Description: A tall but thin male human, clad in a mixture of light plating, chain, and leather, all dyed a dull dark gray. While servicable and decently effective, the armor is clearly ancient, with innumerable dents, scratches, and frayed edges. An old ribbon of bright blue cloth once hung from the tip of the pointed helmet, but is now little more than short rags; a once-magnificent cape is in a similar state, whatever heraldry it held now forgotten and unrecognizable.
Currently pantsless. Fortunately, Xin has been undead long enough to render him mostly family-friendly.
Talents: Berzerker, (+1 +2 to combat, increases each round Xin fails to harm a target.) Mobility/Dodging. (+2 to mobility and dodge rolls.) Psychometery. May make magical rolls to get histories of items and locations. (-1 normally, +2 per retry, +3 if an area/item is related to Death.)
Bonuses: Greatsword Backstab. (First hit in any combat will deal double damage). Unnatural Vigor, (+2 to defenses), Sign of Darkness. (Can be used to escape any trap or bond, at the cost of an automatic wound.)
Wounds: 0/3
Defenses: 7/9, +2 to dodge
Weapons: Farron greatsword and dagger.
Description A fancy purple horse-sized kraken, wearing many sets of bangles and necklaces.
Talents: Grappling. (+1 to grappling. Applies a penalty to opposing mobility and combat rolls, if successful.) Climbing. (+3 to mobility rolls involving climbing.) Jewelling (+3 to making jewelery or cutting gems.)
Bonuses:
Constriction. (+1 to damage applied to grappled targets) Aquatic (Fully capable underwater as above), Bangle of Health. (+1 maximum wounds.)
Wounds 1/4 (No combat effects at this time.) 4 difficulty wound, +2 for medical care.
Defenses 5/7
Weapons: Trident, +1 to combat.
You have three mules with you acting as pack animals. As long as they are alive and present, there is no need to worry about food and water.
-Lizardman's Greataxe
Usable by Xin and Terinas. Not a stabbing weapon, unfortunately.