Dragnar{3} - Dragnar takes the class "Automaton locomotion and you." He learns the benefits of various leg designs, and what they're supposed to look like, but he doesn't actually learn much about building them.
{6} - The mini-mec waits for orders. Or maybe it's meditating. Possibly dreaming. Do mini-mecs dream?
+1 Steampunk Mechanic!Realmfighter
{6} - "While I was walking through town earlier, I saw a necromancer necromancing it up in the cemetery!"
The guard looks at him with alarm. "Are you sure? This is a serious offense indeed." The guard turns towards the dooryway he's guarding, opens the door, and shouts. "RUFAS! LUCAS! ATLAS! Get over here, we have a situation!" Then, turning back towards Ragnar, "I'll never know why all four cemeteries in the city are named the First Cemetery of Richport. Makes it very difficult to say which one the necromancers are at. Anyway, Rufas, Lucas, and Atlas will follow you if you take them to where the necromancer is." Almost as an afterthought, "I hope you're not another prankster. Last one's still up there." So saying, the guard points towards the roof across the street, where a skeleton is tied to a four pointed star. (Not crucified. That requires a cross. Similar concept though.)
{2} (Richard) - The kid nods his head stupidly, in a way that he hopes makes him look wise.
+2 Persuader! Dabbling Persuader gained!Minions gained: Guardswarm!RandomNumberGenerator
{6} - Lithoniel focuses, and psychically searches for nearby guards, but the only person she finds in range is the executioner, and he's coming for her. Unfortunately, he is heavily resistant to mind control. He unlocks her cell door, shackles her hands, and leads her elsewhere in the building. Desperately searching for somebody else, anyone else, she finally finds one: A weapon merchant who setup his shop outside. She barely manages to mind control him, and get him to enter the building. Despite the maze-like corridors of the building, he manages to find her, and he shoots the executioner with a crossbow. They now stand in a four-way intersection with a dead executioner.
Minion gained! Full loyalty for three turns, roll every turn after that to see if he remains mind controlled!+2 to Mind Control! Dabbling Mind Control gained!Don't get caught by Richport Guards! I mean it!Apostolic Nihilist{1} - Let's see ... If that building is there, then Gaius is ... Wait, which way's north? "Hey, this bleeding's getting worse, can't you do anything?"
{4} - Looking annoyed at having to break his cover so soon, Jul reluctantly bandages the wound. He returns to the crowd just before some more guards appear. They look at Apostolic Nihilist suspiciously.
"Loitering, I see."
When the first one crumples to the ground after a blur from the sky attacks him, the second one runs off, probably looking for help.
Bleeding Stopped!SHAD0Wdump{4+1=5} - While still hovering, Generic guy #1 manages to don his shoes. Aiming himself, he shoots downwards and lands on a random person's head, then bounces back upwards and continues sneezing to keep himself aloft. The companion of the guy he lands on runs off.
+1 Landings! Dabbling Lander gained!+2 Devastating Sneezer!Cleats equipped!CJ1145{6} - CJ teaches Alfred how to raise a zombie from a corpse. He does an overly good job of it, and feels hoarse after a long lecture.
{4} (Alfred) - Alfred tries to cast his spell, but it's really hard to utter magic words while A) Choking on a bone and B) Choking on a guard. Alfred dislodges himself from the guard, and manages to pry the bone out of his throat.
{1} (Zombie horde) - They stand around waiting for orders. Creepily.
Hoarse! -1 to speaking for two turns!Alfred cured!Alfred gains +2 Necromancy! Dabbling Necromancer gained!Flintus10{4} - Flint continues into the tower, finding an arrow trap. He thinks he can figure out how it works, if he studies it further.[/b]
+1 Trap Lore! Dabbling Trap Lore gained!Learned about a specific arrow trap! +1 to actions with it!StatusStatus:
Good
Skills:
Novice Anti-Necromancer [1/4]
Dabbling Meek Conversationalist [1/2]
Dabbling Strutter [1/2]
Dabbling Persuader [1/2]
Inventory:
Bronze axe(wielded), commoner clothes stained black with ash(worn), unidentified parchment(carried)
Minions:
Three guards - healthy
Pizza delivery boy - armed with pointy stick
Skills:
Dabbling Anti-Necromancer [0/2]
Status:
Hoarse. -1 to speaking for two turns.
Skills:
Novice Necromancer [3/4]
Dabbling Doctor [1/2]
Inventory:
Stick with a cheap gem embedded on top(wielded), commoner clothes stained reddish with berry juice(worn), unidentified parchment(carried), needle & thread(carried)
Minions:
Alfred - Intelligent(?) zombie that looks like a human.
Skills:
Dabbling Necromancer [1/2]
4 zombies - good condition
Status:
Good
Skills:
Dabbling Gambler [1/2]
Novice Rabble Rouser [0/4]
Devastating Sneezer [3/6]
Dabbling Lander [0/2]
Abilities:
Can hover with devastating sneezes
Inventory:
Standard clothing(worn), a bag full of wooden dice(tied to belt), and a pair of cleats(worn)
Status:
Good
Skills:
Dabbling healer [0/2]
Dabbling Trap Lore [0/2]
Inventory:
Iron dagger(carried), bronze short sword(wielded), a black silk cloak (worn), 3 smoke bombs, bloody arrow (carried).
Status:
Healthy
Richport guards hate him
Skills:
Novice Richport Loremaster [0/4]
Dabbling Persuader [0/2]
Inventory:
Leather gloves(worn), black cloak(worn), rusty nail covered in blood(worn), hammer(wielded), brass feather (carried).
Minions:
Jul - ?
Status:
Discouraged (-1 to mini-mech upgades next turn)
Skills:
Novice Steampunk Mechanic [1/4]
Dabbling Magi-Tech Engineer [0/2]
Inventory:
Schrodinger's box of stuff(carried), simple clothing(worn)
Minions:
Intelligent steam powered doll action figure.
Status: Immobile
Status:
Broken right index finger! -1 to actions requiring both hand.
Wanted in Richport for murder, evading arrest, and using psychic powers.
Skills:
Novice Manipulator [0/4]
Dabbling Mind Controller [1/2]
Inventory:
Bronze scimitar(wielded), bronze buckler(worn), traveler's clothes(worn), psychology book(carried), social skills book(carried)
Minions:
Weapons merchant. Mind-controlled, effect begins to fade after two more turns.