Ok guys, We have enough people to get this show on the road, I still have 1 free sopot for someone who want's it, also waiting for flintus to at least include free stuff, and giving him a chance to buy some ammo and possibly fix up the two weapons without the skill thing.
Oh yea, you'r right smj, orks dont have tusks, though they do have slightly elingated and toughened lower canines (dont jut out from jaws) that can rip open the dough wasteland vegitation.
@ flintus: i have no idea at the moment if you can learn skills, we will see what hapens, also you still have a repeating hand crossbow, 10 cartradges, and NO darts to use with them, i think it might be a good idea to rectify this before posting you'r turn.
Turn 0None of you quite know why you are here, nor exactly where
here is. What you can see is that travel is blocked in one direction by a river, and in the oposite by a 20 meter climb. Just against the base of the dust coloured cliff rests an unassuming a small squat building, this proccedes to, by a sign just over it's door, proclaim it'self a traveler's inn. To the
left right (edit: oops) of the inn the land decends and starts to gain a semblance of life, you also spot buildings in the distance. To the left of the Inn the land is somehow, completley flat, remains a nice dust coloured and you can see nothing but the horizon on the horizon.
Over the rappidly flowing river, the land is green, you can also make out a small community, of elves or humans (there wouldn't be a setlement of only orcs anywhere it was not harsh enough to kill off grass, and they were definately not dragonkin).
For this turn, I will just post you in order of aplication, tell me how you would like to post things in future turns.
And dont worry about the d%s they are just fro silly things right now, i got plenty of d6s to throw
Sargoth(Paranatural): When the daze clears and after you notice the previous paragraph. You observe 3 figures arround you, also a bit shaken
1) A pointy eared prick, who is walking arround with two shortswords and is holding a repeating crossbow which d%ile roll (43%) seems not to have any ammo and also seems to be in a state of quantumn flux(GM letting elf know that he can still change his loadoud)
2) A Female human with sensible clothing, a hardhat and saftey glasses in superpossition with eachother, a long stick with two curved blades on it, and a backpack that seems weighed down by numerous packages, assumably carrying the tools of her trades, one of which is obviously a chemists kit as acid spews out of it, as no real harm was done you can't help a chuckle.
3) A fellow orc, though you do not recognise him and his muscles seem slightly less than you would think for an ork(dont worry smj it won't have an effect on your stats just Sargoth's oppinion) he is carrying arround a few bits n bobs, so you suspect he knows his way arround machines
Flintus(Flintus10): When you come to, you find you are far away from the big scyscraper city you used to live in, perhap's that's it in the distance, d% (34), nah can't be the skyline is all wrong, after reading the intro paragraph, you notice 3 figures nearby you also shrugging off whatever it is that happened
1) An orc, barbarish thugs, this one fits the steriotype to a tee, great huge axe and all allthough you do see a medical kit on him, perhaps he is not completly stupid
2) A human, a female one at that, you always thought the kept them indoors except for the occasional walk, or is that pets, nevermind, you do approve of the staff she is holding however, you do not approve of the spontanious stream of acid that flies out of her pack as she hastily removes it.
3) Another blasted orc, although this one has a shield and a blade, this one might be a bit more sophisticated, perhaps if you walked up to him and grunted he might even understand
you also relise that you only brought 15 darts for your 11 cartiges, fortunately you are in a state of quantumn flux and have a chance to rectify the situation as long as you do it before moving or doing anything else.
Adelle(RNG): You, somehow are the only one that does not need to stand up, you are already standing, (1), oh dear the vollitiles in your backpack are going out of controll, you begin to bet that whatever brought you here was not gentle. D%(76%) fortunatley you manage to get the pack off in time, and settle things down with only some highly concentrated acid flying out at you, the superposition of glases and hardhat ends as the acid hits your now completley solid saftey glasses, harmlessly. You are too preoccupied to look arround
Damaig(smj): You look out at the new location you are in after wiping away oil from you'r latest failed invention, d%(100%), you just had a briliant idea, an absolutley awesome one, a mechanical monstrosity that weould make you INVENCEEBLE, you would show those big muscled bullies a thing or two. (+2 on your next attempt to create a combat gizmo, you may also use tinker forr any combat gizmo's you make, instead of tinker AND a skill),unfortunately you are to pre-occupied by your awesome idea that you fail to look arround.
Statuses
Sargoth(Paranatural)
Skills: Unarmed Combat, Body Magic, Thrown, Axes, Defensive, Survivalist
Health: Completley Fine, Body Energy: Maximum Capacity
Gear: Holding an Iron orcish Axe, Wearing traveller's gear and chainmail
Inventory: 10 Days Rations, Rope, Tent, 4 Throwing Axes, Sleeping Bag, First Aid Kit, Hatchet, 36 currency unit's of an unknown currency
Flintus(Flintus10)
Skills: Ambidextrous, Survivalist, Stealth, Blades, Firearms, Body Magic
Health: As healthy as an elf gets, Body energy: If you were a battery, you would power a flashlight for months
Gear: Holding a repeating hand crossbow loaded with a cartgidge that contains 5 darts, Wearing Travveler's gear
Inventory: Travelers Gear, Short Sword, Short Sword, Tent, 50 days traveling rations, 10 unloaded Hand crossbow Cartriges, 160 hand crossbow darts, Rope, 5 generic currency units
Adelle(RNG)
Skills: Staffs & Spears, Firearms, Defensive, Computing, First Aid + Medicine, Demolitions + Chemist
Health: You have had a scare, but are otherwise fine, energy magic: try not to get any more or you might explode from overhealing (won't realy happen)
Gear: Work clothes covered by kevlar armour, and saftey glasses, Held a fine, cuved bladed staff
Inventory: Water skin canteen, Hand Crossbow 45 60 Bolts Darts, 10 Days' Rations, x2 AA Battery Packs, First Aid Kit, Doctor's Kit, Drug Kit, Demolition Kit, Volatiles Kit, Mechanic's Kit, Flashlight, Bedroll, 1 currency unit of Australian dollars(you only typed $ not what type, hehehe), which is a plastic, nigh indestructable and pinky purple, 5$(aud) note
Damaig(SMJ)
Skills: Body Magic, Mechanics + Tinker, First Aid, Merchant, Blades
Health: Lemme Check .... yeah your fine, Body Energy: You feel the power
Gear: Held: Shield , Belted: Iron Blade, Worn, Work Gear with hardhat and kevlar overalls
Items: Magnifying glass, Travelers Gear, Mechanics kit, First Aid kit, Knife (Steel), Tent, Sleeping Bag, 10 Meters of Nylon Rope, 30 days rations, 21 currency units made of undisclosed currency
Special: Combat Tinker (may use only tinker when using combat gizmoes), Can envision the perfect invention (+2 on next tinkering roll)
Hope you guys like it so far, i am available untill noon my time, actualy a bit before, have to be there at noon, it is aproximately quater to 9 am here, dont know when i will be back in the afternoon.