Suddenly: Rolls. I realized, that some of you are only performing free actions this turn, so you autosucceed.
Also: I updated the waiting list. (thanks for the compliment)
Turn 7 I follow too, and watch for some shops, which could be attractive to lift...
|You follow the guard, looking for opportunities for burglary as you go. The clothesshop catches your eye. It sells high-quality clothing for the aristocracy and the owner did not properly close a window on the ground floor. You can see light inside.
I'll follow the city guard, ask about the city and about where we could get things like clothes.
| You follow the watchman closely and ask away. You learn, that the district you are in is named "Old quarter", the cathedral you saw earlier belongs to the Hammerites, who also provide a majority of the manpower to enforce the law. You and especially the thief are lucky, that he was there to arrest the thief, because a paladin of the Hammerites would probably have killed him on the spot and take the reward himself. The Hammerits also put a curfew in effect from the sixth hour of the evening to the sixth hour of the morning. Anyone present in the street, who does not wear the insignia of the Hammerites or the city watch is arrested and brought to prison for questioning. He offers, to escort you to a tavern, once he has filled the paperwork and paid you the bounty, but your shopping tour has to wait until tomorrow.
develop void blades
| You remain in the side street and try a different approach on the hand-blade thing. This time, you see the faint green outlines of a blade, protuding from your fists, but the next moment they are gone.
{AI: 4} I look around
| You notice that you and the members of your group are now the only people on the street, except for the watchman and his captive of course and another man on patrol further down the street. He is not a member of the city watch, you reason, because the wears a different kind of uniform and helmet. Over the full chainmail he wears a white vest with a red hammer symbol on its back. On his back, you see a very mean looking warhammer, too. He is not looking your way, for now.
Take the dagger with, and follow the guard to collect the reward.
| You take the dagger and wield it in your right hand. It is surprisingly lightweight and decorated with silver rings around the hilt. There is also an emblem in silver on it but it is too coroded to make out any details. Fascinated by your aquisition you pay no attention to the conversation going on and just walk with the others. You get a look on the watchman though. He wears an open helmet and a rusty chainmail. The emblem on his vest shows a white gargoyle and a fountain on a blue background.
Grumble about people getting money for just beating up a theif.... Then, wearing my kilt, run into a weapon store AND GET MEH MAH SCOTISH AXE!
| You redress yourself and run along the main street. You pass the group of Frelock, jozilla, wolfchild, Paranatural and Toaster who follow the watchman and his captive. You do not stop, until you reach a shop the ornate sign in front of which clearly indicates that there are weapons sold here. You try to open the door but quickly notice that the shop is closed.
Practice my healing powers so they can work at a range
| The only one in need of healing is Nuker, so you heal him. This time you try it from a distance. You imagine your healing powers flowing through your hand and then through the air to Nuker, who is just realized, that he won't get to buy himself an axe before tomorrow and is now loudly cursing. As with Nimitz before, Nuker gets this power, too. (just needs a perfect 5 to grant bonus)
Curl tail up inside the pants, try to get a grip on rgen so it only functions when i want it to damn it, at least in this world anyway, and follow the guard
| At first you follow the others, but you fall back quickly, once your regeneration starts again. You try to conceal your tail, but it is too long, too thick and too rigid to be stuffed away like that.
| Your frustration grows again and as a result you grow fur all over your body. It is gray and black in color and you fear, also quite flammable.
| Something is not right with your ears either, you can hear better, but you need someone else to take a look at it. Finally you get your anger under control and your mutation stops, until reactivated.
I'll follow the guard at a distance, practicing parkour as I go.
| You follow at a distance, looking for suitable obstacles. The railing of the steel bridge seems workable.
| You run up to it, but miss the jump. Your aim was too high and you fall 2 meters and land in the foul smelling water of the river.
| The water cushined your fall a little bit, but you suffer a sprained ankle.
===
NPC actions:
| He walks at a fast pace over the bridge and towards a guard house on the other side. He chats with Paranatural and pays no attention, whether the rest of you follow him or not.
| He just walks behind the watchman, remaining silent and being miserable.
=====
Status after Turn:
Location: In the river, sitting in 2 foot deep water
Health: sprained ankle
Possessions: Generic underwear, grey pinstripe suit pants
Location: Main street bridge, standing upright
Health: uninjured
Possessions: Generic underwear, brown leather pants
Abilities: King of Nowhere
Location: Main street bridge, standing upright
Health: uninjured
Possessions: Generic underwear, black leggins belt, hessian pants
Location: Side street, standing upright
Health: uninjured
Possessions: Generic underwear, baggy pants
Abilities: Basic Telepathy
Location: Main street near weapon shop, standing upright
Health: uninjured
Possessions: Generic underwear, white cargo-shorts
Abilities:Dreamwalker, TK healing
Location: Main street, in front of clothing shop, standing upright
Health: uninjured
Possessions: Generic underwear, worn desert camouflage pants
Abilities: Healing Touch
Location: Main street bridge, standing upright
Health: uninjured
Possessions: Generic underwear, blue jeans, blue vest, <<small dagger>>
Abilities: Roundhouse kick
Location: Main street bridge, dancing on the ground
Health: bruises on head and arms
Possessions: Generic underwear, scottish kilt, 2 silver and 5 copper coins
Abilities: Breakdancing, TK healing
Location: Main street, standing upright
Health: uninjured
Possessions: Generic underwear, dark blue stretchy pants
Abilities: regeneration at will, reinforced ribcage, giant rat tail, long legs, fur, mutated ears
Chained to the watchman, he is forced to follow him.
He leads you and his captive to the next guardhouse.
=====
Environment: A medieval steampunk city. It is night. The streetlights do not illuminate the streets completely, many doorways and alleys remain unlit.
World rules:
+2 to sneaking. (can be negated by type of surface)
+2 to hiding. (can be negated by lightsources)
+2 to attacks when the victim is unaware of your presence.
Fumbling a cooperation action will never cause both participants to be spotted.
=====
Locations:
Side street: A small street branching out from the main street. The walls of the neighboring houses are made from rough stone, reinforced by steel girders. Your exit is here.
Main street: A market street, devoid of people but crowded with crates and wagons. There are several shops here: An armor shop, a clothing store, a bakery, an alchemy store, a weapon store and possibly more. 4 Hammerites patrol along the street.
=====
Background: [5] Three more Hammerites exit another side street and begin patrolling the main street.
=====
Next turn, the curfew is in effect. Everyone in the streets and not hidden by shadows rolls against being spotted by the Hammerite patrols. If you want to hide, you must state to do so. (its a free action)
Btw... you don't need to stick around the watchman to get your reward. In fact: For some of you, it might not be wise.