After retrieving all of your belongings and a few other weapons, you 6 continue down the hallway and out the front door. Surprisingly, you didn't run into anybody yet, strange way to run a prison, even a small one as this. It is morning and the prision seems to be on the outskirts of a small village.
To the south and west is a forest which gets thicker the further you go, there is a road (presumably the one that took you here) that leaves the village westward and then splits into two paths, one entering the forest, the other goes northward into the plains. Beyond the village, far to the east are some mountains.
After some heated discussion, you as a group decide to head into the village to get some answers, maybe you will decide to confront the tyrant, head off on some wierd quest, or
and profit?
You are all now just inside the village.
Possibly an unorthodox turn, but I wanted to get to a point where there is more potential for things to happen and players to do what they want. As I said earlier, I don't really have any (solid) plan for this RTD and am letting it be freeform.
If I have extra time, practice making tiny sparks of electricity.
[5] Despite the limited amount of time, you manage to unlock the potential to generate tiny sparks of electricty and it flows around your body briefly. Its pretty weak, but with concentration and use, you will eventually unlock a powerful ability. ((Probably gonna slap a cooldown time or something when it gets to that point. Also, I know its weak at this time, but hey, you just did it for the first time, and I'm already planning on having some form of xp to level it up.))
Character statuses:
Digital Hellhound/Alethe
Health: Excellent
Powers/Abilities: Mind Control, Illusions, Invisibility (still on?)
Inventory: Greek style travelling clothes, a bag of 10 coins and a deceptively nonlethal baton type club which can be transformed into a long dagger (or short sword, depending on your definition) with a twist of the handle, two throwing daggers, and a iron chainmail shirt
dwarfguy2/Drex
Health: Eyes are slightly on fire and smoking, otherwise fine.
Powers/Abilities: fireball, bow and arrow (bonus to archery rolls), summon imp.
Inventory: Belt, quiver, bow, dagger.
Resistance/invulnerability to fire (On account of the demon ancestry)
LordInquisitor/Arngrim
Health: Max
Powers/Abilities: Wisdom, Martial Trance, Rune Rituals
Inventory: Leather, Norse style clothing, has a big fur cloak, a bag containing his whole set of runes. (24 runes, carved in bone. They belong to the so called
Elder Futhark ), a Viking era style sword, and a ‘shield’ (the bottom of a wine barrel, slightly modified), and a javelin.
Wolfchild/Tharin
Health: You are one healthy demi-coyote.
Powers/Abilities: Shapechanging (Cosmetic and functional), Illusions, Minor Telekenesis
Inventory: Native american style leather trousers, leather vest, finely crafted knife, decorative headband, healing herb stash, and an extradimensional satchel (can carry as much as a normal backpack, but is small like a pouch)
MagusBlack/Torc
Health: Your inner fire is at maximum.
Powers/abilities: Godly forging, fire magic, hitting things with hammers (bonus to using hammers in combat or otherwise?)
Inventory: Travellers clothes, fire-proof backpack filled with all the tools that a traveling Omni-smith needs(acts as a mobile forge, no fuel needed), a large, beautifully crafted hammer made for both battle and smithing that was gift from Hephaestus himself (has no real special properties besides being really hard to break and is resistant to heat) , heat-resistant steel chain-mail (bonus to defense roll against fire based attacks).
RNG/Neberhar
Health: Maximum.
Powers:
Control Weather(Controls the wind, and thus, pretty much all weather, though storms and lightning are more the domain of Set than Shu)
Peace(Calms emotions to create a ceasefire-like state)
Void(Negates energy from one or more sources)
Can levitate in the air (More practice needed before flight capability)
Can generate electricity from body (weak at this time, equivalent to a strong static zap)
Inventory: Thin silk and linen travelling clothes, and a long fighting staff.
Edit: Forgot to do a roll, which comes out to be a good one.