Turn 2 - The Tavern : Part 2 : Return of the TavernThe barmaid promptly brings Asonn a hearty bowl of DWARVEN STEW.
"Put it on my tab" Asonn instructs her, in a manner that he's sure is both SUAVE and MATURE. She rolls her eyes.
Daniel :"GET ME A GODDAMN ORANGE SODA THEN!""Yeh know dern well we git foor things teh drink in here: ale, water, milk, an' more ale. Yeh gots milk. Quitcher bitchin'. Oi, fooking kids." The barmaid turns towards the bar and yells
"Urg'sh, ima taken meh break!", and walks out the front door, shaking her head. Vile woman.
Darrell : You feel the sudden urge to whip one of your knives towards the DARTBOARD.
(1d6 + 3) = 7 The knife flies across the room, in the general direction of the DARTBOARD, before a gust of wind picks it up and jolts it's trajectory. It's hard to make it out from this distance, it looks like you maybe hit double 7. You glare at Asonn in what you hope is a MENACING FASHION.
Asonn : You expend 4 PIZAZZ casting Gentle Breeze to aide your partner in a completely meaningless endeavor. You feel your inner stores of FLASHINESS AND GUSTO depleted to about 3/4 capacity. You convince the others to adopt the title "THE WARDENS" until a better name presents itself, despite it sounding like the name of a COLLEGE SPORTS TEAM.
Susan : You argue, hit your teammate (careful not to
really hurt him, of course), and act generally contrary until getting bored and burying your nose in your USEFUL TOME. It contains a full register of the ROYAL DWARVEN ARMS MUSEUM at time of print, as well as an indexed list of other weapons, both exotic and mundane. It's hard to believe there exists an ARTIFACT OF WAR that
isn't in this book, given the size of it.
You all unanimously decide that it's about time you stopped DICKING AROUND and decide on a COURSE OF ACTION for the night. The BLOOD STAINED FLOOR and VICTIMIZED PREACHER both sound like suitable adventure hooks for freelancers of your stature, and the BARKEEP is sure to hear lots of RUMOURS in his position. Of course, you could always do SOMETHING COMPLETELY DIFFERENT, or just spend all night DRINKING MILK and ARGUING ABOUT NAMES, like you normally do at these meetings.
Level 1Hotbloodedness - 3
Grit - 3
Determination - 8 / 8
Pizazz - 10 / 10
AbilitiesThrow Weapon - Can throw small melee weapons without incurring attack penalty.
Pick Pocket - (4 PZ) Can lift items off anothers person. Opposed roll to determine whether the target notices.
Distract - (2 PZ) Target suffers -1 Grit this round. Can be used in the same round as another action. Does not stack.
InventoryRusty Kitchen Knives (5)
Copper Coins (10)
Apple
Level 1Hotbloodedness - 4
Grit - 5
Determination - 10 / 10
Pizazz - 2 / 2
AbilitiesFull Nelson - Any successful unarmed attack may stun for 1 round instead of doing damage.
Groin Kick - (2 PZ) Treat as regular attack. If it hits, target is stunned for 1 round in addition to regular damage.
Intimidate - Exceptionally adept at frightening people into doing what he wants.
InventoryCopper Coins (3)
Map of Province
Level 1Hotbloodedness - 6
Grit - 3
Determination - 8 / 8
Pizazz - 4 / 4
AbilitiesWeapon Lore - Can identify and appraise weapons easily.
Focus Slash - (2 PZ) Spend round focusing. If a sword attack is made next turn, attack roll gets max (non-critical) result automatically.
Haggle - Gets better prices.
InventoryWooden Training Sword
Wooden Shield
Urist ArrowHills Big Book of Rare and Valuable Weaponry
Level 1Hotbloodedness - 1
Grit - 2
Determination - 8 / 8
Pizazz - 12 / 16
AbilitiesSpell : Purify Air - (2 PZ) Convert all gasses or airbourne substances in room (or smaller, contained area) to pure, breathable air.
Spell : Gentle Breeze - (4 PZ) Summons a gentle breeze. When focused on a creature, unbalances them for -1 Hotbloodedness and -1 Grit for 1 round. Can direct gasses and other airborne substances, prevent flying creatures from approaching.
Flight - Can fly (while carrying < 10 lbs)
InventoryOaken Staff
Copper Coins (5)
Areomancers Handbook