Oh, ein, I assume you're doubling up on Grit increases? If you were after Grit and Determination, let me know and I'll switch it before next turn.
Turn 11 - Powerup SequenceTowering over the bodies of your FALLEN FOES, you find yourself AGOG with RAW ADVENTURELUST. You feel the POWER and WISDOM of HEROES long past coursing through your viens!
Darrell : +2 Grit! Gained Gil Toss!
Susan : +1 Grit! +2 Pizazz! Gained Backslash!
Asonn : +1 Hotbloodedness! +2 Pizazz! Gained Spell : Second Wind!Darrell : You recover your ITEMS strewn about the floor, 10 COPPER COINS and and your KNIVES, including some that MYSTERIOUSLY did not leave your inventory when you threw them. No time to DWELL on simple ODDITIES, however, there is LOOT at foot! You run to the nearer CORPSE and RIFLE through his GEAR. You find a POINTY STICK, in no way superior to the weapons you already WIELD. He is wearing a HOODED CLOAK, not dissimilar to the one you discarded on outset. In his POCKETS you find 2 strips of JERKY, a POUCH containing some variety of STRANGE POWDER, and another POUCH containing COINS, 13 COPPER and 3 SILVER. You stow away the latter 3 items in your inventory.
FUN FACT : 1 Gold Coin == 5 Silver Coins == 20 Copper CoinsSusan : Intercepting Darrell before he SCOOPS your LOOT, you POUNCE on the LIFELESS BODY of the other FELLED BANDIT. He possesses the standard DANGEROUS BRANCH and HOODED CLOAK, but beyond that you find some INTERESTING TRINKETS. He wears an OBSIDIAN RING which you are quick to pull off his STIFF FINGER. You also find a BAR OF SOAP, puzzling considering he has apparently NOT BATHED in a long while, and a small wooden box containing a few MATCHES, some TOBACCO, and a stone PIPE. Hey! That stuff ISN'T FOR KIDS! You pocket it all, along with 4 loose SILVER COINS found in a pocket.
Asonn : You decide to RELISH your VICTORY for just a moment longer. Remember when you hit the dead guy with your staff? That was pretty great.
Dog : The dog faithfully trots behind Darrell like, well, like a DOG.
Theef : His AGGRESSORS apparently DISTRACTED, the Theef makes a mad bolt for the CAVERNS EXIT, tears still flowing freely down his CRAVEN FACE. You ALMOST FORGOT about that guy!
MEANWHILESheb : You ready your ROPE to tie up the UNCONSCIOUS FELLOW, only to realize that he's ALREADY BOUND. Oh well, no need for overkill. You pop open the nearest chest and find your STOLEN GEAR - a BACKPACK containing your DULL HATCHET, a round WOODEN SHIELD, a JUG of FINE DWARVEN ALE, and a HEAVY BLANKET. All there, except your SALTED MEAT RATIONS. You pop the ROPE in the BACKPACK and sling it over your shoulder. You tell the PUPPY what Dwarves use them for in THE MOUNTAINHOMES, and he slinks away behind a larger dog, understanding your THINLY VEILED THREAT.
Level 2Hotbloodedness - 3
Grit - 5
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 turn. Can be used in the same round as another action. Does not stack.
Gil Toss - (2 PZ) Reduces targets Grit by 1 (minimum 0) for every 1 SP worth of currency thrown, for the turn. A thrown attack may be taken against the same target that turn. Currency thrown cannot be recovered until the end of the battle.
InventoryRusty Kitchen Knives (5) (1d6)
Pouch of Strange Powder
2 Strips Jerky
Money - 3 SP, 23 CP
Level 2Hotbloodedness - 6
Grit - 4
Determination - 8 / 8
Pizazz - 6 / 6
AbilitiesWeapon Lore - Can identify and appraise weapons easily.
Focus Slash - (2 PZ) Spend turn focusing. If a sword attack is made next turn, attack roll gets max (non-critical) result automatically.
Haggle - Gets better prices.
Backslash - Cut twice with a single weapon, treating it as a Dual Attack with two of the same weapon (Half Hotbloodedness bonus each, full weapon attack roll). Can attack two foes in the same turn.
InventoryWooden Training Sword (1d8)
Wooden Shield (+ 1d2)
Urist ArrowHills Big Book of Rare and Valuable Weaponry
Bar of Soap
Matches (
Pipe and Tobacco
Money - 4 SP
Level 2Hotbloodedness - 2
Grit - 2
Determination - 8 / 8
Pizazz - 18 / 18
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 turn. Can direct gasses and other airborne substances, prevent flying creatures from approaching.
Flight - Can fly (while carrying < 10 lbs)
Spell : Second Wind (6 PZ) Recovers character to 50% of their Max Determination. Target must be within Melee range (or Self) to target.
InventoryOaken Staff (1d6)
Areomancers Handbook
Money - 5 CP
Level 2Hotbloodedness - 3
Grit - 5
Determination - 12 / 12
Pizazz - 6 / 6
AbilitiesSpeak to Animals : Animals understand your speech. You, however, cannot understand them, and they are under no compulsion to actually listen.
Meatshield Mastery : (2 PZ) Double Grit for duration of turn (expends entire turn).
Soapcraft - Slippery Slope : All characters in range have 20% chance of becoming prone at the beginning of their turn, for 3 turns. Expends one Soap.
Soapcraft - Clean Wound : (2 PZ) Recover up to 5 Determination lost by a character in the previous turn. Expends one Soap.
InventoryDull Hatchet (1d8)
Wooden Shield (+ 1d2)
Jug of Dwarven Ale
Heavy Blanket
Length of Rope