Ax sighed at seeing the Aasimar back. It was only a matter of time before he took an interest in him; holy types always did, and inevitably they either tried to get him to see the error of his ways or kill him, and he was getting tired of running from both types. Oh well, he's been hired for this too. Guess there isn't any avoiding him... and if we don't work together to try and do this there's not going to be any planes left anyway. "So what were you doing fighting the guards, anyway? I thought you were supposed to be a good guy," he asked with a :3-type expression that, on him, probably instilled in everyone around the desire to slap it off his face.
Unfortunately the Aasimar had already left by the time Ax had thought of this devastating cut-down, and he was left staring at the shut door of the room the paladin had claimed. He sighed again. Damnit, every time I think of something good to say there's no one around. That's always the way... He went to the roof, lay down, and put his hands behind his head. Guess I'll just hang out for the moment. Maybe the Plane of Air will have some interesting stuff to take.
(5) You spit out the line with coolness and a trollface. But everyone left. *sigh* You decide to sit on the roof and wait until you go to the Plane of Air.
Attempt to Uncurse the Brass Knuckles
You walk up to the
mutant woman ...person with the hidden spiky hands. (4) You're much more of a technologist, so you can't undo this curse, but you think you could replicate the effect in a removeable form.
Ask one of the magic users if they could investigate my cursed brass knuckles, oh yeah and why I can't change back into a man.
(4) You get Riccto to look at why you're a woman now. He says, "This is an illusion that affects all of the senses. Even though your hands are spiky and your skin is rough, it would still feel smooth. I would imagine that... Well... Just don't try to... *cough* '
Fade to Black'. You really don't want to know what would happen in that circumstance. Neither do I."
I glare at the spider/duck briefly, then decide to go along with this plan - If it's leading us into a trap, I'll have the proof I need to come back and tear the conspiracy apart. I return to the ship to claim a guest room as though there's no question of me owning it, and then write a letter about the appalling corruption here, possibly for rooting out as an initiation test, to be sent to my order the next time we stop in a suitably sized city.
I'll choose to ignore the orc's interruption of Justice for now, as the corruption would need more time then I currently have to properly deal with.
You snag a guest room and begin to write your letter. (6) You feel a holy presence in the room. A boomingly whiny voice says, "
You seem to be quite a specimen. You will do nicely. I am Imho, god of whiny letters and 'no offense meant' statements. You shall be my earthly avatar." You feel your brain twisting, and you have a sudden desire to write "Letters to the Editor". Whatever those are.
Well, unless anyone has anything that needs wrapping up in town (and I suggest we get out of here soon before the guards track down the Exploda and the Emet), get shiftin'.
Why do we need to get to the vorticies?
AIR? Dem' wussies' ain't got nuthin' on us Wata' Planes!
follow da' groop to da' fookin' stupid "ai' Plane"
(6) You concentrate, and as soon as Big Jo parks the Exploda on the roof, severely annoying Ax, who was trying to nap, you have taken the
ship house Emet to the Plane of Air.
Statuses:
Species: Mutant
Description: A "Being" That stands like a man, the size of a man, but covered with horrible burns and an alchemists robe
Profession: Alchemist/Mad Scientest
Background: He once was a man. Atleast he thinks so. But what he does remember is his knack for mixing up chemicals and herbs, always trying to find that perfect mix. But he has suffered his fair share of accidents in the lab
Home Plane: Astral Plane
Abilities:
Master Alchemist,
Mad Alchemist,
Astral Denizen,
Well-ReadMutations:
Alchemical Immunities,
Four Arms,
Inventory:
Bottle Sling,
Cheap Chemistry Set,
Leather Robes,
Phial of enchanted gas, 50 gp
Spells:
Spined HandsName: Axolisin Sathael. He prefers being called Ax or Sin since he thinks it's awesome.
Species: Tiefling
Description: Short, pale, and skinny. He stands about 5'5 and 120 pounds. His hair and eyes are pure black and his pure white skin has light gray spots across it. His horns are goat-like. He spends a lot of time moping and figures since he's just so mistreated he can do whatever he wants.
Profession: Thief
Background: He's been kicked around his entire life as you might expect and resorted to thievery since Tieflings are branded as thieves and untrustworthy anyway. He's very small time and hasn't progressed much beyond mugging, purse stealing, pickpocketing, and robbing the poor.
Home Plane: Plane of Shadow
Inventory: Iron Dagger,
Steel Daggers,
Cheap Lockpicks,
Black Leather Armor,
Magic Ring, 150 gp
Abilities:
Burglar,
Good Eyes,
Denizen of ShadowHealth: Ill. -1 to rolls next turn.
Species: Golem
Description: Created as a result of DRUNK THAUMATOLOGY!. Was intended to have humanlike personality and intellgence. Doesn't talk much, but isn't stupid. Has no goals of his own besides survival, goes around helping people with various things for lack of a better purpose. Will do anything asked of him unless he has a reason not to (if it conflicts with an existing goal or his basic morality). Lawful Good (as in lawful as the opposite of chaotic). Extremely logical and unemotional. Dislikes entropic behavior. Is good with machines (clockwork and a bit of early steam power, I guess).
When he does talk, it sounds something like the above paragraph.
Profession: None. See above. Requires no food and builds his own shelter, and has very little interest in material goods.
Background: See description.
Home Plane: Material Plane.
Inventory:
Iron Maul,
Toolkit, 15 gp,
Magitek ManualsAbilities:
Pneumatic Joints,
Simple Personality,
Material Plane DenizenHealth: Drained. -1 to next turn actions.
Species: Mutant
Description: An ugly looking mutant who hates most people. Permanantly disguised as a beautiful woman.
Profession: A guard to a local inn.
Background: Created in a magic experiment gone wrong, he escaped and decided to live his live in a nearby city.
Home Plane: Material Plane
Mutations:
Rhinocerous Skin,
Claw Hands[acronym]
Abilities: Alcoholism, Brawler, Material Plane Denizen, Curse of Beauty
Inventory: Half-Brick in a Sock, 3 Empty Beer Bottles, Concealing clothes, Cursed Brass Knuckles
This character brought to you thanks to the wonderful racial descriptions.
Species: Aasimar
Description: Lawful Neutral, almost Lawful Stupid. He firmly believes in the tenets of his faith, and is willing to die to uphold them.
Profession: Paladin.
Background: His people believe themselves to be the only true guardians of the material plane; the best way to help the mortal inhabitants of said plane is by not touching anything. Obviously this is what The Creator had in mind, and any who meddle in the plane, and therefore blaspheme The Creator, are to be punished severely.
After three decades of military service (doing nothing), he has been sent out as a sort of test to determine the extent of the planer distortion, fix it if possible, find the perpetrators, deliver justice, then report back.
Home Plane: Ethereal Plane.
Abilities:
Arson, Murder, and Jaywalking,
Righteous Fury,
Ethereal Denizen,
Avatar of ImhoInventory:
Holy Longsword,
Mass-Produced Holy Symbol,
Full Plate Armor,
Enchanted Ring, 50 gp
Name: Jo'Ldza (Big Jo)
Species: Orc
Description: We'sn orcs may be deesa jerks, but we's still hassda jobs. I'mn A big ork. Got'sa bald head, with red eyes and wella build a'ms. I'sa been a kaptain for more dan' twenn'y yea's. I 'elp keep the balance wit' mah krew.
Profession: Kaptain of an orc sailing ship
Background: Grew up on a sailing boat with his brother, who was also a kaptain. inherited kaptain'ism and crew from his brother when he died.
Home Plane: Water Plane
Abilities:
Sailor,
Swashbuckler Water Plane Denizen,
Dinghy PilotInventory:
Rapier,
Grappling Hook,
Pirate Outfit,
Magic Coin Necklace,
Paralyzing Poison (5 uses), 20 gp
Allies:
You kind of made his house into your flying machine, so he decided to tag along. He is now going all fangirl over Schilcote, who he sees as almost a demigod of mechanics.
Abilities:
Master Mechanic,
Old ManInventory: The entire contents of his house, which you made into a flying machine.
Vehicles:
The house part belongs to the gnome mechanic, the flying mechanism belongs to Schilcote, the fueling system was made by Riccto. It runs on air and can easily break the sound barrier. It will almost never break. Schilcote can planejump the ship, but will have -1 on all actions in the next turn.
First floor: Workshop, door outside, kitchen
Second Floor: Nirur's room, Spare bedroom, Engine room
Third floor: Spare bedroom, cockpit, Iali Boltcut's room, ladder to roof
Roof: Pouting TieflingAx's "room"
Bought by Schilcote to keep Big Jo happy. Flies as fast as you can row it (with the orc alone? Pretty fast.), enchantment is permanent.
Reality warps for a second. (6) (1) (5) (6) (5) (5) Everyone was prepared for the shift except for Ax (Internal Monologue:
does the whole UNIVERSE hate Tieflings or something?), who is violently ill over the side of the roof (-1 to rolls next turn). He notices that he vomit doesn't go anywhere, and just floats next to the house. Emet is floating in a large area of empty air. There is a chunk of rock about half a mile away, straight up. The rock is spherical, and there appears to be a town there. On every side of the rock. From this, you all (well, Shilcote and Riccto do and tell everyone else) deduce that gravity is relative here. It seems that when enough people share a common gravitational direction, the objects around them also share that gravity. The sphere-town looks like a fairly large city, so going there for directions might be useful. The mechanic introduces himself as Iali Boltcut, because having a name decreases his redshirt factor.
The engine should stick out more, and there's a pointy part where the door is. The wheel is on top of that. Turn in a bit.
I was thinking that it'd all be in that little cockpit there.
I had the scale wrong. And that looks a lot cooler than the flying house/boat i was imagining. So Emet is now three stories via illustrator's decree. There's still only the mechanic's room, two guest rooms, and the bunk in the workshop. I'll put a description of the floor in the description of Emet.