Turn 2:That's not good."dunno about you guys but i would like some more food"
"Bloody 'ell. No workin' vehicles. Well that's just great. At any rate I say we go help those mutants, We could use the food. Besides, I could stand to kill a few arseholes."
"I agree with Robert about helping the mutants, as it will give us valuable allies and some food to eat."
"Well, whatever you guys want to do I'm fine with. More food would be nice."
"Food sounds good, friends better let's go help them"
Agree do go help the demi humans
"Food grown in a cave? Interesting. This would be a perfect chance to study this and grow it for ourselves, potentially. We might need some more weapons, though,."
Having decided that the priority lay in helping the potential allies, the group of 6 gets set up and heads out. The large iron gates of the town slide open to reveal a long, desolate road with decaying forest and swamp on either side. Following the road is quite easy (2) however after only a hour or so of walking the swamp to the side begins to boil and roll. (5) Not managing to react much the group forms a quick wall just before an arm breaks the surface of the mud. Quickly the surrounding areas mud begins to burst forth as well and a number of creatures rise around the group.
To the north, out of the road a gang of 5 things burst forth, their bodies are covered in mud and fur, with small glowing eyes in the center of their heads, and mouths of a dog yet human in stance. More groups of them crawl out of the mud to the east, west, and south. Some carry large metal shards, or wooden clubs and all of them have large claws that almost drag on the ground. (6vs10) One of them throws a large rock which Darryl easily ducks.
100% group of 2 beastmen South
100% group of 3 beastmen East
100% group of 2 beastmen West
100% group of 5 beastmen north
"I'm going to go scout the north. Chances are it shouldn't be too difficult, and that medicine could be really useful."
You walk to the gates, and leave just behind the main group. Two men join up with you, one of them is missing an arm and carries a huge cleaver. The other can't be more then a child, and the young boy walks along nervously, hands on his pistols. The older man turns to you and says "I'm Bill, least it's not raining eh? I'd call that a good day for a walk." He however turns his eyes back forward quickly, obviously not wanting to talk and just being polite. The younger man looks around constantly, the constant movement draws your attention to his neck. On the lower half of it the veins are all bulging and purplish-green, you can't help but shudder at the though of what the rest of his chest looks like. (9) Despite the strange company you manage to make great time and arrive at the ruined hospital within an hour, unfortunately out front of it is the vehicle used by the scavengers. (3) You notice a large blood streak leading up to the door, which itself is busted outwards, the interior is quite dark. (?) The young man stares at the darkness and a number of small balls of light suddenly catch in the ancient lighting of the hospital. Inside the streak of blood leads far back and then around a corner.
Annette thought about it. "Well, grub's nice 'n all, but we also need that medicine, and that infection to the east could be pretty bad news, considerin' our lack of medicine. Hell, could be worse. Could be s'more of those crazy folks carryin' the sickness. Ah guess ah'll go to the east, since you four can prolly handle the friendly mutants yerselves." Abraham was going with them, after all, and that man was twice as slick as a snake-oil salesman. He could negotiate a deal with the mutants easily. "Any o' you boys wanna come with?" she asked, turning to Jackson, James, and Sean.
As the others leave you turn to the east and begin walking away with 5 people you've never seen before. The terrain quickly turns into a thick forest of hanging vines and large undergrowth. The others are quite cold to you and walk in a tight knot together, you notice that one of them has lizard like scales and a long tail. The lizard like one seems to be their leader, and they are constantly talking to him in a low voice. The rest of them appear to be normal for the most part, minus the occasional missing ear or the addition of a claw or two. (1) After about an hour on the road something begins to feel wrong, and far to late you notice it. A small fungal ball, something not unlike a puffball, is sitting in the road. Before you can yell out one of the others steps on it, bursting with a sickly pop the man is quickly engulfed in a red-cloud. A keening screech rings out and you can hear the sound of running all around, just as the engulfed man is ripped apart from the inside. His flesh quickly twists into a large spindly creature that lashes it's arm straight through the lizard man.
100% Tall Thin Fungal Horror
80% 4 Civilians, disorientated and terrified
??% Lizard Man
Time:7:10 AM
Weather:Cloudy
Taricus:
Robert "Angel" Coverly
Health:Fine
Hunger:Fine
Thirst:Fine
Exhaustion:Fine
Items:
3/10 small
3/4 medium
0/2 Large
2x5.7mm clips 20/20
Box of 7.62 WP ammo 90/90
Equipped:
FN FiveseveN
AK-103 w/sight+foregripFedora
Coat
Overshirt
Sweater
Well fit Pants
Biker Boots
Leather Gloves
Skills:
Firearms
Intimidation
Driving
Tactics
Mutations:
Minor Psycic-Able to move small and medium objects about, and manipulate them to an extent. Farther the object is from his body the harder to manipulate the object is, and the slower it can be moved. Phsyically exhausting.
Wolfchild
Sean Insorr
Health:Fine
Hunger:Fine
Thirst:Fine
Exhaustion:Fine
Items:
3/10 small
3/4 medium
0/2 Large
PDAZippo LighterCalypsos Survival guide
Case of Arbelast Bolts 20/20
Equipped:
Replica BroadswordReplica
ArablestTshirt
Pants
Replica ChainmailSkills:
Chemical Engineering
Ballistics
Botany
Martial Arts-jujitsu
Mutations:
Biokenisis- You have a psychic ability to cause biological matter to grow and move to your will, however it is mentally exhausting for you and limited in it's range and power. Can be used on yourself. It is often extremely painful for the subject you manipulate and causes their body to rapidly metabolize, causing starvation over continued use.
SeriousConcentrate
Annette Mayberry
Health:Fine
Hunger:Fine
Thirst:Fine
Exhaustion:Fine
Skills:
Quickdraw
Aiming
Lassoing
Acrobatics
Items:
5/10 Small
1/4 Medium
0/2 Large
3 boxes of .44 bullets 18/18 each
Length of rope
equipped:
.44 caliber revolver (6/6 bullets)
survival knife
Clothing: Annette prefers jeans, cowboy boots with a low heel and no
spur, a white tanktop tucked into her pants, red shortsleeved flannel
shirts (worn open), and a brown cowboy hat.
Mutation:
Reformed Skeletal Structure-Your joints have multiple ranges of movement and your bones have become drastically harder. This allows you an unparallelled flexibility and a skeleton a few times harder then normal bone. Unfortunately you are heavier then normal and have an extremely hard time swimming.
Firelordsky:
Abraham Wright
Health:Fine
Hunger:Fine
Thirst:Fine
Exhaustion:Fine
Skills:
Persausion
Law
Acrobatics
Architectural
Items:
3/10 Small
3/4 Medium
0/2 Large
DS, Phoenix Wright gameDictionary
Toy Car
Tool-set
Equipped:
Fire AxeRapierBusiness Suit and tie
Armor-
Power of LawMutation:
Amplified Voice-Your vocal cords and lungs have grown and twisted until you are able to quickly exhale into a single powerful shout. The blast is high enough to cause temporary deafness and disorientation in creatures near to you, and in sound sensitive things it may even cause unconsciousness. Unfortunately it is very hard to catch your breath afterwards and exhausts you temporarily. Your own ears have grown an internal valve to block off sound when it could cause damage.
Sinpwn:
James Bedan
Health:Fine
Hunger:Fine
Thirst:Fine
Exhaustion:Fine
Skills:
hacking
Intimidation
Marksmanship
Stealth
Items:
PDAImpossible Puzzlebox
.500 Clip 15/15
Equipped:
.500 Specialty Handgun 15/15
Refurbished
Trench SpikeHooded Trench Coat
Sunglasses
Leather Boots
jeans
Hidden Protective VestMutation:
Vampyric Horror-A truly terrifying mutation, the ends of your veins on your wrists, neck and ankles have small bone spikes that protude through your skin. They can extend a few feet from your body and when embedded in a living creature will drain blood from it's body into your own. The drained blood causes you to heal slightly faster and even gain temporary forms of the creatures mutation. Works a lesser extent on freshly dead. While the people of dredgetown accept you, many others will be horrified if they see you 'feeding' on someone.
NRDL:
Jackson Emerick
Health:Fine
Hunger:Fine
Thirst:Fine
Exhaustion:Fine
Skills:
Science
Inventor
Sprinter
Sneaking
items:
5/10 Small
1/4 Medium
0/2 Large
Pencil
Pocket Knife
Pliers
JournalEquipped:
HammerSteak Knife
Loose Brown Jacket
Torn Jeans
Superman Shirt
Sneakers
Mutations:
Increased Brain activity-Your brain functions at a higher level then most other peoples and as such your intuition, learning and creative abilities are drastically increased. Unfortunately your body has yet to cope with the needed extra blood and nutrients your brain requires to function, and exhaustion will affect your motor skills more then most people.
BDthemag:
Darryl Broach
Health:Fine
Hunger:Fine
Thirst:Fine
Exhaustion:Fine
Skills:
Leadership
Interrogation
Persuasion
Brawling
Items:
5/10 Small
1/4 Medium
0/2 Large
JournalCell PhonePocket Mirror
First-aid KitEquipped:
Brass Knuckles
Switchblade
Dirty t-shirt
Blue jeans
Hiking Boots
Mutations:
Mind Eater-The palms of your hands are covered with intricate nerve patterns that are able to stimulate brain activity in dead creatures. Provided you remove the top part of the skull of a creature you are able to read it's last few minutes of life. Concentrating greatly you can sometimes even gain important knowledge from the dead minds of your victims. Using your power will often terrify people and you require such great concentration that you often fail to notice the world around you.
Ahra:
Aaron Freeman
Health:Fine
Hunger:Fine
Thirst:Fine
Exhaustion:Fine
Skills:
Martial Arts-
Muay thaiWeapon:Kukri
Acrobatics
Tracking
Items:
4/10 Small items
1/4 Medium items
0/2 Large Items
3x ammo boxes, rifle ammo 30/30 each
Equipped:
KukriTight Fitting grey-black Clothing
Semi-Auto Rifle 15/15
Mutations:
Barbed Flesh-The back of your hands, arms, knees, and the back of your head is dotted in small pin-like holes. When it is pressed down small needles come forth which inject a weak paralyzing venom. Each hit is not very effective by itself, but repeated strikes can quickly paralyze a man. You are not entirely immune to your own poison however and the chance for paralyzing yourself is always present.