Turn 1:Few Set of Problems! After a few minutes Captain wanders down into the barracks where you are talking. He is carrying a large rolled piece of vellum, clearing a nearby table he slams down the heavy piece and unrolls it. There is an intricate map of Dredgetown and a large amount of the surrounding area, however before anyone manages a good look at the map he yells "Ok then people, we have a problem, actually a few sets of problems! To the east (he traces out a road going to the east and taps on the ruins of an old city) there is rumors of some type of infection in the ruins, and according to scouts it's spreading towards us. To the north we have dug out an old hospital storage, however the final scavenging crew, the one that was bringing the actual medicine, they never returned. Finally in a cave system just to the south, we have a report of large demi-humans that appear to be coherent and are able to talk, they told our scout that they would be more then happy to trade food that they grow in the caves to us, however the scout heard chatter about a rival group that was preparing to attacker our potential friends. Now we need to deal with these things, and it's your choice whether you all try and go together or split up, we have other towns people that are going to take a break from mining and see to the other problems, so I can tell you that if you split up you can have civilian support, otherwise you can focus on one and then move to another, time providing. Lastly, sorry to tell you but we don't have any working vehicles at the moment, you'll have to walk." He rolls the velum up and begins to walk away, "Whatever you decide to do I suggest getting a move on, being stuck in the dark is a horrible way to die."
Abraham was busy at examining the structural integrity of the walls when he got the idea to make a watchtower on top of the Town Hall and says to the mayor, "The Town Hall would be a really good place to put a watch tower as it is the tallest building."
(6+1=7) Captain hesitates and then says, "Not that bad of an idea, the miners can have a break and get it done while you are out."
Captain then leaves the barracks carrying the velum map.
Assignment to:
East-Infected City-3 hours walking
South- Demi-Human Camp under rival assault 2 hour walking
North-Missing Scavenging crew, 2 hours walking to abandoned hospital
Weather: Cloudy warm
Time:6:10 AM
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.