Turn 10 :
Use the medical tools to get the shrapnel out of Tyrin.
[2+1] You manage to get all the shrapnel out of the wound. Sadly it seems to have worsened the bleeding though.
> Use medical salves/bandages from the T.M. (not from my personal supplies) to heal Shaun O'Malley's burn wounds. If none are found in the T.M, use some of my supplies.
[3] While you are obviously not an expert, the bandaging will suffice.
((Darn it! And here I thought I could create something new in this timeframe. ))
ACTION CHANGE
Modify the prototype laser rifle to be added onto the T.M. as an automated turret!
Pick up that Blunderbuss and it's accompanying materials.
Thank Edward Johnson.
Pack up 8 rations.
"Anyone in on investigating the dragons? I've read a bit on them, and based on what time I see, this would be an eye-opening experience.
I wonder, do they use trenches and bayonets in a high-fantasy world?
[1+1] Unfortuntately you don't make much progress. AT least you didn't break the rifle. You pick up your blunderbuss and some rations.
"Oh goody. World War IV was worse, and we all know it." Shaun winced slightly as his wounds were dressed. "Meanwhile, I know this jetpack... Older model, before I was head of research. I worked on it a bit... Time to see if I can find any fuel for it, so I don't run out any time soon.
Figure out what the other random gadget is, then take stock of what building/construction materials are lying around, to see if I can fabricate either a module to attach to the jetpack to allow it energy-based flight (meaning it either can use less or no fuel, but has recharging like the T.M, or fly normally using fuel) or to see if I can fabricate a magnetics-based grappling hook.
Because building is boss.
(I can do that right? )
[3+1] You manage to modify the jetpack to be able to run on batteries. Sadly as you didn't have any batteries it's pretty useless for now.( Switching to power mode will work as soon as you plug in the batteries)
"Well, I'm going to check on the clockwork stokers. They seemed pretty annoyed to start with, and I'm pretty sure I just heard some banging sounds up there. Any help would be welcome".
Head up to try and disable the stokers.
You move towards the engine room. The stokers are on the loose: You attack stoker 1[3] vs [5] but he resists the punch. Stoker bot 1 retaliates[4] but you barely manage to jump away[4]. The other bot attempts to hit you[3] but you evade him too[5]. This seems like the correct moment to call for help.
Hilda will land the time machine somewhere heavily concealed - say, a nearby forest - and then drop off the scouting party somewhere where they can infiltrate safely without the airship being risked. Then Hilda will... practice flying evasive manoeuvres.
[3+1]
You fly and prepare to drop of the scout party at the edge of the forest. You can't land there though, since the terrain is too uneven so they'll have to use the ladder. You can also see a somewhat concealed clearing in the middle of the forest. Still, it'll be quite hard to conceal a ship this size.
"Ah, dragons arent as bad as stealth hovertanks - those things pissed me off back at the fall of Belgrade during WWIV. I would really like a closer look, and maybe a ride of one - they have to be sort of tame after all, but not at night. I suspect they have better night vision than us to aim like they just have..."
Suggest scouting the immediate area with a few of my military minded co-timeshifters (short range, wide field settings on my crazygun), and setting up some kind of perimeter, before going dragon hunting seeking tomorrow. They might even be smart!
You climb down the ladder and are now standing at the edge of the forest.
> volunteer to be in a small (one or two man) scouting party. We don't want the whole group wiped out if a dragon or else finds the scouts.
You follow Rhys down the ladder. The airship still waits overhead too see if anyone wants to join the searching team.
People and locations:
Rhys+ Andric : Edge of the forest.
Thomas: Engineroom of the zepellin
Hilda: Piloting the zepellin
Everyone else: T.M
T.M: Beneath the zeppelin
Zeppelin: Above RHys and Darkfyre
Town: Walking distance from Rhyss and Andric
Dragons: ABove the town
Health: Fine
Cargo: T.M.
Armaments: none
-1 to dodge, +1 to dam resistance
Crew: 2 PC's, 2 clockwork stokers
Time machine:
Damage: Minimal
Charge: 0% charge, can jump(20 days recharge to full power)
Airconditioning system, requires 1 person operating. Effect: Weather and other effects outside do not effect those inside the T.M
Supplies:
1 prototype laser rifle( Requires power cells. Ignores armor, +2 damage. -4 vs living organisms)
1 Generic Machine guns(+1 hit, +1 to damage. Fire a salvo: Area damage: -1 to hit, -1 to damage)
-10 machine gun clips(1 clip equals 3 bursts or 1 salvo)
1 rocket launcher
-3 incendiary rockets
-1 crate of medicine: 9 doses of painkillers, 8 series of various medicines, 3 intelligent gypsum casts and 1 set of churigurcal tools
-Replacement parts for the time machine:(Mainly electronical circuits(since none of you know how it works)
-Rations: 12
-4 gasmasks
-A deactivated clockword guard
Kingfisher: Franz Herber
Name: Franz Herber
Nationality: Austrian
Appearance: Blonde with tanned skin.
Good traits: SNIPER CHARISMATIC
Bad traits: Slow
Job: Base Security
Inventory:(If you wanted to specify contents please do so)
-30 degraded uranium sniper rifles bullets
-1 sniper rifles(Long range(can fire whenever there's a line of sight), +2 to targeted hits, +2 to damage, Ignores physical armor)
Iawastooshort
Nationality: Luxembourg
Appearance: Blonde, slim, friendly smile, average height, dressed in chef's whites.
Skills: -Airship Pilot(1)
Good traits: Trained Chef;
Fleet-footed.
Bad traits: Never Seen a Gun.
Job: Base Chef
Inventory:- Carefully wrapped set of chef's knives(Leaves deep cuts, Well made +1, Durable: much less chance to break)
- sharpening stone.(Can sharpen object for a +1 sharpness bonus)
- Gasmask
-Airship manual(+1 to piloting airships)
Health:
Name: Thomas Fletcher
Nationality: British
Appearance: Tall and slim, Thomas has brown hair and generic features. Has no trouble fitting into a crowd.
Skills:
Victorian age cargo clamps fastening(+1)
Good traits:
Hiding in the foreground: +1 to hiding and general blending in.
What, this?: +1 to talking his way out of things
Bad traits:
I don't know how to use this!: -1 to using weaponry.
Job: Errand boy
Inventory :
Health:
[spoiler]Name: UNFM Captain Rhys Knight
Nationality: Welsh
Appearance: 5 ft 11, Stocky muscular build. Typical of a modern soldier used to lugging around heavy weapons. Short shaven hair, goatee. Dark eyes, short scar diagonally on top of head.
Skills: Meditation(1)
Good traits: Leadership, Problem Solving.
Bad traits: Agressive temper.
Job: Involved in testing top secret weapons.
Inventory: 1 combat uniform (helmet, boots, knife, etc),(+2 armor(prevents taking damage from being hit)
1 standard issue rucksack.(Increases carrying capacity(be realistic with whatever you take with you)
1 mysterious machine(Runs on power cells, looks dangerous)
-9 power cells
-1 Gasmask: Worn
Health:
-
Broken left arm( Cast applied, disadvantage negated unless cast is broken)
Name: Tyrin Dain
Nationality: American
Appearance: Standing at 5'6", with a fair complexion and a well-muscled body, his eyes are a deep shade of brown and his hair is as black as coal.
His face is heavy-set, in the shape of a rectangle. His cheekbones are prominent.
Good traits and skills:
Airconditioning operator(1)
VigilantTacticianBad traits:
Tech-Un-savvyJob: UN Guardsman
Inventory :
-1 Gasmask
-Ancient blunderbuss(-1 to hit, -1 to damage, hits between 1-3 people. Slow reloading: needs to make an additional roll for reloading(4-5= quickreload) )
-1 small barrel of gunpowder(good for at least 30 shots)
-20 shots worth of little metal balls(whatever these are called)
-8 Rations
Health:
-Painkillers: No pain for 2 turns.
Upper body: Heavy bleeding Bleeding.
Slightly pale
[/spoiler]
Name: Shaun O'Malley.
Nationality: Potato Farmer. (Irish, in case my bad humor is lost on ya)
Appearance: Shaun stands at an average height of about 5'10, with a lean, wiry build. He has short brown hair, green eyes and slightly freckled skin. He wears wire-frame rectangular glasses in good fashion, if slightly outdated. The clothes on his back consist of black safety boots of some kind, black pants, a white linen button-up shirt (with a blue pen and notepad tucked into the breast pocket), covered by a classic white lab coat.
Skills:
Good traits: Head of Research, Scientific Mind (Maybe granting knowledge of the top secret gadgets in here, and a bonus to learning/making sciency stuff)
Bad traits: Weak Body. (Maluses to physical rolls would be the obvious choice)
Job: Scientist, Head of Research!
Inventory:
-One thing-o-meter( Can measure a lot of things)
-1 digital mapmaker(prevents you from losing the timetraveling machine)
- 1 Jetpack(4/5 fuel. Energy based flight: Requires batteries 0/2)
-1 unkown gadgets (who doesn't like random effects)
-One Manual-Fabricator-set(+1 to buiding stuff)
Health:
Second degree burn wounds.(Treated. Painfull)
Slight pain: -1
Name: Edward Johnson
Nationality: American
Appearance: Caucasian, medium height, slim, short black hair, thick round glasses.
Skills:
-Bone doctor: 1,
-Painkiller usage: 1
Good traits: Skilled Doctor, Excellent sense of time.
Bad traits: Terrible Eyesight. (I'm expecting something like -2 to most rolls if when you decide to break my glasses)
Job: On-site doctor.
Inventory: First aid kit(contains 1 set of painkillers,1 set of medicins), prescription glasses.
-Unkown Gadget
-Gasmask
Health:
Name: John Redcloak
Nationality: SCOTISH!
Appearance: Above average Hight
Good traits:
Brave ,
Smart Bad traits:Scrawny
Inventory:
1 prototype handheld railgun( Requires power cells+ammo(whatever you can fit in)+ 3 throwing rolls
-4 power cells
-2 unkown gadgets (who doesn't like random effects)
Character sheet:
Name: Andric Zumwalder
Nationality: Germanic Tribe
Appearance: Has a piercing stare with deep green eyes. His skin is a dark tan, his hair is a dark brown, and his muscles are thick and knotty. This man is very strong and muscular due to surviving in a tribal state. However, this man possessed enough intelligence to be able to be educated (if partially) in the ways of the future. He knows German and English, and speaks with a heavy German Accent. His breathing is heavy and slow.
Good traits: Fearless: This character becomes better in combat the worse the odds are., Berserk: While in the same fight, each kill scored grants him progressively better accuracy and damage and he ignores a great deal of pain. However, he looses dodging and blocking in equal amounts as the fury rises due to his reckless behavior.(Cap of 3)
Bad traits: (see bad part of Berserk), Short tempered: This character has an extremely short fuse and may attack anyone, even his teammates, if they anger him. He also cannot ignore insults/challenges without satisfaction or apology. He may not even accept apology if the roll is low.
Job: Tribal Chieftain
Inventory: 2X Steel axes (Deadly, can double wield, causes bleeding)
- Generic machine gun(+1 hit, +1 to damage. Fire a salvo: Area damage: -1 to hit, -1 to damage)
-10 clips
-2 doses of various medicins
-Gasmask, worn
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