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Is it always this warm out here? The sun bakes the sand and you with it, until somewhere along the wandering paths you end up more sun-scarred sand than human being.

---

But it was not always thus. And in nooks and crannies of old places, buildings stick out of the sand. The bones of old peering, and we the little scavengers among them. The well-fed are never lowly. Forget the grand glorious of distant reaches and high ambitions; forget the lingering thoughts of glory. Those things soothe scholars and tempt sages but they make for scant firewood and cold nights on empty stomachs.

Here; an old threadbare path winding between older rocks. Enough walls to keep out the wind. A little crossroads of winding paths and strangers meeting for a moment of respite. Strike a fire from the detritus, exchange glances followed by hands followed by words. Drink until the well croaks dry at last. Should a storm roll in, it may be the last rest to be had for a while.
>>
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So who are you to be here, weatherworn and dusty? A traveller, a tinker, a tradesman, a troubador, a tourist or perhaps a mere mysterious stranger roving outlands and outposts for specks of news? And if not a mysterious wanderer or traveller, maybe a sandblown seeker with a secret of their own? Plundered scraps of knowledge from old ruins, artefacts and pieces hidden in pockets deep.

Well; we all have our little quirks. Something just yours away from the prying eyes of the world is a fine thing to have.

Job pays the same, friend, the beans taste the same friend, and the hounds howl the same, friend.
>>
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This leviathan sea of ours have seen its fair shared of enigmatic endings and aborted tendrils of fate. Sometimes you find the scars of them, malingering.

You've stuck with us this far. From here on, remember: the journey grows fraught. This is Bonejacker lands; if the rumours tell true. The burden we carry must reach the wider world. We promised, remember? The Map, the treasure, one last score. If only the captain could see our battered company now; haggard and ill-fit for purpose. We'd strain to put up a fight!

Should it come to violence let us hope we can count on you and yours. Don't fret so, friend. Worried? Excited? Nervous? Predatory? Ah. Sorry. The campfire asks few questions. Perhaps I should emulate it. Word of advice, friend?

Keep your sidearm close by night-wise. I hear scuttling on the rock and whispers in the dark.

> You start as a Wanderer, but you'll end somewhere else. When finding yourself, roll 2d100 for a little trick and some nudges towards a certain path. Most of the things out there are visible here, but don't worry about finding out everything just yet.

> If you're some kind of dead-hard, sun-scorched traveller soul, you're welcome to *try* and pick one of these classes rather than the starting wanderer.

>Either

>Fate's Odd Wind: Roll 3d51 and pick one of Fate's allotment, scoring 2 of its talents, all its intents, and any gear and secrets.

>Well Worn Traveller Soul: Pick. And roll 1d100 to accrue a Storied complication, a little drawback from your prior life.
>>
Maybe something like this, if you're a stickler sort for the written word. Unless things change, the important stuff to keep is your name and your things, held in hand. There's scant need to continually remind the world who you are. We know.

#Name, !class
**Limit 12**
?
@Loose Flowing cloth, 5% dodge
^Flourish!
[h1] Leadbelcher, 6 / 6, 1d10, 4+Sense R
[h2] empty!

Harm 1 | Sense 1 | Resist 1 | Solve 1 | React 1 | Speed 1
!Scavenger 2
!Kinematics 1
*The Quick and The Dead
*Secret Soul
*Hidden Reserves
*Alive!
-Bag-
6 Spare Rounds
Baton
>>
Rolled 22, 21, 23 = 66 (3d51)

show me the wind
>>
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>>4195857
"MADAME MARION'S MUDDLED AND MISERABLE MENAGERIE HAS ARRIVED IN TOWN!"

"Where's the menagerie you ask? They'll be arriving shortly."

>Arrive as a Wanderer

#Marion, !Wanderer
**Limit 12**
?
@Loose Flowing cloth, 5% dodge
^Flourish!
[h1] Leadbelcher, 6 / 6, 1d10, 4+Sense R
[h2] empty!
==Intents and Secrets==
Harm 1 | Sense 1 | Resist 1 | Solve 1 | React 1 | Speed 1
!Scavenger 2
!Kinematics 1
*The Quick and The Dead
*Secret Soul
*Hidden Reserves
*Alive!
==Bag==
6 Spare Rounds
Baton
>>
Rolled 40, 14 = 54 (2d100)

It's difficult to remember the little things sometimes.
>>
>>4195902
My Flourish shall be a... bandaged and vaguely head-shaped object? What's this doing here?
>>
Rolled 1, 93 = 94 (2d100)

>>4195857
>Wander
>>
>>4195857
#Steve, !Wanderer
**Limit 12**
?
@Loose Flowing cloth, 5% dodge
^Flourish!
[h1] Leadbelcher, 6 / 6, 1d10, 4+Sense R
[h2] empty!

Harm 1 | Sense 1 | Resist 1 | Solve 1 | React 1 | Speed 1
!Scavenger 2
!Kinematics 1
*The Quick and The Dead
*Secret Soul
*Hidden Reserves
*Alive!
-Bag-
6 Spare Rounds
Baton

Requesting my flourish be held off till quirks are locked in.
>>
Rolled 93, 52 = 145 (2d100)

>>4195834

#Daniel Norwood, !Wanderer
|| Har: 1 || Sen: 1 => 2 || Res: 1 || Sol: 1 || Rea: 1 ||
|| Limit: 12 || Alacrity: 9 || Speed: 1 ||

> Secrets
{Scavenger 2} || The Art of Finding and Keeping. ||
{Kinematics 1} || The Art of Climbing and Moving. ||

> Skills
(The Quick and The Dead) || Attacks must beat (Rea) to land. ||
(Secret Soul) || Earn one Xp per turn of participation. ||
(Hidden Reserves) || Take (x) Fatigue to gain (x) Alacrity. Spend one Alacrity to recover (Res) Fatigue.
(Alive!) || Die when Wounds exceed (Limit) by twofold.

> Gear
[Body]: Loose Flowing cloth || 5% dodge ||
[L-Hand]: Leadbelcher || Ammo: 6 / 6 || Dmg: 1d10 || Range: 4+Sen ||
[R-Hand]: Empty!
[Keepsake]: A Cracked Spyglass.

> Inventory
- 6 Spare Rounds
- Baton
>>
Rolled 43, 26 = 69 (2d100)

>>4196024
Whoops forgot the dice
>>
Rolled 19, 30, 21 = 70 (3d51)

>>4195834
be wary, travelers.
as you cling onto this vicious cycle of life and death, your desires begin to poison your mind.
feeding these unwholesome thoughts can only lead to ruin.
>>
>>4195802
Does "Attacks need to beat react to land" mean that a dice is rolled per react, then enemy attacks need to beat the best react roll?
>>
Rolled 25, 16, 9 = 50 (3d51)

>Exist
>>
>>4195857
The light knows where it is at all times. It knows this because it knows where it isn't.

#Boon, !Lantern
**Limit 12**
?
@Stained Uniform, 3 ablative
[h1] Slammer [mace], 1+.33 Harm, 20% stun
[h2] Ghostlight Lantern, 1 radius or 3 beam, power 2

Harm 1 | Sense 2 | Resist 1 | Solve 2 | React 2 | Speed 1 | Manipulate 1 | Attune 1
!Investigation 2
!Wards 2
*Deny: hits subtract dice from use of one power
*Shed a Light: extra success on Investigation
-Bag-
Nothingness
>>
Rolled 7, 44 = 51 (2d100)

>>4195834
Who was I again?
>>
>>4196153
Suppose I attempt to harm you, nefarious devil that I am. I strike at you.

I throw in 3 alacrity and I have a good grounding in the brawling arts, so I throw in my 3 brawling dice too. I roll 6d100! Horror!

But you're a quick, cunning kind of devil. Perhaps I score but 2 hits; the rest of my efforts go to lining up the blow.

If your React is 2 or higher, that blow won't land at all as you will flinch away.

So to answer your query: It would be threshold by which incoming deviousness needs to beat you.
>>
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All these little wander souls from distant places. Perhaps some of them forget their own name? Such a thing makes it harder to hold on to who you are. Try. Try to grasp that little part of yourself.
>>
Rolled 4, 95, 54, 37, 96 = 286 (5d100)

>>4196584
Do you think that things that are not known want someone to know them?

>[6] Move 3SW NW 2SW
>[3] Investigate gray round things W (+2 Inv +light)

#Boon, !Lantern
**Limit 12**
?
@Stained Uniform, 3 ablative
[h1] Slammer [mace], 1+.33 Harm, 20% stun
[h2] Ghostlight Lantern, 1 radius or 3 beam, power 2

Harm 1 | Sense 2 | Resist 1 | Solve 2 | React 2 | Speed 1 | Manipulate 1 | Attune 1
!Investigation 2
!Wards 2
*Deny: hits subtract dice from use of one power
*Shed a Light: extra success on Investigation
-Bag-
Nothingness
>>
>>4195902
>>4195918
An old book with frayed pages, listing all the wondrous skittering, crawling, sneaking, bounding things out here that will pry your ribcage open to find your beating heart for a meal

On Hunters and the Hunted
*Beast-lore, plant reference.
Block 1, [club]


You're free to Sense things in this book to discover interesting bits of knowledge. It's also big enough to make an aggressive thesis defence.

>>4195904
so many winding paths, all these odd winds

Wrong Path (Talent)
Roll Sense to get lost, hiding.

Model 89 Amwise
A fully realistic replica of a Pathfinder rifle, but made of wood. A good club, perhaps?
20% Stun, Harm + 2

>>4196009
A little pair of patching needles to gently tattoo the world into shape

Outsider's Etching Needles
Writes 25% of an element you can see with 1 AL
> So if one were to look at a campfire, one could etch a fire-rune unto a nearby rock, or a hand, or a sword. The hardiness of stone. The fleetness of air. The odd amalgamated strangeness of a life.

>>4196042
Ah! A hardened soul from far-off parts. Did you see the War, friend? I hear it was a big one. Perhaps the field marshall still hunts you in your dreams?

Storied Uniform
1 DR, half blast damage

Improvise (Talent)
Break an item to get autohits on your action

>>4196079
>>4196024
Stick your fingers into the soil, drink from the roots. The sun is enough sustenance to keep a wanderer going. But ah. If only everyone else would stop trampling on your dreams.

Barkheart (trait, replaces Alive1)
Stained by the miracle of some strange Icon, your heart beats sap and your skin flourishes underneath the rays of the sun
+1 DR, +1 Resist
*Recover Resist fatigue when in sunlight
*Weak to fire
*Plants can't bleed!

>>4196444
A good question, friend. Your pockets which I did not go through and have not attempted to steal from, reveal little. Perhaps this is known to you?

Serrated Blade (Knife)
1+.25 Harm, 15% Bleed

Red Ocean 1 (Secret)
Treat wounds and pain on something as a dicepool for an action
>>
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A little dash of mystery and destroyed sparkcraft parts. Strange things to find here; what did they fight with?

Time to pass around a water skin and find some more fuel for this fire. There's a touch of a chill in the air; the high sun dipping behind an odd cloud.
>>
Could you explain the Wright's talents in a bit more clarity, please? It makes it hard to choose.
>>
Rolled 92, 14, 11, 94, 40, 79 = 330 (6d100)

>>4196593
Ah. Yes, I recall this now.
>>4196584
But not this, I think. Here, you in the red, you have a name? If I knew it once, it is lost to me now. I do not want this lump of iron and fire. Perhaps you'd like to trade me something for it?
>3Al: Offer to trade Leadbelcher and ammo to the red-wrapped person
>3Al: Observe the insects hive-making to the north
>3Al: React Dodge

#Veracity, !Wanderer
**Limit 12**
?
@Loose Flowing cloth, 5% dodge
^A Serrated Scar
[h1] Leadbelcher, 6 / 6, 1d10, 4+Sense R
[h2] Serrated Blade (Knife), 1+.25 Harm, 15% Bleed

Harm 1 | Sense 1 | Resist 1 | Solve 2 | React 1 | Speed 1
!Scavenger 2
!Kinematics 1
!Red Ocean 1 (Wounds/Pain on something as Dpool)
*The Quick and The Dead
*Secret Soul
*Hidden Reserves
*Alive!
-Bag-
6 Spare Rounds
Baton
>>
Rolled 79, 38, 21, 12, 73, 100, 60, 46 = 429 (8d100)

>>4196610
Sparky dronny, warbly dronny,
Little ball of steel
Hungry dronny, fighty dronny,
To be continued!

>[1] Move SW
>[8] Try to repair the damaged drone using the parts of the other one.

#Boon, !Lantern
**Limit 12**
?
@Stained Uniform, 3 ablative
[h1] Slammer [mace], 1+.33 Harm, 20% stun
[h2] Ghostlight Lantern, 1 radius or 3 beam, power 2

Harm 1 | Sense 2 | Resist 1 | Solve 2 | React 2 | Speed 1 | Manipulate 1 | Attune 1
!Investigation 2
!Wards 2
*Deny: hits subtract dice from use of one power
*Shed a Light: extra success on Investigation
-Bag-
Nothingness
>>
Rolled 91, 78, 31, 7, 82, 91, 30, 67, 89, 77, 91, 49 = 783 (12d100)

>>4196610

#Daniel Norwood, !Wanderer
|| Har: 1 || Sen: 1 => 2 || Res: 1 || Sol: 1 || Rea: 1 ||
|| Limit: 12 || Alacrity: 9 || Speed: 1 ||

> Secrets
{Scavenger 2} || The Art of Finding and Keeping. ||
{Kinematics 1} || The Art of Climbing and Moving. ||

> Skills
(The Quick and The Dead) || Attacks must beat (Rea) to land. ||
(Secret Soul) || Earn one Xp per turn of participation. ||
(Hidden Reserves) || Take (x) Fatigue to gain (x) Alacrity. Spend one Alacrity to recover (Res) Fatigue.||
(Alive!) || Die when Wounds exceed (Limit) by twofold. ||
(Improvise) || Break an item to get autohits on your action. ||

> Gear
[Body]: Loose Flowing cloth || 5% dodge ||
[Body]: Storied Uniform || 1 DR || Halves blast damage taken. ||
[L-Hand]: Leadbelcher || Ammo: 6 / 6 || Dmg: 1d10 || Range: 4+Sen ||
[R-Hand]: Empty!
[Keepsake]: A Cracked Spyglass.

> Inventory
- 6 Spare Rounds
- Baton


> Alacrity 5 + Kinematics 1 || Climb to the highest point of the rock formation [6] of my current position.
> Alacrity 4 + Scavanger 2 || Survey the surrounding landscape for anything of note. Take a moment to appreciate how the dying sunlight paints the wilderness in tiger hues, tattered rays of vibrant tangerine set against pooling shadows.
>>
Rolled 40, 36 = 76 (2d100)

>>4196610
Do you hear it? The timpani and the trumpets, the wind whistling about the rocks? The overwhelming symphony of it all?
It pounds in my head, infects my dreams and calls my step. This never-ending cadence...

#Soli, !Wanderer
**Limit 12**
?
@Loose Flowing cloth, 5% dodge
^Rusty Bugle
[h1] Leadbelcher, 6 / 6, 1d10, 4+Sense R
[h2] empty!

Harm 1 | Sense 2 | Resist 1 | Solve 1 | React 1 | Speed 1
!Scavenger 2
!Kinematics 1
*The Quick and The Dead
*Secret Soul
*Hidden Reserves
*Alive!
-Bag-
6 Spare Rounds
Baton
>>
Rolled 30, 11, 32, 21, 28, 31, 63, 80, 76 = 372 (9d100)

>>4196610
"...And now they're mostly all here. A chameleon, a stag beetle, perhaps a raven or a horse? Not only those, but many more!"

"Maybe there's an audience to sniff out and profit from around these parts."

>+1 Sense as chargen bonus
>2AL+1Kinematics Move 666
>5AL+2Scavenger Examine and gather those green protrusions toward 1.
>2AL Reference plant book if they're some sort of plant

#Marion, !Wanderer
? Limit 12
@Loose Flowing cloth, 5% dodge
^Head Shaped Package
[h1] Leadbelcher, 6 / 6, 1d10, 4+Sense R
[h2] On Hunters and the Hunted, Block 1
==Intents and Secrets==
Harm 1 | Sense 2 | Resist 1 | Solve 1 | React 1 | Speed 1
!Scavenger 2
!Kinematics 1
*The Quick and The Dead
*Secret Soul
*Hidden Reserves
*Alive!
==Bag==
6 Spare Rounds
Baton
>>
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>>4196612
The oblique pressure of variety and the gentle push of topsoil being shoved aside by new darling growths.

Questions, friend, is will multiply like weeds. If you are not a ironsoul, diamond minded kind of wanderer, perhaps try something less curious initially and work from there until you gleam an understanding of the winds out here.

As you ask... Step closer, listen:

Soilsouls and greenhearts and root fingers and all those other derogatory terms for the people that make the world work. Without agriculture, we all die. So it is.

A Wright knows plant lore and herb-thought and soil sorting, the dangers of phosphate enrichment and the impetus of phototaxis.

You use Soilsoul to interact with living organic plant material, allowing you to sense it, harm with it, create with it, solve problems with it and manipulate it (and other such tricks).

With your green fingers your hits are multiplied when you want things to burst into profligate verdancy. Hits to make things grow is doubled; crits are grander still. Your seed pouch or the world around you will be useful. But so will wooden materials, damaged gear and such-like.

Sunsoaked is what the world is. Spend 6 Al to recover 1 per lit tile around you; for a further 1 AL you can share this effect with a target you can touch.

Roots Entwined is how the world works. If you're standing on a tile, you can attempt to influence similar connected tiles. This means you could then use green fingers or sunsoaked or soilsoul at distance, on larger targets, around walls if there is a path. The world isn't too finnicky about this, but do note that extreme distances accrue penalties. If you have a doubt, try to simply go for a colour match of the tile/soil

Finally, enliven makes the world blossom. Biomass can be helpfully converted to useful boons. Perhaps that pile of dead leaves make a better shield than lawn ornament? Perhaps you want to use green fingers to flash-bloom a thorny thicket and within easy reach is four dead men... Normally you are limited to energy and ingredients you carry. Enliven lends you a touch of power from the world. This is usually equal to your Attune (being how much you can attune to the world, see) but specifically large accumulations of ready material might be more.

--

The basics remain the same; you use your Secret of Soilsoul to roll alacrity d100 + secret d100 to attempt to do things, with the base output usually set by your Intentions. Your Talents allow you to some width and breath.
>>
Rolled 4, 31 = 35 (2d100)

>>4195796
>>4196610
> Resist +1
> ^a green keffiyah

#Min, !Wanderer
@Loose Flowing cloth, 5% dodge
[h1] Leadbelcher, 6 / 6, 1d10, 5R
[h2]
>>
>>4196716
I hear nothing, fellow. Just the wind through the branches and the shifting of the sand. Perhaps you'd better get some rest, before it is too cold to sleep.
>>
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The rest of the of our wayward travelling troupe slowly filters in, called by campfire. Pockets of shadow are thrown by the rocks.

A few good eyes spot interesting things in the corners; it looks like we were the last few arrivals in the moments after a fight of some sort.

--

The half-repaired drone warbles with spark-life joy; if, it admits in high pitched frequency bursts, wearing the calloused skin of its kindred is morbid.

--
>>
>>4196757
>>4196752
All the world' a grand playground of interesting medicines!

Glass Shard Shiv
.5 Harm + 1, 20% Bleed, Wounds
Ah, a laboratory brought very low indeed

Dusty Bandolier
Holds many vials. Throw a vial Sense+2
A vial holds 1 measure of something.

3 Inkblood Vials
This odd liquid is trying to escape the vial!
Fills a tile with shadow, or drink it so it feasts on your pain.

>>4196716
Distant thunder, distant drums...

Leviathan Sea Weatherlog, 337-22-Spider
A watcher in some grand office is waiting patiently for this important missive. What did you have to do to get your hands on it? How many friends did you lose?

A Sheaf of Marching Music
Inspirational! For the first fifty miles, anyway
could be played. Or hummed.

*Inspiring Shout (Talent)
Hey you! Get UP!
Someone else shrugs off negative mental conditions with your hits.
>>
Rolled 82, 48, 39, 36, 26, 71, 98, 94 = 494 (8d100)

>>4196764

#Daniel Norwood, !Wanderer
|| Har: 1 || Sen: 1 => 2 || Res: 1 || Sol: 1 || Rea: 1 ||
|| Limit: 12 || Alacrity: 9 || Speed: 1 ||

> Secrets
{Scavenger 2} || The Art of Finding and Keeping. ||
{Kinematics 1} || The Art of Climbing and Moving. ||

> Skills
(The Quick and The Dead) || Attacks must beat (Rea) to land. ||
(Secret Soul) || Earn one Xp per turn of participation. ||
(Hidden Reserves) || Take (x) Fatigue to gain (x) Alacrity. Spend one Alacrity to recover (Res) Fatigue.||
(Alive!) || Die when Wounds exceed (Limit) by twofold. ||
(Improvise) || Break an item to get autohits on your action. ||

> Gear
[Body]: Loose Flowing cloth || 5% dodge ||
[Body]: Storied Uniform || 1 DR || Halves blast damage taken. ||
[L-Hand]: Leadbelcher || Ammo: 6 / 6 || Dmg: 1d10 || Range: 4+Sen ||
[R-Hand]: Empty!
[Keepsake]: A Cracked Spyglass.

> Inventory
- 6 Spare Rounds
- Baton

> Alacrity 3 || Move [6]x3.
> Alacrity 6 + Scavanger 2 || Pry the timber crate out of the morass of autumnal foliage, crack upon its lid, and rummage through its contents.
>>
Rolled 79, 92, 82, 64, 23, 8 = 348 (6d100)

>>4196764
Be on your guard. Bandits are oft found in places such as this.

>4! Write 100% of the hardness of rock onto my armor.
>5! and Kinematics 1: Clamber up the rock 6.

#Argo, !Wanderer
Limit 12
@Loose Flowing cloth, 5% dodge
^Flask of Whiskey
[h1] Leadbelcher, 6 / 6, 1d10, 4+Sense R
[h2] empty!
Harm 1 | Sense 1 | Resist 1 | Solve 1 | React 2 | Speed 1
!Scavenger 2
!Kinematics 1
*The Quick and The Dead
*Secret Soul
*Hidden Reserves
*Alive!
-Bag-
Outsider's Etching Needles
6 Spare Rounds
Baton
>>
Rolled 88, 39, 96, 96, 49, 66, 8, 40, 54 = 536 (9d100)

>>4196764
>Let the drone work on the lantern
>[9] Dissolve the senses in the perception of the surroundings

#Boon, !Lantern
**Limit 12**
@Stained Uniform, 3 ablative
[h1] Slammer [mace], 1+.33 Harm, 20% stun
[h2] Ghostlight Lantern, 1 radius or 3 beam, power 2

Harm 1 | Sense 2 | Resist 1 | Solve 2 | React 2 | Speed 1 | Manipulate 1 | Attune 1
!Investigation 2
!Wards 2
*Deny: hits subtract dice from use of one power
*Shed a Light: extra success on Investigation
-Bag-
Nothingness
>>
Rolled 17, 41, 33, 81, 86, 53, 87, 86, 78, 16, 79 = 657 (11d100)

>>4196764
"Nothing here. Maybe over there?"

>5AL+1Kinematics Move 4 and climb 55 up the rocks. (5d100)
>4AL+2Scav Search the area around the suspicious bloodstain. (6d100)

#Marion, !Wanderer
? Limit 12
@Loose Flowing cloth, 5% dodge
^Head Shaped Package
[h1] Leadbelcher, 6 / 6, 1d10, 4+Sense R
[h2] On Hunters and the Hunted, Block 1
==Intents and Secrets==
Harm 1 | Sense 2 | Resist 1 | Solve 1 | React 1 | Speed 1
!Scavenger 2
!Kinematics 1
*The Quick and The Dead
*Secret Soul
*Hidden Reserves
*Alive!
==Bag==
6 Spare Rounds
Baton
>>
>>4196764
> shade my eyes against the sun and try to spot what is moving in the bushes 9Al

#Min, !Wanderer
@Loose Flowing cloth, 5% dodge
[h1] Leadbelcher, 6 / 6, 1d10, 4+Sense R
[h2]
>>
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Is that a mirage? A phantom? Something skulks from rock to bush, flittering, sneaking. Bits of noise strangled with cloth and muffled with care.

The lantern's light flares as the drone begins its work, thermal lance burning. The rocks here are stacked strangely. The wind flows in twisted patterns.

The ground is too regular. The bushes too tended. A grove of medical trees and edible legion moss. What a mystery. Is this a cross-roads or a village?

--

The high sun glints off of barred blades and ready weapons. Min shades their eyes to glance around and -- wait -- there! Bonejacker bandits! It's an AMBUSH!
>>
Rolled 68, 76, 80 = 224 (3d100)

>>4197153
A fair deal.
>3al: move 112
>3al: strike a deal with the hive
>-how does improved Solve affect this roll?
>3al: React, use the rock as cover from the bandits and bone-tossing bush 2wards
Hello, you who are small-but-vast. I hold fire in my hand, and we both know fire cannot be eaten. So, I also should not be eaten. But, I will promise a meal for every day you walk with me. Does this sound agreeable?

#Veracity, !Wanderer
**Limit 12**
?
@Loose Flowing cloth, 5% dodge
^A Serrated Scar
[h1] Sparkstone, creates fire (??)
[h2] Serrated Blade (Knife), 1+.25 Harm, 15% Bleed

Harm 1 | Sense 1 | Resist 1 | Solve 2 | React 1 | Speed 1
!Scavenger 2
!Kinematics 1
!Red Ocean 1 (Wounds/Pain on something as Dpool)
*The Quick and The Dead
*Secret Soul
*Hidden Reserves
*Alive!
-Bag-
Baton
>>
Rolled 66, 48, 28 = 142 (3d100)

>>4197153
#Steve, !Wanderer
**Limit 12**
?
@Loose Flowing cloth, 5% dodge
^Flourish!
[h1] Leadbelcher, 6 / 6, 1d10, 4+Sense R
[h2] empty!

Harm 2 | Sense 1 | Resist 2 | Solve 1 | React 1 | Speed 1
!Scavenger 2
!Kinematics 1
*The Quick and The Dead
*Secret Soul
*Hidden Reserves
*+1 DR
*Recover Resist fatigue when in sunlight
*Weak to fire
*Plants can't bleed!
-Bag-
6 Spare Rounds
Baton

>5al Move 2,1,1,2,2
>1al pull baton into hand 2
>3al Hide/Take Cover
>>
Rolled 20, 10, 56, 41, 37, 53 = 217 (6d100)

>>4197153
"Hmmm, perhaps I should break into the botany business instead. Regardless, I smell TREASURE."

>4AL Move 4444
>4AL+2Scav Search for hidden items at 3
>1AL+Kinematics Dodge

#Marion, !Wanderer
? Limit 12
@Loose Flowing cloth, 5% dodge
^Head Shaped Package
[h1] Leadbelcher, 6 / 6, 1d10, 4+Sense R
[h2] On Hunters and the Hunted, Block 1
==Intents and Secrets==
Harm 1 | Sense 2 | Resist 1 | Solve 1 | React 1 | Speed 1
!Scavenger 2
!Kinematics 1
*The Quick and The Dead
*Secret Soul
*Hidden Reserves
*Alive!
==Bag==
6 Spare Rounds
Baton
>>
>>4197153
Eyes open.

>4! imbue a spare bullet with a fire rune
>1! move 1
>4! Overwatch a shot 2

#Argo, !Wanderer
Limit 12
@Loose Flowing cloth, 5% dodge
^Flask of Whiskey
[h1] Leadbelcher, 6 / 6, 1d10, 4+Sense R
[h2] empty!
Harm 1 | Sense 1 | Resist 1 | Solve 1 | React 2 | Speed 1
!Scavenger 2
!Kinematics 1
*The Quick and The Dead
*Secret Soul
*Hidden Reserves
*Alive!
-Bag-
Outsider's Etching Needles
6 Spare Rounds
Baton
>>
Rolled 39, 93, 86, 61, 76, 95 = 450 (6d100)

>>4197153

#Daniel Norwood, !Wanderer
|| Har: 1 || Sen: 1 => 2 || Res: 1 || Sol: 1 || Rea: 1 ||
|| Limit: 12 || Alacrity: 9 || Speed: 1 ||

> Secrets
{Scavenger 2} || The Art of Finding and Keeping. ||
{Kinematics 1} || The Art of Climbing and Moving. ||

> Skills
(The Quick and The Dead) || Attacks must beat (Rea) to land. ||
(Secret Soul) || Earn one Xp per turn of participation. ||
(Hidden Reserves) || Take (x) Fatigue to gain (x) Alacrity. Spend one Alacrity to recover (Res) Fatigue.||
(Alive!) || Die when Wounds exceed (Limit) by twofold. ||
(Improvise) || Break an item to get autohits on your action. ||

> Gear
[Body]: Loose Flowing cloth || 5% dodge ||
[Body]: Storied Uniform || 1 DR || Halves blast damage taken. ||
[L-Hand]: Leadbelcher || Ammo: 6 / 6 || Dmg: 1d10 || Range: 4+Sen ||
[R-Hand]: Empty!
[Keepsake]: A Cracked Spyglass.

> Inventory
- 6 Spare Rounds
- Baton

> Alacrity 4 || Equip [Boost System].
> Alacrity 5 + Kinematics 1 || Climb to the top of the rockface at [1].
>>
Rolled 61, 62, 87, 51, 35, 66 = 362 (6d100)

>>4197153
>6al; listen. where is that accursed music coming from??
>move 1
>2al: take cover behind that rock

#Soli, !Wanderer
**Limit 12**
@Loose Flowing cloth, 5% dodge
^Rusty Bugle
[h1] Leadbelcher, 6 / 6, 1d10, 4+Sense R
[h2] empty!
>>
Rolled 71, 26, 45, 8, 30, 14, 98, 20, 21, 11 = 344 (10d100)

>>4197153
>Leave the lantern with the drone for now
>[1] Move SE
>[8] Investigate rock pile SE

#Boon, !Lantern
**Limit 12**
@Stained Uniform, 3 ablative
[h1] Slammer [mace], 1+.33 Harm, 20% stun
[h2] empty
[ground] Ghostlight Lantern, 1 radius or 3 beam, power 2

Harm 1 | Sense 2 | Resist 1 | Solve 2 | React 2 | Speed 1 | Manipulate 1 | Attune 1
!Investigation 2
!Wards 2
*Deny: hits subtract dice from use of one power
*Shed a Light: extra success on Investigation
-Bag-
Nothingness
>>
Rolled 90, 92 = 182 (2d100)

Hey guys, I'm here--
>ambushed
Oh good I arrived just in time to die horribly.

>Deploy


#Jacknife, !Wanderer
Limit 12
Loose Flowing cloth, 5% dodge
Flourish

[h1] Leadbelcher, 6 / 6, 1d10, 4+Sense R
[h2] empty!

Harm 1 | Sense 1 | Resist 1 | Solve 1 | React 1 | Speed 1
!Scavenger 2
!Kinematics 1
*The Quick and The Dead
*Secret Soul
*Hidden Reserves
*Alive!
-Bag-
6 Spare Rounds
Baton
>>
File: Forest ambush 4.png (4.28 MB, 2520x2520)
4.28 MB
4.28 MB PNG
A finnicky firewritten rune embellished in a bullet; a dangerous surcharge to add to any combustible mechanism. The leadbelcher spits its payload and a rock sends a rain of fiery fragments scattering around the area as a hithertho hidden sneaker sticks their head up above the cover offered.

A lantern's teal spark-light and a pair of keen eyes reveal a winding cut out tunnel dvelving into the dark! What mysterious await us in here?

Some shadows against a high ride slide in among rocks, fondling weapons...

And someone takes a bad fall! Aw!
---
>>
>>4197895
What a strange little thing that clings to you, friend...

Playful Shadow (Trait)
Your shadow has material form and corporeal capacity; it can stretch and interact in the world around you up to [sense] distance. While it can't hold objects, it can hold the shadow of objects which are a certain kind of almost real and manipulate the shadow of things. Which may have material consequences.

Long Dark Scarf (gear)
Fashionable! And it casts a long shadow, adding +1 reach to yours!

>>4197839
But it was already finished. What a newly polished sheen. What a stoic light. What a strange spark pulse that flows through the metal. The inner flame? A curious collection of liquid crystals.

Sparklight Lantern, 1radius or 3beam, power 2.
[charges] 4, add +1 power or range for a charge.
>>
>>4198473

#Daniel Norwood, !Wanderer
|| Har: 1 || Sen: 1 => 2 || Res: 1 || Sol: 1 || Rea: 1 ||
|| Limit: 12 || Alacrity: 9 || Speed: 1 ||

> Secrets
{Scavenger 2} || The Art of Finding and Keeping. ||
{Kinematics 1} || The Art of Climbing and Moving. ||

> Skills
(The Quick and The Dead) || Attacks must beat (Rea) to land. ||
(Secret Soul) || Earn one Xp per turn of participation. ||
(Hidden Reserves) || Take (x) Fatigue to gain (x) Alacrity. Spend one Alacrity to recover (Res) Fatigue.||
(Alive!) || Die when Wounds exceed (Limit) by twofold. ||
(Improvise) || Break an item to get autohits on your action. ||

> Gear
[Body]: Loose Flowing cloth || 5% dodge ||
[Body]: Storied Uniform || 1 DR || Halves blast damage taken. ||
[L-Hand]: Leadbelcher || Ammo: 6 / 6 || Dmg: 1d10 || Range: 4+Sen ||
[R-Hand]: Empty!
[Keepsake]: A Cracked Spyglass.

> Inventory
- 6 Spare Rounds
- Baton

> Alacrity 1 || Move [5]x1.
> Alacrity 1 || Delicately pick up the lost drone idling nearby.
> Alacrity 4 || Move [4]x4
> Alacrity 1 || Place the lost drone next to the shrub-dwelling drone.
> Alacrity 2 || Hunker down behind the bush and take a moment to catch my breath.
>>
>>4198491

(Forgot to update my sheet.)

> Self
#Daniel Norwood, !Wanderer
|| Har: 1 || Sen: 1 => 2 || Res: 1 || Sol: 1 || Rea: 1 ||
|| Limit: 12 || Alacrity: 9 || Speed: 1 ||
|| Pain: 4 ||

> Secrets
{Scavenger 2} || The Art of Finding and Keeping. ||
{Kinematics 1} || The Art of Climbing and Moving. ||

> Skills
(The Quick and The Dead) || Attacks must beat (Rea) to land. ||
(Secret Soul) || Earn one Xp per turn of participation. ||
(Hidden Reserves) || Take (x) Fatigue to gain (x) Alacrity. Spend one Alacrity to recover (Res) Fatigue.||
(Alive!) || Die when Wounds exceed (Limit) by twofold. ||
(Improvise) || Break an item to get autohits on your action. ||

> Gear
[Body]: Loose Flowing cloth || 5% dodge ||
[Body]: Storied Uniform || 1 DR || Halves blast damage taken. ||
[Body]: BoostSystem || Fuel: 3/3 || Boost 3. Can be applied at the cost of 1 Fuel to enhance movement or physical actions. ||
[L-Hand]: Leadbelcher || Ammo: 6 / 6 || Dmg: 1d10 || Range: 4+Sen ||
[R-Hand]: Empty!
[Keepsake]: A Cracked Spyglass.

> Inventory
- 6 Spare Rounds
- Baton
>>
>>4198504
>>4198491
The part where the you didn't need to keep telling us who you were slipped right by you, didn't it?

Traveller, make a note of what matters and keep the rest quiet. You don't have to tell us every time. It fills the world with all this. . . gentle noise.

#Daniel Norwood, !Wanderer
|| Har: 1 || Sen: 2 || Res: 1 || Sol: 1 || Rea: 1 ||
|| Limit: 12 || Alacrity: 9 || Speed: 1 ||

More'n plenty.
>>
Rolled 73, 18, 65, 4 = 160 (4d100)

>>4198473
Come, I will show you the truth of my deal.
>1al: gather some cerebovorando into my empty ammo pouch
>3al: move 212
>4al: Stab the bandit 4 with my Serrated Blade
>1al, Red Ocean 1: use bandit 4's wounds to fuel the sparkstone to Push fire at the bandit 1/2ish
>4fatigue: +4al
>2al: move 54
>2al: Take cover behind the rock
You see? Two tasty morsels being prepared just for you.

#Veracity, !Wanderer
**Limit 12**

@Loose Flowing cloth, 5% dodge
^A Serrated Scar
[h1] Sparkstone, creates fire (??)
[h2] Serrated Blade (Knife), 1+.25 Harm, 15% Bleed
Harm 1 | Sense 1 | Resist 1 | Solve 2 | React 1 | Speed 1
*Alive!
*Memories 3
*Fatigue 4
-Bag-
Baton
Handful of bugs
>>
Rolled 89, 55, 25 = 169 (3d100)

>>4198473
Beep, beep! <pat> <pat>

>>4197434
Hello, lady. Would you like to explore a dark hole together?
Though we need to remove unwanted spectators first.

>[3] Move SE NE SE
>[3] Hit bandit SE w/ mace
>[2] Move NW SW, face NE
>[1] Dodge

#Boon, !Lantern
**Limit 12**
@Stained Uniform, 3 ablative
[h1] Slammer [mace], 1+.33 Harm, 20% stun
[h2] Sparklight Lantern, 1 radius or 3 beam, power 2, 4 charges: add +1 power or range

Harm 1 | Sense 2 | Resist 1 | Solve 2 | React 2 | Speed 1 | Manipulate 1 | Attune 1
!Investigation 2
!Wards 2
*Deny: hits subtract dice from use of one power
*Shed a Light: extra success on Investigation
-Bag-
Nothingness
>>
Rolled 16, 47, 47, 24, 100, 24, 17, 29, 12 = 316 (9d100)

>>4198473
"Ah! Perhaps you fine gents would be more willing to negotiate this out rather than scuffle like unlearned beasts.
What is it that you need? Food? Shelter? The fine company that only a group of wanderers can provide?
Because let me tell you, if you keep up all this... violence... you'll only find that we are a thorny bunch, yes?"
>9al: negotiate with these reasonable fellows

#Soli, !Wanderer
**Limit 12**
@Loose Flowing cloth, 5% dodge
^Rusty Bugle
[h1] Leadbelcher, 6 / 6, 1d10, 4+Sense R
[h2] empty!
>>
Rolled 60, 40, 23, 80, 80, 92, 16, 2, 84, 92 = 569 (10d100)

>>4198473
>3al Move 3,2,1
>5al Baton Archer at 2
>1al+4fatigue shoot melee bandit at 1,1 with leadbelcher

#Steve, !Wanderer
**Limit 12**
?
@Loose Flowing cloth, 5% dodge
^Flourish!
[h1] Leadbelcher, 5 / 6, 1d10, 4+Sense R
[h2] Baton

Harm 2 | Sense 1 | Resist 2 | Solve 1 | React 1 | Speed 1
!Scavenger 2
!Kinematics 1
*The Quick and The Dead
*Secret Soul
*Hidden Reserves
*+1 DR
*Recover Resist fatigue when in sunlight
*Weak to fire
*Plants can't bleed!
-Bag-
6 Spare Rounds
Baton
>>
Rolled 84, 30, 7, 9, 72, 100, 56, 50, 47 = 455 (9d100)

>>4198473

"I'm not crazy! Don't call me crazy!"

>[1] Rant and rave
>[1] Take cover behind rocks
>[7] Shoot bandit 4-4-5


#Jacknife, !Wanderer
Harm 2 | Sense 1 | Resist 1 | Solve 1 | React 1 | Speed 1
|| Limit: 12 || Alacrity: 9 || Speed: 1 ||
Playful Shadow
!Scavenger 2, !Kinematics 1
The Quick and The Dead, Secret Soul, Hidden Reserves, Alive!

[RH] Leadbelcher, 6 / 6, 1d10, 4+Sense R
[LH] Empty
Loose Flowing cloth, 5% dodge
Long Dark Scarf
Bag: 6 Spare Rounds, Baton
>>
>>4198473
#Grin, !wanderer
**Limit 12**
?
@Loose Flowing cloth, 5% dodge
^Flourish!
[h1] Leadbelcher, 6 / 6, 1d10, 4+Sense R
[h2] Baton

Harm 1 | Sense 1 | Resist 1 | Solve 1 | React 1 | Speed 1
!Scavenger 2
!Kinematics 1
*The Quick and The Dead
*Secret Soul
*Hidden Reserves
*Alive!
-Bag-
6 Spare Rounds

>I want a blank facemask as my flourish.
>Also would like to start near the NE fight with a baton in second hand.
>>
Rolled 77, 29 = 106 (2d100)

>>4198885
>>
File: Grin.jpg (227 KB, 1311x820)
227 KB
227 KB JPG
>>4198885
Weeeeellllll since you ask so kindly, stranger...

Wardgang Knife
Issued in memorial of some hushed up special deed
1+Harm, sharp, 15% cut

Fading Essence Needles
Work the ink. It stains your soul, not your skin
1 AL inscribes 1% of a special trait unto someone, capped at Atune * 10

> For instance that knife of yours has cut; a special trigger with 15% chance to deliver a rending cut per d100 rolled. One could bolster that; or some other known, observed quantity.

--

So now what, faceless stranger?
>>
Rolled 44, 54, 93, 67, 34, 98, 70, 7, 97, 84, 72, 73 = 793 (12d100)

>>4198897
>>4198897
#Grin, !wanderer
**Limit 12**
?
@Loose Flowing cloth, 5% dodge
^Flourish!
[h1] Leadbelcher, 6 / 6, 1d10, 4+Sense R
[h2] Baton

Harm 2 | Sense 1 | Resist 1 | Solve 1 | React 1 | Speed 1
!Scavenger 2
!Kinematics 1
*The Quick and The Dead
*Secret Soul
*Hidden Reserves
*Alive!
-Bag-
6 Spare Rounds

>Drop Baton
>1! Pull Wardgang Knife onto hand 2
>7! Stab melee bandit at my tile
>1!+4fatigue Shoot bandit at 1,1
>>
File: Forest ambush 5.png (4.29 MB, 2520x2520)
4.29 MB
4.29 MB PNG
Sharp quick shots ring out, little metal messengers bringing a sting of biting pain to the recipient on the far end. One drops, clutching a sudden tear in a vital part of their skull. The other three fierce looking sneakers lock up and go to the ground. The air is full of death out here! Yikes!

A spark flares into being somewhere else and although the bandit ducks out of the way, Veracity, wisely disengaging, leaves behind an adolescent wildfire.

--

Soli engages in the high art of Diplomacy. Looks like they're we're the trespassers!

--

A new arrival helps score a telling hit against a half-burnt foe, but the quick thrust across the rocks is twarted by a deft duck.

It's a fight now! Get 'em!

>Have a quick little bonus phase. All yours, wanderers!
>>
Rolled 3, 86, 23, 10, 93, 43, 77, 89 = 424 (8d100)

>>4198934
#Steve, !Wanderer
**Limit 12** 4 Fatigue
?
@Loose Flowing cloth, 5% dodge
^Flourish!
[h1] Leadbelcher, 5 / 6, 1d10, 4+Sense R
[h2] Baton

Harm 2 | Sense 1 | Resist 2 | Solve 1 | React 1 | Speed 1
!Scavenger 2
!Kinematics 1
*The Quick and The Dead
*Secret Soul
*Hidden Reserves
*+1 DR
*Recover Resist fatigue when in sunlight
*Weak to fire
*Plants can't bleed!
-Bag-
6 Spare Rounds
Baton

>1al Move 2
>8al Bash Archer at 4's head in
>>
Rolled 60, 40, 44, 6, 1, 46, 95, 64, 74 = 430 (9d100)

>>4198934
#Grin, !wanderer
**Limit 12** 5 Fatigue
?
@Loose Flowing cloth, 5% dodge
^Flourish!
[h1] Leadbelcher, 4 / 6, 1d10, 4+Sense R
[h2] Baton

Harm 2 | Sense 1 | Resist 1 | Solve 1 | React 1 | Speed 1
!Scavenger 2
!Kinematics 1
*The Quick and The Dead
*Secret Soul
*Hidden Reserves
*Alive!
-Bag-
6 Spare Rounds

>1! Move 1
>5! Shoot archer at 2,3
>3!+1 Fatigue stab bandit at 4
>>
>>4198934
How do I tell how much fatigue I have?Normally I'd think I just write it down but wasn't I also able to recover in sunlight? Also how would fatigue balance work with greater than 1 resist? Would I just be able to fatigue 1 then recover 2 if I had resist 2?
>>
>>4198957
You'd be able to regain one fatigue with one Resist, but two fatigue per Al with 2 resist and further on still. Good lungs, that. Of course on any turn you recover you can't also spend. Benefits of Hidden Reserves.

But worry not: the universe keep tracks of all that thing. You're welcome to note it yourself (this is preferred), but any incoming horror is also note near your name with a little floating number. Blue is fatigue! You took one when that ruffian bonked you over the head with their bow, and you spent 4 on your turn. A little graphical glitch is hiding the 4, but don't worry, we're keeping track of it.

That's also how damage appears to others; that bandit by the rock you hit took 3 fatiguing stun damage and a headache besides.

As for recovering in sunlight, that's the joy of a kinship with plants. You don't need to bleed, you have some innate protection and indeed, in sunlight (any lit tile, mostly), you can regain your Resist fatigue for free each turn. Just need to note it.

So; quickly:

You spent 4, you got hit for 1, you have 5 fatigue in total.

we'll assume you want to recover, so on your turn when the world notes your actions we'll slide that in there as well, and you'll recover 2 fatigue from your Barkheart for free.
>>
Rolled 87, 55, 98, 88, 27, 30, 11, 4, 74 = 474 (9d100)

>>4198934

#Daniel Norwood, !Wanderer
|| Har: 1 || Sen: 2 || Res: 1 || Sol: 1 || Rea: 1 ||
|| Limit: 12 || Alacrity: 9 || Speed: 1 ||
|| Pain: 4 ||

> Alacrity 9, -1 Ammo || From my place amidst the rocks, shrubbery and tittering drones, line up a shot on the bandit @ [2]x1, [3]x4 and then squeeze the trigger of my Leadbelcher.
>>
Rolled 18, 88, 94, 89, 72, 56, 64, 92, 53, 91 = 717 (10d100)

>>4198934
>1al: remember how to work a sparkstone in reverse.
>2al: move 12
>1al, 1red ocean: use bandit 1's wounds to fuel the Sparkstone to pull the fires back in.
>1al: unless he's dead and therefore without wounds, in which case use bandit 4's.
>3al: stab bandit 4
>1al: move 5, face east
I really must try not to start fires like this. But tell me, do you prefer your meals cooked?

#Veracity, !Wanderer
**Limit 12**

[h1] Sparkstone, creates fire (??)
[h2] Serrated Blade (Knife), 1+.25 Harm, 15% Bleed
Hrm 1 | Sns 1 | Res 1 | Slv 2 | Rea 1 | Spd 1
*Alive!
*Memories 4
*Fatigue 4
>>
Rolled 3, 51, 86, 63, 98, 48, 16 = 365 (7d100)

>>4198934
"Ah, 'fraid I can't give you my boots. They're a tad small, on account of my freakishly small feet.
I can however show you a neat trick with a rope to fix yourself a nice belt! Here, lemme show you..."
>7al: convince these RESPECTABLE ROBBERS to come a little closer
>move 23

#Soli, !Wanderer
**Limit 12**
@Loose Flowing cloth, 5% dodge
^Rusty Bugle
[h1] Leadbelcher, 6 / 6, 1d10, 4+Sense R
[h2] empty!
>>
Rolled 75, 15, 18, 4, 36, 17, 75, 80, 57 = 377 (9d100)

>>4198934

"Yeah, that's right! Die! I can tell you're bad guys and I should feel no remorse 'cause of the "Bandit" hovering above your heads. Uhhh, you guys can see those too, right?"

>[2] Look around for danger or anything that is not what it seems?
>[0] Stay in cover?
>[7] Shoot bandit 3-3-4


#Jacknife, !Wanderer
Harm 2 | Sense 1 | Resist 1 | Solve 1 | React 1 | Speed 1
|| Limit: 12 || Alacrity: 9 || Speed: 1 ||
Playful Shadow
!Scavenger 2, !Kinematics 1
The Quick and The Dead, Secret Soul, Hidden Reserves, Alive!

[RH] Leadbelcher, 4 / 6, 1d10, 4+Sense R
[LH] Empty
Loose Flowing cloth, 5% dodge
Long Dark Scarf
Bag: 6 Spare Rounds, Baton
>>
Rolled 75, 66, 91, 54, 35 = 321 (5d100)

>>4198934
>>4198591
"Of course, elephantid variant! My business acumen along with your lantern, combat skills and weapon are perfectly suited for cave delving."

"Let's go, I smell profit!"

>3AL move 345
>3AL+2 Search around for anything hidden (5d100, Scavenger 2)
>3AL+1 Dodge (4d100, Kinematics 1)

#Marion, !Wanderer
**Limit 12**
?
@Loose Flowing cloth, 5% dodge
^Head Shaped Package!
[h1] Leadbelcher, 6 / 6, 1d10, 4+Sense R
[h2] empty!
==Intents and Secrets==
Harm 1 | Sense 2 | Resist 1 | Solve 1 | React 1 | Speed 1
!Scavenger 2
!Kinematics 1
*The Quick and The Dead
==Bag==
6 Spare Rounds
Baton
>>
Rolled 33, 33, 74, 97, 37, 99 = 373 (6d100)

>>4198934
Come with me, metal friends. Beep.

>[2] Move 2S
>[4] Look around for nice things
>[3] Dodge

#Boon, !Lantern
**Limit 12**
@Stained Uniform, 3 ablative
[h1] Slammer [mace], 1+.33 Harm, 20% stun
[h2] Sparklight Lantern, 1 radius or 3 beam, power 2, 4 charges: add +1 power or range

Harm 1 | Sense 2 | Resist 1 | Solve 2 | React 2 | Speed 1 | Manipulate 1 | Attune 1
!Investigation 2
!Wards 2
*Deny: hits subtract dice from use of one power
*Shed a Light: extra success on Investigation
-Bag-
Nothingness
>>
>>4198934
These are some foolhardy bandits to face guns with knives and bows.

>1! Pick up a rock off of the ground
>4! Draw a fire rune on it
>4! Overwatch a shot 2

#Argo, !Wanderer
Limit 12
@Loose Flowing cloth, 5% dodge
^Flask of Whiskey
[h1] Leadbelcher, 5 / 6, 1d10, 4+Sense R
[h2] empty!
Harm 1 | Sense 1 | Resist 1 | Solve 1 | React 2 | Speed 1
!Scavenger 2
!Kinematics 1
*The Quick and The Dead
*Secret Soul
*Hidden Reserves
*Alive!
-Bag-
Outsider's Etching Needles
6 Spare Rounds
Baton
>>
Rolled 78 (1d100)

>>4195834 >>4198934

What have I gotten myself mixed up in again? Hopefully one of you could shed some light for me.

>Well Worn Traveller Soul: Chemicae [d100 complication]
>+1 Intent: Solve

#Neto, !Chemicae
**Limit 12** **Alacrity 9**
?
@Stained Robe, 2 DR vs Chem + Fire
^Bandolier, 3+Sense Range
[h1] Shiv [Knife] 1+.25 Harm, 10% Bleed
[h2] empty!

Harm 1 | Sense 1 | Support 2 | Attune 1 | Manipulate 2 | Solve 3 | React 1 | Speed 1
!Mixologist 2
*The Secret Soul
*Bottled!
*Round to 1
*Deft Eye
-Bag-
>>
>>4200239
>Sheet correction

#Neto, !Chemicae
**Limit 12** **Alacrity 9**
?
@Stained Robe, 2 DR vs Chem + Fire
^Bandolier, 3+Sense Range
[h1] Shiv [Knife] 1+.25 Harm, 10% Bleed
[h2] empty!

Harm 1 | Sense 1 | Support 2 | Attune 1 | Manipulate 2 | Solve 3 | React 1 | Speed 1
!Mixologist 2
*The Secret Soul
*Bottled!
-Bag-
>>
>>4200490
What indeed, friend, what indeed. if you have the where-withal, feel free to elect a friend to take an action from.
>>
File: Forest Ambush 6.png (4.45 MB, 2520x2520)
4.45 MB
4.45 MB PNG
The well-worn ruins are threaded through with footfalls and the detritus of a live. A smoke hangs in the air inside the caves. But it's hot and humid here; something has torn through with great violence. Scorch marks on the walls and the sting of acrid ash on the draft that rolls out as our eyes adjust the burn of the sparklight lantern.

Our friends follow us in diplomatic reverence and as we round a corner, beep a declaration at their majority engaged in democratic consensus making over the fair distribution of available biomass materials. The debate is spark-quick in a flurry of signal fire, and as it goes on, our lantern-light falls on the dull-sheen shine of something else. A much, much grander Hatch drone, re-assembled from the available matter and mass of a hundred little feasts. No democrat lupine this; it's a solipsistic god-king and our honour guard of drones beep in declarative pre-empted surrender to its signal born supremacy.

The area looks stripped of ready materials. But over there, in the back, a cache...

--

Bullets and blows and batons flash! A gaggle of bandits decide the better part of valour is not being shot by dead-eye fighters and sprint for it. Veracity twists and flicks an arcing spray of fire on a poor fighter stumbling back from the dervish whirl knifeplay of a masked stranger.

And then we find ourselves... alone! Adrenaline fuelled hearts fighting with the curious emptiness around us; it looks like we've... beaten off a small party of scrag bandits. A victory! But wait; beneath the soft popping sounds of legion-moss cooking off in remnant heat, a soft whine on the high winds picking up speed. Something grinds on rock. The shadows lengthen with the approach of violence. This probing scout party may have been just that; a little foray to test our willingness to inflict violence. Gather around, friends! Shelter in the rocks, check your guns, catch your breath.

They can't have our prize. The Governor awaits in his little nest of bureaucratic power on the shore. The Map must reach him and his. If we have to put a few dust-mad bandits in the ground to get it there, so we will.
>>
Rolled 80, 9, 94, 65, 59 = 307 (5d100)

>>4200522
"OopswrongcaveI'llbetakingthisandleavingthankyouandbye-"

>3AL Move 343
>3AL+2 Grab the contents of the box (5d100, Scavenger 2)
>3AL Move 511
>2AL Move 16 (2 Fatigue)
>1AL+1 Dodge (1 Fatigue, Kinematics 1)

#Marion, !Wanderer
**Limit 12**
3 Fatigue
?
@Loose Flowing cloth, 5% dodge
^Head Shaped Package!
[h1] Leadbelcher, 6 / 6, 1d10, 4+Sense R
[h2] empty!
==Intents and Secrets==
Harm 1 | Sense 2 | Resist 1 | Solve 1 | React 1 | Speed 1
!Scavenger 2
!Kinematics 1
*The Quick and The Dead
==Bag==
6 Spare Rounds
Baton
>>
Rolled 40, 97, 40, 65, 4, 25, 68, 6, 76, 18, 89, 75, 46, 28, 50, 41, 53, 92 = 913 (18d100)

>>4200522

>Move Up [1 AL]
>*Bottled!: Manipulate the fire into a bottle [ 1 AL + Manipulate 2 ] 3d100
>Solve where to find useful materials for mixology [6 AL + Mixologist 2 + Solve 3 ] 11d100
>*The Secret Soul: Solve the riddles of the Bandolier's usage [1 AL + Solve 3] 4d100

#Neto, !Chemicae
**Limit 12** **Alacrity 9**
?
@Stained Robe, 2 DR vs Chem + Fire
^Bandolier, 3+Sense Range
[h1] Shiv [Knife] 1+.25 Harm, 10% Bleed
[h2] empty!

Harm 1 | Sense 1 | Support 2 | Attune 1 | Manipulate 2 | Solve 3 | React 1 | Speed 1
!Mixologist 2
*The Secret Soul
*Bottled!
-Bag-
>>
>>4200522

#Daniel Norwood, !Wanderer
|| Har: 1 || Sen: 2 || Res: 1 || Sol: 1 || Rea: 1 ||
|| Limit: 12 || Alacrity: 9 || Speed: 1 ||
|| Pain: 4 ||

> Boost 3, -1 Fuel || Move [3]x3
> Alacrity 1 || Sling the nearby Bandit corpse over my shoulder.
> Boost 3, Alacrity 1, -1 Fuel || Move [6]x1, [5]x1, [4]x1, [5]x1.
> Alacrity 7 || With Leadbelcher holstered and free hand raised in a non-threatening gesture, slowly inch towards the swarm of drones and present the corpse to them as a peace offering.
>>
Rolled 1, 95, 99, 38 = 233 (4d100)

>>4200522
>2al: move 23
>1al: place a foot in front of the cerebovorado trail going east, toward the archer bandit.
Ah ah, I promised two, not three. That one there belongs to our friend Grin, who is not (presently) food. You must ask the faceless for permission.
>2al: make sure the fire on the body 4 is out
>2al, 2 scavenger: search it for useful bits
This one here is all yours now. And that one in the bush. I will want to look at it's not-food parts, but the rest is yours.
>2al: recover 2 fatigue

#Veracity, !Wanderer
**Limit 12**

[h1] Sparkstone, does fire (??)
[h2] Serrated Blade (Knife), 1+.25 Harm, 15% Bleed
Hrm 1 | Sns 1 | Res 1 | Slv 2 | Rea 1 | Spd 1
*Alive!
*Memories 5
*Fatigue 2
>>
Rolled 97, 10, 14, 64, 59, 98, 37 = 379 (7d100)

>>4200522
#Steve, !Wanderer
**Limit 12** 3 Fatigue
?
@Loose Flowing cloth, 5% dodge
^Flourish!
[h1] Leadbelcher, 5 / 6, 1d10, 4+Sense R
[h2] Knife

Harm 2 | Sense 1 | Resist 2 | Solve 1 | React 1 | Speed 1
!Scavenger 2
!Kinematics 1
*The Quick and The Dead
*Secret Soul
*Hidden Reserves
*+1 DR
*Recover Resist fatigue when in sunlight
*Weak to fire
*Plants can't bleed!
-Bag-
6 Spare Rounds
Baton

>Free action recover 2 fatigue
>1al sheath baton
>1al pick up knife at 6 onto hand 2
>7al eat bandit archer
>>
Rolled 11, 66, 41, 16, 76, 35, 9, 30, 34 = 318 (9d100)

>>4200522
I want
to boop
the snoot!

>[3] Move 2N NE (+3 fatigue)
>[1] Grab the dead bandit SE (+1 fatigue)
>[3] Move SW 2S (+3 fatigue)
>[9] Present the corpse as an offering to the big drone with the intent to tame it
>[3] Dodge (+3 fatigue)

#Boon, !Lantern
**Limit 12**
@Stained Uniform, 3 ablative
[h1] Slammer [mace], 1+.33 Harm, 20% stun
[h2] Sparklight Lantern, 1 radius or 3 beam, power 2, 4 charges: add +1 power or range

Harm 1 | Sense 2 | Resist 1 | Solve 2 | React 2 | Speed 1 | Manipulate 1 | Attune 1
!Investigation 2
!Wards 2
*Deny: hits subtract dice from use of one power
*Shed a Light: extra success on Investigation
-Bag-
Nothingness
>>
Question, does Steven's fire weakness count as a percentage variable I can mess around with my quirk or is it just a flat multiplier that I can't change?
>>
>>4200522

>Move 5-5-4
>Take cover
>Overwatch?


#Jacknife, !Wanderer
Harm 2 | Sense 1 | Resist 1 | Solve 1 | React 1 | Speed 1
|| Limit: 12 || Alacrity: 9 || Speed: 1 ||
Playful Shadow
!Scavenger 2, !Kinematics 1
The Quick and The Dead, Secret Soul, Hidden Reserves, Alive!

[RH] Leadbelcher, 4 / 6, 1d10, 4+Sense R
[LH] Empty
Loose Flowing cloth, 5% dodge
Long Dark Scarf
Bag: 6 Spare Rounds, Baton
>>
>>4201584
What an interesting question soft-soul. it's the former, and indeed, you could. For the sake of polite little world-neatness, we might as well tell you the Big Hushed Secret

It's +50% at present.
>>
File: Forest ambush 7.png (4.57 MB, 2520x2520)
4.57 MB
4.57 MB PNG
It's always a boon to be able to barter. Some broken bodies are traded for a moment of patience and a thought-sharp blade pulled from a rack out of sight.

--

The cerebovorando begin the shuffling process of accepting their trade too, the backdrop of breaking bones following their slow advance. What a curious viscera stained tree. Unfortunately, they also take the weapons belonging to these fallen men so we have scant scavenge but a few bits and a bow. And... a meal.

---

A little shift in the wind and there. There, the proper party, a group of well-armed men backed up by focused avarice. The Bonejackers. Two of them wear heavy armour, unbearabe in the hot weather, and some others clutch improvised shields and sharp blades.

---

It would be too much the telling to share the long travail that brought us all here, together, but live through the day and some light can be shed. The Map we have, it matters. Don't let them have it. Perhaps it is a large shift to make travelling companions into hired muscle. Forgive us the imposition.
>>
>>4202177

#Daniel Norwood, !Wanderer
|| Har: 1 || Sen: 2 || Res: 1 || Sol: 1 || Rea: 1 ||
|| Limit: 12 || Alacrity: 9 || Speed: 1 ||
|| Pain: 4 ||

> Alacrity 1 || Tentatively shuffle [5]x1, gentling urging the pair of drones hovering behind me to follow.
> Alacrity 5 || Reunite the two wayward drones with the rest of their swarm, hoping that that this whirring cloud of cold, mechanical intelligence is capable of experiencing some facsimile of gratitude.
> Alacrity 3 + Scavanger 2 || Now that I have a slightly better angle, scan the dark, distant corners of the cavern for anything of interest.
>>
Rolled 4, 25, 92 = 121 (3d100)

>>4202177
Beep beep beep bop bop bop bop teeeyon teeoyn wip krshkrshkrshshs

>[3] Indicate to the doggodrone locations of hight concentrations of delicious nutrients as roughly 9N and 6E
>[6] Beat a hasty yet dignified retreat 3N 3NE

#Boon, !Lantern
**Limit 12**
@Stained Uniform, 3 ablative
[h1] Slammer [mace], 1+.33 Harm, 20% stun
[h2] Sparklight Lantern, 1 radius or 3 beam, power 2, 4 charges: add +1 power or range
-Fatigue 4

Harm 1 | Sense 2 | Resist 1 | Solve 2 | React 2 | Speed 1 | Manipulate 1 | Attune 1
!Investigation 2
!Wards 2
*Deny: hits subtract dice from use of one power
*Shed a Light: extra success on Investigation
-Bag-
Nothingness
>>
Rolled 31, 60, 4, 74, 59, 41, 63 = 332 (7d100)

>>4202177
"Phew! Marion makes a daring escape from grave danger yet again! Now what goodies lie inside this box?"

>5AL+2 Open the crate and gather its contents (Scavenger 2)
>4AL Move 2222

#Marion, !Wanderer
Limit 12, Fatigue 6
?
@Loose Flowing cloth, 5% dodge
^Head Shaped Package!
[h1] Leadbelcher, 6 / 6, 1d10, 4+Sense R
[h2] empty!
==Intents and Secrets==
Harm 1 | Sense 2 | Resist 1 | Solve 1 | React 1 | Speed 1
!Scavenger 2
!Kinematics 1
*The Quick and The Dead
==Bag==
6 Spare Rounds
Baton
>>
Rolled 58, 78, 97, 63, 72, 14, 7, 74, 14, 34, 90, 2, 66, 66, 7, 36, 53, 77, 62, 72, 45 = 1087 (21d100)

>>4202177
>>4202177

"Lovely, lovely sap! Be a good chap and gather yourself around a nice warm fire!"
Neto hums a little tune as they mix the ingredients on hand together.
"Now that you've gotten to know each other, tell me, what do you like to do together?"

>Move Down Down [2 AL]
>Solve to gather Sap from the green tree [2 AL + Mixologist 2 + Solve 3] 7d100
>Manipulate the Bottled Fire and the Sap into a potion [3 AL + Mixologist 2 + Manipulate 2] 7d100
>*The Secret Soul: Solve the applications for this new found potion [2 AL + Mixologist 2 + Solve 3] 7d100

#Neto, !Chemicae
**Limit 12** **Alacrity 9**
?
@Stained Robe, 2 DR vs Chem + Fire
^Bandolier, 3+Sense Range
[h1] Shiv [Knife] 1+.25 Harm, 10% Bleed
[h2] empty!

Harm 1 | Sense 1 | Support 2 | Attune 1 | Manipulate 2 | Solve 3 | React 1 | Speed 1
!Mixologist 2
*The Secret Soul
*Bottled!
-Bag-
Bottled Fire 3
>>
Rolled 82, 75, 16, 85, 86, 59, 81, 73 = 557 (8d100)

>>4202177
"I have no time for magical bugs, come with me and you'll feast upon a mountain of dead while sipping from a river of blood."

#Steve, !Wanderer
**Limit 12**
?
@Loose Flowing cloth, 5% dodge
^Flourish!
[h1] Scrapbow
[h2] Arrow

Harm 2 | Sense 1 | Resist 2 | Solve 1 | React 1 | Speed 1
!Scavenger 2
!Kinematics 1
*The Quick and The Dead
*Secret Soul
*Hidden Reserves
*+1 DR
*Recover Resist fatigue when in sunlight
*Weak to fire
*Plants can't bleed!
-Bag-
6 Spare Rounds
Baton
Leadbelcher, 5 / 6, 1d10, 4+Sense R
Quiver (5)

>1al Holster leadbeltcher
>1al pick up scrapbow
>1al equip quiver
>2al Move 2,1
>1al draw and nock arrow
>3al+5 Fatigue Shoot archer at 5,5,4 with bow
>1al draw and nock arrow
>>
>>4202682
That last one's supposed to be 1 fatigue draw and nock arrow.
>>
>>4200522
#Grin, !wanderer
**Limit 12** 5 Fatigue
?
@Loose Flowing cloth, 5% dodge
^Flourish!
[h1] Leadbelcher, 6 / 6, 1d10, 4+Sense R
[h2] Baton

Harm 2 | Sense 1 | Resist 1 | Solve 1 | React 1 | Speed 1
!Scavenger 2
!Kinematics 1
*The Quick and The Dead
*Secret Soul
*Hidden Reserves
*Alive!
-Bag-
4 Spare Rounds

>5al Recover 5 fatigue
>2al reload leadbeltcher
>2al move 3,3
>>
Rolled 63, 80, 67, 15, 61, 16, 96, 57 = 455 (8d100)

>>4202177
>1! move 5
>4! shoot 6665 5 at the breaker
>4! shoot 6666 5 at the brawler

#Argo, !Wanderer
Limit 12
@Loose Flowing cloth, 5% dodge
^Flask of Whiskey
[h1] Leadbelcher, 4 / 6, 1d10, 4+Sense R
[h2] empty!
Harm 1 | Sense 1 | Resist 1 | Solve 1 | React 2 | Speed 1
!Scavenger 2
!Kinematics 1
*The Quick and The Dead
*Secret Soul
*Hidden Reserves
*Alive!
-Bag-
Outsider's Etching Needles
6 Spare Rounds
Baton
>>
File: Forest ambush 8.png (4.62 MB, 2520x2520)
4.62 MB
4.62 MB PNG
Twin shots ring out but find no purchases as the targets duck and weave and sprint; arrows thud in outmatched counter-fire and a heavy hammer blow strikes home while a fell storm of other blows are avoided.

--

The Lupine Hatch drone paws forward on piston-claws, steel-fangs oiling up in preparation of a feast. Daniel feels hot machine breathe roll down his back. Any last thoughts, wanderer?

--

It's a battle now, friends. Keep your wits about you!
>>
Rolled 97, 52, 37, 36, 27, 84, 8 = 341 (7d100)

>>4203226
#Steve, !Wanderer
**Limit 12**
?
@Loose Flowing cloth, 5% dodge
^Flourish!
[h1] Scrapbow
[h2]

Harm 2 | Sense 1 | Resist 2 | Solve 1 | React 1 | Speed 1
!Scavenger 2
!Kinematics 1
*The Quick and The Dead
*Secret Soul
*Hidden Reserves
*+1 DR
*Recover Resist fatigue when in sunlight
*Weak to fire
*Plants can't bleed!
-Bag-
6 Spare Rounds
Baton
Leadbelcher, 5 / 6, 1d10, 4+Sense R
Quiver (7)

>Free Recover 2 Fatigue
>1al Recover 2 Fatigue
>1al Move 4
>7al Fire Scrapbow at 3,4,4 archer bandit at my SE
>>
Good grand wrack and woe, someone's trying to kill you!

harming and hurting people usually results in consequences. Weapons and tools deal a type of damage (usually called the "effect"). It's either dependent on your capabilities or the weapon itself. A leadbelcher fires shots that strike for 1d10+hits, but a knife is usually wielded with a base effect of your Harm, modified by the knife itself. Being stronger and meaner doesn't make a bullet bite harder but aiming better might. The lead trade produces a surplus of corpses. But most things can harm someone else, so don't be shy about it. If you've got nothing at all at hand, try your hands. That's just a roll with alacrity, but it is useful to be able to toss people around or throw them in a grapple or grab their weapons.

When you land a blow, you deliver a certain amount of effect. Let's say someone cracked your skull with a blunt sword. Dependent on your Resist, there could be some further consequences. Our man Argo serves as a fine case study. He got hit for 6 pain, and with 1 Resist, had 5 floating potential that manifested in a further 2 fatigue. That's overflow, the little further oomph to being introduced to the bad end of a cudgel.

conditions
Tracks who you are and how you are. Past your Limits, they are usually problematic. Sometimes pushing past your Limit is helpful however; if you can scrounge the Inspiration, the Focus or the Glory it might push you into whole new realms of possibility.

For now, have a listen:

Fatigue slows you down. Every point past your limit reduces your general tohit ratio and gives you 1% Misfortune. Fatigue overflows into lost alacrity, stun, stagger and stumbles. Light damage, brief contact, shock and all kinds of effort result in fatigue.

Pain is orange and is the most common consequence of someone trying to murder you; blows that glance, weapons that strike, shots your armour deflects. Pain overflows into fatigue, wounds proper, stagger and problems. Pain, on its own increases the tohit of someone trying to hit you physically. It's hard to defend yourself when everything is blurry!

Wounds is your meeting with death coming rapidly closer. At two times your limit, you cease to be Alive! Once it hits your limit, you're merely incapacitated. Wounds often overflow into bleeding or maiming. You'd think Wounds would be the primary consequence of weapons hitting you, but fatigue and pain is usually the first thing that happens and then out and out lethality is a close-by second effect. It depends on your gear.
>>
Anything worth owning is worth stealing

Weapons and tools and items have qualities.

Special ratings are written as %, and trigger on any d100 less than that number when the item is being used. So a knife with 7% cut that you swing at someone with 10d100 has a 7% per dice to also hit for 1 bleed. Your clothes give you 5% dodge, which means any dice dedicated to getting out of the way have that little further chance of dodging more.

Qualities are the kind of thing a tool or weapon is. They're usually self evident; knives are Sharp and so they inflict pain and wounds and bleeding. clubs and cudgel and batons are Blunt and deal fatigue and pain. Guns are Lethal and deal Wounds first, then anything else second. Most qualities can be assumed, but feel free to ask or investigate your gear.

Sometimes you find things that are interesting however. When that happens, the quality might be a little more curious. A Lantern that can shine a beam of light or a boost kit that has boosting capability...
>>
Rolled 42, 63, 99, 55, 46, 68, 6, 88, 34, 50, 29, 48, 43, 46, 43, 74 = 834 (16d100)

>>4203226

Neto hums another quaint tune as they prepare to arm their allies with Sapburn.

>Solve the missing bullets problem by making plenty of Sapburn ammunition [7AL + Mixologist 2 + Solve 3] 12d100
>Support the group by handing out the Sapburn munitions [2 AL + Support 2] 4d100

#Neto, !Chemicae
**Limit 12** **Alacrity 9**
?
@Stained Robe, 2 DR vs Chem + Fire
^Bandolier, 3+Sense Range
[h1] Shiv [Knife] 1+.25 Harm, 10% Bleed
[h2] empty!

Harm 1 | Sense 1 | Support 2 | Attune 1 | Manipulate 2 | Solve 3 | React 1 | Speed 1
!Mixologist 2
*The Secret Soul
*Bottled!
-Bag-
Sapburn
>>
>>4203264
Since I'm a Barkheart do I die over 12 wounds not double 24? I was under that assumption.
>>
>>4203281
Look on the bright side. Given your innate resistances, it's a damn sight lot of chopping to get you to that limit. You're still technically alive, but you're less likely to end up unconscious from pain.

So yes, friend, you "die" faster, but because you can't bleed, have resistance to damage, and shrug off more pain than most other things, you're more resilient than the fleshy folk.
>>
Rolled 16, 24, 15, 66, 71, 8, 19 = 219 (7d100)

>>4203226
Hm. Some friendships were not meant to be.
...
Oi!
>move 65
Argo! Friend! You look hurting, but if you stand and fight today, you live tomorrow, yes?
So fight through it! Pain is in the MIND!
>4al: inspiring shout; pull it together, friend!
>3al: shoot the brawler, while we're at it


#Soli, !Wanderer
**Limit 12**
@Loose Flowing cloth, 5% dodge
^Rusty Bugle
[h1] Leadbelcher, 6 / 6, 1d10, 4+Sense R
[h2] empty!
>>
>>4203320
I prefer it this way, no second chances.
>>
>>4203226
"Does this fancy shooty gun use the same bullets as my smaller shooty gun?"
>>
>>4203226

#Daniel Norwood, !Wanderer
|| Har: 1 || Sen: 2 || Res: 1 || Sol: 1 || Rea: 1 ||
|| Limit: 12 || Alacrity: 9 || Speed: 1 ||
|| Pain: 4 ||

> Alacrity 3 + Kinematics 1 + Boost 3, -1 Fuel || Using my boost system to provide the necessary thrust, push off of the cave floor and flip over and above the synthetic maw of the Lupine Hatch drone, ultimately landing upon its back.
> Alacrity 6 + Improvise 1 (baton) || As I land upon the greater Hatch drone's back, draw my baton and drive it into the unarmored gap between the plating on predatory machine's head and neck and leverage it forward pushing the head down and widening the gap between the plating. With my free hand, draw my Leadbelcher and firmly hold the barrel of the weapon against the back of the Robotic Canine's now exposed head. Lean forward and growl into the drone's auditory feedback receptors: "Reconsider.".
>>
>>4203640
They'll fit. barely.
>>
Rolled 76, 98, 22, 29, 58, 27, 63 = 373 (7d100)

>>4203226
>>4203349
Very much appreciated.

>1! move 4
>3! kick sand into the bandits' eyes
>4! shoot the breaker
>1! and Kinematics 1: dive 33

#Argo, !Wanderer
Limit 12
@Loose Flowing cloth, 5% dodge
^Flask of Whiskey
[h1] Leadbelcher, 1 / 6, 1d10, 4+Sense R
[h2] empty!
Harm 1 | Sense 1 | Resist 1 | Solve 1 | React 2 | Speed 1
!Scavenger 2
!Kinematics 1
*The Quick and The Dead
*Secret Soul
*Hidden Reserves
*Alive!
-Bag-
Outsider's Etching Needles
6 Spare Rounds
Baton
>>
>>4203226
"We don't have any bones for you, you vultures! Please stand still for a few minutes so I can shoot you with these FIRE BULLETS."

>1AL Receive some sapburn rounds from Neto.
>6AL Load Type-77 with sapburn round.
>1AL Move 2.
>1AL Recover fatigue.
>>
>>4203864
#Marion, !Wanderer
Limit 12, Fatigue 5
?
@Loose Flowing cloth, 5% dodge
^Head Shaped Package!
[h1] Type-77[1 Sapburn], Harm+Sense+Bullet
[h2] ^ 10% Penetrate, 3+Sense R
>>
Rolled 26, 27, 61, 28, 41, 97, 25 = 305 (7d100)

>>4203226
>6al: Move 555 54
>1al, 1red ocean: borrow Argo's wounds (7)
>1al: move 6
>1al, 7wound: Use the sparkstone to ignite the Breaker and Bandit 66. (Split 5:2)
>1fatigue: React dodge 2ward

#Veracity, !Wanderer
**Limit 12**

[h1] Sparkstone, does fire (??)
[h2] Serrated Blade (Knife), 1+.25 Harm, 15% Bleed
Hrm 1 | Sns 1 | Res 1 | Slv 2 | Rea 1 | Spd 1
*Alive!
*Memories 6
*Fatigue 3
>>
Rolled 90 (1d100)

>>4203226
What a sad state of existence, when friendship is responded to with hunger.

>[1] Move N
>[4] Recover 4 Fatigue
>[1] Switch lantern to beam and shine in the eyes of the breaker 2N NW
>[3] Dodge

#Boon, !Lantern
**Limit 12**
@Stained Uniform, 3 ablative
[h1] Slammer [mace], 1+.33 Harm, 20% stun
[h2] Sparklight Lantern, 1 radius or 3 beam, power 2, 4 charges: add +1 power or range
-Fatigue 4

Harm 1 | Sense 2 | Resist 1 | Solve 2 | React 2 | Speed 1 | Manipulate 1 | Attune 1
!Investigation 2
!Wards 2
*Deny: hits subtract dice from use of one power
*Shed a Light: extra success on Investigation
-Bag-
Nothingness
>>
>>4203226

"YOU drop it! By which I mean ... your life! Man, that sounded better when I thought of it ..."

>[5] Shoot Brawler 3-3
>[3] Move 6-6-5
>[1] Take Cover

#Jacknife, !Wanderer
Harm 2 | Sense 1 | Resist 1 | Solve 1 | React 1 | Speed 1
|| Limit: 12 || Alacrity: 9 || Speed: 1 ||
Playful Shadow
!Scavenger 2, !Kinematics 1
The Quick and The Dead, Secret Soul, Hidden Reserves, Alive!

[RH] Leadbelcher, 3 / 6, 1d10, 4+Sense R
[LH] Empty
Loose Flowing cloth, 5% dodge
Long Dark Scarf
Bag: 6 Spare Rounds, Baton
>>
Rolled 36, 20, 85, 50, 66 = 257 (5d100)

>>4204456
>>
File: Forest Ambush 9.png (4.27 MB, 2520x2520)
4.27 MB
4.27 MB PNG
The weary traveller hates sand; it's coarse, rough and gets everywhere. A brawler goes down from a spark of fire and a collection of clustered shots, as a Breaker is held firm by the shining light of truth and unable to advance. And that's when I had to step in myself - imagine it, friend! - to save the vulnerable flank of a friend from a piercing stab.

--

Arrows rain on the party as the bandits begin to find their range. Stay among the rocks and remember to keep your head low if you want to avoid sprouting feathers, friend!

--

Daniel is forcefully asked to leave the cave. A pair of telescoping red eyes follow the arc of his flight outwards. The Lupine has a sample of his essence now. Run, friend.

Run.

You may sprint far enough to make proper funeral arrangement now that the hunt-seek mode has been locked in.

--

Neto prepares enough spare vials of sapburn to deplete the campfire. What a score, friend! 5 vials of Sapburn, all in orange glowing lines on your bandolier. A bounty to be handed out to those with hands and pockets to appreciate a fiery pick-me-up!
>>
Rolled 95, 49, 1, 8, 62 = 215 (5d100)

>>4204966

#Daniel Norwood, !Wanderer
|| Har: 1 || Sen: 2 || Res: 1 || Sol: 1 || Rea: 1 ||
|| Limit: 12 || Alacrity: 9 || Speed: 1 ||
|| Pain: 14 || Wounds: 8 ||

> "Ah, shit..."
> Alacrity 6, Kinematics 1 || Move [2]x2, [3]x4, then dive behind the rock at [1]x1.
> Alacrity 3, Scavanger 2 || Adrenaline thinning and growing woozy from gratuitous blood loss, Daniel rests for a moment. Out of the corner of his eye, he notices something half buried in the dusty soil just to the [4] of his position.
>>
Rolled 55, 5, 84 = 144 (3d100)

>>4204966

"Aaaah leave me alone! I'm too pretty to die! Eat Daniel instead!"

>[2] Move 2-2
>[3] Use [Playful Shadow] to drag down tree branches and leaves, toss them into the air everywhere around me as an improvised smokescreen
>[3] 2-3-2
>[1] Take Cover

#Jacknife, !Wanderer
Harm 2 | Sense 1 | Resist 1 | Solve 1 | React 1 | Speed 1
|| Limit: 12 || Alacrity: 9 || Speed: 1 || Wounds 5, Fatigue 2
Playful Shadow
!Scavenger 2, !Kinematics 1
The Quick and The Dead, Secret Soul, Hidden Reserves, Alive!

[RH] Leadbelcher, 3 / 6, 1d10, 4+Sense R
[LH] Empty
Loose Flowing cloth, 5% dodge
Long Dark Scarf
Bag: 6 Spare Rounds, Baton
>>
Rolled 43, 39, 28, 66, 56, 24, 88, 65 = 409 (8d100)

>>4204966
"Pew pew! Bang bang! This is how you use a gun, right?"

>1AL Wield Leadbelcher in h2
>4AL Fire Leadbelcher 23 at Brawler (4d100)
>4AL Fire Leadbelcher 4455 at Brawler (4d100)

#Marion, !Wanderer
**Limit 12**
5 Fatigue
?
@Loose Flowing cloth, 5% dodge
^Head Shaped Package!
[h1] Type-77 [1 Sapburn], 1d10+3, 10% Pen,5R
[h2] Leadbelcher [4/6],1d10,6R
==Intents and Secrets==
Harm 1 | Sense 2 | Resist 1 | Solve 1 | React 1 | Speed 1
!Scavenger 2
!Kinematics 1
*The Quick and The Dead
==Bag==
On Hunters and the Hunted
6 Spare Rounds
Baton
>>
Rolled 4, 37, 14, 100, 28, 10, 44 = 237 (7d100)

>>4204966
>3al: Move 165
>2al: consider the weak-points in the Breaker's armor
>2al, 1red ocean: use my wounds to fuel a precise stab into one of said weakpoints. (3wounds+2al)
>2al, 1kine: React Dodge
Small-yet-vast hive-friends, do you also eat the machine-minds? It would help to know your full dietary range as we continue our partnership.

#Veracity, !Wanderer
**Limit 12**

[h1] Sparkstone, does fire (??)
[h2] Serrated Blade (Knife), 1+.25 Harm, 15% Bleed
Hrm 1 | Sns 1 | Res 1 | Slv 2 | Rea 1 | Spd 1
*Alive!
*Memories 7
*Fatigue 3
*Wounds 3
>>
Rolled 24, 15, 58, 1, 63, 82, 66, 89, 39 = 437 (9d100)

>>4204966

This should work against arrows.

>9! grab the brawler as a human shield against the archers

#Argo, !Wanderer
Limit 12
@Loose Flowing cloth, 5% dodge
^Flask of Whiskey
[h1] Leadbelcher, 1 / 6, 1d10, 4+Sense R
[h2] empty!
Harm 1 | Sense 1 | Resist 1 | Solve 1 | React 2 | Speed 1
!Scavenger 2
!Kinematics 1
*The Quick and The Dead
*Secret Soul
*Hidden Reserves
*Alive!
-Bag-
Outsider's Etching Needles
6 Spare Round
Baton
>>
Rolled 30, 56, 1, 43 = 130 (4d100)

>>4204966
Hello! Can I interest you in a blunt trauma?

>[1] Move N
>[4] Hit brawler NW
>[4] Dodge

#Boon, !Lantern
**Limit 12**
@Stained Uniform, 3 ablative
[h1] Slammer [mace], 1+.33 Harm, 20% stun
[h2] Sparklight Lantern, 1 radius or 3 beam, power 2, 4 charges: add +1 power or range

Harm 1 | Sense 2 | Resist 1 | Solve 2 | React 2 | Speed 1 | Manipulate 1 | Attune 1
!Investigation 2
!Wards 2
*Deny: hits subtract dice from use of one power
*Shed a Light: extra success on Investigation
-Bag-
Nothingness
>>
Rolled 11, 16, 61, 22, 88, 63, 12, 48, 99 = 420 (9d100)

>>4204966
#Steve, !Wanderer
**Limit 12**
?
@Loose Flowing cloth, 5% dodge
^Flourish!
[h1] Scrapbow
[h2] Arrow

Harm 2 | Sense 1 | Resist 2 | Solve 1 | React 1 | Speed 1
!Scavenger 2
!Kinematics 1
*The Quick and The Dead
*Secret Soul
*Hidden Reserves
*+1 DR
*Recover Resist fatigue when in sunlight
*Weak to fire
*Plants can't bleed!
-Bag-
6 Spare Rounds
Baton
Leadbelcher, 5 / 6, 1d10, 4+Sense R
Quiver (6)

>1al Draw Arrow onto Hand 2
>2al Move 3,4
>6al+3 Fatigue Stab bandit archer with arrow
>>
Rolled 50, 74, 57, 100, 99, 82, 7, 19, 8, 6, 48, 90, 32 = 672 (13d100)

>>4204966

"You seem like you shoot people. Here, have some Sapburn for science!"
"Now where was I? Oh, right moss for the poisons. Hum de dum dee doo."

>Give Marion all five of my Sapburn [1 AL]
>Solve the gathering of the nearby moss [8 AL + Mixologist 2 + Solve 3] 13d100

#Neto, !Chemicae
**Limit 12** **Alacrity 9**
?
@Stained Robe, 2 DR vs Chem + Fire
^Bandolier, 3+Sense Range
[h1] Shiv [Knife] 1+.25 Harm, 10% Bleed
[h2] empty!

Harm 1 | Sense 1 | Support 2 | Attune 1 | Manipulate 2 | Solve 3 | React 1 | Speed 1
!Mixologist 2
*The Secret Soul
*Bottled!
-Bag-
>>
Well friends, since this tale is happening rather quickly perhaps we can see how the chapter goes.

>Time to do the phaaaaseeee.
>If you haven't done something, maybe you want to?
>>
File: Forest ambush 10.png (4.37 MB, 2520x2520)
4.37 MB
4.37 MB PNG
Ah yes. Just what the Leviathan Sea needed. Another reason to never stop screaming.
>>
File: Forest Wolf.png (4.48 MB, 2520x2520)
4.48 MB
4.48 MB PNG
In a hurricane of stone fragments and screaming rocks, the Lupine Hatch breaks from the cave. It lands steel-paws first on the ground, digging furrows as its hind-section re-orients. A breaker shouts in dire alarm and swings his maul in self-defence; the hollow ring off of the lupine drone shell is the last thing he hears before a blink-quick claw punches through his trachea.

PLEASE RUN. IT MAKES YOUR CONSTITUENTS MORE TENDER.
>>
Rolled 4, 25, 50, 16, 61, 100, 88, 35, 7, 72, 94 = 552 (11d100)

>>4205391
"Oh robotic lupine simalcrum, what sharp teeth you have! And what a flammable bed of leaves you have..."

>1AL Move 5
>2AL+3 Burst Fire [Leadbelcher] bullets at the Lupine Hatch (5d100)
>0AL Drop Leadbelcher to free a hand
>3AL Throw three Sapburn vials at the Lupine Hatch
>3AL+3 Fatigue Fire [Type-77] at Lupine Hatch (6d100)

"Now who wants to start the fire?"

#Marion, !Wanderer
**Limit 12**
8 Fatigue
?
@Loose Flowing cloth, 5% dodge
^Head Shaped Package!
[h1] Type-77 [1/1], 1d10+3, 10% Pen,5R
[h2] ^
==Intents and Secrets==
Harm 1 | Sense 2 | Resist 1 | Solve 1 | React 1 | Speed 1
!Scavenger 2
!Kinematics 1
*The Quick and The Dead
==Bag==
On Hunters and the Hunted
6 Spare Rounds
Baton
>>
Rolled 89, 68, 32, 79, 96, 93 = 457 (6d100)

>>4205391
>4al+2scavenger: strip the armor and other useful things off the breaker, leave piled here.
>2al: recover 2 fatigue
>1al: toss the body to the hive 1
>1al: address the archer 66
I suggest you take this opportunity to flee. My friends here are always hungry, you know? Your friends, on the other hand, are swiftly becoming food.
>1al+1kinematics: react dodge

#Veracity, !Wanderer
**Limit 12**

[h1] Sparkstone, does fire (??)
[h2] Serrated Blade (Knife), 1+.25 Harm, 15% Bleed
Hrm 1 | Sns 1 | Res 1 | Slv 2 | Rea 1 | Spd 1
*Alive!
*Memories 8
*Fatigue 1
>>
>>4205427
"There's uh, definitely someone with a fire starting implement around to light all that sapburn I threw right?"
>>
Rolled 97, 80, 11, 24, 41, 66, 63, 54, 97, 66, 37, 42, 7, 34, 86, 34, 1 = 840 (17d100)

>>4205391

My dear friend, you won't lichen this but it will help with your blood-moss.
*Ahem* Puns?WhatwasIthinking?

>- Gain 5 moss outta nowhere. Thanks for skipping my turn.
>*Bottled!: Manipulate some of that Earth element into a bottle. [1 AL + Manipulate 2] 3d100
>Solve the mixture of Earth and Moss for a medicine against bleeding [3 AL + Mixologist 2 + Solve 3] 8d100
>Move 433 next to Daniel [3 AL]
>Support Daniel by mixing the medicine onto Daniel's wound to stop the bleeding [2 AL + Mixologist 2 + Support 2] 6d100

#Neto, !Chemicae
**Limit 12** **Alacrity 9**
?
@Stained Robe, 2 DR vs Chem + Fire
^Bandolier, 3+Sense Range
[h1] Shiv [Knife] 1+.25 Harm, 10% Bleed
[h2] empty!

Harm 1 | Sense 1 | Support 2 | Attune 1 | Manipulate 2 | Solve 3 | React 1 | Speed 1
!Mixologist 2
*The Secret Soul
*Bottled!
-Bag-
5 Moss
>>
Rolled 51, 45, 63, 13, 52, 88, 29, 83, 29, 11, 29, 9, 97 = 599 (13d100)

>>4205391

#Daniel Norwood, !Wanderer
|| Har: 1 || Sen: 2 || Res: 1 || Sol: 1 || Rea: 1 ||
|| Limit: 12 || Alacrity: 9 || Speed: 1 ||
|| Pain: 14 || Wounds: 8 ||

> Alacrity 1 || Pick up the old sword @ [4], carrying it with my teeth so as to keep my remaining hand free.
> Alacrity 6 + Kinematics 1|| Dead sprint [4]x1, [5]x2, [6]X3, then using the momentum I'd built, run up the sloped rock at my current position and use it as a jumping block to leap [6]x1 onto the Greater Hatch Drone's back.
> Take 11 fatigue
> Alacrity 13 || In a frenzy, plunge the old sword through the unarmored nape of the damnable mechanism's neck repeatedly.
> "From Hell's heart I stab at thee!"
>>
>>4205391
>>4205970

(If it's not to late to add an amendment to my action, I'd like to also use [Improvise] on the last action to burn the six spare bullets in my inventory. I have a feeling that Daniel isn't going to come out of the other end of this, so he may as well throw every card he has on the table.)
(If this is permissible then, this Improvisation would probably be something like shoving a fistful of bullets in between the Canine drone's armor plates before stabbing the dickens out of them.)
>>
Rolled 89, 22, 3 = 114 (3d100)

>>4205391
I regret my decisions.

>[2] Move 2S
>[3] Shine the lantern into the Lupine Hatch's optical sensors to overload them
>[4] Dodge

#Boon, !Lantern
**Limit 12**
@Stained Uniform, 3 ablative
[h1] Slammer [mace], 1+.33 Harm, 20% stun
[h2] Sparklight Lantern, 1 radius or 3 beam, power 2, 4 charges: add +1 power or range

Harm 1 | Sense 2 | Resist 1 | Solve 2 | React 2 | Speed 1 | Manipulate 1 | Attune 1
!Investigation 2
!Wards 2
*Deny: hits subtract dice from use of one power
*Shed a Light: extra success on Investigation
-Bag-
Nothingness
>>
Rolled 100, 55, 1, 48, 47, 36, 80, 74, 16 = 457 (9d100)

>>4205391

#Steve, !Wanderer
**Limit 12**
?
@Loose Flowing cloth, 5% dodge
^Flourish!
[h1] Scrapbow
[h2]

Harm 2 | Sense 1 | Resist 2 | Solve 1 | React 1 | Speed 1
!Scavenger 2
!Kinematics 1
*The Quick and The Dead
*Secret Soul
*Hidden Reserves
*+1 DR
*Recover Resist fatigue when in sunlight
*Weak to fire
*Plants can't bleed!
-Bag-
6 Spare Rounds
Baton
Leadbelcher, 5 / 6, 1d10, 4+Sense R
Quiver (6)
>1al Wave off the surrendering archer
"Leave if you don't plan on fighting, I have no grudges with you. Good luck out there wanderer."
>3al+2Scavenger to loot the dead Archer
>2al move 5,5
>3al+1Kinematics to jump and roll to get as West as I can towards the fighting
>Free 2 Fatigue restore
>>
Rolled 6, 3, 56, 23, 3, 11 = 102 (6d100)

>>4205391

>[2] Move 1-1
>[1] Equip Baton
>[6] Smack!

"Time for stabbing! Hahaa! Wait, this is an awfully blunt knife. Guess I'll just have to make do."

#Jacknife, !Wanderer
Harm 2 | Sense 1 | Resist 1 | Solve 1 | React 1 | Speed 1
|| Limit: 12 || Alacrity: 9 || Speed: 1 || Wounds 5, Fatigue 2
Playful Shadow
!Scavenger 2, !Kinematics 1
The Quick and The Dead, Secret Soul, Hidden Reserves, Alive!

[RH] Leadbelcher, 3 / 6, 1d10, 4+Sense R
[LH] Empty
Loose Flowing cloth, 5% dodge
Long Dark Scarf
Bag: 6 Spare Rounds, Baton
>>
Rolled 98, 64, 27 = 189 (3d100)

>>4205391
>3! knock the brawler out against the rock
>1! grab his lantern
>4! inscribe a fire rune onto the lantern to light it, there's a burning body nearby
>1! move 5
>1 fatigue: throw the lantern at the drone

#Argo, !Wanderer
Limit 12
@Loose Flowing cloth, 5% dodge
^Flask of Whiskey
[h1] Leadbelcher, 1 / 6, 1d10, 4+Sense R
[h2] empty!
Harm 1 | Sense 1 | Resist 1 | Solve 1 | React 2 | Speed 1
!Scavenger 2
!Kinematics 1
*The Quick and The Dead
*Secret Soul
*Hidden Reserves
*Alive!
-Bag-
Outsider's Etching Needles
6 Spare Round
Baton
>>
File: Forest ambush 11.png (4.25 MB, 2520x2520)
4.25 MB
4.25 MB PNG
Our chemicae prepares an improvised bandage and potion for a bleeding man who grasps an old sword from the ground with an arm he does not have and sprints towards battle! The rank of smell of sap and burning accelerants stain the ground as bullets spark off of the hide of the Lupine Hatch...
>>
File: Forest ambush 12.png (4.11 MB, 2520x2520)
4.11 MB
4.11 MB PNG
Our Knight Errant drops like a hammer as a spark-light beam of light overloads the sensors of the Lupine, providing a momentary gap in its impressive defences. Layers of reflex actions and a database of killing technique are shredded for just long enough.

Daniel lands on the beast and swings an old sword in an arc! A lantern sails through the air, a smoking ruin drinking in warm sun-light and the haze of march-fires. It lands. The sword strikes home to the sound of a wounded electronic beast, mesh-pain radiating from a killing blow.

The lantern cracks, oil spills as the fire rune ignites it - and it carries the vials of sapburn with it in a woosh. Flickers of flame alight on the Lupine, on Daniel, on nearby bushes. The innards of the Wolf are combustible, a volatile chemical ichor refined and distilled to lend it strength to keep to its ancient duty. Grasped by the flame tendrils they alight, detonating reservoirs.

With a shuddering machine-gun fire of bullets cooking off, Daniel rides a flaming wolf into the life after this one...
>>
File: Forest ambush 13.png (4.04 MB, 2520x2520)
4.04 MB
4.04 MB PNG
A quiet hush falls to the sound of a campfire; whining electronic howls of a dying beast rolling off of the cliffs.

A Lupine Hatch, destroyed. Not bad work. Their kind prowl the Leviathan Sea, slaved to some ancient command. There is a rumour that a man once ran a thousand miles to escape and then, at the end, footsore and soulworn, saw his hunter coming to meet him from the direction he had been running in. There is a story that a scouting party of Pytherii pathfinders once had a running battle with pack of Hatch Lupines; they call the nine hundred meter stretch of cratered, blasted earth the Pathfinder Painting. There's a tollbooth there now. You can pay to see the chewed boots pulled from churned up mud.

This Lupine was young. PPerhaps wounded from prior fight the bandits. If anyone believes our tale we are guaranteed drinks in every resting place from here to Tovosto mountains.

Well done, wanderers! And not half bad work besides with the bandits either. Grab a rest. Grab some shade. Let your fatigue lessen, see to your pain.

--

==camp phase==
Fatigue reset
Pain reset

If you're wounded (red) you're still wounded. But nary a soul is! We've all made it through the day and with no damage besides.

We'll be mustering up and leaving this place snap-ish, but you're welcome to search the area and perform your usual scavenging actions.

Note that the detonation collapsed the entrance to the Hatch Drone lair.
>>
==camp phase==

For doing things and interacting, don't worry about the movement cost of getting somewhere you can reach by walking. Tools and skills can be used to fashion material and besides, now is a fine chance to organise your pockets. Perhaps trade or barter or share.

For rations, we are well sorted, so if someone will volunteer to make the food we should be quite well-fed. Perhaps someone would like to see about giving our friend Daniel his funeral rites? The spot deserves a marker of some kind.

Anyone can tally up every turn in which they took an action and earn themselves 1 memory for that. Memories are the currency for buying and learning new Secrets and Talents. There aren't that many trainers or opportunities out here, but you're free to teach each other (either someone shows and pays for someone else to learn, or someone observes and learns).

Alternatively if you have access to gear you can practice with that and earn a skill that way - so with a pistol, one could practice pistoleering or with a knife, some knifing.

The cost is equal to the rank you're buying. So it's only 1 memory to get the basics of knifework at rank 1, but it's 2 memories to get better at rank 2 and 3 to get the fine points at rank 3, and then at that point you've spent 6 memories in total.

What about Talents, you ask? Many classes have them, or offer them. For every Talent you have, you pay twice that many memories to learn a new one. This is where we inform you of a little truth, friend: neither alive! nor secret soul are really talents. They're just who you are. Everyone should start with 2 talents, and then you pay from there; so your next one will be 6 memories (eg: you now have 3 talents in total, 6 memories), then 8 (4 talents in total, 8 memories) then 10, so on.
>>
Finally, the Lost Sword of a True Knight being sent off in one last stand against overwhelming odds in an effort to slay a Beast Most Foul and so render Peace At Last to our Glorious Realm is worth a point of Inspiration to everyone who witnessed it. For what is a true knight's calling if not a valiant last stand against dire foes to protect the innocent?

Inspiration lets you to feel a Sudden Spark Of Inspiration. Your sudden insight can broaden your perspective and allow you to gleam some tricks from a different skill-set as you realise all the things you could be doing!

Roll 1d51 and look up the class grid >>4195834 then pick one talent from that class. Don't like it? Let the inspiration fade for now, try again later, hold on to your Inspiration until another camp-phase. They make fine barter too, everyone's always interested in worthwhile stories out there.

If you do learn a talent from another class, you're now both those classes and can learn their talents, secrets and such-like without having to glean it from anyone else. Neat little ways of learning how to think new thoughts. If sheer arbitrary random whim isn't your kind of style, you can direct your inspiration by trading in a point of Intent. You force yourself into a specific box, but that kind of thing is at least predictable.

You can also advance Intents, but that will require Inspiration equal to the new rank (So to go from React 1 to React 2, you need 2 Inspiration)

Psst, softsoul, lean in close. . .

The world out here also thinks in terms of memory and inspiration. It may seem like all this is awfully random, friend, but keep in mind that if you have Kinematics 3, that's equal to having 6 memories in Kinematics. You can trade that too. Sometimes, you might want to forget the entire thing and freeing up 6 memory to learn something else. Memory past your Limit converts to a point of Inspiration, so if you were overburdened with knowledge of University Lectures 7, you would have 28 memory there you could break into different things. Perhaps University Lectures 5 is more your keen, with 13 memories re-directed to other purposes? The same goes for Talents; so your 3rd talent is worth 6 memories. Maybe you find yourself wandering a different path, unsure this is what you wanted. It's possible to learn other things with some time to reflect.

The only catch is that this kind of thing takes a while and you can't un-learn Intentions nor un-spend Inspiration.
>>
Rolled 28 (1d51)

>Spend Inspiration
>>
Rolled 46 (1d51)

>>4208957
>>4209037
I shall not cook the foods but I am quite happy to rebuild and relight our Campfire.
>Rebuild Campfire. There is plenty of wood scattered about. (8turns=8memories)
>Practice with the Serrated Blade. Remember Blades 2 (-3memories)
>Moving like this reminds me of some other tricks. Remember Kinematics 2 (-2mem)
>Sit with the Cerebovorando hives and discuss the mind. What can I they teach me to memorize? (3mem available, what do they offer?)
>Seek Inspiration
>>
>>4209069
Would you like to try bottling some of this scrap metal I found?
>>
>>4209076
>Discover the Blackpowder Cure
>Offer to trade my memories of Veterans and their Cure to Neto, for the memories of Entomists and their Ten Billion Billion Friends
>>
>>4209069 >>4209086 >>4209117

Sure friend, there's never any harm in doing so. The scrap metal might do well for iron infusions.
Say, there's some buzzing around I've heard about that might interest you. Mind swapping stories?

>Relax by the fire and reflect well on the good I'd done: 6 turns, 6 memories
>Swap !Entomist and *Ten Billion Billion Friends for !Veteran *The Blackpowder Cure with Veracity
>Gain !Demolitionist 2 [-3 Memories]
>Gain *Round to 1 [-3 Memories]

#Neto, !Chemicae
**Limit 12** **Alacrity 9**
?6 memories
@Stained Robe, 2 DR vs Chem + Fire
^Bandolier, 3+Sense Range
[h1] Shiv [Knife] 1+.25 Harm, 10% Bleed
[h2] empty!

Harm 1 | Sense 1 | Support 2 | Attune 1 | Manipulate 2 | Solve 3 | React 1 | Speed 1
!Mixologist 2 !Demolitions 2
*The Secret Soul
*Bottled!
*Round to 1
*The Blackpowder Cure
-Bag-
>>
Rolled 14 (1d51)

>>4209037
Is [Hidden Reserves] the second talent and not a more general mechanic?

>Gain 1 Inspiration, 9 Memories
>Look for any remnants to make a grave from the explosion.
>See what sudden inspiration strikes.

#Marion, !Wanderer
**Limit 12**
?
@Loose Flowing cloth, 5% dodge
^Head Shaped Package!
[h1] Type-77 [0/1], 1d10+3, 10% Pen,5R
[h2] ^
==Intents and Secrets==
Harm 1 | Sense 2 | Resist 1 | Solve 1 | React 1 | Speed 1
!Scavenger 2
!Kinematics 1
*The Quick and The Dead
==Bag==
On Hunters and the Hunted
6 Spare Rounds
Baton
Leadbelcher [0/6],1d10,6R
>>
>>4208957

Thanks for running OP.
This was a ton of fun.
>>
Rolled 35 (1d51)

>>4209037
>Spend Inspiration
>7 Turns = Get 7 memories
>Set up a lookout from one of the rocks
>>
>>4209037
How do the first 3 talents of Legio work? Do I get the gear in addition? Thanks for running by the way.
>>
Rolled 25 (1d51)

>>4209037
>Be inspired
>>
>>4209865
>25
Again?

>>4209037
>Get 11 memories
>Save 1 inspiration
>Remember Wards in the Bone (6 mem)
>5 memories left

>Loot a dead bandit archer of his possessions
>Fashion a way to wear my lantern on the belt and free up a hand, using bandit clothes for rope material maybe?
>Look for (the remains of) Daniel's sword to make a memorial.

#Boon, !Lantern
**Limit 12**
@Stained Uniform, 3 ablative
[h1] Slammer [mace], 1+.33 Harm, 20% stun
[h2] Sparklight Lantern, 1 radius or 3 beam, power 2, 4 charges: add +1 power or range

Harm 1 | Sense 2 | Resist 1 | Solve 2 | React 2 | Speed 1 | Manipulate 1 | Attune 1
!Investigation 2
!Wards 2
*Deny: hits subtract dice from use of one power
*Shed a Light: extra success on Investigation
*Wards in the Bone: +power to Resist for all in light
-Bag-
Nothingness
>>
Rolled 12 (1d51)

>>4209037
#Steve, !Wanderer
**Limit 12**
?
@Loose Flowing cloth, 5% dodge
^Flourish!
[h1] Scrapbow
[h2]

Harm 2 | Sense 1 | Resist 2 | Solve 1 | React 1 | Speed 1
!Scavenger 2
!Kinematics 1
*The Quick and The Dead
*Secret Soul
*Hidden Reserves
*+1 DR
*Recover Resist fatigue when in sunlight
*Weak to fire
*Plants can't bleed!
-Bag-
6 Spare Rounds
Baton
Leadbelcher, 5 / 6, 1d10, 4+Sense R
Quiver (12)
11 Bits
2 Bandages
4 Memory

>Get 7 Memory?
>Train Scavenger to 3 using 3 memory.
>Search the explosion for metal scraps but if pieces of the sword are found give it to the burial team.
>Roll for inspiration

>[Does getting points in kinetics give extra movement at a certain point or is it just rolled for Parkour?]
>>
Rolled 2 (1d2)

>>4210044
>Forget the inspiration
>Spend 4 Memory to get [Step] from the [Cutter] class.

>Flourish request, I'd like nubby wooden horns.
>Also fluff request to rename my character to either 1) Herne or 2) Leshii depending on this roll.
>>
>>4210044
>>4210049
it's mostly for Parkour, wanderer, allowing you to deftly duck and twist. You can use it to dodge too, and sometimes, to jump and sprint. But then if you do that, it's actually rolled and it's a little unpredictable

>Kinematics: sprint east [3]
If you got 2 hits, you'd move 2.

>>4210049
Sorry friend, no one here is a cutter and so no one can teach you. I apologise. If you'd like, you could become a cutter if you spent your Inspiration and threw in a point of your Intent. You have Resistance and Harm to spare, after all!

>>4209865
>>4209894
Ah, interesting Lantern-Friend. We have a special little gift for you for being inspired in your chosen path.

The bandits don't seem to have too much that weren't taken, but you can find:

4 arrows (10% puncture)
A Scragbow, which shoots sense+2
and 7 bits.

A way to carry your lantern at your belt is actually provided by the lantern itself; it has a little hook you can cunningly attach. Supposing one wanted to free ones hands to wield BIG things. It's what the bandits were doing too.

>>4209851
Alas, Argo, the Grand Legion of Pyther has many supply depots, a plethora of quartermasters and a myriad mini-legion of suppliers. And not a single one of them is out here to give you the stuff you need. You can find it, and knowing what to ask for when we find a trader, will allow you to get it. For now, not quite.

As for what they do, it's rather straight forward. As the finest fighting force in the world (in an internal poll) the Legion specialises in heavy infantry formations.

Imperial Vanguard makes any block worth 1 AL. Or put differently: you always count as blocking for at least 1 AL + the block value of your shield. This is important because it means that even as you stride forward, your shield is up and ready. If someone attacks you, you're already reactively defending. Any further AL on block and defending is a bonus. And if you had Shields 2, you could block on your turn for that 1 AL + 2 Shields and be blocking at 3 and it's cost you nothing.

A Hundred Barricades does the same, but for your sword and is a little more limited because it only goes off once a turn to prevent your arms swinging with infinite mad speed. But it does have several useful side-effects, such as always passively overwatching, defending the area around you, and effectively freeing up a point of AL. If you had Blades 2, you could attack once for 1 AL + 2 blades, roll 3 dice and it's cost you nothing. There was no activation cost because you already had the AL on there.

That means with both those talents together, you're up 2 AL contra everyone around you, you're always defending and you're always ready to strike. It's a little subtle, but over multiple phases, you can move further, take less fatigue, defend more, attack more...

Eagle Soul gives everyone around you +5 Target Number, a flat +5 to hit. Then it stacks with itself such that 2 allies around you give +10, etc.
>>
>>4210135
But what's the gift?
>>
Rolled 34 (1d100)

>>4195834

> Inherit Exp from Daniel Norwood.
> Take [Stone Soul] and [World Breaker].
> Increase Resist from 3 to 4.

> Self
#Jørgen Folstad, !ScaleHeart
|| Har: 2 || Sen: 2 || Sup: 2 || Att: 1 ||
|| Man: 1 || Res: 3 => 4 || Sol: 1 || Rea: 1 ||
|| Limit: 12 || Alacrity: 9 || Speed: 1 ||
|| Exp: 11 ||

> Secrets
{Intransigence 2} || The Art of Unfaltering Defiance in the face of Change. ||
{Close Combat 2} || The Art of Striking and Brawling. ||

> Skills
((Secret Soul)) || Earn one Xp per turn of participation. ||
((Alive!)) || Die when Wounds exceed (Limit) by twofold. ||
(World Breaker) || Your limbs can deal Force damage. ||
(Stone Soul) || RES + Intransigence can shrug off wounds ||

> Gear
[Body]: Old, Shredded Armor || 1 DR ||
[L-Hand]: Empty!
[R-Hand]: Empty!


> Inventory
- Pristine Leviathan Scale || With this in hand what will you become? ||

> Deploy as a new arrival.
> Approach the faintly smoldering heap of slag south of camp, Jørgen kneels down by the wreckage and runs his hand along the tarnished knots of derelict machinery. Ash and smoke grime reluctantly wipe away exposing a relatively intact, heat-warped plate, a mismatched brushstroke in a portrait of ash. A stray ray of light plays across the exposed metal casting up a glare vaguely suggestive of a incandescent blade lodged in the hulk of the burnt-out hatch drone. A blink and its gone.
>>
>>4210135
The Legion train their men well don't they? Since I lack the usual equipment, this seems the most useful for now.
>Remember Eagle Soul
>-3 memories for Tactics 2. 4 left.

#Argo, !Legio
Limit 12
@Loose Flowing cloth, 5% dodge
^Flask of Whiskey
[h1] Leadbelcher, 1 / 6, 1d10, 4+Sense R
[h2] empty!
Harm 1 | Sense 1 | Resist 1 | Solve 1 | React 2 | Speed 1
!Tactics 2
!Scavenger 2
!Kinematics 1
*Eagle Soul
*The Quick and The Dead
*Hidden Reserves
-Bag-
Outsider's Etching Needles
6 Spare Round
Baton
>>
>>4209037
"What's 'Movement Factor' by the way?"

>Learn Accelerate/Decelerate
>Learn Wrenchwind 3(-6 Memories)
>Fashion a pouch from some fallen bandit's cloth, and fill it with stones.
>Practice throwing various objects, learn Throwing 1 (-1 Memory)
>Reload Leadbelcher

#Marion, !Wanderer
**Limit 12**
?
@Loose Flowing cloth, 5% dodge
^Head Shaped Package!
[h1] Type-77 [0/1], 1d10+3, 10% Pen,5R
[h2] ^
==Intents and Secrets==
Harm 1 | Sense 2 | Resist 1 | Solve 1 | React 1 | Speed 1
!Scavenger 2
!Kinematics 1
!Wrenchwind 3
!Throwing 1
*The Quick and The Dead
*Accelerate/Decelerate-Half Hits affect Movement Factor
==Bag==
Pouch of stones[?]
On Hunters and the Hunted
Baton, Harm+1 Stun, 15% Stagger
Leadbelcher [6/6],1d10,6R
>>
>>4210336
The speed at which something moves. Get 2 hits and you make something +1 faster, which applies as a multiplier to any momentum the thing experiences.

Do know, Kinetik, that speeding up people tends to mean they need to move in very straight lines to avoid colliding with things.
>>
>>4210336
Looks like it holds 9 stones. You can hurl them Sense+hits.

>>4210192
What a strange man that leaves such heavy footsteps.

>>4210139
What is it indeed, Lantern.

+1 Ward (Skill)
*Elemental Abjuration: Ward against elements.

>>4210049
Glad to have you with us Leshii.

>>4210044
Sharp, jagged metal bits dug into grooves in the ground from some detonation. They have a blue sheen and a strange cast to them; prowling at your fingers.

Lupine Shard-Knife
D: Harm, 25% Siphon Energy

>>4209840
You think you see a winding path along the edge of the heat shimmer, the path forward. Ahead you know is a Waystation that will serve as a half-way point for our little journey to the coast.

>>4209505
You dig a good resting place in the fine earth and both Leshii and a quiet new friend help prepare a memorial on the spot.

>>4209121
You can filch a few Iron Filaments to fill a via, and find yourself with 3.

>>4209076
Your parlay with the kings and queens and emperors of their grand nations. Each engage you in deep diplomacy and myriad political aspirations. A new hive, the reclamation of the hallowed grounds of the Moss Tree, a new temple to their interesting gods, a publics work project to give the underclass invested in constructing something grand in the boot of the brigand you helped them acquire. You listen for a spell and walk away from your cultural exchange with a different perspective on the small world and the larger one it rests in. They agree then: A party of adventurous nobles will travel with you to distant lands.

+ Hive-Friend 2
A variant of Buzzmind, with a focus on the crawling hives of the cerebovorando ants.
>>
File: MAP 1 END.jpg (531 KB, 2338x1466)
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531 KB JPG
And a small final little farewell to mark this wayward shrine. Perhaps other travellers on these strange paths will come across it one day and pause a moment in wonder as their eyes fall across this gravemarker.

They might remember

That sometimes, even the monsters can be defeated.
>>
>>>4212543

but let's set out, shall we?
>>
>>4195796
>Run by Pole
Now I'm interested



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