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/qst/ - Quests


QM: Fenster

Welcome to a game that's been in the works for over a year now. Well, the system at least. Let's cover some ground rules, okay?

Movement is cardinal based, no diagonals (unless an ability allows you to)
>Actions are limited based on your character classification.
>-Tap actions are denoted as such. Each player gets one >-Tap a phase.
>[Reminder] is used to state passive effects or potential triggers available to an action or tap. Please use this in order to prevent miss-processing. The QM is not held responsible for missed procs due to a lack of a [reminder].
>[Ready] is a universal option that always counts as an action. Denote the ability or action you are going to [ready] and then the target, or tile location.
(A [ready] that has a target will proc the action as soon as the target enters range. A [ready] that has a tile as receiver will proc the action as soon as a valid target enters that space. Useful for locking down a corner, cover, or to allow an ally to venture into a beneficial effect.)
>Facing rules apply.
You can >-tap to change your facing after your final action, and otherwise will retain the facing provided by that action. If you are flanked your Block will be treated as halved, and certain enemies who are flanking a character will ignore all of their Block.

The combat system functions with all actions taken simultaneously, including enemies. Enemies will telegraph attacks be it with a crosshair which marks their target, or hazard marks on the ground which portray dangerous tiles to stand in. Targeted telegraphs track the target, but will lose effect if the enemy cannot complete the attack or action. Tile telegraphs will always proc, unless a direct means of interrupting the attack occur.

When you eventually do take a hit, the damage you take is reduced by Block (as facing appropriate), reduces your Armor, and finally reduces your Health. Armor can only be restored with Repair functions, and Health can only be restored with Healing functions. An android's [Nanomachines] however, will recover Armor and Health, but prioritizes missing Armor first, as an example. As soon as your Armor and Health are both reduced to 0, your character dies.

With that all summarized up, let's get some chargen going.
>>
Copy the character skeleton here and post it whenever you take your turn for a phase. Dialogue exchanges or cut-scenes do not require your stat block to process. Make sure to use a tripcode to not lose your character between threads.

[Designation] Name [Lv.1]
Classification/Class: Squire/Desperado/Tin Can
[Block/BLK #] [Armor/ARM #] [Health/HP #]
[Actions/ACT #] [Movement/Spd/Mov #]

Weapon: (include stats and abilities please)
Gear: (include stats and abilities please)
Inventory: (starting pack allow for three [3] slots, not including worn/equipped gear or items carried in free hands)
-
-
-

Once you have filled out your sheet, reply to this post with the full stat block.
Next up, the map loads in.
>>
Employed as a fledgling adventurer, you accept the task of removing some rats from the basement cellar of an elderly folks home. You will need to climb down the ladder in order to enter. Rats are easy to defeat, as you can [Stomp them without need for a weapon. Be careful, as they are always seen in packs when misfortune is about to strike.

Players will deploy on or at the bottom of the ladder. Reply to this post with your stat block and
>Deploy
in order to begin play. Deploying takes your actions to perform, so please be patient and do not deploy then immediately jump into using actions.
>>
>>2625172
Oh dear, it's so dusty in here! If I had lungs I would be sneezing right now.
We need to clean this place up immediately!

>Deploy
Tin Can [Lv.1]
BLK 1 ARM 2
ACT 3 MOV 2
[Nanomachines] [Air-Boost]

Built-in: Curious Grasp (Dmg 1 Pot 2 Rng 3) [Delivery Fire][Alchemize][Pressurized]
>>
>>2625164


"Rats? Sounds easy, just squash a few and that day's done."
>Did i get everything right?"


[Desperarado] vickens, [Lv.1]
Class: Desperado
[Block: 0] [ARM 0] [HP 3]
ACT 2] [Mov 4]

Weapon: Six shooter: Dmg: 2, Range 4, 6/6 ammo (leadheads),
Weapon skills: *Fan hammer*, *double tap*, *pistol whip*
Gear: *Duck and cover*, *Shadow gate*
Inventory:
-6x copperhead bullets, *Puncture: Overflows damage to next enemy
-18x leadhead bullets.
>>
File: Quest 01 Cellar Rats 1.png (1.83 MB, 2228x1364)
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>>2625172
Two acolytes of fame and fortune drop into the musky shadows of the cellar. Tiny squeaks can be heard all about the room, as they stirred the curiosity of the freeloaders from rest.

>>2625212
(Everything looks right, feel free to shorten [Desperado] to [D1]
>>
File: 1506998395832.jpg (27 KB, 555x444)
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>>2625207
Well haulloa, stranger. Name's Takahiro, but you can call be Chuck. What's a purdy little tin biddy like you doin' in a dusty critter-filled basement like this?

[Designation] Takahiro [Lv.1]
Classification/Class: Desperado
[Block/BLK 0] [Armor/ARM 0] [Health/HP 3]
[Actions/ACT 2] [Movement/Spd/Mov 4]

Weapon: Six Shooter %2 ^4 ≠6
* Fan Hammer
* Double Tap
* Pistol Whip
Gear:
* Copperhead ≠6 [Puncture]
* Leadhead ≠18
Inventory:
-
-
-
>>
>>2625172
>>2625243
>Deploy in SE Corner
>[R] Air Drop

>>2625164
[S1] Stumble [Lv.1]
Classification: Squire
[Block 2] [Armor 1/1] [Health 1/1]
[Actions 2] [Spd 3]

[Weapon] Pawn's Key: 3Dmg, 2Rng, 2/2Mag. *Double-Tap, *Rushdown, *Knock, *Twin-Barrel
[Gear] Pawn's Step: *Air Drop, *Boost
[Inventory]: Pawn's Pack: 3s
-Shot ×6 *Cone
-Slug ×6 *Line
-
>>
>>2625245
Oh, hello, Mr. Takahiro! Glad to make your acquaintance!
I'm just doing a bit of cleantin and vermin control, as you can see.

>>2625212
Coul you please take care of the rats, Mr. Vickens? I will see if there is anything here to help with the cleaning.

>Attack rat W
>Grab rat E
>Alchemize it

Tin Can [Lv.1]
BLK 1 ARM 2
ACT 3 MOV 2
[Nanomachines] [Air-Boost]

Built-in: Curious Grasp (Dmg 1 Pot 2 Rng 3) [Delivery Fire][Alchemize][Pressurized]
>>
>>2625243
>>2625269
"Sure"
>Stomp a rat south of me
>Stomp a rat, south of me.


[Desperarado] vickens, [Lv.1]
Class: Desperado
[Block: 0] [ARM 0] [HP 3]
ACT 2] [Mov 4]

Weapon: Six shooter: Dmg: 2, Range 4, 6/6 ammo (leadheads),
Weapon skills: *Fan hammer*, *double tap*, *pistol whip*
Gear: *Duck and cover*, *Shadow gate*
Inventory:
-6x copperhead bullets, *Puncture: Overflows damage to next enemy
-18x leadhead bullets.
>>
>>2625273
She cleans and she cooks, well ain't that something. More than a shiny paperweight, ain't you?

Let's keep it quiet like, don't want to be firin' our hand irons --or iron hands, lady robot, no intention of offense-- and scaring the old misters and missus upstairs into an early grave now do we.
>>
>>2625295
Don't worry! My in-built Undesirable Object Removal Device is air-actuated and fully satisfies the Occupational Safety and Health Acoustic Exposure Standard.
>>
>>2625309
*Vickens eyes sparkle a bit*
"wow"
>>
File: Quest 01 Cellar Rats 2.png (1.97 MB, 2225x1361)
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>>2625243
The rat-stomping begins. Sickening crunches and squeaks resound throughout the cellar, though a metal on wood 'thunk' followed by a skittering of tiny paws across hard-padded dirt and stone is a dissatisfying finale to an otherwise easy task. The rat appears to take refuge behind a table laying against the wall, off to the side.
>>
>>2625329
Ah, how clumsy of me!

>Move 2E
>Grab rat
>Alchemize

Tin Can [Lv.1]
BLK 1 ARM 2
ACT 3 MOV 2
[Nanomachines] [Air-Boost]

Built-in: Curious Grasp (Dmg 1 Pot 2 Rng 3) [Delivery Fire][Alchemize][Pressurized]
Inventory: Blight Essence x2, Mist Fortune Agate (???), Bone Shot x1 (ammo, +Bleed)
>>
>>2625329
>Take Table NE. Equip.
>Move 1N
>-Face E
>[R]Rushdown

[S1] Stumble [Lv.1]
Classification: Squire
[Block 2] [Armor 1/1] [Health 1/1]
[Actions 2] [Spd 3]

[Weapon] Pawn's Key: 3Dmg, 2Rng, 2/2Mag (Slug). *Double-Tap, *Rushdown, *Knock, *Twin-Barrel
[Gear] Pawn's Step: *Air Drop, *Boost
[Inventory]: Pawn's Pack: 3s
-Shot ×6 *Cone
-Slug ×6 *Line
-
>>
>>2625329
>spend two acts to look around for anything unusual

[Desperarado] vickens, [Lv.1]
Class: Desperado
[Block: 0] [ARM 0] [HP 3]
ACT 2] [Mov 4]

Weapon: Six shooter: Dmg: 2, Range 4, 6/6 ammo (leadheads),
Weapon skills: *Fan hammer*, *double tap*, *pistol whip*
Gear: *Duck and cover*, *Shadow gate*
Inventory:
-6x copperhead bullets, *Puncture: Overflows damage to next enemy
-18x leadhead bullets
>>
File: Quest 01 Cellar Rats 3.png (2.25 MB, 2238x1340)
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>>2625329
The table hid a secret passage. While the freelance ironslinger examines contents and signs of life, the final rat is converted into material components. But hark, there may be company up ahead?
>>
>>2625396
Oh, what is this? A hidden door, and voices down the tunnel? Is it a secret dwelling of rabbit people?

>Investigate Mist Fortune Agate in inventory
>Move S E
>Peek around the corner.

Tin Can [Lv.1]
BLK 1 ARM 2
ACT 3 MOV 2
[Nanomachines] [Air-Boost]

Built-in: Curious Grasp (Dmg 1 Pot 2 Rng 3) [Delivery Fire][Alchemize][Pressurized]
Inventory: Blight Essence x4, Mist Fortune Agate x2 (???), Bone Shot x2 (ammo, +Bleed)
>>
>>2625396
>-Drop Table W.
"Too Big."
>Move 2E 1S
>[R] Rushdown
>Ready Doubletap S.
>[R] Slugs' Line

[S1] Stumble [Lv.1]
Classification: Squire
[Block 2] [Armor 1/1] [Health 1/1]
[Actions 2] [Spd 3]

[Weapon] Pawn's Key: 3Dmg, 2Rng, 2/2Mag (Slug). *Double-Tap, *Rushdown, *Knock, *Twin-Barrel
[Gear] Pawn's Step: *Air Drop, *Boost
[Inventory]: Pawn's Pack: 3s
-Shot ×6 *Cone
-Slug ×6 *Line
-
>>
>>2625396
>Fill a canteen or cup full of of [silver mead] to save for later. (totally not stealing guyz)
>Think about if silver mead is illegal, if its illegal then it's not stealing if i get drunk off of it.
>>
File: Quest 01 Cellar Rats 4.png (3.54 MB, 2530x2253)
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>>2625396
A cautious approach bested by chance, as a ratman was coming around the corner at the same time. The squire takes the opportunity to make an introduction, striking through the hall with a resounding thunder.

Meanwhile the gunslinger dumps out their wetskin reserves and fills up on booze, preparing for the later evening festivities.
>>
Taking a 4 hour break to get some sleep. Will resume after I wake up, though four hours is only an estimate.
>>
>>2625522
Eeeek! Why couldn't it be friendly rabbit-men!
Mr. Stumble, let me help!

>Move E
>Alchemize 2x Blight Essence and 1x Mist Fortune Agate together
>[Ready] to shoot it at the first enemy to wander into the line of fire S

Tin Can [Lv.1]
BLK 1 ARM 2
ACT 3 MOV 2
[Nanomachines] [Air-Boost]

Built-in: Curious Grasp (Dmg 1 Pot 2 Rng 3) [Delivery Fire][Alchemize][Pressurized]
Inventory: Blight Essence x4, Mist Fortune Agate x2 (solidified DOOM), Bone Shot x2 (ammo, +Bleed)
>>
>>2625081
>>2625164
>>2625172
Interesting quest.
Few questions:
>how is range counted?
>Squire shot cone covers how much?
>Squires slug line goes how far?
>in Squires Rushdown ability 'enemy's space' means what exactly?
>moving through occupied space:do friendlies block way? Do enemies?
>friendly fire?
>what is cover and what bonus it gives??
>what bonus does going prone as Desperado gives?
>Desperado pistolwhip deals firearm damage(2dmg) only to a melee enemy(I assume an enemy that can only attack same tile or one tile away like the ratman in >>2625522) or does it deal firearm damage(2dmg) as a melee to any enemy within melee range(same tile or 1 tile away)?
>in Tincan what does B3 bellow Air-Boost mean?
>does Air-Boost allow for hover/low-level flight(safe move over gaps or acid-covered floor for example)
>in Tincan curious grasp what does a star(2) between 1dmg and 3range represent?
>what kind of projectiles does Tincan fire without ammo? Air bullets?
>>
>>2625522
>Move 2S
>Boost 1E
>[R] Rushdown
>-Face West

(What action is it to reload?)

>>2625561
"Yes'm."

[S1] Stumble [Lv.1]
Classification: Squire
[Block 2] [Armor 1/1] [Health 1/1]
[Actions 2] [Spd 3]

[Weapon] Pawn's Key: 3Dmg, 2Rng, 0/2Mag (). *Double-Tap, *Rushdown, *Knock, *Twin-Barrel
[Gear] Pawn's Step: *Air Drop, *Boost
[Inventory]: Pawn's Pack: 3s
-Shot ×6 *Cone
-Slug ×4 *Line
-
>>
>>2625951
Not OP, but from experience I think I can speak to a few of these.

>shotgun ammo ranges
The gun has a range of 2. As for the exact spread for the Cone, I don't know.

>Rushdown
Grants a free attack when you enter the space an enemy-occupied space

>Pistolwhip
You seem to be asking if Pistolwhip hits all targets in melee or just one. It's just one.

>Airboost
That's not a B, but the move range symbol. Airboost is a flying move of up to 3 tiles in a cardinal direction. As long as you spend your >-tap to maintain flight, you'll stay in the air until next turn.

>Curious Grasp
I think you can look at Pressurized for your answer here. Grasp has a star instead of an ammo symbol because, while it can be loaded with two objects, it does not need to be loaded to fire. Presumably the air blast can push things around.
>>
"YYYYYYEEEAAAAAAAAHH!!!"

"... Miz Orderly, save that distracting talk of floorboards for later!"

>>2625522
>Airdrop on E-most rat

[S2] Dettman [Lv.1]
Classification: Squire
[Block 2] [Armor 1/1] [Health 1/1]
[Actions 2] [Spd 3]

[Weapon] Pawn's Key: 3Dmg, 2Rng, 2/2Mag (Slug). *Double-Tap, *Rushdown, *Knock, *Twin-Barrel
[Gear] Pawn's Step: *Air Drop, *Boost
[Inventory]: Pawn's Pack: 3s
-Shot ×6 *Cone
-Slug ×6 *Line
>>
>>2626364
I am interested in seeing how this plays out. Because that is where I am?will be?
>>
>>2626289
>shotgun ammo ranges
Ok, I was looking on >>2625522 and thought Squire hit three tiles in a row in front of it with his line-slug, while he only hit the tile he is sharing with a ratman and two tiles in front of him within range.
Honestly, its a bit cluttered. That Squire looks like hes on the corner tile while >>2625451 move (2E 1S)would put him a tile below that.
Something for OP to think about, I guess.
Also, it would make sense for coneshot to be something like a 'T',

00U00 U-you
00X00 0-empty space
0XXX0 X- coneshot hits
00000

>Rushdown
That sounds like an amazing ability if not for the small clip size of 2. Instead of attacking, just move through the crowd while free-firing onto them. Just
>move
>rushdown(free attack)
>move
>rushdown(free attack)
>reload
>move
>rushdown(free attack)
>attack
It only works once for every enemy in a turn, but thats still alot of damage when you take into consideration it hits every enemy in a cone/line.

>pistolwhip
No, Im asking if you can only use it on single enemy that melee attacks you or on any single enemy that gets within your melee range, whether said enemy is a melee enemy or ranged enemy. Basically, can you rush to a sniper and pistolwhip him?

>airboost
>its not a B, its a boot
Yep, it is and Im fucking blind for not recognizing it.

>curious grasp
>can be loaded with two objects
Right, one for each hand, thats the thing that eluded me, thats what the '2' meant, the stars representing the ammo you can but dont have to use.
>>
>>2625522
>Ponder on the effects of [silver mead]
>Move towards the tunnel and grab a candle to light my way.

[Desperarado] vickens, [Lv.1]
Class: Desperado
[Block: 0] [ARM 0] [HP 3]
ACT 2] [Mov 4]

Weapon: Six shooter: Dmg: 2, Range 4, 6/6 ammo (leadheads),
Weapon skills: *Fan hammer*, *double tap*, *pistol whip*
Gear: *Duck and cover*, *Shadow gate*
Inventory:
-6x copperhead bullets, *Puncture: Overflows damage to next enemy
-18x leadhead bullets
>>
>>2626392
"Good gravy, these rats have guns!"

>>2626425
>Rushdown
I interpret it as activating only on your first entry in a turn, not on each enemy's first time being entered. We'll see!

>Pistolwhip
The intent of the ability seems simply to be a melee attack that spends no ammo.
>>
File: Cone and Line AoE.png (196 KB, 612x422)
196 KB
196 KB PNG
Ready to go! Gonna answer questions real quick before processing the phase.

>>2625951
>Melee is all tiles adjacent to and surrounding the character tile (so all 8 surrounding spaces), and range 2 onward is one cardinal tile out from there. Makes it a bit more circular.
>Pic related, only reaches as far as range 2 though. Will hit enemies you [Rushdown] as well.
>Same as previous answer.
>Enemy space is defined as a space occupied by an opponent or hostile character. Refer to the most recent phase for reference.
>Normal movement does not get blocked by allies, but enemies do block moving into spaces unless Prone or the invading character has Rushdown/Takedown. Boost affects allies and enemies equally, though Air-Boost does not push other characters unless they're also airborne.
>It exists on AoE, but not on target reliant attacks and abilities.
>Cover diminishes the effects of ranged attacks. It starts at -50% for suitable cover, goes to -75% for good cover, and -100% for full cover. Suitable cover blocks at least half of the character from the attack, good cover leaves very little room to be hit, and full cover is where the character cannot possibly be hit. Tables are good for providing full cover, temporarily. Damage to cover will reduce it's effectiveness too.
>Going Prone causes Ready attacks and abilities to miss the character who went Prone. It's really good for triggering traps safely and getting to a hot zone that has good cover. Attacks that target the Prone character that are range 3 or further away have diminished effects (-25%) as well, so it's better than nothing if you can't get to cover.
>Pistol Whip is single target only. Unless you somehow acquire Cleave to hit all three facing tiles in melee range. To answer the follow-up question: yes, you can rush to a sniper/caster/other squishy backliner and Pistol Whip them into submission. You can't throw your gun though, melee only attack.
>The boot on the Boost shows how far you move when boosting. Arrows show what maneuvers you can perform while boosting too, so Air-Boost only allows for 3 tiles in a straight line in any of the four cardinal directions.
>Air-Boost ignores terrain based effects and does not hit enemies unless they are also airborne. You still have to deal with walls though.
>The star is effect potency. If you fire without anything loaded in, your attack is a Push effect, and will move the target to that many spaces away unless they resist it in some manner or another. If you have an attack that inflicts a status effect then it will last for that many phases. This effect is also added into damage for elemental effects, instead of the sword stat which is for mundane damage.
>Yes, air bullets or pressure waves. In effect, as long as they have a functional arm the Tincan has infinite shots because of this. Delivery Fire is also a means to cheat out some extra range on items and abilities.

>>2626289
I'm not seeing anything incorrect here. Confirmed.
>>
>>2626425
Character placement is based on their feet, which are placed below the chin. Refer to that in regards to questionable positioning. Enemies are generally made to have their feet layered immediately under their heads as well. In addition, Rushdown lets you cheat out ranged attacks into melee, but is dangerous given if the enemy survives the first onslaught it leaves you vulnerable to their rebuttal.

Rushdown is that strong, yes. However, it's better for a melee or melee capable weapon than a shotgun given no need to reload.

Pistol whip is an active ability, so it will not trigger on enemies who moved into your melee range unless you ready for it, and even then you only will get one attack. The tap function is more for if an enemy jumps on you so you can fight them off a bit easier. It's not an automatic ability though.

Actually the star represents effect potency, as stated before. Your ammo capacity for curious grasp is 2 given one for each hand.

>>2626789
Rushdown is strong enough to proc on multiple enemies you move into in a phase. Each has to die from their dedicated attacks to allow you to move through their space though.

Correct on the intent of pistol whip.

With that, processing begins again.
>>
>>2626803
Looks like I misinterpreted the star on Curious Grasp. *2 refers only to potency, then, and not to maximum loads? I assume that means Grasp doesn't need to load launched items.
>>
>>2626847
>>2626857
Oh, so it's both, then.
>>
Are you still accepting characters, or should I wait until the next phase/mission?
>>
>>2626857
>>2626863
Delivery fire lets you palm launch items to allies or at enemies. Effectively removes the need to load things. You can still store ammo or an item in each 'barrel' though, if you wanted to combine some uh... experimental concoctions that might be too volatile to alchemize normally.

>>2626948
Next phase will be an ideal time to join, given I just finished processing the turn.
>>
File: Quest 01 Cellar Rats 5.png (5.26 MB, 2550x3300)
5.26 MB
5.26 MB PNG
>>2625522
The first of many experiments takes place, but is it fortune or fate that the first potion cast is a hex? A new pawn to an end deploys, but is already surrounded. Seems these ratmen have soft bodies to land on, though squires don't drop with enough velocity to inflict damage. A good platform to work with for now.

>>2625999
>[Reload] as an action to load ammo into your weapon. Twin barrel allows you to micro-manage what ammo goes into each barrel in the same action. (What a bonus!)
>>
"Squirefella, smack that north-south column on my east and leave the last one for the rearguard! Goin' iiiiinnnnnnn---"

>>2627122
>Move WSS
>Move WN, Rushdown N with Slug

[S2] Dettman [Lv.1]
Classification: Squire
[Block 2] [Armor 1/1] [Health 1/1]
[Actions 2] [Spd 3]

[Weapon] Pawn's Key: 3Dmg, 2Rng, 2/2Mag (Slug). *Double-Tap, *Rushdown, *Knock, *Twin-Barrel
[Gear] Pawn's Step: *Air Drop, *Boost
[Inventory]: Pawn's Pack: 3s
-Shot ×6 *Cone
-Slug ×6 *Line
>>
>>2627122
>Move: 1 east 2 south
>Double tap on the rat south of me.

[Desperarado] vickens, [Lv.1]
Class: Desperado
[Block: 0] [ARM 0] [HP 3]
ACT 2] [Mov 4]

Weapon: Six shooter: Dmg: 2, Range 4, 6/6 ammo (leadheads),
Weapon skills: *Fan hammer*, *double tap*, *pistol whip*
Gear: *Duck and cover*, *Shadow gate*
Inventory:
-6x copperhead bullets, *Puncture: Overflows damage to next enemy
-18x leadhead bullets.
>>
>>2627122
[T2] Tower [Lv.1]
Class: Tin Can
[BLK 1] [ARM 2] [HP 0]
[ACT 3] [SPD 2]

Weapon: Curious Grasp {DMG 1 | POT 2 | RNG 3} [Delivery Fire] [Alchemize] [Pressurized]
Gear: Nanomachines, Air-Boost
Inventory: Empty [0/3]

"SITUATION HAS ESCALATED | DEPLOYING NOW"
>Deploy at ladder.

Hopefully I did this correctly.
>>
File: Quest 01 Cellar Rats 6.png (6.34 MB, 2550x3300)
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>>2627122
Stepping through the reach of a polearm unprepared invites a grave misfortune. Surrounded on all sides, and in the sights of a creature of Dyr, it is unlikely this pawn will stand for long. Meanwhile, a doomed ratman's misfortune bleeds onto a nearby comrade, most unlucky.
>>
>>2627299
"EAT GUUUUUUUUUN" *SLOW MOTION SOUNDS!!! BWAAAAHHHHOVOVOWVOOVOVOV*
>Duck and cover: move 2 south 1 east.
>-Tap: [Pistol whip] Deal 3 fire arm damage to the rat i just leaped on.
>[Double tap] Shoot the rat in the skull in case it isnt dead, and attack the one 4 tiles left to the west.

[Desperarado] vickens, [Lv.1]
Class: Desperado
[Block: 0] [ARM 0] [HP 3]
ACT 2] [Mov 4]

Weapon: Six shooter: Dmg: 2, Range 4, 4/6 ammo (leadheads),
Weapon skills: *Fan hammer*, *double tap*, *pistol whip*
Gear: *Duck and cover*, *Shadow gate*
Inventory:
-6x copperhead bullets, *Puncture: Overflows damage to next enemy
-18x leadhead bullets.
>>
"Fellas, come look at this ambush I found!"
>>
>>2627339
"IN A MINUTE, CURRENTLY RECREATING MY HERO!"
*distant fake time sounds by vickens follows*
>>
>>2627299
>>2627339
"SUBSTANTIAL DISTANCE TO COMBAT ZONE | THIS UNIT IS ADVANCING."
>Move one panel south.
>[Air Boost] three panels east.
>Move one panel east, one panel south.

[T2] Tower [Lv.1]
Class: Tin Can
[BLK 1] [ARM 2] [HP 0]
[ACT 3] [SPD 2]

Weapon: Curious Grasp {DMG 1 | POT 2 | RNG 3} [Delivery Fire] [Alchemize] [Pressurized]
Gear: [Nanomachines] [Air Boost]
Inventory: Empty [0/3]
>>
>>2627299
>-Equip RatKnife from SW Rat
>Move 2W, 1S
>Boost 2S
>[R]Rushdown

>>2627339
"Get free, get back."

[S1] Stumble [Lv.1]
Classification: Squire
[Block 2] [Armor 1/1] [Health 1/1]
[Actions 2] [Spd 3]

[Weapon] Pawn's Key: 3Dmg, 2Rng, 0/2Mag (). *Double-Tap, *Rushdown, *Knock, *Twin-Barrel
[Weapon] Rat Knife?: ??
[Gear] Pawn's Step: *Air Drop, *Boost
[Inventory]: Pawn's Pack: 3s
-Shot ×6 *Cone
-Slug ×4 *Line
-
>>
>>2627299
A-ah, I need to do something!

>Move 2S
>Move S W
>Launch Hex Gel at ratman 3S

Tin Can [Lv.1]
BLK 1 ARM 2
ACT 3 MOV 2
[Nanomachines] [Air-Boost]

Built-in: Curious Grasp (Dmg 1 Pot 2 Rng 3) [Delivery Fire][Alchemize][Pressurized]
Inventory: Blight Essence x2, Mist Fortune Agate x1 (solidified DOOM), Bone Shot x2 (ammo, +Bleed), x1 Hex Gel (+Doom)
>>
>>2627363
would you mind passing me those two bullets you have there? I would appreciate it when the giant rat comes around. I have to reload soon so it would be nice to use them.
>>
>>2627370
I don't mind! I'll launch then to you next phase.
>>
>>2627378
Awesome, once the rat ogre(?) breaks out i can shoot it and it can start bleeding to death. :D
>>
>>2627380
(I'm going afk for a time, bot me to launch if I'm not here in time for the phase)
>>
>>2627360
"Much obliged, but no can do, fella. Won't fare much better than me on your ownsome."

>>2627299
>Boost S
>Shoot N, Slug
>-Equip rat shield if it's dead

[S2] Dettman [Lv.1]
Classification: Squire
[Block 2] [Armor 0/1] [Health 1/1]
[Actions 2] [Spd 3]

[Weapon] Pawn's Key: 3Dmg, 2Rng, 1/2Mag (Slug). *Double-Tap, *Rushdown, *Knock, *Twin-Barrel
[Gear] Pawn's Step: *Air Drop, *Boost
[Inventory]: Pawn's Pack: 3s
-Shot ×6 *Cone
-Slug ×6 *Line
>>
File: Quest 01 Cellar Rats 7.png (6.73 MB, 2550x3300)
6.73 MB
6.73 MB PNG
>>2627299
The first pawn is taken, a sucker-punch delivered while going out in a blaze of booster glory. The Dyr creature pounds the ground, ready to charge out of its cage. The assassin scurries out of harm's way, given their focused target was just as elusive. Its threatening position replaced with the glaiverat, who readies a high chop above their head.
>>
As a head's up, next phase is the final one for the night unless less than half of the active players post in the next hour and a half. Tomorrow the game will continue after 11pm CST, if not a turn posted between shifts.
>>
>>2627464
N-no! Mr. Dettman!
Oh no!

>Launch Bone Shot x2 to [D1]Vickens
>Alchemize more Hex Gel
>-Loot ratman corpse E
>Alchemize whatever was looted.

Tin Can [Lv.1]
BLK 1 ARM 2
ACT 3 MOV 2
[Nanomachines] [Air-Boost]

Built-in: Curious Grasp (Dmg 1 Pot 2 Rng 3) [Delivery Fire][Alchemize][Pressurized]
Inventory: Blight Essence x2, Mist Fortune Agate x1 (solidified DOOM), Bone Shot x2 (ammo, +Bleed), x1 Hex Gel (+Doom)
>>
>>2627464
>Reload 2Shots
>Double Tap Glaiverat 2W
>[R] Shots' Cone, Facing W

"Foul beasts."

[S1] Stumble [Lv.1]
Classification: Squire
[Block 2] [Armor 1/1] [Health 1/1]
[Actions 2] [Spd 3]

[Weapon] Pawn's Key: 3Dmg, 2Rng, 0/2Mag (). *Double-Tap, *Rushdown, *Knock, *Twin-Barrel
[Gear] Pawn's Step: *Air Drop, *Boost
[Inventory]: Pawn's Pack: 3s
-Shot ×4 *Cone
-Slug ×4 *Line
-
>>
>>2627489
>>2627464
>[R] Missed Skit Shiv. Updated Stats

[S1] Stumble [Lv.1]
Classification: Squire
[Block 3(2+1)] [Armor 1/1] [Health 1/1]
[Actions 2] [Spd 3]

[Weapon] Pawn's Key: 3Dmg, 2Rng, 0/2Mag (). *Double-Tap, *Rushdown, *Knock, *Twin-Barrel
[Weapon] Skit Shiv: 1Dmg, 1Blk
[Gear] Pawn's Step: *Air Drop, *Boost
[Inventory]: Pawn's Pack: 3s
-Shot ×4 *Cone
-Slug ×4 *Line
-
>>
"Aaagh ya bastard I got ten brotherrrrrrrrrrs"

>>2627464
>Redeploy S of Stumble

[S2] Dettman [Lv.1]
Classification: Squire
[Block 2] [Armor 1/1] [Health 1/1]
[Actions 2] [Spd 3]

[Weapon] Pawn's Key: 3Dmg, 2Rng, 2/2Mag (Slug). *Double-Tap, *Rushdown, *Knock, *Twin-Barrel
[Gear] Pawn's Step: *Air Drop, *Boost
[Inventory]: Pawn's Pack: 3s
-Shot ×6 *Cone
-Slug ×6 *Line
>>
>>2627464
"ALLY HAS FALLEN | PREVENT FURTHER LOSSES."
>Move South, South
>Move South, West.
>-If there's a non-looted corpse, loot it.
>[Ready] Curious Grasp, firing if a hostile enters the three tiles to the West.

[T2] Tower [Lv.1]
Class: Tin Can
[BLK 1] [ARM 2] [HP 0]
[ACT 3] [SPD 2]

Weapon: Curious Grasp {DMG 1 | POT 2 | RNG 3} [Delivery Fire] [Alchemize] [Pressurized]
Gear: [Nanomachines] [Air Boost]
Inventory: Empty [0/3]

What exactly does Regen from Nanomachines heal? Health, Armor, Both?
>>
>>2627528
Armor first, Health second.
>Armor can only be restored with Repair functions, and Health can only be restored with Healing functions. An android's [Nanomachines] however, will recover Armor and Health, but prioritizes missing Armor first,
>>
File: Quest 01 Cellar Rats 8.png (6.68 MB, 2550x3300)
6.68 MB
6.68 MB PNG
>>2627464
A trade between bullet shot and a glaive chop. Armor bares the bulk of each strike, but a glaive is not enough for even a brave pawn to survive alone. Another falls silent, while their reinforcement is immediately surrounded. The Dyr creature breaks through not only it's cage, but a containment wall. Behind you, it's a monstrosity!
>>
"Hey Tin-Can-Too, getcher boxy ass offa that patch, 'cause I intend on puttin' a rat there!"
>>
"Neeeever mind. Ship's done sailed."
>>
>>2627604
"REVISED COURSE OF ACTION | CLEARING THE AREA."
>Move east one panel.
>Air Boost north
>Alchemize Skitt Tail

[T2] Tower [Lv.1]
Class: Tin Can
[BLK 1] [ARM 2] [HP 0]
[ACT 3] [SPD 2]

Weapon: Curious Grasp {DMG 1 | POT 2 | RNG 3} [Delivery Fire] [Alchemize] [Pressurized]
Gear: [Nanomachines] [Air Boost]
Inventory: Skitt Tail

As I said, poor decisions.
>>
>>2627656
Hey, I don't expect you to know what's going through everyone's head.

"Shoot, I'm seein' double. Must be the rat-fumes. Rats is easy to halve, though!"

>>2627604
>Boost N
>Shove Rat N
>-Face S

[S2] Dettman [Lv.1]
Classification: Squire
[Block 2] [Armor 1/1] [Health 1/1]
[Actions 2] [Spd 3]

[Weapon] Pawn's Key: 3Dmg, 2Rng, 2/2Mag (Slug). *Double-Tap, *Rushdown, *Knock, *Twin-Barrel
[Gear] Pawn's Step: *Air Drop, *Boost
[Inventory]: Pawn's Pack: 3s
-Shot ×6 *Cone
-Slug ×6 *Line
>>
>>2627656
Forgot to add, at the end of the action sequence:
>-Turn to face South.
>>
>>2627604
M-mr. Stumble?
Mr. Stumble!

This was supposed to be just a bit of cleaning! How did it come to this!?

>Air-Boost 2W over the rat-ogre
>Launch Hex Gel at rat ogre
>Alchemize Warp Essence + 2x Iron Dust

Tin Can [Lv.1]
BLK 1 ARM 2
ACT 3 MOV 2
[Nanomachines] [Air-Boost]

Built-in: Curious Grasp (Dmg 1 Pot 2 Rng 3) [Delivery Fire][Alchemize][Pressurized]
Inventory: x1 Hex Gel (+Doom), x2 Iron Dust, x1 Rat Leather, x1 Warp Essence, x1 Sewer Pelt
>>
>>2627604
>Double tap on the rat ogre.
>Reload with [leadheads]

[Desperarado] vickens, [Lv.1]
Class: Desperado
[Block: 0] [ARM 0] [HP 3]
ACT 2] [Mov 4]

Weapon: Six shooter: Dmg: 2, Range 4, 4/6 ammo (leadheads),
Weapon skills: *Fan hammer*, *double tap*, *pistol whip*
Gear: *Duck and cover*, *Shadow gate*
Inventory:
-6x copperhead bullets, *Puncture: Overflows damage to next enemy
-18x leadhead bullets.
>>
>>2628275
Didn't you catch the Bone Shots I launched you?
>>
>>2628320
I forgot to put the +x2 Bone Shot next to >>2628275 's character. They're officially in Vickens' inventory though.
>>
File: Quest 01 Cellar Rats 9.png (6.64 MB, 2550x3300)
6.64 MB
6.64 MB PNG
>>2627604
A pair of gunshots echo out before a heavy, sickening crunch resounds through the halls. The monstrous Dyr brought down the glaive rat, but also another party member with its rampage. Best hasten the tasks at hand, before they become too heavy a load to bare.
>>
>>2628752
No! Not Mr. Vickens as well!

This is just too much! Mr. Stumble, please, we need to retreat. Maybe we can hold them off in the narrow corridor.

>Air-Boost 3E
>Move EN
>Move NN
>-Face S

Tin Can [Lv.1]
BLK 1 ARM 2
ACT 3 MOV 2
[Nanomachines] [Air-Boost]

Built-in: Curious Grasp (Dmg 1 Pot 2 Rng 3) [Delivery Fire][Alchemize][Pressurized]
Inventory: x1 Rat Leather, x1 Warp Iron (craft), x1 Sewer Pelt
>>
>>2628752
Is it an act or tap to get up from prone?
>>
>>2629021
Action to stand up from prone.
>>
>>2628752
>Shadow spawn south of tin chan.

Desperarado] Arkul, [Lv.1]
Class: Desperado
[Block: 0] [ARM 0] [HP 3]
ACT 2] [Mov 4]

Weapon: Six shooter: Dmg: 2, Range 4, 6/6 ammo (leadheads),
Weapon skills: *Fan hammer*, *double tap*, *pistol whip*
Gear: *Duck and cover*, *Shadow gate*
Inventory:
-6x copperhead bullets, *Puncture: Overflows damage to next enemy
-18x leadhead bullets.
>>
I'll need someone to bot me for the next few phases, my apologies.
>>
"Hey kid, how many brothers ya got? Y'can take a little murder on the ears, cancha? Ahhhh, better plug 'em anyway. LETTIM 'AVE IT, NORA!"

>>2628752
>Pawn Step SW
>Move S E N, Rushdown Doubletap Slug
>-Equip rat shield if dead

[S2] Dettman [Lv.1]
Classification: Squire
[Block 2] [Armor 1/1] [Health 1/1]
[Actions 2] [Spd 3]

[Weapon] Pawn's Key: 3Dmg, 2Rng, 2/2Mag (Slug). *Double-Tap, *Rushdown, *Knock, *Twin-Barrel
[Gear] Pawn's Step: *Air Drop, *Boost
[Inventory]: Pawn's Pack: 3s
-Shot ×6 *Cone
-Slug ×6 *Line
>>
>>2629101
Ok. Come back soon!

Bot bot2
>>2628752
>>Move NWWS
>-Take candles
>Alchemize Candles and Warp Essence

[T2] Tower [Lv.1]
Class: Tin Can
[BLK 1] [ARM 2] [HP 0]
[ACT 3] [SPD 2]

Weapon: Curious Grasp {DMG 1 | POT 2 | RNG 3} [Delivery Fire] [Alchemize] [Pressurized]
Gear: [Nanomachines] [Air Boost]
Inventory: Warp Essence, Sewer Pelt
>>
So, still accepting new characters?
>>
>>2630090
"No harm tryin', buddy. The water's fiiiiiine. The, uh, the orderlies might object t'any more holes in the floor above."
>>
>>2628752
>Air Drop: Deploy 2N of central Pillar

"Hey-hey, any of y'all seen my cousin, Stumble? Quiet guy, funny walk? I've got his retirement gift here, figured I'd drop it off a few days early."

[S1] Shiver [Lv.1]
Classification: Squire
[Block 2] [Armor 1/1] [Health 1/1]
[Actions 2] [Spd 3]

[Weapon] Pawn's Key: 3Dmg, 2Rng, 2/2Mag (Shot). *Double-Tap, *Rushdown, *Knock, *Twin-Barrel
[Gear] Pawn's Step: *Air Drop, *Boost
[Inventory]: Pawn's Pack: 3s
-Shot ×6 *Cone
-Slug ×6 *Line
-
>>
File: Quest 01 Cellar Rats 10.png (6.81 MB, 2550x3300)
6.81 MB
6.81 MB PNG
>>2628752
The shield-bearer is slain, and then promptly looted. An experiment in the main cellar yields unexpected results, and yet more arrive to the call of battle.

>>2630090
New characters are welcome still.
>>
>>2630489

>Move WW
>-Equip stool SW as a shield
>Move EE
>Alchemize Rat Leather + Sewer Pelt

Tin Can [Lv.1]
BLK 1 ARM 2
ACT 3 MOV 2
[Nanomachines] [Air-Boost]

Built-in: Curious Grasp (Dmg 1 Pot 2 Rng 3) [Delivery Fire][Alchemize][Pressurized]
Inventory: x1 Rat Leather, x1 Warp Iron (craft), x1 Sewer Pelt
>>
>>2630489
>Move 2W, 1S
>Ready Doubletap East
>[R]Cone, Facing E

"Hey kid! Kid, this is no place fer a birthday party!"

[S1] Shiver [Lv.1]
Classification: Squire
[Block 2] [Armor 1/1] [Health 1/1]
[Actions 2] [Spd 3]

[Weapon] Pawn's Key: 3Dmg, 2Rng, 2/2Mag (Shot). *Double-Tap, *Rushdown, *Knock, *Twin-Barrel
[Gear] Pawn's Step: *Air Drop, *Boost
[Inventory]: Pawn's Pack: 3s
-Shot ×6 *Cone
-Slug ×6 *Line
-
>>
"'swatcha get fer killin' a Dettman, ya big ball a' mange. I'll be taking that shield, got some heft to 'er. And yer knife.

"No brothers, kid? Shoooot, then who stuffed ya in a ratstink basement?"

>>2630489
>-Loot Knuckly Knife
>Ready Charge 3N, +Attack, +Push 1. Use *Bash damage for 3?
>^[R] Rushdown
>Reload Pawn's Key with Slugs

[S2] Dettman [Lv.1]
Classification: Squire
[Block 2+1] [Armor 4/1+3] [Health 1/1]
[Actions 2] [Spd 3]

[Weapon] Pawn's Key: 3Dmg, 2Rng, 2/2Mag (Slug). *Double-Tap, *Rushdown, *Knock, *Twin-Barrel
[Gear] Pawn's Step: *Air Drop, *Boost
Knight's End: *Bash, *Charge
[Inventory]: Pawn's Pack: 3s
-Shot ×6 *Cone
-Slug ×6 *Line

>>2630424
"Th'news ain't good, my friend. We both got family to bury today."
>>
>>2630489
>Fan hammer: When the rat comes into view, pour all my bullets into him.

Desperarado] Arkul, [Lv.1]
Class: Desperado
[Block: 0] [ARM 0] [HP 3]
ACT 2] [Mov 4]

Weapon: Six shooter: Dmg: 2, Range 4, 6/6 ammo (leadheads),
Weapon skills: *Fan hammer*, *double tap*, *pistol whip*
Gear: *Duck and cover*, *Shadow gate*
Inventory:
-6x copperhead bullets, *Puncture: Overflows damage to next enemy
-18x leadhead bullets.
>>
>>2630489
Botting bot,
>Move 1 right,
>-Fill something with [silver mead]
>Alchemize it.
[T2] Tower [Lv.1]
Class: Tin Can
[BLK 1] [ARM 2] [HP 0]
[ACT 3] [SPD 2]

Weapon: Curious Grasp {DMG 1 | POT 2 | RNG 3} [Delivery Fire] [Alchemize] [Pressurized]
Gear: [Nanomachines] [Air Boost]
Inventory: Warp Essence, Sewer Pelt
>>
File: Quest 01 Cellar Rats 11.png (6.85 MB, 2550x3300)
6.85 MB
6.85 MB PNG
>>2630489
The monstrous Dyr leaps across the room, a rain of bullets, slugs, and shot cascading upon its hide. An arm falls limp against the wall, but the monster's rampage would not end until it delivers a final blow. The death throe is powerful albeit muted from sapped strength, yet still strong enough to upheave their target from the ground, almost sending them into a wall to their demise. The force was enough to knock them around through the air, leaving them dazed to which direction they were facing earlier.

The monster is slain. Basement hostiles have been routed. A hostage has been saved.

Quest Cleared
>You may [Return] or otherwise spend turns performing actions. If you wish to re-deploy you may do so as well.
>>
>>2631574
Mr. Arkul, I'm glad you were with us! That monster is finally dead.
The price it took was too heavy...

That poor boy seems drugged. What did those fiends intend to do to him? I shudder just thinking about it.
How are you feeling, little guy? Are you scared? Does it hurt anywhere?

>Mourn the fallen
>Escort the hostage upstairs
>>
>>2631574
>-Pick Up Slain Pawn
>Move 1E, 2N
>Loot Dyr

[S1] Shiver [Lv.1]
Classification: Squire
[Block 2] [Armor 1/1] [Health 1/1]
[Actions 2] [Spd 3]

[Weapon] Pawn's Key: 3Dmg, 2Rng, 0/2Mag (Shot). *Double-Tap, *Rushdown, *Knock, *Twin-Barrel
[Gear] Pawn's Step: *Air Drop, *Boost
[Inventory]: Pawn's Pack: 3s
-Shot ×4 *Cone
-Slug ×6 *Line
-

>>2630551
"Damn. Damn.
Let's see them home, yeah?"
>>
"Ain't no way to talk t'yer mother, kid. I've a mind to smack ya on her behalf!"

>>2631574
>Knock around for hidden holes in the walls
>Take Dettman and leave
"These things didn't come in through a mousehole, tell ya what. But if they came in the front door, the old folks got some explainin' to do."

>>2631633
"It's the life."
>>
>>2631574
"{HOSTILES NEUTRALIZED}"

-Equip Anima Beacon.
>Move 2W
>Loot spilled grain
>Loot Silver Mead from barrel.

[T2] Tower [Lv.1]
Class: Tin Can
[BLK 1] [ARM 2] [HP 0]
[ACT 3] [SPD 2]

Weapon: Curious Grasp {DMG 1 | POT 2 | RNG 3} [Delivery Fire] [Alchemize] [Pressurized]
Gear: Nanomachines, Air-Boost
Inventory: Empty [0/3]
Matierals: Sewer Pelt

Thank you all for taking control of my characters while I was unable to. Fenster, can I get an explanation on what Anima does? Someone should also probably loot that Knuckleblade.
>>
>>2632815
Knuckleblade has already been looted. Stats are shown when picked up.

>Anima, a beginner's guide to understanding.
Anima is known to be the source of both flame and light, but what most do not even begin to realize is Anima resides within us all. Of the basic elements, Anima is the only one without a true defined origin, as it appears in organic and mineral materials seemingly by chance. Its uses are simple, yet flexible, however as Anima can be used for conflagration, illumination, and even revitalization of loved ones passed. Ingenuity and experimentation alike have lead to Anima employed to created powerful engines, autonomous beings, and even a means to teleport across realms.

That being said, Anima is also the least stable of the basic elements, almost as if it has a will of its own. Many a tale of a gifted upstart acquiring access to an Anima focus only to be found as a charred corpse within days. Be cautious with the three-pronged flame, for it holds no ally from a fatal lashing.
>>
File: Quest 01 Cellar Rats 12.png (6.37 MB, 2498x3249)
6.37 MB
6.37 MB PNG
>>2631574
The investigations begin. A search for the method of entry, an inquiry to the contents of the barrels, and interrogation regarding the status of the hostage. Unfortunately there is little insight gained at this time.
>>
>>2633802
Wait.
That sneaky rat! It's still here!
Block the exit, Mr Arkul! We need to find it!

>Move 2N
>Blind attack N
>Attack N again

(Did >Alchemize Rat Leather + Sewer Pelt last turn not go through?)

Tin Can [Lv.1]
BLK 1 ARM 2
ACT 3 MOV 2
[Nanomachines] [Air-Boost]

Built-in: Curious Grasp (Dmg 1 Pot 2 Rng 3) [Delivery Fire][Alchemize][Pressurized]
Inventory: x1 Rat Leather, x1 Warp Iron (craft), x1 Sewer Pelt
>>
Today's phase is delayed as not enough players have acted.
>>
>>2633802
>Reload gun with [leadheads]
>Double tap the wall behind me, I don't trust it.
Desperarado] Arkul, [Lv.1]
Class: Desperado
[Block: 0] [ARM 0] [HP 3]
ACT 2] [Mov 4]

Weapon: Six shooter: Dmg: 2, Range 4, 6/6 ammo (leadheads),
Weapon skills: *Fan hammer*, *double tap*, *pistol whip*
Gear: *Duck and cover*, *Shadow gate*
Inventory:
-6x copperhead bullets, *Puncture: Overflows damage to next enemy
-18x leadhead bullets.
>>
"Well, holler if you see that last'n. I still want t'know where they came from."

>>2633802
>-+4 slug and shell, 8 total of both in inventory
>Reload Slug and Shell
>Knock around E to W along southern wall

[S2] Dettman [Lv.1]
Classification: Squire
[Block 2+1] [Armor 4/1+3] [Health 1/1]
[Actions 2] [Spd 3]

[Weapon] Pawn's Key: 3Dmg, 2Rng, 2/2Mag (Slug). *Double-Tap, *Rushdown, *Knock, *Twin-Barrel
[Gear] Pawn's Step: *Air Drop, *Boost
Knight's End: *Bash, *Charge
[Inventory]: Pawn's Pack: 3s
-Shot ×7 *Cone
-Slug ×7 *Line
>>
>>2633802
>-Drop overload S (1×Giant Femur, 2×Skitt Tail, 1×Rat Leather)
>Move 1N 2E
>[R] Rushdown
>Reload Slugs
"Where? Where izzit?"

[S1] Shiver [Lv.1]
Classification: Squire
[Block 3(2+1)] [Armor 1/1] [Health 1/1]
[Actions 2] [Spd 3]

[Weapon] Pawn's Key: 3Dmg, 2Rng, 2/2Mag (Slug). *Double-Tap, *Rushdown, *Knock, *Twin-Barrel
[Weapon] Skit Shiv: 1Dmg, 1Blk
[Gear] Pawn's Step: *Air Drop, *Boost
[Inventory]: Pawn's Pack: 3s
-Shot ×4 *Cone
-Slug ×6 *Line
-Monstrous Hide ×1
>>
File: Quest 01 Cellar Rats 13.png (6 MB, 2481x3221)
6 MB
6 MB PNG
>>2633802
The party scrounged for secrets hidden within the cellar, some frantic to find the absent ratman, another looking for their means of entry. Alas, no purchases have been found as of yet.
>>
>>2637279
>Move 1W 1N
>-Grab broken Cage Wall W
>Affix Broken Cage Wall over/in Hole N

"Hey-hey, I think i's gone now. Tin-chan, Tower, y'two wanna stay and clear this mess while us three get our fallen outta here?"

[S1] Shiver [Lv.1]
Classification: Squire
[Block 3(2+1)] [Armor 1/1] [Health 1/1]
[Actions 2] [Spd 3]

[Weapon] Pawn's Key: 3Dmg, 2Rng, 2/2Mag (Slug). *Double-Tap, *Rushdown, *Knock, *Twin-Barrel
[Weapon] Skit Shiv: 1Dmg, 1Blk
[Gear] Pawn's Step: *Air Drop, *Boost
[Inventory]: Pawn's Pack: 3s
-Shot ×4 *Cone
-Slug ×6 *Line
-Monstrous Hide ×1
>>
>>2637279
>>2637434
Don't you hear it skittering?
I have an idea on how we can find this sneak.

>>2635201
Mr. Arkul, please guard the exit carefully while we're preparing.

>>2632815
Mr. Tower, there should be a sack of grain under your feet. Please see if you can alchemize it into flour.

I meanwhile will try to obtain some powdered material here.

>Move SW
>Pick up and alchemize Giant Femur W (hopefully into bone powder)

Tin Can [Lv.1]
BLK 1 ARM 2
ACT 3 MOV 2
[Nanomachines] [Air-Boost]

Built-in: Curious Grasp (Dmg 1 Pot 2 Rng 3) [Delivery Fire][Alchemize][Pressurized]
Left Hand: Sturdy Stool (+1 BLK +1 ARM)
Inventory: x1 Rat Leather, x1 Warp Iron (craft), x1 Sewer Pelt
>>
>>2637279
>Check walls up to the cage, then the central pillar

[S2] Dettman [Lv.1]
Classification: Squire
[Block 2+1] [Armor 4/1+3] [Health 1/1]
[Actions 2] [Spd 3]

[Weapon] Pawn's Key: 3Dmg, 2Rng, 2/2Mag (Slug/shot). *Double-Tap, *Rushdown, *Knock, *Twin-Barrel
[Gear] Pawn's Step: *Air Drop, *Boost
Knight's End: *Bash, *Charge
[Inventory]: Pawn's Pack: 3s
-Shot ×7 *Cone
-Slug ×7 *Line
>>
>>2637279
"{BARRING EXIT}"

>Move N, N
>Equip Stool W
-Turn S
>Alchemize Silver Hoppes

[T2] Tower [Lv.1]
Class: Tin Can
[BLK 1] [ARM 2] [HP 0]
[ACT 3] [SPD 2]

Weapon: Curious Grasp {DMG 1 | POT 2 | RNG 3} [Delivery Fire] [Alchemize] [Pressurized]
Gear: Nanomachines, Air-Boost
Inventory: Anima Beacon
Matierals: Sewer Pelt [1], Silver Hoppes [8], Silver Mead [15]
>>
File: Quest 01 Cellar Rats 14.png (5.45 MB, 2550x3300)
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>>2637279
The search continues, though one is clarified to be seemingly out of paranoia. Materials are refined, as another is discovered to be already at a base component level. All is quiet as the pawns work their investigation.
>>
>>2639144
I-it was you tapping?
Oh my goodness!
This is so embarrassing!! >_<

I... I'll just get the boy out of here.

>Alchemize Giant Femur + Warp Iron
>Escort the boy to the exit.

Tin Can [Lv.1]
BLK 1 ARM 2
ACT 3 MOV 2
[Nanomachines] [Air-Boost]

Built-in: Curious Grasp (Dmg 1 Pot 2 Rng 3) [Delivery Fire][Alchemize][Pressurized]
Right Hand: Giant Femur
Left Hand: Sturdy Stool (+1 BLK +1 ARM)
Inventory: x1 Rat Leather, x1 Warp Iron (craft), x1 Sewer Pelt
>>
>>2639144
>Move 1E 2S
>-Pick Up Stumble's remains
>Move 1N 2E

[S1] Shiver [Lv.1]
Classification: Squire
[Block 3(2+1)] [Armor 1/1] [Health 1/1]
[Actions 2] [Spd 3]

[Weapon] Pawn's Key: 3Dmg, 2Rng, 2/2Mag (Slug). *Double-Tap, *Rushdown, *Knock, *Twin-Barrel
[Weapon] Skit Shiv: 1Dmg, 1Blk
[Gear] Pawn's Step: *Air Drop, *Boost
[Inventory]: Pawn's Pack: 3s
-Shot ×4 *Cone
-Slug ×6 *Line
-Monstrous Hide ×1
>>
>>2639144
"Well lets do a bit of searching through here shall we?"
>Move:2 south 1 east.
>Begin looking for greaves, gauntlets, elbow pads, to strap on as armor.

Weapon: Six shooter: Dmg: 2, Range 4, 6/6 ammo (leadheads),
Weapon skills: *Fan hammer*, *double tap*, *pistol whip*
Gear: *Duck and cover*, *Shadow gate*
Inventory:
-6x copperhead bullets, *Puncture: Overflows damage to next enemy
-18x leadhead bullets.
>>
>>2639144
>Check north of pillar, then table kid was on

[S2] Dettman [Lv.1]
Classification: Squire
[Block 2+1] [Armor 4/1+3] [Health 1/1]
[Actions 2] [Spd 3]

[Weapon] Pawn's Key: 3Dmg, 2Rng, 2/2Mag (Slug/shot). *Double-Tap, *Rushdown, *Knock, *Twin-Barrel
[Gear] Pawn's Step: *Air Drop, *Boost
Knight's End: *Bash, *Charge
[Inventory]: Pawn's Pack: 3s
-Shot ×7 *Cone
-Slug ×7 *Line
>>
File: Quest 01 Cellar Rats 15.png (5.28 MB, 2550x3300)
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>>2639144
Now in a more relaxed state, the party changes their search to salvage. Fortunes are struck, though their potential still yet lies as mystery.


>>2639253
>Rat Leather + Sewer Pelt = Ragged Leather
In case that wasn't caught from turn before last.
>>
>>2641696
>In case that wasn't caught from turn before last.
I forgot to update my inventory, sorry.
Right back at you though, Shiver should have found 2x Bone Shot in poor Vickens' remains.
>>
>>2641731
Don't forget the silvermead canteen :3
>>
>>2641696
Presents?
What presents would you like to receive, little one?

>Alchemize Giant Femur + Warp Iron + Ragged Leather
>[Inspect] the boy really well. He's mighty suspicious.

Tin Can [Lv.1]
BLK 1 ARM 2
ACT 3 MOV 2
[Nanomachines] [Air-Boost]

Built-in: Curious Grasp (Dmg 1 Pot 2 Rng 3) [Delivery Fire][Alchemize][Pressurized]
Right Hand: Giant Femur
Left Hand: Sturdy Stool (+1 BLK +1 ARM)
Inventory: x1 Ragged Leather, x1 Warp Iron (craft),
>>
>>2641731
>>2641733
I totally forgot about those. Add them in as wanted.
>>
>>2641696
>-Exchange Skit Shiv for ?Halberd?
>Move 1W 2N
>Move 2N 1W

"Well-well, I'm ready to go, cyas upstairs."

[S1] Shiver [Lv.1]
Classification: Squire
[Block 3(2+1)] [Armor 1/1] [Health 1/1]
[Actions 2] [Spd 3]

[Weapon] Pawn's Key: 3Dmg, 2Rng, 2/2Mag (Slug). *Double-Tap, *Rushdown, *Knock, *Twin-Barrel
[Weapon] ¿Halberd?
[Gear] Pawn's Step: *Air Drop, *Boost
[Inventory]: Pawn's Pack: 3s
-Shot ×8 *Cone
-Slug ×10 *Line
-Monstrous Hide ×1

>>2641744
>>2641733
>>2641731
>Did not loot Vickens.
>>
>>2641696
>Give table a kick

[S2] Dettman [Lv.1]
Classification: Squire
[Block 2+1] [Armor 4/1+3] [Health 1/1]
[Actions 2] [Spd 3]

[Weapon] Pawn's Key: 3Dmg, 2Rng, 2/2Mag (Slug/shot). *Double-Tap, *Rushdown, *Knock, *Twin-Barrel
[Gear] Pawn's Step: *Air Drop, *Boost
Knight's End: *Bash, *Charge
[Inventory]: Pawn's Pack: 3s
-Shot ×7 *Cone
-Slug ×7 *Line
>>
>>2641696

[Desperarado] Stiles, [Lv.1]
Class: Desperado
[Block: 0] [ARM 0] [HP 3]
ACT 2] [Mov 4]

Weapon: Six shooter: Dmg: 2, Range 4, 6/6 ammo (leadheads),
Weapon skills: *Fan hammer*, *double tap*, *pistol whip*
Gear: *Duck and cover*, *Shadow gate*
Inventory:
-6x copperhead bullets, *Puncture: Overflows damage to next enemy
-18x leadhead bullets.
>>
>>2641696
>Pack away the [skitt plate] in my backpack
>-pick up the [skitt helm] as a shield.
>See if i can make some sort of makeshift bandoleer or bag out of the spare leather here to help me lug bullets.

Weapon: Six shooter: Dmg: 2, Range 4, 6/6 ammo (leadheads),
Weapon skills: *Fan hammer*, *double tap*, *pistol whip*
Gear: *Duck and cover*, *Shadow gate*
Inventory:
-[Skitt plate]
-18x leadhead bullets.
-6 copper heads
>>
File: Quest 01 Cellar Rats 16.png (5.43 MB, 2550x3300)
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>>2641696
An objective cleared, and stronger defenses acquired. All that's left is to return home... in one piece.
>>
"Huh. Naw, kid, we're movin'. Ain't any cake down here."

>>2643022


[S2] Dettman [Lv.1]
Classification: Squire
[Block 2+1] [Armor 4/1+3] [Health 1/1]
[Actions 2] [Spd 3]

[Weapon] Pawn's Key: 3Dmg, 2Rng, 2/2Mag (Slug/shot). *Double-Tap, *Rushdown, *Knock, *Twin-Barrel
[Gear] Pawn's Step: *Air Drop, *Boost
Knight's End: *Bash, *Charge
[Inventory]: Pawn's Pack: 3s
-Shot ×7 *Cone
-Slug ×7 *Line
>>
>>2643197
>>2643022
>Pick up kid, move to exit
>>
Processing will take place within the hour if at least two more players post before the hour is up.
>>
>>2643022
>>2643197
This kid is really strange, what's with his vacant eyes and lack of respiration. I think we should bring him to the board with us and show him to experts.

>Equip Warpstar
>Put the stool back to its place
>Follow Dettman and watch the kid closesly as Dettman is carrying him

Tin Can [Lv.1]
BLK 1 ARM 2
ACT 3 MOV 2
[Nanomachines] [Air-Boost]

Built-in: Curious Grasp (Dmg 1 Pot 2 Rng 3) [Delivery Fire][Alchemize][Pressurized]
Right Hand: Warpstar (Dmg 2 Blk 1 Pot 1 anima? Rng 3)
[Backswing] Tap to hit a flanking target during an attack
[Crush] Damages target's Blk, prones if HP dmg taken
[Lash] Target in range takes anima dmg, conflags if HP dmg taken
Inventory:
>>
Phase is scheduled to be processed 12 hours from this post, which will be 2 pm CST. Next phase is lined up to be processed at midnight the same day. After that, fast processing will begin on Wednesday starting around 2 pm CST and continuing on for eight hours, scheduled to end at 10 pm CST.

Of course, this all depends on 50% of the currently deployed party acting. Inactive players will automatically depart starting first phase tomorrow if they have been inactive for the previous two phases as well.
>>
Thanks for the heads-up. It might be possible for me to catch the first 2 turns or so on Wednesday, but I'll be busy basically the rest of the day.
>>
>>2643022
>-Stay well clear of Ticking Child-doll
>Exit Cellar

"Um. Um, Dettman, that kid is ticking. You sure you wanna be holding 'im?"

[S1] Shiver [Lv.1]
Classification: Squire
[Block 3(2+1)] [Armor 1/1] [Health 1/1]
[Actions 2] [Spd 3]

[Weapon] Pawn's Key: 3Dmg, 2Rng, 2/2Mag (Slug). *Double-Tap, *Rushdown, *Knock, *Twin-Barrel
[Weapon] Man Cleaver: 3Dmg, 1Blk, *Cleave, * Hook, *Swing
[Gear] Pawn's Step: *Air Drop, *Boost
[Inventory]: Pawn's Pack: 3s
-Shot ×8 *Cone
-Slug ×10 *Line
-Monstrous Hide ×1
>>
>>2643022
>Move: 1 west 3 north.
>Move: 2 west 1 north and 1 west.


Weapon: Six shooter: Dmg: 2, Range 4, 6/6 ammo (leadheads),
Off hand: Skitt helm: 1 block, *bash*,
Weapon skills: *Fan hammer*, *double tap*, *pistol whip*
Gear: *Duck and cover*, *Shadow gate*
Inventory:
-[Skitt plate]
-18x leadhead bullets.
-6 copper heads
>>
>>2644364
"'s somethin' I found under that table, I think. You tickin', kid? Nahhh. See? Only ticks he's givin' off is from the rats."
>>
File: Quest 01 Cellar Rats 17.png (5.49 MB, 2550x3300)
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>>2643022
The sound of thunder, and the visage of 'he who lashes' springs from the trapdoor as the rescuers escape from the back room. Others take this as a cue to depart, and do so in the meantime. All that remains is to bring the victim of circumstance out from the cellar, safe and sound.
>>
"Outta here."

>>2644785
>Move E 4N W

[S2] Dettman [Lv.1]
Classification: Squire
[Block 2+1] [Armor 4/1+3] [Health 1/1]
[Actions 2] [Spd 3]

[Weapon] Pawn's Key: 3Dmg, 2Rng, 2/2Mag (Slug/shot). *Double-Tap, *Rushdown, *Knock, *Twin-Barrel
[Gear] Pawn's Step: *Air Drop, *Boost
Knight's End: *Bash, *Charge
[Inventory]: Pawn's Pack: 3s
-Shot ×7 *Cone
-Slug ×7 *Line
>>
>>2644785
>Move 1 east 3 north.
>exit floor with stuffz

Weapon: Six shooter: Dmg: 2, Range 4, 6/6 ammo (leadheads),
Off hand: Skitt helm: 1 block, *bash*,
Weapon skills: *Fan hammer*, *double tap*, *pistol whip*
Gear: *Duck and cover*, *Shadow gate*
Inventory:
-[Skitt plate]
-18x leadhead bullets.
-6 copper heads
>>
File: Quest 01 Cellar Rats 18.png (5.5 MB, 2550x3300)
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>>2644785
The end of this excursion is in sight, and most of the party has taken it upon themselves to meet the rest outside.
>>
>>2645933
Mr. Dettman, be careful!

>Move N E
>Move N
>Air-Boost 3N
>-Face S

Tin Can [Lv.1]
BLK 1 ARM 2
ACT 3 MOV 2
[Nanomachines] [Air-Boost]

Built-in: Curious Grasp (Dmg 1 Pot 2 Rng 3) [Delivery Fire][Alchemize][Pressurized]
Right Hand: Warpstar (Dmg 2 Blk 1 Pot 1 anima? Rng 3)
[Backswing] Tap to hit a flanking target during an attack
[Crush] Damages target's Blk, prones if HP dmg taken
[Lash] Target in range takes anima dmg, conflags if HP dmg taken
Inventory:
>>
>>2645933
>Move W N W
>Move W
>Exit

[S2] Dettman [Lv.1]
Classification: Squire
[Block 2+1] [Armor 4/1+3] [Health 1/1]
[Actions 2] [Spd 3]

[Weapon] Pawn's Key: 3Dmg, 2Rng, 2/2Mag (Slug/shot). *Double-Tap, *Rushdown, *Knock, *Twin-Barrel
[Gear] Pawn's Step: *Air Drop, *Boost
Knight's End: *Bash, *Charge
[Inventory]: Pawn's Pack: 3s
-Shot ×7 *Cone
-Slug ×7 *Line
>>
File: Spoiler Image (5.61 MB, 2550x3300)
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>>2645933
All that starts with the best intentions can still go astray up until the final step of a journey. The boy has been slain, as the skulker's gambit paid off.
>>
>>2646148
NO!

I knew he was still here, I knew it, and still...

>Air-Boost 3W onto the table
>Attack the skulk w/ Warpstar
>Attack again

Tin Can [Lv.1]
BLK 1 ARM 2
ACT 3 MOV 2
[Nanomachines] [Air-Boost]

Built-in: Curious Grasp (Dmg 1 Pot 2 Rng 3) [Delivery Fire][Alchemize][Pressurized]
Right Hand: Warpstar (Dmg 2 Blk 1 Pot 1 anima? Rng 3)
[Backswing] Tap to hit a flanking target during an attack
[Crush] Damages target's Blk, prones if HP dmg taken
[Lash] Target in range takes anima dmg, conflags if HP dmg taken
Inventory:
>>
"Piss. You best believe I'll commit somethin' on you for this. Tin!

"Get a table over the door."

>>2646148
>Stand
>-Grab ladder
>Pull it down West

[S2] Dettman [Lv.1]
Classification: Squire
[Block 2+1] [Armor 4/1+3] [Health 1/1]
[Actions 2] [Spd 3]

[Weapon] Pawn's Key: 3Dmg, 2Rng, 2/2Mag (Slug/shot). *Double-Tap, *Rushdown, *Knock, *Twin-Barrel
[Gear] Pawn's Step: *Air Drop, *Boost
Knight's End: *Bash, *Charge
[Inventory]: Pawn's Pack: 3s
-Shot ×7 *Cone
-Slug ×7 *Line
>>
File: Quest 01 Cellar Rats 20.png (5.73 MB, 2550x3300)
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>>2646148
A vengeance wrought, yet nowhere near enough to sate oneself. Woe is he who chooses the life of a harmless innocent, woe is he who is born a Skitt. The party is now wizened to the mannerisms of these creatures. Their tactics and behavior should be studied in order to capitalize on this day's experience.

>Active Party level: 1 -> 2
>Skitt familiarity level: 0->1 (Basic Identification/Tracking)
>Alchemy level: 0 ->1 -> 2 (1: Material Crafting 2: Item Crafting, Scuttle Efficiency)
>New Player starting level: 1

Party Gains:
>Enemies defeated: x4 Vermin (Bounty: 5z/e [20z]); x8 Skitt (w/o Bounty: 5z/e [40z]); x2 Blackfur Skitt (w/o Bounty: 15z/e [30z]); x1 Guttersnipe (w/o Bounty: 20z); x1 Dyr Skitt (w/o Bounty: 50z)
>Enemy Bounty: 140z
>Main Objective Complete Bonus: +10z/survivor [60z]

>Secondary Objectives:
>-Hostage Rescue: Failed 0z (Body returned: 10z)
>-Rat Trapdoor: Completed! +100z
>-Recaptured Pawns: +5z/e [+10z]

Total Party Gains
>320z
>Split per character: 53z
>Party bank: 2z (remainder)

Quote this post to claim your share.
Unclaimed zeni will be deposited to the party bank automatically before leaving town.

As a heads up, town phases will work as follows:
Each character gets one action per phase. This action does cover follow-up posts such as continuing conversations, answering QM to player/character questions, and other minor events. Characters will still be present on a map to show their current status each phase as well.

As a final note, currently active players for this phase can still perform up to their turns normal amount of actions before auto-departure occurs.
>>
>>2646173
How did this come to this?
Why did this come to this?
It's so unfair!
I'm sorry, I'm detecting a pressure buildup in the optical cleaning system. I have to... perform maintenance.

>Claim 53z
>Return the stool to its place
>Depart

Tin Can [Lv.1]
BLK 1 ARM 2
ACT 3 MOV 2
[Nanomachines] [Air-Boost]

Built-in: Curious Grasp (Dmg 1 Pot 2 Rng 3) [Delivery Fire][Alchemize][Pressurized]
Right Hand: Warpstar (Dmg 2 Blk 1 Pot 1 anima? Rng 3)
[Backswing] Tap to hit a flanking target during an attack
[Crush] Damages target's Blk, prones if HP dmg taken
[Lash] Target in range takes anima dmg, conflags if HP dmg taken
Inventory:
>>
>>2646173
A good days work, sure people died but blood money is blood money if it's just a little less.
>Claim 53z
>>
>>2646173
>Claim share

I'll be out most of today, folks. Claim the shield or knife I found, if you like. I'll want them or a substitute back at the end of next mission though. Stats below.

>>2630489
>>2631574
>>
File: dorf n warf district.png (5.75 MB, 2381x3656)
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>>2646173
Apologies for technical issues. Slept through all alarms, and woke up to be reminded that the max image size is 8mb. The current town is at 12.6mb and I'm not even done with all the buildings yet. ; v ;]_
>>
File: Town Tutors.png (3.06 MB, 3429x985)
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>>2646173
Visit your vocation's tutor to gain your advancement reward, stock up, or take a quest. Inquire within for more details, or lesser promoted requests.
>>
File: Town vendors.png (2.05 MB, 2821x1053)
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>>2646173
Finally, you can visit the local vendors. As the town is still under construction there are only a couple currently residing within. Check back between quests to see if someone new has arrived!
>>
Town phase is now live!
>>
>>2647207
>Arkul strolls into the [thunder smith] shop carrying the skitter armor and etc.
"Sir, if you may may you please reinforce my armor? I managed to loot some basic armor from a rat person and i was wondering if you can reinforce my clothing with it, a metal lined vest, lined cap, metal boots, jacket as long as you can keep it within the theme of it looking the way like something a gunslinger could wear. Just take my purse, and tell me how much it is."

>Arkul deposits his looted armor and shield, and worn armor (wearing a simple shirt underneath) and begs the smith to upgrade it. Tears are used if they're needed.


Weapon: Six shooter: Dmg: 2, Range 4, 6/6 ammo (leadheads),
Off hand: Skitt helm: 1 block, *bash*,
Weapon skills: *Fan hammer*, *double tap*, *pistol whip*
Gear: *Duck and cover*, *Shadow gate*
Inventory: 32z
-[Skitt plate]
-18x leadhead bullets.
-6 copper heads
>>
>>2647280
Also if possible buy a [blindfold] and imbue it on the armor. :V
>>
File: Spoiler Image (222 KB, 525x516)
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>>2647280
"Aye that's a might fine haul to bring back a Blackfur's armour in decent condition. I'll upgrade yer armour with what yah brought, and extra materials will go fer the price. Would be merely 6z as a deal, so deal?"

>>2647283
>Blnd Fld is an accessory given it's not full headgear.
>>
>>2647296
>>2647296
"Deal"
>obtain field ranger outfit, and equip it...Cry a little bit.

[Desperarado] vickens, [Lv.1]
Class: Desperado
[Block: 0] [ARM 1] [HP 3]
ACT 2] [Mov 4]

Weapon: Six shooter: Dmg: 2, Range 4, 6/6 ammo (leadheads),
Weapon skills: *Fan hammer*, *double tap*, *pistol whip*
Gear: Field ranger: 1 armor, resist, [fire], [poison[, [anima].
Skills: *Duck and cover*, *Shadow gate*
Inventory:
-6x copperhead bullets, *Puncture: Overflows damage to next enemy
-18x leadhead bullets.
>>
>>2646173
>Claim Share
>>2647211
>Become Guardian Squire (Gaurdian Gambit claim
>-Inquire with Empress about Royal Quests.
>>
Welcome back, I have prepared a spread of cultural foods from the 'wild west' for everyone to enjoy: ash cakes, pemmican, beef jerky and mouse pie made with real mice.
> I completely forgot about this game

>>2647228
A fist full of lead for those knives you got, mister. How's about it?
> Trade all ≠6 copperheads for the Fang and Stinger both
>>
>>2647439
Got a name, stranger? A face?
>>
>>2647451
Takahiro, but you can call me Chuck.

>>2625245
>>
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>>2647458
Ah, you never >Deployed so it all works out.
>Designation [D4]
"I-if you want you can just trade o-one bullet per item. If y-you choose donate m-more then that'd help me out a-a lot." The bug fidgets on his branch while presenting this, being they aren't use to this much generosity.
>Donate 4 remaining Copperheads? Y/N
>>
>>2647500
They're all yours, little bug, ain't no thing. Say though, if'n you hear anything interestin' on the grapevine, come find me. I'll be around for the next few, and wanderers like me always up for an odd job or two.
>>
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>>2647350
>See image for ability details

"Ah, the royal tasks. The first for a Pawn is to take the five steps to prove their worth. The second is to honor those who have fallen, and reclaim their remains to preserve their spirit within our haven. Third, we of the higher caste may offer opportunities for pawns to advance in haste, though wise would it be for one to consider their capabilities before accepting."

She nods her head once, and a fledgling pawn steps forward to present a deed. "Thou may decide for such a quest."

Squire Quest: Shoulder of Responsibility
>Next boss fight, you must maintain aggression to not allow yourself or any allies to fall by the boss' hand.
>Reward: +1 Level & title [of the Mountain]
>Failure: No level advancement allowed next town visit. (Forfeit your level-up!)
>>
>>2647546
"Ah! W-well I did hear there's been a lot of portals opening up recently, so th-there are more beasts from the other realms entering our own. M-my oldest brother says each portal stays open because of a powerful monster in the area, so if you can slay them the portal collapses. H-hope that does you s-some good on your next quest," states the vendor, waving a free leg in farewell.
>>
>>2647500
> Deflect is for bullets and arrows etc.?
> Parry adds weapon % to BLK, is that correct?
> If I * Deflect a bullet, can I then * Riposte with an offhand Six Shooter, or is Riposte for the Stinger only?

[Designation] Takahiro [Lv.1]
Classification/Class: Desperado
[Block/BLK 0] [Armor/ARM 0] [Health/HP 3]
[Actions/ACT 2] [Movement/Spd/Mov 4]

Weapon: Six Shooter %2 ^4 ≠6
* Fan Hammer
* Double Tap
* Pistol Whip
Weapon: Stinger 2%
* Deflect
* Parry
* Riposte
* Set Pair
Gear:
* Leadhead ≠18
Inventory:
* Fang 1% *Deflect *Parry *Set Pair
>>
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>>2647640
Woops, forgot to slap those icons in.
>Correct
>Only adds the weapon's STR to BLK, correct. Stacks with multiple weapons that have Parry as well.
>You would require a firearm with Riposte slotted as a weapon skill to take advantage of Deflect in that manner. Only equipped items allow access to their weapon skills. That being said, because Fang and Stinger are of a set pair, they will both be used on a Riposte if both are equipped.
>>
File: First Homecoming 1.png (2.65 MB, 1589x1525)
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>>2647207
Town phase turnover!
>Actions refreshed.
>Takahiro has given everyone a free meal at the Shellter Inn, in exchange for credit due next visit.
>>
>>2647552
>Squire Quest: Shoulder of Responsibility Accepted.
"Yes. Yes, yer majesty, I'll do it. I think keepin' the biggest thing out there busy is sorta my job anyway, right?"

>>2647640
Can you grab me a [Strap] while you're with the bug? I wanna try something with it.
>>
>>2647707
"Go forth, young squire. Go forth and conquer your path. Let none hinder the cause of the board. Let none fall behind as you tread."
>Quest accepted.
>>
>>2647661

Its not too late to join before next mission, right?
>>
>>2647857
New players may still join. Currently there is no limit set to party size.
>>
>>2647640
A missing note:
>Stinger is missing the attack skill called Thrust
Thrust (Step into an adjacent tile and make an attack to a target. Stepping towards target makes the attack Penetrate [damage dealt ignores Armor])
>>
>>2647703
>Visit Thunder Smith:
>-Purchase Scrap Bracers, 9z
>-Ask for Guardian Gambit to be combined with Monstrous Hide
>-Ask if Man Cleaver can be Shortened (1handed) while maintaining (Damage, *Sweep, and *Cleave)
>-Also ask about anything he needs.

"Hello hello, Smith, I got some work for ya. Lemme know if you want anything special from out in the wilds, yeah?"
>>
>>2647703
I must ensure nothing like this ever happens again.
Ever.

>Sell Warpstar
>Buy Scrap Bracer
>Buy Hand Launcher + Repeater Mag + however many bolts 14z + Warpstar profit allows

Tin Can [Lv.1]
BLK 1 ARM 2
ACT 3 MOV 2
[Nanomachines] [Air-Boost]

Built-in: Curious Grasp (Dmg 1 Pot 2 Rng 3) [Delivery Fire][Alchemize][Pressurized]
Right Hand: Warpstar (Dmg 2 Blk 1 Pot 1 anima? Rng 3)
[Backswing] Tap to hit a flanking target during an attack
[Crush] Damages target's Blk, prones if HP dmg taken
[Lash] Target in range takes anima dmg, conflags if HP dmg taken
Inventory:
>>
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>>2647890
>Scrap Bracer [+1 ARM] purchased
"Thanks fer the business. As for this here transation yous' proposin' I can chop out some of the tang and fit it to a shorter handle. Gonna lose a bit of weight to the swing, and reach o' course, but it'll do yous better than breaking yer frail wrist. Would cost 5 zeni for the job. As for yer shield, I ain't allowed to touch it none or the Board will ostracize me shoppe right outta town. Ain't willing to lose a home I built with me own hands just 'cause of some high-chair regulations, y'hear?"

>>2647897
>Scrap Bracer [+1 ARM] purchased
"Well looks like you made yourself somethin' special here. Haven't seen a weapon crafted lik' this one since the first ballistic I got me hands on. I'll trade you fer the Hand Launcher, three Repeater Mags, and enough to fill 'em and an extra handful to spare for it, no extra charge. Seem fair to yous?"
>Offer: Hand Launcher, x3 Repeater Mag, and x20 Bolts for the Warpstar. Accept: Y/N?
>>
==========
Shades {Lv.1 Desperado}

[Block 0] [HP 3/3]
[Actions 2] [Movement 4]
*Duck&Cover [Action: Move and go Prone]
*Shadow gate [Action: Deploy in any dark location]

Weapon: Six shooter: Dmg: 2, Range 4, Ammo 6/6 leadheads
* Fan Hammer [Action: fire off all bullets, takes two actions]
* Double Tap [Action: fire twice at same enemy]
* Pistol Whip [Action: melee attack a single enemy dealing firearm damage, -Tap if sharing a tile]

Gear:

Inventory:
-18x leadhead bullets
-6x copperhead bullets [overflows damage to next enemy in line]
-
==========
>enter town
>stop by Struggle Bug
Hello there pardner, mighty fine wares ya have on display ere!
Ill trade ya three normal run-off-the-mill bullets for that nice hat, a pistol and wee knoif ya got.
Deal?
>>
>>2647954
"H-hello! Yes that's a g-good deal. You mean t-the Butterknife, Flared Pistol, and Hunter's Cover right? The Fang was already traded away for a bullet, if that was what you were looking at."
>Acquisition will be final after clarification is given.
>>
>>2647970
Thats right lil fella!
>>
>>2647950
"Fair-fair. Would hate to cost you a job here. Do the cutting, and maybe use the hide on my new bracer?"
>-5z refit Man Cleaver
>-Combine Monstrous Hide and Scrap Bracer?
>>
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>>2647973
>Confirmed
>>
>>2647950
This is more than I hoped for!
>Accept trade
44z left
>>
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>>2647997
"Aye that's easy 'nough a task to manage. Monstrous critters be known fer their tenacious creatures, so their hide makes for excellent armor padding. Toughest material most could work with fer sure."
>Combination costs 10z

>>2648007
>Confirmed
>>
>>2648015
Finally! Someone equipping this bracer would be tough enough that my healing abilities could come useful.
>>
>>2648003
==========
>update
Shades {Lv.1 Desperado}

[Block 0] [HP 4/3+1]
[Actions 2] [Movement 4]

*Duck&Cover [Action: Move and go Prone]
*Shadow gate [Action: Deploy in any dark location]

Weapon: Six shooter: Dmg 2, Range 4+1, Ammo 6/6 leadheads
(takes leadheads & copperheads)
* Fan Hammer [Action: fire off all bullets, takes two actions]
* Double Tap [Action: fire twice at same enemy]
* Pistol Whip [Action: melee attack a single enemy dealing firearm damage, -Tap if sharing a tile]

Weapon: Flared Pistol: Dmg 3, Range 4+1, Ammo 0/1
(takes shotgun shots[cone] & slugs[line])
*Flare [Shoot Slug, Detonates at max range, clears Fog of War]
*Quickdraw [-Tap to equip in an empty hand]

Gear:
[Eq]Hunter's Cover(+1HP, +1 Range)
*Sidestep [-Tap to Boost one space without changeing facing]
*Desperation [-Tap to gain 1Dmg for each missing Hp]


Inventory:
-15x leadhead bullets
-6x copperhead bullets [overflows damage to next enemy in line]
-Butterknife: Dmg 1
*Anklebiter[Attack that applies -1 Movement]
*Flashdraw [-Tap to Equip/Stow]
*Slash Vitals [Flank/Rear damage applies Bleed]
+Butterknife Sheath [1 Block if held in off-hand]
==========
This a really nice hat, me friend!
Ere, you can have this me old one, no use fo two hats if ye only have one head, right?
>donates old hat to strugglebug
>goes to the inn
>>
>>2648015
"Done n done"
>-10z for Monstrous Bracer

>>2647973
"Hey hey, y'need any ammo for that peashooter?"

[S1] Shiver [Lv.2]
Classification: Squire
[Block 4(2+2)] [Armor 2/(1+1)] [Health 3/(1+2)]
[Actions 2] [Spd 3]

[Weapon] Pawn's Key: 3Dmg, 2Rng, 2/2Mag (Slug). *Double-Tap, *Rushdown, *Knock, *Twin-Barrel
[Weapon] Guardian Gambit: 2Blk, *Charge, *Bodyguard
[Gear] Pawn's Step: *Air Drop, *Boost
[Gear] Monstrous Bracer: 1Arm, 2Hth
[Zeni] 29
[Inventory]: Pawn's Pack: 3s
-Shot ×8 *Cone
-Slug ×10 *Line
-Ratsbane Glaive: 2Dmg, 1Blk, *Cleave, *Hook, *Sweep
[Quest] Squire Quest- Shoulder of Responsibility
>>
>>2648036
>>2648040
>Confirmed

Town phase will change over later. For now, sleep.
>>
>>2648045

few questions to QM for when he wakes up
>sidestep
can I boost one space only to the side or in any direction?
>desperation
Does the +1dmg gain lasts only the turn it is tap'd? Any side effects(its named desperation afterall)?
>flare
how big is the detonation?
>>
>>2648047
>Cardinal directions, regardless of facing
>Only on the turn it's active. Drawback/side-effect is the condition itself.
>Just a bit larger than He who Lashes. [s. Phase 17]
>>
>>2648040
Ya mean this lil pistol?
Seems to be takin shells, but I aint got no Zeni and no space fo em shells anyhow.
Ya know a place I can get a bandoleer or sunfin like that? To 'ave all dem bullets and whatnot in one place instead of clattering allover inside me pockets?
>>
>>2648054
Nope, nope. Friend, you find a bandolier, you let me know! But, no harm in loading a shot in early, eh? I don't mind sharin' a shell.
>>
>>2648063
Thank ya, mightly kind of ya me friend, and clever to boot!
>takes one slug and loads it into Flared Pistol
One bullet in time of need can do much good, me Pops always said! Just holler if ya need me help in a shootout, will ya.
>>
>>2648045

>Buy one more Repeater Mag
>Buy 2 rivets
>Exchange rivets for 2 straps with the bug
>Put the straps into bank for now
>32z left

Tin Can [Lv.2]
BLK 1 ARM 2
ACT 3 MOV 2
[Nanomachines] [Air-Boost]

Built-in: Curious Grasp (Dmg 1 Pot 2 Rng 3) [Delivery Fire][Alchemize][Pressurized]
Right Hand: Repeating Hand Launcher (Dmg 5 Rng 4 Ammo 5/5)
[Delivery Fire]
[Penetrate] (Ignore armor)
[Puncture] ???
[Steady Shot](Double range if Readying)
Equipped: Scrap Bracers (+1 Arm)
Inventory:Repeater Mag x3
>>
>>2648079
>Confirmed
>>
Rolled 4 (1d6)

>>2648207
I am going to process some organic provisions for additional energy reserves.

>Eat
>31z left
>>
>>2648213

Tin Can [Lv.2]
BLK 1 ARM 2+1+1(Food boost)
ACT 3 MOV 2
[Nanomachines] [Air-Boost]

Built-in: Curious Grasp (Dmg 1 Pot 2 Rng 3) [Delivery Fire][Alchemize][Pressurized]
Right Hand: Repeating Hand Launcher (Dmg 5 Rng 4 Ammo 5/5)
[Delivery Fire]
[Penetrate] (Ignore armor)
[Puncture] ???
[Steady Shot](Double range if Readying)
Equipped: Scrap Bracers (+1 Arm)
Inventory:Repeater Mag x4
Bank: Strap x2
31z
>>
>>2647875
Thankee, partner.
> Get a quest from the Stranger then wait for next mission, I will accept anything

If anyone needs me, well I'll be searching myself out a cozy bridge or wagon to cache up under and sleep off this mouse pie.
>>
>>2648207
Oh, and are there any self-improvement tasks around?

>Get a quest from Castor&Helen
>>
>>2648223
>Bando o' Leway
"Looking for some fresh leather to work with. I'll make something to hold your ammo in if you can find me something worth using.
>Gather 5 hides, leathers, or straps total.
>(Optional] Gather 10 total instead.
>Reward: Bandoliers unlocked for Desperado class [Starting Set] and vendor.
>Bonus: Ammo pouches unlocked for vendor.

>>2648223
>Bundle It
"We're interested in new fibrous materials materials to work with. If you can bring back a [Mandrake Seed], or their leaves, fruit, or flowers we'll have enough to work with. Here's a satchel. Fill it, if you would."
>Gather mandrake materials.
>(Optional) Bring back a [Mandrake Seed]
>Reward: Tin-can inventory space increased! Satchels unlocked for vendor.
>Bonus reward: Backpacks unlocked for vendor. Satchels unlocked for [Starting Set] and current players.
>>
>>2648245
>>2648644
Meant to send
>Bundle It
to this one.
>>
>>2648800
How far can I move with Duck&Cover? Same distance as normal move?
>>
>>2648800
Also, can ranged attacks only be made in cardinal directions?
>>
>>2648851
Correct. If you don't meet with suitable cover when finished moving, you'll also go Prone. Otherwise you can move again right away.
>>
>>2648923
Targeted ranged attacks are not limited to cardinal directions. Only AoEs like Line and Cone are.
>>
>>2648926
If Im Prone do I have to use an action or tap to get up if I want to move somewhere else, or can do so right away?
>>2648930
How is range calculated for normal ranged attacks then? If Im standing in an open space, where can I hit at 4 or 5 range?
>>
>>2648947
A correction, Duck&Cover is a tap action to move two spaces into cover or go Prone. Was mixing it up with another skill. It's a tap to stand up, or an action if it's the same turn. You can also roll or crawl at half Spd as an action, if need be. Ranged attacks can also be made while Prone.

As for range calculation, all eight adjacent tiles are melee range, or range 1. Each tile in a cardinal direction outward from there is range 2, and further tiles in cardinal directions from there are range 3, and so on. Makes a circular zone of influence for ranged attacks that way.
>>
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>>2648978
>range
Something like this?
It does make circular shape for lower ranges, but for high ones (2nd Ammend Steady Shot gives you range of 20 without any additional items) it turns diamond-ish.
Is this how its supposed to be or am I doing something wrong?
Sorry for drilling you about the mechanics, but I like to understand the rules of the game so there wont be any misunderstandings during the crucial moment of play.
tl;dr please be patient i have autism
>>
>>2649093
This is a correct assessment. No worries on being thorough, as I do the same.
>>
>>2647703
Town Phase Turnover!
Sunset on the horizon leads to torches ensconced across town to light ablaze, illuminating the dusky eve.
>Town actions are refreshed. Players may decide to rest overnight at the Shellter Inn once their errands are completed without spending their town action. You must still have enough zeni to cover the bed cost.
>>
>>2649363
>Visit Strugglebug: exchange 1shot, 1slug for 1 Strap.
>-Attach Strap to Pawn's Key.

Does not resting cause any penalty?
>>
>>2649515
Perhaps.
>Not at the moment. It is free to do thouch, unless you meant to save a zeni. You can still rest out on the streets like a homeless bum. It's not safe to do so, but it's still an option.
>>
>>2649363
>Rest in the inn
>Reminisce about the suddenness of mortality.
>>
>Visit ThunderSmith and ask if he would be willing to buy few of my leadheads for a couple of zenis
>>
>>2650716
"Gonna need more than a few balls o' lead for me to party with a single zeni. Would need a whole load of 'em fer I even consider it."
>Sell 6 Leadheads for 1 zeni?
>>
Dawn is scheduled to rise at 2pm CST.
(Final town phase ends at that time)
>>
>>2650719
Good to know. Thank ya fer ya time mistuh, ave a good night!
>don't sell Leadheads
>goto Inn lobby and wait
>-pass time by trying to organize inventory in more coherent fashion
>>
>>2648978
>Duck&Cover is a tap action to move two spaces into cover or go Prone
scenario:
>open field, no cover in sight and character is going to be hit be a massive aoe attack
>nearest safe spot is 6 tiles away
>movement is 4, -tap not taken yet
>move 4 tiles, -Duck&Cover to move last two tiles, no cover because open field so automatically go prone, end up outside aoe attack, stay alive
is this a valid use?
>>
>>2650740
Yes. If you cannot avoid getting out of an AoE however, going Prone will often save you from the AoE. Cone and Lines will miss a Prone creature, though Blast is treated the same as a targeted ranged attack further away than range 2, being -50% effect/damage. Specifically, being at least two spaces away from the point of origin of a Blast effect gives you the benefit of reduced effectiveness. Being too close to the Blast will have full effect.
>>
>>2650765
>Blast is treated the same as a targeted ranged attack further away than range 2, being -50% effect/damage
How does it interact with >>2626803
>Attacks that target the Prone character that are range 3 or further away have diminished effects (-25%)
?
Is it -25% for all targeted ranged attacks at range >=3, except Blast that has an additional -25% on top of that? Why? Because its at its core an AoE?
My confusion is only about -25% and -50%, ranges check out fine.
>>
>>2650722
>-Sleep. 1z.

>>2648040
>[r]28z, 7×Shot, 8×Slug, strapped Pawn's Key
>>
>>2650772
Yes, it's because of the double-stacking effect.
>>
Currently building the next map. Don't feel like pushing updates into it so for the rest of the thread feel free to ask questions, discuss the game, roleplay, etc. I expect to be done with the next map (and the rest of its buildup) by Sunday night. Willing to bet this thread will be archived before then, so a new thread will be up and running on Monday when first available.

Thank you for taking the time to play the game. I hope you had fun in doing so.

You can also join the /qst/ skirmish discord by following the link here: https://discord.gg/tutVeJ7
>>
>>2651744
I certainly had fun, even despite my abject failure at keeping that boy alive.
>>
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>>2649515
Belated as hell, but realized I missed a note on this post:
Pawn's Key has been upgraded to Pawn's Pass.
>Gained *Flashdraw (Tap to Equip or Stow)
>Gained *Loyal Item (Cannot be forcibly removed from Inventory. Tap to voluntarily drop from Inventory)

Prove the worth of this adjustment and perhaps the Empress will instate it as standard.
>>
Schedule change at last minute. Won't be able to start the next quest until either late tonight at the earliest. Still have to scan two pages of assets and piece together the rest of the map as well, so don't expect to resume play today. My apologies for the delay.
>>
>>2659931
So we should expect you back in how many hours? full 24?
>>
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>>2659942
Looks like Wednesday will be the start of the map. Finished transferring over the rest of the drawn assets to digital just under an hour ago. Most of the sprites have been pieced together, but the map is not finished yet. Shouldn't take more than a night's effort to finish though. In the meantime, a preview of a thing to come.
>>
>>2662655
Cute!
>>
>>2662655
>spiders
Why did it have to be spiders?
>>
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>>2666944

New thread is up! See you there.




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