[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / w / wg] [i / ic] [r9k] [cm / hm / y] [3 / adv / an / cgl / ck / co / diy / fa / fit / hc / int / jp / lit / mlp / mu / n / po / pol / sci / soc / sp / tg / toy / trv / tv / vp / x] [rs] [status / ? / @] [Settings] [Home]
Board:  
Settings   Home
4chan
/qst/ - Quests


File: [Mass_Isekai].png (3.92 MB, 1343x1900)
3.92 MB
3.92 MB PNG
This Quest is developing similarly to a Civ or a Skirmish, but the setting is a "Low" Fantasy Victorian-era world where magic is present. Similar to an Isekai, your character has died in the real world, having lived an unfulfilled life. Perhaps you gave your life to save someone else's. Perhaps you missed the chance to do something while you were alive. Perhaps you simply ended your life, uncontented with its many facets.

To your surprise however, you've awoken in a strange, yet familiar world. You feel fundamentally different, as if there is a new power stirring within you. You know this feeling as the gift of magic, with potential far greater than many of the people in this world. You are an Outsider; a person whose soul had been wrought from another dimension.

You're not alone, either. You've awoken alongside other Outsiders from Earth, too. Whoever you were back in the old world is mostly inconsequential now.


You were greeted by several humans with clothing that looks similar to what someone from the 19th century London would wear. They then introduce themselves as members of an organization called the Xerenith Order.

Your summoners have brought your soul here to help fight against threats that they cannot fight against alone. The Order promises to give you funding, safety, and a roof over your heads, so long as you continue to work with them.

Ultimately, there is no explicit way to 'win'. As a player, you are encouraged to set your own goals. Maybe you'd like to amass power, or return to Earth, or even rebel against your summoners. The choice is yours.
>>
New players: Turns are slowing down at the moment. If you can handle long time with no updates, feel free to join us.

How to join:

Make your character. It can be a male or a female. Post your full character info in each of your Action posts like in a regular civ or skirmish.

You have 3 "Skill points" from your backstory. Skill points can be used to gain Skills, which are categorized into six different archetypes: Might, Finesse, Sorcery, Resolve, Inspiration, and Industry.

a. Name (trip/namefag yourself)
b. Give a short description of your character. Pictures are also appreciated.
c. Allocate your skill points. These can be skills that you knew in your old life on Earth(i.e. Mathematics, Firearms Proficiency, etc), or gained when you became an Outsider(i.e. Magic Missile, Lightning Bolt, etc). Do note that these skills can be as general or as specialized as you like, but must be within reason(i.e. Magic Missile is an acceptable starter skill, but Create Matter isn’t).

How to play: -
To start you post your character sheet with actions for each turn.
a. Action Economy. Each turn you will be given 5 [Action Points]. Post your character sheet and your chosen actions. Major actions use 2 [Action Points]. Social and minor actions only use 1 [Action Point].

Examples of major actions: Training, spellcrafting, building, etc.
Examples of minor actions: Social interactions, resting, etc.

For every action(whether it be major or minor), you must roll.

-General formula uses [General Dicepool] + [Archetype Bonuses]
-[General Dicepool] is 1d100
-[Bonus] are added to the action you are making.

[Bonuses]
Each tier into an archetype related to the action now grants a +5 Bonus.

Example:
If you have Bread Baking (Industry) and your action is to Bake Bread you roll 1d100, and add a +5 to your action.
~~
If you had 12 Finesse, you had a Well-Rested Status that gave you a +10 bonus, you had a skill that gave you +5 to actions related to Stealth and you posted an action related to stealth, you'd roll a 1d100 and get a total boost of 25:
10 from the Finesse, 10 from the Status, and 5 from the related skill

b. All players must wait for the "TURN GO" post before submitting any action posts. After which you must post your actions only to that post.

c. After all actions are processed and a new turn begins, update your character sheet.

Links:
Discord: https://discord.gg/XWb8hdB
Detailed Rules: https://docs.google.com/document/d/1xiK64yrVUXMDKObX9VPnm_SazgQrO4YsWSp-UPJo5rM/edit?usp=sharing
Archive: http://suptg.thisisnotatrueending.com/qstarchive.html?searchall=mass+isekai
>>
=============
[NEWS STATUS:]
[Stronghold:]
The Factory
An old metal processing plant that was closed down decades ago. Chosen for its proximity to the city of Burhtic, this building is close enough to get to the city, but also far enough to make sure that if something were to happen, the Xenerith Order would have ample time to stop it. The factory floors were cleared of machinery, meaning that there is plenty of space for development. The lack of comfortable amenities might leave something to be desired, however.

Default Building:
>Sleeping Quarters
>Kitchen
>Dining Hall
>Armory
>Infirmary(Currently in bad shape)
>Free Space for Development (8/15 left)

Expansion Units: 5/15
>Structures:
>Forge
>Library
>Spell Repository
>Chemist Lab
>Fight Arena

=============

=====[Xenerith Order News]=====
Old Aisle Status:
The Old Aisle has been repaired by the remodeling crews. Everything is back to working order in the Infirmary, the Forge and the second floor.

We still want to thank Priere for her service.

Alchemy Lab Destroyed in Explosion:
The Alchemy Lab has been destroyed in a xxplosion and subsequent fire, that ended up depleting The Factory supplies of Alchemical Materials.

The Order would like to inform all the Outsiders that their help would be well received, and while they aren’t really prepared to lend any meaningful rewards, having the damages restored is probably of vital interest to everyone who may need these facilities.

At the moment, since we have lost most of our supplies, elements, and equipment, all activities tried or related to Alchemy in The Factory are at a disadvantage. We encourage Outsiders interested to search for alternatives.
= The Guard =

Considering that some of the Outsiders are leaving The Factory to chase the storm, the Order of the Xenerith has decided to create a Guarding post for the Defense of The Factory. The Outsiders that have volunteered for the Guard will receive a special kit for guarding.

The Volunteers are:
>Atom Glass
>Isaac Thorne
>Neo
=============

[continued]
>>
=============

Local Demonic Converting Dungeon Shutdown

With the help of the local community of Whummerd Bazaar, a neighborhood that was being being overtaken by demonic and corrupt activity, and the Xenerith Order a local demonic converting dungeon was shut down by a special division of the Xenerith Order, lead by [Abraham Manfield]. Manfield is the Supreme Great Admiral of the Xenerith Order, Special Operations Division. The Xenerith Order request the help from Outsiders, currently in [Burthic] to escort one of the higher ups to the scene so he can see with his own eyes what was happening.

Call for action: Signing up for this is adventure this turn will cost a Major Action - Outsiders who signed up last turn, will not have to pay with any action points. Posting will start after 48 hours of the Turn Go post. QMs will try to update this Live Action Sequence ASAP. Use the time to plan and strategize.

=============

= The Wagons & The Campfire =
A weaker type of Stronghold

In search of the culprit storm of daemonic origins, the Order has sent out an Expedition of Selected and Volunteer Outsiders. They have already sent a small scouting team to follow and catch the storm to stop the Vermin attack on the innocent villages that surround Oshaelys Tail.

This turn they are sending a small wagon with Outsiders that are interested in going to fight the threat of the Vermin Storm. Currently, the selected Outsiders are:

>Helsing Ludwig
>Malcolm York
>Melchior Santos
>Tabatha O. Nana
>Vira Vesperia
>Frederick Helmharder
>Blümelein Von Abenthot
>Tatsuo Takeshima

Right now, the camp is outfitted with the basics for living

We currently have:
- Sleeping Tent (A big military style tent)
- Kitchen and Supplies Tent
- Bonfire

The Wagons, during the day will be used for storage.

=====[QM Announcements News]=====
Since we are still experimenting with the system. Linked in the OP.
Powers obtained this turn may be subjected to change.

We are now currently using the 1.0 RuleBook. Check OP for link.
>>
========== Turn Results: ==========

>>2565731
[Helsing]
>103 - M
>Study the Wild Magic Apple. [...]

During the uphill traveling time you study and experiment with the Apple using your own mana as a way to testing it. This really differs from the scientific method you know back at home, as you don’t really have any idea of how mana or magic works in this world. But, funny enough, it’s something you can feel.

It’s this sensation of pushing and pulling, as you charge and discharge the apple. Probably even magnetic in feeling. As you pour more and more energy you feel more ‘attracted’ to it. Like a need to be with it or consume it. But as you pull energy from the apple, trying to not depleting it as you do so, you feel empowered and with more energy or resources to do the things you know. It’s weird, it feels tingly as you pull more energy and you feel depleted as you push more mana towards the apple.

As a matter of testing it, you pour all the mana you can reasonably gather from yourself and pour it into the apple. You feel lightheaded and dizzy, but the apple feels vibrant, and it has almost a glow to it. For these days, you leave the apple near your belongings.

You are in a forest and everything is covered in a weird pink mist; as you walk and explore your surroundings things start to get more… distorted. You walk towards a clearing but your steps aren’t touching the ground anymore. You are levitating. You fall into the floor as soon as you notice. You quickly get up and start dusting yourself. As you do so, you start to feel how everything about you starts to feel… stiffer. You look down to your feet and you see how they are turning into stone and the conversion starts going up, and up. When it reaches your neck...

You wake up.

It was just a vibrant dream. It feels so real but it was so wild, and you start to question if it was actually real. An invasive thought crosses your mind: the apple. You take it and you examine it. It looks as vibrant and feels as energetic as yesterday. Could it be that this apple has some wild secrets about it?

>Gain:
- [Battery Ingredient] - Using the Apple to construct a mana battery gives you +20 on the roll.
- [Wild Magic] - The Apple was created by Wild Magic. They have two disadvantages: First, everytime they are activated they cause a random side effect that can be helpful or problematic, Secondly, they each have a different permanent magical effect that permeates their surroundings, which can vary depending on the “host” of the wild magic.

NEW SKILL:
Theory of Wild Magic Batteries (Industry) - Passive -No Combat Effect.
Theoretical understanding of the workings and crafting techniques needed to build and operate a mana ‘battery’ based on a wild magic host.

[Continued]
>>
>>2662079
>80 - M
>Helsing Refines the "Regeneration" Spell [...]

Word around the Caravan says that Fredrick, the librarian, has hurt himself in the process of developing a new spell. You decide to help him with that, you have your knowledge of being a medic and your newly found way of ‘pushing’ your mana into it, you decide to try something new.

You hold your hands over Fredrick’s wound and try the same technique you did with the apple: ’pushing’ your mana into him as you cast your known Regeneration spell. After that is done, you use your Cure Wounds on him.

You notice quickly that his wounds are closing and healing way faster than anything you have ever seen in your life. You have done it: you improved your Regeneration spell.

[Healer’s Touch] - Fredrick recovers +150 HP

>NEW SKILL:
Enhanced Regeneration Spell (Inspiration) - Passive - the “Regeneration” spell last 4 turns instead of 3 when used by you, and heals 1d10+inspiration*3 once a turn.
Advanced training in using the Regeneration spell in order to use it more efficiently.

>12 - m
>Helsing rests. [...]

With the Wild Apple dream, the experimentation and the new spell created and the anxiety of the battle to come, you are not able to sleep well all week.

>[Tired] - Minus 5 to physical actions next turn.
>>
File: holomap_colorcoded.jpg (257 KB, 783x440)
257 KB
257 KB JPG
>>2565776
[Priere]
>34 - m
>Learn more about the mechanics that brought us here.

There’s no real information about the summoning spell, and that’s even after checking almost everything related to the summoning magic in the Library and the Spell Repository. Sure, in the repository, there are the Outsider created spells such as: Summon Wisp, Summon Skeleton, Summon Giant Wisp and Summon Magical Rapier. But nothing related to the summoning of Outsiders, or Heroes.

The Library is no help either. Most of the books about the summoning ritual are about history and myths about the spell; but no direct mention of how the spell works. Most of the books reference each other, and it starts to get confusing about who has the first hand information about the spell. And whenever you think you find something important, the pages of the book are ripped, burned or simply missing.

When you ask about it, one of the Librarian’s helpers says that most of the books are compiled from local stores, libraries and private collections. This decision was taken just to speed up the process of assembling a library about magic as soon as possible.

You feel like this is a dead end; but also that someone wants to keep a secret.

>70 - M
>Develop a holo-map [...]

After seeing what mana mist can do, and how you can control it to your desired, you think of other ways to put it to use. The idea strucks your mind: mapping. Using the mana mist to shape it into regular forms its somewhat harder than just making a copy of yourself and your energy.

You spend most of the week toying with shapes; from a cube and spheres. Just trying to get the hang of things on how to turn magic into a projection. As days passes and you start to really get it, you manage to start working on more complex shapes, like the entry gate of the Factory.

By end of the week, you have managed to recreate the Factory and its surroundings.

Success.

NEW SKILL:
Summon Holomap (Sorcery) - Bind: 10TP - Creates a holomap of a place you have visited before that is as accurate as your memory, creates a dim illumination, at max size can fill a large room.
The ability to project an imagined map of a location based on your memory.
>>
>>2662084
>71 - M
>Learn to use more than one wisp at the same time

With more control and knowledge about your powers and how to use them, you realize that most of the components of the wisps are made out of mana mist. With your greater control on this subject, you get an idea: what if you split a single wisp into two of them? In concept, it sounds pretty easy.

In practice… well not so much. You manage to split two wisps pretty easy. But when it comes time to control them, things start to get a bit more confusing. Before, when you had only one summoned wisp, you could ‘see’ what it was seeing when closing your eyes and concentrating into it. But now, you get two images clouding your mind. But, the farther apart the two wisps are, it starts to get clearer and clearer.

With this you start snooping around the Factory with your two wisps. You maneuver one of your Wisps to the Inside of one of the Old Blast Furnaces and the other one on top of the Factory. Yu find it fascinating that you can start ‘toggling’ what Wisp you see information from in great detail, or have a general idea of what both of them are seeing. With that you start spying on the people of the Factory!

While getting your wisp out of the Foundry, you pass through the offices of the Factory and you observe the guy that reject your application for a new bedroom playing with his pencils and trying to keep them in perfect shape. He stores them in a metal case under his desks. Looks like they are one of his most precious possessions.

NEW SKILL:
Double Wisp Control (Sorcery) - Passive - You can use up to two wisps at a time.
Increased proficiency in controlling wisps and keeping them from being dismissed accidentally.
>>
>>2565822
Tabatha
>70 - M
>Go hunting to practice hitting critical areas easier.

You gear up for a hunt. First, your boots, then your knives, as well as clothes that won’t impair your mobility and aren’t too colorful. Once you’re ready to go, you slip into the forest, your steps muffled by your boots. Soon, you’re one with nature, moving around in perfect silence.

And sooner than later, you find a prey. It’s a young buck, grazing peacefully in a clearing, his coat shiny and healthy. You stop for a second, and plan your approach. First, you determine the direction of the wind, and place yourself against it. Wouldn’t want your prey to sense you thanks to his sense of smell. Then, once it looks the other way, you slowly, gently move up to it, your blade clutched your hand. And once you’re into striking range, you leap, and stab at the neck of the buck. You blade penetrates its skin easily, and as it exits the wound, it’s followed by a flow of vivid red blood. You’re certain you’ve hit an artery. Yet, it’s still thrashing around, trying to gore you with his antlers. You sidestep the frantic attacks of the animal, reverse your grip on your weapon, and plunge it at the base of his skull, where it connects with the neck. The result is instant death, the deer goes limp, and falls.

You take a deep breath, and look at your prey. Looks like all your training paid off, you found the vital areas. And you can’t help but feel proud of you. But as clean as it was, you still took a life. You drag back the deer to the camp, refusing to let it go to waste, and drop it off at the improvised kitchen.

Killer Instinct (Finesse) - Passive - Inflict Critical Hits on Accuracy rolls of x >= 19.
The ability to strike in vulnerable places.

>52 - m
>Talk to guys we found at the Fanthorpe Hold. [...]

One night, you sit around the campfire with the adventurers that accompany the caravan. Soon, you orient the conversation towards their previous fights, and one of them begins telling you about a skirmish they had with an scouting group of bee demons.

To the adventurers’ credit, they’re very thorough when it comes to storytelling. They explain in detail the area the battle took place in, a forest, the preparations they took, their equipment and the forces of the enemy. You can almost paint a picture of the battle in your mind. )

[Continued]
>>
>>2662094
From what you gathered, the enemy group was scouting the area for villages they could raid. Under the cover of the storm, the adventurers ambushed the enemy while they were flying around, and began shooting the bees down from cover. Eventually, their location was pinpointed, and a fight broke out. While the melee fighters engaged the soldier bees, the marksman provided covering fire.
He mentions that one fighter that travelled with them was almost fried by a lightning bolt fired by the bees, something that surprised everyone. His metal armor made the burns caused by the attack even worse. Despite that, they managed to rout the bees, and get him back to the village in time to treat him. In other words, he advises you to prepare against electric attacks if you intend to battle the bees.
You thank the men, having found the stories quite informative, and return to your tent, mulling over what you’ve learned.

>You got [Military Tidbits] +10 to attempt to learn a military skill of your choice next turn

>98 - m
>Minor: Visit the Bazaar and try to make acquittances.

During one of the mornings with a better weather than usual you decide to take the opportunity of being here to check the bazaar for any interesting things to learn, buy or experience. You don’t take long to reach the main street of it, and start wondering how such a exotic community of merchants can sustain civilization so far from any big city, there is people from everywhere from the country here, and you even get to see exotic animals from beyond sea and people native to places far from the most civilized hubs of the kingdom.

After talking to people and making some minor acquaintances around the place during all the day, you start hearing this strange song that only you seem able to hear…

At first you think that this was the result of some stand or product on display near you that you didn’t had noted yet, but as you go following it to its source you note that, even if its almost inaudible, you can still hear it over the constant flux of rhythms, voices and urban noises of the bazaar, like a dozen minuscule bells being played again and again over the sounds of the tradingpost.

Your pursuit leads you through the most noisy and popular areas of the market, then through the alleys of exotic contraptions and strang elixirs selled and the bright colored tents of merchants of some wandering ethnicity, than through the sellers of magic and mystery that conducts their trade in shady halls of tents while wearing strange masks and robes.. And then…

[Continued]
>>
>>2662098
You find yourself in a lonely tent under the shade of a big tree, between a wall of carriages that doubles as storefronts and the back of the tents of some exotic type of cuisine, the smell of the unusual spices filling the air and only being briefly put away by the small metallic box of incense burning over a table filled to the brim with peculiar trinkets and bottles, there is no name of the shop, and the only person visible other than you is a voluptuous womanly figure completely hidden under an intricate robe made of many juxtaposed pieces of fabrics, her eyes looking directly at you while a veil hide her mouth.

“Welcome to my humble shop, my name is Aisha, and I’m here to help you with your new acquisitions.”

You don’t exactly remember what you have said to her, as if you’re in some side of trance, but her eyes just smile at you like someone looks to a child afraid of imaginary monsters.

She chuckles softly.

“Don’t worry about the money, life isn’t about how much we can pay for something, but if we’re there in reach to get it when the opportunity shows itself for us to acquire what we need…”

She gesticulates to the table of trinkets in front of her.

“...And while to just passed through dozens of stands on your way here, nothing was really in range of you, was it? Instead, you somehow found yourself here… In front of any things that I’m allowing you to reach at, so that must mean something, no?”

When you notice you’re already checking her products, as if your feet have walked on their own.

She reverts to her original position, and start smoking through a thin smoke pipe that you only recognize from movies about centuries long gone from your original world.

You revert back you your usual level of conscience, but she doesn’t seem to care, you then consider backing away from this place and whatever magic may be working around here, before she asks for your soul or something, but before you manage to actually do something, one specific piece of jewelry calls for your attention, as if it touched your heart as soon as you sat your eyes upon it, not like that strange trance that took you over a while ago, but as if it was a real communication between you and the essence of the object.

Aisha notices this.

“Don’t worry, touching it would do you any harm, and I’m not going to charge you for it either.”

[Continued]
>>
>>2662104
You wonder if you can really trust her, but she doesn’t seem to irradiate any aura of threat, just looking legitimely curious about what you’re going to do next. After a moment of hesitation you pick it up with your hand, and stare at the center of the purple crystal embedded on the necklace. You feel as if for a moment an energy ran through your body, like a little electrical current, but is disappears almost immediately.

“Hmmm… An interesting choice… I see, it has chosen you and there is nothing I can do about it.”

“What? What do you mean” you ask her, but she just smiles again back at you.

“Oh, it can mean a lot of things, depending on what you do about it after this point in time, but it also means that you can take it without paying me.”

“Oh, for free then?” You ask.

She laughs briefly.

“Oh my naive child, nothing on this life is really for free… But don’t worry about the words of this old woman, there is no additional charges you must pay here for it or because of it. Any price that came from it was already paid from the start, maybe even before you were born.”

“Wh-What do you mean?” You try to drop it, but the necklace just seem glued to your hand now.

She sighs.

“Don’t worry, you’re thinking too deeply about it, there is no hidden repercussions or terrible costs attached to it, just the ramblings of an old sister who was lived too much and wondered too much about too many things. Go on your way, child. Next time I may answers a few of your questions if you so desire, good fates may be upon you until then.”

You tried to continue the conversation, but with a blink, the woman and the whole shop disappears!

What just happened!?

>Obtained:

[Witch’s Necklace] - A Necklace that glows when touched by someone with potential to old and secret magics, but which glow can only be seen by people with the same potential. By conducting mana through it you can exchange 10% of max Health for 10% of extra TP for the rest of the day, by using a free action. Gives +5 to social rolls involving witches.


[Continued]
>>
>>2662106
>80 - m
>Minor: Cook.

The Order do so preparations to get you some supplies for your meal and the right equipment to be able to actually cook an entire deer in a place so far from any major center of civilization, but with the merchants help it doesn’t take long for them to manage it.

A big feast is prepared with your help and all of the Order’s personnel take part in it, with the leftovers being use to prepare rations for the next few days of travelling. Nothing really unusual or of great notice happens related to the preparations or the actual meal, but the noble guy seems to really be impressed by your skills in both hunting and cooking, and before the end of the night he is actually subtly flirting with you across the dinner table.

[Great Meal] - All the outsiders gain a bonus next turn because of the feast made by you.
[Hunting Invitation] - Michael invites you to go hunting with him, if you’re prepared for big game, that is.
>>
>>2566177
[Melkie]
>86 - M
>72 - M
You get an idea to help neutralize these malignant growths. If magic won’t work, then perhaps the nullification of magic will help stabilize the cancer back to nominal levels? It was worth a shot, at any rate. The general theory is that in the end, regeneration and mutation are still forms of magic. Thus, it can be affected by magic nullification, such as your Nullify Magic spell.

Now onto testing. You get… mixed results. Well, mixed in the positive sense. It seems the antimagic does indeed neutralize the effects of regeneration, but only to a certain extent. It suppresses the magical healing, as well as the resistance of your body towards mutation. However, it only functions under constant application of null magic. Funny how that works.

Still, several tries of this leads you draining your reserves without much progress on the control of the out of control regeneration. But you feel that you are in the right page to combat the cancer.

=============

You try this again, and again through the week, draining your reserves everytime, and resting. It works as some sort of therapy for your body and works as well as the theory points to.

You have managed try to do even applications of Nullify Magic all across your body. It doesn’t works as well as constantly applying it, but it seems to be working into a way to control it. But by the end of the week you have managed to expand on you magical reserves by exercising them.

Gained Condition:
[Controlled Malignant Healing] - Whenever you recover HP by any means, double the amount of HP you gain. However, for every 100 HP gained cumulatively, you gain a Lesion. Each Lesion reduces your max HP by 15 until removed or remedied. If your max HP is reduced to 0 through this condition, your body becomes too cancerous to survive through normal means.

Gained Skill:
Enhanced Magical Reserves (Inspiration) - Passive - Expands your Max TP by an extra Inspiration*5.
Expanded magical reserves.
>>
>>2566234
[Yel]
>60 - M
>Yel decides to go deeper into warping the minds of the others [...]

With your telepathy for communication you have already a foot in other people's minds. You can easily whisper into their minds things only imaginable in nightmares, but it is not what you desire. You need to inflict real fear; trigger their the fight or flight reflex, things that are incomprehensible by logic and reason.

You start practicing this with the small rodents that inhabit the prairie near the Factory. It’s easy at first: you see your target and you start concentrating in the psychic response you expect. It takes a few moments, the rodent stops dead in its tracks and starts to look around nervously, as it was looking for a predator that was about to eat it. He does this before darting off into the distance. Partial Success.

You start trying this with more and more targets, from sheeps, cows, and pigs, as the week passes. Resulting in pretty similar results. You have stricken fear into the hearts of your victims and they eventually run away. Trying it with people shouldn’t be that hard now.

You go into the central plaza of Burthic, filled to the brim with merchants, peasants and guards. You see a pretty normal man, carrying what it seems to be a sack of grains. While sitting you start to concentrate on him, to strike again, and when it happens, it is wonderful. He mimics perfectly the scene with the rodent: he was walking towards a storefront and he stops suddenly. The sack drops to the ground as he loses his grip, he begins to looks seriously nervous. He starts looking around, everywhere, to the people, to the rooftops, to the windows, and as he starts to feel more and more threatened, he drops to the floor, holding his head and starting with maniac screams.

“Get away from me! Get out of my head! Please! Don’t!”

The crowd of the Plaza starts to look at him in unison. The guards take immediate action, picking up the guy from the floor and start dragging him out of the Plaza to the alleys. The screams stop suddenly. Like a hit

You feel that you have been successful in your quest.

>NEW SKILL:

Unleash Fear (Sorcery) - Cost: 50TP - Choose a target in your field of view, and do a resisted roll of your Sorcery against their Inspiration, if you win, the target is stricken by [Fear] for 2 turns (3 Turns if your Sorcery is higher than their Inspiration.)
The supernatural power of briefly invading the mind of someone and instigate their primal responses to threats.
[Continued]
>>
>>2662121
>66 -M
>[...] linking the senses of him and his target.

Now, with the ability to strike fear into the heart of your opponents, you look into a way to sense what your target is feeling at a moment. Seeing through their own eyes, smelling what they are smelling, and feeling whatever they are feeling. This sounds incredibly difficult but considering that you can project your voice into other people's minds, the ability to read their superficial thoughts and the ability to strike fear into a target, this turns out more easier than you think it is.

Using a combination of your known spells, you manage to read and feel the sensation of the body of the other person. This is fascinating. You try this on a random woman and, as you close your eyes, you see what she is seeing. You see she’s heading towards the flowers shop and, as you intrude her mind, you perceive she’s thinking off in one of her girl friends. The name “Amanda” comes to your mind and your stomach feels a mit nauseous. You decide to stay with her. You see her pick up a rose and she gets hurt from the thorns of the roses, you immediately feel a sharp pain in your left finger, just as if you had picked the rose yourself. She now picks up a flower and she raises it to her face to smell it. You smell the freshness of the flower and you feel delighted.

She buys a bouquet of violets and heads to her merry way. You disconnect the sensory link to her.

After you have done this, you notice you have lost some sensitivity to the senses you sensed from her. You see a tad blurrier and you can now enter the public latrines without having to hold your nose. Your normal senses comes back after a few hours. .

Sensory Link (Inspiration) - Passive - No combat effect. Choose an out of combat target and do a resisted roll of your Inspiration against their Resolver, if you win, you can feel and sense through the target. (E.g. See what he sees)
The supernatural power of briefly invading the mind of someone and feel what their senses feel.
>>
>>2662123
>87 - m
>Levrissa [...] he wanted to see her again, talk more [...]

You meet with Levrissa again at the same street you found her, at around the same time you found her. You had a feeling she just would be there. You greet her and you start ‘talking’.

You spend the rest of the day talking about what your lives are like and how they are different of other people because of your powers, she tells you that she isn’t like other people even without her powers, but refuse to delve more into the subject, only offering you the hint that this is the reason why she keeps her “Aura of Anonymity” on while walking around town like this.

This leads to the subject of what she can actually do, and as expected, she isn’t as powerful as you, she can send messages with her mind, alter her “mental voice”, read superficial thoughts and use this aura she told you about, but that's it. She has had this powers since the beginning of her teenage years and has tried to expand them further as a hobby, but even if they have some potential to grow they seem to take much more time than your powers in order to be refined. It doesn’t make her any less curious about what you can do, though, and she even expresses interest in trying to learn the things you have already master, even if only to see if they are unique to you or if others with mental potential also have the capability to learn those tricks… And she offers to give you some advice about her abilities too, mainly on how to do the “Anonymity Aura” she has created… Well, she also has experimented a bit with “Dreamstuff” but she isn’t really sure that her tries are going well, as her tricks on that topic rarely work and usually have drawbacks.

Time runs fast while you two are together, and even if you have managed to say a lot more than the usual possible in a few hours as you two are communicating at the speed of thoughts (At least in the metaphoric sense, as mental communication includes more delaying to think things before sending them than usual talking does) it still seems like you had much more to discuss that was left untouched.

[Continued]
>>
>>2662127
“Oh… It’s getting dark, I’m sorry, but I really have to get home before my parents find out that I went for a walk again… Hey, next time tell me more about that magical world you came from, okay? See ya!”

For some reason, this last bit about a “magical world” doesn’t link you directly to memories of earth, instead… you have some type of short-lived flashback, something about… A “ Labyrinth without walls”?

Meh, must be your imagination.

[Special Lessons with a Friendly Psionic] - Receive +16 on rolls to learn “Aura of Anonymity”, DC was revealed to be 40.

[A Dreadful Shard of Broken Dreams] - You have regained a hint of a memory, exploring that with a major action could lead to something, but something tells you that it might be risky.


[A Pathway through the Gates of Morpheus] - Levrissa told you that dream-magic is some of the fields that are basically untouched by science, as they somehow can’t even teach the basics through normal means, lucky for you, mental communication allows people to send concepts that would normally be impossible in their pure form, so she gave you a clue about it! The next time you try to learn Oneiromancy, roll with an advantage, but if the any of the results crifails, the crifail will be the final result… Unlucky for you, Levrissa has only played around with it, but never amounted to much in the dream-realms.
>>
>>2566341
[Tatsuo]
>43 - m
>Angrily eat pie

Your mood soured by recent events, you take off to Tabatha, to find some of that delicious pie everyone was talking about. Sadly however, as you talk to her, you only get a shrug, as she points to some empty pie tins. However though, she does offer you to join in on the eating of a deer she had recently caught, and had help preparing. You do so, and instead, angrily eat meat.

>Gain:
[Fresh Deer] - Get a +15 to a single action or +5 into three actions.

>84 - M
>[...] I'll attempt to use this anger as energy. [...]

Know what? Fuck this, Fuck this WHOLE damn situation. You need to punch something, a few things, someone.

You go to that Noble guy from earlier, and ask him to help you unleash some anger, in a positive way. He agrees to spar with you, for lack of a better word. However, 30 minutes into your sparring, jabbed on by you inability to even land a single hit on him, he taunts you. He has the damn AUDACITY to TAUNT YOU. Blind rage overtaking you, you power through his defences, and punch him square in the jaw. Quickly, you regain control of yourself and offer to help him up, only to see him smiling, even laughing at the strike against him. You continue your match, and time after time again, you feel that you could draw upon your anger, perhaps even as a battle resource.

Come a few hours later, both of you lightly bruised and bleeding, you separate, and leave to do other things.

>New Skills
Controlled by Anger (Might) - Passive - Your attacks must always target the opponent who has dealt you the largest amount of damage.
The blindness of rage and anger.

Rage (Might) - Passive - Each time you take damage, gain one point of Rage per 10 damage taken, up to a maximum of 100 Rage. You gain 1 AD for each Rage Point you currently possess. Your rage becomes 0 at the end of combat.
The power to use your rage to become stronger.

>46 - M
>Study arthropods [...]

One of the things you do is study on the Bees. Know your enemy, stuff like that, right? With the limited resources you have in the Caravan, you piece together some ideas of weak spots on a bee, given that Giant demon bees are somewhat based and similar to big bees.

Apis Knowledge (Industry) - Passive - All your attack rolls against bees are advantage rolls.
The knowledge to strike.
>>
>>2566384
[Neo]
>91 - m
>Patrol [...]
Awakening to another day from your rest, and remembering your duties, you take to patrolling again, readying yourself for the day.

The first few hours are uneventful, with nothing more than the common occurrences of Outsiders being Outsiders, or a loose brick falling. However, at about midday, you hear a feminine scream, from the edge of the factory closest to the forest. The spider infested forest. As quickly as you had sensed it, you begin running towards to the screams, and find a girl, in the process of being attacked by spiders.

You shout a heroic cry, and jump into the fray, separating the spiders from the girl. Taking the opportunity, the girl flees, thanking you, and from a safe distance, stopping to watch you. Seeing their easy pray gone, the horde of arachnids turns their attention to you, and lunge at you, fangs bared!

A whirlwind of destruction, you tear through their ranks, separating limb from limb, Fang from maw! After realising the hopelessness of the situation, the remaining spiders flee back into the woods, the dead still lying at your feet. When all returns to calm, the girl returns to you, and thanks you for saving her life.

Proceeding that, she tries to hand you a bag of money, Which you at first decline, as you were just doing your job. However, she insists, saying that she comes from a wealthy family, and that this was little more than a pocket change. Lessie Middlemiss, as she later tells you to call her thanks you again, and after giving you some information about where to later find her, if you so desire, she leaves.

>Met:
>Lessie Middlemiss, from the Middlemiss family.

>Gained:
[Moderate Savings] - You have a moderate sum of money to spare, you can make use of it as an free-action, or spend it to give a +25 modifier to an Minor Action related to commerce.
>48 - M
>Go try to train with Alexander some more [...]
Following your battle, and as your shift ends, you return to the battlegrounds, as always, seeking to improve yourself.

You happen to catch Alexander in the last few hours of his training, the walking sticks he usually has as opponents defeated before him. Upon seeing you though, he turns his full attention, and smirks, finally seeing a worthy opponent.

For the next few hours, you train with him, mastering your counter stance beyond the level you have it at already, scoring some hits that even his precise movements and heavy armor couldn't completely deflect. Although, as all good things must, the training comes to a close, and you return to the factory.

[Continued]
>>
>>2662142
You, however notices, that the only way you could fit more counter attacks in the time frame you have between your foe attacking, and you countering him, is to make him vulnerable. You get a few ideas that you try with some of the Xenerith Order Guards. It works.

Double Payback (Might) - Passive -
The maximum amount of times you can perform a Payback Attack in a turn is 2.
The ability to hit back twice.

>71 - M
> Try to find some type of crystal or rune to use with the sword. [...]
After searching all around the city, you find nothing that could be made or fit into the sword. Who would have thought that Magical Artifacts are rare in this city? You found many counterweighted clockwork and steam powered machines and trinkets, but nothing that you think it might be useful for yourself.

This probably means going with the friendly Argus. You have heard he has been working on Runes and Enchantments. But you might need to talk with him first.

Live Action RP! - Your reward will be given out of the result of the RP. You can ask for him to develop a new rune to your characteristics, or give you something that he has.
>>
>>2566452
[Fredrick]
>Auto - m
>Read the primer again
You reread your primer, going back over notes, marking pages as you head through, to keep in mind anything you forgot, pushing forward as you continue to read further in to your primer, feeling less a sudden eureka and more so a gradual understanding as you occupy the day reading through.

[Learning Process] - Gain +5 on your next attempt to make a light based spell.

>35 - M
>[...] All Fredrick now has to do is learn [...] creation and control of small, harmless beam of light [...]
Seeking to find fortune in your failures, you continue to study around this anomaly, more specifically, how to control and direct the lazers. Progress comes…

Begrudgingly.

At first, you fail to even create the lazers, trying to find the exact amount of mana needed to be output. Too much and the beam was uncontrollable. To little and it was nothing more than a Laser pointer. Eventually though, after what seems like hours of work, you fine tune it into a directional beam. It’s nowhere near as strong as you’d hoped, the instantaneous flesh searing beam seems to be a few steps ahead of what you have now. However, it is a starting point, and you are happy with that.

Beam of Light (Inspiration) - Cost: 40 TP -
As a Major Combat Action, create a very bright beam of light centered on yourself. Contest your Sorcery against the Inspiration of a targeted creature. You get a +5 modifier, but lose -1 for each 5 feet of distance between you and the target. If they lose, inflict [Blinded] on them for [2] turns.
Cause a shining beam of light to blind your opponents.

>54 - M
>[...] see the doctor [...]
With control over the beam, you turn to your second more pressing issue. The third degree burns on your flesh. You take your slightly concerning problem to the German Doctor, Helsing. He begins explaining to you a deal that could benefit you both, as he was, at the time, refining a form of his Regeneration spell. You stick with him for a bit, but once he begins to cast the spell, and after a matter of seconds, to as much of his surprise as yours, your wounds are healed. You thank him, he shakes your hand, and he sets you upon your way.

[Healer’s Touch] - Fredrick recovers +150 HP
>>
>>2566480
[Gabriel]
>57 - m
>Pray for forgiveness.
I've been neglecting my prayers, and this is unacceptable. God has punished me for this transgression.

You pay for your sins, and redeem yourself in face of God through very intense and focused prayer everyday, from the moment the sun comes up, to the moment it comes down. It calms your soul, and you feel the presence of God again stronger by your side, but a sense of determination fills you to continue praying, as if more was still to be done through your prayer.

There’s no immediate response.

As you walk outside you start to feel rejuvenated by the light of the God again.

[The Light of the Lord] - Gain +20 into an action next turn.

>25 (Critical) - M
>Practice my preaching again.
You practice your preaching with an audience composed of pillows and an empty sofa, and somewhere down the week you feel confident enough to try again with a live audience again. Sadly, they seem disappointed by something in words, or maybe in your tone? Or was it the format of the presentation?

What matters is that people begin going home not even halfway through your preaching, and even the ones that are there until the end seems utterly bored or just there to not hurt your feelings. Only Evelyn seems really interested in your preaching, but she is interested in almost anything you say.

This was probably the tipping point for a large group of your followers, and by the end of the day, the number of your usual followers was halved.

[Faith Lost] - You cannot send your followers to do things anymore. Preaching for recruitment doesn’t get any benefits from skills related to your faith, until you manage to get 3 Miracle Points.

[Continued]
>>
>>2662163
>108 (Critical) - M
>Continue working on my speech. [...]
You put such extreme dedication to it, and seem so worried about it, that Evelyn seems to finally gather courage to try to help you with it, what leads she to really learn more deeply about the faith, become more dedicated to daily prayers, and try her best to break the resistance of the other followers with her… Nature.

Your oldest follower and official owner of the house also stops by sometimes to help you on HOW to say it, and point out some topics that may become major sources of doubts if you don’t shed the appropriate light on them. He also seems to learn something more from this experience, and then sets himself to write a book about the Theological Fundamentals and Basic Notions of Christianity… Whatever that may mean.

By the end of the week, you’re surprised by the joining of a new member to your congregation: Kyle Oakbranch, a member of the Royal Guard. He is quite a quiet a fellow, who usually doesn’t say more than two or three words each times he opens his mouth, but he seems very enthusiastic on learning as much as he can about the christian faith, and even if he doesn’t feel ready for it, he even talks of maybe helping spreading the word on the upper social circles if that is of your interest. However, he advises you to not ask that of him right now, as it would be better to have more backing in terms of number of followers before start getting attention of the “bigger fish” on the religious circles.

>New Named Follower:
Kyle Oakbranch, Member of the Royal Guard, Town Security Advisor
>>
>>2566946
[Blumelein von Abentrot]
>95 - M (Critical)
>craft ammo
You sit down with a few tools borrowed from the convoy, as well as brass and the chemicals you’ve been able to scrounge around the convoy. You start mixing them, then melt down the brass. Shaping it into bullets to be filled with the chemicals is a bit tough, but after a few tests, you manage to get bullets able to fit into the barrel of your gun. You make several test mixes with the chemicals, then test them out on a tree.

Most give you no results, but one catches your attention. As you fire it, a burst of flames shoot out of your gun, scorching the bark of the tree and singing the leaves. Impressed, you rush back to your improvised laboratory, and mix more of the chemical. Once you’re done, you’ve got ten of the special bullets lined in front of you. You decide to call them Dragon rounds, because the flames remind you of the fairytales your parents were telling you when you were longer. You place them into your bandolier.

You’ve got [10] [Dragon Rounds]. Firearms loaded with these rounds deal Heat damage, and inflict [Burning] on hit.

>New Skill:
Ammunition Crafter (Industry) - Passive - No combat effect.
The ability to craft ammunition for firearms.

>Obtained
>(10) [Dragon Rounds].
> [Dragon Rounds] Schematics.

>85 - M
>[...]use my higher speed to make it harder [...] to hit me
You’re feeling especially mischievous today. You prank your fellow outsiders, one after another, then once they begin pursuing you, you run like you’ve never ran. Your small size and speed makes it difficult for your pursuers to get you, and you lead them around the camp for what feels like hours.

Eventually, though, they give up, and you lay low in the forest for a while, catching your breath. You feel like this afternoon of juking the others was quite productive, you’ve gotten a lot better at avoiding being caught, enough to apply it in battle.

You return to the camp in the evening, and have a nice meal as a way to celebrate your progress. The other outsiders don’t appear to hold a grudge against you.

Evasive Footwork! (Finesse) - Passive - All your speed contests are rolled with advantage, except initiative. All ranged attacks in next turn after using this skill receive -2 accuracy. This negative bonus can stack.
The ability to evade the enemy.

Catch Me If You Can! (Finesse) - Passive - You begin every battle in [Evasive Stance]. In Evasive Stance, you regenerate TP as normal. You suffer a -3 accuracy to ranged attacks.
The ability to evade the enemy.
>>
>>2566966
[Alejandro Valencia]
>78 - m
>Inform the Order that I'm very vulnerable to psychic influences (and sort of undead too) [...]

Getting in contact with the order guard you manage to explain your pressing predicament and it’s nature, somehow managing to avoid either spooking the personnel in charge of the requisition office at that moment, they assure you that they are going to contact specialists to help dealing with your situation, but warn you that it will take some time before they get here on such a short notice.

They really seem eager to do something about your situation, but… You’re not sure they really trusted your word about you being who you are, and they may be somewhat paranoid now that you revealed your situation to them.

[A Specialist was called.]

They at least forwarded to you an book about how to train your mind to resist psychic assault…

That it’s also some type of very rustic artifact, so it could be used as an portable host. “Reading” (Can you really call it reading when you were more mentally sensing its content than using your sight?) it leads you to learn more about the nature if the interaction between the flux of mana and the inner workings of the human mind…
At least in theory, because it seems to have little to do with the real thing now that you’re constantly witnessing crazy things on a daily basis, but it has at least made you think deeply about such subjects, which led you to a better comprehension of how to avoid getting knocked by psychic communication so easily.

Resilient Mind (Inspiration) - Passive - For each point of Inspiration, gain +1 MR against Psychic attacks.
Quick reaction to the touch of other minds, allowing you to brace for impact before they fully manifest their power onto you.

>97 (Critical) - M
>[...] make my old body healthy, fancy and suitable for me [...]
They at least could that immediate measures to keep your body healthy and well dressed… But it was mostly a matter of luck… You see, one of the equipment donations from the old outsiders was some type of magical cryochamber, apparently based on the technology of some very advanced world that they have no idea on how it actually operates, what matter is that it looks like some cool crystal coffin half filled with some liquid very similar to water that supply your body with what he needs while in “stasis”.

They also get some stylish expensive clothing for you to wear when you get better.

[Frozen] - Your body is now being treated with the better condition possible without needing direct medical attention. The crystal coffin is also extremely resistant, and only opens up with a password, so there is little danger of it being attacked, its is also very heavy, so its not getting stolen.

>Obtained:
- [Classy Upper Class Clothes]

[Continued]
>>
>>2662192

>53 - M
>[...] implant my soul into my old body.
As a short term measure, one of the enchanters use some very expensive special tincture to paint your body with artificial magical circuits… Kind of turning you into a living artifact temporarily, at least for the purpose of serving as an host. You can attune yourself to the painting, but… It doesn’t let you do more than get feel of what your body is “feeling” through his senses, it is as if your body was already “occupied” by another soul, and that doesn’t let you fuse with it.

[You can now use your body as an host.]

While you’re hanging out on the underground basement in which your body is stored, you perceive a little blob of rust sliding down behind boxes while watching you at distance, it seems scared of you but not in an aggressive manner. At first you’re kind of scared of it too, but then you realize that it’s probably just a minor spirit that can’t really affect the physical worlds, and that you could probably just blast it to pieces if you “punched” it, judging by the difference in size for both of you… Still… it probablys exists for a considerable time if it is capable of this level of sentience, so you could probably learn something from it if you somehow managed to communicate with it.

[Found the natural habitat of a [Rust Elemental]
>>
>>2567222
[Argus]
You get approached in your workshop by a knight in full armor with a sword and shield. He wants to talk with you.

Live Action RP!
Neo’s reward will be given out of the result of the RP.
If you want to develop a new rune for him you can do so as: Free action, with a normal roll or as a Major action, with an advantage roll. Or you can give him something you have already developed for free. Other agreed scenarios, contact the QM team.

>22
>m: "Hrmmm."
You hum at yourself. It works as an encouragement to yourself and helps you to organize your tasks for the week. But not enough to really motivate you to do anything.

You hmmmm at yourself again.

>39 - M
>Try to enchant Yel's staff again.
Wanting to try just a bit harder to get something for the little runt, you set to work upon enchanting the staff again. With the knowledge from your previous failure, you think, inscribe, and empower the staff, setting your sights to a lower tier enchantment.

You work hard through the night, your focus, unbreakable. Come daybreak, you have done it, and with a successfully enchanted staff, albeit a minor enchantment, you feel it is ready to be given to Yel.

>Enchantment:
- [Antenna to Heaven] - Ranged Only - Multiplies the range of spells by 1.5x when used to boost a spell.
- [Free Enchantment Slot]

>61 - M
>Work on the prototype armor I had developed.

With the staff out of the way, you turn your sights back to your armor, which had been lying dormant for some time. You take the excess metal that you have had set aside just for the occasion, and begin to craft once again. Some hours later, with sweat dripping from every pore, your hands bleeding, and several scattered metal bits across the forge, you hold another piece of your armor. You set it with the armor already created, and decide to treat yourself to some well deserved rest.


[Argus Prototype Armor]
Quality: Superb
Armor
Defense: 40 DEF; 0 MR
Resistances: 40 Kinetic, 20 Acid, 15 Cold, 10 Poison
Weaknesses: 30 Heat, 30 Electric
Special Effects: Reduces the wearer speed by 7.
Description: A finished prototype armor
>>
>>2569085
[Alisa Gaschen]
>52 - M
>[...]how to increase my manager reserves[...]
Now that the most pressing of your concerns are out of your way, you decide to go into the recently repaired library, to study about a method to increase your Magical capacity. Too many times, you’ve thought to yourself, ‘what if I run out of energy in a battle?’, so you decide to act upon it. After asking a few questions and being directed to a useful book or three, you learn that Mana, the energy you use to create spells, is not unsimilar in strengthening as it would be to make yourself stronger. Or in other words, the more you use it, the larger your pool will become. Also you can channel your own magic towards your reserves. During the week, you channel your reserves to yourself

>New skill :
Auraic Channeling (Inspiration) - Passive -
Grants additional TP equal to Inspiration.
Capability of tapping into the energy stored in the extent of yourself between this dimension and another.

>42 - M
>[...]Looking to create a spell that at least temporarily decreases max hp [...]

After your revolation, you continue your studies in the library, moving from Mana itself into actual spells. Being lead again, this time with a odd stare, you are lead to the section of the library dealing with magical attacks, and with any hope, something to sap the energy from your enemies. The search, saying little, goes roughly. Stealing energy from your opponents seems to be a taboo of sorts, and as such, little exists on the subject. Eventually though, you do find a book, and begin to practice with the first spell you find that fits your description. After a few hours, you believe you have the hang of it, and leave the library.
>New skill :

Withering Hex (Sorcery) - Cost: 30 TP - Range: 30 ft
As a Major Combat Action, make an attack against a target within range. Deals 30 extra AP. This attack deals necrotic damage. When taking damage from [Withering Hex], the target must subtract half the damage taken from their max HP. After combat, the opponent has to take an action to recover its max HP.
Cause an opponent’s health to wither.


>58 - m
>[...] find someone else to guide me around this strange new world.[...]
Following your studies, you take to the streets, in effort to learn more of the world, and maybe find a gullible sucker to help you do so. After playing off your...charm, for a while, you seem to have no takers, until you get onto the nerves of one man specifically, enough to make him turn around from his activities, and say:

“If I give ya a damn tour of the city, will ya leave me alone?”

[Continued]
>>
>>2662210
Seeing as it was probably the best you would get, you accept. He leads you around the city, pointing out various buildings, locations, and bars, all having some shape or form of profanity in them with no hesitation. Once he feels that he has fulfilled his obligation, he gives you his first name, and leaves, grumbling about needing a drink.

>Met:
[Arnold C.], annoyed citizen.
- Arnold has green seductive eyes, black long hair and a thick beard. He’s bulky and hairy.

>71 - M
>[...]A spell that reduces an opponents strength in combat [...]
To the displeasure of the active librarian, and to sate your own curiosity, you traverse back into the Library, hopefully for the final time this week, to learn a spell to weaken your opponents. You find the spell in a book in the same area as the energy sapping spell, although with some surprising ease over the first attempt. Perhaps it’s just because you’ve been here before? Regardless, you learn the spell, and after practicing it out on some animals in the wilderness, and return to the Library.

Withering Strength (Sorcery) - Cost: 30 TP - Range: 30 ft
As a Major Combat Action, make an attack against a target within range. Deals 10 extra AP. This attack deals necrotic damage. When taking damage from [Withering Strength], the target must subtract a point of his AD for every 10 HP taken.
Cause an opponent’s strength to wither.

>44 - M
>[...]a spell to instill fear in opponents [...]
The Poor Librarian that you have been bothering on and off for the past week looks to be at the breaking point, as you walk in for the seventh time today, to study more magic. You see his eye twitch as you ask him where to find darker magics, and he points you to the same section that you have been in for the past few days. You search for some time, trying to find a book detailing a spell to strike fear into your enemies, and after adding more and more books to the pile that the poor man will have to clean up later, you find something. You’re able to skim over and understand most of the spell, before the Librarian angrily pokes you with a broom, pointing outside to the night sky, and asking you ‘kindly’ to leave. You do so.

Unleash Fear (Sorcery) - Cost: 50TP - Choose a target in your field of view, and do a resisted roll of your Sorcery against their Inspiration, if you win, the target is stricken by [Fear] for 2 turns (3 Turns if your Sorcery is higher than their Inspiration.)
The supernatural power of briefly invading the mind of someone and instigate their primal responses to threats.

[Continued]
>>
>>2662211
>26 - m
>[...]nice human skull or two really brings a room together.

After the on and off studying of the past week, you decide to do some decorating to your sleeping area. You pull out your tools, and begin to set to work. However, as you near completion of your magnum opus, one of the girls walks in, and after staring open eyed for a moment, screams like hell. After calming her down, she aggressively demands that you take down all of the “Actual fucking SKULLS?! REALLY?!” in the room. Begrudgingly, you do so, and even as you go to sleep, you feel a pair of eyes boring into the back of your head.
>>
>>2571148
[Atom Glass]
>36 - M
>(Learn Cure Wounds)
You finally decide to check the Skill Compendium in the Library after being lazy for the past weeks. It details the spell and how you can learn it. But this action turns out more difficult than it seems for you. Especially with no one to practice with. Even the infirmary nurse isn’t so keen on letting you practice. But finally you learn it.

>New Skill:
Cure Wounds (Sorcery) - Cost: 20TP - As a Major Combat Action, choose a living target within 15 feet: recover that target’s HP by an amount equal to 3d20+Inspiration*2. This is a spell.
Heals a chosen creature with magic.

>74 - M
>(Gather Materials for the Production of Adrenaline)
Using the contacts and suppliers of the Xenerith Order, you manage to accommodate the [Alchemy Lab] to the proper conditions to synthesize Adrenaline. And you have managed to store the ingredients for this task in an icebox. The medical ward is watching you closely.

[Adrenaline Ingredients] - Grants +10 when trying to synthesize Adrenaline, next turn.

>57 - m
>(Guard Patrol)
You get the night shift for this week, do nothing more than roaming at night and staying alert. You get to enjoy the sounds of the city at night: the low rumble of some never stopping industrial machines, and the electrical humming of the city lights. It’s beautiful how simple this world is and how beautiful it is at the same time. This raises your morale.

[Beauty Inspired] - Gain +5 to an action of your choosing.

[Continued]
>>
>>2662216
>20 (Critical) - m
>(Guard Patrol) [...] what could go wrong?
While guarding the Outskirts of the Factory, at night, you think you hear something behind you. It weird because it’s so late at night and there is barely anyone on the street at this ti-

HIT!

You go down instantly. As you fall, you see the figure that knocked you. A male with a hood and some sort of club in his hand. He starts running as you hear other guards coming to your aid. Everything turns to black.

You wake up in the infirmary bed. A young nurse comes to help you and tells to you that you need to rest, as it was a hard blow to the head. You can still read and learn, but she advises you to rest since the Alchemy Lab has been destroyed in a explosion.

You have two new Infirmary bed friends!

[Condition: Hard Hit] - You are at 75 HP right now.
[Condition: Under Medical Care] - Recover 150 HP at the start of the next turn.

[Feel free to RP with Joseph and/or Zoot]

>57 - M
>(Learn Alchemy)
You get help form the librarian and the nurse to get the books you need delivered to your bead so you can start reading about Alchemy. You learn this thing quickly and without much trouble.

As you read through the available books, you realize that alchemy is a science, almost as much as it is magic. The use of symbols, reagents, and so on, everything’s been documented, making the results more reliable than many types of more “freeform” magic.

That requires you to learn the effects of every symbol, of every reagent. You actually find the process of learning alchemy familiar. Maybe it’s because outsiders wrote these, but they remind you of your textbooks.

You stay reading until late at night, fascinated by this whole new science at your fingertips. Already, your brain is coming up with myriad applications for this new discipline.

After a solid few days of studying, you feel your brain filled to the brim with knowledge.

>New Skill
Alchemy (Industry) - Passive - No combat effect.
The study of the effects of magical reagents, and how they can be applied to create artifacts.

>38
>(Create adrenaline)

The Alchemy Lab has been destroyed in a freak accident involving the crafting of grenades and ammunitions. You simply cannot make use of it to synthesize Adrenaline.

Also, being bedbound in the Infirmary isn’t helping your case.
>>
>>2573154
[Zoot]
>41 - M
>Get [...] shotgun [...] that packs a punch

You realize how rare and expensive lever action shotguns are. But you find how plentiful and cheap pin fire shotguns are. You get one from the Factory arm master. He throws in a choke for good measure:

[Pinfire 12 Gauge Single Barrel Shotgun]
Quality: Fine
Two-Handed Weapon
Type: Non-Scaling
Range: 20 ft.
Damage: 120 Piercing
Special Effects: After attacking, you must take a Major Combat Action to reload. Roll 1d20 after each shot, if it falls on a “1” the weapon malfunctions and needs to be repaired before used again.

[Full Shotgun Choke]
Range: +10 ft
Damage: +20 Piercing
Description: A shotgun choke that increases range and damage from a shotgun.

>4 (Critical) - M
>[...]I wanna [...] dual wield any two guns [...]

You try to dual wield your shotguns but instead you shoot yourself in the stomach. Twice. You black out instantly. Turns out trying to dual wield a two-handed weapon is not the brightest ideas.

When you barely recover your conscience, you see that you have two bed companions in the Infirmary.

[Death’s Threshold] - You reached negative HP. You blacked out and your next action was cancelled.
[Incapacitated] - You are gravely injured. One of your next turn’s major actions must be spent recovering in the infirmary. Another of your next turn’s actions must be spent attending a mandatory firearm safety seminar.
[Permanent Condition: Stomach Scar] - You will always bear scars where the shots entered your body.

[Feel free to RP with Joseph and/or Atom]

>89 - m
>[...]learn to dance[...]

With all your pain from getting shot and the need to rest; you miss your ball dancing class. Bummer.
[Status: Human, not dancer] - This action point will be recovered when you reach full health.
>>
>>2573997
[Malcolm]
>113 - M
>[...] I continue to practice on in [...]
While your newfound ability to remove corruption is helpful, the excruciating pain alongside it won't do much help to the people you try to uncorrupt.

To rectify this, you practice with the spell, day in and day out, in attempt to remove the blistering pain associated with it. In the beginning, progress comes excruciatingly slow. It seems that the spell was meant to be used as a damaging force in the first place. However, you do not let the lack of immediate result deter you. You continue to attempt to remove the pain from the spell.

After a point where you had stop counting the hours, however, you had finally done it. The Pain from the spell was removed, in entirety.

Corruption Healing (Inspiration) - Cost - 50 - As a Minor Combat Action, choose a living corrupted target within 15 feet. Make an accuracy roll with a 12 DC. If it hits, the target loses one corruption point from their pool without pain. This is a spell.
Heal the corruption out of a target
>>
>>2590882
[Isaac]
>81 - M
>[..]skill that [...] increases TP reserves[...]

You start working on your mana reserves, expanding your power as quickly as you can before going into a sort of meditation as you focus on the feeling of your mana reserves refilling, rinse and repeating as you try to make it faster or more effective. Struggling for a moment before you manage to work out a solution, ironically enough a sort of spell that helps replenish TP, dedicating some of the powers in your reserves to the regeneration of the rest. Simple, and effective, and doesn’t require any active effort on your end for the most part.

NEW SKILL: Invigorate (Inspiration) - Binds - 20TP - Bind 20TP to increase regen rate of TP by +10.
A Method to invigorate and promote mana regeneration in the body.

>41 - M
>[...]work on the fundamentals with the spear [...]

You step into the Fighting Arena and you spar with opponents and nameless faces. Nothing out of the ordinary for a training montage.

You decide to capitalize on the range and piercing capabilities of your spear by striking your opponents with a swift strike. They never expect it.

Spear Stab (Might) - Cost - 15 - Make an attack against a single target with an equipped spear. Deals 30 additional AR.
Stab your opponent with a spear

>18 - m
>Go on patrol

Nothing special happens, except that you think that the badger that lives near the dumpsters kinda likes you.

[Trash Badger], lives near the Factory, eats trash.
>>
>>2596142
[Joseph]
>Skills
Grenade Manufacturing (Industry) - No combat effect.
The ability to craft shrapnel grenades.

Small Blades Usage (Finesse) - Passive - Grants +1 to Accuracy Rolls when attacking with small blades.
Proficiency in the use of small blades.

Toxic Cloud (Sorcery) - Bind: 20 TP - As a minor combat action, you can create a toxic cloud in a 20 ft range that covers a 5 by 5 ft area. Everyone that enters the toxic cloud area, automatically gets [Poisoned]
Create a small toxic cloud

>38 - M
>Learn more about this so-called "magic."

From the Xenerith Order, you get a blunt response:
“Out there, there are beings of magic, like Demons and Old Ones who seek to sow chaos in the world. Aside from them, there are also criminals and rival organizations who want to gain power through their own unscrupulous means. It is your job to stop them. Whether you agree or not, this is happening. You might not like it, and you might not agree with it, but it’s in your best interest to follow them for now and see where this leads.”

From the workers of the Factory, you learn a bit more:
”magic is mostly feared here, mostly because it is attributed to the many evil forces that control it. Humanity has compensated with technology that they’ve developed, but aside from that, magic-users here are few far in between.”

Gain:
[Tidbits of Magic] - Gain +10 when learning more about Magic.
>3 - M
>Find the Alchemy lab and make some Grenades.
The last thing that you remember is bringing back to the Alchemy Lab a small bag of black gunpowder before things went kaboom.

Maybe something inside you ignited it. Or maybe something magical...

Static Touch (Sorcery) - Binds - 20TP - Bind 20 TP to increase the damage of Melee Attacks by 20 AR, dealing Electric Magical Damage.
Sparks generated from your hands deal electrical damage.

[Condition: Static Field] - You are surrounded by a small field of static electrical energy. You are in danger of damaging everything you touch with electrical damage.
[Incapacitated] - You are gravely injured. One of your next turn’s major actions must be spent recovering in the infirmary.

[Feel free to RP with Zoot and/or Atom]

>4 - m
>Find a bar

You find a bar called the [“Hangman’s Noose”], as far as the rumors go, this is the only bar in the City that will serve Outsiders.

It is closed.
>>
=============

>>2566347
[Angela, the Bee]
>99 - M
>[...]figure out how many bees actually exist on the base

You wake with a terrible headache and messed up memories. What happened?

You tried counting how many bees are inside the hive.

Wait, that's not exactly it, there were something interfering with your new insect-senses… So you tried… What would be the word for it? “Hacking”? Well, something like that, you tried to “invade” your way through the hivemind that connects the bees, and somehow at some point that worked.

What did you discover then? It’s all hazy now… Oh… There are 102 Bees around… But that's not exactly it… Many of those are just “baby”-bees or something, being hold in weird crystal things that seems like that tubes in which clones are kept floating while immerse in liquid… And then there is the drones… OH CRAP. THE DRONES. THE DRONES ARE HUMAN CHILDREN BRAINWASHED INTO SERVING THE BEES!

This is messed up, the dreams that they minds are locked up inside could be called paradisiacal, but that only makes this even more shady, those children have, or at least had, family and friends… Is it really okay to capture them and mutate them in this way? You have chosen your path, but they never had they choice, it was just forced on them “for their own good”...

But those weren’t the things that made you be kicked out of the hivemind… What were those… You remember tidbits about dreams… Dreams much like that nightmare you had when you first got here… going in loop inside the heads of the young… Broadcasted by something big on the higher level of the hive…

Ughh…. Your head hurts… You can’t be certain of anything more than this.

>NEW SKILLS:

Detect Mental Magic (Inspiration) - Passive - You can detect any magic that affect the mind, spirit or the senses if the caster or the target is within 40 ft of you. The QM may require a resisted roll of your Inspiration against the Sorcery of the caster in case their skills allow some sort of protection against detection.
The learned capacity of detecting mental powers in use through the use of inhuman apendices.

Hijack Mental Feed (Sorcery) - Cost: 10 TP - Uses a minor action, contest your Sorcery against the Sorcery of a mental power user that you detected using a power, if you win, you can invade the flow of information between target and caster, learning what the power is doing and any information the caster is receiving through it.
Capability to invade info-feeds between caster and target of magical mind/spirit/sensory related powers.

[Continued]
>>
>>2662246
>58- M
>[...]Ask mom for help to find my killer [...]
With your confidence renewed by your new capabilities, you find to courage to pursue your aggressors through a intelligent and fail safe plan!

Being cute around your new mom and victimizing yourself until she does something about it!

Well, not that you aren’t the victim or something, but it was important to convince her that you’re pretty defenseless against the insectoid-politics going around you and can deal with this murder attempt, at the same time that you can’t really rest while having in mind that they could be just around the corner waiting for another chance to extinguish your short life in this world. It works, and after a few days she is finally convinced that whatever the costs for pursuing the mental tracks of your wannabe-assassins will be worthy it, no matter how much the other princesses may start conspiring against her for this.

After a few days of relentless search in the memories of the hive-mind that connects you all, she finnally backtrack enough to find the culprit… Of course, one of her sisters, the Warrior princess. It seems that she is quite pissed off by the fact that such a “stupid and defenseless creature” such as you was adopted by the local royalty regardless of the risks that you might bring to everyone by knowing too much and potentially having a change of heart about betraying and devouring your old compatriots and… WAIT WHAT.

“Oh, sorry, did I said something strange?” Your mom asks.

You tell her to repeat the part about eating people.

“O-Oh… Hmmmm, I was hoping we could delay this conversation to after our journey ends… Well… Okay my little one, I think you’re already prepared to listen to this…” She begins.

“You see… All living things will one day meet their end, it’s just a fact about life, I mean, there are things that may seem to live forever, but even them have their limitations… Regardless of this fact, intelligent beings are usually too… “Attached” to little things like the mortal remains of those who have passed on, as if the memories made with those husks were somehow attached to them, and not to the spirits who once made their homes inside of it.”

[Continued]
>>
>>2662249
“But this is just a foolish idea, one that nature scoffs at with the endless circle of life and death, for as you see, the plants take their nourishment from the elements… The Earth, The Air, The warmth of the principle of Fire and the hydratation from the flow of water… But one day they are eaten by animals, who eat one another seeking the energy to live one more day… Humans are no different from that, and even they, one day, are eaten by the earth, returning to the dust that they came from… And even we, me and you, are part of this circle. So, instead of just letting this energy resulting from the process to be lost absorbed by fungus or other lower creatures, we “recycle” the remains or our foes and pray to turn into food for all of our hive, that is, we put them through a process that ultimately results into the honey we all have been eating.”

Your mother continues to go on about the subject, and them tries to calm you down by telling you that this is a more humane treatment than funerary rites to the people they kill, but that's too much info for you in the moment, so you return to your room to think about this revelation. That honey is made of people.

[Penalty Removed]

>17 - m
>Rest

You simply cannot peacefully rest with the information you received. But there’s nothing you can do about it.

>I'm not going to accept the offer
You don’t accept the offer and avoid letting the princess delve into this subject further every time she tries to do it during the few times you happen to meet her by chance, after the third or fourth very apparent attempt to dodge her tries, she gets a clue and stop annoying you with it.
>>
=============
Exploring the mountainside

>>2573997
[Malcolm]
>22 - M
>Explore the Mountain side for anything interesting. [...]

>>2566177
[Melkie]
>12 - m
>[...] call Blume for helping me explore the mountain [...] Lets see if we discover anything useful about any supernatural secrets [...] helping her with our "blood-related" powers.

>>2566946
[Blumelein von Abentrot]
>12 - m
>Explore the area with Melk

Melchior called Blumelein to his side to explore the mountains. Both deciding to explore the areas surrounding the Redregard Ravine Pass, a small trail connects between it and the Smallfrost Pass; usually used for the merchants that actually risk their lives traveling through the Redregard Pass to sell their loot at the Canaria Bazaar and the village of Icespire. The hiking trail towards the Pass is rocky and difficult, treacherous to traverse. The distance making it so they only finally arrive as the sun sets.

To Malcolm the idea of visiting the Canaria Bazaar bored him. He thought the best use of his time in the Smallfrost Pass would be to explore the mountainside. The high rock cliffs of the Smallfrost Pass, although they are pretty, they make them feel somewhat claustrophobic. A beaten wooden sign points towards a small hiking trail. In the distance, he see the figures of Blumelein and Melchior. What are those two doing? Malcolm asks himself. He decides to follow them and try to catch up. But the trail is rocky, uneven, and the gusts of wind would take the words out of his mouth and carry them away, making screaming useless. Malcolm is only able to follow them from afar, keeping his distance with no way to communicate or get their attention.


Melchior and Blümelein, as the sun sets, they reached the Redregard Ravine Pass. The Redregard Ravine Pass is not much more than a 6 feet wide path that hugs the rocky cliffside with a drop to into the nothingness below. They are now in a small cave-like entrance that shelters them from the powerful gusts of wind. This cave is the entrance between the hiking trail and Redregard Ravine Pass. Melchior drops a pebble into the abyss to measure how long does it takes to fall down. The pebble never made a sound back. Melchior feels like staring into the abyss but he decides against it. By this time, the sun has set and the light of a full moon illuminates the Ravine. Malchior tell Blümelein to stay away from the cliff.

[Continued]
>>
>>2662255

They start talking about Blümelein powers. Melchior tries to create a random mutation as he touches Blümelein, but nothing really happens to Blümelein. Her transformative problems are winding down, probably from lack of use or maybe just some kind of magical atrophy. Nothing Melchior thinks off works. A last resort idea pops into Blümelein’s mind: feed me again. Melchior starts cutting his own arm with a sharp rock. Blümelein feels a sharp pain in your mind as Melchior does the cutting. Melchior instructs Blümelein to suck on his open wound and to do it quickly, as he has really enhanced regeneration. The noise of the wind goes down, leaving everything in complete silence. The silence is uncanny and unnatural. It’s so quiet. An ominous feeling sends shivers down Blümelein and Melchior spines.

Malcolm has lost sight of Blümelein and Melchior. It is getting too dark too continue but he wants to see what those two are doing. He continues traversing the treacherous trail. After some minutes, he starts to notice a lack of sounds, silence. He steps into a pile of dry leaves and he hears nothing. This silence is uncanny and unnatural. A ominous feeling permeates Malcolm’s body and gives you goosebumps. Malcolm has a bad feeling about this. Could it be that the supernatural forces of the zone are acting out? When Malcolm reaches the end of the trail, he sees Blümelein on her knees sucking out blood from Melchior’s arm as he keeps his other hand in her forehead. Blümelein’s arms start morphing and transforming, pretty similar to the powers of Melchior. This scene doesn’t disgusts Malcolm, as he finds it more reminiscent to a mother feeling its offspring rather than an act of vampirism. But there’s a wrong feeling about it, a very wrong feeling. Malcolm takes cover behind a rock in the path. A scene unfolds before your own very eyes.

Melchior and Blümelein, standing now to the abyss, see a figure emerging from the darkness of the ravine. They see a very tall and skinny humanoid levitating over the abyss. They can only distinguish the figure in the darkness, because this figure is blacker than black. Also, barely distinguishable, they can see that the figure has a black goat cradled in its arms. Melchior and Blümelein freeze in place before the apparition.

[Continued]
>>
>>2662257
The humanoid starts levitating towards Melchior. The figure is motionless as he moves towards Melchior. He starts moving his arm towards Melchior and places his dark hand on Melchior’s head. He moves its thumb to Melchior’s forehead and with his long dark fingers it caresses Melchior’s hair. Malchior finds this sooting for a moment before an extreme pain shoots from where the figure had its hand. There are no known human words that can describe the pain Melchior is feeling, and by extension Blüme is feeling too. This extreme pain makes Melchior and Blümelein drop to the ground. As soon as the figure gets his hand off Melchior, the pain stops.

The figure starts approaching Malcolm. It looks like it knew that Malcolm was hidden behind that boulder the whole time. The figure gets in his face, as Malcolm is completely frozen in place, and the small goat opens its mouth and recites some word that sound more like a chant; but in the way that you understand it it feels more like an order.
s̛͙͔̝̻̪̜̮̣͇̩̣͉̭̿̎͗ͧ̈́̕͢͞ͅp̸̪̦͙͓̜̪͚̭̠̩͚̝͇̞̮ͬͨ́̑̈́́ͦͩ̍͋͘͡ͅr̰̬͓̝̮̭̮͗͗̂̓̉̿ͯ̈́̽̈̀͞ȩ̵̼͈̱͔̣̻̻̇̈́ͤͬ̔ͩ́ͨͩ͢͞͡ą̶̗͍̩͊͊̓͌̽͐͌̊̊ͮ́͢d̵̞̺͔̳̙̟̳͈̫̖͕̱̳̘̾̑̒ͤͩ̾ͫ̍̆ͩͫ̏͒ͯ̀̀ ͖̭̘͍̦̺͚̗ͭ̐ͭ̃̿̾ͮ̏̈̓͒̄̊̕͢͜͢͝ͅ
̢͈͍͔̫̦̼͍̮̦͍͎͍̠̺̦̼͚ͤ̋ͯ̎ͯ̐ͩ͗̿͂̇͆̾ͣ͞͡ͅt̷̛͇͎͚̣̺͖̩͇̗̞̬̳̖̱͉͌̓̈́ͨͫ̏ͨͣͨ̐̔ͨ͆̈͊ͤͤ̋h̶̳̱̩̣̠̠̹ͤ̌̈͆͑̓̋͛͑͒̾ͣͅe̸̷̡͉͍̩̘̱ͬͪͣ͂̓ͮ̄͟͞ ̴̛͕͖ͫ͌̈́̏ͧ̈́͒͌̇̐̐̌̎̃ͨ̀ͪ͘͜ͅ
̸̸̢̢̦͔̝͕͑̒̎ͤw̨̛̗̣̞̹̟̪̗͛͛̊ͧ̏͆͌̌̈͐ͪ̎̚̚͝͡͠ͅǫ̙̼͍̻͎͇̻͈͖ͮ̈͂͊͐̾͒͂ͭ̓ͧ̿̈́ͫͦ͐ͅͅͅŗ̶̸̼͇̳̺̖̖͕ͮ̊̿ͧ̃ͫ͌ͭ͑̿͢d̡̹̳̝̻̰̓̎ͦ͌ͣ͆ͯ̾͆ͩͧ͊͡ ̸̸̖̖̱̘̬̳̦̝̗̹̤̠̗̯̣̦̭̈́̈ͨ͆ͤͮͫ͞͠ǫ̤̳͇͔͕̙͔̟͑̎ͩ̐ͭͭ̀̐ͩ̏̋ͣ̀̽͊ͨͨͩ̏̀f̠͚͚̦̰̳̮̩̰̮̤̼̥͍̫̤̑́͐ͮͨ̈ͪ͗̽́͘͜͡ͅ ̸̴̧̟̬͇͕̩̗̮̥͕̬̺̮̜̦̩͇̞͐̂̏ͯ̆ͪ̎̇ͣ́
̢͕͎̰̯̙͍͙͆́͐̌̃o̷̴̧̫̦̬̣̰̗̼͖͉̗̭̙͛̒̊ͩ̄ͯ͊ͨ͛͒̔̓̓̄̊̓̚̚͝͠u̜̘̦̣̞̠̩ͯ͗̾ͪ̾̓̓̋̐͡ṛ͇̻̮̣̦̬͈̝͇̻͋̌ͪ̓̒̈ͭ̉̇ͣ̇͆̆ͣ͒͗́̚̕ͅ ̷̷͇̳̬͙͓͖͔̳͎̪͔̞̣̩̩̇̽ͪ̔ͦ͐̎̈́̿͐͟ͅa̵̢̝̥͔͕̽̔̈́̏͟r̢̨̳̻̹̤͚̦̈̄̐̏ͦ̊͐͆͞͝r̶̶͈̙͖̝̼̤̍̔ͯ͂̆͐ͦ͐̎̋̚̕ͅͅȉ̧̧̛̖͖̱͓̥̮̘͊ͪ͛ͭ̿ͤ̈͒ͤ̂ͧͧ͢v̨̢̭̯͈̠͔͚̟͙͈͈̺͎͒̑̐̎́a̴̡̩̤̻͍ͨ͛͋̒͂̉͌͢l̷̶̫̮̯̻͇̣̜͈̙̣͇̹̹ͪ̓͛̿̒͢͠


[Continued]
>>
>>2662259
[Melchior Health Tracker: -20 HP]
[Blümelein [Neural Hyperempathy] -10 HP]

[Melchior: Marked by s̷̸͚͕̦̦̞̦̺̎̂̎ͣ̕ͅh̴̖̞͓̰̱̫͓̩̗͚̠̹̹̳̞̼̓̾̂̒ͭ͒ͬ͒ͪ̓̎̔̒̍̓̔̇̋̎͝ͅu͎̺͔̗͚͔̍ͪ̿͂̈̏̇ͪ̆ͧ͌̂̒̂̑͘͜ͅb̵̧̡̝͓͔͙͖̤̞̰͉͈̪̼͓͕͙̻ͬͧ̓ͮ͌̾̾ͧ͊̐̒̀ ̗̩̖̞͂ͦ͂͒ͣ̒̃̓̔ͤ̕͢͠-͉̬̪͈̤͕̤̙͓̞̱͚̯̊̆̓ͭ͋͐̑̚͠
̡̮̥͎̝̗̱̘̳̣̻̦̳̙̣̼̱̜̘ͫ͋̎͘n̸̴̘͙̠̯͍̭͍̭ͫ̊̂̾̚͜͞ȉ̷͕̹̩̞̜͎̐̄̎ͨ̕g͙̣͕̺̫̩̞͉͉̙̻̮̃̍͒ͧ͊̂̾̑ͯ̋͗̌ͦ͛͟ͅg̱̣͙̠͔͍͙̥̗̰̣̣͖͓͗͛̔ͮ̒̈̃̏̏̀́̕ͅų̡̰̩̥̬̆ͭ̒̏ͧ̑̽̃̽ͣ͞r̨͎̤̗̤̤͉̔̓̑̓͛̊ͤ́ͨ̽̉̕͡͡a̡͍͎͇͙̰̤̹͉̰̝̪̮̠̯̞̎̏̓t͈͉͚̯̞͎ͨ́͊ͫ͑ͮ̈͡h̴̴̛̙̪̘̠͉̬̰͚̣̫̓ͤ̊̊̆͋̓͛ͬ̎͊̌͢͠ ]



[Malcolm: Witness of the Old Magic] - You feel that you have been ordered something.
[Melchior: ????????????????????] - You can now share up to three skills with a creature that drinks your blood. It’s effects get stronger when you share.
>>
>>2573997
[Malcolm]
>38 - m
>[...]praying to the gods of this world can offer me guidance or our group some extra safety.

After you get back to the Camp, you start praying to the Gods of this land.

When you think you hear no response, you start hearing a small voice inside of your head. It sounds the voice is being masked by static but as you pray and concentrate into it, you start to hear this voice more clearly. You still can’t quite differentiate what it is...
Y̛̰̰͚̤̙͎̤͍̺͈̜̳̭̖̪̫̎̾͗͂̿ͤ̊̽̆̎̔͠Ǫ̛͕̠̜͕͚̣̜̫̼̟̮͙͓͗ͮͨ̔ͨ̊̋ͪͪ̈̑̎ͅͅU̧̱̳͇̹̖̳̼̩̯̺̠̝ͬ͌̄̔͗͑͒͛́ͭ̌̽͆̈́ͬ͟ ̬̟̖̩̘͇̟͙̞̻̄̽͋̑́͆ͦ͢͡H̷̡̹̬͇̩͈̘̹̥̽̊̿̉̒ͫ̌̆͘A̧̨̦͕͍̣͉̦̮̮͇͕̜̟͇̤̫̝ͤ̂̚V̵͈̫̪͎̼̭̯̳̫͉͔̰͚̰̮̞͆̓̆͗̇̈́̎̈́ͣͦ̐̏͌̀ͪ́́ͅE̴͉̱̳͔̭ͪ̔̑̿́̏̔͞ ̴͕̗̰̺̗̪̣̦͖͕̻̗̜̤͇̮̐ͫ̌̾͐̓ͪ̓͢M̵̦̣̣̖̞͑̌ͨ͛ͭ̇̃ͨ́Ŷ̵̰̺͚̺̥̱̗͎̠̼͙̙̳͔̗͓͈̻̬͆̾ͭ͐̐ͣͮ̎ͫ͒̃̓͘͟͞͠ ̴̨̢̝̠̭͉͙̙̱̹̭̘͍̗̑̄̌̔͊͑ͬ͌̊ͦ̄̾̃̏̏́̚̚P̴̼̝̫̙̥̣̫̺̜̞̦̜͎̖͔̏́͑ͣ͝Ŕ̴̥̤͈̱͖̜͔̰̙ͪ̿̓̄̔ͦ̏ͧ̌̔͢O̶̢̞̳͈͍͕̺̬̝̣̯̰̘͔̥̟͒̂͑̆͋ͣ̀̚͝ͅŤ̢͔̦̦̮͕͎͉̘͎̺͕͓͊̆ͪͯͫͭͦ̿͊͛̄̋ͫ͂͗͜͞Ẽ̴̢̦̞̞͙̯͔͙̦̣̖̂̒ͬ̓ͮ̃̎̈́͗͒́C̩͈̙̪̖͖͔͇͔̘̖̹̪̦͉̥̪̆̐ͣ͐̄̃̆ͦ̈́̇̉ͣ͐̋͊̉̓̀͘T̴̼͔̆ͨͣ̎͗̇ͣ̿ͣ̊̐́́̚I̷̧̢̟̤͓̮͍̺̠ͧ̽̉̂̓͛̌͡Ọ͎͙͎̹̑̽ͭ͑̋̐͜N͚̺͉͕̼̤̥̞̞̫͕̹̜͓͙̠̉̐ͮ̇̄ͤ̆̌̔̇̚͟͜
̛̪̣̝̖̱̗̪̦̙̟̞̞̏ͯ̉ͩ̔͌̿̄̉ͣ̉́̒ͮ̚͝M̵̱̭̜̪͕̠̘̈̈̎̑̓̽͋͛̀ͪ̆̑̈͝Y̨̜̹͎̜͕͓͖̳͔̭͖̓͒ͮ̓͆ͬ̌̑͗ͧ̒ͬ́̚̕͡͞ ̶̛̤̣̤͚̖͕̗̩̭̞̙͑̍̌̑̌̉̓̾̆̇̽͒́͢C̻̘̩̳̜̜͖͕̱͓̫̝̯̱̆̃̒̑̒̾͆̏ͩ͋́̚ͅH̷̨̡̖͕͔̖̽͐͛̒ͩ̓ͭ̋̾̓͘͘I̶̧̢̖̤͍͍̞͍̝̱̝̘̳͇̘͔̗̯͛͗̂ͧͧ̈́͑̄ͮ͊ͪ̚Ļ̥͔̱͇͉̳̇̄̐͗͑̿ͯ̎́ͩ́̚͜D̨̳̹̩̗̜̱̂̄̈ͬ̄ͭ̃̾ͭ̍̽ͮ̀̚


Gained:
[???????????????] - Some sort of something
>>
File: Burthic.png (2.02 MB, 2664x3147)
2.02 MB
2.02 MB PNG
=============
Escort Mission
>>2565776
[Priere]
>Sign up to escort the paper pusher (hoping he's not actually a paper pusher)


>>2566384
[Neo]
>Local Demonic Converting Dungeon Shutdown

>>2590882
[Isaac]
>Free Action: Assist with the escorting

>>2573154
[Zoot]
>Sign up for this little escort thing

Two full hours before sunrise, you get woken up by a ceremonial gong that can be heard through every room of the Factory. You get dressed and ready for Today’s Mission: taking one of the Xenerith Order, higher ups to the Demonic Dungeon found. You realize that you don’t know the name or the real rank of this member of the Order. You get called to the Mess Hall for breakfast.

In the Mess Hall, you get debriefed about the plan:

The Dungeon is located all the way on the other side of the city. You will stand Outside the Factory until the two carriages leave the premises through the front door. You will be divided in two teams:

- Front: You will be in charge of leading the way of the two carriages and clearing the way.
- Back: You will be in charge of making sure you are not being followed and the first to respond to an attack.

If the situation requires it, the carriages must continue on their own with two Outsiders guarding them. Make sure to not be close enough to put the other carriage in danger in case you get ambushed. You will not know which carriage is transporting the higher up. The Carriage drivers also do not know the contents of each carriage.

Both carriages must arrive at the Dungeon.

The Dungeon is marked red in the map. The Factory is marked blue.
Live Action RP! - You have one hour (in game) before you have to get to your post. Strategize, make up plans and theorize. If you throw a theory in the air, or aren’t sure about things, neighborhoods or other details of the city, roll a d20. A QM will respond and help you out.
>>
=============

Caravan Update

After five days of travel, we have reached the town of [Icespire], of the [Goyavetland] territory. Or at least what remains of it. The whole town is bathed in blood, gore and bodies. The air which would normally be vibrant with the sound of work, trade and craftsmanship is now carrying a thick, black smoke and small embers, enough to destroy whatever courage is left in the survivors. The only thing standing tall is a Temple to Skathi, the goddess of winter and hunting.

An attack from the Monstruos Hive has occurred in this location, and in like the other towns, there’s not much that remains. There local inn has been turned into a makeshift hospital, but with the medic of the village slain, there’s not much that the current population can do beside basic first aids. Medical help is certainly needed. The weather is starting to get colder and food starts to get scarce. The General Store has been ransacked and there’s not a single soul in the market plaza. Resources are needed for this town.

The bodies littering the street reveal the gruesome ways in which they have died. Most of them have a stinger piercing through their torso, right through their heart in some cases, and the rest is a mixture between being charred by lightings, and mauled to death. Most of the fighters were wearing simple leather armor and most were using their hunting bows and steel swords to fight back. They didn’t knew what their were fighting.

A look into the Inn reveals that the town’s population has been decimated. The survivors are helping the ill and wounded; most of the survivors are older women that are too busy taking care of the patients to weep about the losses of their husbands and children. A woman tells you that the bees took them: the teenage girls were called “cute” and they were separated from the rest. The small children were taken away with the promises of sweet honey… As she says this, she notices that the patient she was taking care of has passed away. She closes his eyes and sheds a single tear. She tells you that the town is starting to run low on medicines and bandages.

[Continued]
>>
>>2662297
The scouting team has revealed that the Storm is heading towards [Celmaereon Castle], a fortress located in a valley between the mountains, where rolling hills made a perfect ground for farming and raising livestock. Some of the scouts are discussing of the importance of this place for the bees, but it gets muffled between the desperate wails of the population, the sound of live fire and the wind of the mountain. What you make up is that the bees do not stay for any amount of time in any place. The Castle is three days away and might be out best moment to strike.

There are some decisions you need to make:
- [Stay] - You have decided to stay and help with whatever the town needs. (Medical help, burial...)
- [Bring] - You have decided to go back to the Marketplace and bring supplies for this town.
- [Fight] - You have decided to leave the town behind and march up towards the Castle and the Storm.

You must base your actions for this turn on what you chose.
>>
>>2662299
Tabatha cooked a nice meal with deer. It reinvigorates the party.

>Gain:
[Fresh Deer] - Get a +15 to a single action or +5 into three actions.
>>
TURN 10 GO
TURN 10 GO
TURN 10 GO
TURN 10 GO
TURN 10 GO
TURN 10 GO
TURN 10 GO
TURN 10 GO
TURN 10 GO
TURN 10 GO
TURN 10 GO
TURN 10 GO
>>
>>2662306
*Sitting on a box Priere begin talking about the mission*
"Alright, since I have no combat abilities I'll be taking the front. Though I don't really expect any trouble until we cross the river."
>>
>>2662306
>>2662339
The delinquent slaps his closed fist into his open palm, repressing a grin. Finally, he was seeing a way to release all that pent-up aggression.
"I'll fight. Only thing I'm good at, really."
>>
Rolled 42, 42, 35, 11 = 130 (4d100)

>>2662306

>M: A labyrinth without walls...it reminded him of something, something familiar, scraping against the edge of his mind, maybe something to ponder, the concept of a labrynth without walls, things that are that should not be. (Explore the hint of a memory)


>M: Sleeping, it was something that he did regularly, and maybe there was power behind it, he would experiment with dream magic. (Rolling with advantage.

>m: And he would spend time resting, not literally sleeping, but meditating, exercising his mind, even if his reserves were strong it never hurt to give them a chance to relax and refine itself, it would make his normal experiments easier.
>>
>>2662339
Mmmm, ok. I don't know what all of your strengths and weaknesses are but I think some sword users should stay in front and those of us with longer range attacks should be in the back. So I say lightning boy and I watch the back.
>>
Rolled 75, 15, 72 = 162 (3d100)

>>2662306

https://docs.google.com/document/d/18ZRrkqRNfM68o0Eyc9LuS2Yfo2BmhIEAIj-V6J0uolA/edit

>M: After talking with with my fellows about this printing press, I go out in search for one. There must be someone or someway to acquire one. This would go a long way to making bibles in mass and teaching the people.
+20

>M: Keep practicing. My inability to articulate the words of the Lord to the people has set me back repeatedly. This gonna stand, my weakness will not be the reason the Lord's will is not done.
+5 Mastery of Old Testament
+5 Mastery of New Testament
+5 Complete Knowledge
+5 Underground Sanctuary

>m: Talk with Wilhelm. I haven't spent much time with him, as I've been preoccupied with other matters, which is a great shame to me as he has been a great help to me in these difficult times. And there is always wisdom in learning from the experiences of your elders.
>>
Rolled 45, 95, 81 = 221 (3d100)

>>2662306
https://docs.google.com/document/d/1GeDUPfXTX3bOJ9feunqy3iFIzybjEK16fOpNXWq8cKM/edit?usp=sharing
>(minor) Try to requisition some brass knuckles or something comparable (+5 Deer)
>(Major) Work on my endurance, run and fire off Ki Burst until my reserves are empty, to try and find my second wind (+5 Deer)
>(Major) Work on my final attack with the help of the noble guy. By burning all my remaining energy and rage, I should be able to fire a devastating beam of ki (+5 Deer, +10 Noble Guy)
>>
Rolled 71, 44, 79 = 194 (3d100)

>>2662306
https://docs.google.com/document/d/1yM98Hon1tWvVUQhSPvgGO5FGHJPIFSX8oyPfaq4L4Ls/edit

Before anything, I cannot act without resting. A shaky hand is not a quality one.
m: Rest.

Following that, Helsing has been meaning to work upon an idea from earlier he had with Runecraft.

M: Helsing finds a glove, made from any somewhat durable material and etches runes of life into them, to finally see how it effects the Regeneration spell.

God Above, this look terrible. Such Blatant Human suffering, so widespread across this town..Helsing cannot just sit by and watch when he can help.

M: Helsing helps tend to the wounded in the town of Icespire, beit with magic or surgery, using the tools that he has had for so long.
APPLIED BONUSES:
High-Quality Order Issued Suitcase of Medical Supplies +5
Surgery (Industry) (+5?)
Medicine (Industry) (+5?)
Deer +5
>>
>>2662339
>>2662445
"Vhile I am not ze most...Forward and Aggressive Fighter, I shall support you all to ze best extent of my ability.".
>>
Rolled 89, 88, 41 = 218 (3d100)

>>2662306
https://docs.google.com/document/d/14_O3guUdwhOly9Y-I5TmQV0S6yNMtonNmB2fDEqNPJk

>M: I’ll make my way around Icespire, providing first aid and healing magic to those in need. [First Aid +5 , Deer +5]

>M: Go to the Temple of Skathi. Is there some actual magic that protects the place from the bee hoard? Or is there a true divine presence there that kept them away? Either way, I feel the need to investigate it. [Deer +5, Common Theology]

>m: After that whole experience in the mountain and that creepy voice I heard while praying, this makes me think of Elder God shit I heard of back on my universe. I start practicing mental exercises to strengthen my mind from outside sources as best as I can. [Deer +5]
>>
Rolled 9, 2 = 11 (2d20)

>>2662295
>>2662339
>>2662502
(Rolls: Neo theorizes about the security of the walled section and the area across the river.)
"Why do you think they think they will be attacked from behind rather than the front?"
Neo wonders. "Do they think someone who is an enemy of the order is gonna try an ambush? What do you guys know about the areas of the town we will be moving through? I would think being within the walled section there will be better security, but I can't say for sure since I have mostly stuck around the factory since we got here. Is the area across the river a bad part of town or something?"
He theorizes a bit before adding "Well, either way, if we do get attacked, I think I should be able to take on at least one or two guys, I'll try to keep them off you all. Where do you guys want me?"

>>2662665
>>2662445
I think this is only people back at the factory who signed up for the special mission
>>
>>2663752
>>2662665
heck

I can read yes
>>
>>2663752
The area across the city is the better off parts of the city. Is where most of the commerce and politics of the city are done. The biggest threats, crime wise, within the Walled City of Burthic are burglars and pickpockets.
You could expect some agitation since the Order does not usually interfere with the issues of the city and the presence of Outsiders bothers some of the city dwellers.

The east side of the city, within the walled city, crosses directly into a tightly packed residential area. There's mostly tall building and apartments for the workers and idle people. There have been reports of gang activities in the zone, with a strong dislike towards the authorities, such as the Xenerith Order. (Even if the Xenerith Order doesn't meddles with the issues within the city unless it's significant). It's a pretty rough area.
>>
>>2662445
"Are you sure about that? We could use your strength to hep with the rebuild of the town..."
>>
>>2663752
>>2662502
"Unless anyone has objections or someone else join here's the plan, since the order want the backline to act as a fighting force, Isaac and Neo will be assigned to it. In the front I'll act as a living GPS and Zoot will protect me. If anything happens the frontline will stay with the convoy while the back line deals with the problem and I'll guide them back to us with a wisp once they take care of it."
>>
>>2664910
"Oh, yep that works too. Ok I'm down."
>>2663752
"You look familiar." >:1
>>
>>2664739
"I mean I guess I could do that too. Depends on what the others do..." The delinquent crosses his arms, his brow furrowed.
>>
>>2665122
“Well,” Malcolm speaks up,” I don’t know about rebuilding myself. I’m planning to make the rounds and try to heal those who are injured or corrupted by those bee demons.” He lets some of his healing magic glow in his palm for a demonstration.
>>
>>2665559
Well, I can't help you with that. But I'll try to make meals for the needed. This town needs us more than fighting the bees, right now.
>>
>>2662061
>>2662306
Holy shit, how do you manage this much work per turn?
>>
>>2666175
By taking multiple months between turns.
>>
>>2664910
Neo nods. "I'm fairly good at fighting, so I should be able to cover the rear for you guys no problem, and if something comes from the front, I will know as soon as it starts thanks to my magic."
>>2664929
"You have probably seen me around the factory a few times, I tend to stick out like a sore thumb since I think I'm the only outsider who wears heavy armor so far." he replies.
>>
>>2664910
"Sounds like a plan to me." Isaac says, stretching somewhat. He then looks to the Outsider girl and the lanky gunslinger. "Are you two sure you can handle whatever comes at the front though?" He questions. "I know they expect an attack from a rear, but if things go wrong and they attack the front..." The man trails off.
>>
File: Holomap_BOII.jpg (74 KB, 848x463)
74 KB
74 KB JPG
>>2666475
"With some eyes in the sky, I'll know in advance if they try anything"
*Priere activates her Mana mist map as if to prove her point*
>>
>>2666485
"...Impressive." Isaac says, leaning in to inspect the ephemeral map. It did seem to be a copy of their current location; and even had little dots to depict entities like himself. "Alright!" He says, a little more confident in this plan of action.

"But I guess we haven't been properly introduced, huh?" Isaac states, turning to everyone in the group. "My name's Isaac. Nice to meet you all."
>>
>>2666580
"Priere, I might not be much in a fight but leave intel gathering to me."
>>
>>2666175
We are a team of around 2-8 QMS who collaboratively write. Turns are really slow for a normal /qst/.
>>
File: Burthic_dungeon_LAM1.png (1.37 MB, 2409x1465)
1.37 MB
1.37 MB PNG
[Escorting Mission]
[Live Action Mode]*

After the our has passed and the sun starts to rise over the horizon, you hear the galloping of the beast of burden pulling the carriages through the morning fog. They stop right in front of the main gate, waiting.

You get into formation, with Zoot sitting next to the driver of the carriage in front and Priere walking and guiding the way. Isaac and Neo get in line behind the second carriage, ready to guard the backline.

Zoot, even though you shot yourself twice with your shotguns, you have been blessed with a speedy recovery that has lead you to assist your fellow Outsiders in this endeavor. But, considering your medical condition, for this mission only, you:
- Have half the Max TP points available.
- Have half the Speed available.
. Have 105 Max HP.

Getting critically injured could worsen your condition.

As the carriages marches on the dirt path towards the main road, you have time to make some preparations beforehand.

You can still theorize about the regions/blocks you are hiding into with a d20. You can also use out of combat actions during the march.
* - 12 hour window or until all players have posted.
>>
>>2666831

LAM TURN 1 GO
LAM TURN 1 GO
LAM TURN 1 GO
LAM TURN 1 GO
LAM TURN 1 GO
>>
>>2666833
"Alright, I'll keep a wisp ahead of us and one behind us. If anything happens I'll blow the wisp closest to the vector of attack."
*as she say so priere summon her glowing balls of mana and send them to sky before activating her ability to read aura*

Long version of my character sheet: https://pastebin.com/Rni4HGEn

HP: 350/350
TP: 89/89 (119) bound: 30
AD: 40
AP: 73
Def: 37
MR: 49
SPD: 35

Full Frontal - Stay in front of the front group
HP 73/73
Speed: 53

Dead last - At the back of back group
HP 73/73
Speed: 53

Current modifier (+2 to detect hidden emotions or living being)
>>
Rolled 19 (1d20)

>>2666833
Neo moves along with the caravan watching for threats with his hero sense.
Rolling for how well he knows the area around the factory, possible bonus since he spends a lot of time patrolling around here recently?
>>
>>2666840
>>2666833
Name: Neo
CL: 2
SD: Might 2/Finesse 5/Resolve 4/Inspiration 3
Skills: Sword And Board, Double Payback, Martial Arts, Cross Slashes, Dodge, Uncanny Balance, Counter Stance Sapping Strikes, Otherworldly Toughness, Mighty Constitution, Fortify, Cleanse, Draining Strikes, Hero Sense
HP: 410/410
TP: 83/83
AD: 59(+60) =119
AP: 39
DEF: 48(+30) =78
MR: 51
SPD: 43(-5)=38


Link for expanded sheet:
https://docs.google.com/document/d/1evE1LFsRXxJv2NzDo3daUm4gTHg8DBYjbuIs4ZMgnmU/edit?usp=sharing
>>
>>2666840
Neo, you know by heart the Industrial Area that surrounds the Factory. Most of them are different kinds of manufacturing facilities, with some industrial facilities dedicated to feed those manufacturing facilites; like the Copper Processing Unit, that is north side of the Factory and the Federal Shoe Factory.

From what you have seen and know from your patrols and inhabiting this area, you are completely sure that the area is safe. There maybe be some troublemakers, but they are usually interested in applying for jobs or cleaning. At sunrise, the streets start to accommodate workers trying to clock in.

Your hero sense detects some general discomfort in the area, but it is because everybody hates Mondays.
>>
Rolled 10 (1d20)

>>2666833
Name: Isaac Thorne
A twenty-four year old electrician who died in a car crash on the way home. Having accomplished nothing of note in his life, he awoke in a new world.

SD: Might 1 / Finesse 2 / Sorcery 4 / Resolve 1 / Inspiration 2 / Industry 2
Skills:
>Spear Stab (Might)
>Jousting (Finesse)
>Long Distance Strike (Finesse)
>Large Lightning Bolt (Sorcery)
>Lightning Bolt (Sorcery)
>Galvanize Weapon (Sorcery)
>Electric Conflagration (Sorcery)
>Toughness (Resolve)
>Eletron’s Siphon (Inspiration)
>Invigorate (Inspiration)
>Electricity Knowledge (Industry)
>Basic Repairs and Maintenance (Industry)

CL: 2
HP: 377/377
TP: 107/107
AD:43 (+80)
AP: 53
DEF: 38 (+20)
MR: 38
SPD: 37 (-2)

>Just walk behind the carriage and activate Invigorate. The extra stamina might be helpful down the line. Keep an eye out for anything suspicious.
>>
>>2666854
>>2666838
"Alright, good plan. The area around here should be more or less safe. Besides the creatures in the forest which we aren't going near, I haven't run into any sort of trouble in this side of town outside the walls where I usually patrol. Almost everyone up around now is usually just heading to work in the factories."
>>
>>2666128
“Agreed,” I nod back to Tabatha. “These folk have already suffering from a great tragedy. If we can lessen it, however small it may be, that’s probably for the best.”
>>
Rolled 95, 11, 39 = 145 (3d100)

>>2662306
>Work my aim to make easier hit bees (i was thinking about something like +3 aim or something like that) (major)
>Create the abbility "bite of desesperates" (some stun efecct) (major)
>Work with the dragon bullets schematic (Minor)
>>
File: I call shotgun!.jpg (24 KB, 300x189)
24 KB
24 KB JPG
>>2666405
"Mmhmmmmmm"
>>2666831
"I call shotgun!"
As I get set up next to the coach driver I make some light-hearted conversation at him. "Hey there roadhog, try not to go over every bump in the road, I've got a bad tummyache."
>>2666838
"Right on. I'll just be the coach hand here. If you could be my spotter that would really help me out!"
>>
File: Burthic_dungeon_LAM2.png (2.02 MB, 2664x3147)
2.02 MB
2.02 MB PNG
>>2666838
>>2666840
>>2666868
>>2667015

[Escorting Mission]
[Live Action Mode]*

As the party joins the main road, you start to notice how the streets start to line up with people heading to their factory jobs. You feel like you have seen some of these people before, but never put much attention to them until now. Most of them look tired and miserable; with damaged garments and muted colors.

As their march, you notice how there are some groups of them that are walking through the backstreets, completely avoiding the main streets. They are wearing clothes that cover their faces and hands. Some are wearing hoods, gloves and some others are wearing ski masks. This strike you as odd, but they are marching towards the same buildings as the other town folks are going. In a glimpse, you notice it. A man decided to take a look at the carriages, leaving his face exposed to you: grey-green skin and eyes that looked yellow.

The front carriage driver noticed too.

"They are the unfortunates. People that are still paying for the crimes and bad decisions of their parents and grand parents. They were just born with bad luck."

The road so far is uneventful.
>>
>>2667976
LAM TURN 2 GO
>>
Rolled 10 (1d20)

>>2668086
*Piere every mental abilities is spent keeping track of people's aura, alternative routes and actually keeping in front of the convoy*

"This is awful, but I can't say I don't understand. We kinda did the same to some of our immigrants."
>>
>>2667976
"Mmhmm, that's life my man. You've got me interested now though. What is the story of these 'unfortunates'?" I inquisitively ask.
>>
>>2668133

Priere, the road just gets more and more packed with people. You are ignoring some auras after a quick look and deeming them as just regular workers. Keeping tab on every single soul in the zone would really strain your mental capabilities.

>>2668145
"Most of 'em are the descendants of people who tried to get power by means that we don't understand. There are rumors about deals and sacrifices. But I never seem 'em; I just see people that got scarred by the evil ways of magic that try to kill us. Like those gosh darned bees."
>>
File: Chatting.jpg (8 KB, 275x183)
8 KB
8 KB JPG
>>2668176
"Oh buddy, tell me about it. I've been attacked by those big ol bees twice now. Let's just say they're a real pain. I haven't really talked to many of the people around town lately, what's the general opinion of magic these days?"
>>
>>2668307
"From what I have seen from the Order, there are three types of magic: the one used for the summoning of Outsiders, and they are very secretive about it; the demonic, it works as corruption until it consumes you and if you have offspring it makes them forever; and the Outsiders, unlimited magic that grows over time until they decide to retire or leave."

"And unless you are an Outsides, people don't have very good opinions on magic. It's the kind of things that have thorn families apart and destroyed villages. Pretty nasty stuff when out of control."
>>
>>2668342
"So demonic corruption makes your kids live forever?" I asked surprised at this little revelation. "So you're saying those bee demons can live forever? Gah, and I thought they would die off over a couple of weeks! Well enough about that, let's get to a much more juicy topic! "Who exactly are we escorting here?" I ask with a lowered voice.
>>
>>2668419
"I'm pretty sure he's implying that demonic corruption stay in the bloodline no matter how many generation down the line you are."
>>
>>2668419
"It marks your descendants forever. After you go demon, there's no turning back. Or so they say. "

"And excuse me, but I didn't get what you said, kid..."
>>
>>2668431
"Oh, so that's what you meant, and I said who exactly is this 'important' person we are escorting?"
>>
>>2668447
"The truth is I don't have an idea. I just tend the animals for the Order and drive the carriages from Burthic to the [Farm]. "
>>
>>2668509
"The [Farm] is the location where the summoning ritual take place isn't it?"
>>
>>2668521
"The [Farm] is another location; pretty much like the [Factory]. It is used to try and cultivate and raise things like they used to back in your plane, dimension or whatever."

"But, answering yeah, it has everything to do a summoning ritual; but due to some orders they decided to do the ritual in the city instead of the [Farm]. This is the first summoning in a century, or thats what I been told"
>>
>>2668596
"Huh, I learn new things every day. Well, this looks like it's gonna be a while for us to get through this crowd of people, so can tell me a riddle or two. Give us something to pass the time." I say with a stony grin.
>>
>>2668809
"Right now; theres a bit of discomfort because there's a new ordinance in town banning the unfortunates from entering the city in the morning."
>>
>>2669016
"Where's the closest bridge outside of town? My map only had those two close by. I'd be unhappy too if I couldn't get to the other side when I wanted."
>>
>>2669037
"Far north. The terrain is too sandy to build a bridge; and the east zone is where most poor folks and the unfortunates live in. "
>>
Rolled 1, 6 = 7 (2d20)

>>2667976
Neo stays in the back line and quietly keeps an eye on his surroundings and waits in case his Hero Sense pings.

Unfortunately he doesn’t know too much about the rest of the town past the factory district unless the route happens to pass through the same way he takes to get to his recent training spots...

Rolls: Knowledge of the general areas near Everett’s gym and Alexander’s school, no idea OOC where they actually are and if they would be helpful.
>>
File: Burthic_dungeon_LAM3.png (1.16 MB, 2664x1164)
1.16 MB
1.16 MB PNG
[Escorting Mission]
[Live Action Mode]

>>2669338
[Neo]

You don't know this main road. You have seen it, but you never had the need to traverse it.

When looking at the map, you realize you have no idea where Everett's Gym is located. You know what streets and alleys to take, but you have no idea where to locate it on the map. Was it near the wall? But there's sounds from the river? You are really confused about it.

You can locate the area where Alexandre's school is. It is located south inside the city walls; but this information is of no use because you usually enter through the southwest gates, instead of the western gate. Mostly to avoid the Plazas.

>>2668133
>>2668145
>>2669338

Priere, one of your wisps notice something. The Western Gate is closed at the moment.

There's a multitude of people protesting, mostly unfortunates, about being let in inside the walled city. The gate is closed and the guards are trying theirs best to keep the situation from escalating. They are still not letting anyone in.

Neo, your hero senses ping at this injustice.

The driver is getting annoyed with the multitude of people that is starting to form in front of him.

[Escorting Mission]
[Live Action Mode]

>>2669338
[Neo]

You don't know this main road. You have seen it, but you never had the need to traverse it.

When looking at the map, you realize you have no idea where Everett's Gym is located. You know what streets and alleys to take, but you have no idea where to locate it on the map. Was it near the wall? But there's sounds fro the river? You are really confused about it.

As you get near the gate towards the city center, you notice there's a multitude of people protesting. They want to enter the city, but the gate is closed and the guards are trying theirs best to keep the situation from escalating.

The driver of the front carriage flashes one of the guards with a Xenerit Order Insignia, but the guards just moves his head from side to side.

"Guess we will have to take another route, what ya' say?"

[LAM Turn 3]

"What in world is happening up front?"

"TURN 3"
>>
>>2669342
>>2669353
>>2669037
>>2668809
Seeing the carriages stop, Neo looks around to see what is causing the hold up. When he sees the blocked gate and protestors he frowns a bit as his Hero Sense picks up the crowd’s attitude and the real dick move the city is pulling. He decides it will have to wait since the mission takes priority, waves to Priere and Zoot and yells “There is a fairly safe road back in the factory district that we can take to the main road to the southwest gate if we want to backtrack! I usually use it to get to Master Alexander’s school since it’s less crowded than going through this one!”

>>2662206
>>2662306
—some point during the last week—
“Hello, I was told this is where I could find the artificer Argus, is that you? I’m Neo, and I found something I was told he will probably be interested in.” He pulls out the sword to show him. “It seems to be a weapon that can change its attributes based on a rune inserted into its hilt and gain power as its user does, and I was wondering if someone might be able to create a rune crystal to power it and the guys from the order told me to come here.”
>>
>>2669353
>>2669363
*Priere starts trecking back to the group*
"Are you talking about the norther or one of the other western door?"
>>
>>2669363
>>2669433
"I'll leave you guys to come up with the route, I'm just gonna sit here and try to get comfortable." I say as I let out a sigh of pain from my aching stomach wound.
>>
File: EscortMission.png (1.4 MB, 2664x1164)
1.4 MB
1.4 MB PNG
>>2669353
"As for what is happening, unfortunates are causing a commotion at the gate, we have two straightforward options, unless we go with Neo's option."
>>
Rolled 79, 18, 18, 72 = 187 (4d100)

>>2662306
> M: Attempt to enchant Yel's staff once more-- maybe by reducing the threshold he needs to reach into a target's mind.
>>2669363
"You'd be correct," he says, still focusing on Yel's staff. "Runes are..." He thought back to his experiences with runes. All failures. "Sort of a sore subject for me, but I'm always willing to give it a go. Gains a different power depending on which rune is inserted, eh? Sort of reminds me of a game that I used to play, back on Earth. It was titled Final Fantasy Fourteen, and the Stormblood expansion had just come out. A shame, then, that I was involved in a workplace explosion later that week. But ah well."

He inspected the blade, attempting to gleam more information from it. "I wonder if this could be used in a similar way to, uh..." He thought for a second more. "There was a katana in InuYasha that basically healed whatever it cut. I wonder if it could inherit that same property..."
>M: Work on runes (+ crystals?) for the sword.
>m: Also think back on my past failures with runecrafting, hoping that it brings me newfound success.
>>
>>2669433
“The West-Southwest gate,” Neo clarifies, “same one your route goes to. I don’t know too much about the alleys you pointed out, but I know a safe one further back that also avoids the markets.” He points to the long straight road that is about 10 minutes behind us and heads directly to the same main road Priere pointed to.
>>
Rolled 4 (1d20)

>>2669353
Isaac shakes his head. "I wonder what's going on..." He states, looking around for any potential threats.

>>2669433
"...I'll opt out on planning and leave it to you two." Isaac comments. "... I actually haven't been outside of the Factory much, so you two probably know the terrain better than I do."
>>
File: EscortMission.png (1.4 MB, 2664x1164)
1.4 MB
1.4 MB PNG
>>2670313
"So this road? Alright I'll trust you on this one, Zoot switch carriage we should have them change direction before there's too many people in the street to do so."
>>
>>2666267
>>2666745
Huh. Best of luck to you folks.
>>
File: Burthic_dungeon_LAM4.png (1.15 MB, 2664x1157)
1.15 MB
1.15 MB PNG
>>2670798
Isaac, the crowd gets too dense to try to spot anyone or anything in particular. And you are going back anyways.


>>2669363
>>2669433
>>2669460
>>2670798

[Escorting Mission]
[Live Action Mode]

By now, the morning fog has cleared.

As per the agreement, you decide to track back and go back to the route Neo usually takes to go to Alexandre's school through the Industrial zone. Zoot, you change carriages, with care, and now the front carriage is at the back. This driver seems like an aloof old man.

Neo, you recognize these streets and some of the security guards at the entrances recognize you and give you a nod when you pas through. Looks like, at least, they recognize you as a regular. Your hero sense pinging gets somewhat stronger.

Priere, at the junction where the streets met, you see a lot of street vendors and a much smaller crowd. There's still people marching and some others are carrying baskets to make their morning shopping.

[lam turn 4 go ]
>>
Rolled 8 (1d20)

>>2672027
What seems to be causing Neo’s Hero Sense to ping? Does it pick up anyone that seems intent on violence nearby or someone under attack?
>>
Rolled 18 (1d20)

>>2672027
*Priere quickly make sure that everything in the market is normal, making sure the road is clear and that there's no group of threatening people.*
>>
Rolled 11 (1d20)

>>2672027
Isaac keeps an eye out. Taking this alternate route may be for the best, but we'll need to keep on guard in case something happens.
>>
>>2672057
Neo, you hear a thunder in the distance.
But there's no sign of rain.

>>2672562
Priere, from what you can see with your eye in the sky: everything seems like a regular market. Mostly vendors some artisans in makeshift stands. Completely safe.

>>2673969
Isaac, it's hard to keep in guard with all the passing people.

=====

The path ahead looks clear.

[LAM TURN 5 GO]
>>
File: Burthic_dungeon_LAM5.png (1.05 MB, 2518x1080)
1.05 MB
1.05 MB PNG
>>2675545
MAP
>>
Rolled 17 (1d20)

>>2675551
>>2675545
*Priere keeps doing her job, slowly adapting to having three sights, walking without bumping in anyone in addition of cataloguing things and people of interest.*
>>
>>2675545
Which direction was the thunder from?
>>
>>2675545
Neo turns towards the direction of the sound with a rather sour expression. "What the hell are they doing... Neither side is gonna benefit from shooting the other, that will only escalate things..." he says just loud enough for Isaac to hear. He turns towards the front and yells up to Priere and Zoot "I think we need to pick up the pace before things get bad! It may not sit right with me whats going on, but the mission comes first! If that turns into a riot, a carriage from the order might be a prime target!"
>>
Rolled 1 (1d20)

>>2675748
"They've started shooting?" Isaac asks, wide-eyed, before returning to guarding the caravan. "...I've got a bad-feeling about this. We should keep on guard." He says, sweeping the area for hostiles or anyone suspicious.
>>
Rolled 3 (1d20)

>>2675942
Neo nods and keeps his eyes out for trouble.
>>
>>2675545
"You heard em old man, kick it up a gear! Oh and im Zoot by the way. How is your day?" I ask my new traveling buddy.
>>
File: Burthic_dungeon_LAM6.png (1.1 MB, 2664x1105)
1.1 MB
1.1 MB PNG
>>2675942
>>2678462
Isaac and Neo, after the shot, you get into a state of confusion and paranoia about the people surrounding you. You have no idea of who took the first shot; it could have been from the guards, trying to disperse the crowd, or shooting a specially violent protester; or could have been a member of the crowd, trying to use the power of his firearm as a way to rebel against the unjustness of the situation...

Whatever it may be, you both feel on edge. You don't feel secure about large crowds in the outer city.

Isaac, when combat starts, you will start in Casting stance.

Neo, you have a feeling that you are being followed. But you are not sure. You haven't made visual contact with anyone.

The carriages have stepped up the pace.

>>2680233
The drivers seems unamused.

"Stout"

============

At the gate, there's a fat guy sitting on a stool. He's asking people just to state their business before letting them pass and there's a line in front of him. People are coming all the way from the other gate and forming in line. Unfortunates are getting rejected when they don't have a clear purpose of what they are doing. Some unfortunates, pulling carts with stuff to sell are let through.

As the carriage approaches the gate and the guard sees the Xenerit Order Insignia in the carriage driver robe, he lets the whole caravan pass through the city gates. Except for Isaac. Isaac, in your suspiciousness you get left behind on the wrong side of the gate.

Priere, from he Wisp in front of you, you see that the area you are in starts to resemble a city center than the mess of houses and workshops you were in before. It looks beautiful with decorated windows and big gardens and plazas for everyone to see. The crowds are starting to get thicker as you approach the riverside plaza & market. You also notice that Isaac has been left behind, with the help of your second Wisp.


Turn 6
>>
Rolled 19 (1d20)

>>2680783
*Letting the carriage get closer Priere tell Zoot.*
"Isaac fell behind, I'll leave a wisp with him to act as a guide but that mean I lose half my vision. I'll leave keeping a watch on the back to you and Neo."
*As she say so she start repositioning her front wisp a bit closer to keep a better field of view.*
>>
>>2680783
>>2680852
>Actions in general (since this might be confusing)
Dead last (purple wisp) is to guide Isaac back to us

Priere is to fall back closer to the carriages

Full Frontal (Blue wisp) is to take Priere position as the new advanced warning.
>>
Rolled 19 (1d20)

>>2680869
>>2680852
>>2680783

"Shit." Isaac mutters underneath his breath as he realized that he got stuck on the other side. That fat guard looked irritable enough to no longer let him pass, too. He turned around in an attempt to look for a side passage when he spotted Priere's Wisp floating up and down.

"...I guess that'll do. Lead the way, you... ball of energy..." He says, following behind the Wisp. Isaac had to regroup with the others, and quick. He'll keep his eyes peeled for any potential ambushes.
>>
Rolled 100, 47 = 147 (2d100)

>>2662306
https://docs.google.com/document/d/1S1aw7GSGZgpmYwcvwstOTW_Rt0dV4ZMHyFAvEgW-bF0/edit?usp=sharing

"Well, that didn't exactly go as I planned," Joseph says as he sits up in his infirmary bed. He then tries to grab a cup of water but the >Static Field knocks the cup out of his hand "huh that's new." Joseph says surprisingly. He then asks a nurse to go grab him some researching supplies and starts to play around with his newfound abilities


M-Try to be able to control the >Static Field
m-Roam around the city.
>>
Rolled 10 (1d20)

>>2680783
Seeing Isaac and the wisp got left behind and believing he is being followed, Neo tightens up the formation and moves closer to the caravan.

>>2680852
He calls up to Priere as she heads back “I think we might have company, haven’t seen anything yet for sure, but I can’t shake the feeling we are being followed.”

He pulls his shield from his back and keeps his right hand ready on his sword as he switches to Defensive stance and braces himself for an ambush.

Roll: Perception as he keeps a lookout.
>>
>>2681615
"It seems like Isaac got too wound up and fell behind. I don't know what he intends to do nor do I know how able he is at tracking us down so I'm leaving a wisp with him just in case. Since we're losing a fighter and advanced warning from that direction, I'll have Zoot join you even if it means I'm losing some coverage up front to make up for it."
>>
>>2681629
"Alright. You sure he should be walking so much though? That injury looked real bad."
>>
>>2681642
"He'll likely just change carriage, I doubt we'll get in major trouble inside the wall."
>>
Rolled 1 (1d20)

>>2681645
>>2680783
"Alright. Lets hope so. The further behind us we put that riot the better... Then again, the timing of it is just a bit suspicious... What if someone knows the order was moving a higher up through town today and needed a distraction for the guards?"

Roll: Neo guesses the riots are a distraction and keeps a close eye out specifically for who he thought might be following us earlier.
>>
Rolled 3 (1d20)

>>2680932
"Oh, he's an Outsider!" - You hear a voice from one of the vendor stands.

"Mommy, mommy!" - You see a small girl pointing at the energy ball floating in the sky.
"Be careful around their kind, little bear." - You hear a mother say to her child.

"I have heard stories about how they canciller you without moving a finger..." - You hear the whispers of two men talking.

You get singled out by the lines at the gate and the crowd around you. You get the general feeling that you are perceived as the threat and you are intimidating everyone around.

"Oy! Outsider! Beat it!"

The fat guard shouts at you. You start following the wisp left behind by Priere.

>>2680932
Priere, you still get the benefit of vision as you guide Isaac through the city; but you are more focused on pathfinding than guarding.

You can submit your own routes to guide Isaac.

Rolling to see where Issac ends up.

>>2681615
>>2681656
Neo, you start to keep a lookout. There's nothing out of the ordinary inside the city; even so it seems and feels cleaner and safer. Most of the buildings inside are made of bright red brick and detailed with white molded details. It seems even pleasant to live here.

But something feels wrong about it. Why are the guards prohibiting the entrance of the Unfortunates to the city? Why are the riots starting just now, as you escort a Xenerith Order higher up? What's up with all the secrecy of this mission? Are we really safer inside the walls of the city?

You keep your eyes peeled, looking for every possible threat that might be following you. And when you combine it with trying to keep up with the wagons and the fact that you are approaching the market plaza, you feel that it's an impossible task. If someone is following you, it might be someone with a magical disguise, really small, or lurking from the shadows. Might even be some sort of unfortunate... That's a stretch, right?
>>
File: Burthic_dungeon_LAM7.png (1.04 MB, 2303x1082)
1.04 MB
1.04 MB PNG
>>2681809
can kill you*

Isaac, you seem a little bit lost. There a flower sellers and miscellaneous buildings around you. You have never been in this area before.

You still have that feeling of being followed.

========

The carriages are approaching the plaza at a brisk pace. The crowd moves around the carriages to let them through.

There's a slight issue. The alleyway that connects the market plaza with the riverside plaza is completely packed with stands and buyers.

Priere, you turn to see the driver and he just shakes his head.

Zoot, you are back with the talkative driver.

Neo, you feel on edge with so many people.
>>
>>2681830
[turn 7 go]
>>
Rolled 20 (1d20)

>>2681830
Neo remembers his squad being ambushed by suicide bombers once while walking through a market in the middle east...
Two good men died...
Anyone could be an enemy...
His eyes dart around between citizens looking for someone who might not even be there...
>>
Rolled 10 (1d20)

>>2681830
>>2681832
*Seeing that there is no place for the carriages with the direct route, Priere redirect the convoy to the north alleyway*
>Take the red route if possible otherwise the green one

*Outside the wall, her wisp start guiding Isaac back toward the group.*
>Blue route if possible else fall back to convoy route

As usual Priere does her best to catalogue anything suspicious
>>
Rolled 16 (1d20)

>>2681830
I chat up the buddy I made earlier as I sit down. "Heh, I love musical chairs as much as the next guy, but this is starting to wear at me. So do you know that other driver? He was totally grumpy." I say while trying to keep a keener eye on my surroundings. Now that it's just me I gotta pay more attention. Stoner perception activates.
>>
Rolled 35 (1d100)

>>2681057
Forgot my role for resting
>>
Rolled 12 (1d20)

>>2681832
Isaac will follow the wisp, whilst keeping an eye on his surroundings.
>>
File: Burthic_dungeon_LAM8.png (1 MB, 2144x1073)
1 MB
1 MB PNG
>>2681853
Neo, the flashbacks come back to you like a thunder strike. You quickly think about what went wrong there...

Idea.

Sometimes the most unlikely subjects are the most dangerous.

You dart your eyes into the crowd and you see a teenager that is walking slowly. You blink. He is gone. You dart your eyes somewhere else in the crowd and you spot him again. He notices and blends with the crowd. You lose him; but you think you know where he's heading: South, towards the cramped market corridor.

>>2681856
Priere, nothing look suspicious under your eyes in the sky.

>>2681934
"What are those musical chair you speak of?"

>>2684251
Isaac, you cross the southern gat with no issue. The guard took a good look at you and just made a "come" motion with his hand.

=====

Priere, you can see the bridge with your blue wisp.
Neo, what do you think you should do?

turn 8 go
>>
Rolled 5 (1d20)

>>2684254
*With Isaac soon to be reunited with the group and nothing suspicious ahead, Priere keep guiding the group to the bridge.
>>
Rolled 9 (1d20)

>>2684258
“Hey Priere! Just saw someone acting real suspicious, he kept actively trying to avoid my eyes when I picked him out of the crowd. He backed off south into the plaza crowd and I lost him, so try to route Isaac north instead of through the plaza! Also, keep a close eye out when we head to the bridges, It’s a choke point that would make another good ambush zone!” Neo calls up to Priere.

>>2684254
Neo doesn’t like this situation much, that kid was acting pretty suspicious, and he starts to think there might be some sort of ambush planned.

He stays in defensive stance and continues bracing for the ambush he expects while he scans for that kid or anyone else who moves suspiciously towards the carriage or dodges his gaze.
>>
File: librarian.jpg (47 KB, 340x270)
47 KB
47 KB JPG
Rolled 90, 30 = 120 (2d100)

>>2662306
Name:Fredrick Helmharden, current Head of Research

Character Sheet:
https://docs.google.com/document/d/1J-1bk-p5BHaOtQZD8AoKH_4C9aQTuX4txg3gC8VhQbQ/edit?usp=sharing

Status effects:

Actions:
>m:read the primer again
>M:While on the way to Oshaelys Tail, Fredrick might as well try to increase the beams power so it can cause at least some minor burns(+10 due to primer)
>M:While on the way, Fredrick could learn how to use the darned shield he was given, as he's too old to dodge incoming blows and his bones are not what they used to be
>>
Rolled 1 (1d20)

>>2684254
The Wisp lead me this far. Time to motor. Double time it to the carriage. Gotta catch up for when the attack inevitably happens.
>>
Rolled 8 (1d20)

>>2684254
"Hehe, you don't know what musical chairs is? It's a game people play, like at a tavern, where music is played and a certain number of chairs is set out. people walk around the chairs in a big ol circle, and when the music stops, everyone rushes to sit in a chair! Those that don't get a chair are out of the game. Then the next round begins. They have fewer seats in each round. When it comes down to two people there is only one chair, and the winner gets a free beer or something. I take it you don't drink often, huh?" I explain this while I'm scanning around with my stoner perception. That sword boy said there are suspicious people afoot.
>>
Rolled 79, 28, 17 = 124 (3d100)

>>2662306
>- [Fight] - You have decided to leave the town behind and march up towards the Castle and the Storm.

>(Major)Use the time traveling to the castle to continue to "null" my cancer on the way.
>(Major)Using my two rolls in the action above.
>(Minor)Serve as scout to the group going for the raid, sneaking some kilometer ahead to make sure none of us get ambushed and to inform them of enemy positions and means of entrance of the fortress(While using "Null Aura" to not get detected)
>>
File: Burthic_dungeon.png (628 KB, 1119x1110)
628 KB
628 KB PNG
[Ambushed]
[Live Action Mode]

>>2684258
You guide the Carriages into the bridge...

As you crossed the bridge, a pair of strong men stop you. They have a slight green tint to their skin.

"If you want to cross the bridges, you need to pay the toll."
"For five people and 2 carriages, it amounts to at least three sacks of golden coins, special price for being members of the Order."

Priere, you are in control of your second wisp again. There are two men behind the caravan.

>>2684289
Neo, from the back of this trap, you notice that the kid is hiding behind some crates near the two guys.

>>2684674
Zoot, the driver stops talking as he is petrified by the scene.

>>2684657
Isaac, you lost the Wisp in the crowds, but you end up into the riverside Plaza watching the ambush take place.
You realize that no one has noticed you in the Plaza.

You have an advantage turn if you decide to engage in combat.
>>
Rolled 18 (1d20)

>>2685953
"I highly doubt this a toll bridge, or that you're supposed to be in the city at this hour. So how about we do this, you let us pass and nobody gets hurts or reported to the authorities."
(+ Charisma bonus should that apply)
>>
Rolled 20 (1d20)

>>2685991
"Thats none of your business, lass"
>>
>>2685991
>>2686007
The other thug gets on his side;

"Yeah, and this is our toll bridge... so pay out"
>>
Rolled 8 (1d20)

>>2685953
Neo isn’t really surprised this is their chosen ambush point, a bridge is a good choke point that funnels your enemies into a small area where the ambush party can easily block off both the way forward and the escape route.
He looks at the ambush party and the positions of his teammates...
Isaac is still missing, but if he sees the fight, he can probably help best from outside the enemy’s immediate range...
Zoot is heavily injured, but he is in the middle of the pack and he has a ranged weapon...
I’m against two men and possibly the man hiding in those crates, but I should be fine with those odds...
Yeh, the one in the worst position right now is probably Priere. She is in front against two men, and as far as I know, she isn’t the type of fighter looking to be within melee range. That should be the first thing we deal with...

“Are you guys sure you want to do this?” Neo asks the men approaching him with his shield at the ready as he draws his sword and switches to counter stance. “You can still back off and we won’t go after you. Think of what’s going to happen if you do this, at the very best you become wanted criminals. You don’t have to throw your lives away.”

Roll: Neo looks around quickly to see if he can spot Isaac.
>>
Rolled 11 (1d20)

>>2685953
Speech time! Rolling to convince them not to fuck with us. "Pfffft, only three bags of gold?!? Hahahaha. Who the fuck do you think you're dealing with? I alone am worth at least 2 horses made of diamond. You truly disgust me. I've killed devil kings and shadow demons. Compared to the shit I've been through kicking your asses would be a cake walk. Why don't you wannabe goblins get out of our way before we make an example out of you?."

+1 for my speech skill
>>
Rolled 6 (1d20)

>>2686205
Neo, you look around and you see Isaac on the riverside Plaza. You are not sure if he's in range or not but he looks ready to attack.

>>2686439
Zoot, the two man in front of you take a look at each other.
>>
>>2685991
>>2686439
>>2684657
>>2686538
Neo waits for the enemy to make a move holding his counter stance and bracing.

If they move to attack, he will call out "Guys, I will hold the back, focus down the two in front!" in a voice loud enough for Isaac, Priere, and Zoot to hear, but not directed at any of them specifically so he wont give Isaac's position away.
>>
>>2686538
"Hey man, I can't argue with a shotgun..." said the man that demanded the sacks of gold earlier.

"What if ya gives us a sack of silvers and everyone goes their merry way?"
>>
Rolled 4 (1d20)

>>2686634
More speech fun times!
"Well how's about you let us pass on through. Then I won't have to shoot you. That way you will live to snag the next few caravans that come by and I don't have to waste shotgun shells. Think about it."
+1 because I'm such a smooth talker
>>
Rolled 12 (1d20)

>>2686877
"What if you just handle the sack over?"
>>
File: mipui-2.png (50 KB, 1128x968)
50 KB
50 KB PNG
Rolled 9, 10, 4, 6 = 29 (4d20)

>>2686904
[Ambushed]
[Live Action Mode]

It's clear in its intentions that they aren't backing down.

The guy in front goes back into the crates and takes out a rifle while the gut on his left takes his blunderbuss.

The two guys at the back are rolling with shortened shotguns.

[Initiative]

Rifle, Shotgun, Shorty #1, Shorty #2
>>
File: 1514871931487.jpg (263 KB, 1440x1080)
263 KB
263 KB JPG
Rolled 11 (1d20)

>>2687005
intatativ
>>
Rolled 7 (1d20)

Initiative
>>
Rolled 10 + 38 (1d20 + 38)

>>2687005
Initiative.

Neo loudly shouts “Guys, I will hold the back, focus down the two in front!".
>>
>>2687794
Oh right, speed is 35
>>
Rolled 16 + 35 (1d20 + 35)

>>2687005
Initiative
>>
>>2687860
>>2687843
>>2687794
>>2687504

turn order:

issac: 51
neo: 48
zoot: 46
rifle: 45
shotgun: 43
priere: 42
shorty 2: 39
shorty 1: 37

turn go
>>
Rolled 20, 9 - 2 = 27 (2d20 - 2)

>>2688126
Battle begins in Casting Stance, so I cannot move. Additionally, I have advantage on the first attack.

>Shift Action: Toggle Eletron's Siphon
>Minor Action: Telegraphing
>Major Action: Large Lightning Bolt on the guy with the sawn-off
>>
Rolled 2 + 193 (1d100 + 193)

>>2688226
Damage modifiers:

Large Lightning Bolt: +75
AP: +53
Casting Stance: +25
Telegraphing: +10
Eletron's Siphon: +30

Total: +193

Upon dealing 80 damage or more, the target is Paralyzed.
>>
Rolled 22 (1d100)

>>2688247
Critical damage dice.
>>
Rolled 8 (1d20)

>>2688126
>>2688247
Neo’s stats
HP: 410/410
TP:83/83 —-> 13/67 (20 Bound) or 3/47(40 bound)
AD: 59(+60) =119
AP: 39
DEF: 48(+30) =78 —> +15=93
MR: 51 ——> +15 = 66
SPD: 43(-5)=38

Neo starts in counter stance.

Shift: Neo moves next to the man near him who was not hit.
Free: Neo Toggles Draining Strikes on. (Bind 20TP)
Minor:Neo uses Fortify (20TP) +15 DR this turn
Major: Neo uses Cross Slashes.(30TP)
Free: If Cross Slashes hits and drains enough TP, Neo toggles Sapping Strikes on. (Binds another 20, 3 remaining TP)
>>
Rolled 79, 83 + 119 = 281 (2d100 + 119)

>>2688346
Damage roll.
Neo regains 10 Tp and toggles Sapping Strikes on , leaving him at 3 TP.
End turn.
>>
File: 1513835784466.jpg (20 KB, 415x354)
20 KB
20 KB JPG
Rolled 5 (1d20)

>>2687005
Imma try to shoot the guy with the rifle hiding behind the crates
Major: Shoot him with my shotgun
Minor: Tell my seat buddy he should find some cover "Well buddy things have gone from bad to really bad. I don't wanna see you get shot so get down ok,"
>>
Rolled 24 (1d100)

>>2688508
Damage
>>
Rolled 13 + 36 (1d20 + 36)

>>2688508
Contested Speed Roll.
>>
>>2688226
>>2688247

Against Shorty #2

HIT !

217 > 30(2)

217 - 30 = 187 damage taken

Target is [Paralyzed]

>>2688346
>>2688351

Against Shorty #1

HIT !

281 >30(2)

281 - 30 = 251 damage taken

By %HP remaining, target is [Weak]

>>2688508
>>2689337

40 speed < 49 speed

Rifleman dodges the attack by ducking.
Seat buddy gets into cover.


[Priere]
>>
Rolled 2 + 4 (1d20 + 4)

>>2689731

Rifleman:
As a Minor Combat he takes aim of Priere
As a shift action he changes stance to [Presicion Stance]
As a Major Combat Action he shoots his rifle.
>>
Rolled 8 (1d20)

>>2689740
Speed Contest
>>
>>2689786
43 > 42

Dodged a bullet there.

=====

Front Shotgun dude:
As a Major Combat Action he guards
As a Shifts one space west
And as a minor he shouts at you

"Nice skills, ballerina"
>>
Rolled 10, 3 = 13 (2d20)

>>2689814
https://pastebin.com/Rni4HGEn

HP: 350/350
TP: 89/89 (119) bound: 30
AD: 40
AP: 73
Def: 37
MR: 49
SPD: 35

Full Frontal
HP 73/73
Speed: 53

Dead last
HP 73/73
Speed: 53

Major: Summon a mana mist construct (in the form of a Giant Spider)
Move: Shift to Defensive Stance
Minor: Trash Talk
"You made a mistake, it's seven people, there's two other outsiders one with lightning that's likely taking care of the two people back and one with explosive magic behind you"

Mana mist construct stat
Mana Mist Construct
HP: 80
TP: 20
AD: 20
AP: 20
Def: 0
MR: 10
SPD: 30

Back wisp
Major: Get 3 extra shift action
Shift 1: Move 4 cases NE and 4 E
Shift 2: Move 2 cases NE and 6 E
Shift 3: Move 10 cases E

Front Wisp:
Shift Move to the back of rifleman
Major: Blow up for 73 damage
>>
Rolled 16 (1d20)

>>2689884

[Mana Mist Spider Summoned]

Rifleman has been [Intimidated by: Priere]*

He saw part of the lighting attack by Isaac and the maneuvers of Neo behind. He feels the pressure of being quickly defeated.

"And where are your friends, eh?"


[Continued]
>>
>>2689971
He's not buying that there's more people.

But, as he thinks he's safe, the looks over the water and sees the two wisps orbiting over him. The frontal wisp sneaks behind him and explodes.

73 > 35(2)

73 - 35 = 38 damage taken


"I see now" - He replies.
>>
Rolled 9 (1d20)

Shorty #2 decides to face Neo's with some Melee shots

As a shift he changes to precision stance
As a Minor he takes aim,
As a Major he shoots his double barrel once.

[Paralysis Roll]
>>
Rolled 11 + 4 (1d20 + 4)

>>2690015
Accuraccy Roll
>>
Rolled 81 + 75 (1d100 + 75)

>>2690018
Hit against Neo

Made a mistake: Shorty 2 is the guy that is closest to Isaac. Not the one that is in Melee range with Neo.

Weapon base DR: 100
reduces by 5 by every 5 ft.

Neo is 25 ft away so the DR is 75 for this round.
>>
Rolled 13 + 2 (1d20 + 2)

>>2690122

81+75(.6) - .2(123) =

94 - 25 = 69 Damage Taken

=====

Shorty one repeats the same attack as his comrade:

As a shift he changes to precision stance
As a Minor he takes aim,
As a Major he shoots his double barrel once.

[-2 from the weak condition]
>>
Rolled 12 (1d100)

>>2690140
Hit against Neo

Since he's at melee range. DR is 100
>>
>>2690144
112 < 123

112(.6) - 123(.2) =

67 - 25 = 42 Damage Taken
>>
Rolled 17 (1d20)

>>2690149
>>2690140
Neo paybacks with no TP cost thanks to counter stance!

Neo’s stats
HP: 299/410
TP:3/47 (40 bound)
AD: 59(+60) =119
AP: 39
DEF: 48(+30) =78 —> +15=93
MR: 51 ——> +15 = 66
SPD: 43(-5)=38
>>
Rolled 14 + 119 (1d100 + 119)

>>2690166
Neo regains 10 TP and 20 HP!

Neo’s stats
HP: 299/410—>319/410
TP:3/47 (40 bound) —-> 13/47 (40 Bound)
AD: 59(+60) =119
AP: 39
DEF: 93
MR: 66
SPD: 38
>>
>>2690175

133 > 30(2)

133 - 30 = 103 damage taken

target is at -4 HP and makes it Unconscious.

Shorty 1 is out of the fight.

Neo regains 20 HP and 10 TP.

[Combat Round 2]
>>
File: round2.png (77 KB, 695x603)
77 KB
77 KB PNG
>>2690187
[MUPdate]
>>
Rolled 1 (1d20)

>>2690187
CL: 2
HP: 377/377
TP: 27/107 (40 Bound; 27/67)
AD:43 (+80, spear)
AP: 53
DEF: 38 (+20)
MR: 38
SPD: 37 (-2)

>Minor Action: Extra Shift
>Shift 1: Switch to Defensive Stance
>Shift 2: Move 4 spaces NE
>Major Action: Fire at the man with my revolver

Revolver: 70 Piercing (Non-scaling)
>>
Rolled 12 + 35 (1d20 + 35)

>>2690258
>>
Rolled 13 + 33 (1d20 + 33)

>>2690265
>>
>>2690300
[Hit]
>>
Rolled 45 + 70 (1d100 + 70)

>>2690300
That looks like a hit to me.

Non-scaling, so I do not add AD.
Revolver: 70 Piercing
>>
>>2690305

115 > 30(2)

115 - 30 = 85 damage taken

Enemy is now [Weak]
>>
>>2690329
Neo’s stats
HP: 319/410
TP:13/43 (40 Bound) —>18/43
AD: 119 —> 94
AP: 39
DEF: 93—>103
MR: 66 —> 76
SPD: 38

Neo starts in counter stance.

Shift: Neo moves into melee range of the other Shotgunner and puts himself between the man and the carriages. (Square to the east)
Minor: Neo switches to Defensive stance.
Major: Neo uses a basic attack!
>>
Rolled 15 (1d20)

>>2690378
>>2690329
Dice. Because I’m retarded.
>>
Rolled 46 + 94 (1d100 + 94)

>>2690383
Neo regains 20 Hp and drains 10 TP!

Neo’s stats
HP: 319/410 —> 339/410
TP:18/43 (40 Bound) —>28/43
AD: 94
AP: 39
DEF: 103
MR: 76
SPD: 38
>>
>>2690383
HIT!
>>
>>2690401
>>2690396

140 > 30(2)

140 - 30 = 110 Damage Taken

Shorty #2 is at -32 HP - and now its con conscious. Neo chose to make it non-lethal; so the target us [unconscious]
>>
Rolled 3, 1 = 4 (2d20)

>>2688508
>- Have half the Max TP points available.
>- Have half the Speed available.
>. Have 105 Max HP

Considering this and playing as Zoot as he is unavailable:

He swaps to the choked shotgun
He gets in range of the guy. (At 30 ft.) (North of Priere)
He takes aim at the rifle guy
He shoots his single barrel 12 gauge.

First its accuracy (+1 from marksmanship, +1 from taking aim), second roll is malfunction check
>>
Rolled 9 + 36 (1d20 + 36)

>>2690449
Rifleman speed contest
>>
Rolled 6 + 18 (1d20 + 18)

>>2690468
Zoot's speed contest
>>
Rolled 17 (1d20)

>>2690486
>>2690468

[Zoot's shot misses and his single barrel shotgun is out of combat. ]

========

Rifle man stays in Precision Stance
Takes Aim at Zoot
Shoots his Rifle.
>>
Rolled 4 (1d100)

>>2690493
HIT
>>
Rolled 13, 19, 2 = 34 (3d20)

>>2690501
4 + 70(AR)

44(.5) < 74 < 44(2)

74(.6) - 44(.2)

44.4 - 8.8 = 35.6 (rounded up to 36)

[36 damage taken by Doot]

=========

After that, shotgun guy reloads his shotgun, and shifts action in front of rifle man and uses some bandages on him. (3d20 flat HP recovery. )
>>
Rolled 9, 10 = 19 (2d20)

HP: 350/350
TP: 74/89 (119) bound: 30
AD: 40
AP: 73
Def: 37
MR: 49
SPD: 35

Dead last
HP 73/73
Speed: 53

Mana Mist Spider
HP: 80
TP: 20
AD: 20
AP: 20
Def: 0
MR: 10
SPD: 30

Major: Summon another Mana mist construct (a large Scorpion this time)
Minor: "It's over, your friends are already down it's five versus two now."

Wisp
Shift: Move at the back of the rifleman
Major: Blow up for 73 Kinetic Damage

Mana spider
Minor: Extra shift
Shift 1: 3E
Shift 2: 1E
Major: Attack Blunderbuss
>>
Rolled 59 (1d100)

>>2690572
That's a hit for spider so rolling damage (+20)
>>
Rolled 4 (1d20)

>>2690572
>>2690577

The Wisp detonates hitting both the blunderbuss and the rifleman

73 > 35(2)

73 - 35 = 38 damage taken by rifleman

73 > 30(2)

73 - 30 = 43 damage taken by blunderbuss guy.

After the explosion, the blunderbuss guy looks to see a translucid spider next to him. The spider bites him.

79 > (30)2

79 - 30 = 49 damage taken by blunderbuss guy.

He paybacks the Spider using the butt of his gun
>>
Rolled 9 (1d20)

>>2690632
Speed contest, Spider had 30 speed
>>
Rolled 13 + 33 (1d20 + 33)

>>2690642
>>
Rolled 38 + 20 (1d100 + 20)

>>2690738
39 < 46

Payback hits.

AR of using the gun as an attack: 20
>>
>>2690742
[Hit for 58HP]

[ROUND 3]
>>
Rolled 12 + 2 (1d20 + 2)

CL: 2
HP: 377/377
TP: 47/107 (40 Bound; 67/67)
AD:43 (+80, spear)
AP: 53
DEF: 38 (+20)
MR: 38
SPD: 37 (-2)

>Major Action: Extra Shifts
>Shift 1: 3N, 4E
>Shift 2: 7E
>Shift 3: 7E
>Shift 4: 2 NE, 3 E
>Minor Action: Taunt the Rifleman

"Hey, over here!" Isaac shouts. "If you've got a gun, why don't you point it at someone who can actually fight? If you've got the guts, that is!"

Taunt: Attempt to garner a foe’s attention. Target a creature within 30 feet that can hear and understand you. Contest your Inspiration against their Resolve. If you win, you have Taunted that target until the end of that target’s second turn after activation. While that target is Taunted by you, if that target attempts to target anything, (except for you, another thing which has taunted it, itself, or a point in space), it must first win or tie a contest of its Resolve against your Inspiration. If it loses, it loses its concentration and the action fizzles. Furthermore, a taunted creature will have all of their dodge checks reduced by 4 when attacked by anything other than a thing which has taunted it. This means that an accuracy roll of 3 or higher (as opposed to 7 or higher normally) on a taunted creature, except from an attack by a thing which has taunted it, is counted as a hit, as it will be too distracted by the thing(s) which has taunted it to dodge properly.

Contesting my Inspiration against his Resolve.
>>
>>2690810
Got it wrong apparently, ignore Shift 3, Shift 4, and the Minor Action.
>>
>>2690828
>>2690761
Neo’s stats
HP: 339/410
TP:28/43 (40 Bound) —>38/43
AD: 94
AP: 39
DEF: 103—>98
MR: 76—> 71
SPD: 38

Status: Neo starts in Defensive stance! Fortify’s bonus falls to +5!
Minor: Neo regains 5 more TP by not using his minor.
Major: Neo takes 3 extra shift actions to dash closer to the men ahead.
Shift: Neo moves towards the men at the front of the carriages (15 squares east)
Free: Neo shouts up to the front “Two enemies down in the back!”
>>
Rolled 7 (1d20)

>>2690859
>>2690810
>>2690761
Mupdate

>>2690449
Zoot, changes to his triple barreled shotgun with 2 shots left.

He changes to precision Stance, takes aim, and shoots.

[+5 to accuraccy]
>>
Rolled 25 (1d100)

>>2691357
HITS!
>>
Rolled 15 + 4 (1d20 + 4)

>>2691361

175 > 35(2)

175 - 35 = 140 damage taken

=====

By taking damage from Zoots shotgun and bleeding from all the pellets, he decides to take revenge on Zoot.

Rifle man stays in Precision Stance
Takes Aim at Zoot
Shoots his Rifle.
>>
Rolled 28 + 70 (1d100 + 70)

>>2691383
HITS
>>
Rolled 5 + 1 (1d20 + 1)

>>2691388

98 - 44 = 54 Damage Taken

=====

Blunderbuss, dude takes this as an opportunity and jumps diagonally between the spider and the crate and moves another square SW and gets within Melee range of Priere.

He takes Aim

And shoots his blunderbuss.
>>
Rolled 5, 18 = 23 (2d20)

>>2691421
[Reaction] x2
Both construct get an opportunity attack against blunderbuss
>>
Rolled 5 (1d20)

>>2691434
speed contest on the first hit (+30)
>>
Rolled 10 + 33 (1d20 + 33)

>>2691436
>>
Rolled 57 + 20 (1d100 + 20)

>>2691439
first opportunity attack is a miss, rolling damage for the one that hit
>>
Rolled 12 + 35 (1d20 + 35)

>>2691421
Speed contest of priere vs the attack (she will payback unless she's actually instagib) Def is 52 due to defensive stance
>>
>>2691445
77 > 30 (2)

77 - 30 = 43 damage taken from the opportunity attack
>>
Rolled 15 + 33 (1d20 + 33)

>>2691450
[Correction: 47 damage taken from the opportunity attack]

>>2691449
Nyooom
>>
Rolled 23 + 195 (1d100 + 195)

>>2691453

47 < 48.

Blunderbuss hits.

Damage roll.
>>
>>2691457

218 > 104 (52*2)

218 - 52 = 166 Damage Taken by Priere
>>
Rolled 10 (1d20)

>>2691470
*taking the shot like a champ, priere attempt to retaliate against the man*
[Payback] (and +1 to the roll since I'm unarmed)
>>
>>2691474
Hit
>>
Rolled 65 + 15 (1d100 + 15)

>>2691474
It's a hit so damage
>>
>>2691481

80 > 60 (30*2)

80 - 30 = 50 damage taken from Priere Punch
>>
Rolled 1, 19, 12 = 32 (3d20)

HP: 184/350
TP: 67/89 (119) bound: 30
AD: 40 (55)
AP: 73 (88)
Def: 37 (12)
MR: 49 (
SPD: 35


*reeling from the pain Priere decides to go all out before she can be shot again*

Priere
Shift: Switch to Aggressive Stance
Minor: Telegraph (2)
Major: Attack the enemy

*The Scorpion construct moves in position to attack its mistress attacker*
Scorpion
Shift: shift down
Minor: Telegraph
Major: Attack

*The Spider jumps on the Rifleman*
Spider: Shift North
Minor: Telegraph
Major: Attack

First attack is at -1 the other two are at -2
>>
Rolled 7, 62 + 35 = 104 (2d100 + 35)

>>2691519
Priere Attack is a miss, Both constructs hit
>>
>>2691525
Should be +30 and not 35. Sleep deprivation is getting to me.
>>
Rolled 18, 17 = 35 (2d20)

>>2691525

Priere throws a punch, but it misses by a mile.

The stinger from the scorpion impales the blunderbuss guy.

37 < 60 (30*2)

37(.6) - 30(.2)

22.2 - 6 = 16 damage taken by blunderbuss dude

Blunderbuss man gets [Weak]. He paybacks the Scorpion.

Rifleman gets his leg nabbed by the spider.

92 > 70 (35*2)

92 - 35 = 57 taken by rifleman

Rifleman paybacks the spooder.
>>
Rolled 53, 26 + 20 = 99 (2d100 + 20)

>>2691551
Both attack with the butt of their guns (+20AR + STR) [30 for blunderbuss +35 for rifleman.]
>>
>>2691555
Blunderbuss guy attacks scorpion for [103 Damage] It dissipates in mid air.

Rifleman attacks the spider for [81 Damage]. And the spider fizzles


"You got 2 friends down too, lass"

[Round 4 go]
>>
Rolled 18 + 1 (1d20 + 1)

>>2691565
CL: 2
HP: 377/377
TP: 47/107 (40 Bound; 67/67)
AD:43 (+80, spear)
AP: 53
DEF: 38 (+20)
MR: 38
SPD: 37 (-2)

>Minor Action: Extra Shift
>Shift 1: Change to Aggressive Stance
>Shift 2: Move 7E
>Reaction: Galvanize Weapon
>Major Action: Spear Stab

+1 Accuracy from Jousting
>>
>>2691588
HIT!
>>
Rolled 43 + 213 (1d100 + 213)

>>2691588
Rolling damage.

Modifiers :
AD: +43
Spear: +80
Spear Stab: +30
Galvanize Weapon: +30
Eletron's Siphon : +30
Total : 213
>>
>>2691597
+15 from aggresive

271 > 60 (30*2)

271 - 30 = 241 taken by Blunderbuss guy.

He's at -146 HP. He's past unconscious.
>>
Rolled 4 (1d20)

>>2691591
>>2691597
Neo’s stats
HP: 339/410
TP:38/43 (40 Bound) —>43/43
AD: 94
AP: 39
DEF: 98—>93
MR: 71—> 66
SPD: 38


Status: Neo starts in Defensive stance! Fortify’s bonus has expired!
Major: Neo takes 3 extra shift actions to dash.
Shift: Neo moves to stand directly behind the last man standing and blocks his escape.
Minor: Neo says “Drop it and surrender, it’s already over and you can probably tell you won’t be able to escape if you try to run.” While holding his sword up at the man. (Intimidation roll considering all his friends are down)
>>
>>2691624

"Well, well... I guess you got me."

He drops the rifle and surrenders.

=== COMBAT END ===

Zoot is barely hanging on with 15 HP.
There are 2 unconscious guys and a badly injured one that has Isaac's spear stuck through and a surrendered criminal.
>>
>>2693076
*Priere ressumons her wisp and begin pushing herself to summon some more mana constructs to help keeping an eye on the downed enemies*
"Alright collect the weapons and tie them up the best you can, we'll drop them at the gate, if you have any knowledge of first aids try to make sure nobody dies. We'll drop them off at the gate house if they don't show up soon."
>>
Rolled 78, 92, 48 = 218 (3d100)

>>2662306
I wanted to wait until the live action had ended but this isn't really an option since we're on page 9. Consider this a pre LA action turn. I hope you'll let me do a post LA turn next one

Major: As she mulls over what would prevent her from being killed if she goes out again, Priere comes to a conclusion. Teleportation, if she could teleport anywhere it would be great but right now this might not be possible, instead she would focus on teleportation to her territory.
>Attempt to teleport to a territory
[Summon holomap] to serve as a reference point and not teleport into anything
[Summon] This can't really be that different from summoning stuff
[Small territory Creation] Main focus of this spell

Major: The best way to capitalize on her teleportation research would be to be able to create a second territory, that way she could explore, set up and base and come back to the factory to resupply.
>Learn how to make a second territory
[Small territory Creation] Time to create a second one

Minor: With the factory library being useless, Priere start contacting people she knows in an attempt to find a book detailing the order summoning ritual.
>Search for info on the order summoning ritual
[Charisma] Getting people to help me
[Magnaglory Excellentius] He might know someone
[Haydus the Cartographer] Idem
>>
Rolled 24, 51, 80 = 155 (3d100)

>>2662306
Name: Neo
Character sheet:
https://docs.google.com/document/d/1evE1LFsRXxJv2NzDo3daUm4gTHg8DBYjbuIs4ZMgnmU/edit?usp=sharing
Stats:
CL: 2
SD: Might 2/Finesse 5/Resolve 4/Inspiration 3
Skills: Sword And Board, Double Payback, Martial Arts, Cross Slashes, Dodge, Uncanny Balance, Counter Stance Sapping Strikes, Otherworldly Toughness, Mighty Constitution, Fortify, Cleanse, Draining Strikes, Hero Sense
HP:339/410
TP: 83/83
AD: 59(+60) =119
AP: 39
DEF: 48(+30) =78
MR: 51
SPD: 43(-5)=38

Minor action(1): Patrol. It’s my duty since I’m stuck here as a guard, and apparently the city is getting a bit dangerous recently... Who knows, maybe something interesting or dangerous will happen. (Bonuses: Hero Sense+???)

Major Action (2-3).
Go try to train with Alexander some more. If I can’t catch him when he is free, enroll in his classes with the money I got from that woman I saved. Try to improve my training efficiency. Creating new techniques is great, but I need to make sure I get the most out of my training.(Attempt to gain a skill that adds an additional point to one of Neo’s physical archetypes, Finesse, Resolve, or Might, either at random or based on what he trained when Neo rolls high enough while training.) (Master swordsman Alexander +5, Mighty Constitution+???, Otherworldly Toughness+??? Martial Arts+???)


Major Action (4-5)
Try to apply my skills at attacking quickly and efficiently to my main attacks. ( Try to make a multi attack passive for basic attack or improve Cross Slash to apply AD and on-hits to both strikes.) (Master swordsman Alexander +5, Sword and Board +???, Cross Slashes+???, Double Payback+???)
>>
>>2662306
>>2693549
Possibly add +25 on the second one from moderate savings if that can apply.
>>
>>2693076
Neo takes the surrendering rifleman’s weapon and leads him to the carriages to be tied up.

>>2693103
“Unfortunately a field medic is one of the things I have no training or experience as.” Neo says looking at the unconscious men. “I tried not to do too much lasting or life threatening damage to the men I took out, but I’m honestly not sure if the man who shot you will be alright after that spear wound... speaking of which, are you alright yourself Priere? I have seen gunshot wounds before and while not deadly, that looks fairly bad... You will definitely be alright, but are you good to keep standing? I doubt the drivers will mind if you take a seat with them from here on.”

>>2688508
“And that goes double for you.” He turns and says to Zoot. “In all honesty you are lucky to still be alive after taking two shots with your condition coming into this mission... You need to have some better self preservation instincts man... Or at least some armor thick enough to make up for them...”


>>2669604
—some time in the past week—
“You played FF14 too? Small world... It would have been a lot better if the story quests weren’t so repetitive, but the music and boss fights sure made up for it... Anyways, yeh, I figured it was something along the lines of the class weapons you keep upgrading from that, but I can’t say for sure.” He says reminiscing. “I wonder if it is like that or more like the materia since it looks like it needs to have something put in it? Then again, maybe it’s like this words version of a godsword from Runescape? Just a different crystal instead of a whole hilt? Heck, maybe it’s something completely different altogether. Either way, it definitely struck me as something worthwhile the second I saw it.” he says. “If I could choose an enchantment, maybe the ability to shoot blades of wind or force or something out of it when I swing it would be cool?”
>>
>>2693674
"I'll live, chalk it off to outsider constitution. Also could you pass me that rifle? I'd feel better with an actual weapon right now. "
>>
>>2693760
“You got it.” He says handing the gun over. “If. We get in another fight, try to stay back and be safe with it. I figured the guns around here weren’t too great, but if they already have lever actions, maybe I should get one for myself.”
>>
>>2693781
I wonder if they have pump action, I might look for a gunsmith after this.
>>
>>2693819
Neo nods. “Speaking of after this, we should probably get going again before we attract too much unwanted attention. We can probably tie these men to the tops of the carriages and have the last one walk with us until we can turn them over to the proper authorities. But before that...”

>>2693076
“What were you all thinking? Attacking a heavily armed caravan known to be manned by Outsiders in the middle of town and in broad daylight with only 4 men? Did someone put you up to it or are you all just idiots? With the exception of that guy,” Neo points at the nearly dead man with a spear stuck in him, “you are all pretty lucky we are mostly merciful people.” Neo says to the man who surrendered. “But even that has its limits, count yourself lucky you didn’t manage to kill any of my companions.”
>>
>>2693922
"Right, we should search them in case the have a secondary weapon like a handgun."
>>
>>2693922
"Man, we just ask for toll for the merchants. And even when they refuse, showing them our guns is the only way they pay their toll."
>>
>>2693076
Isaac pulls the spear out of the hapless man. He lets out a sigh as he walks towards the others. "What now then?"
>>
Rolled 18, 16 = 34 (2d20)

>>2693950
“Good thinking. Get the carts ready to move out, we are still on the job.”

>>2694275
“Good work in that fight, glad you are on our side. For now, try to make sure they are stable, then confiscate their weapons, make sure to check for hidden ones like Priere said. After that we can tie the unconscious ones to the roof and move out. If we see some guards, we can hand them over then. As much as I dislike leaving them unconscious and wounded like this, our mission is priority 1 and none of us have any healing abilities that I know of.”


>>2694135
“Don’t try to give me that nonsense. If there were official tolls, the order would have known about them beforehand and paid. They have more than enough resources for that. Furthermore, rather than trying to intimidate us, you would have shown some identification. Do you think we are stupid enough to believe that just because we are from a different world?” Neo asks while dragging the man along. “Now, please tell me what your reason really is.”

Rolls: 1st roll is intimidation to get the guy to talk, 2nd is to try to spot the kid that was following us suspiciously.
>>
Rolled 7 (1d20)

*Priere and her minions go through the thugs belongings making sure they are actually defenseless before loading them on a carriage*
>>
>>2694564
"We just take money from merchants. We never knew you were those fucking outsiders. We woulda shoot first then."

The kid is hiding behind one of the bases of the bridge. He doesnt looks older than 14. He looks scared and about to run.

>>2694574
As you check through their belongings, you found only some ammo for their break action shotguns, a bag of black powder for the blunderbuss and a hunting knife belonging to rifleman.

You collect:

2 sawn off shotguns, and shelle
1 blunderbuss, and some black powder, and leadballs
1 crude lever action rifle, with 4 rounds left in the magazine and other 10 in the rifleman
1 hunting knife
>>
>>2695023
“Got it, so you are all just idiots. You should really rethink your life decisions man. Robbing merchants in the middle of town during the day is a bad enough idea, but shooting at Outsiders the second you see them is downright stupid. From what I have heard, some of the last outsiders are way stronger than I am and I already doubt the four of you could have beaten me alone. Reflect on that for a bit while we keep walking. I have some other business I need to deal with now.” Neo says.

>>2694275
“Keep an eye on him for me, I need to go check on something real quick. Shout if he tries anything, alright?” He says to Isaac handing off the rope that is tied to the man’s wrists.

>>2695023
Neo looks directly at the kid who is still hiding and starts walking towards him. “Hey, kid, mind if I ask you some questions? We won’t hurt you, so come out. I just want to know why you have been following us.”
>>
>>2695582
Rifleman replies:

"Well, from what my great grandpa used to day, and heavens bless his soul, things used to be better before Outsiders were summoned in his town. They sometimes bring more trouble than it's worth."

The kid, in the blink of an eye, disappears. You think he used that split second to duck behind the crate and crouch-walk but you start to believe he has some sort of magical talent, disappearing in mid air.
>>
>>2694564
>>2695582
Isaac nods, keeping an eye on the man, keeping silent all the while. He was busy contemplating the fact that he had just killed a man. The man in question was far from innocent, and if Isaac had hesitated, it's likely that Priere would've been killed, but...

Was it the right thing to do? He shook the thoughts out of his mind and focused back on the prisoner.
>>
File: Burthic_dungeon_LAMend.png (572 KB, 1482x1070)
572 KB
572 KB PNG
[Escorting Mission]
[Live Action Mode]

After the clean up, you leave rifleman and the his goons at the guardhouse on the other side of the town. And you continue your way towards the marked place.

This part of the town, outside the gate, feels more like a slum than part of the same bright city, you were in. Grimy, sleazy and noisy.

When you arrive at the warehouse that was used as a dungeon, you are see a badly damaged and neglected sign:

"Tuttle's Paper Factory"

As you arrive you are greeted by the [Abraham Manfield], Supreme Great Admiral of the Xenerith Order, Special Operations Division. He thanks you for your service on the escort and asks you to kindly leave the premises as the person you were transporting needs to get down.

You are left at the gate, under the paper factory sign with a long walk back to the Factory. As soon as you give the first step towards the Factory, You hear a loud bang and a white light fills the warehouse and expands towards the sky.

Theres's a shriek of pain and then...

calm.

Live Action End

Results and rewards will be published at the next turn
>>
Rolled 41, 30, 36 = 107 (3d100)

Tabatha

[No link this time]

[Bring]

M: Accept the Hunting Invitation and use the game to feed the town.
M: Go back to the Marketplace and bring supplies for the town.
m: Make meals with whatever I got.
>>
File: Atlas, Newly Summoned.png (2.32 MB, 669x907)
2.32 MB
2.32 MB PNG
>>2662306
NAME: Atlas Chalkheart
Atlas has had many jobs over his 25 years on Earth, but they all involved the same thing; moving something from one place, and giving it to someone in another place. He was working as a pizza delivery man when he had a head-on collision with a drunk driver, dying on impact. He's just glad he finished his delivery before being summoned here.

SKILLS:
[Pathfinder] (Industry): Passive
>Innately know the fastest possible route between two points or a series of points.
[Just Another Day on the Job] (Resolve): Passive
>Grants resistance to mood-altering effects and mental trauma
[Vehicle Proficiency] (Industry): Passive
>Knowledge of and experience with various forms of vehicular transportation and the effective use thereof.

ACTIONS:
Minor: Talk to the people that summoned me, get a quick rundown
Major: Attempt to acquire a firearm (specifically a handgun), if not possible, attempt to acquire enough money to purchase a firearm
Major: Train to become proficient with firearms, specifically handguns
>>
Rolled 100, 89, 91 = 280 (3d100)

>>2698512
Forgot rolls
>>
>>2662306
Name: Isaac Thorne
A twenty-four year old electrician who died in a car crash on the way home. Having accomplished nothing of note in his life, he awoke in a new world.

SD: Might 1 / Finesse 2 / Sorcery 4 / Resolve 1 / Inspiration 2 / Industry 2
Skills:
>Spear Stab (Might)
>Jousting (Finesse)
>Long Distance Strike (Finesse)
>Large Lightning Bolt (Sorcery)
>Lightning Bolt (Sorcery)
>Galvanize Weapon (Sorcery)
>Electric Conflagration (Sorcery)
>Toughness (Resolve)
>Eletron’s Siphon (Inspiration)
>Invigorate (Inspiration)
>Electricity Knowledge (Industry)
>Basic Repairs and Maintenance (Industry)

Major Action: Spend some time training my mana reserves. usually, I can only get one or two spells off before having to rest, so working on the capacity might be useful. (Try to learn a skill that increases my max TP)

Major Action: Spend some time trying to improve the power of my lightning spells even further than before. (Try to learn a skill that passively increases lightning damage)

Minor Action: Keep patrolling the grounds.
>>
Rolled 54, 31, 78 = 163 (3d100)

>>2698644
>Forgot my rolls
Whoops.jpg




Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.