[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: The Lumber Jacking 00.png (445 KB, 605x555)
445 KB
445 KB PNG
"Sorry to bother all of yous so early in the morn. Me supplier went and gone done himself lost or sumthin' 'cause he hasn't been by in almost a week. Usually he just takes a day 'r two before each visit. Business 'as been mighty boomin' these days, and if y'all do me this favor I'll make it worth your while. Latest shipment was 'pposed to be some storm ash, wild lumber, and a whole lotta iron if y'get what I'm sayin."

With a good chunk of the day spent investigating this rather obscure supplier, the party manages to find a clue regarding their intended route. According to a handful of other patrons to the supplier, he mentioned seeing a new dock set up on a sea bank nearby his usual route. The location in question is incredibly well known for its connection to [Wild Element]s and as of recent months there have been sounds of [Industri] resonating from the shores. Perhaps it's a new colony or town? Would be difficult to set up shop in an area like that without your own small army, due to the pervasive inhospitable industrialists.

You may choose to do town actions instead of deploying. You still only get one town action each phase.

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

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

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

With that all summarized up, let's get some chargen going.
>>
>>2666949
We have to save this supplier.
We must not allow another tragedy to occur.

Tin Can [Lv.2]
BLK 1 ARM 4/2+1+1(Food boost)
ACT 3 MOV 2
[Nanomachines] [Air-Boost]

Built-in: Curious Grasp (Dmg 1 Pot 2 Rng 3) [Delivery Fire][Alchemize][Pressurized]
Right Hand: Repeating Hand Launcher (Dmg 5 Rng 4 Ammo 5/5)
[Delivery Fire]
[Penetrate] (Ignore armor)
[Puncture] (excess damage spreads in a line)
[Steady Shot](Double range if Readying)
Equipped: Scrap Bracers (+1 Arm)
Inventory:Repeater Mag x4
Bank: Strap x2
30z
Quest: get a [Mandrake Seed]
>>
Copy the character skeleton here and post it whenever you take your turn for a phase. Dialogue exchanges or cut-scenes do not require your stat block to process. Make sure to use a tripcode to not lose your character between threads.

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

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

Once you have filled out your sheet, reply to this post with the full stat block.
Next up, the map loads in.
>>
File: dorf n warf district.png (5.75 MB, 2381x3656)
5.75 MB
5.75 MB PNG
>2 players have not Claimed the following: 53z
>106z has been auto-deposited into the party bank. This deposit will not be accessible until the next return to town. Until then, the absent characters may return to claim their pay after a small deduction of a late fee. (~5z)
>Total Bank funds: 108z, x2 Strap

Town Update
"Might help to bring yous some tools to helps yah through the thickets 'n brambles of the Lumber Coast. A saw, rivet gun, fishing pole, ye names it it'll come in handy fer yah."

>Actions and town phase may now begin. Be sure to quote this post or your actions can and will be missed.
>>
File: Town Tutors.png (3.06 MB, 3429x985)
3.06 MB
3.06 MB PNG
Tutors if needed. Don't forget your quests from the previous thread!
>>
File: Town vendors 02.png (1.88 MB, 2833x1083)
1.88 MB
1.88 MB PNG
Updated Vendors
>>
>>2666974
I would bring a saw along, but I need all of my inventory space for crafting. Could someone else please bring it? It will probably come in handy.
>>
Rolled 1 (1d6)

>>2666982
Y'all go on ahead, I'll meet you there.
> Eat my free meal

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

Weapon 1: Six Shooter %2 ^4 ≠6
Weapon 2: Stinger 2%
Inventory:
- Leadhead ≠18
- Fang 1%
>>
==========
>Shades {Lv.1 Desperado}

[Block 0] [Armor 0] [HP 4/3+1]
[Actions 2] [Movement 4] [Initiative 6]

>Abilities:
*Duck&Cover [-Tap to move 2 tiles and take cover/go Prone]
*Shadow gate [Action: Deploy in any dark location]

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


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


>Inventory:
=>21x leadhead bullets

=>Butterknife: Dmg 1
*Anklebiter[Attack that applies -1 Movement]
*Flashdraw [-Tap to Equip/Stow]
*Slash Vitals [Flank/Rear damage applies Bleed]
+Butterknife Sheath [1 Block if held in off-hand]

=>Flared Pistol: Dmg 3, Range 4+1, Ammo 1/1 slug
(takes shells: shots & slugs)
*Flare [Shoot Slug, Detonates at max range, clears Fog of War]
*Quickdraw [-Tap to equip in an empty hand]
==========
Serchin for some folk? Yer can count me in!
>>2666984
Pardn me lady, toped off more o less meself.
>>
>>2666971
is Duck&Cover in that pic the right one or the one listed in >>2667036 ? Previous thread >>2648978 you said you mistaken some other skill for old D&C.
>>
>>2667050
Latest image is the correct one. New threads may see adjustnents to the chargen and buffs to starting classes.
>>
>>2667330
So for an action point it basically gives another 4 movement + prone if your last move doesn't put you behind cover?
>>
>>2667354
4 because Desperado move is 4
>>
>>2667354
>>2667366
As an action you move and go prone if you can't find suitable cover. Not an additional 4 due to movement, the ability is now scaled directly to character speed.
>>
>>2667467
I dont get it.
Lets say I use up all of my 4 movement and then one of my actions to activate Duck&Cover. What can I do with it?
>>
>>2667472
You'd specify your turn as follows:
>Move 4 [tiles]
>Duck&Cover [direction]

Character speed is how fast they move per move action, which may be where the confusion came from? By default the only way to navigate the field is with >Move but if an attack or ability says 'move' without a speed icon or number associated to it then your maximum distance allowed defaults to your character's speed stat.
>>
>>2667518
>speed icon
>speed stat
No such thing exist in any materials you provided.
I assume you mean the boot icon and the Move stat?
If so you may have to correct your materials to prevent future confusion, mainly my future confusion.

So, I'm a desperado and I have 4 in Move/Speed stat.
I use this to move N N E E for example.
I spend one of my actions on activating Duck&Cover
I choose a direction? Lets say East.
>Move and go Prone
>if ability says 'move' without a speed icon or number associated to it then your maximum distance allowed defaults to your character's speed stat
My Move/Speed stat is 4, so I can choose to move up to 4 tiles in the specified direction, that is East, and if tile I end up on does NOT count as being in cover then I go prone.
So I cannot change the direction in the middle of doing D&C? Only move up to 4 tiles (my Move/Speed stat)in a line? That would be fair.
>>
>>2667615
Given as I'm working a traditional medium which then is transferred to digital, I have a lot of variance behind the screen. Speed and move are the same in this game, and are used interchangeably because of this. It makes more sense to say '[x] can move 5' and '[y] benefits your speed' than locking down on one choice over the other. For grammar's sake. It also appears that you understood it well yourself, albeit with minor frustration.

Duck&Cover does allow for direction changes, as you're scrambling to find a place to avoid taking damage. In the text of my most recent post I merely accidentally forgot to include a 's' in [direction]. If you were not allowed to change direction, there would be an indicator showing an arrow such as on the Boost and Air-Boost abilities, which is the hand-drawn version of a Line (which has a digital iteration being just under Slug ammo for the [S]quire)

All of this said, I would like to point out that I'm in too deep in this game to tell how it looks to fresh eyes.
>>
>>2667674
>'[y] benefits your speed'
How about '[y] benefits your movement'?
>I'm in too deep in this game to tell how it looks to fresh eyes
I totally understand that feel. Its a huge pain to explain from the ground up the concepts you were using for a long long time and are using as sort of memory-shortcuts, like saying 'water' when you mean any liquid while everyone else thinks you are talking about H2O exclusively.
Thats why you need to keep your description consistent, simple and specific(only one way to interpret them, the way you designed them to work). It would take an effort to do everything that way, but would save your time by not having to explain things at length over and over again. Dont take it as a complaint from me, so far I love your work but I also feel like a nuisance having to ask details to abilities that should be easy to comprehend but are presented in a way that looks complicated.
I mean, D&C for example.
All that confusion on my part, all that lengthy explanation on your, and it could be summarized by
>Duck&Cover:Spent 1 Action to refresh your move pool. After finished moving go prone unless you ended up in cover.
Because thats basically what it does, it grants you additional Move for a price of an action and forces you to go prone in the end unless the specific situation occurs, that is you end up in cover.

And now misc. questions time!

You said that getting up from prone position takes an action if done same turn after executing D&C and a Tap if in the next turn. Is that still the case?

What if someone like a Squire or Tin wants to go prone? Is it a Tap or an Action? What if they want to get up?

Also, does being in cover works by X-com cover&flanking mechanics? That is 'draw a line between you and your cover next to you, if enemy shoots from the cover side of the line, the cover works, if enemy shoots from your side of the line, you are flanked and cover doesn't work'?
>>
>>2667829
Thing is, each >move action already gives you a 'movement pool'. You don't and can't transit to another tile unless an action is spent to do so? The way you worded it makes it sound like 5e where you have up to your movement speed to scuttle about and it doesn't take an action to do so.

Yes standing up from prone is still an action if same turn, tap if not. Players may go prone as a tap as well without requiring Duck&Cover. Operates the same in regards to prone recovery. Cover is also facing based, with few exceptions. By default, shots will target center mass/head unless specified, so line of effect is drawn to those locations. Exceptions being on [Parabola] or artillery fire [Arc Shot]s which function on odd angles or from overhead, respectively.
>>
>>2667899
Hold up, I thought I understood how things work and now you confused me again.
>Desperado
>Actions 2
>Move 4
The way I understand this is is that you can move 4 tiles and then you have 2 actions to do whatever you want with, be it a single FanHammer, or to attack twice, or do two Double-Taps, whatever. Moving around and using your actions are two separate things.

Now in >>2667899 post you sounded like you cant move
if you don't spend an action? As in you are prohibited to move those 4 tiles and then just not do anything?
>>
>>2668032
If you're familiar with an Action Point system, it works on the same concept. At 2 Actions you have 2 AP. Each turn you spend that AP on tasks you want your character to perform. 1 AP lets you move, attack, loot/investigate a space or creature/corpse, etc. You may spend your 'AP' in any order and combination as you desire, but commands are processed from top to bottom. Each player also gets 1 Tap action which they may use each turn, but only one. Multiple taps that are not reminders will take an action from your turn limit, and excessive actions for the turn are dropped and canceled.

Once again, to move you must use an action. After rereading I do not see any text that would insinuate otherwise.
>>
>>2668328
Fuck.
Checked previous thread and indeed, everyone used one of their actions to move.
Then again, I didn't see anywhere mentioned that you use an action to move. Why didn't you mentioned it? Its such a basic and essential thing.
>>
>>2668389
You know, that's a good question. I'll have to add that into the mechanics rundown. Other peeps caught on probably due to returning as players to my games, and that's almost always the standard for navigation.
>>
Time passes... nobody deploys.

>Town phase turnover.
>Town actions are now refreshed!
>>
>>2669205
If no one does it, it falls to me after all.

>Buy 1 rivet
>Trade it for a Jig with the bug
>Deploy

Tin Can [Lv.2]
BLK 1 ARM 4/2+1+1(Food boost)
ACT 3 MOV 2
[Nanomachines] [Air-Boost]

Built-in: Curious Grasp (Dmg 1 Pot 2 Rng 3) [Delivery Fire][Alchemize][Pressurized]
Right Hand: Repeating Hand Launcher (Dmg 5 Rng 4 Ammo 5/5)
[Delivery Fire]
[Penetrate] (Ignore armor)
[Puncture] (excess damage spreads in a line)
[Steady Shot](Double range if Readying)
Equipped: Scrap Bracers (+1 Arm)
Inventory(3): Repeater Mag x4, Jig
Bank: Strap x2
29z
Quest: get a [Mandrake Seed]
>>
>>2669205
We can deploy? I thought we are waiting to arrive at that pier or something. Deploy damnit!

==========
>Shades {Lv.1 Desperado}

[Block 0] [Armor 0] [HP 4/3+1]
[Actions 2] [Movement 4] [Initiative 6]

>Abilities:
*Duck&Cover [Action: Move and take cover/go Prone]
*Shadow gate [Action: Deploy in any dark location]

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


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


>Inventory:
=>21x leadhead bullets

=>Butterknife: Dmg 1
*Anklebiter[Attack that applies -1 Movement]
*Flashdraw [-Tap to Equip/Stow]
*Slash Vitals [Flank/Rear damage applies Bleed]
+Butterknife Sheath [1 Block if held in off-hand]

=>Flared Pistol: Dmg 3, Range 4+1, Ammo 1/1 slug
(takes shells: shots & slugs)
*Flare [Shoot Slug, Detonates at max range, clears Fog of War]
*Quickdraw [-Tap to equip in an empty hand]
=========
>Deploy
>>
>>2669205
"It is a pleasure working with you all, my seniors. Let us move with haste, lest we lose this supplier forever."

>Deploy.

[T3] Epoch [Lv.1]
Class: Tin Can
[BLK 1] [ARM 2/2]
[ACT 3] [MOV 2] [INIT 2.5]
Abilities: [Nanomachines], [Air Boost]

Weapon: [Curious Grasp] (Damage 1, Potency 2, Range 3) {x2}
Gear: [Empty]
Inventory: [Empty] {x3}
>>
File: The Lumber Jacking 01.png (2.51 MB, 1961x2098)
2.51 MB
2.51 MB PNG
>>2669205
The dingy pulls up to the pier, and is tied off. Now standing in the moonlight, with the shadow of a forest to the north, the party can see tracks visible in the dirt and sand. There is also a sabotaged boat with most of its cargo plundered already. Obviously the courier was here, and must be somewhere nearby. The tire tracks head west, as do the feline. A pair of rat tracks can be seen from the water, heading north? This place isn't well known for their rat problems, as the forest has natural means of pest control.
>>
>>2669997
Wait hold on, just realized I forgot something important. You'll get to redo your turn in a moment.
>>
>>2669947
> Deploy into the fog, far west of the group
I'll be taking the scenic route.

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

Weapon: Six Shooter %3 ^4 ≠6
Ammo: Leadhead ≠18
Weapon: Stinger 3%
Inventory:
- Fang 2%
>>
File: The Lumber Jacking 01.png (3.77 MB, 2945x2123)
3.77 MB
3.77 MB PNG
>>2669947
My apologies of forgetting an important detail. It is still the same phase. Previous actions prior to this post must be redone!

>>2670031
Please read the updated [Air Drop] ability on character creation. This change was made to prevent needless Squire deaths.
>>
>>2669947
>>2669308
==========
>Shades {Lv.1 Desperado}
[Blk0] [Arm0] [HP4] [Act2] [Mov4] [Ini6]
*Duck&Cover, *Shadow gate
>Weapon:
Six shooter: D2 R5 A6/6ch[** Fan Hammer,* Double Tap,*- Pistol Whip]
>Gear:
Hunter's Cover(+1HP&R)[-Sidestep,-Desperation]
>Inventory:
=>21x lh
=>Butterknife: D1[*Anklebiter,-Flashdraw,*Slash Vitals]
+Butterknife Sheath [1 Blk oh]
=>Flared Pistol: D3, R5, A1/1slug[*Flare,-Quickdraw]
==========
No sense in dillydallyin, lets git goin!
Agreed lady, followin the tire tracks sounds like smartst thin to do.
>move N N W W
>look around for anything suspicious
>>
>>2670038
A vehicle stopped here then continued on its way. Looks like... a motorcycle? Maybe whoever it was knows something about the man we're looking for.

>Move 2W
>Loot the weird crystal-looking thingies under me and SW
>Try to open the box W

Tin Can [Lv.2]
BLK 1 ARM 4/2+1+1(Food boost)
ACT 3 MOV 2
[Nanomachines] [Air-Boost]

Built-in: Curious Grasp (Dmg 1 Pot 2 Rng 3) [Delivery Fire][Alchemize][Pressurized]
Right Hand: Repeating Hand Launcher (Dmg 5 Rng 4 Ammo 5/5)
[Delivery Fire]
[Penetrate] (Ignore armor)
[Puncture] (excess damage spreads in a line)
[Steady Shot](Double range if Readying)
Equipped: Scrap Bracers (+1 Arm)
Inventory(3): Repeater Mag x4, Jig
Bank: Strap x2
29z
Quest: get a [Mandrake Seed]
>>
>>2670038
>>2670043
Same thing.
>>
>>2670038
> Shadow Gate into the fog northwest of the group

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

Weapon: Six Shooter %3 ^4 ≠6
Ammo: Leadhead ≠18
Weapon: Stinger 3%
Inventory:
- Fang 2%
>>
>>2670038
"Perhaps this may come in useful in traversing the Lumber Coast. The Thunder Smith himself had reccomended we get one, after all."

>Move 2N
>Move 2E
>Grab Fishing Pole S
-Turn N

[T3] Epoch [Lv.1]
Class: Tin Can
[BLK 1] [ARM 2/2]
[ACT 3] [MOV 2] [INIT 2.5]
Abilities: [Nanomachines], [Air Boost]

Weapon: [Curious Grasp] (Damage 1, Potency 2, Range 3) {x2}
Gear: [Empty]
Inventory: [Empty] {x3}
>>
File: Spare Rod.png (45 KB, 512x363)
45 KB
45 KB PNG
>>2670123
I can't find a spot to put all of this information on the map, so here's the stats early. (Yes this can cast Flow element)
>>
File: The Lumber Jacking 02.png (5.24 MB, 2927x2767)
5.24 MB
5.24 MB PNG
>>2670038
Investigations lead to an item of suspicion. Stuck fast, the chest is pulled on accident to reveal a link of chain underneath. A telegraph flares across the immediate area! The party is under attack!

Next phase will be processed in 8~9 hours.
>>
>>2670247
It's a trap!
Get away from the chest, everyone! Now!

>Move 2E
>Move 2N
>Overwatch Hand Launcher NE


Tin Can [Lv.2]
BLK 1 ARM 4/2+1+1(Food boost)
ACT 3 MOV 2
[Nanomachines] [Air-Boost]

Built-in: Curious Grasp (Dmg 1 Pot 2 Rng 3) [Delivery Fire][Alchemize][Pressurized]
Right Hand: Repeating Hand Launcher (Dmg 5 Rng 4 Ammo 5/5)
[Delivery Fire]
[Penetrate] (Ignore armor)
[Puncture] (excess damage spreads in a line)
[Steady Shot](Double range if Readying)
Equipped: Scrap Bracers (+1 Arm)
Inventory(3): Repeater Mag x4, Jig, Salt x10g
Bank: Strap x2
29z
Quest: get a [Mandrake Seed]
>>
>>2670247
"Be careful everyone, it seems we're against a crafty foe."

>Loot Salt
>[Alchemize] Salt
>Move N, E
>-Face N

[T3] Epoch [Lv.1]
Class: Tin Can
[BLK 1] [ARM 2/2]
[ACT 3] [MOV 2] [INIT 2.5]
Abilities: [Nanomachines], [Air Boost]

Right Hand: [Fishing Rod] (Damage 1, Range 3)
*[Cast (Flow)]
*[Fish]
*[Hook]
Left Hand: [Curious Grasp] (Damage 1, Potency 2, Range 3)
*[Delivery Fire]
*[Alchemize]
*[Pressurized]
Gear: [Empty]
Inventory: [Empty] {x3}
>>
>>2670247
==========
>Shades {Lv.1 Desperado}
[Blk0] [Arm0] [HP4] [Act2] [Mov4] [Ini6]
*Duck&Cover, *Shadow gate
>Weapon:
Six shooter: D2 R5 A6/6ch[** Fan Hammer,* Double Tap,*- Pistol Whip]
>Gear:
Hunter's Cover(+1HP&R)[-Sidestep,-Desperation]
>Inventory:
=>21x lh
=>Butterknife: D1[*Anklebiter,-Flashdraw,*Slash Vitals]
+Butterknife Sheath [1 Blk oh]
=>Flared Pistol: D3, R5, A1/1slug[*Flare,-Quickdraw]
==========
>move N W N W
>look around

Traps?! What else!?
Ya recon it might be th motorcycle fella doin this?
Also, got som flare, only one tho. Jus say a thing if ya need ol me to brightn things a bit, ya hear? Its mighty dark in ere.
>>
>>2670247
> Move two north two west
> Guard
* Deflect GUARD to block mundane ranged
* Parry GUARD to gain 3% to BLK

[D4] Takahiro [Lv.1]
Classification/Class: Desperado
[Block/BLK 0] [Armor/ARM 0] [Health/HP 3]
[Actions/ACT 2] [Movement/Spd/Mov 4]

Weapon: Six Shooter %3 ^4 ≠6
Ammo: Leadhead ≠18
Weapon: Stinger 3%
Inventory:
- Fang 2%
>>
>>2670354
>>2670334
If it would be possible to adjust your character sheets to be organized akin to Tin-chan or Epoch's sheets it would be appreciated. Greentext is reserved for command inputs, and I am worried that mistakes will be made due to possible conditioning involving ignored commands due to greentext abuse. Additionally, not including weapon skills on your equipped sheet alongside their stats will result in ignoring reminders involving their use. At a glance reading that a character is using [Deflect] but seeing it nowhere on the sheet makes it appear to be an illegal action. You're not required to have the full description, but at least the skill names would be preferred. Both of these posts were grouped together in order to address that clarity is important to the person processing, and the more often I or another QM has to look into a sheet the more often information is lost.

I will do my best to avoid mishaps and run the game honestly, but will require the same level of clarity from players. Thank you for your time.
>>
File: The Lumber Jacking 03.jpg (6.14 MB, 5566x3529)
6.14 MB
6.14 MB JPG
>>2670247
An all too familiar warcry springs up amidst the jackhammer echoes as bullets paint a path of destruction across the field. This is Blunder territory, and the party has made an unfortunate mistake in falling for their bait.

Epoch can see a night hunter baring a torch approach from the east, seemingly following the tire tracks. In their other hand is a signature weapon of the hunting legion, an indication of their true status.
>>
>>2671745
Ah, you filthy little miscreants, ambushing and shooting people!

>Move 2S
>[Ready] [Steady Shot]
>Fire Hand Launcher at blunder machinegunner 7W 1S

Tin Can [Lv.2]
BLK 1 ARM 4/2+1+1(Food boost)
ACT 3 MOV 2
[Nanomachines] [Air-Boost]

Built-in: Curious Grasp (Dmg 1 Pot 2 Rng 3) [Delivery Fire][Alchemize][Pressurized]
Right Hand: Repeating Hand Launcher (Dmg 5 Rng 4 Ammo 5/5)
[Delivery Fire]
[Penetrate] (Ignore armor)
[Puncture] (excess damage spreads in a line)
[Steady Shot](Double range if Readying)
Equipped: Scrap Bracers (+1 Arm)
Inventory(3): Repeater Mag x4, Jig, Salt x10g
Bank: Strap x2
29z
Quest: get a [Mandrake Seed]
>>
>>2671745
==========
Shades {Lv.1 Desperado}

[Block 0] [Armor 0] [HP 4/3+1]
[Actions 2] [Movement 4] [Initiative 6]

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

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


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


Inventory:
=>21x leadhead bullets

=>Butterknife: Dmg 1
*Anklebiter[Attack that applies -1 Movement]
*Flashdraw [-Tap to Equip/Stow]
*Slash Vitals [Flank/Rear damage applies Bleed]
+Butterknife Sheath [1 Block if held in off-hand]

=>Flared Pistol: Dmg 3, Range 4+1, Ammo 1/1 slug
(takes shells: shots & slugs)
*Flare [Shoot Slug, Detonates at max range, clears Fog of War]
*Quickdraw [-Tap to equip in an empty hand]
==========
>move E S S S
> -Quickdraw Flared Pistol
>Fire it straight West
>[Reminder]Slug loaded
>[Reminder]*Flare
>>
>>2671745
> Move WNWN
> Guard
>- Face S
* Deflect - GUARD to block mundane ranged
* Parry - GUARD to gain 3% to BLK
* Riposte - If attack is blocked, counter-attack

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

* Duck and Cover - ACTION move and go prone
* Shadow Gate - ACTION deploy into any darkness
+ Well-Fed - +1 % until next town visit
+ Quest - gather 5/10 leathers, hides or straps for bandolier/ ammo pouch

Weapon: Six Shooter %2+1 ^4 ≠6
* Fan Hammer - 2 ACTION fire all shots
* Double Tap - ACTION fire twice at the same target
* Pistol Whip - ACTION/-Tap deal % in melee/ close
Weapon: Stinger 2%+1
* Deflect - GUARD to block mundane ranged
* Parry - GUARD to gain % to BLK
* Riposte - If attack is blocked, counter-attack
* Set Pair (Fang) - Use together to attack together
* Thrust - Step into an adjacent tile and make an attack to a target. Stepping towards target makes the attack Penetrate [damage dealt ignores Armor]
Gear:
* Leadhead ≠18
Inventory:
* Fang 1%+1 *Deflect *Parry *Set Pair (Stinger)
>>
>>2671745
"There may be more coming from the east!"

>[Fish] the scout, pulling them to the panel directly east of myself.
>[Air Step] 3E
>Use a [Pressurized] shot to knock hunting legion scout 2W.

[T3] Epoch [Lv.1]
Class: Tin Can
[BLK 1] [ARM 2/2]
[ACT 3] [MOV 2] [INIT 2.5]
Abilities: [Nanomachines], [Air Boost]

Right Hand: [Fishing Rod] (Damage 1, Range 3)
*[Cast (Flow)]
*[Fish]
*[Hook]
Left Hand: [Curious Grasp] (Damage 1, Potency 2, Range 3)
*[Delivery Fire]
*[Alchemize]
*[Pressurized]
Gear: [Empty]
Inventory: [Salt] {5g} [Empty] {x2}
>>
File: The Lumber Jacking 04.jpg (7.5 MB, 6121x3874)
7.5 MB
7.5 MB JPG
>>2671745
A bulk of the warband is stopped dead in their tracks, as they cannot see beyond the shine in their eyes. An artillery strike makes an unfortunate impact on a Flash Angler, causing death throes of a smaller flash to [Blind] [D4] Takahiro. Blind removes the ability to make ranged attacks or target beyond adjacent tiles. Vision is also reduced to only the character's occupied tile. Blind characters also cannot threaten their facing arc. Effects wear off quickly.

The noise has certainly attracted attention, and the flashes of light brings the courier out of hiding! They were the one leaving behind the tire tracks! A night hunter enters the scene, investigating the blunders and perhaps here to lend a hand.

Objective in sight! Secure the docks and prepare for immediate retreat once the VIP has reached the dingy.
>>
>>2673162
Ah, Mr. Courier! We were tasked to ensure your safe return. Please advance towards our boat as soon as possible!
Also, have you maybe seen some mandragora around?


>Move S
>[Ready] [Steady Shot]
>![Penetrate]
>![Puncture]
>Fire Hand Launcher at blunder machinegunner 7W

Tin Can [Lv.2]
BLK 1 ARM 4/2+1+1(Food boost)
ACT 3 MOV 2
[Nanomachines] [Air-Boost]

Built-in: Curious Grasp (Dmg 1 Pot 2 Rng 3) [Delivery Fire][Alchemize][Pressurized]
Right Hand: Repeating Hand Launcher (Dmg 5 Rng 4 Ammo 5/5)
[Delivery Fire]
[Penetrate] (Ignore armor)
[Puncture] (excess damage spreads in a line)
[Steady Shot](Double range if Readying)
Equipped: Scrap Bracers (+1 Arm)
Inventory(3): Repeater Mag x4, Jig, Salt x10g
Bank: Strap x2
29z
Quest: get a [Mandrake Seed]
>>
>>2673162
==========
Shades {Lv.1 Desperado}

[Block 0] [Armor 0] [HP 4/3+1]
[Actions 2] [Movement 4] [Initiative 6]

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

Weapon1:
Six shooter: Dmg 2, Range 4+1, Ammo 6/6 copperheads[overflows damage to next enemy in line]
(takes bullets: leadheads & copperheads)
* Fan Hammer [Action: fire off all bullets, takes two actions]
* Double Tap [Action: fire twice at same enemy]
* Pistol Whip [Action: melee attack a single enemy dealing firearm damage, -Tap if sharing a tile]

Weapon2:
Flared Pistol: Dmg 3, Range 4+1, Ammo 0/1
(takes shells: shots & slugs)
*Flare [Shoot Slug, Detonates at max range, clears Fog of War]
*Quickdraw [-Tap to equip in an empty hand]

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


Inventory:
=>21x leadhead bullets

=>Butterknife: Dmg 1
*Anklebiter[Attack that applies -1 Movement]
*Flashdraw [-Tap to Equip/Stow]
*Slash Vitals [Flank/Rear damage applies Bleed]
+Butterknife Sheath [1 Block if held in off-hand]

=>
==========
Machinguns AND mortrs?!
Protec the Courier and lets get the hell out of ere!
Tin lady, take that machinegunner out!
> -Sidestep N
>Doubletap AxeBlunder 1S 1W
>Doubletap AxeBlunder 2W
>[Reminder]Copperheads, not sure if that even helps any in this situation
>>
>>2673162
> Step SW and *Thrust SE
> Step SE and *Thrust in close quarters
> -Pistol Whip in close quarters
* Thrust - Step into an adjacent tile and make an attack to a target. Stepping towards target makes the attack Penetrate [damage dealt ignores Armor]
* Pistol Whip - ACTION/-Tap deal % in melee/ close
[Designation] Takahiro [Lv.1]
Classification/Class: Desperado
[Block/BLK 0] [Armor/ARM 0] [Health/HP 3]
[Actions/ACT 2] [Movement/Spd/Mov 4]

* Duck and Cover - ACTION move and go prone
* Shadow Gate - ACTION deploy into any darkness
+ Well-Fed - +1 % until next town visit
+ Quest - gather 5/10 leathers, hides or straps for bandolier/ ammo pouch

Weapon: Six Shooter %2+1 ^4 ≠6
* Fan Hammer - 2 ACTION fire all shots
* Double Tap - ACTION fire twice at the same target
* Pistol Whip - ACTION/-Tap deal % in melee/ close
Weapon: Stinger 2%+1
* Deflect - GUARD to block mundane ranged
* Parry - GUARD to gain % to BLK
* Riposte - If attack is blocked, counter-attack
* Set Pair (Fang) - Use together to attack together
* Thrust - Step into an adjacent tile and make an attack to a target. Stepping towards target makes the attack Penetrate [damage dealt ignores Armor]
Gear:
* Leadhead ≠18
Inventory:
* Fang 1%+1 *Deflect *Parry *Set Pair (Stinger)
>>
File: The Lumber Jacking 05.jpg (6.33 MB, 5340x3704)
6.33 MB
6.33 MB JPG
>>2673162
A unified front against one in disarray. One of the party, disoriented and blind, find themselves in deep water while attempting to dispatch one of the blunders. Another has drawn far too much attention to themselves. An abomination of Industri and Blunder ingenuity steps into view, das Katastrophe!
>>
>>2675756
>>2674203
>>2673382

Mr. Shades, retreat east, out of their range! Mr. Takahiro, you should be able to right yourself and retreat east out of the fire arc.
I don't think we can take on that armored abomination. Everybody, make for the boat!

>Move 1W
>Air-boost 3W
>![Penetrate]
>![Puncture]
>Fire Hand Launcher at blunder N, hoping to hit the flank

Tin Can [Lv.2]
BLK 1 ARM 4/2+1+1(Food boost)
ACT 3 MOV 2
[Nanomachines] [Air-Boost]

Built-in: Curious Grasp (Dmg 1 Pot 2 Rng 3) [Delivery Fire][Alchemize][Pressurized]
Right Hand: Repeating Hand Launcher (Dmg 5 Rng 4 Ammo 3/5)
[Delivery Fire]
[Penetrate] (Ignore armor)
[Puncture] (excess damage spreads in a line)
[Steady Shot](Double range if Readying)
Equipped: Scrap Bracers (+1 Arm)
Inventory(3): Repeater Mag x4, Jig, Salt x10g
Bank: Strap x2
29z
Quest: get a [Mandrake Seed]
>>
>>2675756
> Stand
> Duck and take Cover 4E
* Duck and Cover - ACTION move and take cover or go prone

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

* Duck and Cover - ACTION move and take cover or go prone
* Shadow Gate - ACTION deploy into any darkness
+ Well-Fed - +1 % until next town visit
+ Quest - gather 5/10 leathers, hides or straps for bandolier/ ammo pouch

Weapon: Six Shooter %2+1 ^4 ≠6
* Fan Hammer - 2 ACTION fire all shots
* Double Tap - ACTION fire twice at the same target
* Pistol Whip - ACTION/-Tap deal % in melee/ close
Weapon: Stinger 2%+1
* Deflect - GUARD to block mundane ranged
* Parry - GUARD to gain % to BLK
* Riposte - If attack is blocked, counter-attack
* Set Pair (Fang) - Use together to attack together
* Thrust - Step into an adjacent tile and make an attack to a target. Stepping towards target makes the attack Penetrate [damage dealt ignores Armor]
Gear:
* Leadhead ≠18
Inventory:
* Fang 1%+1 *Deflect *Parry *Set Pair (Stinger)
>>
>>2675756
==========
Shades {Lv.1 Desperado}

[Block 0] [Armor 0] [HP 4/3+1]
[Actions 2] [Movement 4] [Initiative 6]

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

Weapon1:
Six shooter: Dmg 2, Range 4+1, Ammo 2/6 copperheads[overflows damage to next enemy in line]
(takes bullets: leadheads & copperheads)
* Fan Hammer [Action: fire off all bullets, takes two actions]
* Double Tap [Action: fire twice at same enemy]
* Pistol Whip [Action: melee attack a single enemy dealing firearm damage, -Tap if sharing a tile]

Weapon2:
Flared Pistol: Dmg 3, Range 4+1, Ammo 0/1
(takes shells: shots & slugs)
*Flare [Shoot Slug, Detonates at max range, clears Fog of War]
*Quickdraw [-Tap to equip in an empty hand]

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


Inventory:
=>21x leadhead bullets

=>Butterknife: Dmg 1
*Anklebiter[Attack that applies -1 Movement]
*Flashdraw [-Tap to Equip/Stow]
*Slash Vitals [Flank/Rear damage applies Bleed]
+Butterknife Sheath [1 Block if held in off-hand]

=>
==========
>Move E E E S
>DoubleTap AxeBlunder 4W
> -Sidestep S
Msheenguns, motars AND mechs?!
What did we git ouselfs inta!?
>>
>>2675756
>Air Boost 6W {Two Actions}
>Fire [Curious Grasp] SW

[T3] Epoch [Lv.1]
Class: Tin Can
[BLK 1] [ARM 2/2]
[ACT 3] [MOV 2] [INIT 2.5]
Abilities: [Nanomachines], [Air Boost]

Right Hand: [Fishing Rod] (Damage 1, Range 3)
*[Cast (Flow)]
*[Fish]
*[Hook]
Left Hand: [Curious Grasp] (Damage 1, Potency 2, Range 3)
*[Delivery Fire]
*[Alchemize]
*[Pressurized]
Gear: [Empty]
Inventory: [Salt] {5g} [Empty] {x2}

...Thank you for not making me attack an ally like an idiot.
>>
File: The Lumber Jacking 06.jpg (5.03 MB, 4373x3530)
5.03 MB
5.03 MB JPG
>>2675756
The docks are compromised! Courier has stopped moving.
>>
>>2677215
==========
Shades {Lv.1 Desperado}

[Block 0] [Armor 0] [HP 4/3+1]
[Actions 2] [Movement 4] [Initiative 6]

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

Weapon1:
Six shooter: Dmg 2, Range 4+1, Ammo 0/6
(takes bullets: leadheads & copperheads)
* Fan Hammer [Action: fire off all bullets, takes two actions]
* Double Tap [Action: fire twice at same enemy]
* Pistol Whip [Action: melee attack a single enemy dealing firearm damage, -Tap if sharing a tile]

Weapon2:
Flared Pistol: Dmg 3, Range 4+1, Ammo 0/1
(takes shells: shots & slugs)
*Flare [Shoot Slug, Detonates at max range, clears Fog of War]
*Quickdraw [-Tap to equip in an empty hand]

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


Inventory:
=>21x leadhead bullets

=>Butterknife: Dmg 1
*Anklebiter[Attack that applies -1 Movement]
*Flashdraw [-Tap to Equip/Stow]
*Slash Vitals [Flank/Rear damage applies Bleed]
+Butterknife Sheath [1 Block if held in off-hand]

=>
==========
Danged armord bastards.
Watch out for the fishie Tin lady!
> -Sidestep N
>Stow Flared Pistol into inventory
>Reload Six Shooter with leadheads
>>
>>2677215
"...If only we could close the distance and disable those machineguns. They're making this much more difficult than it would otherwise be."

>Loot Storm Blossom E to inventory.
>Move 2S
>Fish 3S

[T3] Epoch [Lv.1]
Class: Tin Can
[BLK 1] [ARM 2/2]
[ACT 3] [MOV 2] [INIT 2.5]
Abilities: [Nanomachines], [Air Boost]

Right Hand: [Fishing Rod] (Damage 1, Range 3)
*[Cast (Flow)]
*[Fish]
*[Hook]
Left Hand: [Curious Grasp] (Damage 1, Potency 2, Range 3)
*[Delivery Fire]
*[Alchemize]
*[Pressurized]
Gear: [Empty]
Inventory: [Salt] {5g} [Empty] {x2}

Oh, I think I understand how [Fish] works now. Maybe.
>>
Processing begins in an hour.
>>
>>2677215

>![Penetrate]
>![Puncture]
>Fire Hand Launcher at machinegunner 3W
>Fire Hand Launcher at blunder 3E
>Move 2E


Tin Can [Lv.2]
BLK 1 ARM 4/2+1+1(Food boost)
ACT 3 MOV 2
[Nanomachines] [Air-Boost]

Built-in: Curious Grasp (Dmg 1 Pot 2 Rng 3) [Delivery Fire][Alchemize][Pressurized]
Right Hand: Repeating Hand Launcher (Dmg 5 Rng 4 Ammo 2/5)
[Delivery Fire]
[Penetrate] (Ignore armor)
[Puncture] (excess damage spreads in a line)
[Steady Shot](Double range if Readying)
Equipped: Scrap Bracers (+1 Arm)
Inventory(3): Repeater Mag x4, Jig, Salt x10g
Bank: Strap x2
29z
Quest: get a [Mandrake Seed]
>>
File: The Lumber Jacking 07.jpg (3.57 MB, 3436x3352)
3.57 MB
3.57 MB JPG
>>2677215
The flare dwindles away, though as it fades the turret gunner finally falls silent, permanently. Das Katastrophe continues to provide long ranged support, merely adjusting trajectory from beyond the fog of war. The grunts, sensing an advantage, push hard into the party's frontlines which for some catches themselves in the crossfire.

A saw-toothed shark is fished out of the water, only to be felled by a barrage of bullets. Lucky.

Fast processing may take place on Monday Noon~6pm CST. At least half of the active party must post for a turn to be processed.
>>
>>2679427
>>2677394
Mr. Epoch, I think you could easily [Fish] two of the blunders to be perforated by their leader's fire.

>Move E N
>Hit blunder SE w/ Curious Grasp (don't push him if possible)
>Reload Hand Launcher


Tin Can [Lv.2]
BLK 1 ARM 4/2+1+1(Food boost)
ACT 3 MOV 2
[Nanomachines] [Air-Boost]

Built-in: Curious Grasp (Dmg 1 Pot 2 Rng 3) [Delivery Fire][Alchemize][Pressurized]
Right Hand: Repeating Hand Launcher (Dmg 5 Rng 4 Ammo 0/5)
[Delivery Fire]
[Penetrate] (Ignore armor)
[Puncture] (excess damage spreads in a line)
[Steady Shot](Double range if Readying)
Equipped: Scrap Bracers (+1 Arm)
Inventory(3): Repeater Mag x4, Jig, Salt x10g
Bank: Strap x2
29z
Quest: get a [Mandrake Seed]
>>
>>2679427
> Shoot Blunder S and *Doubletap 2x3% -2≠
> *Lunge S and thrust with the Stinger 3% ignore armor
> -Pistol Whip in close combat 3%
+ Well-Fed - +1 % until next town visit
* Thrust - Step into an adjacent tile and make an attack to a target. Stepping towards target makes the attack Penetrate [damage dealt ignores Armor]
* Double Tap - ACTION fire twice at the same target
* Pistol Whip - ACTION/-Tap deal % in melee/ close
[Designation] Takahiro [Lv.1]
Classification/Class: Desperado
[Block/BLK 0] [Armor/ARM 0] [Health/HP 3]
[Actions/ACT 2] [Movement/Spd/Mov 4]

* Duck and Cover - ACTION move and take cover or go prone
* Shadow Gate - ACTION deploy into any darkness
+ Well-Fed - +1 % until next town visit
+ Quest - gather 5/10 leathers, hides or straps for bandolier/ ammo pouch

Weapon: Six Shooter %2+1 ^4 ≠6
* Fan Hammer - 2 ACTION fire all shots
* Double Tap - ACTION fire twice at the same target
* Pistol Whip - ACTION/-Tap deal % in melee/ close
Weapon: Stinger 2%+1
* Deflect - GUARD to block mundane ranged
* Parry - GUARD to gain % to BLK
* Riposte - If attack is blocked, counter-attack
* Set Pair (Fang) - Use together to attack together
* Thrust - Step into an adjacent tile and make an attack to a target. Stepping towards target makes the attack Penetrate [damage dealt ignores Armor]
Gear:
* Leadhead ≠18
Inventory:
* Fang 1%+1 *Deflect *Parry *Set Pair (Stinger)
>>
>>2679427
"Unfortunately, I do not believe that is possible. I am now taking cover."

>Move N
>[Fish] Deceased spined fish.
>-Equip it to Left Hand
>Air Step N

[T3] Epoch [Lv.1]
Class: Tin Can
[BLK 1] [ARM 2/2]
[ACT 3] [MOV 2] [INIT 2.5]
Abilities: [Nanomachines], [Air Boost]

Right Hand: [Fishing Rod] (Damage 1, Range 3)
*[Cast (Flow)]
*[Fish]
*[Hook]
Left Hand: [Curious Grasp] (Damage 1, Potency 2, Range 3)
*[Delivery Fire]
*[Alchemize]
*[Pressurized]
Gear: [Empty]
Inventory: [Salt] {5g} [Storm Blossom] [Empty]
>>
>>2679427
==========
Shades {Lv.1 Desperado}

[Block 0] [Armor 0] [HP 4/3+1]
[Actions 2] [Movement 4] [Initiative 6]

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

Weapon1:
Six shooter: Dmg 2, Range 4+1, Ammo 6/6 leadheads
(takes bullets: leadheads & copperheads)
* Fan Hammer [Action: fire off all bullets, takes two actions]
* Double Tap [Action: fire twice at same enemy]
* Pistol Whip [Action: melee attack a single enemy dealing firearm damage, -Tap if sharing a tile]

Weapon2:
Empty


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


Inventory:
=>15x leadhead bullets

=>Butterknife: Dmg 1
*Anklebiter[Attack that applies -1 Movement]
*Flashdraw [-Tap to Equip/Stow]
*Slash Vitals [Flank/Rear damage applies Bleed]
+Butterknife Sheath [1 Block if held in off-hand]

=>Flared Pistol: Dmg 3, Range 4+1, Ammo 0/1
(takes shells: shots & slugs)
*Flare [Shoot Slug, Detonates at max range, clears Fog of War]
*Quickdraw [-Tap to equip in an empty hand]
==========
> -get up
>move N N W W
>DoubleTap AxeBlunder 2S 1E
>>
File: The Lumber Jacking 08.jpg (4.96 MB, 4414x3612)
4.96 MB
4.96 MB JPG
>>2679427
The party leaps on opportunities presented, but the persistent heat of das Katastrophe continues to bare down upon them. The courier makes a break for it, and will be ready to escape next turn! Get to the boat!
>>
>>2680013
Be a doll and butcher than one for me.
> *Thrust NW and attack South 3%
> *Thrust South and attack in close quarters 3% ignore armor
> *Pistol Whip 3%
+ Well-Fed - +1 % until next town visit
* Thrust - Step into an adjacent tile and make an attack to a target. Stepping towards target makes the attack Penetrate [damage dealt ignores Armor]
* Pistol Whip - ACTION/-Tap deal % in melee/ close


[D4] Takahiro [Lv.1]
Classification/Class: Desperado
[Block/BLK 0] [Armor/ARM 0] [Health/HP 3]
[Actions/ACT 2] [Movement/Spd/Mov 4]

* Duck and Cover - ACTION move and take cover or go prone
* Shadow Gate - ACTION deploy into any darkness
+ Well-Fed - +1 % until next town visit
+ Quest - gather 5/10 leathers, hides or straps for bandolier/ ammo pouch

Weapon: Six Shooter %2+1 ^4 ≠4/6
* Fan Hammer - 2 ACTION fire all shots
* Double Tap - ACTION fire twice at the same target
* Pistol Whip - ACTION/-Tap deal % in melee/ close
Weapon: Stinger 2%+1
* Deflect - GUARD to block mundane ranged
* Parry - GUARD to gain % to BLK
* Riposte - If attack is blocked, counter-attack
* Set Pair (Fang) - Use together to attack together
* Thrust - Step into an adjacent tile and make an attack to a target. Stepping towards target makes the attack Penetrate [damage dealt ignores Armor]
Gear:
* Leadhead ≠18
Inventory:
* Fang 1%+1 *Deflect *Parry *Set Pair (Stinger)
>>
>>2680013
>>2680037

Mr. Takahiro, please get back to the boat! You can't seriously intend to fight that armored monster.

>Move 2E
>Loot blunder body SW
>Alchemize blunder body SW

Tin Can [Lv.2]
BLK 1 ARM 4/2+1+1(Food boost)
ACT 3 MOV 2
[Nanomachines] [Air-Boost]

Built-in: Curious Grasp (Dmg 1 Pot 2 Rng 3) [Delivery Fire][Alchemize][Pressurized]
Right Hand: Repeating Hand Launcher (Dmg 5 Rng 4 Ammo 5/5)
[Delivery Fire]
[Penetrate] (Ignore armor)
[Puncture] (excess damage spreads in a line)
[Steady Shot](Double range if Readying)
Equipped: Scrap Bracers (+1 Arm)
Inventory(3): Repeater Mag x3 +1 empty, Jig, Salt x10g
Bank: Strap x2
29z
Quest: get a [Mandrake Seed]
>>
>>2680013
>Air Boost 3S
>Air Boost 3E
>Air Boost 3S

[T3] Epoch [Lv.1]
Class: Tin Can
[BLK 1] [ARM 2/2]
[ACT 3] [MOV 2] [INIT 2.5]
Abilities: [Nanomachines], [Air Boost]

Right Hand: [Fishing Rod] (Damage 1, Range 3)
*[Cast (Flow)]
*[Fish]
*[Hook]
Left Hand: [Spiney Angler] (Damage 2, Potency 2, Block 1)
*[Flash Blind]
*[Spiked]
Gear: [Empty]
Inventory: [Salt] {5g} [Storm Blossom] [Empty]

I will need a bot after this, as my shift begins soon.
>>
>>2680084
And why not? Little bit of boot grease, some elbow wax and a dollop of moxie and she'll be belly up belching black smoke like the missus' christmas turkey!

My stinger goes straight through armor, so does your rivet gun.
>>
>>2680124
I suspect that armor also gives prodigious amounts of Block.
>>
>>2680124
"You'll lose out to the anima belcher it has on the other arm. That sort of armament means they must have broken into a bunker nearby, and judging by their fortifications they're holed up across the river. You'll need better preparation before the rest of their cluster wakes up from the sounds of mortar fire and machine gun fire."
>>
>>2680136
Block, armor, all the same to me.

>>2680137
Well alright, if you insist.
>>
File: The Lumber Jacking 09.jpg (2.7 MB, 2963x2922)
2.7 MB
2.7 MB JPG
>>2680013
The night hunter takes the initiative, capitalizing on an opening made by Takahiro. The courier is safe on the boat. Get everyone to the dock or on the boat to escape!
>>
>>2680287
Cook the spider over there, and pillage the barrels for your seeds. Be with you in a jiffy.

> Move EE SS
> Butcher the Blunder, NW

[D4] Takahiro [Lv.1]
Classification/Class: Desperado
[Block/BLK 0] [Armor/ARM 0] [Health/HP 3]
[Actions/ACT 2] [Movement/Spd/Mov 4]

* Duck and Cover - ACTION move and take cover or go prone
* Shadow Gate - ACTION deploy into any darkness
+ Well-Fed - +1 % until next town visit
+ Quest - gather 5/10 leathers, hides or straps for bandolier/ ammo pouch

Weapon: Six Shooter %2+1 ^4 ≠4/6
* Fan Hammer - 2 ACTION fire all shots
* Double Tap - ACTION fire twice at the same target
* Pistol Whip - ACTION/-Tap deal % in melee/ close
Weapon: Stinger 2%+1
* Deflect - GUARD to block mundane ranged
* Parry - GUARD to gain % to BLK
* Riposte - If attack is blocked, counter-attack
* Set Pair (Fang) - Use together to attack together
* Thrust - Step into an adjacent tile and make an attack to a target. Stepping towards target makes the attack Penetrate [damage dealt ignores Armor]
Gear:
* Leadhead ≠18
Inventory:
* Fang 1%+1 *Deflect *Parry *Set Pair (Stinger)
>>
>>2680287
Please head back quickly, everyone. Das Katastrophe is undoubtely approaching.

>-Drop Jig
>Alchemize Messy Leather + Tough Guts
>Alchemize Salt + Hard Tooth

Tin Can [Lv.2]
BLK 1 ARM 4/2+1+1(Food boost)
ACT 3 MOV 2
[Nanomachines] [Air-Boost]

Built-in: Curious Grasp (Dmg 1 Pot 2 Rng 3) [Delivery Fire][Alchemize][Pressurized]
Right Hand: Repeating Hand Launcher (Dmg 5 Rng 4 Ammo 5/5)
[Delivery Fire]
[Penetrate] (Ignore armor)
[Puncture] (excess damage spreads in a line)
[Steady Shot](Double range if Readying)
Equipped: Scrap Bracers (+1 Arm)
Inventory(3): Repeater Mag x3 +1 empty, Jig, Salt x10g
Bank: Strap x2
29z
Quest: get a [Mandrake Seed]
>>
>>2680287
==========
Shades {Lv.1 Desperado}

[Block 0] [Armor 0] [HP 4/3+1]
[Actions 2] [Movement 4] [Initiative 6]

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

Weapon1:
Six shooter: Dmg 2, Range 4+1, Ammo 4/6 leadheads
(takes bullets: leadheads & copperheads)
* Fan Hammer [Action: fire off all bullets, takes two actions]
* Double Tap [Action: fire twice at same enemy]
* Pistol Whip [Action: melee attack a single enemy dealing firearm damage, -Tap if sharing a

tile]

Weapon2:
Empty


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


Inventory:
=>15x leadhead bullets

=>Butterknife: Dmg 1
*Anklebiter[Attack that applies -1 Movement]
*Flashdraw [-Tap to Equip/Stow]
*Slash Vitals [Flank/Rear damage applies Bleed]
+Butterknife Sheath [1 Block if held in off-hand]

=>Flared Pistol: Dmg 3, Range 4+1, Ammo 0/1
(takes shells: shots & slugs)
*Flare [Shoot Slug, Detonates at max range, clears Fog of War]
*Quickdraw [-Tap to equip in an empty hand]
==========
>Move N N E
>grab a pipe looking thing from the ground
Ay, Courier fella! Did ya last somthin?
>>
File: The Lumber Jacking 10.jpg (3.35 MB, 3156x3561)
3.35 MB
3.35 MB JPG
>>2680287
The experienced hunter takes to handling the frontline to buy time for the party. Meanwhile, while investigating a stray torch, a green hunter hears a whisper to the north. At the docks, a couple of innovations are found. Structure element is found in Tough materials, and Salt itself nullifies elemental affinity altogether as a Bitter agent. What potential could this bare?
>>
With that, expect another phase to be processed after I make a run for food. There will also be another phase at the usual time that is 1~2 a.m. CST if able.
>>
>>2680500
> Take everything
> Move 2 north
> Butcher Blunder NW

[D4] Takahiro [Lv.1]
Classification/Class: Desperado
[Block/BLK 0] [Armor/ARM 0] [Health/HP 3]
[Actions/ACT 2] [Movement/Spd/Mov 4]

* Duck and Cover - ACTION move and take cover or go prone
* Shadow Gate - ACTION deploy into any darkness
+ Well-Fed - +1 % until next town visit
+ Quest - gather 5/10 leathers, hides or straps for bandolier/ ammo pouch

Weapon: Six Shooter %2+1 ^4 ≠4/6
* Fan Hammer - 2 ACTION fire all shots
* Double Tap - ACTION fire twice at the same target
* Pistol Whip - ACTION/-Tap deal % in melee/ close
Weapon: Stinger 2%+1
* Deflect - GUARD to block mundane ranged
* Parry - GUARD to gain % to BLK
* Riposte - If attack is blocked, counter-attack
* Set Pair (Fang) - Use together to attack together
* Thrust - Step into an adjacent tile and make an attack to a target. Stepping towards target makes the attack Penetrate [damage dealt ignores Armor]
Gear:
* Leadhead ≠18
Inventory:
* Fang 1%+1 *Deflect *Parry *Set Pair (Stinger)
>>
>>2680607
Be sure to mark what you took in your inventory.
>>
>>2680500
"By the old gods, I am late!!"

>Deploy


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

Weapon: 2nd Amendment:Dmg: 5, Rng: 10, 3/3 (Copperhead),
Weapon skills: *Fan hammer*, *double tap*, *pistol whip*
Gear: Field ranger: 1 armor, resist, [fire], [poison[, [anima].
Skills: *Duck and cover*, *Shadow gate*
Inventory:
-6x copperhead bullets, *Puncture: Overflows damage to next enemy
-18x leadhead bullets.
>>
>>2680710


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

Weapon: 2nd Amendment:Dmg: 5, Rng: 10, 3/3 (Copperhead),
Weapon skills: *steady shot*, Bolt action*, *Scope*, *Rifle butt*
Gear: Field ranger: 1 armor, resist, [fire], [poison[, [anima].
Skills: *Duck and cover*, *Shadow gate*
Inventory:
-6x copperhead bullets, *Puncture: Overflows damage to next enemy
-18x leadhead bullets.
>>
>>2680500
>>2680710
"...Very late, yes."
>-Stow Spiny Angler
>Loot Jig NE to Inventory
>Move S, E
>Alchemize Spiny Angler

[T3] Epoch [Lv.1]
Class: Tin Can
[BLK 1] [ARM 2/2]
[ACT 3] [MOV 2] [INIT 2.5]
Abilities: [Nanomachines], [Air Boost]

Right Hand: [Fishing Rod] (Damage 1, Range 3)
*[Cast (Flow)]
*[Fish]
*[Hook]
Left Hand: [Curious Grasp] (Damage 1, Potency 2, Range 3)
*[Delivery Fire]
*[Alchemize]
*[Pressurized]
Gear: [Empty]
Inventory: [+Jig] [Empty]x2
Materials: [5g Salt] [Storm Blossom] [+Alchemized Spiny Angler]x? [Empty]x?
>>
File: The Lumber Jacking 11.jpg (3.5 MB, 3296x3555)
3.5 MB
3.5 MB JPG
>>2680500
Another opportunity to provide a delay to the front line advancement, but time is running short and another opening such as this will be a miracle if it occurs. The window for a safe escape is closing upon the party.
>>
>>2681357
Oh, hi, Mr. Arkul! We're actually already retreating.
At least, we should be.

>!Stash Tough Leather and Bitter Tooth in inventory
>Move E S
>Pick up the floating barrel
>Load it onto the dinghy SW

Tin Can [Lv.2]
BLK 1 ARM 4/2+1+1(Food boost)
ACT 3 MOV 2
[Nanomachines] [Air-Boost]

Built-in: Curious Grasp (Dmg 1 Pot 2 Rng 3) [Delivery Fire][Alchemize][Pressurized]
Right Hand: Repeating Hand Launcher (Dmg 5 Rng 4 Ammo 5/5)
[Delivery Fire]
[Penetrate] (Ignore armor)
[Puncture] (excess damage spreads in a line)
[Steady Shot](Double range if Readying)
Equipped: Scrap Bracers (+1 Arm)
Inventory(3): Repeater Mag x3 +1 empty, Jig, Salt x10g
Bank: Strap x2
29z
Quest: get a [Mandrake Seed]
>>
>>2681357
You here looking for someone, hunter? Cause looks like we found em, to our right! Buy some time for you to rescue 'em, yeah?

> Switch Six Shooter for Fang
> *Thrust West attack West
* Thrust - Step into an adjacent tile and make an attack to a target. Stepping towards target makes the attack Penetrate [damage dealt ignores Armor]

[D4] Takahiro [Lv.1]
Classification/Class: Desperado
[Block/BLK 0] [Armor/ARM 0] [Health/HP 3]
[Actions/ACT 2] [Movement/Spd/Mov 4]

* Duck and Cover - ACTION move and take cover or go prone
* Shadow Gate - ACTION deploy into any darkness
+ Well-Fed - +1 % until next town visit
+ Quest - gather 5/10 leathers, hides or straps for bandolier/ ammo pouch

Weapon: Six Shooter %2+1 ^4 ≠4/6
* Fan Hammer - 2 ACTION fire all shots
* Double Tap - ACTION fire twice at the same target
* Pistol Whip - ACTION/-Tap deal % in melee/ close
Weapon: Stinger 2%+1
* Deflect - GUARD to block mundane ranged
* Parry - GUARD to gain % to BLK
* Riposte - If attack is blocked, counter-attack
* Set Pair (Fang) - Use together to attack together
* Thrust - Step into an adjacent tile and make an attack to a target. Stepping towards target makes the attack Penetrate [damage dealt ignores Armor]
Gear:
* Leadhead ≠18
Inventory:
* Fang 1%+1 *Deflect *Parry *Set Pair (Stinger)
* Serrated Jaw
* Fish Fin & Slimy Guts
* Sandskin
* Messy Leather
>>
>>2681357
==========
Shades {Lv.1 Desperado}

[Block 0] [Armor 0] [HP 4/3+1]
[Actions 2] [Movement 4] [Initiative 6]

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

Weapon1:
Six shooter: Dmg 2, Range 4+1, Ammo 4/6 leadheads
(takes bullets: leadheads & copperheads)
* Fan Hammer [Action: fire off all bullets, takes two actions]
* Double Tap [Action: fire twice at same enemy]
* Pistol Whip [Action: melee attack a single enemy dealing firearm damage, -Tap if sharing a tile]

Weapon2:
Torch: Dmg 2
* Anima Beacon [Conflags easily]
* Pummel [Two melee attacks]


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


Inventory:
=>15x leadhead bullets

=>Butterknife: Dmg 1
*Anklebiter[Attack that applies -1 Movement]
*Flashdraw [-Tap to Equip/Stow]
*Slash Vitals [Flank/Rear damage applies Bleed]
+Butterknife Sheath [1 Block if held in off-hand]

=>Flared Pistol: Dmg 3, Range 4+1, Ammo 0/1
(takes shells: shots & slugs)
*Flare [Shoot Slug, Detonates at max range, clears Fog of War]
*Quickdraw [-Tap to equip in an empty hand]
==========
>Move S S S S
>Move S S
Lets git out of ere.
>>
Also, Hunter fella, if ya aint goin with us boatin out of ere, check up north. I think I heard someon up ere.
>>
>>2681357
"I do hope it will be possible for all of us to fit on the dinghy once more. It seems... quite small for six people."

>[Fish] Dead Crustacean NE
>Loot to Inventory
>[Alchemize] Dead Crustacean
>Try to make room on the dinghy .

[T3] Epoch [Lv.1]
Class: Tin Can
[BLK 1] [ARM 2/2]
[ACT 3] [MOV 2] [INIT 2.5]
Abilities: [Nanomachines], [Air Boost]

Right Hand: [Fishing Rod] (Damage 1, Range 3)
*[Cast (Flow)]
*[Fish]
*[Hook]
Left Hand: [Curious Grasp] (Damage 1, Potency 2, Range 3)
*[Delivery Fire]
*[Alchemize]
*[Pressurized]
Gear: [Empty]
Inventory: [Jig] [Empty]x2
Materials: [5g Salt] [Flare Bulb] [Spiky Scale] [Fresh Fin] [+Alchemized Crustacean]x? [Empty]x?
>>
File: The Lumber Jacking 12.jpg (2.8 MB, 3129x2930)
2.8 MB
2.8 MB JPG
>>2681357
All but one is ready to depart, and all that remains of the window of opportunity is a slim crack to slip through.

"All that walker needs to do is take a step forward and it'll shoot up the dock and boat! Get going now!"
>>
>>2682654
Mr. Takahiro, We need to go! Now!

>Pick up chest NE
>Load it onto the dinghy
>Climb into the dinghy

Tin Can [Lv.2]
BLK 1 ARM 4/2+1+1(Food boost)
ACT 3 MOV 2
[Nanomachines] [Air-Boost]

Built-in: Curious Grasp (Dmg 1 Pot 2 Rng 3) [Delivery Fire][Alchemize][Pressurized]
Right Hand: Repeating Hand Launcher (Dmg 5 Rng 4 Ammo 5/5)
[Delivery Fire]
[Penetrate] (Ignore armor)
[Puncture] (excess damage spreads in a line)
[Steady Shot](Double range if Readying)
Equipped: Scrap Bracers (+1 Arm)
Inventory(3): Repeater Mag x3 +1 empty, Tough Leather, Bitter Tooth
Bank: Strap x2
29z
Quest: get a [Mandrake Seed]
>>
>>2682654
Don't die standin' up now, mister.
> Move ESSS
> Evacuate
>>
>>2682749
Looks like you're missing quite a bit of yourself.
>>
>>2682756
Happens more often than you'd think.

[D4] Takahiro [Lv.1]
Classification/Class: Desperado
[Block/BLK 0] [Armor/ARM 0] [Health/HP 3]
[Actions/ACT 2] [Movement/Spd/Mov 4]

* Duck and Cover - ACTION move and take cover or go prone
* Shadow Gate - ACTION deploy into any darkness
+ Well-Fed - +1 % until next town visit
+ Quest - gather 5/10 leathers, hides or straps for bandolier/ ammo pouch

Weapon: Six Shooter %2+1 ^4 ≠4/6
* Fan Hammer - 2 ACTION fire all shots
* Double Tap - ACTION fire twice at the same target
* Pistol Whip - ACTION/-Tap deal % in melee/ close
Weapon: Stinger 2%+1
* Deflect - GUARD to block mundane ranged
* Parry - GUARD to gain % to BLK
* Riposte - If attack is blocked, counter-attack
* Set Pair (Fang) - Use together to attack together
* Thrust - Step into an adjacent tile and make an attack to a target. Stepping towards target makes the attack Penetrate [damage dealt ignores Armor]
Gear:
* Leadhead ≠18
Inventory:
* Fang 1%+1 *Deflect *Parry *Set Pair (Stinger)
* Serrated Jaw
* Fish Fin & Slimy Guts
* Sandskin
* Messy Leather
>>
>>2682654
>-Equip [Ambush Stinger]
>[Fish] the small shadow to the west.
>Pierce the fished up creature using [Ambush Stinger].
>If creature dies, loot the corpse.

[T3] Epoch [Lv.1]
Class: Tin Can
[BLK 1] [ARM 2/2]
[ACT 3] [MOV 2] [INIT 2.5]
Abilities: [Nanomachines], [Air Boost]

Right Hand: [Fishing Rod] (Damage 1, Range 3)
*[Cast (Flow)]
*[Fish]
*[Hook]
Left Hand: [Ambush Stinger] (Unknown)
*[Unknown]
Gear: [Empty]
Inventory: [Jig] [+Fish Corpse?] [Empty?]
Materials: [5g Salt] [Flare Bulb] [Spiky Scale] [Fresh Fin] [Soft Plate {2}] [Guts {2}] [+Fish Loot?] [Empty?]
>>
>>2682654
Quest Cleared!

As the party pulls away, crammed into the dinghy propelled by the courier's wheel, they watch the shoreline as the hunter's torch dances back and forth before dousing itself in the water. Continued flashes of gunfire and a gout of flame springs up moments after, showing the hunter is alive and well on their way to a swift escape in the dark.

Town phase incoming.
>>
>>2684158
I hope whoever was there in the north is alright.
>>
File: Town central 200.jpg (7.15 MB, 6500x4500)
7.15 MB
7.15 MB JPG
>>2684158
The party returns!

>Active Party level: 2
>Blunder familiarity level: 0
>Hunter familiarity level: 0 -> 1 (Basic Identification/Tracking)
>Skitt familiarity level: 1 (Basic Identification/Tracking)
>Alchemy level: 2 -> 3 (3: Speed Alchemy [Can Alchemize a tile])
>New Player starting level: 1

Party Gains:
>Enemies defeated: x2 Blunder (Bounty: 5z/e [10z])
>Enemy bounty: 10z
>Main Objective Complete bonus: 10z/survivor (50z)
>Quest Rewards: +x10 Refined Ash, +x5 Gnarled Planks, +x7 Iron Bars [Auto-deposited into Party bank]
>Armored Courier has opened up shop for the week! Limited supply and limited time.

Secondary Objectives:
>Safe Escape! +50z (Pier and dinghy both unharmed)
>All Accounted For +100z (All wares recovered)
>A Huge Blunder [Retreated] +0z (Defeat das Katastrophe)
>????

Total Party Gains
>210z
>Split per character: 42z
Party bank (updated balance): 108z, x2 Strap, x10 Refined Ash, x5 Gnarled Planks, x7 Iron Bars

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

>Bundle It
"We're interested in new fibrous materials materials to work with. If you can bring back a [Mandrake Seed], or their leaves, fruit, or flowers we'll have enough to work with. Here's a satchel. Fill it, if you would."
Gather mandrake materials.
>(Optional) Bring back a [Mandrake Seed]
>Reward: Satchels unlocked for vendor.
>Bonus reward: Backpacks unlocked for vendor. Satchels unlocked for [Starting Set] and current players.
>>
>>2684482
A gentle melody resonates throughout town. A peaceful bard from the deep performs for you.
https://youtu.be/PCicM6i59_I
>>
>>2684485
Ah, what a soothing song! Really takes your mind from the horrors of combat.

>>2684482

>Gain 42z
>Retrieve 9z from the bank
>Give 1z to the bard
>Retrieve 2x Straps from bank
>Alchemize 2x Straps + Tough Leather hoping to make a backpack or something
>Put Bitter Tooth into bank
>Experimentally alchemize 1x Refined Ash + 1x Iron Bar to see what happens
>Buy a [Mandrake Seed] for 50z
>Deliver the seed and report the quest
>Inquire about whether Chemist's Boltgun could be made to take Repeater Mags

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

Built-in: Curious Grasp (Dmg 1 Pot 2 Rng 3) [Delivery Fire][Alchemize][Pressurized]
Right Hand: Repeating Hand Launcher (Dmg 5 Rng 4 Ammo 5/5)
[Delivery Fire]
[Penetrate] (Ignore armor)
[Puncture] (excess damage spreads in a line)
[Steady Shot](Double range if Readying)
Equipped: Scrap Bracers (+1 Arm)
Inventory(3): Repeater Mag x3 +1 empty, Tough Leather, Bitter Tooth
Bank: Strap x2
20z
Quest: get a [Mandrake Seed]
>>
Rolled 1 (1d6)

>>2684482
> Claim
> Visit the Shelter Inn
> Pay off debts, buy another meal and bank
Deposit Messy Leather, Fish Fin
Withdraw x2 Iron Bars, 30z

>>2684558
Slow your roll, missus, don't want you to overheat now. One per town turn, remember? We need those straps for quests and your quest unlocks backpacks anyway.
>>
>>2684482
>-Claim 42z
>Go fishing at the dock for more stringfish.

>>2684558
>>2684948
I also believe alchemizing the straps and leathers is ill-advised. We are not far from completing the additional objective, at a current total of seven items amongst us.

[T3] Epoch [Lv.2]
Class: Tin Can
[BLK 1] [ARM 2/2]
[ACT 3] [MOV 2] [INIT 2.5]
Abilities: [Nanomachines], [Air Boost (3)]
Parts: [Curious Grasp] [Economic Support] [Diligent Stride]

Left Hand: [Old Rod]
Right Hand: [Curious Grasp (Empty)]
Gear: N/A
Inventory: [Jig] [Ambush Stinger]
Materials: [5g Salt] [Flare Bulb] [Spiky Scale] [Fresh Fin] [Soft Plate (2)] [Guts (2)] [Straps (3)]
>>
File: Town central 201.jpg (7.22 MB, 6500x4500)
7.22 MB
7.22 MB JPG
>>2684482

>>2684558
>Bundle It Cleared!
>Backpacks unlocked for vendor. Satchels unlocked for [Starting Set] and current players.
Production may take some time. Will be ready before next quest comes in.

>>2685213
Something stirs within. A sense of satisfaction?
>Gained title: Hobby Fisher
>Fishing skill 0 -> 1 (Basic Identification, [*Lure] Leave the line cast to attract nearby fish out of hiding.)
>>
>>2685459
Oh right, since I got the town images working again, each town overview is a turnover. Town actions have been refreshed, etc etc.
>>
>>2685459
"Takahiro, was it? I believe this may help you complete the task The Stranger gave you. Tin-chan should have the last piece of leather you need."

>Visit Shelter Inn
>-Donate 2z to the bard along the way.
>-Take 2x Straps, Iron Bar, 1z
>-Stash Jig, Ambush Stinger, Spiky Scale, Fresh Fin, 2x Soft Plates, 2x Guts
>-Give Takahiro 8x Straps.
>-Alchemize Iron Bar+Flare Bulb
>Eat. -1z

[T3] Epoch [Lv.2]
Class: Tin Can
[BLK 1] [ARM 2/2]
[ACT 3] [MOV 2] [INIT 2.5]
Abilities: [Nanomachines], [Air Boost (3)]
Parts: Arms - [Curious Grasp], Torso - [Economic Support], Legs - [Diligent Stride]

Left Hand: [Curious Grasp (Empty)]
Right Hand: [Old Rod]
Gear: N/A
Inventory: Jig, Ambush Stinger, 42z
Materials: 5g Salt, Flare Bulb, Spiky Scale, Fresh Fin, 2x Soft Plate, 2x Guts, 6x Straps
>>
>>2685459
>>2684948
>>2685213
Oh, please forgive me! I didn't pay attention to other quests!

>Cancel alchemizing leather
>Give Tough Leather to Takahiro
>Alchemize Gnarled Plank + Refined Ash

Built-in: Curious Grasp (Dmg 1 Pot 2 Rng 3) [Delivery Fire][Alchemize][Pressurized]
Parts: Econimic Support, Diligent Stride
Right Hand: Repeating Hand Launcher (Dmg 5 Rng 4 Ammo 5/5)
[Delivery Fire]
[Penetrate] (Ignore armor)
[Puncture] (excess damage spreads in a line)
[Steady Shot](Double range if Readying)
Equipped: Scrap Bracers (+1 Arm)
Inventory(3): Repeater Mag x3 +1 empty,
>>
>>2685934
Note to myself: I still have those 20z
>>
>>2685934
>>2685914
Much obliged.

>>2685459
> Turn in one messy leather (just banked), one tough leather (Tin) and 8 straps (Epoch) to The Stranger
>>
File: Town central 202.jpg (7.15 MB, 6500x4500)
7.15 MB
7.15 MB JPG
>>2685459
>Band O' Leway Cleared!
>Bandoliers unlocked for Desperado class [Starting Set] and vendor.
>Ammo pouches unlocked for vendor.


>Food buffs have been rolled and applied.

The sun hangs high overhead as the air grows busy with the sounds of various townsfolk going about their day. Perhaps there is little trouble brewing in the world this day. One can only hope.
Town phase turnover. Actions are now refreshed.
>>
>>2686949
>-Withdraw 2z before leaving.
>Visit Thunder Smith
>-Purchase Longblade, Scrap Bracers, and Old Busted (-22z, =20z)
>-Equip Scrap Bracers

Parts: Arms - [Curious Grasp], Torso - [Economic Support], Legs - [Diligent Stride]
Left Hand: [Curious Grasp (Empty)]
Right Hand: [Old Rod]
Gear: N/A
Inventory: 40z
Materials: 5g Salt, Iron Bar, Flare Bulb
>>
>>2686949
>Alchemize Gnarled Wood + Refined Ash
>Take a quest at C&H's
>Volunteer to test Chemist's Boltgun

>>2688010
Mr. Epoch, do you intend to use that salt for anything? If not, do you think I could have it?

Built-in: Curious Grasp (Dmg 1 Pot 2 Rng 3) [Delivery Fire][Alchemize][Pressurized]
Parts: Econimic Support, Diligent Stride
Right Hand: Repeating Hand Launcher (Dmg 5 Rng 4 Ammo 5/5)
[Delivery Fire]
[Penetrate] (Ignore armor)
[Puncture] (excess damage spreads in a line)
[Steady Shot](Double range if Readying)
Equipped: Scrap Bracers (+1 Arm)
Inventory(3): Repeater Mag x3 +1 empty,
Materials(5):
20z
>>
>>2686949
"Before I leave, are there any materials you would like me to retrieve the next time I am deployed?"
>-Take minor quest at Thunder Smith

>>2688035
"I had planned on selling it, but truthfully I do not need the money. Do with it as you wish."
>-Give 5g Salt to Tin-chan.

[T3] Epoch [Lv.2]
Class: Tin Can
Parts: Arms - [Curious Grasp], Torso - [Economic Support], Legs - [Diligent Stride]
Left Hand: [Curious Grasp (Empty)]
Right Hand: [Old Rod]
Gear: N/A
Inventory [3]: 20z
Materials [5]: 5g Salt, Iron Bar, Flare Bulb
>>
>>2688055
Thank you!
You'll see why I needed it in a moment.
>>
File: Town central 203.jpg (7.06 MB, 6500x4500)
7.06 MB
7.06 MB JPG
>>2686949

>>2688035
"Something we need?" the twins ask in unison before looking towards one another in contemplation. They begin a fast paced discussion regarding the current state of their warehouse, their lack of heavy equipment to make larger items, and an absence of the raw power of Industri to back their endeavors. Options and solutions are thrown back and forth until the duo arrives to a conclusion, beaming bright smiles with proud stature while thrusting a pointed finger each upon your direction. "Bring us a [Heart of Industri]. Do this and we will need less parts and zeni to make the [Stud Carapace] upgrades happen for both adjustments and standard deployment."

>Quest started: Heart of Industri
>Objective: Turn in an Engine to the C&H twins.
>+(Optional) Bring back a Titan Heart.

>>2688055
"Well lessee here. I gots me a rumor to follow up bein' there's a lotta potential under this here town. One of yer feller droids sold me a choice piece o' craft which used here some Warped Iron in the mix. If yer not familiar, Warped items have a sorta affinity to flame and most book-moth types like tah call it 'Anima' by official. If yous can brings me back enough of this Warped materials I can figure out how those vermenfolk manage to crafts it." He points a thumb over his shoulder towards a mildly large hatchet hanging on the wall. "I already figures out hows to prevent ther affinity loss when crafted into a new item withouts yer fancy alchemy. Could manage to possibly salvage ther affinity withouts losing the item itself either! Whaddya say?"

>Quest started: Heat of the Matter
>Objective: Turn in 20 Warped crafting materials or 1 Anima Forgestone
>(Optional) N/A

Town phase turnover. Actions are now refreshed.
Make sure to mark down your new quests!
>>
>>2688385
"Very well. I will obtain what you need soon."

>Visit Castor & Helen
>-Swap to Cautious Hands (-20z)
>-Volunteer for Valkyrie Stride
>-Gain Satchel
>-Ask what will happen to the old limbs.

[T3] Epoch [Lv.2]
Class: Tin Can
Parts: Arms - [Curious Grasp], Torso - [Economic Support], Legs - [Diligent Stride]
Left Hand: [Curious Grasp (Empty)]
Right Hand: [Old Rod]
Gear: N/A
Inventory [3]: 20z
Materials [5]: 5g Salt, Iron Bar, Flare Bulb
Quest - Heat of the Matter (Smith): Gather 20 Warped Materials or 1 Anima Forgestone
>>
>>2688401
"Well we clean them," speaks Castor before Helen chimes in "Then we fix them!" The alternations between tasks and speaker flips back and forth for a few more steps, including but not limited to oiling, maintenance, and marking down faults or defects within the design or materials. "Finally, we just keep them in storage for future use," concludes the sister. Castor puts a finger to his chin and glances to the tin can's equipment. "Want us to transfer over the bracers you've got on as well?"
>>
>>2688410
"Yes, I would appreciate it. Though they may be simple scrap, having extra armor in the front-lines will be useful. ...I suppose I'll have to bother Tin-chan for her [Hand Launcher] after this, considering I've been relying on the old arms' [Pressurized] air cannon as a ranged weapon.
>-Have [Scrap Bracers] transferred over.

[T3] Epoch [Lv.2]
Class: Tin Can
Parts: Arms - [Curious Grasp], Torso - [Economic Support], Legs - [Diligent Stride]
Left Hand: [Curious Grasp (Empty)]
Right Hand: [Curious Grasp (Empty)]
Gear: [Scrap Bracers]
Inventory [3]: Fishing Rod, Longblade, Old Busted
Materials [5]: 5g Salt, Iron Bar, Flare Bulb
Quest - Heat of the Matter (Smith): Gather 20 Warped Materials or 1 Anima Forgestone
>>
>>2688385
I honestly hoped never to encounter those mechanical freaks again. But if it's necessary...

>Exchange 5g Salt for 4x Mortar Round
>Inquire with Armored Courier as to the properties of his wares.

Built-in: Curious Grasp (Dmg 1 Pot 2 Rng 3) [Delivery Fire][Alchemize][Pressurized]
Parts: Econimic Support, Diligent Stride
Right Hand: Repeating Hand Launcher (Dmg 5 Rng 4 Ammo 5/5)
Left Hand: Chemist's Boltgun (Dmg 4 Rng 5 Pot 2 Ammo Rivet)
[Delivery Fire]
[Penetrate] (Ignore armor)
[Puncture] (excess damage spreads in a line)
[Steady Shot](Double range if Readying)
Equipped: Scrap Bracers (+1 Arm)
Inventory(7): Repeater Mag x3 +1 empty,
Materials(5):
20z
Quest: Turn in an Engine to the C&H twins. +(Optional) Bring back a Titan Heart.
>>
>>2688434
"Hm, properties? Oh you mean the [Refined] and [Gnarled] stuff? Those are materials which have a natural affinity to Industri and Wild elements respectively. Heard from a local in the Lumber Shore that both sorts can be found in surplus along those lines, being Industry aims to refine subjects while Wild aims for growth in general... I think. It's been a while since we've talked. They tend to live amid Mangrove thickets, as Blunders have a difficult time navigating the roots," informs the courier. A click and whir of a small motor beneath the helmet resonates as if a path of memory has been revealed. "Oh, if the Blunders managed to get into a bunker they might have found cultivating tools and weapons which can just cut through roots and trees."

Rummaging through their extra satchels strapped to the back of their vehicle, the courier produces a parchment and edge of charcoal. "If that's the case, you'll want to find some Flow-capable gear to work with in order to put a stop to Industri's march. There's some tribesfolk living in the deeper parts of the Lumber Shore's forest amid the capnut trees. They look like the ones housing the Grab Bag's merchant guild next to us. A peaceful bunch, and they have the means to inform you on how to handle raw elements better than I can provide."

>Quest path unlocked: Element Education I
>Objective: Search the Lumber Forest for Capnut trees, and speak to the residents living within them.

Current quest paths will be updated with next town rotation.
>>
>>2688450
There's so much that I don't know... The world is much more complex that it seems. Thank you for this enlightening lecture.

Though, um... I actually wanted to learn about Drake Fruits and such. If you would grant me a bit more of your time.
>>
File: Town central 204.jpg (7.23 MB, 6500x4500)
7.23 MB
7.23 MB JPG
>>2688385
A new arrival to town sets up shop just inside the gate. Looks like we have a proper quest keeper, and guild representative on our hands.

>Main Quest Lines: can only perform one of these at a time. Optional/minor quests can be completed during a main quest.

Trouble in Town (II)
>Rumblings of another infestation have arisen. Clear out the vermin before they can get a foothold in our town.
Element Education (I)
>Search the Lumber Forest for Capnut trees, and speak to the residents living within them.

>>2688450
"O-oh. My mistake," recovers the courier, coughing into a fist to clear his throat before continuing. "Mandrake trees produce a lot of medicinal properties. The fruit can be blended into a milkshake, the roots can be ground into a fine powder, the flowers can be eaten raw, and the seed pods are tough enough to be used as improvised weapons. Any of the parts of the Mandrake can be consumed and will recover immediate health to any organic being. Not much for alchemy, so outside of the mundane usage I'm not too familiar with the full extent of a Mandrake's potential. Hope that helps."

Town phase turnover. Actions have been refreshed!
>>
>>2689315
Thank you!
I think I will try to cook something up, in fact.

>Purchase sugar and a drakefruit (13z)
>Alchemize sugar + drakefruit

I think we should clear out the infestation in town.
>Vote for Trouble in Town (II)

Built-in: Curious Grasp (Dmg 1 Pot 2 Rng 3) [Delivery Fire][Alchemize][Pressurized]
Parts: Economic Support, Diligent Stride
Right Hand: Repeating Hand Launcher (Dmg 5 Rng 4 Ammo 5/5)
Left Hand: Chemist's Boltgun (Dmg 4 Rng 5 Pot 2 Ammo 0/1)
[Delivery Fire]
[Penetrate] (Ignore armor)
[Puncture] (excess damage spreads in a line)
[Steady Shot](Double range if Readying)
Equipped: Scrap Bracers (+1 Arm)
Inventory(7): Repeater Mag x3 +1 empty, Mortar Round x4
Materials(5):
7z
Quest: Turn in an Engine to the C&H twins. +(Optional) Bring back a Titan Heart.
>>
>>2689315
"Thank you both for your services. May good fortune befall you."
>Vote for 'Trouble in Town (II)'
>-[Hover] on the way there.

[T3] Epoch [Lv.2]
Class: Tin Can
Parts: Arms - [Cautious Hands], Torso - [Economic Support], Legs - [Valkyrie Stride]
Left Hand: [Cautious Hand (Empty)]
Right Hand: [Old Rod]
Gear: [Scrap Bracers]
Inventory [3+]: Longblade, Old Busted
Materials [5+]: Iron Bar, Flare Bulb
Quest - Heat of the Matter (Smith): Gather 20 Warped Materials or 1 Anima Forgestone

With satchels, does the additional space go to regular inventory or materials?
>>
>>2690266
Regular inventory. Materials can fit in capacity slots, such as those provided by vials or android hands on top of normal inventory slots.
>>
>>2690266
Actually, redact >>2690598
It'll be easier to keep track of your material slots are in equal amount to your inventory slots, but they do not otherwise share space. In effect, you can have 5 stacks of different materials in the same 5 slots occupied by usable items. Easier to follow that way. Vials will just be better suited for weaponized alchemy results.
>>
>>2690749
So do Tin-cans have 7 inventory and material slots, or 5?
>>
>>2691066
They now, by default, have 7.
>>
File: Town central 205.jpg (7.12 MB, 6500x4500)
7.12 MB
7.12 MB JPG
>>2689315
With a quest in hand, the party readies to take on a new adventure.

Generating Map... estimated completion time: Monday the 2nd
>>
>>2686949>>2689315

>Forst town action Visit the powder bug and purchase three 50 cal's for 35z
>Second town action:Visit castor and helen and ask if cybernetics/augmentations for standard humans exist that are not 'tin cans/androids(?) AKA: I want metal arms

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

Weapon: 2nd Amendment:Dmg: 5, Rng: 10, 3/3 (Copperhead),
Weapon skills: *steady shot*, Bolt action*, *Scope*, *Rifle butt*
Gear: Field ranger: 1 armor, resist, [fire], [poison[, [anima].
Skills: *Duck and cover*, *Shadow gate*
Inventory: Money: 74z
-6x copperhead bullets, *Puncture: Overflows damage to next enemy
-18x leadhead bullets
-3 50 cal




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.