2015-03-05

Sam breaks up the rest of the block and pulls it free. Within the wall he can see the mechanisms of the trap, as well as the pointy bit that got him.

block busting

Stoneworking (1d5) = 2 = 6 CP / 6 CP needed, gains 0.6 SP in Stoneworking

August continues to observe Sam, whose task seems to have kept him busy, in at least as much as he hasn't been talking gibberish at things that aren't there.

task - keeping an eye on sam

Unskilled (1d3) = 1 CP / -- CP needed, gains 0.1 SP in First Aid

Ziou has zipped through this book, and is nearly finished.

study - anatomy

Learning (1d5) + Dissection (1d5) = 1,5 = 24 CP / 25 CP needed

Hiero gathers the filling ingredients up and gets ready to put them in the dough wrappers.

task- pastry prep

Cooking (1d7) = 1 = 6 CP / 9 CP needed

Ursula is struggling a bit.

task- fiber twisting

Unskilled (1d3) = 1 = 8 CP / 18 CP needed

In Tune: 30 = no effect

Enoch keeps aside his two most intact bees, and dissects the remaining ones, managing to harvest two stingers and four venom sacs. There are no mechano-artificial modifications to the bees, so he is left to conclude that they must be the result of a targeted breeding program, or some environmental modification, perhaps of their food source? In either event, it must either be self perpetuating for the bees to retain the characteristics they do in the absence of a Heterodyne in residence. Exactly how remains a mystery to him.

task- bee necropsies

Zoology (1d7) = 6 CP / -- CP needed, gains 0.5 SP in Zoology, 0.3 SP in Insects, 0.4 SP in Dissection

Kew and Gabe lift the threshold to give a bit more clearance and carefully clean out the remaining crystalline powder, depositing it in a tidy pile off the the side.

task- cleaning up and inserting the crystal

Unskilled (2d3) = 1,2 = 3 CP / -- CP needed, gains 0.1 SP in Crystals, 0.2 SP in Cleaning, 0.1 SP in Wiring, 0.1 SP in Electrical Energy

As Kew slips the crystal into place, it glows brightly and crackles with energy briefly. Suddenly, all lighting in the kitchen and workshop flickers and goes out, as do the flames of the stove in the kitchen and the forge in the workshop. In the kitchen where he was working on dinner, Hiero is left in complete darkness, while in the workshop, Enoch and Ziou are left just with the dim glow of the moss placed near their workbenches, and Gabe and Kew have that in addition to the faint glow coming from the moss Sam transplanted to the hallway.

In the darkened silence, the clock ticks away... then chimes the hour. *KABLONK*

Show Spoiler

[dramatic music] dun dun DUN! [/dramatic music]

Sam and August are unaware of the goings on back in the workshop.

The clock on the wall says 5:00 o'clock.

Inventories

Gabe (Wears)

Sam (Badge)

Ursula (nikohl)

August (Alaen)

Hieronymus (nerre)

Enoch (Synch)

Kew (Quarg)

Ziou (ALB)

Charlie

Gabe (Wears)  : ATT: 3, on hit has 50% chance to give target -1 DEF next round
DEF:1
HP:10/10
Skills:

Propellers Level 1: (1d5)

Steamworks Level 1: (1d5)

Metalworking Level 4: (2d5)

Learning Level 5: (1d7+1d5)

Clanks Level 2: (1d7)

Botany Level 1: (1d5)

Optics Level 1: (1d5)

Cooking Level 1: (1d5)

Anatomy Level 1: (1d5)

Clockworks Level 1: (1d5)

Acoustics Level 1: (1d5)

Disassembly Level 1: (1d5)

Stoneworking Level 1: (1d5)

Items: (bold indicates items that are currently equipped)

Gabe’s Clothes

Steam-Powered Propeller Beanie, now with drill attachment! Gives +1 to Tool Modifier (for drilling tasks)

Ornate Walking Stick - tools and parts within hidden compartments

Knobbed Mace: +2 ATT. on hit, has 50% chance to give target -1 DEF next round

Special Ability: Feat of Strength: 5% chance to fail

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Feat of Strength: Gabe is able to act beyond normal physical means, but with a 5% chance to throw his back out. An attempt is successful if he does not throw out his back, and fails if he does throw it out. Upon attempting a Feat of Strength, the chance of throwing his back out the following turn increases to 55%, and decays by 10% per turn. No penalties are assessed on a success, but if he fails an attempt, he is subject to a -2ATT/-2DEF penalty with -1d3 on any skill attempts while at or above a 45% chance, which drops to -1ATT/-1DEF with -1d3 on skills at or above a 25% chance.

Gabe's Workbench

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drill bits

Tripod and thresold lifter

10 m of frayed rope

30 m of new rope

rough pulley, single

rough compound pulley

high quality single pulley

medium diameter battered steel tubing, 1 m

Sam (Badge) : ATT: 2, on hit target has 25% chance to lose additional 1HP next round
DEF:2
HP:11/11

Skills:

Clockworks Level 3: (1d5+1d3)

Locks Level 1: (1d5)

Disassembly Level 2: (1d7)

Metalworking Level 2: (1d7)

Clanks Level 1: (1d5)

Stoneworking Level 1: (1d5)

Items: (bold indicates items that are currently equipped)

Sam’s Clothes

Suede Vest

Short Dagger - +1ATT, on a successful hit, target has 25% chance to lose an additional 1HP next turn

heavy leather left glove

Conical Helmet: +1 DEF

large hammer

carving chisel

crowbar

A Mutli-Screwdriver - 8 types/sizes

Set of Spanners

Glasses with Magnifying Lens

Clockwork Stilts

knife

lockpicks

A wood and leather ‘racket’

large tongs

medium opaque glass container full of stinky water and leeches

Left by fountain:

A melted blob of iron, grape sized

a wooden button

some knotted up twine

a small animal tooth

two smooth brown seeds

shreds of fabric

Special Ability:

Show Spoiler

Size Does Matter: After spending years avoiding death in the sewers, and then avoiding being tread upon by larger colleagues, Sam has developed an uncanny knack for noticing small details that let him avoid dangerous situations. His reflexes give him a 25% chance to avoid traps/ambushes entirely, and a 50% chance to partially avoid them (this is in addition to % chance for any traps that have a % to succeed/fail).

Sam's Workbench

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Wearable Items

fingerless gloves

Apron

Tools/Weapons

tweezers

screwdrivers of various types

Crude Wire Lockpicks - +30 TM

rawhide mallet

tiny ball-peen hammer

tiny folding knife

wire cutters

charcoal pencil

Lockpicks

woodcarving tools in a leather roll

metal file

tiny pliers

wire snips

flint & steel

tiny pliers

Long pair of forceps

A fine saw

Parts/Miscellaneous

carved bone whistle

half a candle, in plain metal candlestick - 3+ hours left

Lard-Cloth Torch

metal tube

An Unmarked Bag

Small Pouch of Assorted Clockwork Parts

wooden box

heavy chain

thin brass rod

a bronze rod

box with assorted small gears

small gears

spool of copper wire

a blown glass jar

ball of twine

2 long wooden shafts

box of tiny nails

Books/Scrolls

Life Cycle of a Tree/Lock Diagram

Ursula (nikohl) : ATT: 1
DEF:1
HP:10/10
Skills:

Disassembly Level 3: (1d5+1d3)

Clanks Level 3: (1d5+1d3)

Clockworks Level 3: (1d5+1d3)

Learning Level 2: (1d7)

Dissection Level 1: (1d5)

Rodents Level 1: (1d5)

Anatomy Level 1: (1d5)

Ceramics Level 1: (1d5)

Metalworking Level 3: (1d5+1d3)

Items: (bold indicates items that are currently equipped)

Ursula’s Clothes

two heavy work gloves

heavy dark brown leather boots

wide leather belt

Thin Knife: +1 ATT, 25% chance to ignore target’s DEF. On hit, 25% chance to break.

Handcrafted Music Box - 2 tune cylinders

Metal Shears

dented mug

2 screws

clump of hair

dirt and dust

Special Ability: In Tune

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Special Ability: In Tune: Having worked for years in a music shop, Ursula feels most comfortable and able to focus while music is playing. While attempting a task or studying, she has a 20% chance to gain an additional 1d3 CP, but a 10% chance to get caught up in the music and lose focus on her work, reducing her skill check by 1d3.

Ursula's Workbench

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Spider Station - ⅓ full

Iris the Ballerina Clank

wooden bucket - full of water

husks and silk from ear corn (8 ears worth)

Rug Weaving Patterns: Grasses, Rushes and Rags - 24 CP, gains 2.4 SP in Learning, 1.8 SP in Botany, 0.6 SP in Textiles, 1.0 SP in Knots.

grappling hook, rope

twine ball

Empty large wooden crate marked ‘Perishables’

Medium square crate - "Misc. ropes, etc."

Medium crate - "Glassware - Assorted" half full of sawdust and shavings

Large crate - "Fuel"

Medium square crate - "Metal, tubing - assorted"

Large crate - "Metal, sheet - assorted"

short flat crate - "Leather"

Large crate - "Gears"

Medium large crate - "Fan parts"

Very large crate - "Junk"

Wearable Items

A Work Apron - to be worn around the waist, plenty of pockets for tools, and odds and ends

Prison Uniform (Capris) - Embroidered with "No. 00377"

Makeshift Backpack - It'll work for carrying things for now..

Tools/Weapons

wood chisel

magnifying lens

tweezers

charcoal pencil

file

large hammer

lockpicks

small hammer

small hammer head and small wooden shaft

wire snips

large tongs

wire snips

horsewhip

tiny ball-peen hammer

1 Forks

1 Spoon

Crude Lockpicks

Disassembly Kit - Screwdrivers, spanners, scissors, etc. Pretty much the basics to taking things apart

Instrument: Recorder

Crowbar - While primarily a tool, grants +1ATT

flint & steel on a chain

sewing needle

sewing needle stuck through a piece of leather

A spearhead attached to a charred shaft

potters toolkit

Crucible

rawhide mallet

Mirrored Lantern

Parts/Miscellaneous

A Set of Wire Rings of Springs - assorted sizes, threaded onto circular rings

Three stingers with venom sacs

Small copper coin, partially melted, unknown striking

Large Dissected Rat

Metallic Jaws

Tubes of Mysterious Green Liquid (x2)

Pile of Guts wrapped in hide

spool of copper wire

a set of springs

manacles with the key in the lock

large wooden spool of thick black thread

box of screws

small tin pill case - "Dr. Skinner's Pain Pills" x 12

"Montgomery's Famous Laxative" x 4 - loose

Main support strut - acts like the 'bone' of the clank arm, hinged at the elbow end, broken on the other

Various cables - most less than 0.5 m, some longer

Assorted gears

A few pulleys

Assorted small screws and bolts

Forearm support struts

light cables - manipulated the various fingers

small metal first aid kit

A set of 6-sided dice - formerly in a leather pouch, but it was too damaged to be of any use

A comb

A pendant

Three fish hooks

Small scrap of steel mirror

thumb sized quartz crystal

quartz crystal

small glass shards

solder - 0.35kg

A shirt button

a silver ring

a snail shell (uninhabited)

very small roll of battered tin sheet

Books/Scrolls

Partial Schematic for Spider Clank - 15 CP to read, gains 1.5 SP in Learning, 1.5 SP in Clockworks, 1.5 SP in Clanks [Urusla]

Working with Clay 30 CP needed, gains 3.0 SP in Learning, 2.0 SP in Ceramics, 0.5 SP in Fire [Gabe][Ursula]

Notebook and Pen - observational notes of other prisoners, diagram of clank arm structure, diagram of reassembling a clank finger - 10 CP

Stained Map - depicts the surrounding rooms

August (Alaen) : ATT: 1
DEF:1 + 2 + 50% chance to give + 1 DEF + 25% chance to give +1 DEF
HP:11/11

Skills:

Weaponcraft Level 2: (1d7)

Leatherworking Level 2: (1d7)

Learning Level 4: (2d5)

Metalworking Level 1: (1d5)

Woodworking Level 1: (1d5)

Armorcraft Level 1: (1d5)

Disassembly Level 1: (1d5)

Sewing Level 1: (1d5)

Armed Combat Level 1: During armed combat, August has a 25% chance to receive an additional +1 DEF each combat round.

[b]Items: (bold indicates items that are currently equipped)

Prison Uniform - Embroidered with "No. 00378"

August’s Clothes

Long Coat - with lots of pockets!

A Small Wooden Box - contains tools and parts

A Pocket Watch

A Pair of Goggles - interchangeable lenses

Paring Knife - +1 ATT, 25% chance to give additional -1 ATT

Harness/holster - crisscross of straps, made to hold a collection of weapons and gadgets

Scabbard

Home-forged Saber: +2 ATT, on successful hit, has 25% chance to cause target to lose 1 HP the following round

Leather Armor - stained, grants +2 DEF

Lard-Cloth Torch

Reinforced Glove: 50% chance to give +1 DEF

Woodsman's Hatchet: +1 ATT, 50% chance to give additional +1 ATT

Special Ability:

Show Spoiler

August's Workbench

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Finely Crafted Wooden Chair: 5% chance to add +1 to tasks attempted by someone sitting in it.

Wearable Items

two halves of a circular wooden shield

very nice old leather boots, worn through

Tools/Weapons

hammer

large hammer

drill

screwdriver

small hammer

tiny pliers

woodcarving tools in a leather roll

set of assorted spanners

large tongs

Needle in scrap of leather

Small Saw - suitable for wood

Awl -

Leather Wrapped Sticky Dagger: +1 ATT, on successful hit, has 5% chance to cause target to lose 1 HP the following round

Parts/Miscellaneous

small metal first aid kit

metal shavings

metal tube

Assorted Spools of Thread

leather straps

whetstone wrapped in a nearly clean rag

grappling hook, with rope

lantern

steel bar

brass key

quill pen, ink vial

a bronze rod - 1.5m

a very short wooden shaft (half was used in saber handle)

Books/Scrolls

diagram of sword forms, including footwork - 15 CP needed, gains 1.5 SP in Learning, 0.7 SP in Blades, 1.2 SP in Armed Combat [August]

Modified plans for a special weapon- gains 2.5 SP in Learning, 1.2 SP in Weaponcraft, 1.2 SP in Projectiles, 1.2 SP in Magnetism, 0.6 SP in Electrical Energy [August]

elaborate sketches, with instructions, for making a corset

Hieronymus (nerre) : ATT: 2 (see Prisoner’s Shank)
DEF:1
HP:10/10

Skills:

Capacitors Level 1: (1d5)

Learning Level 5: (1d7 + 1d5)

Weaponcraft Level 1: (1d5)

Cooking Level 2: (1d7)

Botany Level 1: (1d5)

Mechanical Kinetic Energy Level 1: (1d5)

Metalworking Level 2: (1d7)

Sewing Level 1: (1d5)

Textiles Level 1: (1d5)

Zoology Level 1: (1d5)

Steamworks Level 1: (1d5)

Items: (bold indicates items that are currently equipped)

Prison Uniform - Embroidered with "No. 00379", no left sleeve

Subdermal Capacitors (3 of 6 Charged) - six, located on chest, shoulders and upper arms

Charge Catchers - antennae-like, located on forehead

Electric Torch - located on forehead (3 turns of light remaining)

Handy Electodes - located on each palm, seem to be connected to Subdermal Capacitors

Suede Vest

Knife Sheath on Leather Strap

Heavy Leather Gloves

leather apron[b]

Prisoner's Shank: +1 ATT, 75% chance to miss in melee. If target is held or restrained, strikes twice, ignoring target DEF.

[b]carved bone whistle - emits a piercing shriek, holes drilled in it allow for the production of 3 different notes

Unshelled walnut

magnet

Charcoal pencil

fur - 0.5 sq m

glass rod - 0.6m

charcoal

lump of charcoal

medium diameter battered bronze tubing, 1.5 m

small roll of impure bronze sheet

set of wall anchors (6)

Special Ability:

Show Spoiler

Special Ability: Charge Me Up, Buttercup: When subject to electrical damage, Hieronymus may prevent 1d3 of that damage, storing charges equal to the damage prevented in his capacitors (maximum 6). Using his palm electrodes, he may release any number of stored charges into a target (via touch or a conductive weapon), dealing 1 DAM to the target for each charge released. He may instead use one charge to power the battery for his Electric Torch (once charged, torch will illuminate for a total of 6 turns). Charges may also be used to power appropriate devices or items. During his capture, his implants suffered some damage and as a result, anytime Hiero expends a charge, there is a 25% chance that it deals 1 DAM to him in addition to its other effects.

Hiero's Workbench

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Small Static Generator - installed near stove in kitchen, slowly builds static charge

Wearable Items

fingerless gloves

A Backpack Bladder with Drinking Tube - full

Tools/Weapons

pliers

Hammer - +1ATT

flint and steel

wire cutters

tiny pliers

Small Blade - good for whittling, not for fighting.

metal file

metal punch

metal tongs

rawhide mallet

sewing needle

sewing needle stuck through a piece of leather

potters toolkit

carving chisel

metal file

pliers

metal saw

Parts/Miscellaneous

set of dented steel fan blades, large

box of small metal scraps

”Art”

twine ball

scrap of leather

Repaired Manacles - no key

A Roll of Steel Wire - 0.3mm thick, 7.5m long

spool of lead alloy wire

small box with assorted nuts and bolts

medium opaque glass container - partially full of foul smelling liquid

narrow diameter battered steel tubing, coil - 27 m

Books/Scrolls

plans describing how to build a siege tower - 20 CP needed, gains 2.0 SP in Learning, 1.0 SP in Woodworking, 0.5 SP in Metalworking, 0.3 SP in Weaponcraft, 0.3 SP in Armed Combat [Hiero]

battered metal flask

Enoch (Synch) : ATT: 1
DEF:1
HP:10/10

Skills:

Zoology Level 2: (1d7)

Learning Level 2: (1d7)

Items: (bold indicates items that are currently equipped)

clothes (trousers, shirt)

white lab coat

journal and pen

Sturdy Knife: +1 ATT, 10% to gain additional +1 ATT

“Colonel Margrave’s Bee Bomb”

surgical kit (scalpel, scissors, clamp, needle, thread, guaze)

Special Ability:

Show Spoiler

Enoch’s Workbench

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collection jar containing a thumb sized black beetle

a small pebble

note from Ursula

Bee Door Design

Wearable Items

Prison Uniform - Embroidered with "No. 00381"

Tools/Weapons

flint & steel on a chain

hammer

file

screwdrivers of various types

screwdriver

tweezers

cloth-wrapped etching set

Metal Ruler

small collection jars (250 mL), 2

collection net

magnifying lens

Small collection jar containing

Two dead bees, slightly squished, one missing a stinger

Eight necropsied bees remains

Two stingers

Four venom sacs

Parts/Miscellaneous

leather strap w/ buckle

“Urn o’ Toads: For all your pest management needs!”

Small wooden crate filled with pine shavings

cloth drawstring bag, marked No. 00381

Globe Lantern

Books/Scrolls

Kew (Quarg) : ATT: 2, 25% chance for ATT:3 instead
DEF:1
HP:10/10

Skills:

Chemistry Level 1: (1d5)

Metalworking Level 1: (1d5)

Items: (bold indicates items that are currently equipped)

Prison Uniform - Embroidered with "No. 00382"

Cane made of containers

Carving Knife: +1 ATT, 25% chance to give additional +1 ATT

Diagrammed Gemcutting: 20 CP - 2.0 SP in Learning, 1.0 SP in Crystals

set of battered steel fan blades, medium

partially used thick candle

small steel mirror

short pine shaft, dried and straight

Improvised Spear: +1 ATT

short pine plank, dried and slightly bowed

medium pine board, weathered and straight

Special Ability:

Show Spoiler

Kew’s Workbench

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Wearable Items

Kew’s normal clothes… bloody and holey

dark glasses

Tools/Weapons

tinker's hammer handle

tinker's hammer with handle and head separated

Multitool

Parts/Miscellaneous

cloth bag marked No. 00382

Assorted paperclips

bloody rags

Books/Scrolls

Ziou (ALB) : ATT: 2
DEF:1
HP:10/10

Skills:

Dissection Level 1: (1d5)

Metalworking Level 2: (1d7)

Learning Level 1: (1d5)

Items: (bold indicates items that are currently equipped)

Prison Uniform - Embroidered with "No. 00383"

fingerless gloves

worn out gloves pocked with burn holes

bone handle knife: +1 ATT

syringe - empty

stripped dissection/murder kit, scalpel, scissors, small pebble

flint & steel on a chain

Disguise Is An Art Form

Advanced Mathematics

Food Preservation - 20 CP needed, gains 2.0 SP in Learning, 1.2 SP in Cooking, 0.2 SP in Chemistry, 0.5 SP in Cleaning, 0.2 SP in Steamworks [Hiero]

Cooking for the Bachelor Hermit - 14 CP, gains 1.4 SP in Learning, 1.2 SP in Cooking, 0.8 SP in Botany, and 0.8 SP in Zoology [Hiero]

Talents of the Innkeeper: Mixing Drinks 20 CP needed, gains 2.0 SP in Learning, 1.0 SP in Chemistry, 1.0 SP in Fermentation

Anatomy Comparisons Between Humanoids - 25 CP needed, gains 2.5 SP in Learning, 1.5 SP in Anatomy, 1.0 SP in Dissection. [Gabe] [August][Ziou]

Special Ability:

Show Spoiler

Ziou’s Workbench

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Wearable Items

clothes

strapped headgear with various magnifying lenses

straitjacket

leather vest with pockets

Boots - heavy leather, iron shod sole

Tools/Weapons

a small box containing polishing compounds of various grits

leather rolled needle kit, various syringes, needle and thread, scalpel

bone handle knife: +1 ATT

metal file

tiny ball-peen hammer

tweezers

whetstone

Parts/Miscellaneous

a couple of greasy rags

Sketch of Energy Machine Plans

aloe salve in a small round metal tin

cloth bag marked No. 00383

curved shard of broken ceramic

tiny container of leeches

Skinned rat

Raw rat pelt

Books/Scrolls

Charlie : ATT: 3
DEF: 2
DR: 2/ (electrical)
DP: 18/25

In addition to ATT and DEF, Charlie also has damage reduction (DR) which negates the first two damage from any attack except one electrical in nature. Any damage dealt decreases his non replenishing pool of durability points (DP). As he becomes more damaged, every 5 DP that he drops, he will randomly decrease in either ATT, DEF or DR. At 0 DP, Charlie will be non functional. DP may only be regained being repaired.

Items: (bold indicates items that are currently equipped)

Long spear: +3 ATT, on hit has 25% chance to lose additional 1 HP next round, 5% chance to block melee attacks

Inventories

Gabe (Wears)

Sam (Badge)

Ursula (nikohl)

August (Alaen)

Hieronymus (nerre)

Enoch (Synch)

Kew (Quarg)

Ziou (ALB)

Charlie

Gabe (Wears)  : ATT: 3, on hit has 50% chance to give target -1 DEF next round
DEF:1
HP:10/10
Skills:

Propellers Level 1: (1d5)

Steamworks Level 1: (1d5)

Metalworking Level 4: (2d5)

Learning Level 5: (1d7+1d5)

Clanks Level 2: (1d7)

Botany Level 1: (1d5)

Optics Level 1: (1d5)

Cooking Level 1: (1d5)

Anatomy Level 1: (1d5)

Clockworks Level 1: (1d5)

Acoustics Level 1: (1d5)

Disassembly Level 1: (1d5)

Stoneworking Level 1: (1d5)

Items: (bold indicates items that are currently equipped)

Gabe’s Clothes

Steam-Powered Propeller Beanie, now with drill attachment! Gives +1 to Tool Modifier (for drilling tasks)

Ornate Walking Stick - tools and parts within hidden compartments

Knobbed Mace: +2 ATT. on hit, has 50% chance to give target -1 DEF next round

Special Ability: Feat of Strength: 5% chance to fail

Show Spoiler

Feat of Strength: Gabe is able to act beyond normal physical means, but with a 5% chance to throw his back out. An attempt is successful if he does not throw out his back, and fails if he does throw it out. Upon attempting a Feat of Strength, the chance of throwing his back out the following turn increases to 55%, and decays by 10% per turn. No penalties are assessed on a success, but if he fails an attempt, he is subject to a -2ATT/-2DEF penalty with -1d3 on any skill attempts while at or above a 45% chance, which drops to -1ATT/-1DEF with -1d3 on skills at or above a 25% chance.

Gabe's Workbench

Show Spoiler

drill bits

Tripod and thresold lifter

10 m of frayed rope

30 m of new rope

rough pulley, single

rough compound pulley

high quality single pulley

medium diameter battered steel tubing, 1 m

Sam (Badge) : ATT: 2, on hit target has 25% chance to lose additional 1HP next round
DEF:2
HP:11/11

Skills:

Clockworks Level 3: (1d5+1d3)

Locks Level 1: (1d5)

Disassembly Level 2: (1d7)

Metalworking Level 2: (1d7)

Clanks Level 1: (1d5)

Stoneworking Level 1: (1d5)

Items: (bold indicates items that are currently equipped)

Sam’s Clothes

Suede Vest

Short Dagger - +1ATT, on a successful hit, target has 25% chance to lose an additional 1HP next turn

heavy leather left glove

Conical Helmet: +1 DEF

large hammer

carving chisel

crowbar

A Mutli-Screwdriver - 8 types/sizes

Set of Spanners

Glasses with Magnifying Lens

Clockwork Stilts

knife

lockpicks

A wood and leather ‘racket’

large tongs

medium opaque glass container full of stinky water and leeches

Left by fountain:

A melted blob of iron, grape sized

a wooden button

some knotted up twine

a small animal tooth

two smooth brown seeds

shreds of fabric

Special Ability:

Show Spoiler

Size Does Matter: After spending years avoiding death in the sewers, and then avoiding being tread upon by larger colleagues, Sam has developed an uncanny knack for noticing small details that let him avoid dangerous situations. His reflexes give him a 25% chance to avoid traps/ambushes entirely, and a 50% chance to partially avoid them (this is in addition to % chance for any traps that have a % to succeed/fail).

Sam's Workbench

Show Spoiler

Wearable Items

fingerless gloves

Apron

Tools/Weapons

tweezers

screwdrivers of various types

Crude Wire Lockpicks - +30 TM

rawhide mallet

tiny ball-peen hammer

tiny folding knife

wire cutters

charcoal pencil

Lockpicks

woodcarving tools in a leather roll

metal file

tiny pliers

wire snips

flint & steel

tiny pliers

Long pair of forceps

A fine saw

Parts/Miscellaneous

carved bone whistle

half a candle, in plain metal candlestick - 3+ hours left

Lard-Cloth Torch

metal tube

An Unmarked Bag

Small Pouch of Assorted Clockwork Parts

wooden box

heavy chain

thin brass rod

a bronze rod

box with assorted small gears

small gears

spool of copper wire

a blown glass jar

ball of twine

2 long wooden shafts

box of tiny nails

Books/Scrolls

Life Cycle of a Tree/Lock Diagram

Ursula (nikohl) : ATT: 1
DEF:1
HP:10/10
Skills:

Disassembly Level 3: (1d5+1d3)

Clanks Level 3: (1d5+1d3)

Clockworks Level 3: (1d5+1d3)

Learning Level 2: (1d7)

Dissection Level 1: (1d5)

Rodents Level 1: (1d5)

Anatomy Level 1: (1d5)

Ceramics Level 1: (1d5)

Metalworking Level 3: (1d5+1d3)

Items: (bold indicates items that are currently equipped)

Ursula’s Clothes

two heavy work gloves

heavy dark brown leather boots

wide leather belt

Thin Knife: +1 ATT, 25% chance to ignore target’s DEF. On hit, 25% chance to break.

Handcrafted Music Box - 2 tune cylinders

Metal Shears

dented mug

2 screws

clump of hair

dirt and dust

Special Ability: In Tune

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Special Ability: In Tune: Having worked for years in a music shop, Ursula feels most comfortable and able to focus while music is playing. While attempting a task or studying, she has a 20% chance to gain an additional 1d3 CP, but a 10% chance to get caught up in the music and lose focus on her work, reducing her skill check by 1d3.

Ursula's Workbench

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Spider Station - ⅓ full

Iris the Ballerina Clank

wooden bucket - full of water

husks and silk from ear corn (8 ears worth)

Rug Weaving Patterns: Grasses, Rushes and Rags - 24 CP, gains 2.4 SP in Learning, 1.8 SP in Botany, 0.6 SP in Textiles, 1.0 SP in Knots.

grappling hook, rope

twine ball

Empty large wooden crate marked ‘Perishables’

Medium square crate - "Misc. ropes, etc."

Medium crate - "Glassware - Assorted" half full of sawdust and shavings

Large crate - "Fuel"

Medium square crate - "Metal, tubing - assorted"

Large crate - "Metal, sheet - assorted"

short flat crate - "Leather"

Large crate - "Gears"

Medium large crate - "Fan parts"

Very large crate - "Junk"

Wearable Items

A Work Apron - to be worn around the waist, plenty of pockets for tools, and odds and ends

Prison Uniform (Capris) - Embroidered with "No. 00377"

Makeshift Backpack - It'll work for carrying things for now..

Tools/Weapons

wood chisel

magnifying lens

tweezers

charcoal pencil

file

large hammer

lockpicks

small hammer

small hammer head and small wooden shaft

wire snips

large tongs

wire snips

horsewhip

tiny ball-peen hammer

1 Forks

1 Spoon

Crude Lockpicks

Disassembly Kit - Screwdrivers, spanners, scissors, etc. Pretty much the basics to taking things apart

Instrument: Recorder

Crowbar - While primarily a tool, grants +1ATT

flint & steel on a chain

sewing needle

sewing needle stuck through a piece of leather

A spearhead attached to a charred shaft

potters toolkit

Crucible

rawhide mallet

Mirrored Lantern

Parts/Miscellaneous

A Set of Wire Rings of Springs - assorted sizes, threaded onto circular rings

Three stingers with venom sacs

Small copper coin, partially melted, unknown striking

Large Dissected Rat

Metallic Jaws

Tubes of Mysterious Green Liquid (x2)

Pile of Guts wrapped in hide

spool of copper wire

a set of springs

manacles with the key in the lock

large wooden spool of thick black thread

box of screws

small tin pill case - "Dr. Skinner's Pain Pills" x 12

"Montgomery's Famous Laxative" x 4 - loose

Main support strut - acts like the 'bone' of the clank arm, hinged at the elbow end, broken on the other

Various cables - most less than 0.5 m, some longer

Assorted gears

A few pulleys

Assorted small screws and bolts

Forearm support struts

light cables - manipulated the various fingers

small metal first aid kit

A set of 6-sided dice - formerly in a leather pouch, but it was too damaged to be of any use

A comb

A pendant

Three fish hooks

Small scrap of steel mirror

thumb sized quartz crystal

quartz crystal

small glass shards

solder - 0.35kg

A shirt button

a silver ring

a snail shell (uninhabited)

very small roll of battered tin sheet

Books/Scrolls

Partial Schematic for Spider Clank - 15 CP to read, gains 1.5 SP in Learning, 1.5 SP in Clockworks, 1.5 SP in Clanks [Urusla]

Working with Clay 30 CP needed, gains 3.0 SP in Learning, 2.0 SP in Ceramics, 0.5 SP in Fire [Gabe][Ursula]

Notebook and Pen - observational notes of other prisoners, diagram of clank arm structure, diagram of reassembling a clank finger - 10 CP

Stained Map - depicts the surrounding rooms

August (Alaen) : ATT: 1
DEF:1 + 2 + 50% chance to give + 1 DEF + 25% chance to give +1 DEF
HP:11/11

Skills:

Weaponcraft Level 2: (1d7)

Leatherworking Level 2: (1d7)

Learning Level 4: (2d5)

Metalworking Level 1: (1d5)

Woodworking Level 1: (1d5)

Armorcraft Level 1: (1d5)

Disassembly Level 1: (1d5)

Sewing Level 1: (1d5)

Armed Combat Level 1: During armed combat, August has a 25% chance to receive an additional +1 DEF each combat round.

[b]Items: (bold indicates items that are currently equipped)

Prison Uniform - Embroidered with "No. 00378"

August’s Clothes

Long Coat - with lots of pockets!

A Small Wooden Box - contains tools and parts

A Pocket Watch

A Pair of Goggles - interchangeable lenses

Paring Knife - +1 ATT, 25% chance to give additional -1 ATT

Harness/holster - crisscross of straps, made to hold a collection of weapons and gadgets

Scabbard

Home-forged Saber: +2 ATT, on successful hit, has 25% chance to cause target to lose 1 HP the following round

Leather Armor - stained, grants +2 DEF

Lard-Cloth Torch

Reinforced Glove: 50% chance to give +1 DEF

Woodsman's Hatchet: +1 ATT, 50% chance to give additional +1 ATT

Special Ability:

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August's Workbench

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Finely Crafted Wooden Chair: 5% chance to add +1 to tasks attempted by someone sitting in it.

Wearable Items

two halves of a circular wooden shield

very nice old leather boots, worn through

Tools/Weapons

hammer

large hammer

drill

screwdriver

small hammer

tiny pliers

woodcarving tools in a leather roll

set of assorted spanners

large tongs

Needle in scrap of leather

Small Saw - suitable for wood

Awl -

Leather Wrapped Sticky Dagger: +1 ATT, on successful hit, has 5% chance to cause target to lose 1 HP the following round

Parts/Miscellaneous

small metal first aid kit

metal shavings

metal tube

Assorted Spools of Thread

leather straps

whetstone wrapped in a nearly clean rag

grappling hook, with rope

lantern

steel bar

brass key

quill pen, ink vial

a bronze rod - 1.5m

a very short wooden shaft (half was used in saber handle)

Books/Scrolls

diagram of sword forms, including footwork - 15 CP needed, gains 1.5 SP in Learning, 0.7 SP in Blades, 1.2 SP in Armed Combat [August]

Modified plans for a special weapon- gains 2.5 SP in Learning, 1.2 SP in Weaponcraft, 1.2 SP in Projectiles, 1.2 SP in Magnetism, 0.6 SP in Electrical Energy [August]

elaborate sketches, with instructions, for making a corset

Hieronymus (nerre) : ATT: 2 (see Prisoner’s Shank)
DEF:1
HP:10/10

Skills:

Capacitors Level 1: (1d5)

Learning Level 5: (1d7 + 1d5)

Weaponcraft Level 1: (1d5)

Cooking Level 2: (1d7)

Botany Level 1: (1d5)

Mechanical Kinetic Energy Level 1: (1d5)

Metalworking Level 2: (1d7)

Sewing Level 1: (1d5)

Textiles Level 1: (1d5)

Zoology Level 1: (1d5)

Steamworks Level 1: (1d5)

Items: (bold indicates items that are currently equipped)

Prison Uniform - Embroidered with "No. 00379", no left sleeve

Subdermal Capacitors (3 of 6 Charged) - six, located on chest, shoulders and upper arms

Charge Catchers - antennae-like, located on forehead

Electric Torch - located on forehead (3 turns of light remaining)

Handy Electodes - located on each palm, seem to be connected to Subdermal Capacitors

Suede Vest

Knife Sheath on Leather Strap

Heavy Leather Gloves

leather apron[b]

Prisoner's Shank: +1 ATT, 75% chance to miss in melee. If target is held or restrained, strikes twice, ignoring target DEF.

[b]carved bone whistle - emits a piercing s

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