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
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
Show Spoiler
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
Show Spoiler
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
Show Spoiler
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
Show Spoiler
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
Show Spoiler
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
Show Spoiler
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
Show Spoiler
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