Surviving Castle Heterodyne: Let's get to work!
Sam explains what he is working on to Charlie, and asks if he'd like to go exploring later.
"I am, am available when you, you need me."
Ziou keeps sleeping.
Kew chats with August, and begins reading the scroll on "Great Weaponsmiths". (I'm going to assume she wasn't just going to wave it about and not read it...)
study - Weaponsmiths
Learning (1d7) = 2 = 2 CP / 30 CP needed
Enoch easily finishes bolting his scope to the workbench, returns the "Shields" book to the shelf and asks August if he can borrow the book on "Woodworking Techniques"/
task - securing scope
Unskilled (1d3) [/color]= --- = 4 CP / 4 CP needed, gains 0.4 SP in Woodworking
Gabe keeps reading, his mind flying through the information. He announces to those likely to care that he'd be up for sparring matches later if they wish, otherwise he's going to pass the time reading.
study - unarmed combat
Learning (1d7 + 1d5) + Anatomy (1d5) = 7,3,1 = 22 CP / 25 CP needed.
August finishes the directions on butchering pigs.
study - pig butchery
Learning (2d5)= ---- = 15 CP / 15 CP needed, gains 1.5 SP in Learning, 1.0 SP in Dissection, 1.0 SP in Anatomy, 0.5 SP in Cooking, 0.5 SP in Zoology. August has advanced to Level 5 in Learning and will now make 1d7+1d5 rolls for reading based checks. August has advanced to Level 1 in Anatomy!
Ursula empties her little spider clank and gives him a thorough wind before winding the dump station and sorting through the deposited items.
spider collected items
Good Stuff
scrap of wax
screw
dart tip
small hex nut
bolt
a coin stamped with the Heterodyne symbol
a straight pin
Probably Junk
mangled bee
mimmoth tooth
shard of glass
blob of molten slag
broken spring
remnants of a burnt bee
a bit of string
metal shavings
dead beetle
dead fly
Almost Definitely Junk
dirt
wooden splinters
dust bunnies
dust and debris
wood shavings
saw dust
dust
a small rock
pebble
Sam has acquired a shadow in the form of Hiero who tags along behind him as the tiny man grabs the last few items he needs to build the shell of a torso for his metal son. Hiero thanks him (which confuses the little guy), then tells him all his hopes and dreams.
Sam task - Clank torso
Metalworking(1d5+1d3) + Clanks (1d7) - Sleep Deprivation (1d3)= 3,3,1,-2 = 33 CP / 30 CP needed, gains 2.0 SP in Metalworking, 1.0 SP in Clanks.
Sam now has a tiny metal torso covering.
Hiero study - whatever his good buddy Sam is working on
Metalworking (1d5 + 1d3) = 3,2 = 5 CP / 2 CP needed. Gains 0.1 SP in Metalworking, 0.1 SP Clanks.
character tags
August
Sam
Enoch
Kew
Gabe
Ziou
Ursula
Hiero
Castlina
Charlie, Charlie
The clock on the wall says 8:00 o'clock. *Bing* *Bong*
Current Battlemap
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:9/10
Skills:
Propellers Level 2: (1d7)
Steamworks Level 1: (1d5)
Metalworking Level 5: (1d7 + 1d5)
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 2: (1d7)
Acoustics Level 1: (1d5)
Disassembly Level 1: (1d5)
Stoneworking Level 1: (1d5)
Woodworking 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
small roll of high quality steel sheet
wide diameter decent copper tubing, 2 m
set of dented steel fan blades, small
light fixture
narrow diameter battered steel tubing, coil - 19 m
wrapped gift waiting on his bed
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
steam plans
explanations of advanced martial arts moves - 25 CP needed, gains 2.5 SP in Learning, 2.0 SP in Unarmed Combat, 0.2 SP in Armed Combat, 0.5 SP in Anatomy [August][Kew][Ursula]
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 3: (1d5+1d3)
Metalworking Level 3: (1d5+1d3)
Clanks Level 2: (1d7)
Stoneworking Level 1: (1d5)
Traps Level 1: (1d5)
Learning Level 1: (1d5)
Items: (bold indicates items that are currently equipped)
Sam’s shirt - full of holes
Trousers - leather (ill fitting to his small frame)
Suede Vest - pocked with holes
bronze buckled thick cloth belt
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
Armored Shirt: +1 DEF
large hammer
carving chisel
poisoned spike
A Mutli-Screwdriver - 8 types/sizes
Set of Spanners
Glasses with Magnifying Lens
Clockwork Stilt components
knife
lockpicks
A wood and leather ‘racket’
large tongs
small pair of hinged legs
tiny pair of hinged arms
small clockwork drive
tiny metal torso covering
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
”Reineer’s Flaming Blade” attachment
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 4: (2d5)
Dissection Level 1: (1d5)
Rodents Level 1: (1d5)
Anatomy Level 1: (1d5)
Ceramics Level 1: (1d5)
Cleaning 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.
shirt soiled with ink
wooden bucket - full of
Metallic Jaws
Forearm support struts
lockpicks
Disassembly Kit - Screwdrivers, spanners, scissors, etc. Pretty much the basics to taking things apart
Crowbar - While primarily a tool, grants +1ATT
worthless wood
Portable music box with discs
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
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.[Ursula]
grappling hook, rope
twine ball
Handcrafted Music Box - 2 tune cylinders
Metal Shears
dented mug
2 screws
clump of hair
dirt and dust
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
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
Instrument: Recorder
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
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
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
snippets of song lyrics and melodic doodles - 8 CP needed, gains 0.8 SP in Learning, 0.6 SP in Acoustics [Gabe][Ursula]
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][Sam]
Embroidered Beadwork - 25 CP, 2.5 SP in Learning, 2.5 SP in Sewing, 2.0 SP in Textiles [Hiero]
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: 3 (25% to lose 1 HP next rd) | 2 (50% to give +1 ATT)
DEF: 4 plus conditional (1+ 1 + 2 + (+ 25% chance to give +1 DEF))+ (50% chance to give + 1 DEF)
HP:11/11
Skills:
Weaponcraft Level 2: (1d7)
Leatherworking Level 2: (1d7)
Learning Level 5: (1d7+1d5)
Metalworking Level 3: (1d5+1d3)
Woodworking Level 1: (1d5)
Armorcraft Level 2: (1d7)
Disassembly Level 1: (1d5)
Anatomy Level 1: (1d5)
Sewing Level 2: (1d7)
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
Steel Reinforced Leather Armor - stained, grants +3 DEF
Studded Leather Greaves - +1 DEF
Lard-Cloth Torch
Reinforced Glove: 50% chance to give +1 DEF
Woodsman's Hatchet: +1 ATT, 50% chance to give additional +1 ATT
bent copper rod - 2m
coil of hemp rope, 25m
armored shirt design
three blank pages
small supple leather
large roll of impure steel sheet - 30 cm wide, 18m long
impure steel sheet scraps
supple leather scraps
Special Ability:
Show Spoiler
[b]Special Ability: Battle Ready: As long as August/Kas has +1 ATT and +1 DEF from devices he created or modified, he can opt to gain +1 ATT/-1 DEF, -1ATT/+1DEF, +2ATT/-2DEF, or -2ATT/+2DEF in the subsequent turn. Changes to ATT apply to main hand weapon only. This must be declared at the start of a round.
[/b]
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- gains 2.0 SP in Learning, 0.5 SP in Leatherworking, 0.5 SP in Textiles, 1.0 SP in Sewing. [August]
directions for butchering a pig - 15 CP needed, gains 1.5 SP in Learning, 1.0 SP in Dissection, 1.0 SP in Anatomy, 0.5 SP in Cooking, 0.5 SP in Zoology [Ziou][Enoch][August]
Animal Tracks of the Common Species of Europa
Woodworking Techniques - 20 CP needed, gains 2.0 SP in Learning, 2.0 SP Woodworking, 0.2 SP in Toolcraft, 0.2 SP in Botany. [Gabe]
The Complete History of Shoes - 26 CP
Hieronymus (nerre) : ATT: 2 (see Prisoner’s Shank)
DEF:1
HP:11/11
Skills:
Capacitors Level 1: (1d5)
Learning Level 5: (1d7 + 1d5)
Weaponcraft Level 1: (1d5)
Cooking Level 3: (1d3+1d5)
Botany Level 1: (1d5)
Mechanical Kinetic Energy Level 1: (1d5)
Metalworking Level 3: (1d5+1d3)
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 (1 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
crowbar
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
Professor Slocum's Lemon Powered Pie Chucker
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
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]
Trap-Making - 25 CP needed, gains 2.5 SP in Learning, 1.0 SP in Metalworking, 2.0 SP in Traps, 0.2 SP in Blades, 0.2 SP in Electrical Energy, 0.2 SP in Insects, 0.2 SP in Poison, 0.2 SP in Chemistry. [Ziou][Hiero]
battered metal flask
Enoch (Synch) : ATT: 1
DEF:1
HP:10/10
Skills:
Zoology Level 2: (1d7)
Learning Level 3: (1d5+1d3)
Anatomy Level 1: (1d5)
Items: (bold indicates items that are currently equipped)
clothes (trousers, shirt)
white lab coat
journal and pen (tentacle sketch)
Sturdy Knife: +1 ATT, 10% to gain additional +1 ATT
“Colonel Margrave’s Bee Bomb”
surgical kit (scalpel, scissors, clamp, needle, thread, guaze)
medium opaque glass container full of stinky water and leeches
Special Ability:
Show Spoiler
Enoch’s Workbench
Show Spoiler
collection jar containing a thumb sized black beetle and a berry
a small pebble
note from Ursula
Bee Door Design
Multi-lensed Dissection Scope
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 jar (250 mL)
small collection jar (250 mL)
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)
Learning Level 2: (1d7)
Items: (bold indicates items that are currently equipped)
Prison Uniform - Embroidered with "No. 00382"
Cane made of containers
large tongs
tongs
medium pine timber, fresh sawn and warped
Special Ability:
Show Spoiler
Kew’s Workbench
Show Spoiler
"The Crystal Alchemist Starter Pack: Fun for All Ages!" Contents: 2 flasks, 3 beakers, 2 glass stirring rods, a jeweler's loop and tools, 4 jars of fine grained powders, "Directions" booklet (10 CP needed, gains 1.0 SP in Learning, 0.3 SP in Chemistry, and 0.7SP in Crystals.) [Kew].
Armored Shirt: +1 DEF
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
Improvised Spear: +1 ATT
Parts/Miscellaneous
cloth bag marked No. 00382
small opaque glass container - full of caustic goo
small roll of high quality aluminum sheet
Assorted paperclips
Carving Knife: +1 ATT, 25% chance to give additional +1 ATT - covered in caustic goo
bloody rags
set of battered steel fan blades, medium
partially used thick candle
small steel mirror
short pine shaft, dried and straight
short pine plank, dried and slightly bowed
medium pine board, weathered and straight
Books/Scrolls
Soap and General Hygiene - 15 CP, gains 1.5 SP Learning, 1.5 SP Chemistry, 1.5 SP Cleaning [Hiero][Kew]
Great Weaponsmiths of the Ages & How to Identify Their Work - 30 CP, gains 3.0 SP in Learning, 2.0 SP in Weaponcraft, and 1.3 SP in Assessment [August][Hiero]
Ziou (ALB) : ATT: 2
DEF:1
HP:10/10
Skills:
Dissection Level 1: (1d5)
Metalworking Level 2: (1d7)
Learning Level 2: (1d7)
Anatomy Level 1: (1d5)
Ceramics 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
stripped dissection/murder kit, scalpel, scissors, small pebble
flint & steel on a chain
short oak board, fresh sawn and slightly bowed
Working with Clay 30 CP needed, gains 3.0 SP in Learning, 2.0 SP in Ceramics, 0.5 SP in Fire [Gabe][Ursula]
Special Ability:
Show Spoiler
An Eye for Weakness: In his quest to "help" improve on the human form, Ziou has gained a knack for assessing the weaknesses of his subjects, as well as other creatures. In combat, Ziou may opt to spend a round searching his opponent for weakness (50% chance to succeed, on success, 25% chance to pinpoint). If a weakness has been identified, attacks made with that knowledge are treated as if the opponent had -1 DEF. If weakness is pinpointed, increase to -2 DEF.
Ziou’s Workbench
Show Spoiler
"Doctor Xu's Biological Sample Jar"
small set of bellows
"Doctor Xu's Knockdown Gas" - 10 tablets
Wearable Items
clothes
strapped headgear with various magnifying lenses
straitjacket
leather vest with pockets
Boots - heavy leather, iron shod sole
Grey Tentacle
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
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
Farm Animals - 25 CP, 2.5 SP in Learning, 1.5 SP in Zoology, and 1.5 SP in Butchering [Hiero][Enoch][Ziou]
Charlie : ATT: 4 (25% to lose 1 HP next rd, 5% to block melee)
DEF: 3
DR: 2/ (electrical)
DP: 22/
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 by 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
Unclaimed items
Battered Steamer Trunk
Crates and Wood
Communal Toolbench 1
Communal Toolbench 2
Books and Scrolls
Raw Materials
Junk Shelf
Assorted Containers of Stuff
Battered Steamer Trunk :
factory rejects, 3 shirt, 6 pants (various defects... no neck hole, three sleeves, one leg, etc.)
used, stained bedsheet (~4 square meters)
used, faded sheet of cloth (~9 square meters)
used prisoner uniforms, 5
worn work clothes, 1 shirts, 3 pants (well patched, heavy, durable)
moth eaten bolt of cloth (large bolt, frayed at edges)
Prison Uniform - Embroidered with "No. 00380"
Shirt - wool, lovely lime color
Apron - lots of pockets and places to attach things
A pair of rough-palmed gloves
Prison Uniform - Embroidered with "No. 00374"
shiny black braided leather bracelet
Crates and Wood :
Large open sided crate - empty
shattered wooden chair
Long open sided crate
long oak board, fresh sawn and straight
long oak plank, dried, ‘firewood’
long oak timber, fresh sawn and straight
medium oak plank, fresh sawn and slightly bowed
medium pine plank, dried and warped
long pine shaft, fresh sawn and splintered
long oak plank, dried and warped
Communal Toolbench 1 :
tiny pliers
Flint and Steel
tiny ball-peen hammer
a small box containing polishing compounds of various grits
rawhide mallet
screwdriver
sewing needle
sewing needle stuck through a piece of leather
wire cutters
wire snips
metal punch
knife
magnifying lens
Communal Toolbench 2 :
A handwritten goodbye note
a small blade suitable for whittling
Broom - good for sweeping.
a small box containing polishing compounds of various grits
a small pile of greasy rags
aloe salve in a small round metal tin
Books and Scrolls :
Diagrammed Gemcutting: 20 CP - 2.0 SP in Learning, 1.0 SP in Crystals, 0.5 SP in Optics, 0.5 SP in Jewelry [Kew]
Shields, Their History and Use - 30 CP needed, 3.0 SP in Learning, 1.0 SP in Woodworking, 1.0 SP in Leatherworking, 1.0 SP in Metalworking, 1.0 SP in Armed Combat, 1.0 SP in Armorcraft [August][Ursula][Enoch]
Trees of the Northern Woods - 20 CP, gains 2.0 SP Learning, 2.0 SP in Botany, and 1.0 SP in Woodworking [Hiero]
Carpentry vs. Stonemasonry - 30 CP, 3.0 SP in Learning, 1.5 SP in Woodworking, 1.5 SP in Stoneworking [Gabe]
Underground Ecologies - 2.5 SP in Learning, 0.5 SP in Fungi, 0.5 SP in Insects 0.5 SP in Botany, and 1.0 SP in Caves [Gabe]
Life on the Ocean - 2.5 SP in Learning, 1.0 SP in Zoology, 1.0 SP in Knots, 1.0 SP in Sailing, 0.3 SP in Thieving
Caterpillars - 20 SP needed, 2.0 SP in Learning, 1.0 SP in Zoology, 2.0 SP in Insects [Hiero][Enoch]
botanical study of different types of ivy
plans for creating a music box - 15 CP needed, gains 1.5 SP in Learning, 0.8 SP in Clockworks, 0.3 SP in Acoustics, 0.2 SP in Metalworking [Gabe][Ursula]
diagram for sewing a toy bear from scraps of fur
musings on evolutionary processes - 20 CP needed, gains 2.0 SP in Learning, 1.0 SP in Zoology, 1.0 SP in Botany, 1.0 SP Chemistry [Enoch]
partial plans for a simple steam engine - 15 CP needed, gains 1.5 SP in Learning, 1.5 SP in Steamworks, and 1.5 SP in Mechanical Kinetic Energy [Gabe][Hiero]
diagrams for making packs from four-legged animal skins - 12 CP needed, gains 1.2 SP in Reading, 1.0 SP in Leatherworking, 1.0 SP in Sewing
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][Enoch]
diagram of a sewing pattern for a jacket - 13 CP needed, gains 1.3 SP in Learning, 0.8 SP in Sewing, 0.5 SP in Textiles, 0.4 SP in Leatherworking [August]
Raw Materials :
coil of hemp rope, 25m
knotted leather strap
square of good quality linen
thin glass rod
thin silver rod
Bars of Soap - 2
Clean Rags - 8
Cloth Bags - 2
used up stubs of thin candles, 13
used up stubs of thick candles, 11
flask of sporadically burning low strength fuel - 1L
flask of clean burning low strength fuel - 0.90 L
jug of high quality high strength fuel - 4L
small patchy pelt
medium ratty leather
medium supple leather
large thick leather
small stiff patchy leather
large thick ratty pelt
medium supple pelt
crate of large gears
one very large gear
two medium gears
set of dented iron fan blades, small
two clean rags
used up stub of a thin candle
flask of oil
leather strap with a buckle
wide diameter battered steel tubing, coil - 4.5 m
metal table top
Junk Shelf :
a dull blade
dry rotted backpack with a broken strap
singed leather scrap
unlocked manacle
worthless leather
battered glass
rejected liquid
rejected liquid
filthy glass
rejected leather
battered leather
filthy device
broken device
broken liquid
rejected glass
broken leather
battered fabric
block of granite, failed statue
dirty fabric
low quality liquid
low quality glass
worthless wood
broken leather
worthless fabric
worthless glass
crank drill handle (missing chuck, shaft)
tin scraps
Assorted Containers of Stuff :
bag of buttons
ball of thread
box with a chunk of chalk and a chunk of rock salt
shallow box with assorted spools of thread
stick of brown sealing wax
tin of sulphur
tiny cracked glass container
wet clay in oiled canvas - ~98kg
box of small gears
box of assorted nuts, bolts and washers
small tin pill case
gears
Pantry shelves
bag of walnuts - 0.9kg
bag of travel rations - thumb shaped sticks, 14
stoneware jar of pickled cabbage - 3.7 L
box of dried corn - 5.0kg
basket of shelled hazelnuts - 0.5 kg
dried apples - sliced, about 2.25 kg
large sack of oatmeal - 22.0 kg
tin of fish jerky - 27
sack of dried beans - 9.8 kg
garlic - 9.1 bulbs
tin of hardtack biscuits - 6
box with paper packets of assorted powdered herbs and spices
Wheel of sharp yellow cheese - 2.6 kg
Sack of flour - 8.4 kg
Bag of potatoes - 2.0 kg
Clay Pot of Honey - 0.21 kg
Salt Pork - 1.3 kg
Dried Mushrooms - 0.08 kg
leather bladder with future honeywine fermenting
Tin of loose leaf tea - enough for 194 cups
Canister of “Crazy Cathy’s Coffee Crystals” - enough for 375 cups
Fresh milk - 3.4 L
spiced lamb jerky - 3.0 kg
leg of ham - 5.8 kg
crate of ear corn - 15 ears
fresh berries - 0.2 kg
Orang-pple - 8
Dehydrated travel food - 3 kg
brown eggs, packed in straw - 10
jar of lard - 1.8L
Prepared Meal:
Omelet: 2 servings
Hot tea: 2 cups
Kitchen scraps
gnawed on corn cobs (8)
Statistics: Posted by spiderwrangler — Mon Jan 11, 2016 5:07 pm