Surviving Castle Heterodyne

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Re: Surviving Castle Heterodyne

Postby Quarg » Sun Dec 25, 2016 2:15 pm

Kew has a sudden thought...
I want some port damn it...

She stands up and looks about for something productive to do...

She then looks about and says 'What has Sam gotten up to?"
Really...why are you reading this?

Eileen Ap'Fyretorr
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Re: Surviving Castle Heterodyne

Postby BadgeAddict » Wed Feb 15, 2017 5:38 am

Sam pauses, in what appears to be a time bubble, he reflects on his surroundings as time slows to almost a halt and begins to flow slowly past him. He giggles to himself in amusement of it all.
The Long Shot - A Star Wars Saga Edition Campaign. ~Currently Recruiting~
The ones who challenge and break the rules created by the current Authorities, are the harbingers of change.
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Re: Surviving Castle Heterodyne

Postby Synch » Wed Feb 15, 2017 12:06 pm

Oh shit, this is waiting on me! My bad!
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GM for Children of Ash, a post-apocalyptic survival story.

GAL: Leaves No Trace
M0rtimer's PTU: Trinity Isles: Bjorn Felman, a Capture Specialist/Rider/Frost Touched
Quarg's D&D Immortals in the Serene Court: Makita Pantalion, a human pistolero
Spiderwrangler's Surviving Castle Heterodyne: Enoch Ayreslea-Sleight, a biologist
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Re: Surviving Castle Heterodyne

Postby spiderwrangler » Tue Mar 14, 2017 9:48 am

Surviving Castle Heterodyne:


Sam starts bashing at one of the stone pavers, trying to make a gap that he can scrape the acid into. August helps, while Charlie keeps watch.

bustin stone
Stoneworking (1d5) + Unskilled (1d3)= 3,2 = 5 CP / 6 CP needed


They get it pretty much broken up, and are working on removing the rubble still.




Ursula keeps reading, this being a bit denser portion, doesn't get quite as far.

study - Trees
Learning (1d7+1d5)= 1,2 = 12 CP / 20 CP needed

In Tune: 78 = ---



Ziou keeps reading "Food Preservation".

study - Preservation
Learning (1d5+1d3) = 5,1 = 14 CP / 20 CP needed



Kew looks for something productive to do, and asks where Sam got to. ((What you deem productive is up to you, it is lunch time, Gabe was planning on starting that soon, not sure what other projects Kew might have on deck...))


Gabe and Hiero keep working away.

assembly
Steamworks (1d5 ) + Steamwork (1d5)= 4,3 = 36 CP / 50 CP needed.



Enoch starts pondering what he needs to do to convert this door into whatever he wants to make of it.

door
Woodworking (1d5 )= 5 = 5 CP / 3 CP needed, gains 0.1 SP Woodworking. Enoch has gained surprising insight from looking at the door, and has advanced to Level 2 in Woodworking!




character tags
August
Sam
Enoch
Kew
Gabe
Ziou
Ursula
Hiero

Castlina
Charlie, Charlie


The clock on the wall says 12:15 o'clock.

[url]Current Battlemap[/url]

Inventories
Gabe (Wears)  : ATT: 3, on hit has 50% chance to give target -1 DEF next round
DEF:1
HP:8/10
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
  • set of dented steel fan blades, small
  • light fixture

  • wrapped gift waiting on his bed



Special Ability: Feat of Strength: 55% chance to fail
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
  • drill bits
  • Tripod and threshold lifter
  • 10 m of frayed rope
  • 30 m of new rope
  • rough pulley, single
  • rough compound pulley
  • high quality single pulley

  • Embroidered Beadwork - 25 CP, 2.5 SP in Learning, 2.5 SP in Sewing, 2.0 SP in Textiles [H, U]




Sam (Badge) : ATT: 2, on hit target has 25% chance to lose additional 1HP next round
DEF:3
HP:10/11

Skills:
  • Clockworks Level 3: (1d5+1d3)
  • Locks Level 1: (1d5)
  • Disassembly Level 4: (2d5)
  • 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)
  • Child’s Sailor Suit
  • bronze buckled thick cloth belt
  • Short Dagger - +1ATT, on a successful hit, target has 25% chance to lose an additional 1HP next turn
  • Apron
  • heavy leather left glove
  • Conical Helmet: +1 DEF
  • Armored Shirt Dress: +1 DEF
  • large hammer
  • carving chisel [currently under the door]
  • stone chisel
  • A Mutli-Screwdriver - 8 types/sizes
  • Set of Spanners
  • Glasses with Magnifying Lens
  • Lockpicks
  • large tongs
  • tweezers
  • tiny ball-peen hammer
  • tiny folding knife
  • wire cutters
  • flint & steel
  • carved bone whistle
  • Lard-Cloth Torch
  • ”index cards”
  • various pens
  • various inks (stoppered)

      Special Ability:
      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
      • ”Reineer’s Flaming Blade” attachment
      • poisoned spike
      • Clockwork Stilt components
      • knife
      • lockpicks
      • A wood and leather ‘racket’
      • small pair of hinged legs
      • tiny pair of hinged arms
      • small clockwork drive
      • tiny metal torso covering



        Wearable Items
      • fingerless gloves



        Tools/Weapons
      • screwdrivers of various types
      • Crude Wire Lockpicks - +30 TM
      • rawhide mallet
      • charcoal pencil
      • woodcarving tools in a leather roll
      • metal file
      • tiny pliers
      • wire snips
      • tiny pliers
      • Long pair of forceps
      • A fine saw

        Parts/Miscellaneous
      • half a candle, in plain metal candlestick - 3+ hours left
      • 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 5: (1d7+1d5)
  • Dissection Level 1: (1d5)
  • Leatherworking Level 1: (1d5)
  • Rodents Level 1: (1d5)
  • Anatomy Level 2: (1d7)
  • Textiles Level 1: (1d5)
  • Ceramics Level 1: (1d5)
  • Cleaning Level 1: (1d5)
  • Sewing 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
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

  • Spider Station - ⅓ full
  • Iris the Ballerina Clank
  • husks and silk from ear corn (8 ears worth)
  • grappling hook, rope
  • twine ball
  • Handcrafted Music Box - 2 tune cylinders
  • Metal Shears
  • dented mug
  • 2 screws
  • clump of hair
  • dirt and dust
  • a coin stamped with the Heterodyne symbol
  • 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

  • Notebook and Pen - observational notes of other prisoners, diagram of clank arm structure, diagram of reassembling a clank finger - 10 CP
  • Trees of the Northern Woods - 20 CP, gains 2.0 SP Learning, 2.0 SP in Botany, and 1.0 SP in Woodworking [H, G, E]
  • Stained Map - depicts the surrounding rooms






August (Alaen) : ATT: 3 (25% to lose 1 HP next rd) | 2 (50% to give +1 ATT)
DEF: 5 plus conditional (+ 25% chance to give +1 DEF)+ (50% chance to give + 1 DEF)
HP:9/11

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
  • handful of minor local coins
  • small ball of twine
  • broken screwdriver
  • spanner
  • knife

Special Ability:
[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

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

    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]
  • 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 [Z][E][A]
  • Animal Tracks of the Common Species of Europa
  • 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 (0 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
  • small roll of impure bronze sheet
  • set of wall anchors (6)


    Special Ability:
    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

      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
    • Metal Bar (2)

      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, 7.0m long
    • Steel Wire - 0.3mm thick, .25m long
    • Steel Wire - 0.3mm thick, .25m long
    • spool of lead alloy wire
    • small box with assorted nuts and bolts

      Steam engine
    • medium opaque glass container - partially full of foul smelling liquid
    • wide diameter battered steel tubing, coil - 4.5 m
    • narrow diameter battered steel tubing, coil - 19 m
    • medium diameter battered steel tubing, 1 m
    • steam plans
    • small roll of high quality steel sheet
    • wide diameter decent copper tubing, 2 m
    • medium diameter battered bronze tubing, 1.5 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]
    • 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. [Z][Hiero]
    • battered metal flask

  • Enoch (Synch) : ATT: 1
    DEF:1
    HP:10/10

    Skills:
    • Zoology Level 2: (1d7)
    • Learning Level 4: (2d5)
    • Anatomy Level 1: (1d5)
    • Woodworking Level 2: (1d7)
    • Botany 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:


      Enoch’s Workbench
      • collection jar containing a thumb sized black beetle and a berry
      • a small pebble
      • note from Ursula
      • Bee Door Design
      • Multi-lensed Dissection Scope
      • mangled bee
      • mimmoth tooth
      • remnants of a burnt bee
      • dead beetle
      • dead fly

        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
      • 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





    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 4: (2d5)

    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:


      Kew’s Workbench

      • "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][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 [A, U, K, E]
      • Underground Ecologies - 25 CP needed, 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 [G, K]


    Ziou (ALB) : ATT: 2
    DEF:1
    HP:8/10

    Skills:
    • Dissection Level 1: (1d5)
    • Metalworking Level 2: (1d7)
    • Learning Level 3: (1d5+1d3)
    • 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:
      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

      • "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
      • filthy glass bowl
      • a small pile of charred greasy rags
      • charred, used, stained bedsheet (~4 square meters)
      • tin of sulphur
      • box with a chunk of chalk and a chunk of rock salt
      • Flask of dark liquid marked “[REJECTED]”
      • Flask of orange liquid marked “[Flammable, Caustic]”
      • low quality liquid
      • flask of oil
      • rejected glass

        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 = 1
      • 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 [H]
      • 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 [H]
      • 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 [Z]
      • Farm Animals - 25 CP, 2.5 SP in Learning, 1.5 SP in Zoology, and 1.5 SP in Butchering [Hiero][E,Z]



    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 : 

    • factory rejects, 3 shirt, 6 pants (various defects... no neck hole, three sleeves, one leg, etc.)
    • 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
    • Trousers - leather

    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
    • 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]
    • Anatomy Comparisons Between Humanoids - 25 CP needed, gains 2.5 SP in Learning, 1.5 SP in Anatomy, 1.0 SP in Dissection. [G, A, Z, E, U]
    • 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][U]
    • 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]
    • 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][Gabe]
    • Carpentry vs. Stonemasonry - 30 CP, 3.0 SP in Learning, 1.5 SP in Woodworking, 1.5 SP in Stoneworking [G, E]
    • 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][Enoch]
    • 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.[U]
    • snippets of song lyrics and melodic doodles - 8 CP needed, gains 0.8 SP in Learning, 0.6 SP in Acoustics [G,U]
    • 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 [U,S]
    • diagrams for making packs from four-legged animal skins- 12 CP needed, gains 1.2 SP in Learning, 1.0 SP in Leatherworking, 1.0 SP in Sewing [U]
    • diagram for sewing a toy bear from scraps of fur - 8 CP needed, gains 0.8 SP in Learning, 0.4 SP in Sewing, 0.4 SP in Leatherworking [U]
    • 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 [A, U]
    • elaborate sketches, with instructions, for making a corset- 20 CP needed, gains 2.0 SP in Learning, 0.5 SP in Leatherworking, 0.5 SP in Textiles, 1.0 SP in Sewing. [A,U]

    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
    • leather strap with a buckle
    • metal table top


    Junk Shelf : 
    • Sam’s shirt - full of holes
    • Suede Vest - pocked with holes
    • a dull blade
    • dry rotted backpack with a broken strap
    • singed leather scrap
    • unlocked manacle
    • worthless leather
    • battered glass
    • rejected leather
    • battered leather
    • filthy device
    • broken device
    • broken liquid
    • broken leather
    • battered fabric
    • block of granite, failed statue
    • dirty fabric
    • low quality glass
    • worthless wood
    • broken leather
    • worthless fabric
    • worthless glass
    • scrap of wax
    • screw
    • dart tip
    • small hex nut
    • bolt
    • a straight pin
    • shard of glass
    • blob of molten slag
    • broken spring
    • a bit of string
    • metal shavings
    • crank drill handle (missing chuck, shaft)


      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

    Assorted Containers of Stuff : 
    • bag of buttons
    • ball of thread
    • shallow box with assorted spools of thread
    • stick of brown sealing wax
    • 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)
    Last edited by spiderwrangler on Tue Mar 14, 2017 9:57 am, edited 1 time in total.
    games I gm
    Surviving Castle Heterodyne, a Girl Genius themed game where the players are sparks.

    Fallout: Settlers, co-GM with Badge, set in the Fallout world as a vault of dwellers emerge into a changed world.

    The Sundered Way, my 5e forum campaign.


    games I play
    Darfel Kroven, Human Cleric of Tempus in Theis2's "Shipwrecked!".

    Splits Focus in Thinkslogically's Lair of the Mountain King

    Korga in Dlover's Hunters of Letrua.

    Laughs Creepily in "Goblin Adventurer's League".

    Korbrok, the dwarven telekinetic blacksmith berserker in Quarg's "An Adventure in Aldra".

    Korrik Tallpine, a halfling monk with a shady past in Thinks' "The Wandering Archipelago".
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    Re: Surviving Castle Heterodyne

    Postby BadgeAddict » Tue Mar 14, 2017 9:50 am

    ^The battle is over I thought.

    Sam will continue with his plan, thinking about how he might sweep or scrape the acid into the hole he is created.
    The Long Shot - A Star Wars Saga Edition Campaign. ~Currently Recruiting~
    The ones who challenge and break the rules created by the current Authorities, are the harbingers of change.
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    Re: Surviving Castle Heterodyne

    Postby spiderwrangler » Tue Mar 14, 2017 9:58 am

    A flat pointed shovel, or garden hoe would do the job pretty well, Sam reckons.
    games I gm
    Surviving Castle Heterodyne, a Girl Genius themed game where the players are sparks.

    Fallout: Settlers, co-GM with Badge, set in the Fallout world as a vault of dwellers emerge into a changed world.

    The Sundered Way, my 5e forum campaign.


    games I play
    Darfel Kroven, Human Cleric of Tempus in Theis2's "Shipwrecked!".

    Splits Focus in Thinkslogically's Lair of the Mountain King

    Korga in Dlover's Hunters of Letrua.

    Laughs Creepily in "Goblin Adventurer's League".

    Korbrok, the dwarven telekinetic blacksmith berserker in Quarg's "An Adventure in Aldra".

    Korrik Tallpine, a halfling monk with a shady past in Thinks' "The Wandering Archipelago".
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    Re: Surviving Castle Heterodyne

    Postby BadgeAddict » Tue Mar 14, 2017 10:08 am

    Sam finishes up with the block breaking and then rises to the occasion, walks back to the workshop and looks around at the available metal tools.
    The Long Shot - A Star Wars Saga Edition Campaign. ~Currently Recruiting~
    The ones who challenge and break the rules created by the current Authorities, are the harbingers of change.
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    Re: Surviving Castle Heterodyne

    Postby WearsHats » Tue Mar 14, 2017 5:22 pm

    Gabe will take a break to cook lunch for everyone. IIRC, he and Heiro usually do that together.
    Mostly offline/inactive due to chronic health issues. PM me if you really need attention.

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    Some potentially informative links, should you be interested:

    Spoiler: show
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    My thoughts on meditation - why it's important and how to do it

    The Spoon Theory - a look at what it's like to have a chronic illness and have to budget your energy

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    Re: Surviving Castle Heterodyne

    Postby spiderwrangler » Tue Mar 14, 2017 5:28 pm

    ((Yeah, Nerre hasn't posted on the forum since September, so Hiero is your assistant for as long as you want him, Nerre would want him to be helpful.))
    games I gm
    Surviving Castle Heterodyne, a Girl Genius themed game where the players are sparks.

    Fallout: Settlers, co-GM with Badge, set in the Fallout world as a vault of dwellers emerge into a changed world.

    The Sundered Way, my 5e forum campaign.


    games I play
    Darfel Kroven, Human Cleric of Tempus in Theis2's "Shipwrecked!".

    Splits Focus in Thinkslogically's Lair of the Mountain King

    Korga in Dlover's Hunters of Letrua.

    Laughs Creepily in "Goblin Adventurer's League".

    Korbrok, the dwarven telekinetic blacksmith berserker in Quarg's "An Adventure in Aldra".

    Korrik Tallpine, a halfling monk with a shady past in Thinks' "The Wandering Archipelago".
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    Re: Surviving Castle Heterodyne

    Postby Synch » Tue Mar 21, 2017 3:16 am

    Shit I'm sorry Spider, I thought I had done this. Really looking forward to building the beehive too! I'll post tomorrow at length when I'm not dead tired.
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    GM for Children of Ash, a post-apocalyptic survival story.

    GAL: Leaves No Trace
    M0rtimer's PTU: Trinity Isles: Bjorn Felman, a Capture Specialist/Rider/Frost Touched
    Quarg's D&D Immortals in the Serene Court: Makita Pantalion, a human pistolero
    Spiderwrangler's Surviving Castle Heterodyne: Enoch Ayreslea-Sleight, a biologist
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    Re: Surviving Castle Heterodyne

    Postby Synch » Wed Mar 22, 2017 3:36 am

    Enoch borrows the saw from August's bench, and starts selecting some suitable plans and wood from a crate. He returns to his sketch of his top-bar hive, and begins making notes of what sizes of wood he needs to cut. He uses a piece of twine to measure and cut two sides and a base of the top-bar, two ends, and then he uses smaller pieces of wood to make the bars with some frames for combs.

    (I presume this will take a while, so Enoch will stick on this task, pausing once Gabe has finished lunch to have a bite to eat before returning to his work.)

    diagram with shapes of pieces
    Image
    games
    GM for Children of Ash, a post-apocalyptic survival story.

    GAL: Leaves No Trace
    M0rtimer's PTU: Trinity Isles: Bjorn Felman, a Capture Specialist/Rider/Frost Touched
    Quarg's D&D Immortals in the Serene Court: Makita Pantalion, a human pistolero
    Spiderwrangler's Surviving Castle Heterodyne: Enoch Ayreslea-Sleight, a biologist
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    Re: Surviving Castle Heterodyne

    Postby Alaen » Fri Mar 24, 2017 9:05 pm

    August follows Sam back to the workshop. Back at his bench, he takes the blank pages with him this time, and asks Sam for one of the pens he pocketed. If Sam needs time time to find what he's looking for, he'll start taking some sketches of Sams proportions and rough measurements.
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    Re: Surviving Castle Heterodyne

    Postby Nerre » Tue May 23, 2017 3:06 pm

    spiderwrangler wrote:((Yeah, Nerre hasn't posted on the forum since September, so Hiero is your assistant for as long as you want him, Nerre would want him to be helpful.))


    Hi.
    Thats right! :lol:
    I still look in here from time to time by the way. ;)
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