Update 11: Road to Rolla
Honey, Jimmy
As they make their way to Rolla,
Jimmy grabs a bite to eat
[Jimmy has eaten today] while
Honey picks what wild plants she sees and remembers. She only recognises
1x chicory plant and
1x barnyard grass plant, which she takes.
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Unskilled (1d3) = 2 = 2 CP / ~ CP needed. Honey gains 0.2 SP in Botany.
Afterwards, the two bond over their pragmatic world views and ability to make weapons of death from household objects, and swap a straight razor and pig sticker.
Roslyn, Jani, Jacob, Paul, Joshua, Peter
The others follow after the biker and the prepper, taking their time and having a chat about days gone by.
Jani shows
Roslyn what plants she had found so far, albeit weeds only, but explains their respective uses as food or poison, and together they look for any useful plants on the way which Jani dutifully points out, explains and collects. Jani collects 2 each of
Chicory, Curled Dock, Barnyard Grass, Common Milkweed and
Hemlock, while Roslyn collects 1 each of chicory and hemlock. Jani also finds a
small prickly pear cactus, which has three red fruits on one pad. Jani wraps the pad in some linen to avoid getting spiked and breaks it off to bring it with her.
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Botany (1d5) + Profession (1d3) + Unskilled (1d3) = 2 + 3 + 2 = 7 CP / ~ CP needed. Jani gains 0.4 SP in Botany, Roslyn gains 0.2 SP in Botany, 0.2 SP in Learning.
All
Eventually, everyone finds themselves on the abandoned highway, facing the desolate town of Rolla.
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Ch = Church, PC = PC Repair store
Mr Green
After placing the
sawn-off shotgun and
machete on the counter,
Mr Green searches the dead man's possessions. The man was wearing a pair of
leather fingerless gloves, a
dirty green sweater,
cargo pants,
old workboots, and a military style
duffel bag with straps (
like this), which Mr green carefully pulls off the body, avoiding the blood. Inside the duffel bag he finds
3x cans of dog food, a
can of spaghetti, a
fork, a
small pen torch, a
velvet bag of gold teeth which have dried blood and some roots on, and appear to have been pulled from someone's mouth forcefully, a rolled up
oilskin raincoat, a
Zippo lighter, a
length of rope, an old
weed-eater motor (no petrol tank) and a
small snaplock bag. Inside the snaplock bag Mr Green finds various locks of hair; one looks to be a blonde pigtail with a pink ribbon.
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Mr green gains 0.5 SP in Melee Weapons and 0.1 in Athletics.
The time is 11:45am.
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.[tabs:
Mr Green (Badge)]
ATT: 2
DEF: 1
HP: 10/10
Skills:
- Thievery Level 1: (1d5) (+1d3 P)
- Stealth Level 1: (1d5) (+1d3 P)
- Melee Weapons Level 1: (1d5) (+1d3 P)
Flavour Bonus: Darkness Be My Friend - Mr Green gets double Stealth and Thievery bonus when operating at night.
Items:
(
bold indicates items that are currently equipped)
- Crude rucksack
- Lockpicks
- Clothes (Shiny Black Shoes, Dark Gray Slacks, Light Gray Jacket (Slim), White Shirt beneath Jacket, Green Tie & Dark Gray Fedora)
- Kitchen knife (+1 ATT, 10% to gain additional +1 ATT)
- Table leg (+1 ATT)
- Table leg (+1 ATT)
- Spare Clothes (white facility attire)
- Bottle of water
- Jar of pickles
- 2x cans of food: spaghetti, stew
- Ballpoint pen
- Calculator
- Baseball glove
- Duct Tape
- Cob pipe
- Toothbrush
[tabs:
Big Jimmy (Spider) ]
ATT: 2
DEF: 1
HP: 10/10
Skills:
- Unarmed combat Level 1: (1d5) (+1d3 P)
- MotorcyclesLevel 1: (1d5) (+1d3 P)
- Firearms Level 1: (1d5) (+1d3 P)
Eaten today
Flavour Bonus: Not The Face! - Big Jimmy gets +1 to Attack and Damage when wearing his club rings in Unarmed Combat, acting as knuckle dusters.
Items:
(
bold indicates items that are currently equipped)
- Duffel bag
- Clothes (faded jeans, and worn belt, battered leather riding boots, grey work shirt and kutte)
- Club rings (+1 to Damage and ATT rolls when unarmed)
- Tire iron (+1 ATT)
- wristwatch
- Crude rucksack
- Suitcase
- Spare Clothes (white facility attire)
- Spare clothes (farm clothes) (S)
- Gym clothes (menÔÇÖs shorts, t-shirts and socks, size 10 trainers)
- 1x Pigsticker (+1 to ATT)
- Makeshift shiv (+1 ATT)
- Makeshift garrote
- 3x bottles of water
- 1x can of food: spinach
- Rutabaga
- Signal flare
- Handgun magazine, 10 bullets
- Keyring with keys
- Wallet on chain, $90 (4x $20, $1x 10)
- Toothbrush
- Comb (S)
- Hairbrush (S)
- Chamberpot (S)
[tabs:
Jacob (Chuck)]
ATT: 3
DEF: 1
HP: 9/10
Skills:
- Climbing Level 1: (1d5) (+1d3 P)
- Ropes Level 1: (1d5) (+1d3 P)
- Athletics Level 1: (1d5) (+1d3 P)
Eaten today
Flavour Bonus: Cliffhanger - Jacob automatically passes all Cimbing Skill Checks (he still gains Skill Points from Climbing tasks which will improve his climbing speed over time, he just doesn't have any risk of falling.)
Items:
(
bold indicates items that are currently equipped)
- Crude rucksack
- Carabiners, 10
- Clothes (cargo shorts, t-shirt, sneakers, belt)
- Wristwatch
- Golf club (+1 ATT, 25% chance of +1ATT)
- Handgun, 5 bullets (+2 ATT, +2 DAM, 25% chance of x2 Dam, 20m range),
- Gun holster
- Suitcase
- Spare Clothes (white facility attire) (S)
- Change of boy's clothes (S)
- Spare boots (S)
- Scalpel (S)
- Golf ball (S)
- 4x bottles of water (S)
- 2x cans of food: spaghetti and lima beans (S)
- 2x rutabaga (S)
- Thermos flask filled with water (s)
- Sunglasses (s)
- First Aid kit (S)
- Ballpoint pen (S)
- Folding lawn chair
- Small green bucket, 1L (S)
- Small fire extinguisher (S)
- $17.31 ($10 note, $5 note, 2x $2 note, 3x nickels, 1x penny) (S)
- Toothbrush (S)
- Comb (S)
[tabs:
Paul (Quarg)]
ATT: 1
DEF: 1
HP: 10/10
Skills:
- Social influence Level 1: (1d5) (+1d3 P)
- Learning Level 1: (1d5) (+1d3 P)
- Mechanical Engineering Level 1: (1d5) (+1d3 P)
Flavour Bonus: Hidden Content
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- Suitcase
- Two 5lb dumbbells from the exercise compound (4x 2.5lb plates, 2x short bars, 4x clips)
- A ripped bedsheet