T H E B A R N _________________ EARLY MORNING · CLOUDY |
│ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ | Trades T E Z Wood x1 2🐜 Cloth x1 2🐜 Metal x1 3🐜 Stick x1 5🐜 Blunt lvl 100🐜 __________ | Standing in his usual spot on the front porch. His back is to the wall and his legs and arms crossed. His stick is leaning on the wall next to him less than half and arm's length away. He can snatch it up and swing it faster than you can blink. | │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ | __________________________________________ | │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ |
There be a table, a weird looking box and a wall with a fairly large crack in it. |
______________ | Rummage | -1/2 hunger +1 tin can +1 worn book +1 roach Eat | -1 roach +1/2 hunger +1/2 health ________________________________________________________________ |
Inspect | Free Action Willow takes a closer look at the wall with the large crack and notices a draft of cold, clean air. (WIS 4) ________________________________________________________________ |
▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ ▄▄▄▄▄▄▄▄▄▄▄▄ ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ S 5 R D 2 X C 2 N I 0 T W 0 S C 0 R S T R D E X C O N I N T W I S C H R | ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ ▄▄▄▄▄▄▄▄▄▄ ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ S 0 R D 1 X C 0 N I 3 T W 1 S C 3 R S T R D E X C O N I N T W I S C H R | ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ ▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄ S 1 R D 2 X C 3 N I 4 T W 5 S C 6 R S T R D E X C O N I N T W I S C H R |
S T A T S 10 - 12 A G E 5 (+CON) H E A L T H +1 per bond H U M A N I T Y -1 per enemy H U M A N I T Y trade ∙ craft ∙ kill a Soldier ∙ kill a Nomad B O N D kill a scav ∙ theft B O N D rummage ∙ craft ∙ lockpick ∙ sharp S K I L L S slingshot ∙ steal ∙ climb S K I L L S wisdom S T A T __________________________________________________________ | S C A V E N G E R S scavs ∙ rusts ∙ scaps Scavengers are the largest faction in the toxic wasteland. This faction is typically found through out all of the waste, blurring the lines between themselves and the Nomads, their closest relative. However, the strongest concentration of "Scavs" are found in and around the abandoned cities where they make use of the trashed and forgotten technology, scrapped metals and plastics and the natural verticalities of the the world's remains. Scavengers will do whatever within their means to survive, even if that means killing and consuming one of their own. Seldom alone, they are usually observed in groups, banding together to find strength in numbers against any and all shared foes. However, these groups are easily scattered by a common theme of in-house duplicity. Commonalities are cannibalism, extreme violence, possession and slavery in the more developed "Scavy" camps. |
S T A T S 8 - 14 A G E 5 (+CON) H E A L T H +2 per bond H U M A N I T Y -5 per frenzy H U M A N I T Y feed B O N D kill a metahuman B O N D navigate ∙ blunt ∙ keen S K I L L S herbalist ∙ steal ∙ climb ∙ frenzy S K I L L S strength S T A T __________________________________________________________ | M E T A H U M A N S crawlers ∙ mutants ∙ beasts Metahumans are the second largest faction in the post-apocalyptic world. They are often found in the forest or countryside, scattered alongside the wasteland's various toxic flora and fauna. Often referred to as "Crawlers," metahumans are able to writhe through the terrain as natural predators without detection and can survive with ease through the barren desert. They are known for their beastly instincts and deformities, which sometimes leave them less than human looking. Some roam in small packs, but most live solitary lives. Regardless, metahumans are aggressive and do not trust other creatures easily. These "Mutants" are hostile carnivores, and unfortunately, their intelligence is lacking and learning new skills is often difficult for them. They also have quite a temper, can trigger a raging frenzy in them. Trusting ones are known to make habitation with the Nomads. |
S T A T S __________________________________________________________10 - 12 A G E 5 (+CON) H E A L T H +1 per bond H U M A N I T Y -1 per meat consumed (forest nomad) H U M A N I T Y trade B O N D kill a nomad ∙ hunt or consumption of any meat (forest nomad) B O N D climb ∙ blunt ∙ spear ∙ navigate ∙ cooking S K I L L S bow ∙ sing (forest) ∙ herbalist (forest) ∙ keen (forest) S K I L L S constitution S T A T | N O M A D S Surviving off of the natural land, Nomads are a rare faction to be found. They wander alongside the countryside, forests and in the cities. Sometimes they are alone, and sometimes they are with other family members. They are also known for their skills in taming animals, cooking plant-based recipes and mixing potions. Nomads are also a faction heavily influenced by different cults, beliefs and traditions passed down by their families. These beliefs very from group to group. Due to their peaceful nature, as well, they refuse to join the Scavvy Camps or Military regime, which makes them subject to being an easy source of food. Often times, they are mistaken for "Scavvys," which gives them a layer of protection. As well, they can get protection by mingling with metahumans. Unfortunately, their way of life has given way to the harshness of the lands as they slowly lose a sense of humanity to the infected world. |
S T A T S 10 - 15 A G E 5 (+CON) H E A L T H +1 per bond H U M A N I T Y -1 per child kill H U M A N I T Y trade ∙ craft ∙ information ∙ kill a metahuman B O N D kill a soldier B O N D rifle ∙ handgun ∙ unarmed ∙ read S K I L L S write ∙ speech ∙ cooking ∙ crafting S K I L L S intelligence S T A T __________________________________________________________ | M I L I T A R Y angels ∙ gray ghosts ∙ metalheads The military are the rarest and most technologically advanced faction. They survive around the waste in various posts under harsh and strict rule. This totalitarian dictatorship style of leadership has cultured a firm base loyalty within it's own ranks ensuring a strict policy of 'shoot on sight' and 'no prisoners' is adhered, too. Many times military personnel are mislead by their leaders and end up disappearing during their scouts of hunts. Despite any miscommunication, the military are known for their high intelligence and ability to learn knew skills. |
_______________________________________________________ | │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ │ | ---------------------------------------------------- f · 21 · 5'8" · tiefling · lawful good h i s t o r y Sana hails from a church of Celestian. A faith built around the god of knowledge, travel and the cosmos. A devout acolyte, she strives to build upon these cornerstones of her beliefs through the work she does in the aid of others. Missions to far away, unknown lands play a large part of this. Word has recently reached her congregation of something dark and mysterious stirring in a land known as Barovia, a little known region to them. Sana has been sent to gather more information, give aid where she can and report back what she finds. She is only too eager to prove her worth. a p p e a r a n c e A rather odd looking tiefling, Sana is tall and lithe. Tinged pink. Her horns have been filed down and shaped in such a way that they became uniform. They were then dipped in gold by her denomination to better represent her church. Her hair is of a natural pink color with golden highlights and her eyes are naturally a pale milky white. Her vestment is fitted and dark in color to represent the home of her deity. It follows tightly the contours of her body down to her waist where it then flairs out and opens at the front before dropping to the ground, the hem coming to within inches of the ground. The lining on the inside is reminiscent of a starry sky and if one were to look closely enough, they'll notice the stray light catching on minuscule reflective stitching, like spots of light not unlike stars in a constellation. This vestment with some edges adorned in gold, sits on top of a chain shirt hidden from view. During the day, Sana will pull her hood up. This hood has slits cut into it which allow it to be pulled past her horns. It's then secured in place with a clasp. Dark leather breeches and boots provides a measure of protection and comfort and finishes off her look. A shoulder holster tucked under her vestment, but within easy reach, holds two daggers. A scabbard holds a rapier to her hip. Slung across her back is her pack. |
. The line break on this is fucking real -------------------------------------------------------------------------------------------------- |
. wanted to obscure cells. put boxes in neat rows anyways >_> ------------------------------------------------------------------------------------------------ |