I know I owe you folks an update, but I spent my gaming time today organizing inventories. I stripped most of the on person items to the workbench, so let me know what you want your character to carry and I'll move it back... some of the characters had gotten to where they probably wouldn't be able to walk.
I've split workbench up into
Wearable Items: Clothes, armor, etc.
Tools/Weapons: As it sounds... they didn't get separate ones because some tools could be used as weapons, etc.
Parts/Miscellaneous: Odds and ends you may use to build things, or stuff that didn't fit in the other categories
Books/Scrolls: Any written material, for Ursula, contains her notebook, and the map (with hyperlink)
So take a look at your newly organized inventories, an let me know what you want equipped, or if anything doesn't look right. Or if you have any further organizational suggestions.
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.[tabs:
Gabe (WearsHats) ]
ATT: 1
DEF:1
HP:8/10
Skills:
- Propellers Level 1: (1d5)
- Steamworks Level 1: (1d5)
- Metalworking Level 1: (1d5)
- Learning Level 3: (1d5+1d3)
- Clanks Level 1: (1d5)
Items: (
bold indicates items that are currently equipped)
- GabeÔÇÖs Clothes
- Steam-Powered Propeller Beanie, now with drill attachment! Gives +1 to Metalworking (for drilling)
- Ornate Walking Stick - tools and parts within hidden compartments
- Knobbed Mace: +2 ATT. on hit, has 50% chance to give target -1 DEF next turn.
Special Ability: Feat of Strength: 5% chance to fail
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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
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- Wearable Items
- Prison Uniform - Embroidered with "No. 00374"
- 2 rough-palmed gloves
- shiny black braided leather bracelet
Tools/Weapons
- Flint and Steel
- tongs
- 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
- drill bits
- metal punch
- two clean rags
- knife
Parts/Miscellaneous
- crank drill handle
- flask of oil
- leather strap with a buckle
- small steel mirror
- small tin pill case
- gears
- tin scraps
Books/Scrolls
- Working with Clay
- Anatomy Comparisons Between Humanoids
[tabs:
Sam (BadgeAddict)]
ATT: 1
DEF:1
HP:5/10
Skills:
- Clockworks Level 2: (1d7)
Locks Level 1: (1d5)
Disassembly Level 1: (1d5)
Metalworking Level 1: (1d5)
Items: (
bold indicates items that are currently equipped)
- SamÔÇÖs 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
- Special Ability:
Sam's Workbench
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- Wearable Items
- Clockwork Stilts
- fingerless gloves
- Apron
- Glasses with Magnifying Lens
Tools/Weapons
- tweezers
- Set of Spanners
- screwdrivers of various types
- Crude Wire Lockpicks - +30 TM
- A Mutli-Screwdriver - 8 types/sizes
- knife
- lockpicks
- rawhide mallet
- tiny ball-peen hammer
- tiny folding knife
- wire cutters
- large tongs
- magnifying lens
- charcoal pencil
- Lockpicks
- woodcarving tools in a leather roll
- metal file
- tiny pliers
- wire snips
- flint & steel
- tiny pliers
- Long pair of forceps
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
- a large set of gears
- spool of copper wire
- a blown glass jar
- ball of twine
- jar of lard - 1.85L
Books/Scrolls
- Life Cycle of a Tree/Lock Diagram
[tabs: Ursula (nikohl)]
ATT: 1
DEF:1
HP:10/10
Skills:
- Disassembly Level 3: (1d5+1d3)
- Clanks Level 3: (1d5+1d3)
- Clockworks Level 2: (1d7)
- Learning Level 1: (1d5)
- Dissection Level 1: (1d5)
- Rodents Level 1: (1d5)
- Anatomy Level 1: (1d5)
Items: (bold indicates items that are currently equipped)
- UrsulaÔÇÖs Clothes
- two heavy work gloves
- heavy dark brown leather boots
- wide leather belt
- Thin Knife: +1 ATT, 25% chance to ignore targetÔÇÖs DEF. On hit, 25% chance to break.
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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- 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
- 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 handsaw - missing the wooden handles
- A spearhead attached to a charred shaft
Parts/Miscellaneous
- A Set of Wire Rings of Springs - assorted sizes, threaded onto circular rings
- One bee, dead, slightly squished
- Three bees, dead, stingers removed
- Three stingers with venom sacs
- Four bees, dead, missing stingers and venom sacs
- Small copper coin, partially melted, unknown striking
- Tiny metal scraps
- wooden bucket
- Large Dissected Rat
- Metallic Jaws
- Tubes of Mysterious Green Liquid (x2)
- Pile of Guts wrapped in hide
- metal shavings
- small steel mirror
- 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
- brass cloak clasp
- 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
- Iris the Ballerina Clank
- small metal first aid kit
- dented mug
- metal mug
- 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
Books/Scrolls
- Partial Schematic for Spider Clank - 15 CP to read
- 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
[tabs: August (Alaen)]
ATT: 1 +
DEF:1 + 2
HP:8/10
Skills:
- Weaponcraft Level 2: (1d7)
- Leatherworking Level 1: (1d5)
Items: (bold indicates items that are currently equipped)
- Prison Uniform - Embroidered with "No. 00378"
- AugustÔÇÖs 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 - 7cm blade, in combat gives +1 ATT, with a 25% chance to give +0 ATT instead
- Carving Knife - 30cm blade, in combat gives +1 ATT, with a 25% chance to give +2 ATT instead
- Harness/holster - crisscross of straps, made to hold a collection of weapons and gadgets
- Scabbard
- Reinforced Glove: 50% chance to give +1 DEF
Special Ability:
August's Workbench
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- Wearable Items
- Leather Armor - stained, grants +2 DEF
- Conical Helmet: +1 DEF
- two halves of a circular wooden shield
- very nice old leather boots, worn through
Tools/Weapons
- Lard-Cloth Torch
- 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
- Woodsman's Hatchet: +1 ATT, 50% chance to give additional +1 ATT
- Small Saw - suitable for wood
- Awl -
- dagger with something black and sticky on the handle
Parts/Miscellaneous
- small metal first aid kit
- metal shavings
- metal tube
- Assorted Spools of Thread
- tleather sraps
- whetstone wrapped in a nearly clean rag
- grappling hook, with rope
- iron rod
- lantern
- steel bar
- brass key
Books/Scrolls
[tabs: Hieronymus (nerre)]
ATT: 1
DEF:1
HP:8/10
Skills:
- Capacitors Level 1: (1d5)
- Learning Level 3: (1d5+1d3)
- Weaponcraft Level 1: (1d5)
Items: (bold indicates items that are currently equipped)
- Prison Uniform - Embroidered with "No. 00379"
- Subdermal Capacitors (Discharged) - six, located on chest, shoulders and upper arms
- Charge Catchers - antennae-like, located on forehead
- Electric Torch - located on forehead
- Handy Electodes - located on each palm, seem to be connected to Subdermal Capacitors
- Glowing Moss Toupee - itÔÇÖs blue!
- Suede Vest
- Knife Sheath on Leather Strap
- Heavy Leather Gloves
- leather apron
- Prisoner's Shank: +1 ATT, 75% chance to miss in melee. If target is held or restrained, strikes twice, ignoring target DEF.
Special Ability:
Hiero's Workbench
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- Wearable Items
- fingerless gloves
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
Parts/Miscellaneous
- spool of lead alloy wire
- box of small metal scraps
- charcoal
- fur
- glass rod
- magnet
- ÔÇØArtÔÇØ
- twine ball
- scrap of leather
- Repaired Manacles - no key
- battered metal flask
Books/Scrolls
- 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
- Food Preservation - book on the preservation of food
[tabs:Sal (Newonearound)]
ATT: 1+1 = 2
DEF:1
HP:6/10
Skills:
- Traps Level 1: (1d5)
- Dissection Level 1: (1d5)
- Rodents Level 1: (1d5)
- Anatomy Level 1: (1d5)
- Clanks Level 1: (1d5)
Items: (bold indicates items that are currently equipped)
- Prison Uniform - Embroidered with "No. 00380"
- Opto-Mechanical Replacement Eye - provides vision for his missing left eye
- Trousers - leather
- Shirt - wool, lovely lime color
- Apron - lots of pockets and places to attach things
- Boots - heavy leather, iron shod sole
- Improvised Spear: +1 ATT
Special Ability:
SalpiconÔÇÖs Workbench
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- Wearable Items
Tools/Weapons
- a small blade suitable for whittling
- Broom - good for sweeping.
Parts/Miscellaneous
- twine ball
- Skinned rat
- Raw rat pelt
- a small pile of greasy rags
- aloe salve in a small round metal tin
- whetstone
Books/Scrolls
- Trap-Making
- Talents of the Innkeeper: Mixing Drinks
- musings on evolutionary processes
- directions for butchering a pig
- diagrams for making packs from four-legged animal skins
- a small box containing polishing compounds of various grits
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