I'm interested, depending on the same schedule as DavidC. I don't have a specific character in mind yet, so I'm happy to fill out what the party needs.
using mat power at start of my turn, discard Crocodile Skin Helmet, and drawing Quartermaster
Hayato heads over to the Dye Market to meet up with Lazzero. Along the way, he meets up with an acquaintance who agrees to come along.
He comes across the Guardian Scroll, and decides he is stab-y and slash-y enough to take out a simple piece of paper. He attacks with his Boarding Pike.
Favored Card: Weapon
Hand Size 4 [ ] 5
Proficient with: Light Armor, Heavy Armor, Weapons
Powers:
On your first combat check of your turn, add 1d6 [ ] (1d10).
On your ([ ] or a character at you location's) non-combat check against a monster, you may recharge a card to add 1d6 ([ ]1d10).
<Power 3>
<Power 4>
<Power 5>
Hayato delves deeper into the shadowy warehouse. Suddenly, he comes across Voices of the Spire . Finally, something he can sink his blades into! The thrill of combat fires his blood. On your first combat check of your turn, add 1d6
Hayato moves through the warehouse, digging through the crates in search of clues (or loot!) He moves down the hallway, and suddenly he trips a Corridor Dart Trap.
I have just a D6 Dex
@Lucian uses Blessing of the Archdevils for an additional D6
@Aric recharges Blessing of Wadjet for an additional D6.
Dexterity 10:3d6 ⇒ (4, 2, 4) = 10
Hayato twists out of the way at the last second!
He is starting to get fed up with the Camel's smelly breath in his ear, and he sends it on ahead. Discard Camel to explore again
A Sand Creeper! And Hayato with nothing but blades to fight it with. Well, if bare hands is what it takes, lets pummel this thing into oblivion!
Combat 9:1d10 + 2 ⇒ (8) + 2 = 10
Well, pummeled into submission if not total oblivion.
This has been a rather more exciting day that Hayato has planned, and he turns in early.
refill hand - Banner and Blessing of the Samurai
Curse of Poisoning - 1d4 ⇒ 1 recharging Banner
End Turn
Hayato wrote:
Hand: Nine-Ring Sword, Wakizashi, Blessing of the Samurai 1,
Favored Card: Weapon
Hand Size 4 [ ] 5
Proficient with: Light Armor, Heavy Armor, Weapons
Powers:
On your first combat check of your turn, add 1d6 [ ] (1d10).
On your ([ ] or a character at you location's) non-combat check against a monster, you may recharge a card to add 1d6 ([ ]1d10).
<Power 3>
<Power 4>
<Power 5>
Favored Card: Weapon
Hand Size 4 [ ] 5
Proficient with: Light Armor, Heavy Armor, Weapons
Powers:
On your first combat check of your turn, add 1d6 [ ] (1d10).
On your ([ ] or a character at you location's) non-combat check against a monster, you may recharge a card to add 1d6 ([ ]1d10).
<Power 3>
<Power 4>
<Power 5>
Hayato moves to the Warehouse to see what he can see. Rummaging in a crate, he comes upon a Potion of Healing.
Int/Craft 5:1d6 ⇒ 3
The potion slips through his clumsy fingers and shatters on the floor.
Annoyed, he sends his Falcon to search for more interesting loot.
Discard Falcon to explore again.
The falcon discovers a Dhabba, and startled, flies off. Hayato attempts to tame this odd new creature.
Wisdom/Survival 6:1d6 + 1 ⇒ (3) + 1 = 4
The weird critter scuttles off, leaving Hayato with nothing but his faithful Jinfu, and one moth-eaten Camel for company.
Refilling hand
Hayato pulls his Nine-Ring Sword out of his pack, and meditates upon the Gods while he polishes it. Eventually, he feels the Blessing of the Gods sooth his weary soul.
Unfortunately, the lingering Curse of Poisoning causes him to cough violently.
1d4 ⇒ 1 Rolling for random recharge
The soothing peace of the Gods disappears as Hayato spits up blood. Feeling less than wonderful, Hayato calls it a day.
Favored Card: Weapon
Hand Size 4 [ ] 5
Proficient with: Light Armor, Heavy Armor, Weapons
Powers:
On your first combat check of your turn, add 1d6 [ ] (1d10).
On your ([ ] or a character at you location's) non-combat check against a monster, you may recharge a card to add 1d6 ([ ]1d10).
<Power 3>
<Power 4>
<Power 5>
Hayato sighs and concludes that, if we can't be shut of this noxious place, we might as well slog through it.
He shoos the Shock Lizard away, and explores again, and we find...an Enchanter.
Jinfu nimbly dodges aside, causing the Enchanter's Force attack to fail.
I will put my cohort Jinfu on the top of my deck to reduce the Force Damage by 1 to 0.
Hayato lunges with his Naginata!
8 Combat:1d10 + 2d8 + 2 ⇒ (4) + (4, 8) + 2 = 18
The Enchanter falls bloody to the floor, but not without firing a parting shot. Hayato's Chain Mail melts from the fiery attack!
discarding Chain Mail as fire damage
[ooc]Ending turn, refilling hand, drew Jinfu and Falcon.
Must now recharge a random card from Curse of Poisoning.Rolling 1d4 ⇒ 2, recharging... Naginata
Hayato thinks it's a good idea to stash his Naginata away and call it a night.
Turn finished.
Favored Card: Weapon
Hand Size 4 [ ] 5
Proficient with: Light Armor, Heavy Armor, Weapons
Powers:
On your first combat check of your turn, add 1d6 [ ] (1d10).
On your ([ ] or a character at you location's) non-combat check against a monster, you may recharge a card to add 1d6 ([ ]1d10).
<Power 3>
<Power 4>
<Power 5>
Favored Card: Weapon
Hand Size 4 [ ] 5
Proficient with: Light Armor, Heavy Armor, Weapons
Powers:
On your first combat check of your turn, add 1d6 [ ] (1d10).
On your ([ ] or a character at you location's) non-combat check against a monster, you may recharge a card to add 1d6 ([ ]1d10).
<Power 3>
<Power 4>
<Power 5>
Favored Card: Weapon
Hand Size 4 [ ] 5
Proficient with: Light Armor, Heavy Armor, Weapons
Powers:
On your first combat check of your turn, add 1d6 [ ] (1d10).
On your ([ ] or a character at you location's) non-combat check against a monster, you may recharge a card to add 1d6 ([ ]1d10).
<Power 3>
<Power 4>
<Power 5>
Favored Card: Weapon
Hand Size 4 [ ] 5
Proficient with: Light Armor, Heavy Armor, Weapons
Powers:
On your first combat check of your turn, add 1d6 [ ] (1d10).
On your ([ ] or a character at you location's) non-combat check against a monster, you may recharge a card to add 1d6 ([ ]1d10).
<Power 3>
<Power 4>
<Power 5>
Favored Card: Ally
Hand Size 5 [ ] 6
Proficient with: Light armor, weapons
Powers:
After you defeat a monster ([X ] or a barrier), you may examine the top card of your deck, if it has the Anumal trait, you may draw it. ([ ] Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter ([ ] or discard a card to allow another character at your location to do so). Then you may examine the top card of your location deck.
Favored Card: Ally
Hand Size 5 [ ] 6
Proficient with: Light armor, weapons
Powers:
After you defeat a monster ([X ] or a barrier), you may examine the top card of your deck, if it has the Anumal trait, you may draw it. ([ ] Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter ([ ] or discard a card to allow another character at your location to do so). Then you may examine the top card of your location deck.
Favored Card: Ally
Hand Size 5 [ ] 6
Proficient with: Light armor, weapons
Powers:
After you defeat a monster ([X ] or a barrier), you may examine the top card of your deck, if it has the Anumal trait, you may draw it. ([ ] Then you may recharge the top card of your deck.)
You may recharge a card to evade a bane you encounter ([ ] or discard a card to allow another character at your location to do so). Then you may examine the top card of your location deck.