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<blockquote data-quote="MacConnell" data-source="post: 8134598" data-attributes="member: 6855223"><p>[spoiler=Alchemical Analysis]</p><p><span style="color: rgb(44, 130, 201)">Cormorant</span>: 12(alchemy) + 10(analysis) + 129(d100) = 151, success</p><p>Time: 10 days / 151 = 2 hours, fail</p><p><span style="color: rgb(97, 189, 109)">Anatapkos</span>: 18 + 11 + 76 = 105, success</p><p>Time: 10 days / 105 = 3 hours, fail</p><p>[/spoiler]</p><p>[gm]Each young man feels an affinity for the item he holds, but neither is yet able to determine the nature of the desire.[/gm]</p><p>Collection is routine. With the vigor of youth, it is always routine. It is after such routine that offers any interest. The Flats are a myriad of inlets and cuts laid out through the grasses and reeds. It is not really possible to get lost, but it can be possible to lose someone or feel lost. With years of exposure, much of the marsh can be memorized, until an undue flood changes the face of it.</p><p></p><p>Poling farther than most care to venture, the two young men hope to continue to be successful with the placement of snares. More time is afforded to pay attention to the trinkets after the completion of the day's labor.</p><p></p><p>The evening proves much more peaceable than the previous one, but then the return on the snares has a marked incident of bad luck. A skunk is roped in one of the snares. Both young men are sprayed before Cormorant is able to cut the snare, and the skunk flees. Instinctively, both men realize that they can manipulate chemical waylines to negate the stench. It surprises them both and comforts their knowledge base.</p><p></p><p>This normal pattern of life continues for the next 10 days. During this time, each man collects his day's wage, a total of 5 rats and 2 hens are captured, and 6 more piggy perch are trapped. This accumulates 8 clams, after trading the hides. Still feeling the same compulsions about various parts of the game animals, Cormorant and Antapkos keep a rat and hen skull each, a pair of rat front and hen feet each, and a set of hen tail feathers each. Cleaning their own game also allows them to make more snares and small pouches. A few locals comment on the collection of game but demonstrate no special interest. It is more of an elderly congratulation for the successful effort of youths.</p><p>[gm]When the Mind of each character reaches 10, the Will ability can be increased to allow the identification of the proclivity of the collected items. Re-evaluation of behavior can be assessed at this time or the current pattern can be continued, relying on luck to provide a change, but the mundaneness of normal life does wear on the psyche of the characters.[/gm]</p><p>[spoiler=Collections]</p><p>8 clams: currency</p><p></p><p>Marsh Hen Feathers: 2 sets: ??</p><p>Marsh Hen Feet: 2 pair: ??</p><p>Marsh Hen Skulls: 2: ??</p><p>Marsh Rat Feet: 2 pars: ??</p><p>Marsh Rat Skulls: 2: ??</p><p>[/spoiler]</p><p>[ooc]Each character receives 5 DP.[/ooc]</p></blockquote><p></p>
[QUOTE="MacConnell, post: 8134598, member: 6855223"] [spoiler=Alchemical Analysis] [COLOR=rgb(44, 130, 201)]Cormorant[/COLOR]: 12(alchemy) + 10(analysis) + 129(d100) = 151, success Time: 10 days / 151 = 2 hours, fail [COLOR=rgb(97, 189, 109)]Anatapkos[/COLOR]: 18 + 11 + 76 = 105, success Time: 10 days / 105 = 3 hours, fail [/spoiler] [gm]Each young man feels an affinity for the item he holds, but neither is yet able to determine the nature of the desire.[/gm] Collection is routine. With the vigor of youth, it is always routine. It is after such routine that offers any interest. The Flats are a myriad of inlets and cuts laid out through the grasses and reeds. It is not really possible to get lost, but it can be possible to lose someone or feel lost. With years of exposure, much of the marsh can be memorized, until an undue flood changes the face of it. Poling farther than most care to venture, the two young men hope to continue to be successful with the placement of snares. More time is afforded to pay attention to the trinkets after the completion of the day's labor. The evening proves much more peaceable than the previous one, but then the return on the snares has a marked incident of bad luck. A skunk is roped in one of the snares. Both young men are sprayed before Cormorant is able to cut the snare, and the skunk flees. Instinctively, both men realize that they can manipulate chemical waylines to negate the stench. It surprises them both and comforts their knowledge base. This normal pattern of life continues for the next 10 days. During this time, each man collects his day's wage, a total of 5 rats and 2 hens are captured, and 6 more piggy perch are trapped. This accumulates 8 clams, after trading the hides. Still feeling the same compulsions about various parts of the game animals, Cormorant and Antapkos keep a rat and hen skull each, a pair of rat front and hen feet each, and a set of hen tail feathers each. Cleaning their own game also allows them to make more snares and small pouches. A few locals comment on the collection of game but demonstrate no special interest. It is more of an elderly congratulation for the successful effort of youths. [gm]When the Mind of each character reaches 10, the Will ability can be increased to allow the identification of the proclivity of the collected items. Re-evaluation of behavior can be assessed at this time or the current pattern can be continued, relying on luck to provide a change, but the mundaneness of normal life does wear on the psyche of the characters.[/gm] [spoiler=Collections] 8 clams: currency Marsh Hen Feathers: 2 sets: ?? Marsh Hen Feet: 2 pair: ?? Marsh Hen Skulls: 2: ?? Marsh Rat Feet: 2 pars: ?? Marsh Rat Skulls: 2: ?? [/spoiler] [ooc]Each character receives 5 DP.[/ooc] [/QUOTE]
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