It's 4 AM here now. You wouldn't believe the trouble I'd be in if my mother was to wake up and walk in right now. (with how much my grandfather snores, I wouldn't be too surprised if she did)
Anyway, let's hope I didn't bork anything up with this.
------------
Turn 115 ------------
I take out my dagger and practice with it.
| You whip out the shiny knife you got and swing it around for a bit. It fits nicely into your hand, and seems to weigh just right. You practice some thrusts and slashes against an imaginary opponent, and get a feel for using such a weapon. (Basic Knife Fighting, -1 dodge penalty for the target when fighting one opponent with a knife/dagger)
I chat with LASD and andrea a bit about mechanics so that they could help me get the most use out of my microscope
| You talk with them for a bit, but all their explanations reveal to you is that your microscope is pretty much useless for anything other than what you already did.
i make a lightning rod
| Suddenly, from deep inside your mind, a long-dormant feeling begins to overtake you. A powerful urge, a craving desire to
MAKE overwhelms you, and you furiously look around yourself in search of suitable materials.
| Your comrades notice your wide-open eyes and hastily take action to get themselves and their posessions out of your reach. With the urge driving you progressively more insane, you turn to your own posessions, and take your shining maul along with the gauntlets.
| You drain the maul of its power, and channel it back onto it, melting the metal and giving it a new form! The gauntlets dissolve in the heat of your inducting furnace! You use all of your skill and power, completely exhausting the last sparkles of energy still left within you, and finally produce your opus magnum, your greatest creation of all time, the finest artifact ever to bless this barren world with the light of its presence!
| It's a gnarly metal stick. Sorta resembling a magician's staff, about your height in length. It doesn't do any immediately obvious miracles. Doesn't destroy the universe, doesn't conjure epic thunderstorms, doesn't even glow. Still feels special. And heavy. You sit down and try to think up a name for it.
I try to wear my armored jacket and my backpack. I also try to remember some specifics about the images I saw while unconscious.
| Yee.. Uh. Ow. No, you can't get up. You'll have to contend yourself with the pretty sight of the green sky and grey clouds slowly passing overhead. You're too tired to even
think, and don't manage to recall anything. You can't even turn your head or raise your hand to begin to examine yourself.
I'll give the armor to someone who could use it more, and improve my mental capacity, so I can make sense of that telepathy overdrive.
| You discard the vest so that anyone can pick it up, and then sit down and begin meditating. You traverse the far reaches of your inner cosmos, and attempt to give the chaos in your mind a little more structure. The strain is great, and the work is long and tedious, but after countless hours spent toiling away in your subconscious (that handily went by as ten minutes of real-life time) you have managed to fine-tune your senses in such a way that the endless stream of mental imagery does not disrupt your thinking at all! You still can't make out anything useful, but now can at least try to do it without any distractions.
While I chat with Rooster I try to make enhancements to the truck with my tools. (make it look more menacing and battle-worthy.)
| The chat with Rooster proves to be completely nonproductive. To your disappointment, so does your attempt to improve the truck. Though you have the tools, you just don't have anything you could attach to the truck that could improve it in any meaningful way.
I improve my skill with my air abilities by practice.
| You fire up your aerokinesis and conjure up a mighty sandstorm around the truck. It really interferes with what everybody else is doing, so you are forced to stop it. Still, you gather a little bit of knowledge about controlling air with heavy particles in it.
Since I have nothing better to do, I'll just improve my skill with the ring.
| You focus on your ring. Suddenly it glows, and with a barely audible
pop a rather scrawny brown rat appears at your feet. You feel a tiny sting on your finger, indicating that a summon tile has been used up. The rat is scared of Neo and jumps off from the truck. You don't learn anything.
I do the only viable action, wake up.
| *
YaaaAAAaawn* Aaah. *
stretch* Yeah, you've woken up, but you're none too happy about it. You really think you'd be better off sleeping. (temp. -1 penalty to all actions)
I'll think of and implement a way to make myself smarter.
| You think of a way to make yourself smarter. It's so ingenius and simple that you exclaim "
Why haven't I thought of it before!" and hit yourself in the forehead. The force of the impact unsettles some electronics and causes a tiny shortcircuit in your brain. The idea is lost forever.
I try to power up my hacker's touch with TK, learning something that could work as an EMP blast.
| You lack a usable target to practice on, but after some creative thinking you've worked out a process that would allow you to instantly make contact with all systems of anything electronic you touch. It uses TK to string the metal components of the target together with tiny metal 'hairs', allowing you instant access to everything. The process needs some practice - until then, it's just a theoretical possibility.
(RTTAI:{6}) I hook myself into the controls and jump-jet out of the camp.
| You look around in the cockpit. It's a japanese mech alright - some labels show the distinct characters. You can understand it all though, and quickly get yourself acquainted with the controls. It seems fairly straightforward, the only difficulty is the neurolink helmet dangling above the seat on some wires. You sit into the rather uncomfortable armchair, and put the helmet on. Immediately you feel dizzy, your head is filled with buzzing and noise. You reach for the helmet to take it off, but find a small knob on it and decide to turn it to see what happens. To your relief, turning the knob lessens the noise, and in this way you eventually fine-tune the helmet so that having it on doesn't give you a headache at all. Feeling more competent, you remember some of the basic advice given to you and power the mech up. The screens around you light up, some immediately flash red lights indicating some system damage. You pay no heed to them at the moment, and start moving. It feels awkward at first, but after a few dozen steps you already feel comfortable walking around. You are very excited by the experience, and feel even more competent - enough to try and fire up the mech's jump jets. You reach for the switch, and push it.
| The sudden boost throws the mech forward! You struggle with the controls, but the mech stumbles and falls forward!
| With a rending
crash, the mech digs its faceplate into the ground. Your flight toward the screens is halted by seatbelts you must have habitually buckled up. Red lights light up all around, it seems the missile launcher bit the dust. The jump jets keep working, dragging the poor mech along the ground. Eventually they burn out and allow you to regain your bearings and take action to get up.
| You actually manage to bring the wreck that recently was the mech you were given up on its feet. Feeling your dignity take a critical hit below the waistline, you concentrate on driving and walk the Wolf Trap out of the camp towards the rest of the team.
------------
NPC Actions:
Allied: He practices his staff some more.
| It's no use without a sparring partner, and his efforts at swinging his staff around go in vain.
Neutral: People return to their duties. The mechs and troopers watch Kashyyk leave and loiter at the camp borders for a while.
| …
Enemy: None, thankfully.
------------
Status After Turn: ----------------------------------------------------------------------
Location: On the flatbed truck, some distance from the camp.
Health: Unharmed.
== Weapons ==
Darkfire Halberd: Two-handed weapon, held. Fire-infused blade: target makes an additional dodge roll against fire damage. Handle of solid darkness - cannot be broken. Cannot be wielded by anyone who does not wear the Smoldering Night of Peeling, artifact ring.
== Apparel ==
Armor jacket of Karl Moebius leather: Protects upper body and arms. +1 against slash and pierce. Reddish-black in color. Slightly burnt.
Underwear: Worn on lower body. Made of indiscernible grey cloth.
Blue jean shorts: Worn on lower body. Slightly torn and burnt.
-Steel Full Helm-: Protects head and face. +1 against slash, pierce, tear, bash. Anvil-shaped. An intricate polygonal detail is attached.
== Accessories ==
The Smoldering Night of Peeling, artifact ring: On middle finger, right hand. See description in Artifacts section. Grants Fire Control, Darkness Control, Summoning. 299 summon tiles left.
== Miscellaneous ==
Military Backpack: Worn on upper body. Contents: binoculars, two unidentified handguns. Color: grey.
Binoculars: In Military Backpack. Allow examining the surroundings for a +1 background roll bonus. May have other functions.
Handgun 1: In Military Backpack. Unidentified.
Handgun 2: In Military Backpack. Unidentified.
== Active ==
Basic TK Manipulation: Objects at close range can be weakly pulled or pushed with TK force. Roll Difficulty varies.
Basic TK Healing: One character at close range can be healed by physical repositioning and melding of broken tissues. +1 if not stressed in previous turn.
Big Bully: Affects all attacking characters, causing them to roll against morale at -2, failing the attack if the roll fails. Side effects: -1 to all dodge, +1 against all mental effects.
Visual Range Enhancer: Can attain zoom of various degrees. High zoom grants a backgound roll bonus. Side effects: If zoomed, must pass a concentration roll at start of action. If roll is failed, the background roll bonus is lost and a temporary -1 penalty to Sight is applied.
Fire Manipulation: Acquired from item. Allows manipulating and creating fire.
Darkness Manipulation: Acquired from item. Allows manipulating darkness. Item effect: -2 to darkness manipulation rolls.
Creature Summoning: Acquired from item. A number of creatures can be summoned, expending the item's Summon Tiles in the process. Creatures include: anything that was seen in the DF world, plus any sentient creature killed by the wearer in unarmed melee.
== Passive ==
Visual Omnisensor: Normally unseen energies and objects in immediate vicinity are revealed.
Shadow Warped: Can not be seen in reflectable rays. +2 to combat dodge if not seen by attacker. Light-based attacks can be dodged. Side effects: undetermined.
Dense Carbon Flesh Interweave: Bonus of +1 against slash and pierce damage to any body part. Fire cannot deal critical damage. Side effects: any healing attempts are rolled at -1.
Soul Absorb: Acquired from item. If a creature is killed in unarmed melee by the wearer, its soul is absorbed into the item, increasing the number of Summon Tiles on the item.
Encumbrance: Medium No effect.
Location: On the flatbed truck, some distance from the camp.
Health: Unharmed.
== Weapons ==
Gnarled Steel Staff: Two-handed weapon, held. Feels special.
Light Gauss Rifle: Ranged heavy weapon, owned, on the platform of the flatbed truck. Ammo: 5 of 6. +2 pierce damage, +1 critical damage. Cannot be fired more than once per combat turn. Requires electricity to be fired. Side effects: roll against strength and agility when fired, failure results in damage.
== Apparel ==
-Iron Splinted Leather Armor-: Protects upper and lower body, arms. +1 against noncritical slash or bash damage.
Bronze Plated Greaves: Protects lower body and upper legs. +1 against pierce, slash, or noncritical bash.
Iron High Boots: Protects feet and lower legs. +1 against pierce, slash, or bash. Menaces with spikes of hoary marmot bone. Side effect: minor bonus to kick damage.
== Miscellaneous ==
Steel Harness with one myomer arm enhancer: Owned, on the platform of the flatbed truck. If powered, allows carrying and using heavy objects with the left arm/hand.
== Active ==
Critical TK Healing: One character at close range can be healed by physical repositioning and melding of broken tissues. +1 if not stressed in previous turn. An additional +1 if the target's wounds are severe and/or life-threatening.
Power Attack: A physical attack is boosted by +1 for attack and damage. Target of the attack dodges at +1.
Shrapnel Self: A small touched object (or a region of a large object) can be destroyed and explosively propelled in the direction of the user. Damage varies greatly.
Electrothermal Jets: Generates jets of extremely hot plasma in the hands of the user. Can be used for precise flight. Expends a lot of electricity. Generates a lot of noise.
Advanced Electricity Manipulation: Can control any surrounding electricity, with a +1 bonus. Nearby electrically charged objects can be moved, with a -2 penalty. Side effect: -1 penalty for low charge level.
== Passive ==
Empowered by Lightning: Can produce, store, and release an electrical charge. Charge level: Completely Exhausted. +0(+2) against electric damage, -1(+2) speed, -1(+1) agility.
Wreathed in Lightning: Surrounded by arcs of electricity. Deals electricity damage to anything touched. Held metal objects become electrically charged. Side effect: -2 damage penalty for low charge level.
Electricity Self-Control: Collateral damage rolls from using electricity and lightning are improved by +1, unless desired otherwise.
Basic Hammerfighting: A single target attacked in melee with a hammer rolls to dodge at -1.
Selective Translator Active: Can freely speak and understand dwarven language.
Encumbrance: Medium No effect.
== Pending ==
Basic Mechanics: Needs another Perfect skill use for bonus.
Location: Standing upright, some distance from the camp.
Health: Undamaged.
== Weapons ==
The Ashcraver: Two-handed weapon, sheathed. Consists of two parts. Small Blade: Sheathed on right thigh. +1 slash damage. Large blade: sheathed on the back, +2 slash damage, +1 attack, -1 agility.
== Apparel ==
Ferro-fibrous armor plating: Protects all of the body. +2 against slash, pierce, bash, and tear damage, +1 against fire and laser damage.
== Accessories ==
Gold-plated chestpiece: Installed on the upper body. +1 against laser damage. Embossed with a faintly glowing image of two crossed swords.
== Active ==
None
== Passive ==
Mech: Bloodless, +1 strength, +1 endurance. Side effect: -1 against electrical and electromagnetic damage.
Large size (5m): Normal clothing and armor can not be worn. -1 dodge against dodgeable projectiles.
Empowered Intelligence: Bonus of +1 to intelligence checks. Further +1 bonus if unconscious/offline.
Encumbrance: none No effect.
Location: On the flatbed truck, some distance from the camp.
Health: Unharmed.
Temporary Status: Sleepy (-1 all actions, 1 turn)
== Weapons ==
Wooden Broadsword: One-handed weapon, held. Enhanced with sharp edges of a shimmering material.
VibroBlade long dagger: One-handed weapon, held in the off hand. Negates up to +1 of target's protection against pierce and slash damage.
== Apparel ==
+Steel Chestplate+: Protects upper body. +1 against pierce and tear damage. +1 against critical pierce damage. Slightly dented.
-Copper Chainmail-: Protects upper and lower body, arms. +1 against slash damage.
Hard leather leggings: Protect legs. +1 against slash damage.
Copper Plated Boots: Protect feet. +1 against pierce, slash, and bash damage. Encrusted with bandfire opals.
Makeshift Cloth Gauntlets: Worn on hands and lower arms. Prevents accidental contacts with bare skin.
== Active ==
Basic TK Healing: One character at close range can be healed by physical repositioning and melding of broken tissues. +1 if not stressed in previous turn.
Extended TK Bolt: A compressed bolt of TK force can be fired at a target in short range for blunt damage. Side effect: -1 to constitution and strength for 1 turn after use. Can be fired to up to Medium range by adding another -1 to the strength penalty.
TK Ripper Slash: A disruptive field of chaotic TK energy surrounds your weapon, adding +1 tearing damage. Side effect: -1 constitution and strength for 1 turn if used more than once per combat turn.
== Passive ==
Basic Swordsmanship: A single target attacked in melee with a sword rolls to dodge at -1.
Infective (T-Virus): A living creature touching any exposed part of the body contracts the T-Virus. Side effect: Immunity to the T-Virus, skin becomes grey in color, with darker pigmentation spots. T-Virus effects: Rapid decrease of lifesigns. When lifesigns cease, the body of the victim is reanimated as a mindless hunger-driven creature.
Omnirange Tricorder Active: Instantly acquires information on objects seen. Gains a +2 bonus to background rolls as long as eyes are open. Side effect: -1 sight and concentration.
Hardened against visual distractions: Bonus of +2 when checking against massive sight interference.
Location: At the wheel of the flatbed truck, some distance from the camp.
Health: Unharmed.
Temporary Status: Deep Sleep (negated).
== Weapons ==
+Bone Axe+: One-handed weapon, held.
== Apparel ==
Underwear: Worn on lower body. Made of indiscernible grey cloth.
Silky Sweater: Covers upper body, arms.
*Suit of dwarf bone plate*: Protects body, arms, legs. +1 against slash, tear, and pierce. Bulky: -1 non-dodge agility. Decorated with dwarf bone.
+Dwarf bone gauntlets+: Protect hands, lower arms. +1 against slash, tear, and pierce.
+Dwarf bone High Boots+: Protect feet, lower legs. +1 against slash, tear, and pierce.
+Dwarf bone Full Helm+: Protects head and face. +1 against slash, tear, and pierce.
== Miscellaneous ==
Roll of aluminium foil: Held. 25cm wide, 10m long.
== Active ==
Basic TK Healing: One character at close range can be healed by physical repositioning and melding of broken tissues. +1 if not stressed in previous turn. (Skill bonus after one more Perfect use)
TK Touch Hacker: Can interact with electronics by touching an attached conductive surface. Can use TK to instantly access all electronics of the target with one touch.
== Passive ==
Selective Translator Active: Can freely speak and understand dwarven language.
Sleep Control: Sleep effects negated. Side effect: A 1-turn penalty of -1 to all actions after sleep state changes.
Wrist-mounted scalpels: Bonus of +1 to slashing damage in unarmed melee.
Encumbrance: Light No effect.
Location: On the flatbed truck, some distance from the camp.
Health: Unharmed.
== Weapons ==
Steel Quarterstaff: Two-handed weapon, held.
-small Throwing Knife-: One-handed weapon, in Military Backpack.
Shimmering Shortbow: Ranged two-handed weapon, worn.
Handgun: One-handed ranged weapon, in Military Backpack. Unidentified.
Dagger: One-handed weapon, in Military Backpack. Unidentified.
== Ammunition ==
Shimmering Arrow x11: Quivered in GCS silk robe.
Plain wooden Arrow x20: Quivered in GCS silk robe.
== Apparel ==
Underwear: Worn on lower body. Made of indiscernible grey cloth.
≡Giant cave spider silk robe≡: Protects body, arms, legs. +1 against slash and tear damage. Has a quiver attached. On the back is a sewn image of a cringing elf in rope reed. On the front is a woven image of Frelock and demon hordes in shimmering strands. Frelock is flying over the demon hordes, with a tavern contained in a force bubble. The demon hordes are raging.
+Hippo leather sandals+: Worn on feet.
Light infantry armor vest: Owned, discarded. Can protect upper body. +1 against pierce damage.
== Accessories ==
Plant vine amulet: Worn around neck. Given by the power of nature. Powers unknown.
== Miscellaneous ==
Military Backpack: Worn on upper body. Contents: Light infantry armor vest, unidentified handgun, unidentified dagger, small throwing knife.
== Active ==
Critical Expert TK Healing IV: Up to four characters within medium range can be healed by physical repositioning and melding of broken tissues. +1 if targets' wounds are critical or life-threatening. If no more than two targets are healed, up to -1 of any concentration penalty is negated.
StoneFrank's Revivification: A recently dead creature can be revived if its body can support life. Large amounts of electricity are required to use the power. -1 for every combat turn creature has been dead.
Free TK Field+: A bubble of telekinetic force can be formed around the user. +1 against all incoming physical damage. Rolls against concentration if hit, failure results in a 1-turn -1 concentration penalty. Can change size and let objects in and out at will.
Empowered Telepathy: Can send and receive psychic messages within a range of three miles.
Force Fling: Can propel a nearby object in any direction. Dog-sized and up at -1. Human-sized and up at -2. Car-sized and up at -3. Bus-sized at -4, and it won't work beyond that.
Enchanced Calm: Can get a -1 to all rolls above 2 for 1 turn. Only if not stressed in previous turn.
== Passive ==
Selective Translator Active: Can freely speak and understand elven language.
Trained strength: Bonus of +1 to strength-dependant dodge.
Trained agility: Bonus of +1 to agility-dependant dodge.
Filtered Telepathy Overdrive: Receives chaotic mental imagery from all creatures in TP range except the players, but is not disrupted by it. Side effect: Inflicts a -1 concentration penalty on all telepaths in TP range.
Electricity Resistant: Bonus of +1 against electricity damage.
Encumbrance: Light No effect.
Location: In the Wolf Trap, some distance from the camp.
Health: Undamaged.
== Weapons ==
RPG-7: Two-handed ranged weapon, held. Not loaded.
== Ammunition ==
RPG-7 grenade x3: In hold-all bag.
== Miscellaneous ==
Brown leather hold-all bag: Worn on right shoulder. Contains RPG-7 ammo (3 rounds).
== Active ==
Extended TK Healing: One character at moderate range can be healed by physical repositioning and melding of broken tissues. +1 if healing at close range. (Skill bonus after one more perfect use)
Enrage Self: Bonus of +1 to physical rolls for 1 turn. Side effect: -1 all physical dodge for 1 turn.
Enrage Other: Causes targeted nearby living being to attack the user in blind rage. Causes +1 to all physical rolls and -1 to all dodge for the target. Skill rolls at +1.
Remote body Control: Can control own severed bodyparts, physical actions with the bodypart roll at -2. Side effect: -1 concentration penalty for 1 turn if using the ability.
TK Disintegration: Can activate a TK disintegration field around the body, and exert a measure of control over it. Damages anything on contact. Causes damage to the user.
== Passive ==
Flesh turned into steel: No blood. No pain from normal wounds. +1 against slash, bash, pierce, or tear damage.
Thermal stress: Bonus of +1 against slashing, -1 penalty against blunt damage.
Selective Translator Active: Can freely speak and understand dwarven, elven, and Japanese languages.
Wideband Omnisensor Active: Set on UV rays. If a source is present, sees everything that reflects the chosen emission, altering bonuses and penalties accordingly.
Widerange Omnilight: Emitted from right hand. Emission type matches selection for Wideband Omnisensor.
Rollerblades in forearms: Bonus of +1 to speed-dependant dodge.
Slightly Reflective: No effect. More polish is needed for effect.
Misc. status: Slight covering of endosteel on front of body. Minor covering of clay on feet.
Encumbrance: Light No effect.
Location: On the flatbed truck, some distance from the camp.
Health: Unharmed.
== Weapons ==
+Steel Battleaxe+: One-handed weapon, held.
== Apparel ==
Studded Hard Leather Armor: Protects upper body. +1 against noncritical slash damage. Black. Severely torn up and slightly burnt. Attached are fur-quilted horned shoulderpads.
== Miscellaneous ==
Metal Suitcase: Held. Contains: Serum Injector, T-Virus Capsule x4, Crude Magnifying glass.
Microscope: Held. Allows examining tiny things.
Serum Injector: In Metal Suitcase. Metallic pistol-like device used to inject medical substances into the bloodstream. Empty.
T-Virus Container x4: In Metal Suitcase. Glass cylinder with two spiral tubes within, filled with blue liquid containing the T-Virus. Used with the Serum Injector.
Crude Magnifying Glass: In Metal Suitcase. Allows examining small things or condensing sunlight.
== Active ==
Can Perform Heavy Metal: Needs an instrument for it though.
Haywire Regenerator: Random regeneration of the body, activated as a free action on a per-turn basis. Can exert a measure of control over the process.
== Passive ==
Centaur body: Bonus of +1 to speed, consitiution, blunt kick damage. Side effect: Cannot wear footwear, leg or lower body armor/clothing.
Six arms: Bonus of +1 to strength, blunt damage in unarmed melee. Side effect: Cannot wear belts or waist-covering body armor.
Bone plated body: Bonus of +1 against slash, pierce, and blunt damage. +2 against tearing damage. Noncritical slash or pierce damage on a roll of 3 is reduced.
Random Mutations: Four fingers on each hand. Hair transformed into flexible spikes. Splitting lower jaw. Slightly better at intimidation. Side effect: -2 charisma penalty to initial reaction or negotiations with humanoids.
Disease Resistant: Bonus of +1 to resisting the spread of all known diseases.
Hardened against dizziness: Does not get dizzy.
Hypersensitive Nerves: Pain levels boosted with an additional -1 to either mental or physical actions.
Hearing-Impaired: Penalty of -1 to dodge something approaching from behind.
Fixed English Speaker: Penalty of -2 to all communication with non-English speakers.
Location: On the flatbed truck, some distance from the camp.
Health: Unharmed.
== Apparel ==
*Evil Aluminium Tower Shield*: Extra roll to reduce damage against projectile or melee attacks. Posessed by "Something Evil".
<<+Iron Chain Cuirass+>>: Protects body, arms. +1 against slash and pierce damage.
-Iron Chain Gloves-: Protect hands. +1 against slash and pierce damage.
Iron Chain Greaves: Protect legs. +1 against slash and pierce damage.
Iron Low Boots: Protect feet. +1 against slash and pierce damage.
Handmade Underware-suite with top hat: Covers body, arms, legs, head. +1 charisma bonus to persuading an NPC to do a nonviolent action.
Underwear: Worn on lower body. Made of indiscernible grey cloth.
== Miscellaneous ==
Grey Mechanic's Kit: Held. Contents: mechanics tools, basic electrics tools, portable welding torch, set of binoculars.
Mechanics tools: In mechanics kit. Allow performing basic mechanics and engineering.
Basic Electrics toos: In mechanics kit. Allow basic maintenance of electric equipment.
Portable welding torch: In mechanics kit. Allows cutting or welding sheets of metal. Fuel cell full.
Binoculars: In mechanics kit. Allow examining surroundings for a +1 background roll bonus.
== Active ==
Power of Peace: Can cause up to two hostile creatures to stand still and do nothing as long as they are in view. Causing harm to a living creature causes the power to be lost.
Power of Persuasion: Can cause one creature to perform a simple action. Charisma bonus does not apply. Causing harm to a living creature causes the power to be lost.
== Passive ==
Long Distance Runner: Endurance penalty from encumbrance is negated.
Improved Mimics: Bonus of +1 to facial expressions.
Selective Translator Active: Can freely speak and understand dwarven language.
Peacekeeper: Willfully activated. Will never attack a living creature to uphold his vow. Instead will flee or defend as possible.
Encumbrance: Heavy Side effects: -1 endurance for continuous walking/running, -1 speed.
== Pending ==
Basic Mechanics: Need another Perfect use for a skill bonus.
Location: On the flatbed truck, some distance from the camp.
Health: Unharmed. Moderate blood deficiency (-1 physical, -1 mental).
== Weapons == Handgun: One-handed ranged weapon, in Military Backpack. Unidentified.
Dagger: One-handed weapon, in Military Backpack. Unidentified.
== Apparel == Stretchy shorts: Cover lower body, upper legs. Purple. Stretchy.
Light infantry armor vest: In Military Backpack. Can protect upper body. +1 against pierce damage.
== Miscellaneous == Military Backpack: Held. Contents: Light infantry armor vest, unidentified handgun, unidentified dagger.
Chain of strung-together underwear: Held.
== Active ==
Basic TK Healing: One character at close range can be healed by physical repositioning and melding of broken tissues. +1 if not stressed in previous turn.
Basic Pyrogenesis Can create plumes of fire from bare hands.
== Passive ==
Novice Wrestler: Bonus of +1 to dodge when grappled.
Blood of the Blood God: Any wounds and injuries rapidly heal when contacting the blood. Blood can be used to heal injuries of others.
Blood Rage: Bonus of +1 to attacking a creature when there is a lot of blood in view.
Avatar of the Blood God: Many diverse powers.
Encumbrance: Light: No effect.
Location: On the flatbed truck, some distance from the camp.
Health: Unharmed.
Equipment: Wearing underwear (what's left of it).
== Apparel ==
Underwear: Worn over the waist. Almost completely destroyed.
== Active ==
Aerogenesis/Aerokinesis: Can manipulate surrounding air, directing airflows and locally altering pressure. Can release air through open palms of both hands. (Needs a perfect application or a positive training attempt for a skill increase.)
Wind Barrier: Uses Aerokinesis to form a circular barrier of high-speed wind that deflects incoming attacks. +1 dodge against physical melee, +2 against physical projectile attacks.
Rapid Haywire Regenerator: Can regenerate randomly twice a turn, with a +1 bonus. Activated as a free action.
== Passive ==
Strong: Strength improved by +1.
Naga: Snakelike lower body. Cannot wear normal lower body clothing. Can attack with the tail.
Cold-Blooded: Agility, Dexterity, and Intelligence depend on body temperature. Currently: Hot, +1 agi, +1 dex, +1 int.
Thermogenic Muscles: Body temperature kept does not go lower than Warm as long as you move.
Rapid Mobility Muscles: Bonus of +1 to agility and speed. Side effect: Rolls against endurance for exhaustion if more than two rolls of either are made during a turn. Failure penalizes both by -1.
Heavy Chitin Plating on lower body: Protects lower body. +1 against slash, pierce, tear, and fire damage.
Spikes protruding from spine and elbows: Melee piercing damage boosted by +1. Can cause piercing damage by ramming. Side effect: -1 dexterity. Cannot wear body armor or elbow-covering armor.
Heat Vision: Unaffected by normal darkness. +1 to any actions done against temperature-contrasting objects. -1 to any actions done with temperature-blending objects.
Random Mutations: Patches of hair around the shoulders. Leathery wings on the back. -2 to initial reaction and -1 to communication with humanoid creatures.
Encumbrance: Light No effect.
Location: On the flatbed truck, some distance from the camp.
Health: Unharmed.
== Weapons == Broken crowbar: Owned, somewhere in the camp.
Handgun: One-handed ranged weapon, in Military Backpack. Unidentified.
Dagger: One-handed weapon, in Military Backpack. Unidentified.
Heavy Laser Handgun: One-handed ranged weapon, held. +1 laser damage, rolls against overheat.
== Apparel == Light Infantry Armor Vest/u]: Protects upper body. +1 against piercing damage.
Cloth jacket with pockets: Covers upper body, upper arms. Pockets contain: cigarette lighter, baseball. Slightly worn.
Underwear: Worn on lower body. Made of indiscernible grey cloth.
Copper Plated Boots: == Miscellaneous ==
Military Backpack: Worn on upper body. Contents: unidentified handgun, unidentified dagger.
Cigarette lighter: In the jacket's pockets. Metallic. No fuel indicator.
Baseball: In the jacket's pockets. Clean. == Active ==
Adrenaline Control: Used as a free action. At the start of action, a roll is made. Results: 1,2: -1 to physical rolls; 3: no effect; 4,5: +1 to physical rolls, -1 to mental rolls; 6: +2 to physical rolls, -2 to mental rolls.
== Passive ==
Mii'Ari Physique: Bonus of +1 to agility and dexterity rolls.
Mii'Ari Hand Claws: Bonus of +1 to slashing damage in unarmed melee.
Basic Unarmed Melee: Bonus of +1 to dodging attacks when fighting one opponent in melee.
Basic Knife Fighting: A single target attacked in melee with a knife or dagger rolls to dodge at -1.
Freestyle Runner: Bonus of +1 to speed for movement through urban territory.
Slick Crawler: Agility/Speed bonuses apply for moving through tight spaces and fitting through cracks.
Uncanny Jumping: Bonus of +1 to agility for performing complex jumps. Swarm rules negated for 1 additional enemy.
Heightened Senses: Bonus of +1 to critical dodge.
Night Vision: Unaffected by natural darkness.
Defeated pyrophobia: Negates up to a -1 of penalty to dodge fire.
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Location: On the flatbed truck, some distance from the camp.
Equipment: Full suit of adamantine/steel plate armor. Iron staff.
Health: Unharmed.
Abilities: Clumsy Axeman. Strong. Agile. Hardened mind. (++)
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