------------
Turn 120 ------------
i spend my time recharging and trying to understand how this staff works.
| You lie down and rest yourself. The long hours of adventuring have left you more tired than you anticipated, and you slink off into comforting sleep.
I have no idea what to do for the turn so I help a random person with doing whatever he wants
| Trying to help andrea with identifying his staff, you take it as he sleeps, and look over it. Unfortunately, it's just as much a mystery for you as it is for him.
I'll spar with Kosak, trying the whole "mind dodge" thing again.
| The dwarf gladly agrees to practice, and you commence your sparring. The two of you exchange blows for quite some time, and you try to use The (TP) Force to predict the direction of his blows.
| It's a lot easier than you expected it to be, probably because you have eariler attuned to the dwarf's mental imagery, and you manage to use the skill to deflect most of his attacks. You take note of the mental patterns during the session, and think that you can use them appropriately against anyone you're fighting.
I grumble about amateur engineers and go fix the flimsier parts of the truck.
| You wake up with a yawn, and look around. You're surprised to see the truck rebuilt, even if it's somewhat frail. You locate your toolkit, and proceed to examine the vehicle. Neo's welding is alright, but he managed to leave several gaping holes in his seams compromising the strength of the truck. You make a few passes over the existing seams, just in case, returning structural integrity to the reborn chassis. Suddenly some powerful force hits the truck, making it fall over on its side. You fall out of the tangled mess of metal you've been trying to fix, and hit the ground, slightly scratched and bruised.
I'll investigate the crash site, looking for salvageable parts and survivors.
| You look over the site. Not much is left, even of the machines that were here. You can see the mangled dead bodies of the few people that were in the scout cars. No other human remains or traces are to be seen.
I search for remains of the pilot. If he is alive, I try to hold him with TK.
| You conduct a much more thorough examination of the scene than Korora. Looking under every conceivable hiding place, into every crevice, you scrutinously search for survivors. The cockpit of the fighter was turned inside-out and shredded by the explosion, so if the pilot was still in his seat, he's very dead.
| When your exhaustive searching turns up nothing, you have no other choice but to accept that the pilot has perished. You're now tired from all the searching, both physically and mentally.
I take a small nap to clear my head, then I practice using my pyrogenesis together with my TK to create directed blasts of fire.
| Rest. That's what you need. Unfortunately, even after resting yourself for an hour the pain in your head doesn't go away. Something got pretty messed up there. You try to abstract yourself away from it, and focus on your fiery training.
| It went horribly bad. On your first try the flames explosively burst outward and almost set Neo on fire, missing him by a hair's breadth and leaving him slightly smoking. On the second try, you couldn't control the two together, and ended up toppling the Phoenix Truck with TK while LASD was still in it.
|(thankfully, he got away with just a few bruises) Your third, most violent attempt completely backfired and engulfed you in flames from your TK backdraft,
| slightly singeing your body. You feel a sudden influx of vigour from the burns you receive, but cannot attribute it to anything.
I practice flying while heading over to the crash site, where I will then improve my thermogenic muscles so that their effect is greater! I do this by using my regeneration and I use my other regeneration on getting rid of the bone spikes.
| After you brush yourself off and stand up, you decide to get a better grip on this "flight" thing. Carefully controlling your direction with bursts of wind from your hands, you pilot yourself through the air like some ancient chinese dragon. That is, weaving erratically all the way to your target. Despite the awful impression on any non-chinese bystanders, the experience allows you to better understand the principles of controlled flight with these means. Having landed near the crash site, you turn your attention to your body again, attempting to gain control of your regenerations.
| Your body refuses to do the things you want, instead staying the way it is. You think the bone spikes on your body have slightly diminished, but it might just be your imagination.
I practice agility, then get into the drivers seat of the truck
| You plan an impromptu obstacle course for yourself among the rocks, and run along it, training your body so it can move faster. After an hour spent doing it, you feel that some progress has been made, but you don't think that was enough for someone as out-of-practice as yourself to improve. You decide to rest after all the running you went through and try to get into the truck, only to find that it's been toppled and is now lying on its side.
I assist LASD after resting to regain my strength.
| You lie down and close your eyes, recovering your strength. You are almost asleep when suddenly a plume of fire almost engulfs you! Luck has saved you, and your fur is only slightly smoking, but that was DAMN close. You get up to loose your wrath on the one responsible, but you only have enough time to hit the ground before JK lets out another burst and knocks the truck over to its side. You hear LASD's grunt of pain as he hurtles out of the truck's internals. Now even more determined to give a certain someone a run for his money, you leap to your feet and run to JK. Just as you are about to deliver a flying kick to his backside, a mighty shockwave of telekinetic force slams into you and throws you away, saving you from a great cloud of fire that consumed everything around JK (but somehow not JK himself). As you stand up and brush yourself off, you consider the implications of infighting at this point and decide to let it go and continue the work. There's little you can do about a toppled truck though, LASD's help or not. You'll need way more lifting power here.
I guess I'll just see if anybody wants to spar with me.
| Strangely enough, nobody expresses a desire to spar with you. It might be because you're armed with the most dangerous weapon, or because you're invisible?
"First: I get into the Wolftrap
Second: I use TK to examine the damaged parts with my mind, and try to work out how the parts are ment to be.
Third: I Use TK to move the parts back into position, and close any cuts in the armour by folding the rent pieces of metal back into position and welding them with TK.
Fourth: I then meditate on the uses of repairing with TK"
| It takes you a while to climb into your mech, but at least you didn't fall off this time. You consider it an improvement.
| Sitting comfortably in a rather uncomfortable seat (you're made of steel after all), you focus and try to reach out with your mind and telekinesis to get a feel for the state of the mech, and the damage done to it. Unfortunately, it's all rather dim. You can't get as clear a picture of the mech as you can when you perform healing. And you probably couldn't tell a hip joint from a heat sink anyway.
| Your common sense tells you not to fix things that you don't understand. You agree with it, for once.
| Instead you concentrate your thoughts on using TK to see through sheets of metal and applying the general "healing" principle to repair, using your own body as guidance. After some time, you manage to actually see through the panels in the cockpit around you, but actually repairing is something you'll have spend a lot of time on before you can do it right.
------------
NPC Actions:
Allied: The dwarf spars with Frelock, and then searches the surroundings for anything interesting.
| The sparring session allowed him to boost his staff skills somewhat, and now he's a little better at swinging the thing around.
| When he went to searching the area, however, he managed to find completely nothing. I mean, not even an interesting
rock. He returned rather depressed.
Neutral:
| There's some commotion at the camp, but you can't make it out from here.
Enemy: None at the moment
------------
Status After Turn: ----------------------------------------------------------------------
Location: Standing in the large valley, area 2.
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. 287 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.
Summoned creatures: One rat (scurrying about), four Giant Bats (exploring).
== 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. (current magnitude: -2 penalty)
Fire Manipulation: Acquired from item. Allows manipulating and creating fire.
Darkness Manipulation: Acquired from item. (Item effect: -2 penalty) Allows manipulating darkness.
Creature Summoning: Acquired from item. (Another perfect use required for skill bonus) 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: Standing upright, in the large valley area 2.
Health: Unarmed.
Temporary Status: Asleep (-2 physical)
== Weapons ==
Gnarled Steel Staff: Two-handed weapon, held. Feels special. Gives off a very faint glow. Seems to summon thunderstrikes when hit with.
Light Gauss Rifle: Ranged heavy weapon, owned, somewhere around area 2 in the large valley. 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. Damaged: left sleeve torn off.
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 ==
== 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 ==
Steel Body Harness: Bonus of +1 against critical physical damage to body.
Myomer Enhancement: Actions with left arm receive a strength bonus dependant on charge level. Charge level: Heavily Exhausted, -1 strength.
Empowered by Lightning: Can produce, store, and release an electrical charge. Charge level: Exhausted. +1(+2) against electric damage, 0(+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 in the large valley area 3.
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: Standing in the large valley, area 2.
Health: Unharmed.
== 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. (Skill bonus after one more Perfect use)
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.
Hardened against visual distractions: Bonus of +2 when checking against massive sight interference.
== Pending ==
Improved Agility: More training required for bonus.
Location: Standing in the large valley area 3.
Health: Unharmed.
Temporary Status: Weary (-1 physical and mental)
== 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.
== 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: Standing in the large valley, area 2.
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. (Two more perfects on 4 targets for skill increase)
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.
Telepathic Dodge: Can concentrate on one enemy in combat to receive a +1 to dodge against his attacks, and allowing to dodge normally undodgeable (ranged, laser) attacks.
== 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: Piloting the Wolftrap, in the large valley area 2.
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 II: Up to two characters at moderate range can be healed by physical repositioning and melding of broken tissues. +1 if healing only one target at close range.
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.
Basic TK Repair: Can attempt to fix small amounts of physical damage to machinery. Checks against Lore to know the structure of the target, penalty of -2 on failure.
== 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.
Misc. status: Slight covering of endosteel on front of body. Minor covering of clay on feet.
Encumbrance: Light No effect.
Location: Standing in the large valley, area 2.
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: Standing in the large valley, area 2.
Health: Bruised and scratched. Mild pain.
== Apparel ==
*Evil Aluminium Riot Shield*: Extra roll to reduce damage against projectile or melee attacks. Can be used (as a free action) to examine the surroundings for a +1 to background rolls and normal binoculars effects, but this denies the extra defence roll. 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 at roughly 33%.
== 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: Standing in the large valley area 2.
Health: Unharmed. Headache (-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: Protects upper body. +1 against pierce damage.
== Miscellaneous == Sheet of Steel: Owned, in the large valley area 2. A ~2m
2 sheet of fine .5cm steel, hideously mangled.
Military Backpack: Worn on upper body. Contents: 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.
Blood Seeker: Can focus to see the anatomic structure of a living organism within sight. Grants a +1 to attack and always rolls for critical if successfully used alongside an attack.
Nightmare Fuel: Unknown.
== 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.
Heat of Battle: Unknown.
Blood Wrath: Unknown.
Avatar of the Blood God: Grants Blood Seeker, Heat of Battle, Blood Wrath, Nightmare Fuel.
Targeting Computer: Displays a crosshairs at the point looked at. Doesn't seem to do anything else. Might be the cause of the headache.
Encumbrance: Light: No effect.
Location: Standing in the large valley area 3.
Health: Unharmed.
== Nothing in posession ==
== 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 ==
Basic Flight Mechanics: Allows better understanding of controlling movement with thrust. +1 to unaided flight checks.
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: Cool, +0 agi, +0 dex, +0 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: Standing in the large valley, area 2.
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.
== 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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