Alright, I think the statuses are all done. Tell me if I missed something, and ask me if you don't understand something. Here goes the whole doublepost.
------------
Turn 147 ------------
Players: [RTTAI:{6}] I help Boksi.
I concentrate on entering a deep trance. Then I try to make my body regenerate all my nerves.
[RTTAI:{1}] I try to evoke the earth manipulation non-power and bring the hill to the convoy.
i open the box, and then as second action ( camp turn) i OPEN THAT BOX!!!!!!!!
I shephherd/carry/force everybody into the truck, including our two new allies. I then grab my rpg and bag of ammo and sit on the roof in a comfortable position to act as a sentry.
I get in the truck
I continue my futile attempting, having nothing better to do.
I work on greatly reducing the pain from shifting. Come on dice gods! Guide me now!
[RTTAI:{6}] I FOCUS EVERY ATOM OF MY EXISTENCE AND TRANSFER MY MIND INTO MY OLD BODY!
[RTTAI:{3}] I tell the two volunteers to get into our truck, and get into it myself. Then I practice using the Rad-Man.
[RTTAI:{1}] I heal myself, and try to steal something from the convoy again.
<Travel Mode: Large Valey Area 3>
Allied NPCs: The dwarf just keeps sitting there.
They stay where they are.
Neutral NPCs: The convoy is leaving very soon. The volunteers are also packing up.
Hostile NPCs: None
------------
Players: Chaoticag: Help Boksi: {1}
Jay Kayell: Concentrate: {5}, Regenerate: {6}
Boksi: Earth Manipulation: {5}
andrea: Open box:{6}, Collateral?:{1}(ow), BL explode?:{1}(OW), BL Blow Damage:{1}(O_O), Self:{6} JK:{4}, Kashyyk:{3}, The hill:{3}, Rooster:{1}(Crit:{6}), Chaoticag:{3}, Boksi:{6}, Neo:{5}, Frelock:{1}(Crit:{2}), Zako:{2}(Crit:{2}), Kosak:{2}(Crit:{2}), Bats:{5}, The convoy:{2}, LASD:{6}, Gantolandon:{3}, the truck:{5}, Simon:{5}, Janna:{1}(Crit:{2}). Oh, almost forgot: Box:{2}
Kashyyk: Move everybody to truck: {2}, Get on truck: {6}
Rooster: Get in truck: {1}
Neo1096: Continue trying to change body: {2}
Zako: Work on reducing pain: {1+1}
Frelock FOCUS EVERY ATOM OF EXISTENCE AND TRANSFER MIND: {5}
LASD: Practice with the Rad-Man: {1}
Gantolandon: Heal self: {4+1}, Steal: {4}
Korora: Travel: {6}
NPCs: Kosak the dwarf: Do nothing: AutoSuccess
Boksi's giant bats: Do nothing: AutoSuccess
Simon: Get in truck: AutoSuccess (local move)
Janna: Get in truck: AutoSuccess (local move)
The convoy: Pack up and leave: {5}
----------------
Having lost hope for divine intervention, Jay Kayell decides to get his own body to fix itself. Easily calming his mind in absence of external factors, he tries to achieve contact with his body, and orders it to repair the damage he had done. To his surprise and relief, the body complies! Rapidly consuming nutrients from his rich bloodflow, Jay's cells begin replicating themselves at a staggering pace! Within minutes, his hair grows to four feet in length on every part of the body that can conceivably have hair, his nails extend into horribly twisted claws! This ages Jay's body considerably, but the regeneration stops before a significant amount of harm is done. Having regained all of his prior senses, Jay can feel the familiar pains, and some new ones from his recent activities. He is also an unnaturally aged eldritch abomination of hair and nails now, which is more than slightly discomforting. Kashyyk could have thrown up at the sight of this, if he weren't iron, and if such transformations didn't become common for the company by now.
Above them, Andrea focuses all of his power to open the
damn box. Having run out of sane options, he resorts to using the high-temperature plasma jets in his hands to cut the box open, as if with a pair of plasma cutters. As he channels all of his power into his hands, Andrea's mind is occupied only with the goal in sight, when it should have been minding another business as well. Long hours of frustration this box was causing makes Andrea slightly underestimate the true limits of his powers.
Slightly. A massive burst of superheated plasma engulfs the box, Andrea, and everything around them in a radius of ten meters! Andrea's ball lightning adds energy to the brewing disaster, exploding violently in the center of the forming Nova! The combined explosion of two gigantic sources of energy produces a massive shockwave and an immensely powerful burst of searing light, visible from orbit and beyond! Caught unaware, JK and Kashyyk survive the experience only by luck, as neither the light nor the blast could reach them in the crater in full force. They are knocked down, and have to hug the ground until the wave of heat dissipates.
Soldiers at the convoy notice a brightly shining light near the hill. Before anything can be done, the light flares up into a raging inferno of energy! The air is white, as if a billion lasers have fired upon everything in view simultaneously. The trucks and mechs weather the onslaught, but suddenly an exposed weapons crate on one of the trucks overheats and cooks off! The convoy is blown sky-high as a chain reaction of explosions consumes the nearby vehicles and light mechs!
The heavy hauler, conveniently parked behind a protruding terrain feature, remained unscathed, and so did everyone who managed to get onto it. Simon was the first to board it along with LASD. LASD's attempts at using the Rad-Man brought him massive pain, as the energy discharge overloaded its sensitive electronics. Unable to cope with sensory overload, LASD's brain shut off to prevent injury. Gantolandon hopped in at the last second, holding an ill-gotten souvenier from the convoy. A convoy guard ran after him, but was vaporized in the flash. Unfortunately, Janna hesitated, and was also caught in the blast of light. Her body was swept away by the following shockwave, which also wrecked what remained of the convoy by then.
At the hill, Neo fails to concentrate properly, the powers the body once had are no more. Suddenly, Frelock's eyes flare up white, he reaches out to Neo and a powerful energy spark arcs between them! For a split second, the two share their minds, before parting once more and returning to their natural bodies. Frelock stands up, his white robes glittering in the rising sun... and is immediately fried and thrown away by Andrea's explosion! The hill behind him also begins to disintegrate, with everyone trying to hide as well as they can. Rooster is hit full-force, but his plated body resists the damage, while Zako is blasted off his perch in a mangled heap. Chaoticag's skin is almost burning by the time he manages to hide in a trench, and the shockwave buries him in it. Having nowhere to hide, Boksi calls on the powers of his ring to protect him, forming a shield of darkness before him! Though unharmed by the light, he is still thrown away by the shockwave and is buried by the decimated hill. The bats are blown away, but survive. The dwarf is nowhere to be seen. When all is over, Neo stands up and brushes himself off - the event most definetly used up one of his lives. And as the dust settles and the immense damage becomes evident, Korora finally arrives to the scene.
Andrea wakes up to the rushing of freezing wind, and faint sparkles of electricity around him. His body is nearly immobilized by the tremendous shock it sustained, and what remains of his power is all that keeps him conscious. It pains him to even move his eyes, but he has to look around. What he sees sends him into even deeper shock.
Far, far away from Andrea, a greyish fluffy haze obscures a vast stretch of uneven flatness. It takes Andrea several seconds to realize that the haze is actually a cloud layer, and the flat surface is the surface of the
planet. The thin air rushes past him at supersonic speed, creating pressure than allows him to breathe. A fear more chilling than all the coldness of space seizes Andrea, but his body refuses to fight any longer and he passes out.
------------
Background: [2] Quite understandably, nobody takes their time to notice anything of use.
------------
Environment: Dawn. The air is cold. (statistic penalties to constitution).
------------
Free items: Large Valley area 2: Light infantry armor vest: Somewhere in the area. Can protect upper body. +1 against pierce damage.
+Steel Battleaxe+: Stuck in the ground. One-handed weapon.
Metal Suitcase: Lying on some rocks. Broken, open, empty.
Microscope: On the ground. Allows examining tiny things. Damaged (-1 to use).
Serum Injector: Lying on some rocks. Metallic pistol-like device used to inject medical substances into the bloodstream. Empty, broken.
Crude Magnifying Glass: Lying on some rocks. Broken.
Various assorted rocks and small leftover debris from the truck in LV area 2.
Large Valley area 3: Steel Quarterstaff: Near the hill somewhere. Two-handed weapon. Deals blunt damage.
+Bone Axe+: In the Heavy Hauler's cabin. One-handed weapon. Cracked. (roll against break on powerful hit)
Roll of aluminium foil: In the Heavy Hauler's cabin. 25cm wide, 10m long.
RPG-7 grenade x3: In brown leather hold-all bag.
Brown leather hold-all bag: Somewhere near the hill. Contains RPG-7 grenades (3 rounds).
Gunmetal crate: Near some rocks near the convoy. Open, empty.
Assorted pile of weapons: Near some rocks near the convoy. Contains some melee, and various ranged weapons and ammo.
The Ashcraver: Sticking out of the ground near the truck's wreckage. Two-handed weapon. Consists of two parts. Small Blade: sword-formed. +1 slash damage. Large blade: sword-formed. +2 slash damage, +1 attack, -1 agility.
Various assorted rocks and debris from recent explosions.
The wreckage of the Phoenix truck, and associated debris.
------------
Artifacts: "A massive, massive, MASSIVE sword. It is three meters long, 1'3'' (~40cm) wide, and dazzingly bright. Its fine steel has been polished to reflect light like a mirror. Its one edge is curved, jagged at the hilt, the other is straight and so sharp it could probably slice adamantine blocks like salami. Down the center of the sword, which is at least 2'' thick, runs a hollow slit 3'' wide, in which yeat another, smaller and straighter sword is concealed. The entire surface of both swords, except of course the sharp cutting edges, is finely engraved with uncountable images, among which the launching of the Challenger, world war II, a nuclear explosion, a trainwreck, and a rotary excavator. The hilt itself (being at the same time the hilt of the smaller sword) is decorated with gold and emeralds you can only assume you've taken from someone, arranged in beautiful patterns, and the handle is woven with three lines - one is a scaly snake with two small rubies in the eyes, and two seem awfully like DNA strands. You get a feeling you could decipher the human genome if you looked closely enough. The guard of the hilt is exquisitely detailed as well, but right down the senter of it, spanning the breadth of the sword, is a solid rectangular golden plate, with the single word: ""ASHCRAVER"" deeply embossed onto it. The entire thing is so immeasurably brilliant, you almost don't want to touch it fearing it'll stick to your hand and corrupt you like some magic ring. Overcoming this fear, you pick it up. Despite its size, it is relatively lightweight, relatively, of course, to anything else so large and made of steel. (+2 to damage, +1 to attack, -1 agility)
The second form is a smaller (comparatively) blade, that together with the folding hilt guard looks like an overgrown sai. It's also exquisitely detailed, but lighter. (+1 to damage).
The Ashcraver seems to accumulate the energy released by the deaths it causes. The process is admittedly rather slow, but has good uses."
"The ring consists of a toroidal adamantine core surrounded by a shell of tempered steel with thin bands of gold along the rims of the ring. Set into an adamantine frame on its top is a Star Sapphire imbued with the dark soul of a Greater Demon, under absolute control of the wearer. The steel surface of the ring is covered by three hundred tiny tiles of granite, engraved with images of various creatures, all being dead.
The wearer of the ring may call onto the soul of the demon, which can manipulate darkness and fire - anything from direct projection to creating sentient forms to giving protection against.
The wearer can also give an order to summon a creature mad with rage (any creature from the DF world you have seen), which will use up one or several of the stone tiles, depending on the power of the creature. The tiles may be restored, but only through personally killing sentient creatures with bare hands and absorbing their essence with the ring, which also adds that creature to the ""summonable creatures"" list.
The price to pay for all this power is a constant aura of darkness that any living being will feel (and will react accordingly), and the wearer may, under critical stress, give in and become controlled by the trapped demon soul.
(No passive bonuses. In a single turn, you can either perform an act of darkness/fire manipulation (including creating a prolonged effect), or summon a creature/creatures, but not both. The magnitude and potential of both depend on your skill - the ring grants ""basic level"" only. You can only absorb the essence of a creature you killed with your own bare hands, and only if it died last turn, at most.)
Currently applied effects: (-1 to relevant ability for every active effect)
Darkfire halberd - haft of materialized darkness.
Shadow Warp - Boksi's shadow invisibility."
An odd-looking gnarly stick made of iron and steel. The many wrinkles and crevices on its surface are ever so slightly glowing. The staff feels special, capable of doing wonrous things. Some of those things include: summoning a small lightning that seems to charge the staff, when being hit against the ground; launching a spark of electricity that explodes in a sparkling firework-like burst, on giving a generic mental command.
(Universal Radiowave Manipulator) A hexagonal reflective box, rougly a foot across and 10cm thick. It can receive, process, transmit, focus, and disperse energy waves over a rather wide electromagnetic spectrum. Can work as a radio or a mini-microwave. Contains a battery that can be recharged by applying any electricity to the surface.
---------
Locations: Planet Wayside V: The planet seems to be barren as a whole. The sky is green here, and the air is cold. Or maybe it's just autumn here.
Large Valley: A rather dull and barren, though very large, rocky valley covered by reddish clay soil with patches of some unknown weeds or moss. Filled with broken rock and debris. Sloping mountains or plateaus many kilometers tall seem to surround it. A relatively narrow pass leads into the Vast Plain.
Sub-area 1: The place you initially appeared at.
Sub-area 2: Where your truck was destroyed by an aerospace fighter (and later rebuilt, driven off elsewhere and crashed again). The disabled Wolf Trap is here.
Sub-area 3: Somewhere far north of Area 2 - the fighter crashlanded there. And subsequently exploded, leaving a large crater and killing the crew of the two scout buggies sent by Fusiliers. All players are here, as well as a convoy of trucks, light mechs, and infantry.
Vast Plain: An enormous plain connected to the large valley by a relatively narrow passage. Its ground is different from that of the valley, but you don't know what it is yet.
Fusiliers' main camp: A small military camp set up amidst the hills in the large valley. Mechs patrol its perimeter. All of you are at a spot some distace away from it.
"Overlord"-class Dropship "Bullrun": A big egglike spaceship designed to go to and from a planet's surface. Armed with several turrets and protected by thick armor. It's been attacked on its descent and is undergoing repairs.
---------
Vehicles: Battlemech. Lying on its back in the LV area 2.
Type: Medium-class, 45 tons. Capabilities: Jump Jets (piloting skill check required for every use) Armament: Imperator Code Red LB 10-X AC(30/30), two Victory 23R Medium Lasers(inoperable), one Shigunga LRM-10 rack(1x10/0x10). Protection: Ablative ferro-fibrous plating. State: Heavy damage on left torso, moderate armor damage to center torso, left arm destroyed, medium lasers destroyed, LRM ammo detonated, significant damage on left leg, armor destroyed on right leg. Heavy off-road truck. At Large Valley Area 3, near the convoy.
Type: Four axel, eight wheel drive. 12cyl diesel ICE. 6 tons, lift capacity 15 tons. Flatbed with tent.
Capabilities: Off-road suspension (+1 driving check on rough terrain), large capacity fuel tank (plot-dependant). Top speed 140kph on road, 90 kph off-road.(not that it really matters)
Armament: None.
Protection: 20mm steel plating (-1 against to-scale pierce attacks).
State: Undamaged.
Resurrected only to die again, this truck is now a pile of smoldering wreckage, with hardly anything salvageable from it.
------------
Character Status: Location: In the hill at the LV area 3.
Health: Battered, Pain (-1 mental)
Temporary Status: Buried (-2 physical actions not directed at getting out), Feeling of Emptiness(-1 all ring power use), Satiated.
Equipment: Darkfire halberd (right hand), backpack, Steel full helm, Carl Moebius armor jacket, jean shorts, underwear.
== Weapons ==
Darkfire Halberd: Held. Two-handed weapon. 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.
Stun shocker: In Military Backpack. One-handed weapon. Deals minor electrical damage, is capable of stunning or paralyzing a biological target at melee range.
Needle launcher: In Military Backpack. One-handed ranged weapon. +1 pierce damage, +1 critical damage to unarmored targets. Ammo: 0/54.
== Apparel ==
Armor jacket of Karl Moebius leather: Protects upper body and arms. +1 against slash and pierce. Reddish-black in color. Slightly burnt. Has pieces of Boksi's skin lodged in it.
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. 289 summon tiles left.
== Miscellaneous ==
Military Backpack: Worn on upper body. Contents: binoculars, stun shocker, needle launcher. Color: grey. Has pieces of Boksi's skin lodged in it.
Binoculars: In Military Backpack. Allow examining the surroundings for a +1 background roll bonus. May have other functions.
== 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.
Empowered Fire Manipulation: Acquired from item. Allows manipulating and creating fire. +1 fire damage dealt on a 5 or 6.
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: Unknown.
Health: Battered. Covered with moderate burns. Severe Pain (-2 mental, -2 physical). Flu-ridden (-1 concentration)
Temporary Status: Unconscious (-2 physical). Paralyzed (-2 physical and dodge).
Equipment: Light Gauss rifle (left hand), Iron splinted leather, Bronze plated greaves, copper high boots, bandages.
== Weapons ==
Light Gauss Rifle: Held. Ranged heavy weapon. Ammo:4/6. +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 ==
Bandages: Wrapped around left arm and body.
== 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.
Ball Lightning Creation: Can form globs of pure electricity using his own powers. May be used as a remote light source.
== Passive ==
Disease: Common flu: Mild infection. Symptoms: high temperature, running nose, sneezing. Can cause heavy distractions in battle. (progressing: moderate)
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. (-1 strength)
Empowered by Lightning: Can produce, store, and release an electrical charge. Charge level: Completely Exhausted. -1(+2) against electric damage, -1(+2) speed, -1(+1) agility. -2 to all electric power use.
Wreathed in Lightning: (inactive) Surrounded by arcs of electricity when charge is sufficient. Deals electricity damage to anything touched. Held metal objects become electrically charged.
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.
Basic Mechanics: Bonus: +1 mechanical repair.
Encumbrance: Heavy Penalty: -1 movement, -1 physical dodge.
Location: At the LV Area 3. (finally)
Health: Mostly undamaged. Large dint on the forehead.
Equipment: Nothing.
== Armoring ==
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.
Damaged Legs: Epic-level use of legs rolls for damage, critical leg damage rolls at -1.
Encumbrance: none No effect.
Location: In a trench near the hill at LV area 3.
Health: Arms and lower body covered with heavy burns. Heavy Pain (-2 mental, -1 physical).
Temporary Status: Lightly buried (-1 physical actions not directed at getting out)
Equipment: Wooden broadsword (right hand), Vibroblade long dagger (left hand), Steel chestplate, Copper chainmail, Hard leather leggings, Copper plated boots, cloth gauntlets.
== Weapons ==
Wooden Broadsword: Held. One-handed weapon. Enhanced with sharp edges of a shimmering material.
VibroBlade long dagger: Held. One-handed weapon. 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. 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.
Encumbrance: Medium No effect.
== Pending ==
Improved Strength: Much more training required for bonus. (let's say you're 20% done)
Improved Agility: More training required for bonus. (about 50% here)
Location: In the Heavy Hauler, at the LV area 3.
Health: Bruised and scratched. Several small scars on the body and limbs. Mild to moderate burns on arms and body. Sprained ankle (treated).
Equipment: Ill-gotten Souvenier (right hand), Fire Axe (left hand), tight bandages on right ankle, Infantry helmet, bone gauntlets, bone high boots, sweater, underwear.
== Weapons ==
Fire Axe: Held. One-handed weapon. Steel, long, head painted red. Sharp and heavy, too.
== Apparel ==
*Suit of dwarf bone plate*: Protects body, arms, legs. Moderately damaged. +1 against slash, tear, and pierce. Bulky, tight: -1 all agility. Decorated with dwarf bone.
Underwear: Worn on lower body. Made of indiscernible grey cloth.
Silky Sweater: Covers upper body, arms.
+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.
Infantry Helmet: Protects head. +1 against slash, tear, pierce.
== Miscellaneous ==
Bandages: Tightly wrapped around right ankle. Negate effects of ankle damage.
== 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.
== Pending ==
Improved Speed: More training required for bonus.
Location: On the ground near the hill, LV area 3.
Health: Severe burns covering most of the body. Eyes damaged(inflicts Blind). Skull fractured, arms mangled, several ribs broken, spine broken(-2 to physical actions). Severe Pain (-2 physical, -2 mental, effective if conscious). Light bleeding.
Temporary Status: Unconscious (-2 physical).
Equipment: Shortbow (body), plant vine necklace, backpack, silk robe, leather sandals.
== Weapons ==
-small Throwing Knife-: In backpack. One-handed weapon. Deals slashing damage.
Shimmering Shortbow: Worn. Ranged two-handed weapon.
Handgun: In backpack. One-handed ranged weapon. Unidentified.
Dagger: In backpack. One-handed weapon. 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.
x≡Giant cave spider silk robe≡x: Protects body, arms, legs. Somewhat burned. +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.
== Accessories ==
Plant vine amulet: Worn around neck. Given by the power of nature. Powers unknown.
== Miscellaneous ==
Military Backpack: Worn on upper body. Contents: 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 ==
Blind: Cannot see. -2 all physical dodge. -1 movement. -3 accuracy.
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.
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.
Electricity Resistant: Bonus of +1 against electricity damage.
Encumbrance: Light No effect.
== Pending ==
Mental Control: Need 2 more perfect uses to gain the skill.