Alright, the turn is here!
The saddest part of all this (apart from having two players leave), is that at this rate, we won't make turn 183 by September 1st! Which will mean that the average rate of the game is less than one turn in two days, and that ain't good.
------------
Turn 150 ------------
Players: I try to figure out what that eye-thingy is.
i try to get rid of pain and paralyzed status.
I'll attack the eye with the Ashcraver, if I'm in time.
[AI]: I jump at the eye, TK-Ripper-Slashing it with both my swords!
I actually blast it with TK.
Sense the dark presence near me, and attempt to unravel the psychic energies holding it together using TP.
I continue my healing of Janna. Aiming for the internal wounds first, then the burns, then the fractures.
[AI]: Punch the eye!
I'll try to pacify the eye with my Power of Peace. It is a creature, right?
I TK-heal myself, trying to remove my unnatural aging as well.
I tell the others to run for the convoy. I then find boski using his heat signiture and direct him away from everyone else, that and to keep running. I then move to the position of Janna with Kosak and reduce my pain, hopefully getting better at it.
[RTTAI:{4}]:See if I can start the truck. Do not try to move it yet.
Allied NPCs: Concentrate on surviving.
Stay where they are.
Neutral NPCs: (Affected) Walk away.
Concentrate on surviving.
Hostile NPCs: Launch fireballs at everyone in sight!
------------
Players:
Boksi: Analyze eye-thingy:{4-1}
Andrea: Fight pain:{1}, Give in to pain?:{4}, Fight Paralysis:{4}, Freeze:{6}
Korora: Move in and attack eye:{5+1}, Legs damage:{4}, Eye dodge:{5}, Counter:{5}, Korora damage:{3+1}, Boksi dodge:{3}, Boksi damage:{5+1+1}, Chaoticag dodge:{4-1},Damage:{2+1}, Rooster dodge:{5-1-1}, Damage:{3+1}, Zako dodge:{5}
Chaoticag: TK-Slash the Eye:{5-1}, Eye dodge:{6-1},Eye counter:{2}
Gantolandon: Blast eye with TK:{3}
Frelock: Locate dark presence:{6}, Resist dark presence:{4}, Fight dark presence:{2}
Kashyyk: Heal Janna:{5+1}, Collateral:{3}, Janna:{6}, LASD:{5}
Rooster: Pummel the Eye:{1-1+1}, Eye counter:{1}
LASD: PacifEye:{3}
Jay Kayell: Heal self:{6-1+1}, Severity:{5}
Zako: Run away:{2-1+1}
Neo: Start the truck:{4}
NPCs
Kosak the dwarf: Survive:{2},Constitution:{1}
Boksi's giant bats: Do nothing: autosuccess.
Simon: Walk:{6}, Overcome order:{4}
Janna: Survive:{6},Constitution:{2}
Fiery Eye of Darkness: Great Balls of Fire:{3}, Boksi dodge:{6}, Damage:{3+1}
----------------
Noticing a change in the psychic forces around him, Frelock decides to investigate. He focuses on the unusual psychic presence, but suddenly realises the presence is aware of him! Before he can cut the connection, a wave of dark energy hits his mind! Frelock reels under the powerful attack, but his mind prevails and repels the darkness! Gathering up the remains of his concentration, he attempts to attack the dark presence in return, but is too weak to seriously affect it.
In the waking world, the rest of the team have noticed the new enemy as well. LASD attempts to affect it with his power, but it seems to be immune. Gantolandon tries to launch a telekinetic attack from afar, but barely unsettles the dust near the eye. Zako shouts for everyone to run, grabs the dwarf again and tries to escape, but nobody follows him. Instead, Chaoticag charges forward with his sword, and Rooster is beside him, trying to pummel the eye into oblivion! But the sword, sparkling with jagged spikes of telekinetic energy, passes through the eye without harming it. Before Rooster's punches can connect, dark tentacles shoot forward and swipe both attackers out of the way! The eye's pupil suddenly glows white, the fire around blazes up and forms a fireball! Boksi seems enthralled by the eye, and makes no attempt to move as the eye aims the fireball at him. Suddenly, someone behind him yells:
"ASHCRAVER! MAXIMUM POWER!!!" As if the universe itself has decided to witness this moment in greatest detail, the time around everyone seemed to slow down. Running at great speed, Korora jumped, shouting the key phrase, and the massive blade of the Ashcraver shot upwards from his back! Unsheathing the smaller blade mid-jump, the mech-warrior held it up, and the main blade immediately formed around it in a pillar of yellow light! Then, swinging the great sword forward in a wide arc, Korora yelled
"RAIN OF PAIN!", and the sword seemed to burst into a shower of razor-sharp fragments, showering the hill with a rain of slashing death! Only by miracle, Boksi, Chaoticag and Rooster have not been seriously injured, suffering only minor cuts and clothing damage. Zako dives into a nearby ditch to evade the attack, taking Kosak with him. The eye, however, ignores the sharp projectiles completely. Before Korora could finish his attack with a stab of the lesser blade, it turned towards him and shot the fireball straight into his chest! With no way to evade, Korora met the full force of the blow, and was engulfed in the resulting explosion!
The fiery eye followed Korora's fall and crash with its dark pupil, momentarily losing Boksi from sight. Using the precious few seconds of distraction, Boksi dashed for the only obstacle he could see - a small bumpy rock, probably hurled here by Andrea's explosion. He felt a little safer when he hid behind it, but the eye could probably see him even here. Not risking to peek above the rock, Boksi focused on his headband's visual sensor, trying to see through it and examine the dangerous new foe. He could barely see the eye's outline at first, but soon he sees it in all its ghastly detail. It's not a pretty thing to look at, made even less pretty by the fact that a strong stream of energy connects it to Boksi's ring of power. Suddenly, the eye turns towards Boksi's hideout! It prepares another attack! The fireball blasts the rock into molten fragments, but Boksi manages to jump away in time. Out in the open, disadvantaged and clearly visible to his enemy, he must now find a way to defeat this monstrocity before it fries him.
Seeing big plumes of fire appear near the hill, Neo decides that it's time to do something. Almost tripping on the various junk strewn about the cabin, he scrambles to the driver's seat of the hauler, and... becomes utterly confused by the controls. A large array of buttons and switches, and a hefty complement of multi-function displays take up most of the dashboard beyond the massive steering wheel. Cursing at sophisticated military hardware, Neo reaches for the friendliest-looking button in front of him, and pushes it. The MFD in front of him lights up with a message: "Please do not push this button again." Confused even further, Neo carefully continues his search.
Working alone, Kashyyk is able to fully attune himself to the healing process. Janna's injuries are numerous, but he works on them at an ever-increasing rate, channeling more and more energy into her body. So immersed and focused he was in his craft, that when he suddenly realised there was nothing else he could heal, he could not find an outlet for the energy he was so rapidly using. Unable to contain it, Kashyyk lets it fly in a mighty burst of force! As the torrent of power gradually faded to a small trickle, he looked around in fear of having injured someone else. But thankfully, no one was harmed. By force of will or pure luck, he has directed most of the blast upward, creating a small clearing in the clouds above. Janna lay in front of him, breathing faintly but steadily - alive. She's still unconscious, and that's probably a good thing. Her leg is still missing, her skin is heavily scarred by numerous transplanted patches, and her curly red hair is reduced to withered gray strands, but Kashyyk does not let such trivialties get in the way of para-medical success. Suddenly, his moment of glorious success is interrupted by a loud, coarse
ROAR! He spins around, ready to defend himself, and sighs in relief. Accompanied by a victorious cry in the high-pitched Mii'Ari voice, the heavy hauler's engine roars into life, spewing light grey smoke from the pipes on top of the machine.
Flying through the upper cloud layer, Andrea feels the temperature beginning to build up. Now, it's definetly the air friction - his skin is beginning to feel the heat. Desperate to
do at least
something, Andrea tries to move his limbs, enduring immense pain. The pain almost overcomes him, but he manages to keep a hold on himself. Little by little, life returns to him - first fingers, then hands and feet, and even his neck muscles finally obey him enough to move when he tells them to. It's still not enough, but he cannot endure any more of this pain without at least some rest. Closing his eyes, he relaxes and lets the pain subside, momentarily forgetting that every passing minute brings him closer to the inescapable ground.
------------
Background: [4+2] "Boksi notices the bladed fragments begin to glow. Suddenly, they all disappear in a flash, and form yellow streaks that instantly fly into the air, merge, and reform as the Ashcraver's blade. The blade hovers for a moment, then falls and embeds itself in the ground near the floating eye.
Having survived a rain of death, Zako looks at the dwarf to see if he's alright. But he's not. Apparently, the extra stress of jumping and landing in a ditch has shaken him up too much, and his condition has worsened. He falls back into unconsciousness.
Neo examines the MFDs that begin to display information, but they're full of various three-, four-, and five-letter acronyms that don't convey much meaning. Apart from the regular vehicle information such as speed, RPM, or oil pressure, it's difficult to determine what is what."
------------
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: The Ashcraver (main blade): Stuck half in the ground at the hillock. Cannot be used unless attached to the lesser blade.
Remote Detonator: Somewhere near the hauler.
Steel Quarterstaff: Near the hillock 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 hillock. Contains RPG-7 grenades (3 rounds).
Gunmetal crate: Somewhere in the area. Open, empty.
Assorted pile of weapons: Somewhere in the area. Contains some melee, and various ranged weapons and ammo.
Huge piles of charred and unusable debris where the convoy used to stand.
Various assorted rocks and debris from recent explosions.
The wreckage of the Phoenix truck, and associated debris.
------------
Artifacts:
Description: 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. The hilt of the smaller blade has a folding guard that makes the weapon look like an overgrown sai.
Parameters: Full blade: +2 to damage, +1 to attack, -1 agility. Small blade: +1 to damage.
Known Details: "The Ashcraver seems to accumulate the energy released by the deaths it causes. The process is admittedly rather slow, but has good uses.
In mech form, Korora can unsheathe the sword by shouting ""ASHCRAVER! MAXIMUM POWER!""
The sword has an AoE ranged projectile attack activated by shouting ""RAIN OF PAIN!"""
Description: 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.
Parameters: Applies a -1 penalty to using Fire and Darkness manipulation for every active effect already applied. Current penalties: -2 Darkness.
Known Details: "
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."
Description: An odd-looking gnarly stick made of iron and steel. The many wrinkles and crevices on its surface are ever so slightly glowing.
Parameters: No quantifiable effects.
Known Details: 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.
Description: (Universal Radiowave Manipulator) A hexagonal reflective box, rougly a foot across and 10cm thick.
Parameters: No quantifiable effects.
Known Details: 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.
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. Might be a former ocean bottom.
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: Near the hillock at the LV area 3.
Health: Battered, Pain (-1 mental)
Temporary Status: 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. Somewhat slashed up. 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: Can heal wounds by physical repositioning and melding of broken tissues.
TKH Surge: TKH rolls with +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: Above the Vast Plain. Way, WAY above.
Health: Bruised. Moderate Pain(-1 physical, -1 mental). Flu-ridden (-1 concentration)
Temporary Status: Somewhat Paralyzed (-1 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 ==
Basic TK Healing: Can heal wounds by physical repositioning and melding of broken tissues.
TKH Surge: TKH rolls with +1 if not stressed in previous turn.
Critical TKH: TKH on one target with critical wounds improved by +1.
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: On the ground at LV area 3 near the hillock.
Health: Chest slightly singed. Large dint on the forehead.
Equipment: Lesser Ashcraver blade (right hand)
== Weapons ==
The Ashcraver (lesser blade): Held. One-handed weapon. +1 slash damage.
== 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: On the ground near the hillock at LV area 3.
Health: Arms and lower body covered with heavy burns. Moderate Pain (-2 mental, -1 physical).
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: Can heal wounds by physical repositioning and melding of broken tissues.
TKH Surge: TKH rolls with +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.
Hardened against visual distractions: Bonus of +2 when checking against massive sight interference.
Encumbrance: Medium No effect.
== Pending ==
Advanced TKH: 40% learned.
Improved Strength: 15% learned.
Improved Agility: 50% learned.
Location: At the LV Area 3, near the Hauler.
Health: Bruised and scratched. Several small scars on the body and limbs. Mild to moderate burns on arms and body. Sprained ankle (treated).
Equipment: 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: Can heal wounds by physical repositioning and melding of broken tissues.
TKH Surge: TKH rolls with +1 if not stressed in previous turn.
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 ==
Advanced TKH: 40% learned.
Improved Speed: 5% learned.
Location: On the ground near the hill, LV area 3.
Health: Mostly Unharmed.
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 ==
Basic TK Healing: Can heal wounds by physical repositioning and melding of broken tissues.
TKH IV: TKH usable on four targets at once, with a -1 penalty.
Extended TKH: TKH usable at up to moderate range. +1 if used at close range.
Critical TKH: TKH on one target with critical wounds improved by +1.
Expert TKH: Negates -1 of any penalty applied to TKH.
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 ==
Obsidian Skin: Skin fused with molten soil. Slashing damage rolls at +1, but Bashing and Piercing roll at -1 and inflict a Critical check.
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: 25% learned.