------------
Turn 153 ------------
Players: Urgh. I untangle myself from Rooster and prepare to defend myself against the eye.
-----------------------------------
I'll wait for an opportune (corporeal) moment to attack the eye.
[AI] I rest myself and TK heal my wounds.
I break the crystallized crust that formed on the ground and use TK to fly millions of tiny, sharp crystals right into the eye's pupil!
In any case, I attempt, though sheer mental effort, to learn how to move my body while unconscious.
I lay Janna back on the ground and TK heal her leg, first the burns then I fix the 'inoperable' problem. I also dump the RPG.
[AI] With nothing better to do, I try to blind the eye by throwing dust/sand/anything at it!
I start going towards the truck to fix one once again and suggest others to get there as well.
I move closer to the eye and use TK to toss it into low-earth orbit.
I proceed to bring simon to the eye so that he can attack it with his machinegun! I also carry frelock to a safer location. (Preferably to Kashyyk.)
I attempt to break all laws of the universe and absorb the eye's power into myself!
Allied NPCs:
Remain where they are.
Neutral NPCs: Keep going to the hill.
Wait.
Hostile NPCs: Constrict Korora with tentacles and throw him away!
------------
Players: Boksi: Untangle:{5}, Defend:{5}
Andrea: -----------------------------------
Korora: Keep guard:{1}, Consequence:{5}
Chaoticag: TK Heal:{2-1+1}
Gantolandon: Shrapnel Eye:{1}, Consequence:{6}
Frelock: Self-puppetize:{3}
Kashyyk: Heal Janna:{4+1}
Rooster: Throw dust at the Eye:{5-1+1(6arms)}, Effect:{1}
LASD: Follow the truck:{4}
Jay Kayell: Approach Eye:{4}, TK Throw:{2}
Zako: Hurry up:{5}, Help Frelock:{6}, Collateral:{1}; Team damage: B:{4},K:{3},C:{2},G:{6},F:{4},R:{2},J:{2},Z:{4},N:{4}; NPCs: Simon:{3}, Eye:{6}, Bats:{5,2,1}, Kosak:{4}; Truck:{1}
Neo: Break all laws of the universe:{3}; Get arrested for breaking laws of the universe:{1} (heh)
NPCs Kosak the dwarf:
:{4}
Boksi's giant bats: Do nothing: Autosuccess
Simon: Go to the hill: Autosuccess courtesy of Zako; Attack eye:{5}, Eye dodge:{4-1}, Damage:{5}
Janna: Do nothing: Autosuccess
Fiery Eye of Darkness: Grab Korora:{1}, Damage:{2}
----------------
Landing point of "Stirling's Fusiliers", Wayside V (camp "Wildcat") The morning sun's rays merrily reflected off the cockpit glass of the battlemech platoon lined up at the northern exit. Colonel Andrea "Cat" Stirling watched the pilots climb into their machines from the seat of her "Great Titan", and mentally hurried them up. Too much time has passed since they have lost contact with the armored convoy after that big flash of light. Once it became apparent that something has happened, Stirling ordered all the heavy armor at her disposal to assemble for a search and recovery mission. It seemed that the men below were moving dreadfully slow, but she knew that it was only her anxiety speeding her up. Stirling was impulsive in such moments, and she knew it. She almost charged out the gates with her "Titan" as soon as the disaster struck, but her lieutenants persuaded her that a full-scale rescue mission would be better. Now, at the head of three heavy and two medium lances, they were finally ready to go out and...
"KRAKKATHOOOM!" All the displays before Stirling's eyes have suddenly flashed white and went out. Enormous feedback rushed into her brain through the neurohelmet, sending her mech into an uncontrollable staggering dance. The world spun before her eyes as the mech's massive leg crashed into a heavy tank and broke, leaving the machine helpless before the merciless gravity. Stirling could see that the other mechs of her lance were falling, the ground under their feet suddenly turned black and began to crumble. Massive gouts of flame were rising from giant fissures in the earth. Before the darkness engulfed her, Stirling could see the remains of the "Bullrun" dropping into the depths of Hell, taking all hope of survival with it. The last sounds she heard were the screams of the dying and the rumble of crashing rocks.
Two clicks north of the Fusiliers' camp, the hill "Andrea's Furnace". The Eye lashes its tentacles at Korora, trying to bind his arms and prevent him from using his sword! Korora was ready for it, but the Eye's movement is too fast! All he can do it shield himself from the Eye, letting the dark pseudopods wrap around his forearms and sword. Struggling against the tentacles' grip, Korora grunts to the two people behind him:
- Run! Quick! But Rooster and Boksi don't intend to run. Quickly getting up from the ground, Boksi strikes a defensive stance with his halberd, putting so much force into it that the fiery gem in the halberd's blade penetrates his invisibility barrier with its shine! The Eye's pupil widens when it sees this energy but its grip does not falter. Suddenly, a barrage of hard fragments flies into the Eye's open pupil! Shoveling crystallized dirt with all six of his hands, Rooster bombards the Eye with a rain of sparkling shards! The Eye is taken aback, its pupil closes, and the fragments bounce off from its materialized surface. Using his enemy's distraction, Korora focuses his strength and tears free of the tentacles' grip! Bits of darkness fly as the tentacle matter rips from the tension, and several of the Eye's appendages now hang limp from its sides.
A sudden gust of wind throws up a great cloud of dust that conseals the combatants. For a moment, everything around Korora turns a reddish shade of brown, through which he can barely make out the shape of the fiery eye as it rises beyond his reach. Before he can think of anything, loud rhythmic thumping tears up the air, and a barrage of glowing projectiles collides with the eye, shattering against its shell! The Eye swerves sideways and begins to descend back into the dust, causing the rest of the projectiles to miss.
As suddenly as the first time, a gust of wind blows the dust away, revealing the Eye and everyone else. Gantolandon lies near the truck, blood trickling from a few cuts on his body. Simon the machinegunner stands nearby, his tool-of-the-trade still smoking in his hands. Zako hovers in the air above him, using a small tornado as a support. With the Eye clearly in view, Korora leaps at it with the Ashcraver raised, ready to cleave the abomination in half!
Suddenly, something impossible happens.
Intent of helping Frelock out of wherever he managed to get himself buried, Zako creates a small but powerful twister, that sucks up the dirt and various fragments on the ground. Before two seconds pass from that moment, the entire world around everyone suddenly blue-shifts, as if travelling at the speed of light. The sun momentarily goes out, and darkness engulfs everyone for a split second. When light returns, everyone can clearly see odd bulbous protrusions appear out of nowhere in particular, then fade suddenly before the sky above them becomes black with clouds. With a sound louder than anything ever heard by any creature, a lightning bolt as wide as the sky itself rips through the atmosphere, rending the very world apart with its brilliance! Zako's tiny twister explodes into a massive tornado that devours the Furnace, lifting everyone from the ground! Seconds pass like centuries in the swirling chaos of lightning and darkness, fire and rain! Suddenly, everything stops.
Korora is the first to come to his senses. Looking around, he sees that Andrea's Furnace is no more, all hints of any elevated terrain features have been eliminated for what seems to be miles around. The ground, previously a hard shell of molten soil, has been again reduced to a fine reddish powder. With moaning and groaning, people begin to rise out of this powder, many of them with significant injuries. Korora himself feels rather battered, but he still wades out through the unstable soil and helps the others undig themselves.
Within ten minutes, it seems everybody is back on the surface. The team is a sorry sight. Half of Rooster's arms are broken in several places, his increased pain sense has left him a moaning wreck on the ground. Chaoticag has almost completely choked on dust and suffered some fairly heavy lacerations during the storm. The others are slightly better off, with only bruises and minor cuts left to speak of. Jay stands out, as having taken quite a battering during his flight he somehow seems more lively than the rest of the team combined, even though his broken pelvic bones don't really allow him to stand. Thankfully, the Eye is nowhere to be seen. With luck, it will have been destroyed by the storm. Two of Boksi's bats seem to have perished in the storm as well, but the one loss the entire team will mourn is that of the Heavy Hauler. The tornado has had quite a lot of fun with the vehicle, and its heavy metal frame can now be seen protruding out of the ground, visibly bent and twisted.
Some more time passes while everyone tries to process what has happened. Andrea's Furnace is completely destroyed. Yet another vehicle has been trashed. Just about everyone is injured. LASD and Kashyyk eventually rejoin the company with Janna, telling of the same experiences sans the tornado. Janna is very weak, but happy to stand on her own two legs. In the confusion, it takes the company some time to realise that Gantolandon is nowhere to be seen.
------------
Background: [4+2] Everybody notices strange pillars of smoke rising from several directions. The biggest two pillars are southward, where the Fusiliers' camp is, and northeastward, further into the Large Valley. LASD examines the Hauler and establishes its condition as "Awful, but repairable - if we can get it out.". The fiery Eye is indeed nowhere to be seen, as is Gantolandon - Kashyyk did a thorough scan of the ground, and unless he is dead, he should've shown up in his view.
------------
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: RPG-7: Somewhere in the area. Two-handed ranged weapon. Not loaded.
Light Automatic Pistol: Near the hill. One-handed ranged weapon. Ammo: 0/30. Short burst: 6 rounds, +1 accuracy. Long burst: 18 rounds, +1 accuracy, +1 damage.
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: Starting Point. The place you initially appeared at.
Sub-area 2: First Contact. 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: Andrea's Furnace. 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.
Fusiliers' camp "Wildcat": A small military camp set up amidst the hills in the large valley. Something terrible might have happened there.
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.
---------
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 the Andrea's Furnace in the Large Valley.
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: Stuck rear-upwards in the ground. Likely heavily damaged.
------------
Character Status: Location: On the ground near Andrea's Furnace (LV a3)
Health: Battered, Moderate Pain (-1 mental, -1 physical)
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.
== Pending ==
Power Control: 15% learned.
Location: ???
Health: ???
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: Near Andrea's Furnace (LV a3)
Health: Chest slightly singed. Numerous dents on the armor.
Equipment: The Ashcraver(right hand)
== Weapons ==
The Ashcraver: Held. Two-handed weapon. +2 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 Andrea's Furnace (LV a3)
Health: Arms and lower body covered with heavy burns. Several large lacerations. Has trouble breathing (-1 Constitution). Severe Pain (-2 mental, -2 physical). Moderate Bleeding.
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: In a strange room.
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 Andrea's Furnace (LV a3)
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.