------------
Turn 156 ------------
Players: "I focus on my pain. Pain is a strong sensation. Draw out the pain. Draw out the anger. Draw out the anguish, the fear and the fury! Hurl it at the rising sun, screaming defiance at the blood red dawn!
Or, in more metagame terms, create an attack that draws power from pain modifiers and use the sun as target practice."
-----------------------------------
RTTAI:(4) I finish repairing our vehicle. And bring Frelock in.
[AI] Once again try to heal myself.
Strengthen my mind so I never have to black out from pain or injuries again.
"I dig a grave for Kosak, If possible I also find a sheet of metal and hammer the Words
'Here Lies Kosak Sidasin Lokumzuden, Keeper of Nogzulban. He died serving his allies. May he live well in Svalbard.'"
[AI] Help with the funeral by maybe providing music.
My action will be helping us have the best burial ever for this brave dwarf, who encountered more confusing things in his life than any dwarf ever has or should have.
I shall attempt to get rid of the dizziness by way of some meditation, and search for any hidden powers that I may have while I'm at it.
I help with the funeral, and to take my mind off the sadness, I practice my abilities afterwards.
RTTAI:(1) Try to sabotage the funeral in some way.
Allied NPCs:
Remain where they are.
Neutral NPCs: Helps Janna board the Hauler.
Boards the Hauler.
------------
Players:
Boksi: Use pain to create a new attack:{3-1}
Andrea: -----------------------------------
Korora: Finish repairs:{6}, Consequence:{6}, Luck:{2}
Chaoticag: Heal self:{6-1+1}, Consequence:{6}, Luck:{4}
Frelock: Strengthen mind:{4}
Kashyyk: Dig a grave:{5+1}, Magnitude:{1}, Luck:{5}, Find metal:{6}, Make writing:{5}
Rooster: Help with funeral:{3}
LASD: Help with funeral:{4}
Jay Kayell: Meditate to rid of dizziness:{3}, Search for hidden powers:{1}
Zako: Help with funeral:{1}, Consequence:{3}, Practice abilities:{6}, Consequence:{6}, Luck:{4}
Neo: Sabotage funeral:{3} - no success (no chance with Kashyyk's rolls)
NPCs
Boksi's giant bats: Do nothing: Autosuccess
Simon: Board the Hauler: Success (minor action)
Janna: Board the Hauler: Success (minor action)
----------------
Wayside V, former location of the hill Andrea's Furnace.
The sad procession slowly moved away from the Furnace, Kashyyk at the front, Zako and LASD in the rear, Rooster carrying Kosak's dead body in his hands. There were no instruments for music, and nobody felt it appropriate to hum or whistle a funeral march, so only the faint rustle of the cold wind filled the air as they walked. Simon and Janna were also silent, following the funeral train with their eyes before walking off toward the waiting truck.
-
Let's stop here. Kashyyk looked at the great uneven expanse before him. "Here" was as good a place as anywhere else the eyes could see. He stopped and motioned the others aside. "
I'll dig."
Summoning forth all his strength and skill, Kashyyk slammed his steel fist into the ground, expecting the soft soil to offer little resistance, but his mighty thrust has suddenly met a solid slab of rock under a thin covering of dust. With a resounding
KRACK and a deep rumble, the ground in front of him begun to collapse! Rooster and LASD jumped back, but they were not endangered either way. Zako tried to grab Kashyyk and lift off, but was greatly surprised by the steel man's actual mass, and was quickly dragged down into the forming cavern. When the debris stopped falling and the dust settled, he found himself, astonishingly unharmed. The rocks next to him rumbled, and Kashyyk emerged from under them, unharmed as well and just as greatly surprised, for they were standing in the middle of a massive geological curiosity. The small cavern they fell into was but a ledge, a cavity in the corner of a massive underground hall. The faint green sunlight reflected off crystallic columns and great slabs of dark stone, filling the cavern with twinkles of shimmering light. It was astoundingly beautiful.
-
Hey! Are you all right? Need any help in there? LASD sounded worried.
-
No! I mean yes! I mean we're all right and don't need help! Get down here, you have to see this! Using the sloping walls and piles of debris, Rooster and LASD carefully slid down into the cavern. The sheer size and beauty of the place struck them deeply, and they all stood there for a while, admiring the sight. Zako was feeling left out. And growing impatient. "
Look, can we just get on with it? I don't want to sound cold, but we have to get a move on. I can't see any reason to stay here longer." The others sighed and gave him a painful look."
What?"
Kashyyk shook his head and looked back at the great cavern in front of them.
-
He would. -
Then, what? Do we do it here? The question remained unanswered. Kashyyk, Rooster and LASD began their descent into the darkness.
-
Fine. I'll keep watch here then. Mentally flipping the selector on his headband to visible light, Kashyyk made his hand into a powerful flashlight that immediately illuminated the entire cavern. Rock crystals formed entire forests along the rim of the great cave, in the center of which was a single great rock, white as the snow. Using his knowledge of the stone, Kashyyk carefully trod down, picking his way through the crystalline columns, and Rooster and LASD followed his steps as best as they could. For several minutes they walked this way until they finally reached a clearing. Lesser rock crystals and jagged obsidian monoliths made it no less easier to walk through, but they were wider apart, and Rooster's shell didn't get stuck quite as often.
Zako was getting bored. Looking at faint heat signatures in the distance proved sub-par for entertainment, and he decided to get out onto the open air to get some practice. On the surface, there was at least more room. Glancing back at the Furnace, Zako could see that just about everyone else was ready to go. Jay and Chaoticag were the only ones he could see away from the truck. When he turned his eyes back to the cavern entry, he was rather spooked to suddenly see the Mii'Ari, standing right next to him.
-
Whoa! Sneaky, you. -
Heh. I only do what comes natural. What goes on down there? -
I think they decided to bury the dwarf, Kosak, in that cavern. -
An underground grave? Curious. But, suppose it collapses? -
Why would it? -
I don't know. Just curious. Anyway, what are you
doing, keeping guard? -
Nah. Can't see a thing in there, so I got out to throw some wind. -
I see. Practice, hm? How about you toss some rocks around? With the wind? Might make a good weapon. Ok, good luck, return soon! Zako looked at Neo's back as he ran away toward the truck. "
Strange guy. I wonder if they're all like that? Can pitch a good idea though."
The trip through the crystal and stone pathways was exhausting. For LASD's legs, at least. Kashyyk bravely led the way, and they followed suit until they reached the great white stone in the middle. Somewhat blocky, a little rough, this was nevertheless a most astonishingly beautiful obelisk, made of a stone none of them could recognize.
-
There. We do it here. Kashyyk pointed at the base of the great stone, and began digging. The ground near the obelisk was rocky, hard, but it became the usual soft clay just a foot down. In just a few minutes, the grave was ready.
-
Okay, let's lower him. Carefully, now. Ten hands slowly lowered the dwarf to the bottom of the grave. He rested on a roughly-hewn obsidian slab that Rooster managed to pry off a nearby monolith, his hands on his chest still holding his weapon and his sock. More obsidian slabs were laid, forming the walls of the tomb, and Kashyyk placed seven rock crystal clusters around Kosak. Then, another slab of obsidian finally covered the dwarf's grave, and the soil was put back in its place, forming a burial mound that would have made any dwarf proud. Kashyyk, LASD, and Rooster stood together in silence. Finally, Kashyyk broke it.
-
We should write something. This stone is as good a tombstone as any. He went to the great white stone and lifted his hand to start writing, but fate intervened in its usual fashion. A great rumble echoed through the cavern, seemingly infinite in its resounding magnitude. Tiny rocks began to fall from the ceiling, followed by bigger and bigger ones.
-
The ceiling! The cavern is collapsing! RUN! They raced along familiar paths, as fast as legs would carry them. Rooster allowed LASD to ride him, and Kashyyk no longer picked his way through the beautiful columns, instead smashing through them with his steel body. Crystal splinters flew everywhere. Rocks and giant crystal formations dropped from the ceiling and shattered into geptillions of tiny shards, adding to the mayhem and taking out huge sections of the crystal forest. LASD covered his face with his shield, and Rooster did his best to cover his eyes as he ran, hoping that none of the great crystalline bombs would fall on him.
When they finally neared the exit, they allowed themselves a half-second to look back. The obsidian monoliths lay shattered, the crystal forest was gone, and only the obelisk remaind. Rocks from the ceiling kept falling onto the great white stone, but did not harm it. Seconds before the ceiling completely fell and buried Kosak's grave for all time, Kashyyk, Rooster and LASD leaped out of the cavity onto the clear ground.
The soil sagged and formed a crater where the cavern had been, dry clay sipping away through countless cracks and fissures in the stone below. Near it, a very conspicuously tired snakeman tried to make it seem that he had nothing to do with the collapse. Kashyyk was beyond consolation. He fell to his knees, and muttered.
-
All that beauty... gone... -
Don't worry. At least we gave him a good funeral. LASD tried to sound neutral, but he also felt sadness, something beyond mere disappointment of a ruined result of hard work. Suddenly, a glint of white caught his eye.
-
Hey, look! Kashyyk, look! Over there, in the crater! As the seeping soil slowly disappeared into the cracks, a small mound appeared in the center of the crater. It grew and grew as the soil disappeared, and finally it started to seep off the sides as well, revealing the brilliant white edges of the obelisk. The white stone survived the great collapse, and stood now above the ruin, appearing as a foot-high slab of rough whiteness. Kashyyk rejoiced, and ran towards it like a madman. Nobody could stop him even if they tried.
After all was done, the team reassembled at the hauler. Zako looked a little guilty, Neo looked a little sneaky, and Kashyyk, LASD, and Rooster looked more than a little tired. While they were away, Chaoticag almost managed to kill himself with his healing but survived with no ill effects in the end, Boksi got a headache, and the others managed to assemble and prepare the truck for departure. They could leave anytime they wanted. For Kashyyk, this was all irrelevant. He was happy with his work, for from now on, anyone who looked at this planet and found this place, could see a massive slab of engraved stone in the middle of the desert. A slab of stone covered with images of axes, fortresses, and burning socks. A slab of stone upon which it is written, in languages of Men and Dwarves:
SARAMRAKUSTLAM KOSAK SIDASIN LOKUMZUDEN
ZUDEN NOGZULBAN ZIRILZANEG SOLOZ
UDOSURNUT ESHONBABINIKOR
SVALBARD ESHONIRBOM
HERE LIES THE DWARF
KOSAK SIDASIN LOKUMZUDEN
KEEPER OF NOGZULBAN ZIRILZANEG SOLOZ
☻
HE SERVED HIS ALLIES WELL
MAY HE LIVE WELL IN SVALBARD
------------
Background: [1+2] Nobody sees anything important.
------------
Environment: Morning. The air is chilly. (non-moving characters will roll against freezing)
------------
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.
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. Then Andrea blew the place up along with a bigger convoy. And then Zako's hurricane, aided by a mysterious force, levelled it completely. All players are here.
Sub-area 4: Saramrakust Kosak. A great engraved slab of hard white stone east of the Furnace, that is the top of a buried obelisk that stands over the grave of the dwarf Kosak Sidasin Lokumzuden.
Sub-area 5: Unknown. A pillar of dark smoke rising northwest of the Furnace.
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: Lightly damaged, driveable (-1 non-dodge driving checks).
------------
Character Status: Location: Near Andrea's Furnace (LV a3)
Health: Battered, Mild pain.
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.
== Pending ==
Novice Engineer: 50% learned.
Novice Earthworker: 40% learned.
Location: Near Andrea's Furnace (LV a3)
Health: Unharmed. Moderate Pain (-1 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: 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 Hardening: 15% learned.
Mental Control: 25% learned.