------------
Turn 160 ------------
Players: I'll go looking for them (bats). And bring them with me to the truck or something.
-----------------------------------
Let's drive the truck Jag-wards. I'll meditate on the ride and try to unlock hidden abilities.
[AI] Try to use LASD's tools and combine my dagger and sword into one Vibro-sword.
Well, let's work on mental hardening this turn.
I suggest that we go towards the direction that we saw Andrea going, unless people think we should go to the enemy base instead. Then I meditate and enter a skill-enhancing matrix style trance.
[AI] Keep practicing.
I'll practice finding team mates with the headband by trying to find out andrea's location after getting on/in the Hauler.
I try to wake myself from unconsciousness, and then start rubbing my hands together to warm them up.
I deactivate the table of status' and see if I can alter my vision to that of normal human optics. Hop on the truck as well.
RTTAI:(1) Vote to go back to the camp. See if it's possible to short out the truck with the electro-staff.
Allied NPCs: Remain where they are.
Neutral NPCs: Waits.
By popular vote, begins driving north. Coincidentally, both the Jaguar base and Andrea's flight path are to the north.
------------
Players:
Boksi: Get bats to the truck:{3}
Andrea: -----------------------------------
Korora: Meditate on hidden abilities:{4}
Chaoticag: Combine weapons:{1}
Frelock: Work on mental hardening:{1-1}
Kashyyk: Enter a skill-enhancing trance:{6}
Rooster: Practice omnidexterity:{1}
LASD: Practice finding teammates:{6}, Consequence:{6}, Luck:{1}
Jay Kayell: Wake up:{4}, Rub off cold:{6}, Collateral:{2}, Damage: Self:{6}, Truck:{6}, LASD:{1}, Frelock:{6}, Kashyyk:{4}, Simon:{1+1}, Janna:{3}
Zako: Deactivate Ally Status:{1}, Alter vision to normal:{6}, Other regenerations:{1+1,1+1}
Neo: Try to short out the truck with the GIMA:{5}, Truck damage:{2}
NPCs
Boksi's giant bats: Do nothing: Success. Freeze:{5}
Simon: Wait: success.
Janna: Drive north:{6}, Consequence:{3}
----------------
Wayside V. Former location of the hill "Andrea's Furnace". A small, but heated argument broke out over the destination the team should drive to. While many wanted to go straight into action, most teammates expressed a desire to locate Andrea first, since his electrical prowess would prove indispensable for the team. Using the short delay, Boksi managed to drag his only surviving giant bat aboard the truck with him. Shortly afterwards, a consensus is reached when Janna realises that both destinations lie roughly in one direction. With everything finally settled, the Hauler's engine roars up, sending the crew underway. Happy outcries are somewhat muffled when the exhaust gasses enter the lungs of the people on the platform, but there can be little doubt that everyone is relieved to finally start moving towards their goal.
With the heavy-duty suspension softening the occassional bump, the team relaxes. Rooster juggles his rocks, Chaoticag fiddles with his weapons, Kashyyk and Korora meditate. Nobody pays attention to each other's doings. And it backfires. Hard.
Left to himself, Neo starts wondering about the potential uses of the wonderful electric staff he held. Some of them were obvious. Some were quite intriguing. Deciding to test his ideas in practice, he crawls over to the cabin wall and jams the end of the staff into the space between the cabin and the platform. Immediately, sparks fly out and the truck picks up speed.
-
Whoa, whoa, whoa! What's happening?! The controls ar- Janna's alarmed cries are cut short by a sudden burst of flame from the cabin! The truck swerves to the right, Korora falls off the platform, and the vehicle's suspension accomplishes what inertia started. The truck tips over and crashes on its side, digging into the ground! Those who managed to keep their footing on the flatbed suddenly experience merciless inertia as they are slammed into the cabin's back wall! Kashyyk's seatbelt snaps, and he is flung out of the burning cabin through the empty windshield frame. If he were conscious at the moment, he'd be amused by this universe's approach to irony.
A minute or two later... -
Uhhhhh... LASD opens his eyes. He feels as if he's lying on his side, but he can't see well because some strange translucent goo obscures his vision. He tries to wipe it away with his hand, but a wave of pain engulfs his mind as he tries to move. It takes LASD some time to calm himself down and examine the situation in a more cautious way. After almost ten minutes of painful slow movements, he sees the full picture.
The truck is lying on its left side, the reinforced cabin seemingly undamaged in the crash. Clouds of dark smoke fill the small space, and some odd pink goo forms elastic membranes hanging from the windows above, slowly dripping to the floor. The back seats are almost undamaged, Frelock and Jay, both strapped in, were untouched by raging flames, but LASD's body is hanging on the remains of his seatbelt, covered in nasty burns. The wonderful suit is in tatters, the top hat has fallen off and the Rad-Man can be seen shining through its ashen remains. The sight almost makes LASD cry, but he composes himself. In front of him, someone else moans - he recognizes the voice as Simon. The front seats are severely burned, and it looks like Simon is heavily injured. Janna is nowhere to be seen. Suddenly, someone looks into the cabin from above. Someone large.
-
Holy sh.. Hey! You alright in there? -
Do I *nngh*.. Do I look alright? -
No. Hang in there, we'll get you out! -
Uh-huh. Real funny, man. It takes Korora and the others quite some time to carefully roll the truck back on it wheels and get the four people out of the cabin. Normally, it'd take far less, but LASD's inner pragmatist defeated the inner survivalist and by his vote it was decided that Korora will not "just rip the thing open". The victims of the crash were carefully laid on the ground. They weren't numerous - LASD and Simon suffered heavy burns, Janna was slightly burned and battered after she bailed out of the flaming cabin, and Jay was unconscious after his display of fiery power. Zako's fate required some pondering to understand - apparently, his regenerative power completely backfired on him and his entire body became a huge wad of loosely-bound biomatter. This was somewhat fortunate, because the half-liquid substance splattered all over the cabin in the crash and doused the remnant flames, but also highly disruptive to the team's efforts because they couldn't walk two paces without stepping in Zako, and it was anything but pleasant.
While some concerned themselves with scooping Zako up into a more concentrated form, others catered to the injured. Only Boksi and Chaoticag could perform telekinetic healing, and they both were quite inexperienced. Healing went slow. While looking at their efforts, LASD suddenly remembers what he was doing before the crash. He could locate every existing team member on the planet through his headband, and with the help of the Rad-Man, and was very surprised to see that someone was very close to their position. Someone they haven't seen before. He tries to tell the team of this, but is only a few seconds too late.
-
Uh.. Hello! Approximately half an hour earlier. Qwer'Ty was growing tired. After more than an hour of constant walking towards an improbable goal, all the while fighting off the ever-present cold with nothing but determination and underwear, his body was almost at its limit. When the strange object he was walking to suddenly began to move, he almost lost hope, for it would mean he was being left alone, with no chance to catch up. But Fate favored him this time.
A burst of flame erupted from the object's front, and it almost immediately stopped. Finding new strength in hope, renewed with this sudden chance, Qwer'Ty gave his muscles a final jolt and broke into a sprint, trying to reach the object before it moved off again. But his body knew its limits all too well. For generations his race was perfecting its genetic structure, resulting in great capacity for understanding the world around them. But with that understanding came technology, and it replaced or enhanced every aspect of their everyday lives. Their bio-implants were a true marvel of genetic engineering, allowing even newborns to interface with the tech that surrounded them. And it left them weak when that technology was taken away from them. Left without strength to continue, Qwer'Ty collapsed to the ground, his hope all but lost.
When he woke up, he was almost sure he would not see the goal he was heading for. The haze created by the lingering heat of the surface had cleared up, and lo and behold! The object was still there! Now clearly visible, the boxy flatbed hauler was just a few hundred meters away. Qwer'Ty got up from the ground and walked calmly to the vehicle. If Fate has so decided, there was no way it would leave without him.
------------
Background: [6+2] Yes, you do notice you have a new team member. The more learned (or less absent-minded) of you recognize him as being of the Dolean race. He's a fairly slim humanoid, with gray skin, pitch-black eyes, and no ears or nose to speak of. Apart from that, Korora recalls something important from his meditation experience - there are no details, just the words "BREASTO FIRE". The truck is, by Janna's estimation, more or less broken. The flames and the crash didn't hurt too much, but Neo's experiment has fried some sensitive electronics. It'll be very well if it'll be possible to start the engine, but all the onboard CPUs and control panels are beyond repair. Chaoticag's wooden sword is irrepairable as well, having been crushed by Rooster falling on it. Also, while gathering up Zako, you find what look to be two perfectly normal eyes. They unnerve everyone by turning to look at whoever's nearby.
------------
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 Furnace. One-handed ranged weapon. Ammo: 0/30. Short burst: 6 rounds, +1 accuracy. Long burst: 18 rounds, +1 accuracy, +1 damage.
Steel Quarterstaff: Near the Furnace somewhere. Two-handed weapon. Deals blunt damage.
Brown leather hold-all bag: Somewhere near the Furnace. 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.
Heavy Hauler: +Bone Axe+: In the cabin. One-handed weapon. Cracked. (roll against break on powerful hit)
Roll of aluminium foil: In the cabin. 25cm wide, 10m long.
Rad-Man: In the cabin. Mentally controlled. Can act as a radio or a mini-microwave. Highly reflective.
Grey Mechanic's Kit: In the cabin. Contents: mechanics tools, basic electrics tools, portable welding torch, set of binoculars.
------------
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 sword): +2 to damage, +1 to attack, -1 agility.
Parameters (core 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.
Can heal wounds.
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 northeast 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). Cabin windows broken.
------------
Character Status: Location: Near the Hauler.
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 ==
Novice Engineer: 15% learned.
Power Control: 15% learned.
Location: ???
Health: Dead?
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 the Hauler.
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 the Hauler.
Health: Bruised and battered. Mild pain.
Equipment: Vibroblade long dagger (left hand), Steel chestplate, Copper chainmail, Hard leather leggings, Copper plated boots, cloth gauntlets.
== Weapons ==
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: Near the Hauler.
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.
TK Shamble: Can move and control his body while unconscious or otherwise disconnected from it. Doesn't receive feedback (lacks senses). -1 mental penalty for each consecutive turn spent while "animated".
== 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.