Aand it's here. I tried my best not to make it look like it was just describing actions. Therefore, some things happened that weren't part of the rolls.
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Turn 163 ------------
Players: RTTAI(3}: I practice shooting fireballs into the distance to learn to use my ring better.
-----------------------------------
I'll fashion us some melee weapons from whatever scrap metal is laying around (keeping overshots)... hopefully I can salvage some raw materials from the various exploded vehicles.
[AI] Help Qwer'Ty
I'll attempt to form a TK bubble around Kashyyk to get him into the truck. Then do a little scouting in my own personal bubble.
Therefore, I summon my old karate instructor (from RL) to teach my steel self Karate
[AI] I attempt to use my regeneration to get rid of the turtle shell. Then practice running.
As my action, I'll do some investigation with the Rad-Man to check if the virus is causing trouble somewhere on the planet and what the Jags are up to.
I greet the strange new guy with the manliest of all greetings, a small nod. Then I get some warm clothes from the truck's cabin and try to get rid of my headache.
Work hard on multi-tasking! I MUST IMPROVE!!!
RTTAI:(3) I keep myself warm and fit by exercizing agility.
Having been helpful enough(much more than I had hoped for or even wanted), I think that I should look into this virus further, and ensure that if I do have it, I don't spread it. If it is unknown, it would probably be better to at least avoid actions that might transmit it, as a precaution.
Allied NPCs: Remain where it is.
Neutral NPCs: Get a flashlight, do some push-ups.
Go back into the truck and fix anything that is fixable, then start the engine.
------------
Players:
Boksi: Shoot fireballs:{2-1}, Magnitude:{4}
Andrea: -----------------------------------
Korora: Search for materials:{3}, Craft something:{4+2}, Magnitude:{1}, Luck:{6}
Chaoticag: Help Qwer'Ty:{1}, Magnitude:{6}
Frelock: Attempt a remote TK-bubble:{4}, Move Kashyyk:{2}
Kashyyk: Summon karate instructor:{3}, Learn karate:{6}, Magnitude:{3}
Rooster: Regenerate to remove turtle parts:{1}, Side effects:{1}
LASD: Scout with the Rad-Man:{2}
Jay Kayell: Get clothes:{5}, Remove headache:{6}, Magnitude:{3}
Zako: Work hard on multitasking!:{1}, Magnitude:{6}
Neo: Exercize agility:{1}, Magnitude:{2}, Damage:{4}
Qwer'Ty: Investigate virus:{3+1}
NPCs
Giant Bat: Do nothing: Success. Freeze:{2}
Simon: Get flashlight:{2}, Do pushups:{5}
Janna: Fix something in the truck:{1}, Magnitude:{4}
----------------
Wayside V. Temporary camp some distance north of "Andrea's Furnace". Qwer'Ty sat quietly near the hauler, examining his skin and trying to sense the virus in his body. There was nothing. From what he knew of the virus, that was likely a good sign. Chaoticag did his best to help, but after the first three minutes he was merely distracting. He even ripped up his gauntlets - accidentally, of course - trying to show Qwer'Ty the effects the dormant virus was having on his skin, but it wasn't necessary. Qwer'Ty thanked him anyway and got up, deciding to think things over while he walks around.
People were busy around the temporary camp. Some took his advice to heart - Zako's drones were running around in mindboggling patterns, seeming to play tag. Upon closer inspection though, they appear to have just gone crazy. There goes Z-One, slamming into Frelock at full speed, causing him to lose control of the bubble he used to carry Kashyyk. The bubble goes pop, audibly, and the iron man slumps to the ground like a ragdoll. There's Z-Two, tripping over LASD as he tried to meditate on something. Z-Three and Z-Four suddenly stop and fall to the ground - that's Frelock's rocky fist working against Z-One's face. Qwer'Ty shakes his head, muttering to himself - "
How the hell did these people even come this far?" His thoughts are interrupted by Neo doing a double-backflip from the truck's platform, landing next to him, stumbling, and hitting his head on the fuel tank as he falls back. Qwer'Ty sighs and continues to walk.
The events don't become less disturbing as the time passes. Korora stopped gathering loose scrap from the ground, and sat down to, for some reason, bang his fists together. The knuckles are already red-hot, but Qwer'Ty refrains from interfering - after all, who knows what an obsessed robot might be up to. Still, what of the virus? From what he gathered, the best way not to infect someone if you do have the virus would be to refrain from biting or scratching them. Sounds easy enough. Muffled half-russian expletives attract his attention to the truck's cabin - Janna seems to have gone into a repair frenzy, gutting perfectly working systems to somehow fix the other ones. Behind her, Jay Kayell sits in the back seat, fully clothed, and bangs his head against the cabin wall with a very determined look on his face. Qwer'Ty hastened to turn away - if he allowed his mind to try and analyze what he saw, he'd likely soon be banging his head against something as well. He was just turning to look in another direction when something near him exploded into flames, momentarily knocking him out.
When Qwer'Ty woke up, someone was sitting beside him. Judging by him being invisible, Qwer'Ty recognized Boksi, who promptly apologized for hitting him. Word after word, they engaged in dialogue which made Qwer'Ty understand some things. No matter how strange or out-of-place the action, somehow it all made sense here. It turned out that Korora was trying to forge weapons, but ended up forging a pair of spiked knuckles onto his fists. Jay Kayell was curing his headache with a "kill fire with fire" strategy, and it worked. What made these people come this far wasn't just luck or divine blessing - despite all their oddities, they managed to pull through on determination and cooperation. Having a good idea of what waited for them, Qwer'Ty hoped it would be enough.
Kashyyk's mind. Virtual landscape. Quite bored of just walking around, Kashyyk concentrates. However bleak this landscape looks, it is just a portion of his mind - he should be in control here! With that thought, he tried to remember his life as it was before the adventure, before he found himself on the floor of the Cube. Vague thoughts entered his mind... family... war... gigantic floating base... martial arts instructor... donuts... wait! An idea dawned on Kashyyk, and he focused his thoughts. He tried to bring out the image of his old instructor, the one that, as he remembered, has taught him karate. Bringing the power of his mind forth, Kashyyk forces the image to materialize!
-
Uhhhh. I should've known. Standing in front of him was a very familiar-looking contraption, slightly resembling a solarium. Across the top lid, bright letters in a jagged "action movie" font read: "
VR INSTRUCTORmodel 30R911Q" A very hi-tech-looking VR helmet was resting on a small shelf on the side of the machine, along with a shiny disk case. Picking the disk up, Kashyyk receives another surprise.
-
Ca.. Capoeira?! Whatever his memories seemed to be, they likely were no more true than his old instructor and his karate lessons. Seeing no alternative, Kashyyk lies down into the machine, inserts the disk into a slot on the lower half with a suddenly familiar motion, puts on the helmet and lowers the lid. He is immediately thrust into a bewildering conflagration of images and sensations that seems to last all of two seconds. A brief glance at the timer above him seems to contradict that though, reading 3 hours 30 minutes of training time. Feeling unusually tired, Kashyyk opens the machine and takes the helmet off. His body is covered in sweat, which is strange for an iron man, but not too strange considering the other circumstances. For some reason, despite the experience Kashyyk feels that the training is incomplete. The nanodisk ejects from the slot with a whirr, and Kashyyk takes it out. It reads: "
Base Alpha personnel only. Capoeira Training: Disk One". After several minutes of searching for the subsequent disks, there are none to be found.
------------
Background: [4+2] The cold wind gradually abates, letting the morning sun's rays warm everyone up. Despite first thinking his regeneration failed to work, Rooster notices that it worked in reverse - his remaining horselike parts are gradually turning turtle. After a brief examination of the truck in the aftermath of Janna's repair efforts, LASD sums it up as "could be worse". Cabin heating, weight stabilizers, tire pressure control, smart AWD, and most of the usually neat devices like the speedometer and fuel gauge have been rendered useless. On the other hand, there is now a way to manually flood the cabin with foam, the truck can go in reverse as fast as it can go forward, and has an automagically controlled low-rider-like suspension. And the claxon is what turns the headlights on now. Neat.
------------
Environment: Morning. The air is cold, but sun warms people up.
------------
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.
Grey Mechanic's Kit: In the cabin. Contents: mechanics tools, basic electrics tools, portable welding torch, set of binoculars.
Warm clothing x2: In emergency locker. Can cover upper/lower body, arms, legs. Adds 1 to freezing roll. Green/beige camo pattern.
Warm boots x2(pairs): In emergency locker. Can protect feet. Add 1 to freezing roll. Brown synthetic materials.
MRE pack x20: In emergency locker. Nutritious dehydrated food in a self-heating container. Properly consuming will temporary repel cold.
Flashlight x3: In emergency locker. Provides light in dark areas.
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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.
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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). Cabin can be flooded with foam at a push of a button. Transmission fully reversable. Low-rider-style rapid hydraulic suspension.
Armament: None.
Protection: 20mm steel plating (-1 against to-scale pierce attacks).
State: Lightly damaged, driveable (-1 non-dodge driving checks). Cabin windows broken. Cabin heating, weight stabilizers, tire pressure control, smart AWD and dashboard are broken.
------------
Character Status: Location: Near the Hauler.
Health: Battered, slightly burned.
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), Scrap Knuckles(both hands).
== Weapons ==
The Ashcraver: Held. Two-handed weapon. +2 slash damage.
Scrap Knuckles: Worn on both hands. +2 pierce damage to unarmed attacks, -2 dexterity. Permanently attached.
== 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 ==
Master Weaponsmith: +2 to forging melee weapons out of any metals. An overshot MAY be rerolled with no bonus unless desired otherwise.
== 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.
High Master Weaponsmith: 1% learned.
Location: Near the Hauler.
Health: Bruised and battered.
Equipment: Vibroblade long dagger (left hand), Steel chestplate, Copper chainmail, Hard leather leggings, Copper plated boots, Xcloth gauntletsX.
== 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.
XMakeshift Cloth GauntletsX: Worn on hands and lower arms. Torn up. Failing a Lck+Dex roll will infect the target on touch.
== 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: 60% learned.
Improved Strength: 15% learned.
Improved Agility: 50% learned.
Location: On the ground near the Hauler.
Health: Unharmed.
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.
RC Bubble: 10% learned.