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Turn 165 ------------
Players: I'll try to reinforce and expand my control over my TK power by practicing throwing dirt up off the ground. My goal is being able to throw something visible up from where the mechs are, maybe even throw off their footing if I'm lucky.
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I'll attack the mechs with the Ashcraver, punching with my spare hand for the +2 bonuses.
[AI] Try to form a VERY powerful TK bolt and shunt it at the most threatening-looking mech.
Use mental control to cause one of the clanners to shoot his allies.
Wake up, Claim the largest sheet of metal from the hauler I can find and bend it into a shield, Gears of War style.
[AI] Hide in the shell! And try to evolve some laser-reflecting plating on myself.
I wonder if there's any way to make eye contact with the pilot of a mech. Probably not, that's why my action is to try to confuse them with signals from the Rad-Man.
I charge up the largest amount of telekinetic energy humanly possible and then use it to tear apart the cockpit on one of the approaching mechs.
Raise a shield to protect us and then blast sand, dust and grit into their sensors to blind them.
RTTAI:(1) Jump up, try to hijack the truck and drive away!
I'll carefully watch what they are doing to the point that I can predict their actions! (And use that to guide the group in a way to get where we are going, get there fast, and take the least ammount of damage while doing it.
Allied NPCs: Remain where it is.
Neutral NPCs: Take cover ANYWHERE! Menacingly aim the peashooter machinegun in the mechs' direction.
Take cover in the truck, try to find any heavy weapon.
Enemy NPCs: Fire off an LRM5 at the truck for good measure, continue approaching.
Continue approaching.
Break formation, flank the enemy. Spread AC/2 fire on the truck.
Break formation, flank the enemy.
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Players:
Boksi: Manipulate earth:{3+1}
Andrea: -----------------------------------
Korora: Attack mechs:{2}
Chaoticag: KAMEHAMETKBOLT:{5+1}, Collateral:{5+1}, Mech1 dmg:{2+1}, Mech2 dmg:{1+1}, Mech3 dmg:{6+1}, Mech4 dmg:{6+1}, Surprise dmg:{3}, Mech2 crit:{6}; Luck:{3+1}, Stage event?:{6} òدó
Frelock: Mental control:{4+1}, Target(d4):{1}, Mech1 target(d4):{4}, Mech1 atk:{1}, Mech1 dmg:{3}
Kashyyk: Wake up:{5+1}, Strip metal for shield:{6+1}, Collateral:{2+1}
Rooster: Hide!: Success, Evolve mirror coat:{2+1}
LASD: Confusinate the mechs:{1+1}
Jay Kayell: TK RIP:{6+1-1}, Collateral:{5+1}, Luck:{2+1}, Target(d4):{2}, Mech2 dmg:{2},Crit:{1}
Zako: Barrier: Z1:{3+1},Z2:{6+1},Z3:{4+1},Z4:{1+1}, Collateral:{6+1}, Luck:{1+1}
Neo: Wake up:{6+1}, Start truck:{2+1}
Qwer'Ty: Analyze enemy:{1+1}
NPCs
Giant Bat: Do nothing: Success.
Simon: Take cover:{1}
Janna: Take cover:{2}
Enemies
Mech 1: Fire LRM:{5}, Accuracy:{2+1-2}, Hit ally?:{5}
Mech 2: Approach: success.
Mech 3: Fire AC/2:{5}, Accuracy:{4+1-2}, Who's hit?(1d12):{1}(HOW?); Boksi damage:{2-1+1+1}
Mech 4: Approach: success.
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Wayside V. Temporary camp some distance north of "Andrea's Furnace". The arrival of enemy battlemechs has thrown the temporary camp into a state of chaos. Everyone either scrambled for cover, or tried to stage an impromptu attack against the advancing machines of death.
-
GET DOWN! Simon and Janna hit the dirt where they stood, trying to shrink against the flat landscape. They tried to force their bodies down even further when they saw the lead mech shoot another pod of missiles at them.
-
INCOMING! Suddenly, in front of Janna's very surprised eyes, appeared a smallish but frightfully genuine naked butt. For a moment, the butt overshadowed even the battlemechs. And then everything turned into a massive whirlwind of dust.
Chanting an improvised mantra in unison, the four mini-Zakos stood in a row between the team and the 'mechs, hands thrust forward in an act of denial (and some full frontal thrown in for good measure), and channelled their elemental powers into a gigantic dust devil that rapidly gained speed and power. Within seconds, the wind wall was too thick to see through. Five missiles slammed into it and exploded, adding a touch of fire to the swirling chaos. Simon breathed a sigh of relief, as well as he could through the dust.
-
Whoa, that was close. BET YOU DIDN'T SEE THAT COMING, >CENSORED< >CENSORED<S!!! But the Jags weren't done yet. As if attracted by Simon's anxious yell, a spray of gunfire tore through the wind wall! Tumbling through the air, the projectiles went far and wide, some ricochetting off the truck's armor but doing no damage. Until by pure chance, one found its mark. Interrupted mid-focus, Boksi fell with a cry and a pierced leg, suddenly-visible blood spraying into the whirlwind.
Hearing the cry, Chaoticag focused. He clenched his fists and felt the raw power teeming within him. As the power slowly stirred and poured into his hands, he began to speak to himself.
-
Bad move. Nobody messes with our team. By doing harm unto us, you call harm upon yourself! We will prevail! OUR! POWER!! WILL!!! CRUSH YOU!!! His eyes open wide, Chaoticag held his hands in front of him, his body becoming a channel for raw, unadulterated force! Screaming at the top of his lungs, he gave it all, feeding what seemed to be his very essence into an energy construct of titanic proportions! And when his body could no longer hold it, he let loose.
For a brief second, the sound of violently ripped existence muffled the roaring wind. Launching forward with strength rivalling every known weapon or force of nature combined, the massive discharge of energy scattered everyone who stood near, throwing them to the ground. Tearing apart the wind barrier, it continued forward until it struck the two leading enemy mechs, lifting them off the ground and throwing them into the distance, tumbling like giant 60-ton ragdolls. Compared to this display of power, Jay Kayell's own efforts at a telekinetic attack left him feeling tiny and useless, but he picked himself up. He knew his own strong points. Pity they weren't of much use now.
Qwer'Ty stood up and took the moment of silence to brush himself off. Looking over the team, he found it in an unfavorable position. The wind barrier provided protection, but disrupted their efforts. He couldn't see the enemy, LASD couldn't concentrate, even Korora couldn't get through it to attack the enemy. And then it disappeared itself. Without the barrier, Frelock made a great target in his force bubble, and the rest of the team were out in the open, with nothing but combat armor to protect against anti-tank munitions. Things weren't looking too good.
-
We need some leadership here. And a plan. Fast. Suddenly, everyone notices that Chaoticag's body is twitching, muscles contracting and relaxing randomly, limbs bending into unnatural angles. Before Frelock can move in to help, the world around suddenly seems to slow down, the colors dim. Chaoticag's body suddenly loses fidelity, becomes blurred to the eye. Out of nowhere in particular and everywhere at once, a pair of voices speak, sounding concerned and alarmed.
-
He's suffering backlash! Get that damn operator here, we need to phase him out! -
What are you doing?! We can't interfere like that! -
I don't want another casualty here! We lost half the team to this last time! Now move! And tell them to lower the theshold, the system's unstable as it is! -
Fine, fine! Why does this happen on my shift? First intruders, now this... -
Right, fixing quantum flow, locking mental wave... hey, why's this thing on? *click*
As the voices disappear, so does Chaoticag's body. With barely a second's pause, the time moves forward again and the colors return, but the only remains of Chaoticag are a burnt silhouette on the ground, and the array of equipment he carried.
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Background: [1] Shocked by the events, nobody notices anything outstanding, but there are enough eyes to notice that Kashyyk is up, and is for some reason holding up a large metallic plate that was very clearly taken from the truck.
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Environment: Morning. The air is cold, but sun warms people up.
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Free items: Temporary camp off of Area 3:
- VibroBlade long dagger: On the ground. One-handed weapon. Negates up to +1 of target's protection against pierce and slash damage.
- +Steel Chestplate+: On the ground. Protects upper body. +1 against pierce and tear damage. +1 against critical pierce damage. Dented.
- -Copper Chainmail-: On the ground. Protects upper and lower body, arms. +1 against slash damage.
- Hard leather leggings: On the ground. Protect legs. +1 against slash damage.
- Copper Plated Boots: On the ground. Protect feet. +1 against pierce, slash, and bash damage. Encrusted with bandfire opals.
- Wire-weave gauntlets: On the ground. Protect hands and lower arms. +1 against slash and electric damage, -1 dodge against electric damage.
Heavy Hauler: - 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 x2: In emergency locker. Provides light in dark areas.
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.
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.
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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
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"
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 abso
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 "
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-l
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.
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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 nar
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 bigg
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
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, significan 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
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.
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Character Status: Near the Hauler.
Health: Nasty gun wound in left leg, Medium bleeding. Battered, slightly burned.
State: Down on the ground. Pain (-1 mental) 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
== 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.
- Empowered Firecraft: 10% learned.
Near the Hauler.
Health: Chest slightly singed. Numerous dents on the armor.
State: Down on the ground.
Equipment: The Ashcraver(right hand), Slammer Knuckles(both hands).
== Weapons == - The Ashcraver: Held. Two-handed weapon. +2 slash damage.
- Slammer Knuckles: Worn on both hands. +2 blunt damage to unarmed attacks, -1 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: 2% learned.
Near the Hauler.
Health: Unharmed.
State: Floating in the bubble. Fine.
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 fl
- +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: 30% learned.
- RC Bubble: 20% learned.
Near the Hauler.
Health: Unharmed.
State: Standing, Fine.
Equipment: Armor Plate (left hand)
== Apparel == - Steel Armor Plate: Large metal plate with a hole to hold onto. +2 melee dodge, chance to deflect instantaneous ranged.
== Active == - Basic TK Healing: Can heal wounds by physical repositioning and melding of broken tissues.
- Extended TKH: TKH usable at up to moderate range. +1 if used at close range.
- TKH II: TKH usable on two targets at once, with a -1 penalty.
- Enrage Self: Bonus of +1 to physical rolls for 1 turn. Side effect: -1 all physical dodge for 1 turn.
- Enrage Other: Causes targeted nearby living being to attack the user in blind rage. Causes +1 to all physical rolls and -1 to all dodge for the target. Skill rolls at +1.
- Remote body Control: Can control own severed bodyparts, physical actions with the bodypart roll at -2. Side effect: -1 concentration penalty for 1 turn if using the ability.
- TK Disintegration: Can activate a TK disintegration field around the body, and exert a measure of control over it. Damages anything on contact. Causes damage to the user.
- Basic TK Repair: Can attempt to fix small amounts of physical damage to machinery. Checks against Lore to know the structure of the target, penalty of -2 on failure.
- Basic Capoeira MA: Can attack a single opponent by means of the Capoeira fighting style, for +1 to hit and dodge in melee.
== Passive == - Flesh turned into steel: No blood. No pain from normal wounds. +1 against slash, bash, pierce, or tear damage.
- Selective Translator Active: Can freely speak and understand dwarven, elven, and Japanese languages.
- Wideband Omnisensor Active: Set on UV rays. If a source is present, sees everything that reflects the chosen emission, altering bonuses and penalties accordingly.
- Widerange Omnilight: Emitted from right hand. Emission type matches selection for Wideband Omnisensor.
- Rollerblades in forearms: Bonus of +1 to speed-dependant dodge.
- Misc. status: Slight covering of endosteel on front of body. Minor covering of clay on feet.
- Ally Locator Omnisensor upgrade: All team members glow a bright green color, whether or not they're in direct line of sight. Finding team members cannot fail. Any action directed at an ally receives a +1 to accuracy and a +1 luck to succeed. Any controlled action or effect that has a cha
- Ally Locator Override: Succeed a Concentration check when aiming at enemies to remove adverse effects of the ALOU.
- Basic Unaided Digging: Digging with bare hands, including digging into, out of, or through a soft material, improved by +1.
- Encumbrance: Light No effect.
== Pending == - Novice Engineer: 15% learned.
- Advanced Unaided Digging: 20% learned.
- Stone Engraving: 50% learned.
- Advanced TKH: 35% learned.
Under the Hauler.
Health: Covered by mild burns.
State: Hiding in shell, Fine.
Equipment: Studded leather armor.
== Apparel == - Studded Hard Leather Armor: Protects upper body. +1 against noncritical slash damage. Black. Severely torn up and slightly burnt. Attached are fur-quilted horned shoulderpads.
== Miscellaneous == - Small rocks x6: Held. Deal blunt damage, if thrown.
== Active == - Can Perform Heavy Metal: Needs an instrument for it though.
- Haywire Regenerator: Random regeneration of the body, activated as a free action on a per-turn basis. Can exert a measure of control over the process.
== Passive == - Turtle lower body: Penalty of -1 to speed, movement and dodge on land.
- Turtle shell: +2 against bashing or slashing damage to lower body, +1 against pierce. Can attempt to hide in shell for further bonuses.
- Six arms: Bonus of +1 to strength, blunt damage in unarmed melee. Side effect: Cannot wear belts or waist-covering body armor.
- Bone plated upper/front bodies: Bonus of +1 against slash, pierce, and blunt damage. +2 against tearing damage. Noncritical slash or pierce damage on a roll of 3 is reduced.
- Random Mutations: Four fingers on each hand. Hair transformed into flexible spikes. Splitting lower jaw. Slightly better at intimidation. Side effect: -2 charisma penalty to initial reaction or negotiations with humanoids.
- Disease Resistant: Bonus of +1 to resisting the spread of all known diseases.
- Hardened against dizziness: Does not get dizzy.
- Hearing-Impaired: Penalty of -1 to dodge something approaching from behind.
- Fixed English Speaker: Penalty of -2 to all communication with non-English speakers.
- Encumbrance: None No effect.
== Pending == - Omnidexterity: 40% learned.