------------
Turn 166 ------------
Players: {4} I heal myself
I'll go for a mech that's not being targeted already and stab it in the cockpit.
Distract the pilots with TP so they can't aim.
I find the RPG launcher and ammo. Time to use those anti-armour rounds.
[AI] Try to improve my speed by regenerating.
So then, I'll have a mental meeting with my dark side, trying to learn something offensive, like perfecting the rage-inducing power I did by accident.
I'll do like Zako and clamber up one of the mechs, not the same as him preferably, then use my laser pistol to break into the cockpit and slay the person inside. I will activate my blood rage from looking at Boksi's leg wound before doing this, and use my blood seeker ability when attacking the pilot.
Charge the nearest mech while blasting dust into it's sensors, then fly to the cockpit and attempt to enter and pull the pilot out!
[AI] Suddenly realise a truck is not much protection, jump out and try to conceal self in terrain.
Maybe I was able to feel or otherwise detect some alteration during that breif unusual happening? Maybe I can learn from it.
Allied NPCs: Remain where it is.
Neutral NPCs: Seeing the others go, dash bravely forward at the mechs.
Keep hidden and wait.
Enemy NPCs: Sulk.
Fill the comm channel with finest Clan expletives.
Approach. Unload both LRM-15s and UAC/2s into the crowd.
Approach. Fire M-lasers at the truck.
------------
Players:
Boksi: Heal self:{5-1}
Korora: Attack mech:{5+1-1}, Target?:{2}, Mech4 dodge:{5}, Mech4 Counter:{4}, SRM Accuracy:{1}
Frelock: TP Interfere:{6}, Affect team?:{1}
Kashyyk: Trek back to Area 3:{1}
Rooster: Regenerate:{5}
LASD: Consult with dark side:{2}
Jay Kayell: Approach Mech4:{3+1}, Mech4 counter:{2}, Blood Seeker:{5}, Attack Mech4 pilot:{5-1+1}, Pilot damage:{2-1}, Pilot critical:{2}
Zako: Fly to Mech3: Z1{2},Z2{1},Z3{6},Z4{5}, Mech3 counter:{5}, SRM accuracy:{4+1-1}, Z1 damage:{4}, Z2 damage:{3}; Open canopy: Z3{1},Z4{1}
Neo: Hide:{6}
Qwer'Ty: Analyze Chaoticag's location:{2+1}
NPCs
Giant Bat: Do nothing: Success.
Simon: CHAAARGE:{2}
Janna: Wait: success.
Enemies
Mech 1: Sulk: Success.
Mech 2: Also success.
Mech 3: Attacks: LRM15:{4-1,5-1}, UAC/2:{1-1,2-1}. Team damage(blunt/force/pierce): Bo{4+1}, Fr{1+1}, Ka{3+1}{6+1}, Ro{2+1}, La{3+1}, Ne{6}, Qw{3}, GB{6}, Si{1+1}, Ja{6}, Truck:{1+1}
Mech 4: Attacks: ERML:{6-1,2-1}. Truck damage:{2}
----------------
Wayside V, temporary camp some distance north of 'Andrea's Furnace'. The events unfolded at a furious pace, the situation becoming more dire with each passing second. Most of the team had only a passing experience with battlemechs, and didn't know their destructive potential. When one of the two surviving mechs released a cloud of more than two dozen missiles, it was abundantly clear that the fecal matter has hit the proverbial rotary air impeller. It was time to act on intuition and reflexes.
-
CHAAAARGE! As one, Zako-drones blasted off and streaked towards the larger mech that released the missiles. The machine was squattish and ugly, with no hint of any grace or finesse. In a way, it resembled the A-10 from Earth's aviation history. And it was deadly in the same way. The cluster of autocannons on its arm unleashed a deadly barrage, ripping up the air and making the Zakos split up. Glancing back at the camp, Zako-1 could see at least one man drop as the cannons' unobstructed projectiles peppered the terrain. This distracted Zako, and he couldn't react when the merciless pilot unleashed another missile barrage, with him as the target. Even though the big, slow missiles couldn't match Zako's mobility, their powerful explosions and shrapnel had extensive reach, and only Zako's 3 and 4 prevailed and reached the mech. But, despite their heroic efforts, the two of them could not find a way into the mech. Their attack has failed. But they set an example to others.
Inspired and enraged, Jay and Korora also lunged forward, aiming for the smaller of the two mechs. Enraged from seeing Boksi's blood, Jay leaped onto Korora's back, and clinged onto him as he ran towards the enemy. Korora narrowly avoids a pair of pulsing laser beams, raises the Ashcraver, and strikes! But the clan Mechwarrior is not impressed. Easily sidestepping Korora's charge, he readies a counter-attack! And then, Jay Kayell steps into the fight. Or rather, leaps into it. Jumping off Korora's metal back, Jay lands squarely onto the mech's front armor plate, and sees its pilot through the thick armored glass of the cockpit. Momentarily taken aback, not expecting such tactics from his enemy, the clan pilot loses vital seconds, allowing Jay to find a foothold on the armor and take aim through the glass.
-
Hasta la vista, baby. The handheld heavy lasergun vibrated as the bright blue beam emitted from its barrel. The mech's pilot, a dark-haired young woman, was for a second blinded when the laser's residual light struck her eyes. And then, the blue laser vaporized the last millimeter of hardened glass that separated it from her head. Within moments, it burned through the pilot's skull, boiling her brain, killing her instantly and leaving a disgusting brown stain on the back of the seat. Left without control, her battlemech stopped, balancing with its autopilot.
Having seen the destruction of the pilot's brain in excruciating detail, Jay Kayell turns around and victoriously proclaims:
-
Now THIS is how you do it! Score one more for the... The words got stuck in his throat. While he stood victorious, the rest of the team was hammered by missiles. Frelock was knocked out of the sky, many others were nowhere to be seen, the truck was once again reduced to burning wreckage. Somehow that last bit stood out the most.
-
Damn. What the hell is wrong with us and transportation?! ------------
Background: [6] Kashyyk stands up, barely fazed by the missile barrage. His shield has protected him, but many others weren't as lucky. Frelock's forcefield proved insufficient against a missile, LASD and Qwer'Ty seem to have been hit by shrapnel and cannon fire, Rooster is stuck under the truck. And Simon is nowhere to be seen.
------------
Environment: Morning. The air is cold, but sun warms people up.
------------
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.
------------
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). 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: Heavily damaged, not driveable. Burning.
------------
Character Status: Near the Hauler.
Health: Nasty gun wound in left leg. 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 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.
- Empowered Firecraft: 10% learned.
Near the temp. camp.
Health: Chest slightly singed. Numerous dents on the armor.
State: Standing.
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 Swordmaster: 5% learned.
- Novice Engineer: 50% learned.
- Novice Earthworker: 40% learned.
- High Master Weaponsmith: 2% learned.
Near the Hauler.
Health: Battered. Left leg broken, Numerous punctured wounds, numerous lodged shrapnel pieces. Moderate bleeding.
State: On the ground. Stunned, Dazed, In pain. (-2 mental, -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 Interference: 10% learned.
- 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 chance to affect an ally, has that chance improved by 1 (+1 or -1 depending on nature of action).
- 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: Battered. Covered by moderate burns.
State: Hiding in shell. Stunned, Confused, In pain. (-1 mental, -2 physical)
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 == - Hyper Turtle lower body: Turtle-like, but with fast muscles to move at a normal rate.
- 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.
Near the Hauler.
Health: Bruised, battered, minor burns, numerous minor lacerations. Small scars in places. Light bleeding.
State: On the ground, In pain. (-1 mental)
Equipment: Aluminium Riot shield (left hand), Rad-Man (right hand), Iron chain cuirass, Iron chain gloves, Iron chain greaves, Iron low boots, Handmade suit, underwear.
== Apparel == - *Evil Aluminium Riot Shield*: Held. Extra roll to reduce damage against projectile or melee attacks. Can be used (as a free action) to examine the surroundings for a +1 to background rolls and normal binoculars effects, but this denies the extra defence roll. Posessed by "Something Evil". An unknown effect is applied.
- <<+Iron Chain Cuirass+>>: Protects body, arms. +1 against slash and pierce damage.
- -Iron Chain Gloves-: Protect hands. +1 against slash and pierce damage.
- Iron Chain Greaves: Protect legs. +1 against slash and pierce damage.
- Iron Low Boots: Protect feet. +1 against slash and pierce damage.
- XXHandmade Underwear SuitXX: Covers body, arms, legs. Severely burned and charred.
- Underwear: Worn on lower body. Made of indiscernible grey cloth.
== Miscellaneous == - Rad-Man: Held. Mentally controlled. Can act as a radio or a mini-microwave. Highly reflective.
- Mechanics tools: In mechanics kit. Allow performing basic mechanics and engineering.
- Basic Electrics toos: In mechanics kit. Allow basic maintenance of electric equipment.
- Portable welding torch: In mechanics kit. Allows cutting or welding sheets of metal. Fuel cell at roughly 33%.
== Active == - Power of Peace: Can cause up to two hostile creatures to stand still and do nothing as long as they are in view. Causing harm to a living creature causes the power to be lost.
- Power of Persuasion: Can cause one creature to perform a simple action. Charisma bonus does not apply. Causing harm to a living creature causes the power to be lost.
- Mental Interfacing: Can enter a light trance to fully interface with a mind-reading electronic device, such as the Rad-Man, receiving full sensory feedback.
- Radar Interface: Can use Mental Interface to receive a radar-like picture of surroundings through the Rad-Man.
== Passive == - Long Distance Runner: Endurance penalty from encumbrance is negated.
- Improved Mimics: Bonus of +1 to facial expressions.
- Selective Translator Active: Can freely speak and understand dwarven language.
- Peacekeeper: Willfully activated. Will never attack a living creature to uphold his vow. Instead will flee or defend as possible.
- Electronics: Bonus: +1 electronics repair. Allows using a Lore roll to identify an electronic item once, as a free action.
- Encumbrance: Heavy Penalty: -1 movement, -1 physical dodge.
== Pending == - Novice Engineer: 15% learned.
- Mental Channeling: 10% learned.
- Novice Mechanic: 65% learned.