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Turn 167 ------------
Players: I try to follow up on my allies' attacks.
[AI]Punch the remaining mech in anything resembling a cockpit!
TK heal self, learn more about hardening my mind to pain while I do it.
No time for the RPG. Leap onto the leg of the nearest walker and climb up it, digging my hands and feet into the metal to create holds.
[AI]Hmm. I attempt to regenerate into something flying, while keeping the shell.
I try to use the Rad-Man to amplify the headband's locationing ability to pinpoint the exact location of the key.
I open up the cockpit and climb in, then proceed to unleash some missiles on the other mech if it is still standing.
Keep attacking the last mech, specifically the pilot, by forcing air into his body until it ruptures. Eat this!
[AI]Get up and search around for a weapon that's at least likely to hurt a mech.
Mentally overcome the pain.
Allied NPCs: Remain where it is.
Neutral NPCs: Bide his time
Carefully move away from the fight; these people don't seem like they need help.
Enemy NPCs: …
…
RAEG and unload SRMs and UACs into Korora.
------------
Players:
Boksi: Attack Mech3:{4}
Korora: Punch Mech3:{4}; Dodge Mech3:SRM{1-1},SRM{2-1}; Damage:SRM{4+2-2},SRM{4+2-2},UAC{4+2-1}{1+2-1},UAC{5+2-1}{4+2-1)
Frelock: TKH Self:{1+1-(2-1)}, Consequence:{4}
Kashyyk: Climb Mech3:{5}
Rooster: Regenerate:{4}
LASD: Locate key:{4-1}
Jay Kayell: Get into Mech4:{5}, Attack Mech3:{3}, Accuracy:{4+1}
Zako: Attack Mech3's Pilot:Z3{1},Z4:{1}, Consequence:{1}
Neo: Search:{6}
Qwer'Ty: Overcome pain:{1}
NPCs
Giant Bat: Do nothing: Success.
Simon: Do nothing: Success. ?:{5}
Janna: Relocate: Success.
Enemies
Mech 3: Attack Korora:SRM{5+1},SRM{3+1},UAC:{6},UAC:{5}; Dodge Korora{4}, JK{3}, Boksi:{1}; Damage:Boksi{2+1},JK{5+2-2}
----------------
Wayside V, temporary camp some distance north of 'Andrea's Furnace'. Regaining his footing after the missed swing, Korora glances at the enemy mech, and sees Jay Kayell getting inside the open cockpit. Wasting no time, he turns his attention to the remaining adversary, lunging forward with a precision punch aimed straight at the thin slit of the mech's cockpit. At the same time, Zako-clones 3 and 4 fruitlessly attempt to literally blow the pilot out of the mech, but the armored cockpit canopy prevents their success. Being essentially child-size, neither of them can force the hatch open with their strength either. And then suddenly, the clanner pilot alphastrikes Korora with everything he has. Screaming something barely coherent about killing his partner, he unleashes a storm of missiles and autocannon fire that Korora simply has no time to dodge!
At minimum distance, ten of the twelve missiles impact Korora only slightly later than most of the autocannon barrage tears into his armor. The force of the impacts first slows, then throws Korora back onto the ground, numerous large sheets of his armor shattered by the attack! Surprisingly, he's not seriously injured. The ferro-fibrous armor did its job, soaking most of the onslaught into its structure and leaving Korora largely unharmed, but with serious armoring issues. The clanner steps in to follow up on the attack, but suddenly the smaller Clan mech moves! Jay Kayell, even without the busted neurohelmet, manages to control the machine's movements just enough to aim a missile attack in the clanner's direction! Unfortunately, his attack goes wide, six missiles screaming way past the enemy's left shoulder and harmlessly exploding in the distance.
Suddenly, the clanner flinches and loses balance! Having used the attack exchange to their advantage, Kashyyk and Boksi have staged an attack on the clanner mech's left leg! Charging in with the prowess of a Dark Templar, Boksi brings his Darkfire Halberd onto the enemy's vulnerable foot joint! In just three slashes, he exposes the myomer fibers that move the mech's foot, and in another swift slash, he severs them completely! The mech staggers, limping backwards while its weapons reload. Meanwhile, Kashyyk drops his shield and scales the mech's armor, suddenly bringing himself up into the pilot's view. To the clanner's credit, he doesn't seem surprised or scared of this sudden development, but his position is becoming increasingly dangerous.
In the meantime, the others recuperate from the missile strike. LASD meditates, trying to divine something from his artifact. Qwer'Ty passes out from his pain. While Frelock unsuccessfully tries to heal himself, Neo gets up and looks around for a weapon more suitable for anti-mech combat. Without thinking too long, he runs over to where he last saw Simon. As he half-expected, the trooper didn't survive the missile that had hit him, his upper body hideously mangled by the explosion, and a large part of his head missing. It doesn't bother Neo in the least though, as he rummages through Simon's backpack and procures the miraculously intact explosives.
-
I don't think you'll be needing these, thank you. I'm no demolitions expert, but I think you blew your chance to be a hero. Heh..
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Background: [4] Jay Kayell, having unceremoniously thrown the pilot's corpse from the seat, frantically tries to introduce himself to the battlemech's controls. Thankfully, some of the functions are easily understood, and there are visual indicators for the most important things. The mech is undamaged save for the «cockpit open» warning, its weapons are almost fully loaded. He can see four weapons on the readout. Two appear to be «ER Medium Lasers», mounted on the oddly positioned arms, and one of each «SRM-6» and «SRM-4» on the torso. The «SRM-6» is rapidly reloading. The radar identifies the nearby mech as friendly, which is no surprise. The name of the mech is listed as «Ebon Jaguar». Suddenly, Jay sees two small figures on the ground. Zooming the view on them, he sees that they're Zako's 3 and 4, rather injured after falling seven-something meters from the mech they stood on.
------------
Environment: Morning. The air is cold, but sun warms people up.
------------
Free items: Temporary camp off of Area 3:
- Steel Armor Plate: On the ground. Large metal plate with a hole to hold onto. +2 melee dodge, chance to deflect instantaneous ranged.
- 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.
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Vehicles: Lying on its back in the LV area 2.
Type:
Battlemech. Medium-class, 45 tons.
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.
== Armoring == - Ferro-fibrous armor plating: Protects most of the mech. +2 against all physical damage, +1 against fire and laser damage.
== Capabilities == - Jump Jets: Allow the mech to jump or safely descend. Require a piloting check at -2.
== Armament == - LB10-X AC: Mounted in right arm. Loaded (slug). Projectile weapon, medium range.
- Medium Laser: Mounted on torso x2. Beam weapon, medium range. +1 Laser damage, +1 Critical damage, causes overheat with repeated use.
- LRM-10: Mounted in center torso. Loaded (10 LRM). +1 accuracy.
== Ammunition == - LB-X 10 AC Slug: In right torso x19. +1 pierce damage, +1 against pierce armor.
- LB-X 10 AC Cluster: In right torso x10. +1 blunt damage, +1 accuracy.
At the Andrea's Furnace in the Large Valley.
Type:
Heavy off-road truck. Four axel, eight wheel drive. 12cyl diesel ICE. 6 tons, lift capacity 15 tons. Flatbed with tent.
State:
Heavily damaged, not driveable. Burning.
== Armoring == - 20mm steel plating: Protects most of the hull. +1 against physical damage.
== Capabilities == - Off-Road Suspension: Driving checks on rough terrain receive no penalty.
- Hydraulic Suspension: Busted.
- Large Capacity Fuel Tank: Plot-powered fuel source.
- Cabin Fire Extinguishers: Flood the cabin with fire retardant, must be activated from the cabin.
- Reversable Transmission: No speed penalties for driving in reverse.
Standing near Area 3.
Type:
Battlemech. Small, probably lightweight, oddly raised arms.
State: Undamaged save for a tiny hole in the canopy and a busted neurohelmet.
== Armoring == - Ferro-fibrous armor plating: Protects all of the mech. +2 against all physical damage, +1 against fire and laser damage.
== Armament == - ER Medium Laser: Mounted on each arm, ergo x2. Beam weapon, medium-long range. +1 Laser damage, +1 Critical damage, causes overheat with repeated use.
- SRM-6: Mounted in upper torso. Loaded (6 SRM). +1 accuracy.
- SRM-4: Mounted in center torso. Loaded (4 SRM).
== Ammunition == - SRM 6-pack: In center torso x28. +2 blunt/force damage.
- SRM 4-pack: In center torso x29. +2 blunt/force damage.
------------
Character Status: Near the Ebon Jaguar.
Health: Nasty gun wound in left leg. Battered, slightly burned.
State: Standing. 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. Slash damage, 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 Ebon Jaguar.
Health: Armor mostly destroyed on upper torso, arms, left leg. Noncritical internal damage.
State: 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 some 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, -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.
On the Ebon Jaguar.
Health: Unharmed.
State: Standing, Fine.
Equipment: None.
== 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 and -1 to 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 == - Miniature Wings: Protruding out of lower body's back. Grey and feathery, but too small.
- 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.