With great relief, I am proud to present you,
------------
Turn 169!!! ------------
Players: In that case, run away!
[AI]Kick the mech in the crippled leg's knee, and leg it.
Physician, heal thyself!
I continue to block the pilot's view, and try to disrtact him/her (make stupid faces at him for example)
[AI]Closer to human? Then let's lose the other extra parts as well.
I'll try to help Jay with the Rad-Man and my own headband.
I try to use my headband to form a direct link to the mech, allowing me full and easy control of it. If I succeed I try out my new thing by getting up from the ground.
All clones get far away from the mech and take cover! FIRE IN DA HOLE!!!
[AI]Get some distance and hit the dirt.
The course of action is obvious: Reaccuire full bodily control, in the easiest way. Try waking up again.
Allied NPCs: Remain where it is.
Neutral NPCs: Peek out to examine situation.
*beep*
Enemy NPCs: …
…
Alphastrike Korora.
------------
Players:
Boksi: Run away:{6}
Korora: Kick EJ:{2}, Run away:{3}, Dodge:SRM6{4},LRM10{3,1}, Damage:LRM10{6+2,3+2},UAC2{5+2,1+2}
Frelock: Heal self:{2+1-(1-1)}
Kashyyk: Distract pilot:{6}, Fall?:{1}, Damage:Fall{2}
Rooster: Regenerate:{1}
LASD: Help JK:{3}
Jay Kayell: Tune into mech:{1}
Zako: Get away:Z1{4},Z2{2},Z3{2},Z4{2}
Neo: Get away:{2}
Qwer'Ty: Wake up:{1}
NPCs
Giant Bat: …
Janna: Look around:{2}
Bomb: Kablew?:{2}
Enemies
Mech 3: Attack(Korora):SRM6{5+1-1},SRM6{1+1-1},LRM10{3+2-1},LRM10{2+2-1},UAC2{1-1,5-1},UAC2{1-1,4-1}
----------------
Wayside V, temporary camp some distance north of "Andrea's Furnace". -
Get away! It's gonna blow! Go, go go! Receiving the brief but expressive warning from Neo, the team quickly realizes what's about to happen. Everybody tries to make a run for it, even Korora, whose attempt at a savage kick to the knee of the clanner's mech was easily foiled by its pilot. Expecting a huge explosion, everyone turned to run, and at that point a deafening crash and roar shook the air, coupled with a dazzling flash of bright yellow light. All who heard it dropped to the ground where they stood, instinctively trying to evade deadly shrapnel. But no blast wave came. The horrible crash and wailing thunder that rocked the ground for a mile around have suddenly given way to a multitude of near-simultaneous explosions and a robotic cry of pain.
The clanner has alphastriked Korora.
Like the others, Korora tried to drop to the ground when he heard the noise, but instead of a heat wave and shrapnel he was hit by piercing autocannon fire and was engulfed in a cloud of over thirty missiles, all aimed at his poorly defended back. Most missiles remained true to their name and missed, but those that hit have stripped whatever armor remained from his torso and limbs, baring the old-fashioned, un-mechlike endostructure devoid of artificial muscles. Autocannons punched fist-sized holes through this endostructure, causing Korora to quickly lose power, and crippling his left arm. The clanner, already feeling victorious in this encounter, walks towards Korora while his weapons reload. The bomb sits quietly on his mech's foot, bleeping quietly to itself, oblivious of the price the team may have to pay for its failure.
------------
Background: [2] When the Ebon Jaguar shook from the simultaneous discharge of all of its weapons, Kashyyk couldn't keep his hold on the mech, and fell off, breaking into several pieces upon landing. Jay Kayell, even with the tiny bit of help LASD could provide, was unable to get his machine to obey him. Neo and most Zako's have hit the dirt where they stood when the clanner fired, which wasn't all that far away, but Boksi and Zako-1 ignored the fake explosion and managed to put significant distance between themselves and the mech. Too bad the bomb didn't go off though. The noise didn't even wake Qwer'Ty.
------------
Environment: Morning. The air is cold, but sun warms people up.
------------
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, «Andrea's Furnace»: - 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.
---------
- 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: 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.
On the ground near Area 3.
Type:
Battlemech. Small, probably lightweight, oddly raised arms.
State: Undamaged save for a tiny hole in the canopy, a busted neurohelmet, and some dents from the recent fall.
== 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: In the temporary camp area.
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, Karl 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 everywhere. Crippled left arm, moderate endostructure damage.
State: On the ground, losing power (-1 physical).
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: 7% learned.
- Novice Engineer: 50% learned.
- Novice Earthworker: 40% learned.
- High Master Weaponsmith: 2% learned.
Near the Hauler.
Health: Bruised. Left leg broken, A few punctured wounds, numerous lodged shrapnel pieces.
State: On the ground. In mild pain.
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 Ebon Jaguar.
Health: Broken up into pieces. Right upper/left lower legs, right arm, lower torso broken off.
State: On the ground, in pieces.
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.