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Turn 171 ------------
Players: I focus on not dying. This would preferably involve healing my wound and getting some more distance and cover between me and the clanner mech.
[AI] Try to activate an alternate or reserve power source.
Heal Rooster
I enrage the clanner again, with a side action of getting my body to try to roll my head as far away from the clanner as possible. enraging again being priority.
[AI] Keep on regenerating to fix the damage.
Anyway, while we ponder this my action is extreme radio signal disturbance! Annoying songs, loud noises and subliminal messages, anything it takes to make the mech less harmful.
I shoot the other mech with the biggest gun my mech has. If I still can't pilot the piece of junk I'll relieve some aggressions by punching the clanner corpse until I get tired of doing it, alternatively until there is no real identifiable parts of it left.
Activate shapeshifting on Zero to shift him into a normal human form. Zako 1 lands on the cockpit and see's if he can make a hole in the glass. If so, he then sucks the air out of the cockpit in a vacuum and sufforcates the clanner!
[AI] For lack of a less suicidal manuever, try to scramble the mech's systems by zapping it with the staff.
I think I'll take this moment of rest to reflect on myself, looking for any traces of undesireable diseases while my body rests. I still can't do very much for the ongoing battle, so I'll leave it to the more adaquately skilled...
Allied NPCs: Do nothing.
Neutral NPCs: Take cover.
*beep*
Enemy NPCs: …
…
Dakka dakka boom boom! Shoot the nearest people with Acs, and blow up what remains of the truck with SRMs.
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Players:
Boksi: Heal Self:{1}, Consequence:{5}
Korora: Seek reserve power:{6-2}
Frelock: Heal Rooster:{2+1}
Kashyyk: Enrage Clanner:{6}, Consequence:{2}; Dodge:UAC2{4-2}; Damage:UAC2{1+1},Bomb{3-1+1}; Critical(UAC2):{2}
Rooster: Regenerate:{6-2}
LASD: Conduct Interference:{6}, Consequence:{6}
Jay Kayell: Attack(Ebon Jaguar): ERML{4-2},ERML{5-2},SRM6{6-2},SRM4{6-2}
Zako: Multitask:{5}, Attack clanner(Z1):{2}, Shapeshift(Zero):{3-1}; Damage(Z1/Bomb):{6-1}
Neo: Zap Ebon Jaguar:{1}, Consequence:{5}
Qwer'Ty: Analyze self:{4+1}
NPCs
Giant Bat: …
Janna: Take cover:{2}
Bomb: Kablew?:{5}
Enemies
Mech 3: Actions overridden: Enraged; Attack(Kashyyk):UAC2{4+1-2},UAC2{1+1-2},SRM6{2+1-2},SRM6{2+1-2}; Consequences:{5,3,5}; Dodge:ERML{1-1},SRM6{3-1-1},SRM4{1-1}; Damage:Bomb{4+2-2},ERML{5+2-1},SRM6{2+2-2}, SRM4{4+2-2}; Critical:Bomb{1},ERML{2-1}; Remain standing:{1+1}; Damage(fall):{6}
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Wayside V, temporary camp some distance north of "Andrea's Furnace". Ominously, like the herald of Death itself, the Ebon Jaguar slowly moves its arms, seeking targets among the people scattered around the burning truck. The clanner laughs cruelly, knowing full well that everyone he can see are at his mercy. And he has no mercy for these honorless dogs. A slight fizzle on the screen attracted his attention to a tailed humanoid, who was raising his staff. Perhaps an attempt at magic? Of the Clans he knew, only the Nova Cats ever dabbled in the mystic ways. And they were the worst enemies of Clan Smoke Jaguar.
Catching the humanoid in his reticle, the clanner suddenly felt something. A familiar feeling, but more pronounced, and much stronger this time. He looked at the side view screen. The broken statue on the ground looked at him.
It looked at him, its mouth open in an utterly sinister, sadistic smile. The clanner's blood boiled. Even his hate toward Clan Nova Cat faded in comparison to the utter, inexplicable wrath he felt toward that face. Forgetting everything else, he swung his Ebon Jaguar's torso around, bearings wailing in agony, and locked all of his prepared arsenal on the statue. Another moment, and it would become nothing but a spray of pulverized fragments in the dirt. Then suddenly...
Dale a tu cuerpo alegria Macarena
Que tu cuerpo es pa' darle alegria y cosa buena
Dale a tu cuerpo alegria, Macarena
Heeeeey Macarena
AAAhAA!! The song suddenly blared from every loudspeaker in his cockpit! His headphones, the warning sirens, even the onboard computer have all joined into one staggering acoustic barrage! The screens all around him blinked and went to static, the targeting system went haywire! Using all of his strength to overcome the psychological attack, the clanner jammed his fingers into the triggers, firing every weapon while the statue was still in the line of fire. As he struggled to regain control, he thought he heard the blare of the missile warning siren through the music, but evading was beyond his ability. He cursed himself for neglecting the disabled mech of his lancemate, which now stood up and hammered his rear armor with a barrage of short-range missiles. A laser pulse tore into the left torso, he could feel that one by the characteristic hum. He couldn't see the damage readouts on the scrambled screens, so he focused on keeping the damaged mech on its feet as the explosions almost made it fall over. The damaged leg nearly failed, but years of training were paying off as he expertly shifted the machine's weight to compensate the armor loss on the back. With the immediate crisis passing, the clanner looked up again, only to see some naked human trying to punch through the reinforced layered glass of the canopy.
-
What a pathetic sight. Confidence was returning to him. Apart from moderate damage and malfunctioning monitors, nothing bad had happened yet. He was sure he could easily take the lightweight mech that opposed him down, even without the help of the targeting system. From there, nothing could hope to oppose him and his Ebon Jaguar. Absolutely noth...
*WHABOOOM!!* A sudden explosion lifted the 65-ton battlemech up several feet off the ground, flipping it to the side. Strapped to the seat, the clanner's body slammed against the belts, breaking his ribs and bashing his head against his knees as mech came down to the ground, armor crumpling like tinfoil and the three-inch armored glass canopy shattering into a shower of sparkling fragments. The Ebon Jaguar was down.
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Background: [2] By some miracle, the clanner's mech doesn't blow up after it falls. Seeing it down, LASD turns down the macarena, although it's a little too late as the Rad-Man has already expended most of its charge on the massive pulse. Jay Kayell is happy that the music is gone, though perhaps it was the music that allowed him to concentrate enough to overcome his ineptitude at piloting. Even more happy is Korora, who gets up despite suffering serious damage earlier. He could reroute his power system to use the energy of the Ashcraver, though that means that he'll die if the sword is ever destroyed.
Meanwhile, further on the sidelines Frelock tried to heal Rooster, but the mutant turtle regenerative powers proved to be much more effective than his efforts. Boksi also failed his healing, and Qwer'Ty, querying his body in his sleep, got a definitive answer from his immune system:
No Foreign Infective Agents Present. When the dust settles after the clanner's attack on Kashyyk, he can be seen amidst the upheaved dirt, still mostly intact, but with a part of his face and lower jaw missing. Also, he's unconscious.
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Environment: Morning. The air is cold, but sun warms people up.
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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.
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Artifacts:
Description: A massive, massive, MASSIVE sword. It is three meters long, 1'3'' (~40cm) wide, and dazzingly bright. Its fine steel has been polished to reflect light like a mirror. Its one edge is curved, jagged at the hilt, the other is straight and so sharp it could probably slice adamantine blocks like salami. Down the center of the sword, which is at least 2'' thick, runs a hollow slit 3'' wide, in which yeat another, smaller and straighter sword is concealed. The entire surface of both swords, except of course the sharp cutting edges, is finely engraved with uncountable images, among which the launching of the Challenger, world war II, a nuclear explosion, a trainwreck, and a rotary excavator. The hilt itself (being at the same time the hilt of the smaller sword) is decorated with gold and emeralds you can only assume you've taken from someone, arranged in beautiful patterns, and the handle is woven with three lines - one is a scaly snake with two small rubies in the eyes, and two seem awfully like DNA strands. You get a feeling you could decipher the human genome if you looked closely enough. The guard of the hilt is exquisitely detailed as well, but right down the senter of it, spanning the breadth of the sword, is a solid rectangular golden plate, with the single word: "ASHCRAVER" deeply embossed onto it. The entire thing is so immeasurably brilliant, you almost don't want to touch it fearing it'll stick to your hand and corrupt you like some magic ring. Overcoming this fear, you pick it up. Despite its size, it is relatively lightweight, relatively, of course, to anything else so large and made of steel. The hilt of the smaller blade has a folding guard that makes the weapon look like an overgrown sai.
Parameters (full sword): +2 to damage, +1 to attack, -1 agility.
Parameters (core blade): +1 to damage.
Known Details: The Ashcraver seems to accumulate the energy released by the deaths it causes. The process is admittedly rather slow, but has good uses.
Can heal wounds.
In mech form, Korora can unsheathe the sword by shouting "ASHCRAVER! MAXIMUM POWER!"
The sword has an AoE ranged projectile attack activated by shouting "RAIN OF PAIN!"
Description: The ring consists of a toroidal adamantine core surrounded by a shell of tempered steel with thin bands of gold along the rims of the ring. Set into an adamantine frame on its top is a Star Sapphire imbued with the dark soul of a Greater Demon, under absolute control of the wearer. The steel surface of the ring is covered by three hundred tiny tiles of granite, engraved with images of various creatures, all being dead.
Parameters: Applies a -1 penalty to using Fire and Darkness manipulation for every active effect already applied. Current penalties: -2 Darkness.
Known Details:
The wearer of the ring may call onto the soul of the demon, which can manipulate darkness and fire - anything from direct projection to creating sentient forms to giving protection against.
The wearer can also give an order to summon a creature mad with rage (any creature from the DF world you have seen), which will use up one or several of the stone tiles, depending on the power of the creature. The tiles may be restored, but only through personally killing sentient creatures with bare hands and absorbing their essence with the ring, which also adds that creature to the "summonable creatures" list.
The price to pay for all this power is a constant aura of darkness that any living being will feel (and will react accordingly), and the wearer may, under critical stress, give in and become controlled by the trapped demon soul.
Description: An odd-looking gnarly stick made of iron and steel. The many wrinkles and crevices on its surface are ever so slightly glowing.
Parameters: No quantifiable effects.
Known Details: The staff feels special, capable of doing wonrous things. Some of those things include: summoning a small lightning that seems to charge the staff, when being hit against the ground; launching a spark of electricity that explodes in a sparkling firework-like burst, on giving a generic mental command.
Description: (Universal Radiowave Manipulator) A hexagonal reflective box, rougly a foot across and 10cm thick.
Parameters: No quantifiable effects.
Known Details: It can receive, process, transmit, focus, and disperse energy waves over a rather wide electromagnetic spectrum. Can work as a radio or a mini-microwave. Contains a battery that can be recharged by applying any electricity to the surface.
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- 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.
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 x27. +2 blunt/force damage.
- SRM 4-pack: In center torso x28. +2 blunt/force damage.
------------
Character Status: In the temporary camp area.
Health: Nasty gun wound in left leg. Battered, slightly burned.
State: Standing. Minor pain. 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: Standing, Fine.
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.
- Ashcraver Power Linkup: Powersystem entirely dependent on the Ashcraver.
- 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: Standing. In mild pain. Protected by TK Bubble.
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.