Half the turn is ready. Statuses later, I'll reserve the post. Spent too much time looking through stuff and experimenting. Decided the text files approach would be a logistical nightmare, so everything will be the same for now.
Apologies in advance for (IMO) experimental humor.
Turn 180, in the making of which no FAWLCONs have been PAWNCHed. Or DRAWPKIEK'd
===[Players]=== [AI] Keep contemplating that empty feeling.
[AI] Mercy kill the blind elemental.
Heal Self
Sieze the clanners ankle, ala creepy horror movie style, and drag him to the floor with me.
[AI] Fly up and aid Zako's FALCOON PAWNCH with a FALCOON DRAWPKIEK!
I'll do my best to help Frelock and try to learn something in the process.
I kill the last living elemental with my claw.
FALCOON PAWNCH that clanner.
Activate Adrenaline and stare savaging the clanner with my claws.
Look for parts with the goal of collecting parts that might be required for robotic strength enhancement armour.
Allied NPCs:
Fly around in circles. It feels lazy.
Stab the last elemental with the vibroblade.
===[Enemies]===
Try to dodge all incoming counterattacks.
Stand up and stab somebody! A true clanner does not give up!
===[Players]===
Boksi: Focus: [3]
Korora: Mercy kill: [2], Attack vs Elemental: [5]
Frelock: TK Heal self: [5-1+1+1][4]
Kashyyk: Grab Clan Pilot: [6] vs [5]; Pin down: [4]
Rooster: FALCOON DRAWPKIEK: [6][2]
LASD: Aid Frelock: [2]
Jay Kayell: Attack(Claw) vs Elemental: [3]
Zako: FALCOON PAWNCH: [1][1][1][4] — that, my friends, is an incredible amount of unluck.
Neo: Adrenaline:[4], Attack vs Clanner: [1+1+1]
Qwer'Ty: Search for parts: [6]
===[Allies]===
Giant Bat: Flies around successfully.
Janna: Attack(VBlade) vs Elemental: [6][3]
===[Enemies]===
Clanner pilot: Focus on dodge:[1]; Dodge vs Rooster:[1], vs Neo:[1]; Damage: DRAWPKIEK:[4-1], Claws:[3-1-1][5]
Elemental 2: Attack at random: [1]; Dodge vs Korora:[1-2], vs JK:[1-2], vs Janna:[3-2]; Damage: Ashcraver:[4-2+1], Claw:[3-1+1-1], Vblade:[1-1+1-1][6]
===[Background: [1]===
===[Action]===
As soon as the clanner pilot broke free, he could see there was no chance of running away, not with so many people around him. He tensed his muscles and senses, ready to react to the slightest provocation. Sudden movement! Catching a flicker in the sky with peripheral vision, the clanner darted backwards, out of the way of an attacking human-bird hybrid, stopping a good few meters away and waiting for the next attack. And then...
Gotcha!
Something seized his ankle with an iron grip! The clanner struggled against it, and as he turned to look another hand grabbed him by the elbow! It was the statue-man he'd knocked down earlier, now grinning maniacally as it squeezed on his flesh!
No hope of escaping now, he thought. The nearby cat-man threw away his weapons and leaped at the clanner with a fierce yowl, claws bared for a vicious beatdown! Suddenly, explosion! The human-bird hybrid struck the ground at an immense speed, obliterating the spot where the clanner stood a moment ago and sending up an immense cloud of dust, obscuring vision! The clanner heard the surprised cry of the disoriented cat, and tried to break out of the statue's grip on him, but to no avail. It seems he only escaped by luck last time - now the iron hands were as if welded in place. No worries, he still has time while the cloud settles - luck is an odd thing, it may yet turn.
FAAALCOOON... PAAAAWNCH! A flash of blue and white
tore through the cloud, riding on the force of a massive tornado that blew away every mote of dust between here and what seemed like the next five miles. After a moment of stunned silence, the cat-man shook his head and turned towards the clanner. Still held by the grip of the statue, his weapon lost, the clanner couldn't fight back. "
Uh... Nice kitty?" The look on the cat-man's face changed. "
'Nice.. kitty'? Oh yeees. 'nice'..."
Some distance away, Frelock tried to recover from his wounds, while LASD watched him in an attempt to learn the intricate processes involved. Not quite surprisingly, the learning didn't go well. Without an intrinsic understanding that Frelock and the others gained (with such unbelievable ease) at the beginning of their adventure, there was next to no hope of learning to so precisely weave and control the brute force of telekinesis. Even Frelock, undoubtedly a master of the art, still had trouble controlling it sometimes. Though if before, the lack of control tended to explosively hurl everything away from the user, with more practiced users it tended to only cause superficial damage around the healed area, like the light, but probably unpleasant burn now left across Frelock's chest. He probably wouldn't have gotten even that, if some
body STOPPED THE GODDAMN SCREAMING!.. Seeing Frelock raise an eyebrow, LASD suddenly realized he'd screamed the last part out loud! But the anguished screams did stop, followed by Neo's cheerful cry of "
Okay, I'm done now! *pause*
And he's still alive!"
Back at the battlefield, Janna, Jay Kayell and Korora assembled around the disabled Elemental, who by now seemed to give up on fighting. Exchanging brief looks, the three of them decided to mercifully end the soldier's suffering with a simultaneous thrust of their three weapons. Korora raised his Ashcraver, glittering in the sun's green light. Janna readied her Vibro-Sword. Jay Kayell opened his armor's claw. With a single swift motion, they all struck true simultaneously. Blood trickled from under the body as they pulled out their weapons.
Is he dead?
Well he should be, look what we stabbed him with!
But look there, I think the arm's still moving.
It could be agony... don't want that, right?
Yeah.... let's do it again. Ready? Count of three. One, two three!
*scherthluck* Is he dead
now?
Yeah, now for sure.
And the arm's still moving...
Oh for the love of...
Far away from the worries of combat, Qwer'Ty wandered around the area, looking at things. Just... things. He had a picture in his mind. One of great power and splendour. One that would
*scherthluck* his enemies and encourage his allies. But for that, he needed parts. Lots of parts. Lots of different parts. He begun his search for them. He looked in the gutted remains of the cargo transport, and marvelled again at the power it took to
*scherthluck* it. He sifted through the carefully arranged mounds of Ebon Jaguar leftovers, picking the best and the finest for his impressive project. He went so far as to
*scherthluck* some of the perfectly operable devices in order to obtain components that were required for his vision to succeed. And finally, after a long and exhaustive search, he was ready! All parts were assembled, now it was a matter of putting them together! Surely a trivial matter for a genius such as he! He would be invincible! Nobody... no, nothing could
*scherthluck* him! His might and greatness would be known throughout the multiverse! If only... now... mhwa...
The vision faded. Qwer'Ty found himself on the ground, face down in the dirt, the silence of the universe marred by the whistling of the wind and a repeating loud
*scherthluck* coming from somewhere nearby every several seconds. In his head was pain, fading. In his mouth was a foul taste, persistent. Qwer'Ty looked around him. Amidst a scattering of odd parts and components, an open MRE pack. Suddenly it all came back - how he tried the food, and what effect it had on him. How was he to know the effects of this world's food on his body and mind? He stood up, looking at the parts around him in thought. Was there a method to the madness? The dream was fading, the vision lost forever. But maybe he was indeed on the verge of something great, something wonderful? He would have to carefully collect and examine everything, lest yet another mystery of the multiverse be doomed to a tragic, untimely
*scherthluck*.
Environment: Noon. Thin clouds partially obscure the sun. The wind is faint and cool.
===[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.
===[Large Valley, Sub-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.
===[Camp near Andrea's Furnace]===:
- SRM-6 pod x2: On the ground. +1 accuracy.
- SRM-6 missiles x108: On the ground, in CASE block. +2 blunt/force damage.
- XL Fusion Engine: On the ground. Very large. Hot. Can output humongous amounts of power. Is being cooled.
- Clan Double Heat Sink x2: On the ground. Hooked up to the Fusion Engine. Provides cooling for a Fusion Engine.
- Steel Armor Plate: On the ground. Large metal plate with a hole to hold onto. +2 melee dodge, chance to deflect instantaneous ranged.
- Grey Mechanic's Kit: On the ground. Contents: mechanics tools, basic electrics tools, portable welding torch, set of binoculars.
- 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.
- 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, «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.
===[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 yet 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 center 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 unsheath the sword by shouting «ASHCRAVER! MAXIMUM POWER!»
The sword has an AoE ranged 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.
[/spoiler]
===[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, partially disassembled, not driveable.
== 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, 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]=== Near the temporary camp area.
Health: Unharmed.
State: Standing. Minor pain. Feeling of Emptiness(-1 all ring power use).
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.
- 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 == - TKH Surge: TK Healing rolls with +1 if not stressed in previous turn.
- Visual Omnisensor: Normally unseen energies and objects in immediate vicinity are revealed.
- Shadow Warped: Can not be seen in reflected 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 Polearm Fighter: 10% learned.
- Novice Engineer: 25% learned.
- Power Control: 15% learned.
- Empowered Firecraft: 10% learned.
Near the temporary camp area.
Health: Face slightly scraped. (Strengthened Structure destroyed on left torso side)
State: Standing, Fine.
Equipment: The Ashcraver(right hand), 2x Ultra AC/2 Autocannon, 2x LRM-10 rack.
== Weapons == - The Ashcraver: Held. Two-handed weapon. +2 slash damage.
- Ultra AC/2 Autocannon x2: Mounted in lower torso. Long-range. 2 rounds per shot (2 dodge and damage checks).
- LRM-10 Rack x2: Mounted on shoulders. Long-range. +1 accuracy.
== Armoring == - Ferro-fibrous armor plating: Protects all of the body. +2 against slash, pierce, bash, and tear damage, +1 against fire and laser damage.
- Cellular Ammunition Storage Equipment: Protects upper torso and back. Ammo less likely to explode. +2 against damage of exploding ammunition.
== Ammunition == - Ultra AC/2 ammo: Stored in upper torso. Total 128 rounds. +1 pierce damage
- LRM-10 ammo: Stored on rear torso. Total 180 missiles. +1 blunt/force 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.
- Strengthened Structure: Present on arms, legs, right torso and lower torso. One-time reduction of critical damage by -2.
- Ashcraver Power Linkup: Powersystem entirely dependent on the Ashcraver.
- Novice Engineer: Bonus of +1 to engineering and construction.
- Empowered Intelligence: Bonus of +1 to intelligence checks. Further +1 bonus if unconscious/offline.
- Encumbrance: none No effect.
== Pending == - Novice Swordmaster: 12% learned.
- Novice Earthworker: 40% learned.
- High Master Weaponsmith: 2% learned.
Out in the field.
Health: Light burns across the chest.
State: Standing, in 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, blood-spattered. +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".
- Mental Control: Can attempt to command sentient creatures, causing them to perform actions against their will. Targets get rolls to resist the effect.
== 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.
- Mental Hardening: Does not spontaneously give in to pain. Pain levels decrease faster.
- 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.
- RC Bubble: 20% learned.
Out in the field.
Health: Undamaged.
State: On the ground, Fine, Wrestling Clanner Pilot.
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.
- Enemy Locator Omnisensor upgrade: All hostile mobile objects glow a bright red color, whether or not they're in direct line of sight. Finding an enemy cannot fail. Any action directed at an enemy will have any penalties reduced by 1 on all rolls.
- 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.
- Improved Self-Reassembly: 20% learned.
- Advanced Unaided Digging: 20% learned.
- Stone Engraving: 50% learned.
- Advanced TKH: 35% learned.