It's a bird! It's a plane! It's a turn!
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Turn 173 ------------
Players: [RTB:{5}] Repair whatever damage I did to my leg, then watch the clanner so that he doesn't escape.
[AI] Sheathe the Ashcraver, try to salvage useful-looking junk for LASD to repair me with.
Same here, work on mental hardening
Well, I'm gonna pull myself together first, and if possible, as a side-action I'm going to locate Andrea and Gantolandon.
[AI] Okay, for the last time — regenerate my muscles to a normal state!
Time to pull out them ol' tools again. Korora, prepare for the fixing of your life!
So, I'll fix up korora using the metal junk and mech corpses lying around.
I again try to walk a short distance and loot the dead guy.
Use this opportunity to increase my pain control.
[AI] Remember to search the clanner for weapons.
"Wait! I have an idea!"
>Study the wreckages, trying to determine how to put them all together into one useable supervehicle of some sort.
Allied NPCs: Crawl out of wherever it is and stretch out a little.
Walk up to the clanner and kick him in the face.
Enemy NPCs: …
…
Try to reach for a weapon and shoot Neo.
------------
Players:
Boksi: Reheal:{5+1-1}, Watch clanner:{3}
Korora: Find usable parts:{4}
Frelock: Work on mental hardening:{4}
Kashyyk: Pull self together:{2}
Rooster: Regenerate:{2}
LASD: Get tools:{4}, Fix up Korora:{6+1}{6}{3}
Jay Kayell: Loot Simon:{3-1}
Zako: Increase pain control:{6}{5}
Neo: Search clanner:{6}{3}, Dodge clanner:{2}, Damage:{6}{1}
Qwer'Ty: Study available wreckages:{2+1}
NPCs
Giant Bat: Get out:{1}
Janna: Kick clanner:{4}
Enemies
Clanner pilot: Get weapon:{1}, Attack Neo:{6-2}, Damage(kick):{2}
----------------
Wayside V, temporary camp some distance north of "Andrea's Furnace". Casually glancing aside as he fixes the blocked arteries in his leg, Boksi notices Neo picking up the barely-conscious clanner and rolling him over for no apparent reason.
- What'cha doin? Need help? - Nah, just strippin' this nei'kari 'fore he wakes up. Neo proceeds to pull the cooling jacket off the clanner, followed by his shirt, his boots, finally stopping at the military greaves and the few items of equipment they contain. Totalling three items of useless clothing, a small laser pistol, a mean-looking whip, and the cooling jacket, the spoils leave Neo a little underwhelmed. He considers performing an
even more thorough search, but the clan mechwarrior's dignity is saved by Janna's appearance. Walking up to the clanner, she spits on him and, adding "
This is more than you deserve, bastard!", savagely kicks him in the face with her boot, still bearing a fresh splatter of Simon's blood. Losing a few teeth and his nose's internal structure, the clanner blanks out. Neo smirks and gives Janna a thumbs-up.
- Harsh. Brutal. Karma-riffic. We still need him for interrogation though, so I guess that's enough. - Just don't tell me you plan to keep this guy... - Who knows? We're a democracy here. Just don't forget to cast your vote. Neo winks at Janna and continues examining his spoils. The whip proves to be particularly interesting, and soon the Mii'Ari is completely consumed by the curious weapon. Leaving him with the unconscious pilot, Janna and Boksi walk back to the rest of the crew. They see Korora and LASD stand near the mangled remains of the clanner's mech, calling everyone to attention, and quickly run to see what it's all about.
- Ladies and gentlemen, may I have your attention please! LASD, as usual, makes a persuasive speech without even trying.
I would like to call upon your help in an important endeavor. Our robotic comrade here has suffered some serious damage, and I was just about to repair him, when we suddenly had a mutual idea. As you all know, we are about to face some serious opponents. Opponents piloting these battlemechs, and many dozens of them. Our best chance of winning would be not to fight at all, but this does not mean we don't have to be prepared. Therefore, I and Korora together have formulated a plan. A plan that will provide us with the concentrated strength we all need to defeat these mechs. We need to upgrade Korora! Half-expecting some sort of responce, LASD held a pause. Silence fell. Many interested looks forced him to conclude his oratory performance with a final statement.
- I cannot hope to perform all the upgrades by myself, there is too much to do. But with the help from all of you, we will be able to bring ourselves one step closer to winning this challenge. Now, the sacramental. Who's with me?! Without much hesitation, Frelock and Qwer'Ty raised their hands. Janna tried to exchange looks with Boksi, failed miserably, and finally raised her own hand as well. Boksi's voice sounded from the empty space beside her.
- You can't see it, but I'm also raising mine. When do we start? - We've already started. Let's do it! And the work began. Six people in total, Korora included, have begun what seemed to be impossible - not only repair the mighty robot's ghastly injuries in the field, but also upgrade him - and it all would have to be done before another Clan patrol spots them, leaving them barely an hour. One incredibly hectic hour.
First, using his good arm, Korora mercilessly guts the downed Clan mech. Janna and Qwer'Ty do their best to provide directions, trying to make the most out of the mangled wreck of the machine. With reckless disregard for safety, the idle Fusion XL reactor is ripped from its bay and thrown to the ground, too big to be fitted into Korora's slim frame. Ammunition banks, still safely protected by their Cellular Ammunition Storage Equipment or CASE, are carefully set down next to the slowly forming heap of armor sheets, joints, actuators, and assorted endo-steel bars that formed the "skeleton" of the mech. Laid down in a separate spot are massive coils of black wire - myomer fibers that once were the muscles of the great machine. The weapons - two Autocannons, two LRM-10 racks and two SRM-6 racks - are handled with great care. Boksi works his halberd with great skill, cutting out required components that Frelock carefully transports with his TK field to designated areas on the ground, where LASD dutifully numbers them with a handy piece of chalk from his toolbox. Soon, the once-great Ebon Jaguar is reduced to a barely recognizable carcass of bent endo-steel girders and electronics. With twenty minutes passed and the first phase complete, Korora lies down.
- Do robots need anaesthesia? I'm just wondering. - That depends. Does this hurt? Happy to oblige, Boksi stabs his halberd into the area under Korora's chestplate, leaving deep gashes on the machinery within. "
Well?"
Korora frowns.
- Technically, no. Ah well, I guess that answers the question. Let's get it on then! The team moves in. Seeing that repairing Korora's left arm is pointless, LASD and Janna order Boksi to sever both arms at the shoulders, and proceed to craft new ones from the materials donated by the late Ebon Jaguar. Janna points out that shoulders make great places for mounted long-range missiles, and Frelock moves the great armored missile racks into place, serving as the team's heavy lifter while Korora is disarmed. Qwer'Ty does his best to provide an opinion on how to use the available materials in the most optimal way, and no more than ten minutes later, Korora's steel grip becomes endo-steel, hardened with the best of the Clan alloys. For the rest of the hour, the camp is filled with sounds of metal being bashed, cut, and ground until finally there is quiet. In the eerie silence, LASD's voice victoriously proclaims:
- Ladies and gentlemen! We are proud to present to you... Korora 2.0!!" Standing up, Korora marvels at the ease with which his limbs now move. His armor has been fashioned in the style of a samurai, additional plates covering his head, shoulders and thighs. The only still-recognizable part, the golden chestplate, has been firmly welded over a thick sheet of ferro-fibrous armor, providing protection for the massive ammunition banks of the two autocannons, fitted on gimbals in his lower torso. Two LRM-10 missile racks stick out like pauldrons, complementing the thick shoulderpads designed to aid in melee combat against battlemechs. Even his legs were repaired, with the Ebon Jaguar's knee actuators that miraculously survived the explosion relatively unscathed. They even had to take materials out of the Hauler's frame to reinforce the legs, minimizing the chance of accidental overstress. As he stands tall over everyone else present, the team greets him with cries of joy.
But then shocking news quickly bring back the state of alertness into everyone's mind. Unnoticed in the engineering turmoil, the clanner pilot has escaped! Nearby, Neo lies face down in the dirt and a pool of blood, his spoils taken and a large gash cleft into the back of his head. Alarmed, Frelock quickly flies to him, but at least there he finds relief. The skull of the Mii'Ari was too difficult to crack, and Neo is only unconscious, though undoubtedly left for dead. Nevertheless, the fact that there is an armed Clanner on the loose around them makes tensions in the camp rise. Watchful eyes scan the plain around the camp, reddish clay turning bright ochre in the shining sun's rays.
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Background: [6][3] Watchful eyes watch, but nothing is to be seen. The blasted clanner is either a mile away right now, or hiding somewhere. The wreckages of the other Clan mechs can be seen a large distance to the north. They don't seem to move.
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Environment: Noon. Thin clouds partially obscure the sun. The wind is faint and cool.
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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.
- 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 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 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.
---------
- 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, 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: In the temporary camp area.
Health: Unharmed.
State: Standing. 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.
- 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: 25% learned.
- Power Control: 15% learned.
- Empowered Firecraft: 10% learned.
Near the Ebon Jaguar.
Health: Undamaged.
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.
- LRM-10 ammo: Stored on rear torso. Total 180 missiles.
== 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, 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: 7% learned.
- Novice Earthworker: 40% learned.
- High Master Weaponsmith: 2% learned.
Near the Ebon Jaguar.
Health: Skin severely broken up.
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.
- 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.
- Mental Control: 30% learned.
- RC Bubble: 20% learned.