Alright, no sense waiting for those two any longer.
The pictures this turn are only 3. I couldn't draw what I wanted for the fourth one, so left just those I managed. Apologies in advance for silly attempts at humor.
------------
Turn 178 ------------
Players: [RtB:3] Practice halberd-swinging against the ground.
[AI] Help JK by dragging Elemental 3's body out of his armor.
Fly over towards Kashyyk and attempt Mental Control of the pilot.
[RtB:2] Just stand and do nothing, menacingly like.
[AI] Perform a diving kick against the pilot.
I help Jay Kayell with the armor and shape it with my tools to make it suit him better.
I shall loot the armor from dead clanner elemental #3 and put it on, taking a few moments to figure out how to use it.
Activate my fate point. I gain extreme control over my regeneration.
I practice my focus, and get ready for combat.
Enjoy the ground, and ponder the uses of an easily overheated fusion engine that do not require any unavailable materials.
Allied NPCs:
Land near the clan pilot. Orders were to «find».
Unceremoniously beat up the injured and unconscious Elemental.
Enemy NPCs:
Lash out at Kashyyk!
Try to wake up and punch something.
------------
Players:
Boksi: Practice:{1}
Korora: Help JK pull out Elemental 3:{5}
Frelock: Mindcontrol Pilot:{6}{4}
Kashyyk: Do nothing:{Success}
Rooster: Dive-kick Pilot:{1}
LASD: Help JK pull on armor:{2}
Jay Kayell: Take Elemental 3's armor:{4+1}
Zako: Gain control of regeneration:{FATE}
Neo: Focus:{1}, Prepare for combat:{4}
Qwer'Ty: Ponder uses of reactor:{5}
Allies:
Giant Bat: Wait:{Success}
Janna: Beat up Elemental2:{1}
Enemies
Clanner pilot: Attack Kashyyk:{FAIL (Controlled)}
Elemental 2 Wake up:{6}{1}, Punch:{2-2}
----------------
Wayside V, temporary camp some distance north of Andrea's Furnace Having dealt with the last Elemental, the group relaxes a little. Korora looks on with interest as Jay Kayell examines the guy he's just blinded, and shakes his head disappointedly.
"
Nah, this one won't do."
"
Well, you shouldn't have cooked him so much if you prefer him rare."
"
Oh, ha ha. Keep it up and you'll blow a humor circuit."
"
Well, if it's the armor you want, that one over there is just a little shot up."
They walk over to the other clanner together, and Jay gives him a look-over as well.
"
Now this
one looks workable. Can you help me get 'im out?"
"
Sure thing. I'm not really into undressing my action figures though."
"
Dammit Korora, I thought turning into a machine should have a different effect on one's personality."
"
What, you'd prefer if I acted more KILL ALL HUMANS -like?"
"
... Actually, forget I said anything. Let's just drag this dead meat out of his armor."
"
Affirmative. Hm, I should've built an artifact Swiss Army Knife instead. Could really use a can opener here..."
While the two are at it, Janna remains at the unconscious Elemental's side, and decides to vent her anger on the helpless opponent. She kicks and pummels the Elemental repeatedly, dimly aware that she's not actually doing any harm to the battle armor but going on nevertheless. She keeps at it until the Elemental suddenly jerks up, screaming in pain and rolling over onto his face, flailing his limbs wildly. He seems completely incapacitated, unable of coherent actions at the moment, but Janna still takes a few steps back - even devoid of jets and weapons, that armor could pack a mean punch if it ever landed a hit. Nearby, Frelock decides to lift off, not intent on hearing the bloodcurling screams any longer than strictly necessary, and heads north. He clearly sees Rooster and the giant bat in the sky, converging on something that could very well provide the distraction he needed so much.
Both the Giant Bat and Rooster circled above the clan mechwarrior, unable to decide how to act. Neither the clanner nor Kashyyk have moved a muscle since one discovered the other, resulting in a very odd situation that even threw Neo off his stride when he finally approached. The clan pilot only briefly glanced at Neo, but quickly set his eyes on Kashyyk again. It almost looked like the two were trying to stare each other into submission. Someone had to break the stalemate up. And Rooster did.
Flapping his wings wildly, Rooster accelerates towards the clanner! But, instead of coming down on him with a literal flying kick, Rooster suddenly loses control in midair and comically tumbles to the ground, landing straight between Kashyyk and the pilot. When he looks up again, neither of them moved still. Only Neo grinned openly.
"
Well, birdey man, ye suure know how ta make a landin' o' yeself. Check 'em out, still not movin' an inch. They paralyzed or somethin'?"
Suddenly, Frelock descends behind the clanner in his force bubble, one hand open towards the clanner, the other firmly pressed against his head. "
No. Not both. Just he." With a little strain visible on his facial muscles, Frelock sends another command, and the clanner immediately drops his whip and lies down. Neo is impressed. "
Well now, ain't that a handy trick. Next thing ye know, ye'll be pushin' up starfighters and deflectin' lasers blindfolded. Now can ye make the other guy move? His mannequin act's creepin' me out."
Back at the "camp", or what could be considered one, Qwer'Ty still lies on the ground, too tired to move - but not too tired to think. Suddenly a concerned face looms over the sky. Upon closer inspection, LASD's face.
"
Need help?"
"
No. Not really. Unless you can think up thirty-six more
ways to use this here reactor for beneficial purposes."
"
You thought up thirty-six ways of using this thing?"
"
No, I thought up sixty-four ways. If you think up thirty-six more, it'll be a whole hundred."
"
Well... you could... uh... power something with it?"
"
Nice. That's number two on my list."
"
Huh. You, uh, could maybe hook it up to something so it overheats, and leave it in the middle of the enemy base. Howsat?"
"
That's number one."
"
Damn. Well, what more could you do with it?"
"
Dry clothes. Mold soft metals. Use as decoy for heatseeking missiles. Use as counterweight for a giant trebuchet. Use as ammo for an even more giant trebuchet. Cook pizza. The sky's the limit, man."
"
Heh. How about a warm seat for Korora?"
"
And that's sixty-five! One hundred or bust, we're making it happen!"
------------
Background: [3]: Through a combination of incredible effort of will and (no doubt) divine intervention, Zako suddenly finds that he is in complete control of his body. Extremely so, as he finds that his body will no longer regenerate on its own. While this may still have some severe repercussions for him later, at the moment he is very happy to have achieved what he did.
With Korora's help, Jay Kayell succeeds in putting on the Elemental armor. To his surprise, the armor eagerly accepts him and he's able to control it with no problems once he's able to get comfortable with the coating of various bodily fluids on the armor's inside. Developing the armor's full potential could take some time, but even as it is it'll prove very useful.
There were no more events of interest this turn.
------------
Environment: Noon. Thin clouds partially obscure the sun. The wind is faint and cool.
------------
Temporary camp off of Area 3:
- 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 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: 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.
- 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 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 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.
Near the Ebon Jaguar.
Health: Skin severely broken up.
State: Standing. Mentally controlling Clanner Pilot. 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".
- 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.