------------
Turn 122 ------------
I try to make myself immune to headaches. I then examine the knife in my backpack and swing it around a bit to get a feel for its weight and balance.
| You try to concentrate as hard as you can, but the headache just doesn't want to go away. You don't feel like you could actually affect it, so you leave it alone for the moment and get your dagger out.
| It's straight, long and shiny. When you take it out of its sheath and grip its handle firmly, you feel the dagger begin to vibrate.
| You swing the dagger around for some time, when suddenly a loud
KER-KLANG! distracts you, and you let the dagger slip from your hand! A split second later, sharp pain in your left leg indicates the dagger's point of impact. You examine yourself, and see that the dagger has stabbed clean through your ankle. Surprisingly, the pain from the damage invigorates you, you feel stronger! You pull the dagger out and examine yourself further, trying to comprehend what is happening to you.
I train my endurance so that I don't tire out after a TK blast.
| You begin training your endurance by doing situps. One, two, three… ten… twenty… thrirty-four, thirty-fi
WAAAAH! Suddenly something falls in your direction! You manage to jump away from it and stay in one piece, but rather shaken. Looking at the object, you recognize it as the Ashcraver, and wonder what the hell has just happened. You don't feel any kind of endurance increase within yourself, and you could care less about it right now.
I fly back to the others, making a sphere of still air around me at the same time so to make flight easier.
| Encasing yourself in a sphere of enforced calm (well, at least you think it works that way), you airjet your way towards the camp. You find korora lying face down in the dirt, and the truck lying wheels up on top of korora.
I try to hack the fighter's navigation computer, trying to get some useful information from it.
| You search the remains of the fighter for something you could get your hacking hands on. Sadly, not much has survived. However, you do find a dented yellow metal box embedded in a nearby hillside. You try to pry it loose, to no avail.
i wake up, bash the staff on the ground soem more times to charge it, then try to understand what does it do.
| Still somewhat sleepy, you stand up and pick up your staff. It hasn't changed yet, so you hit the ground with it, with the same results as the last dozen times you tried it. The staff glows slightly, but doesn't seem to be giving off power or indeed doing anything interesting other than summon harmless lightnings. You swing it through the air, try biting at the haft and the head of the staff, but nothing you do produces any sort of meaningful result.
I'll work on those bats, though, using TP, and preferably not going insane in the process.
| You approach the bats and focus your thoughts on them. You're able to read their simple minds rather easily, and scan through their recent memories. They've been flying over the rocky plains and hills, spotting anything unusual. But unfortunately, they didn't discover anything useful. For the most part, they only saw flat rocky fields.
I heal myself. And possibly Neo and anyone else who injures himself.
| You're still getting over the anxiety of the attack you suffered (even though it was just a rat), and can't properly focus yourself. You decide to rest a bit while Frelock interfaces with the bats. The sound of something big crashing into something big interrupts your rest, and you go and see what the hell it was. You're surprised to find the truck upturned again, by korora this time.
I examine my wolftrap using both site and TK to aid my future lore rolls.
| You get out of the cockpit and look at the damage from the shoulder of the mech. From here, it looks like there's some nasty damage done, but you can't for the life of you figure out what is what in this thing. Even more confused than you were before, you return to your seat. You haven't learned anything.
I try to fix the newly broken truck.
| You get into the thing, and look at the additional damage. Thankfully, there isn't much of it - a few unimportant parts have been torn off, some bolts broke, but it's nothing critical. You spot-weld some compromised linkages and are already about to get off the thing to do something else when suddenly a menacing shadow looms over you and the truck. The shadow looks suspiciously similar to korora... and it's falling towards you!
| You're not quick enough to begin thinking about getting away before korora slams face-down into the ground near the truck, hitting the frame with his forehead! The force of the impact flips the truck, sending you flying! You land some distance away, mildly battered. The truck is now completely flipped, the other way this time, and is now lying wheels-up on top of korora.
I wait and practice my melee attacks with the knife in my pack until healed.
| You give in to pain and pass out.
I practice smashing rocks with bare hands
| "Rooster BASH! Rooster SMASH! Rooster
GWAAAAH!" You barely manage to avoid getting chopped up by Korora as he dances around with his sword, paying no attention to anything or anyone else. You calm yourself somewhat, and look on as Korora proceeds to stumble on some piece of junk and falls flat on his face, letting the sword fly and flipping the truck in the process.
(RTTAI:{3}) I take out the Ashcraver and practice with it.
| "
GO! ASHCRAVER!" With a bright streak of yellow light, the blade forms itself and lands into your hand! You immediately begin training to swing it, flourishing it madly and parrying imaginary blows, all the while moving around with complete disregard for anyone else who happens to be present.
| You actually manage not to slice up anyone or anything important, but near the end of your exercise you stumble on an inconveniently placed piece of sheet metal, and fall face first onto the inconveniently located truck.
| You hit the edge of its frame with your forehead, and feel it flipping onto you from the impact. Lots of swearing and screaming indicate you might have injured someone. You're now stuck under the truck. Your sword left your hand when you fell and is likely lying somewhere nearby.
------------
NPC Actions:
Allied: The dwarf notices the giant bats! A long-dormant hate for the creatures flares up within him and he leaps at them with his staff raised!
| Boksi and Frelock can't react in time, and he smacks the nearest bat with his staff!
| The blow lands directly between the eyes of the bat, its skull cracks! The bat is knocked unconscious and flies back several feet.
Neutral: The convoy approaches the crash site. Mechs and troops disperse and comb the area.
| They search furiously, looking for anything they can make sense of. They are getting more and more enraged as they examine the wrecks of the buggies and the dead bodies of their comrades.
| A batch of troops immediately notices Gantolandon and somehow mistakes him for the enemy pilot. Before he can speak, the soldiers open fire with their assault rifles!
| Gantolandon has nowhere to go. The hail of heavy bullets rips through his inadequate armor and throws him backwards. He is still alive, but bleeding out of no less than eighteen holes going clean through his body. His left arm is broken, and his internal organs have caught quite a few hits as well. Luckily, none of the soldiers managed to score a headshot, and they stopped firing as soon as he fell. As soon as they approach, holding Gantolandon at gunpoint (as if he can still be a threat), they realise their mistake, recognizing him as one of the visitors at the camp, and call for medics.
Enemy: None at the moment
------------
Status After Turn: ----------------------------------------------------------------------
Location: Standing in the large valley, area 2.
Health: Sprained ankle. (-1 phys.dodge), Pain (-1 ment.)
== Weapons ==
Darkfire Halberd: Two-handed weapon, held. Fire-infused blade: target makes an additional dodge roll against 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.
== Apparel ==
Armor jacket of Karl Moebius leather: Protects upper body and arms. +1 against slash and pierce. Reddish-black in color. Slightly burnt.
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. 287 summon tiles left.
== Miscellaneous ==
Military Backpack: Worn on upper body. Contents: binoculars, two unidentified handguns. Color: grey.
Binoculars: In Military Backpack. Allow examining the surroundings for a +1 background roll bonus. May have other functions.
Handgun 1: In Military Backpack. Unidentified.
Handgun 2: In Military Backpack. Unidentified.
Summoned creatures: Four Giant Bats (sitting nearby).
== Active ==
Basic TK Manipulation: Objects at close range can be weakly pulled or pushed with TK force. Roll Difficulty varies.
Basic TK Healing: One character at close range can be healed by physical repositioning and melding of broken tissues. +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. (current magnitude: -2 penalty)
Fire Manipulation: Acquired from item. Allows manipulating and creating fire.
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.
Location: Down on the ground, in the large valley area 2.
Health: Unarmed.
== Weapons ==
Gnarled Steel Staff: Two-handed weapon, held. Feels special. Gives off a faint glow. Seems to summon thunderstrikes when hit with.
Light Gauss Rifle: Ranged heavy weapon, owned, somewhere around area 2 in the large valley. Ammo: 5 of 6. +2 pierce damage, +1 critical damage. Cannot be fired more than once per combat turn. Requires electricity to be fired. Side effects: roll against strength and agility when fired, failure results in damage.
== Apparel ==
-Iron Splinted Leather Armor-: Protects upper and lower body, arms. +1 against noncritical slash or bash damage. Damaged: left sleeve torn off.
Bronze Plated Greaves: Protects lower body and upper legs. +1 against pierce, slash, or noncritical bash.
Iron High Boots: Protects feet and lower legs. +1 against pierce, slash, or bash. Menaces with spikes of hoary marmot bone. Side effect: minor bonus to kick damage.
== Miscellaneous ==
== Active ==
Critical TK Healing: One character at close range can be healed by physical repositioning and melding of broken tissues. +1 if not stressed in previous turn. An additional +1 if the target's wounds are severe and/or life-threatening.
Power Attack: A physical attack is boosted by +1 for attack and damage. Target of the attack dodges at +1.
Shrapnel Self: A small touched object (or a region of a large object) can be destroyed and explosively propelled in the direction of the user. Damage varies greatly.
Electrothermal Jets: Generates jets of extremely hot plasma in the hands of the user. Can be used for precise flight. Expends a lot of electricity. Generates a lot of noise.
Advanced Electricity Manipulation: Can control any surrounding electricity, with a +1 bonus. Nearby electrically charged objects can be moved, with a -2 penalty. Side effect: -1 penalty for low charge level.
== Passive ==
Steel Body Harness: Bonus of +1 against critical physical damage to body.
Myomer Enhancement: Actions with left arm receive a strength bonus dependant on charge level. Charge level: Heavily Drained, -1 strength.
Empowered by Lightning: Can produce, store, and release an electrical charge. Charge level: Heavily Drained. +1(+2) against electric damage, 0(+2) speed, 0(+1) agility.
Wreathed in Lightning: Surrounded by arcs of electricity. Deals electricity damage to anything touched. Held metal objects become electrically charged. Side effect: -1 damage penalty for low charge level.
Electricity Self-Control: Collateral damage rolls from using electricity and lightning are improved by +1, unless desired otherwise.
Basic Hammerfighting: A single target attacked in melee with a hammer rolls to dodge at -1.
Selective Translator Active: Can freely speak and understand dwarven language.
Encumbrance: Medium No effect.
== Pending ==
Basic Mechanics: Needs another Perfect skill use for bonus.
Location: Down on the ground in the large valley area 2.
Health: Mostly undamaged. Large dint on the forehead.
Temporary Status: Stuck under the Phoenix truck (-2 movement, -1 physical actions not directed at getting out)
== Weapons ==
The Ashcraver: Two-handed weapon, owned, stuck in the ground in the LV area 2. Consists of two parts. Small Blade: sword-formed. +1 slash damage. Large blade: sword-formed. +2 slash damage, +1 attack, -1 agility.
== Apparel ==
Ferro-fibrous armor plating: Protects all of the body. +2 against slash, pierce, bash, and tear damage, +1 against fire and laser damage.
== Accessories ==
Gold-plated chestpiece: Installed on the upper body. +1 against laser damage. Embossed with a faintly glowing image of two crossed swords.
== Active ==
None
== Passive ==
Mech: Bloodless, +1 strength, +1 endurance. Side effect: -1 against electrical and electromagnetic damage.
Large size (5m): Normal clothing and armor can not be worn. -1 dodge against dodgeable projectiles.
Empowered Intelligence: Bonus of +1 to intelligence checks. Further +1 bonus if unconscious/offline.
Damaged Legs: Epic-level use of legs rolls for damage, critical leg damage rolls at -1.
Encumbrance: none No effect.
Location: Standing in the large valley, area 2.
Health: Unharmed.
== Weapons ==
Wooden Broadsword: One-handed weapon, held. Enhanced with sharp edges of a shimmering material.
VibroBlade long dagger: One-handed weapon, held in the off hand. Negates up to +1 of target's protection against pierce and slash damage.
== Apparel ==
+Steel Chestplate+: Protects upper body. +1 against pierce and tear damage. +1 against critical pierce damage. Slightly dented.
-Copper Chainmail-: Protects upper and lower body, arms. +1 against slash damage.
Hard leather leggings: Protect legs. +1 against slash damage.
Copper Plated Boots: Protect feet. +1 against pierce, slash, and bash damage. Encrusted with bandfire opals.
Makeshift Cloth Gauntlets: Worn on hands and lower arms. Prevents accidental contacts with bare skin.
== Active ==
Basic TK Healing: One character at close range can be healed by physical repositioning and melding of broken tissues. +1 if not stressed in previous turn. (Skill bonus after one more Perfect use)
Extended TK Bolt: A compressed bolt of TK force can be fired at a target in short range for blunt damage. Side effect: -1 to constitution and strength for 1 turn after use. Can be fired to up to Medium range by adding another -1 to the strength penalty.
TK Ripper Slash: A disruptive field of chaotic TK energy surrounds your weapon, adding +1 tearing damage. Side effect: -1 constitution and strength for 1 turn if used more than once per combat turn.
== Passive ==
Basic Swordsmanship: A single target attacked in melee with a sword rolls to dodge at -1.
Infective (T-Virus): A living creature touching any exposed part of the body contracts the T-Virus. Side effect: Immunity to the T-Virus, skin becomes grey in color, with darker pigmentation spots. T-Virus effects: Rapid decrease of lifesigns. When lifesigns cease, the body of the victim is reanimated as a mindless hunger-driven creature.
Omnirange Tricorder Active: Instantly acquires information on objects seen. Gains a +2 bonus to background rolls as long as eyes are open.
Hardened against visual distractions: Bonus of +2 when checking against massive sight interference.
== Pending ==
Improved Agility: More training required for bonus.
Location: Standing in the large valley area 3.
Health: Numerous bullet wounds: body: 8, arms: 4, legs: 6. Liver, right kidney, stomach, left lung damaged. Heavy Bleeding (-1 constitution). Severe Pain (-2 mental, -2 physical).
== Weapons ==
+Bone Axe+: One-handed weapon, held.
== Apparel ==
Underwear: Worn on lower body. Made of indiscernible grey cloth.
Silky Sweater: Covers upper body, arms.
*Suit of dwarf bone plate*: Protects body, arms, legs. Moderately damaged. +1 against slash, tear, and pierce. Bulky: -1 non-dodge agility. Decorated with dwarf bone.
+Dwarf bone gauntlets+: Protect hands, lower arms. +1 against slash, tear, and pierce.
+Dwarf bone High Boots+: Protect feet, lower legs. +1 against slash, tear, and pierce.
Infantry Helmet: Protects head. +1 against slash, tear, pierce.
== Miscellaneous ==
Roll of aluminium foil: Held. 25cm wide, 10m long.
== Active ==
Basic TK Healing: One character at close range can be healed by physical repositioning and melding of broken tissues. +1 if not stressed in previous turn. (Skill bonus after one more Perfect use)
TK Touch Hacker: Can interact with electronics by touching an attached conductive surface. Can use TK to instantly access all electronics of the target with one touch.
== Passive ==
Selective Translator Active: Can freely speak and understand dwarven language.
Sleep Control: Sleep effects negated. Side effect: A 1-turn penalty of -1 to all actions after sleep state changes.
Wrist-mounted scalpels: Bonus of +1 to slashing damage in unarmed melee.
Encumbrance: Light No effect.
Location: Standing in the large valley, area 2.
Health: Unharmed.
== Weapons ==
Steel Quarterstaff: Two-handed weapon, held.
-small Throwing Knife-: One-handed weapon, in Military Backpack.
Shimmering Shortbow: Ranged two-handed weapon, worn.
Handgun: One-handed ranged weapon, in Military Backpack. Unidentified.
Dagger: One-handed weapon, in Military Backpack. 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.
≡Giant cave spider silk robe≡: Protects body, arms, legs. +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.
Light infantry armor vest: Owned, discarded. Can protect upper body. +1 against pierce damage.
== Accessories ==
Plant vine amulet: Worn around neck. Given by the power of nature. Powers unknown.
== Miscellaneous ==
Military Backpack: Worn on upper body. Contents: Light infantry armor vest, unidentified handgun, unidentified dagger, small throwing knife.
== Active ==
Critical Expert TK Healing IV: Up to four characters within medium range can be healed by physical repositioning and melding of broken tissues. +1 if targets' wounds are critical or life-threatening. If no more than two targets are healed, up to -1 of any concentration penalty is negated. (Two more perfects on 4 targets for skill increase)
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.
== Passive ==
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.
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.
Electricity Resistant: Bonus of +1 against electricity damage.
Encumbrance: Light No effect.
Location: Piloting the Wolftrap, in the large valley area 2.
Health: Undamaged.
== Weapons ==
RPG-7: Two-handed ranged weapon, held. Not loaded.
== Ammunition ==
RPG-7 grenade x3: In hold-all bag.
== Miscellaneous ==
Brown leather hold-all bag: Worn on right shoulder. Contains RPG-7 ammo (3 rounds).
== Active ==
Extended TK Healing II: Up to two characters at moderate range can be healed by physical repositioning and melding of broken tissues. +1 if healing only one target at close range.
Enrage Self: Bonus of +1 to physical rolls for 1 turn. Side effect: -1 all 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.
== Passive ==
Flesh turned into steel: No blood. No pain from normal wounds. +1 against slash, bash, pierce, or tear damage.
Thermal stress: Bonus of +1 against slashing, -1 penalty against blunt 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.
Encumbrance: Light No effect.
Location: Standing in the large valley, area 2.
Health: Unharmed.
== Weapons ==
+Steel Battleaxe+: One-handed weapon, held.
== Apparel ==
Studded Hard Leather Armor: Protects upper body. +1 against noncritical slash damage. Black. Severely torn up and slightly burnt. Attached are fur-quilted horned shoulderpads.
== Miscellaneous ==
Metal Suitcase: Held. Contains: Serum Injector, T-Virus Capsule x4, Crude Magnifying glass.
Microscope: Held. Allows examining tiny things.
Serum Injector: In Metal Suitcase. Metallic pistol-like device used to inject medical substances into the bloodstream. Empty.
T-Virus Container x4: In Metal Suitcase. Glass cylinder with two spiral tubes within, filled with blue liquid containing the T-Virus. Used with the Serum Injector.
Crude Magnifying Glass: In Metal Suitcase. Allows examining small things or condensing sunlight.
== Active ==
Can Perform Heavy Metal: Needs an instrument for it though.
Haywire Regenerator: Random regeneration of the body, activated as a free action on a per-turn basis. Can exert a measure of control over the process.
== Passive ==
Centaur body: Bonus of +1 to speed, consitiution, blunt kick damage. Side effect: Cannot wear footwear, leg or lower body armor/clothing.
Six arms: Bonus of +1 to strength, blunt damage in unarmed melee. Side effect: Cannot wear belts or waist-covering body armor.
Bone plated body: Bonus of +1 against slash, pierce, and blunt damage. +2 against tearing damage. Noncritical slash or pierce damage on a roll of 3 is reduced.
Random Mutations: Four fingers on each hand. Hair transformed into flexible spikes. Splitting lower jaw. Slightly better at intimidation. Side effect: -2 charisma penalty to initial reaction or negotiations with humanoids.
Disease Resistant: Bonus of +1 to resisting the spread of all known diseases.
Hardened against dizziness: Does not get dizzy.
Hypersensitive Nerves: Pain levels boosted with an additional -1 to either mental or physical actions.
Hearing-Impaired: Penalty of -1 to dodge something approaching from behind.
Fixed English Speaker: Penalty of -2 to all communication with non-English speakers.
Location: Standing in the large valley, area 2.
Health: Bruised, battered and scratched. Pain (-1 mental)
== Apparel ==
*Evil Aluminium Riot Shield*: Extra roll to reduce damage against projectile or melee attacks. Can be used (as a free action) to examine the surroundings for a +1 to background rolls and normal binoculars effects, but this denies the extra defence roll. Posessed by "Something Evil".
<<+Iron Chain Cuirass+>>: Protects body, arms. +1 against slash and pierce damage.
-Iron Chain Gloves-: Protect hands. +1 against slash and pierce damage.
Iron Chain Greaves: Protect legs. +1 against slash and pierce damage.
Iron Low Boots: Protect feet. +1 against slash and pierce damage.
Handmade Underware-suite with top hat: Covers body, arms, legs, head. +1 charisma bonus to persuading an NPC to do a nonviolent action.
Underwear: Worn on lower body. Made of indiscernible grey cloth.
== Miscellaneous ==
Grey Mechanic's Kit: Held. Contents: mechanics tools, basic electrics tools, portable welding torch, set of binoculars.
Mechanics tools: In mechanics kit. Allow performing basic mechanics and engineering.
Basic Electrics toos: In mechanics kit. Allow basic maintenance of electric equipment.
Portable welding torch: In mechanics kit. Allows cutting or welding sheets of metal. Fuel cell at roughly 33%.
== Active ==
Power of Peace: Can cause up to two hostile creatures to stand still and do nothing as long as they are in view. Causing harm to a living creature causes the power to be lost.
Power of Persuasion: Can cause one creature to perform a simple action. Charisma bonus does not apply. Causing harm to a living creature causes the power to be lost.
== Passive ==
Long Distance Runner: Endurance penalty from encumbrance is negated.
Improved Mimics: Bonus of +1 to facial expressions.
Selective Translator Active: Can freely speak and understand dwarven language.
Peacekeeper: Willfully activated. Will never attack a living creature to uphold his vow. Instead will flee or defend as possible.
Encumbrance: Heavy Side effects: -1 endurance for continuous walking/running, -1 speed.
== Pending ==
Basic Mechanics: Need another Perfect use for a skill bonus.
Location: Standing in the large valley area 2.
Health: Unharmed. Headache (-1 mental).
== Weapons == Heavy Laser Pistol: Held. Laser damage, rolls against overheat on every shot after the first during the turn.
VibroBlade Long Dagger: One-handed weapon, held. Negates up to +1 of opponent's slash or pierce armor.
== Apparel == Stretchy shorts: Cover lower body, upper legs. Purple. Stretchy.
Light infantry armor vest: Protects upper body. +1 against pierce damage.
== Miscellaneous == Sheet of Steel: Owned, in the large valley area 2. A ~2m
2 sheet of fine .5cm steel, hideously mangled.
Military Backpack: Worn on upper body. Contents: unidentified dagger.
Chain of strung-together underwear: Owned, in the large valley area 2.
== Active ==
Basic TK Healing: One character at close range can be healed by physical repositioning and melding of broken tissues. +1 if not stressed in previous turn.
Basic Pyrogenesis Can create plumes of fire from bare hands.
Blood Seeker: Can focus to see the anatomic structure of a living organism within sight. Grants a +1 to attack and always rolls for critical if successfully used alongside an attack.
Nightmare Fuel: Unknown.
== Passive ==
Novice Wrestler: Bonus of +1 to dodge when grappled.
Blood of the Blood God: Any wounds and injuries rapidly heal when contacting the blood. Blood can be used to heal injuries of others.
Blood Rage: Bonus of +1 to attacking a creature when there is a lot of blood in view.
Heat of Battle: Unknown.
Blood Wrath: Unknown.
Avatar of the Blood God: Grants Blood Seeker, Heat of Battle, Blood Wrath, Nightmare Fuel.
Targeting Computer: Projects a line and displays a crosshairs for the shot of the held weapon, doesn't seem to do anything else yet. +1 to accuracy rolls of 3.
Encumbrance: Light: No effect.
Location: Standing in the large valley area 2.
Health: Unharmed.
== Nothing in posession ==
== Active ==
Aerogenesis/Aerokinesis: Can manipulate surrounding air, directing airflows and locally altering pressure. Can release air through open palms of both hands. (Needs a perfect application or a positive training attempt for a skill increase.)
Wind Barrier: Uses Aerokinesis to form a circular barrier of high-speed wind that deflects incoming attacks. +1 dodge against physical melee, +2 against physical projectile attacks.
Rapid Haywire Regenerator: Can regenerate randomly twice a turn, with a +1 bonus. Activated as a free action.
== Passive ==
Basic Flight Mechanics: Allows better understanding of controlling movement with thrust. +1 to unaided flight checks.
Strong: Strength improved by +1.
Naga: Snakelike lower body. Cannot wear normal lower body clothing. Can attack with the tail.
Cold-Blooded: Agility, Dexterity, and Intelligence depend on body temperature. Currently: Cool, +0 agi, +0 dex, +0 int.
Thermogenic Muscles: Body temperature kept does not go lower than Warm as long as you move.
Rapid Mobility Muscles: Bonus of +1 to agility and speed. Side effect: Rolls against endurance for exhaustion if more than two rolls of either are made during a turn. Failure penalizes both by -1.
Heavy Chitin Plating on lower body: Protects lower body. +1 against slash, pierce, tear, and fire damage.
Spikes protruding from spine and elbows: Melee piercing damage boosted by +1. Can cause piercing damage by ramming. Side effect: -1 dexterity. Cannot wear body armor or elbow-covering armor.
Heat Vision: Unaffected by normal darkness. +1 to any actions done against temperature-contrasting objects. -1 to any actions done with temperature-blending objects.
Random Mutations: Patches of hair around the shoulders. Leathery wings on the back. -2 to initial reaction and -1 to communication with humanoid creatures.
Encumbrance: Light No effect.
Location: Standing in the large valley, area 2.
Health: Severe burns on left arm. Heavily battered overall. Serious pain (-2 mental, -1 physical).
Temporary Status: Unconscious (-2).
== Weapons == Broken crowbar: Owned, somewhere in the camp.
Handgun: One-handed ranged weapon, in Military Backpack. Unidentified.
Dagger: One-handed weapon, in Military Backpack. Unidentified.
Heavy Laser Handgun: One-handed ranged weapon, held. +1 laser damage, rolls against overheat.
== Apparel == Light Infantry Armor Vest/u]: Protects upper body. +1 against piercing damage.
Cloth jacket with pockets: Covers upper body, upper arms. Pockets contain: cigarette lighter, baseball. Slightly worn.
Underwear: Worn on lower body. Made of indiscernible grey cloth.
== Miscellaneous ==
Military Backpack: Worn on upper body. Contents: unidentified handgun, unidentified dagger.
Cigarette lighter: In the jacket's pockets. Metallic. No fuel indicator.
Baseball: In the jacket's pockets. Clean. == Active ==
Adrenaline Control: Used as a free action. At the start of action, a roll is made. Results: 1,2: -1 to physical rolls; 3: no effect; 4,5: +1 to physical rolls, -1 to mental rolls; 6: +2 to physical rolls, -2 to mental rolls.
== Passive ==
Mii'Ari Physique: Bonus of +1 to agility and dexterity rolls.
Mii'Ari Hand Claws: Bonus of +1 to slashing damage in unarmed melee.
Basic Unarmed Melee: Bonus of +1 to dodging attacks when fighting one opponent in melee.
Basic Knife Fighting: A single target attacked in melee with a knife or dagger rolls to dodge at -1.
Freestyle Runner: Bonus of +1 to speed for movement through urban territory.
Slick Crawler: Agility/Speed bonuses apply for moving through tight spaces and fitting through cracks.
Uncanny Jumping: Bonus of +1 to agility for performing complex jumps. Swarm rules negated for 1 additional enemy.
Heightened Senses: Bonus of +1 to critical dodge.
Night Vision: Unaffected by natural darkness.
Defeated pyrophobia: Negates up to a -1 of penalty to dodge fire.
== Pending ==
Basic Engineering: Need another Perfect use for a skill bonus.