Alright, enough delaying the inevitable! The turn cometh!
------------
Turn 148 ------------
Players: First of all, I get myself out of the hill.
i heal myself.
I'd like to retrieve the Ashcraver
[RTTAI:{3}] I undig myself.
[RTTAI:{5}] I climb out and search for Janna, healing her if needed.
In any case, I use TP to get a sense of where the most injured players are, and heal them with TK.
I heal first Janna, then Zako, then Frelock. In that order.
Ok. Deep breath, cleansing breaths. "I feel no pain. I feel no pain. I feel no pain. I feel no pain. I feel no pain. I feel no pain."
I guess I'll wake up (and help with healing the injured).
I try to cut my hair and my nails with some random piece of metal.
I regenerate as much as I can. Thank god for regen. THANK. GOD.
I get in the truck and continue my meditative practicing, in order to gain further insight into the secret of perfect combat focus.
Allied NPCs: The dwarf calls for help!
The bats try to return to Boksi.
Neutral NPCs: If someone remains at the convoy, they try to climb out and figure out what happened.
He gets out of the truck and also searches for Janna.
If she is alive, she tries to stabilize her condition.
Hostile NPCs: None
------------
Players:
Boksi: Undig self: {4}
Andrea: Heal self: {6+1(skill)-1(flu)-2(pain)}
Korora: Take Ashcraver: {3}
Chaoticag: Undig self: {5-1(pain)}
Gantolandon: Find Janna: {4}, Help Janna?:{3+1}
Frelock: Look for patients: {5}, Heal: {5+1}
Kashyyk: Heal Janna: {3}
Rooster: Fight pain: {3}
LASD: Wake up: {6}, Help healing?: {5}
Jay Kayell: Trim self: {6}
Zako: Regenerate: {3}, Regenerations: {4+1}, {3+1}
Neo: Practice focus: {4}
NPCs:
Kosak the dwarf: Seek help: {4-2}, Survive:{2}
Boksi's giant bats: Return: {4}
Simon: Help Janna: {6}
Janna: Help self: {4}, Constitution: {3-1}
The convoy: Survive: {1}
----------------
When the smoke and the dust finally clear, the scale of the explosion becomes apparent. For almost half a mile in every direction, the massive release of energy has left the ground scorched, just about everything that still existed within that radius has suffered tremendous damage from the blast wave. The hills around the crater are levelled, becoming nothing but barely visible bulges on the landscape. The burning wreckage of the convoy spouts billowing smoke, black against the dark green sky. Among this destruction, a few living beings rise and try to continue their mission.
Korora, still the shining mech he was when he left, slowly walks through the destruction zone. He's worried for his comrades, and sighs in relief to the best of a mech's ability when he sees Neo and Kashyyk still unharmed. The three continue towards the convoy, and part ways when they approach the hauler. Neo remains near the machine, attempting to improve his focus, while Kashyyk notices something in the distance and makes haste towards it. Simon and Gantolandon follow him, the latter also waving Korora a welcoming gesture as he strides off in search of his sword.
Left in the crater, Jay tries to get his looks into order. Trying to simply cut away all the hair on him turns out to be maddeningly difficult without some good scissors, so he decides to do it a little differently. Focusing his mind and preparing for pain, he lets his pyrogenesis loose and surrounds himself with a sphere of fire! Shriveling and writhing like a living being in agony, his hair succumbs to the flames and begins burning! Jay Kayell screams in pain, unable to contain himself, but still waits until all of the excess hair has burned before starting to take action against the fire.
Startled by a sudden nightmarish image, LASD regains consciousness and falls out through an open door of the hauler. Still a little disoriented, he staggers to his feet and looks around him. Through a haze before his eyes, he sees Gantolandon and one of the soldiers... Simon, it was, running together towards some object on the ground. As if empathically feeling the importance of their actions, he forces his body to obey his will and starts running after them. When he reaches them, they are both kneeling over the object. Next to them is Kashyyk, who seems to have gotten here first. He and Gantolandon make strange passes with their hands, barely touching the object's surface. Simon is shaking, with either anxiety or anger, and constantly tries to lay his hands on the item, screaming "
I know CPR!" while Kashyyk firmly motions him aside and tries to continue his work. The last phrase finally reaches LASD's mind, and the haze before his eyes clears. On the ground, horribly burned and mangled beyond recognition, lies Janna's body. Her equpment has mostly been swept away, the remains of her toolbox have melted and fused into her torso. One of her legs is torn off, black spatterings of charred blood still visible on the ground. Nevertheless, some inner sense tells LASD that she is still alive. His companions are trying their best to heal her, but Simon constantly breaks their concentration. Seeing no other way to help healing, LASD bends his gaze on Simon, who promptly freezes in an awkward pose.
Back at the hill, or
in the hill, as it were, Boksi is also desperate. Desperate for air. Focusing all of his strength and ability, he begins wading through the hot dirt, sincerely hoping that his sense of direction does not fail him and he is indeed digging
up. A few minutes later, when his body is
screaming for oxygen, his hands touch something hard. "
No. This cannot be!" His hope all but broken now, he strikes at the hard surface in despair, as if his soft hands can harm solid rock. Turns out, they can! The thin crust of molten, solidified soil gives way and bursts into fragments! Happy to feel the cold breeze again, Boksi climbs out to the surface.
And the surface, quite understandaby, is a wreck. After a brief walk down along the slope of the new hillock, Boksi is suprised by Chaoticag bursting through the thin crust in much the same way as he did. After calming down and exchanging their impressions of the event, they spread out and search for survivors. Before long, Chaoticag finds Rooster. He left a sizeable trench as he was pushed along the ground by the blast, but it seems the blast itself didn't damage him much. Now he's breathing heavily, attempting to focus his mind and drive away the pain that tries to overtake him. Chaoticag leaves him alone for the moment, and continues his search.
Frelock's mind is dark. Darkness and pain fill his illusory world beyond the veil of consciousness. Unable to tolerate it all much longer, Frelock focuses his mind and wards himself off, trying to see into the waking world and determine the state of things. He does not like what he sees. Nearly everyone he can sense are in terrible pain, either physical or mental. Many are wounded, but he understands that he can only help them if he heals himself first. Concentrating his will on his healing powers, Frelock unleashes them all in a massive surge of healing energy, directing it all at himself! The wild torrent of force courses through his body, repositioning and mending the mangled flesh! Such power is in the air around him, that Frelock's body begins to sink into the ground, a solid layer of molten soil fusing into his skin and flesh! Lacking senses that would tell him of the actual result of his actions, Frelock can only feel that his body has been made whole again, and his mind is almost free of pain.
Barely conscious after being hit in the face by an equivalent of a nuclear blast, Zako desperately activates his body's regeneration powers and lets them run wild. His cells begin to rapidly regenerate, the body temperature rises! His charred skin and mangled bones are quickly restoring themselves, shedding unrepairable tissues like a snake's second skin! By the time Chaoticag stumbles upon him, Zako is already whole again. Together, they go to the top of what is left of the hill and see Boksi, dragging some sort of black sacks behind him. Upon further inspection, the two black "sacks" are two of his giant bats. The third is close behind, crawling on its own.
When Jay Kayell has put himself out, when Korora has picked up his sword, when Kashyyk and Gantolandon paused for a moment, resting themselves, whenever anyone on the team (who is conscious) has found a few seconds, they all looked up. Drawn by a blurry mental image, they all turned to the morning sky. Somewhere above their heads, they thought, there was Andrea.
But actually, he wasn't, as Kashyyk was quick to point out. The enormous force of the blast was not directed just up but in every direction, and Andrea was now many miles to the North. Nothing short of an aerospace jet fighter could catch him, travelling at supersonic speed, and the only such fighter the team has seen so far has, quite unluckily, been the source of the big crater here.
Andrea wasn't concerned about jet fighters. He was concerned about suffocating though. Or freezing to death. Or just plain getting splattered against the ground. Such little thoughts were gnawing through his mind as he was trying desperately to wake himself up. The freezing wind and unbearable pain took their toll, but Andrea still managed to focus himself. In one enormous surge of willpower, his mind broke free from the grasp of unconsciousness! The pain and the cold have immediately taken hold again, but Andrea felt the spark of life returning to him, and would not back down so easily. Straining his mind, he focused on his telekinetic abilities and started healing himself. The ground far below has taken on a grey shade, and the few remaining clouds allowed Andrea to clearly see the extents of the surrounding landscape. It was
enormous. The vast grey plain stretched out for miles and miles, with no end in sight. The tall mountains surounding it were left far below, and couldn't even be seen now. The entire thing was a great featureless expanse, just like the barren bottom of an ocean would be. Oh, wait.
------------
Background: [4+2] See turn for details on who saw what.
------------
Environment: Dawn. The air is cold. (statistic penalties to constitution).
------------
Free items: 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.
Large Valley area 3: Steel Quarterstaff: Near the hill somewhere. Two-handed weapon. Deals blunt damage.
+Bone Axe+: In the Heavy Hauler's cabin. One-handed weapon. Cracked. (roll against break on powerful hit)
Roll of aluminium foil: In the Heavy Hauler's cabin. 25cm wide, 10m long.
RPG-7 grenade x3: In brown leather hold-all bag.
Brown leather hold-all bag: Somewhere near the hill. Contains RPG-7 grenades (3 rounds).
Gunmetal crate: Near some rocks near the convoy. Open, empty.
Assorted pile of weapons: Near some rocks near the convoy. Contains some melee, and various ranged weapons and ammo.
Various assorted rocks and debris from recent explosions.
The wreckage of the Phoenix truck, and associated debris.
------------
Artifacts: "A massive, massive, MASSIVE sword. It is three meters long, 1'3'' (~40cm) wide, and dazzingly bright. Its fine steel has been polished to reflect light like a mirror. Its one edge is curved, jagged at the hilt, the other is straight and so sharp it could probably slice adamantine blocks like salami. Down the center of the sword, which is at least 2'' thick, runs a hollow slit 3'' wide, in which yeat another, smaller and straighter sword is concealed. The entire surface of both swords, except of course the sharp cutting edges, is finely engraved with uncountable images, among which the launching of the Challenger, world war II, a nuclear explosion, a trainwreck, and a rotary excavator. The hilt itself (being at the same time the hilt of the smaller sword) is decorated with gold and emeralds you can only assume you've taken from someone, arranged in beautiful patterns, and the handle is woven with three lines - one is a scaly snake with two small rubies in the eyes, and two seem awfully like DNA strands. You get a feeling you could decipher the human genome if you looked closely enough. The guard of the hilt is exquisitely detailed as well, but right down the senter of it, spanning the breadth of the sword, is a solid rectangular golden plate, with the single word: ""ASHCRAVER"" deeply embossed onto it. The entire thing is so immeasurably brilliant, you almost don't want to touch it fearing it'll stick to your hand and corrupt you like some magic ring. Overcoming this fear, you pick it up. Despite its size, it is relatively lightweight, relatively, of course, to anything else so large and made of steel. (+2 to damage, +1 to attack, -1 agility)
The second form is a smaller (comparatively) blade, that together with the folding hilt guard looks like an overgrown sai. It's also exquisitely detailed, but lighter. (+1 to damage).
The Ashcraver seems to accumulate the energy released by the deaths it causes. The process is admittedly rather slow, but has good uses."
"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.
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.
(No passive bonuses. In a single turn, you can either perform an act of darkness/fire manipulation (including creating a prolonged effect), or summon a creature/creatures, but not both. The magnitude and potential of both depend on your skill - the ring grants ""basic level"" only. You can only absorb the essence of a creature you killed with your own bare hands, and only if it died last turn, at most.)
Currently applied effects: (-1 to relevant ability for every active effect)
Darkfire halberd - haft of materialized darkness.
Shadow Warp - Boksi's shadow invisibility."
An odd-looking gnarly stick made of iron and steel. The many wrinkles and crevices on its surface are ever so slightly glowing. 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.
(Universal Radiowave Manipulator) A hexagonal reflective box, rougly a foot across and 10cm thick. 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.
---------
Locations: Planet Wayside V: The planet seems to be barren as a whole. The sky is green here, and the air is cold. Or maybe it's just autumn here.
Large Valley: A rather dull and barren, though very large, rocky valley covered by reddish clay soil with patches of some unknown weeds or moss. Filled with broken rock and debris. Sloping mountains or plateaus many kilometers tall seem to surround it. A relatively narrow pass leads into the Vast Plain.
Sub-area 1: The place you initially appeared at.
Sub-area 2: 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: 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. All players are here, as well as a convoy of trucks, light mechs, and infantry.
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.
Fusiliers' main camp: A small military camp set up amidst the hills in the large valley. Mechs patrol its perimeter. All of you are at a spot some distace away from it.
"Overlord"-class Dropship "Bullrun": A big egglike spaceship designed to go to and from a planet's surface. Armed with several turrets and protected by thick armor. It's been attacked on its descent and is undergoing repairs.
---------
Vehicles: Battlemech. Lying on its back in the LV area 2.
Type: Medium-class, 45 tons. Capabilities: Jump Jets (piloting skill check required for every use) Armament: Imperator Code Red LB 10-X AC(30/30), two Victory 23R Medium Lasers(inoperable), one Shigunga LRM-10 rack(1x10/0x10). Protection: Ablative ferro-fibrous plating. 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. Heavy off-road truck. At Large Valley Area 3, near the convoy.
Type: Four axel, eight wheel drive. 12cyl diesel ICE. 6 tons, lift capacity 15 tons. Flatbed with tent.
Capabilities: Off-road suspension (+1 driving check on rough terrain), large capacity fuel tank (plot-dependant). Top speed 140kph on road, 90 kph off-road.(not that it really matters)
Armament: None.
Protection: 20mm steel plating (-1 against to-scale pierce attacks).
State: Undamaged.
Resurrected only to die again, this truck is now a pile of smoldering wreckage, with hardly anything salvageable from it.
------------
Character Status: Location: Near the hillock at the LV area 3.
Health: Battered, Pain (-1 mental)
Temporary Status: Feeling of Emptiness(-1 all ring power use), Satiated.
Equipment: Darkfire halberd (right hand), backpack, Steel full helm, Carl Moebius armor jacket, jean shorts, underwear.
== Weapons ==
Darkfire Halberd: Held. Two-handed weapon. 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.
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. 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: 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.
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.
Location: Above the Vast Plain. Way, WAY above.
Health: Bruised. Pain(-1 mental). Flu-ridden (-1 concentration)
Temporary Status: Paralyzed (-2 physical and dodge).
Equipment: Light Gauss rifle (left hand), Iron splinted leather, Bronze plated greaves, copper high boots, bandages.
== Weapons ==
Light Gauss Rifle: Held. Ranged heavy weapon. Ammo:4/6. +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 ==
Bandages: Wrapped around left arm and body.
== 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.
Ball Lightning Creation: Can form globs of pure electricity using his own powers. May be used as a remote light source.
== Passive ==
Disease: Common flu: Mild infection. Symptoms: high temperature, running nose, sneezing. Can cause heavy distractions in battle. (progressing: moderate)
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. (-1 strength)
Empowered by Lightning: Can produce, store, and release an electrical charge. Charge level: Completely Exhausted. -1(+2) against electric damage, -1(+2) speed, -1(+1) agility. -2 to all electric power use.
Wreathed in Lightning: (inactive) Surrounded by arcs of electricity when charge is sufficient. Deals electricity damage to anything touched. Held metal objects become electrically charged.
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.
Basic Mechanics: Bonus: +1 mechanical repair.
Encumbrance: Heavy Penalty: -1 movement, -1 physical dodge.
Location: At the LV Area 3, near the Hauler.
Health: Mostly undamaged. Large dint on the forehead.
Equipment: The Ashcraver(right hand)
== Weapons ==
The Ashcraver: Held. Two-handed weapon. Consists of two parts. Small Blade: sword-formed. +1 slash damage. Large blade: sword-formed. +2 slash damage, +1 attack, -1 agility.
== Armoring ==
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: On the top of the hillock at LV area 3.
Health: Arms and lower body covered with heavy burns. Heavy Pain (-2 mental, -1 physical).
Equipment: Wooden broadsword (right hand), Vibroblade long dagger (left hand), Steel chestplate, Copper chainmail, Hard leather leggings, Copper plated boots, cloth gauntlets.
== Weapons ==
Wooden Broadsword: Held. One-handed weapon. Enhanced with sharp edges of a shimmering material.
VibroBlade long dagger: Held. One-handed weapon. 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. 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.
Encumbrance: Medium No effect.
== Pending ==
Improved Strength: 15% learned.
Improved Agility: 50% learned.
Location: At the LV Area 3, near the Hauler.
Health: Bruised and scratched. Several small scars on the body and limbs. Mild to moderate burns on arms and body. Sprained ankle (treated).
Equipment: Ill-gotten Souvenier (right hand), Fire Axe (left hand), tight bandages on right ankle, Infantry helmet, bone gauntlets, bone high boots, sweater, underwear.
== Weapons ==
Fire Axe: Held. One-handed weapon. Steel, long, head painted red. Sharp and heavy, too.
== Apparel ==
*Suit of dwarf bone plate*: Protects body, arms, legs. Moderately damaged. +1 against slash, tear, and pierce. Bulky, tight: -1 all agility. Decorated with dwarf bone.
Underwear: Worn on lower body. Made of indiscernible grey cloth.
Silky Sweater: Covers upper body, arms.
+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 ==
Bandages: Tightly wrapped around right ankle. Negate effects of ankle damage.
== 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.
== Pending ==
Improved Speed: 5% learned.
Location: On the ground near the hill, LV area 3.
Health: Mostly Unharmed.
Temporary Status: Unconscious (-2 physical).
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 ==
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 ==
Obsidian Skin: Skin fused with molten soil. Slashing damage rolls at +1, but Bashing and Piercing roll at -1 and inflict a Critical check.
Filtered Telepathy Overdrive: Receives chaotic mental imagery from all creatures in TP range except the players, but is not disrupted by it. Side effect: Inflicts a -1 concentration penalty on all telepaths in TP range.
Selective Translator Active: Can freely speak and understand elven language.
Trained strength: Bonus of +1 to strength-dependant dodge.
Trained agility: Bonus of +1 to agility-dependant dodge.
Electricity Resistant: Bonus of +1 against electricity damage.
Encumbrance: Light No effect.
== Pending ==
Mental Control: 25% learned.