Фдкшпре! I mean, alright! It's here! Hope you can enjoy that long strip of text down there. If my dialogue-crafting skills are making it worse then tell me, I'll do something about them. In general, keep me posted about anything you find particularly awful (or otherwise mentionable) in the text. I'm trying to improve myself here!
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Turn 162 ------------
Players: I'm practicing using the power of my ring to improve my intimidation abilities with a fiery manifestation.
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I'll work on repairing the truck.
[AI] Heal Simon and get him on the truck.
Wake up and exercise to improve my agility.
I wake up from my trance, and help get the injured into the tanker
[AI] Get all sleeping beauties on the truck, and board it as well.
I was apparently healed, so let's pile on to the truck again. I usher others to get on the truck and sit inside it to grab the Rad-Man. Fitting there might be harder as there's now 3 more of us.
I try to wake up and get on the truck.
I practice using my copies (clones? multipules? drones? meat puppets?) and making simple orders for them to follow.
RTTAI:(5) Help Frelock wake up, then help Rooster get everyone on the truck.
With hope of survival restored, I guess I should tell them of the odd green carpet thingy. It seems important to more than just me... Also, observe some of the others, and try to learn how they can do some of the unusual things that should be "impossible". And musing about what I could do that would actually be useful. And maybe find somewhere somewhat warm or something to wear?
Allied NPCs: Remain where it is.
Neutral NPCs: Wait for help.
Get into the truck, try to get as many systems working as possible.
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Players:
Boksi: Practice ring powah:{2-1}
Andrea: -----------------------------------
Korora: Repair truck:{2}
Chaoticag: Heal Simon:{5+1}, Collateral:{4}
Frelock: Wake up:{4}, Practice agility:{1}
Kashyyk: Wake up:{1}
Rooster: Move people to truck:{1+1}
LASD: Get into truck:success.
Jay Kayell: Wake up:{6}, Get to truck:success.
Zako: Practice drone use:{4}
Neo: Help Frelock:{2}, Help Rooster:{3}
Qwer'Ty: Analyze team:{6}, Consequence:{3}, Find clothing:{5}
NPCs
Giant Bat: Do nothing: Success. Freeze:{2}
Simon: Wait: success. Freeze:{2}
Janna: Board truck:success, Fix truck:{2}
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Wayside V. Some distance from the former location of the hill "Andrea's Furnace". The faint green rays of the sun vainly tried to break through the thick clouds, giving decidedly inadequate light for the adventurers' doings. Cold wind didn't help. While some hurried into the meager shelter provided by the broken truck, a few stout survivalists and samaritans did their best to provide for the company.
-
Nnrgh.. oof! Damn, this guy is heavy. Hey! Hey, furcoat! Come 'ere for a sec! For the past few minutes, Rooster struggled to lift Kashyyk's full metal body and carry him to the truck. Whatever he managed to make himself out of, it was too heavy even for six mutant arms, and Rooster had to call for help. Seeing Neo loitering around the truck, he called him and they both tried to lift Kashyyk. To no avail. Even a zap of electricity that had previously brought a 600HP diesel monster to life had no effect on him.
-
Leave him, this guy's out colder than the vacuum of space. And heavier than.. something heavy. -
Neutronium. And space is hotter than you think. Qwer'Ty's sudden appearance surprised even Neo.
-
Oh yeah, mister grey-skinned smartguy? How about I.. hey! What's with the clothes? The grey-skinned smartguy looked very pleased with himself, standing in a full set of warm military-grade clothing with a camo pattern. "
I see you haven't been inquisitive enough. The cabin of your vehicle holds an emergency locker with basic survival equipment. This includes warm clothing. And these." He held up a small flashlight and some odd rectangular packet with large letters "
M.R.E." imprinted on it. What little skin was visible through the fur on Neo's face was positively red, but he contained himself and stormed off to the truck.
In the meantime, the two remaining sleeping beauties woke up by themselves. Jay practically leaped off the ground to his feet when he awoke, which was unfortunate since Rooster happened to stand directly over him. Slamming his skull into the underside of Rooster's shell almost sent Jay back into dreamland, but he somehow kept his consciousness and strolled off to the safety of the cabin, his head ringing. Frelock came to his senses soon after, but failed to react to his new looks in a proper way until he got to the truck and got a good look at himself in the sole surviving rear-view mirror.
-
AAAAH! WHAT THE FOSSIL HAPPENED TO ME?! As if his mental sufferings weren't enough, Qwer'Ty took the opportunity to approach and explain, in excruciating detail, what exactly happened or at least how it looked to his eyes. He went on for some time, and who knows how it would've ended for Frelock if some merciful soul didn't come by to interrupt Qwer'Ty with a well-aimed kick to his skinny nether region. More hurt than injured, Qwer'Ty withdrew to the opposite side of the hauler and passed the time watching four identical (in everything but size) humanoids milling around in the desert landscape. At first they were very coordinated, and managed to perform several simple actions in unison. Their performance was much less than stellar, however, when they attempted disparate actions. An attempt by two of them to spar together ended with Zako 2 punching himself in the face with a misaimed uppercut, at which point the other three froze still. Qwer'Ty laughed - Zako's lack of multitasking ability was very much apparent to him. Having a good laugh hardly lessened his attention though, and his mind was furiously processing all the information he managed to obtain. Soon, he reached a conclusion.
-
Gather round, people! Lacking charisma, persuasion skills, or any sort of standing in the group, Qwer'Ty relied on the only universal tool in his posession - curiosity. By promising to reveal important information, he got most of the team to gather in one place near the truck. Simon, recently healed by Chaoticag, and Janna were both present. Janna even found time to change her torn and charred clothes, and had shown up wearing the warm clothes from the locker. Neo refused to come, but his senses likely allowed him to clearly hear everything being said from his vantage point on the truck's platform. Everyone was silent, waiting for Qwer'Ty to begin.
-
Ahem. First of all, greetings. In case I didn't meet some of you yet. -
Hah! I think you met each of us twice over already! Rooster's comment sent a wave of muffled laughs through the group. When they died down, Qwer'Ty continued.
-
Right. I know I may have annoyed or offended someone today, but let me explain. I have a very analytical mind, and I just can't keep the information in when I don't have somewhere to put it down. (he realises his right hand is nervously tapping its fingers on his left forearm, and restrains it)
So, this is what I have to say. If we go to our destination right now, we're all going to die. Horribly. -
Encouraging, isn't it? -
Very, but let me finish. Through small talk, I've managed to find out a great deal about all of you, even if you don't remember it at the moment. Some of it overlaps with an experience of mine, and it has given me an idea that might give us a definite edge in our mission. Interested eyes converge on Qwer'Ty. Someone stops munching on an MRE.
-
When I arrived, I made a hasty experiment that has caused a lot of destruction around me. Some of it might've been felt here, too. After the ground stopped shaking and shattering under my feet, I looked around and noticed an object you should know of - a green mossy carpet. It was untouched, and lay on a tiny chunk of intact ground surrounded by a flaming void. This experience has given me the thought that maybe - MAYBE - this carpet is not only vital to our mission, but is also capable of protecting itself? Given its utmost importance, would it not make sense for it to be.. indestructible? -
No way we couldn't have noticed it. We've gone through two worlds with it. -
Haven't you? If your recounting is correct, then how many disasters did it already survive? Fires, explosions, a tornado! It remained supported by a tiny patch of ground when everything else crumbled into nothingness! It may not be indestructible physically, but something protects it from being irrevocably lost or ruined. What if we could use it to defend ourselves? -
Wait, you're suggesting that we go out into a blasted lanscape to retrieve the carpet? -
Yes! After all, since it acts as the exit point, we could at least lug it around with us. Frelock emerged from his thoughtful silence and walked out towards Qwer'Ty. Turning to the others, he said.
-
Well, I'm convinced. He makes a good point - we should carry the rug with us if only to spare us the route back here. If it happens to have miraculous defencive properties - all the better. I say we drive towards the rug's location as far as is possible, and then anyone who can fly - even me - can quickly retrieve it and we can be underway. What say you? -
I say you step away from him for a second. Chaoticag sounded concerned, even alarmed.
-
You went on foot from the northwest, right? You still don't know of one event. We kinda managed to spill a planet's worth of a deadly virus into the atmosphere, and blew it away into the wastes. You sure you don't feel.. hungry? -
Peckish... a bit... what kind of virus?.. Kashyyk's mind, virtual landscape. For the past half hour, Kashyyk was walking along the dreary greyness of the land. His attempts to wake up were consistently met with failure. He made too much of an effort putting himself into this trance, it was way too deep. For some reason the desire to find a way out took priority over his original intention, and he has not even considered a training attempt since ending up here.
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Background: [6+2] Suddenly remembering their talks with Qwer'Ty, most of the team realizes some of their unused potential. Boksi is once again reminded that he can give mental commands to creatures he summons. Korora suddenly remembers he was a master weaponcrafter (sorry 'bout that one). Chaoticag realizes he should work on his telekinetic skills more. Frelock remembers that he has the amulet from the nature force, that he could use to get help if he needed it. Rooster was criticized for not getting rid of the turtle "upgrade". LASD understands that to have an actual use in combat, he would need to embrace his dark side. Zako(s) realizes the need to practice multitasking and control over senses. Neo refused to talk to Qwer'Ty, for the most part, and Jay was left without concrete advice as well for some reason. Examining Qwer'Ty further, Chaoticag finds no traces of the T-Virus infection on him. It may have not shown yet, or Doleans may be unaffected by it completely, being an alien species.
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Environment: Morning. The air is chilly. (non-moving characters will roll against freezing)
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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: 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.
Heavy Hauler: +Bone Axe+: In the cabin. One-handed weapon. Cracked. (roll against break on powerful hit)
Roll of aluminium foil: In the cabin. 25cm wide, 10m long.
Grey Mechanic's Kit: In the cabin. Contents: mechanics tools, basic electrics tools, portable welding torch, set of binoculars.
Warm clothing x3: In emergency locker. Can cover upper/lower body, arms, legs. Adds 1 to freezing roll. Green/beige camo pattern.
Warm boots x3(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 x4: In emergency locker. Provides light in dark areas.
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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 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. 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 unsheathe the sword by shouting ""ASHCRAVER! MAXIMUM POWER!""
The sword has an AoE ranged projectile 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.
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Locations: Planet Wayside V: The planet seems to be barren as a whole. The sky is green here, and the air is cold. Or maybe it's just autumn here.
Large Valley: A rather dull and barren, though very large, rocky valley covered by reddish clay soil with patches of some unknown weeds or moss. Filled with broken rock and debris. Sloping mountains or plateaus many kilometers tall seem to surround it. A relatively narrow pass leads into the Vast Plain.
Sub-area 1: Starting Point. The place you initially appeared at.
Sub-area 2: First Contact. Where your truck was destroyed by an aerospace fighter (and later rebuilt, driven off elsewhere and crashed again). The disabled Wolf Trap is here.
Sub-area 3: Andrea's Furnace. Somewhere far north of Area 2 - the fighter crashlanded there. And subsequently exploded, leaving a large crater and killing the crew of the two scout buggies sent by Fusiliers. Then Andrea blew the place up along with a bigger convoy. And then Zako's hurricane, aided by a mysterious force, levelled it completely. All players are here.
Sub-area 4: Saramrakust Kosak. A great engraved slab of hard white stone east of the Furnace, that is the top of a buried obelisk that stands over the grave of the dwarf Kosak Sidasin Lokumzuden.
Sub-area 5: Unknown. A pillar of dark smoke rising northeast of the Furnace.
Fusiliers' camp "Wildcat": A small military camp set up amidst the hills in the large valley. Something terrible might have happened there.
Vast Plain: An enormous plain connected to the large valley by a relatively narrow passage. Its ground is different from that of the valley, but you don't know what it is yet. Might be a former ocean bottom.
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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 the Andrea's Furnace in the Large Valley.
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: Lightly damaged, driveable (-1 non-dodge driving checks). Cabin windows broken.
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Character Status: Location: Near the Hauler.
Health: Battered.
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. Somewhat slashed up. Slightly burnt. Has pieces of Boksi's skin lodged in it.
Underwear: Worn on lower body. Made of indiscernible grey cloth.
Blue jean shorts: Worn on lower body. Slightly torn and burnt.
-Steel Full Helm-: Protects head and face. +1 against slash, pierce, tear, bash. Anvil-shaped. An intricate polygonal detail is attached.
== Accessories ==
The Smoldering Night of Peeling, artifact ring: On middle finger, right hand. See description in Artifacts section. Grants Fire Control, Darkness Control, Summoning. 289 summon tiles left.
== Miscellaneous ==
Military Backpack: Worn on upper body. Contents: binoculars, stun shocker, needle launcher. Color: grey. Has pieces of Boksi's skin lodged in it.
Binoculars: In Military Backpack. Allow examining the surroundings for a +1 background roll bonus. May have other functions.
== Active ==
Basic TK Manipulation: Objects at close range can be weakly pulled or pushed with TK force. Roll Difficulty varies.
Basic TK Healing: Can heal wounds by physical repositioning and melding of broken tissues.
TKH Surge: TKH rolls with +1 if not stressed in previous turn.
Big Bully: Affects all attacking characters, causing them to roll against morale at -2, failing the attack if the roll fails. Side effects: -1 to all dodge, +1 against all mental effects.
Visual Range Enhancer: Can attain zoom of various degrees. High zoom grants a backgound roll bonus. Side effects: If zoomed, must pass a concentration roll at start of action. If roll is failed, the background roll bonus is lost and a temporary -1 penalty to Sight is applied.
Empowered Fire Manipulation: Acquired from item. Allows manipulating and creating fire. +1 fire damage dealt on a 5 or 6.
Darkness Manipulation: Acquired from item. (Item effect: -2 penalty) Allows manipulating darkness.
Creature Summoning: Acquired from item. (Another perfect use required for skill bonus) A number of creatures can be summoned, expending the item's Summon Tiles in the process. Creatures include: anything that was seen in the DF world, plus any sentient creature killed by the wearer in unarmed melee.
== Passive ==
Visual Omnisensor: Normally unseen energies and objects in immediate vicinity are revealed.
Shadow Warped: Can not be seen in reflectable rays. +2 to combat dodge if not seen by attacker. Light-based attacks can be dodged. Side effects: undetermined.
Dense Carbon Flesh Interweave: Bonus of +1 against slash and pierce damage to any body part. Fire cannot deal critical damage. Side effects: any healing attempts are rolled at -1.
Soul Absorb: Acquired from item. If a creature is killed in unarmed melee by the wearer, its soul is absorbed into the item, increasing the number of Summon Tiles on the item.
Encumbrance: Medium No effect.
== Pending ==
Novice Engineer: 15% learned.
Power Control: 15% learned.
Location: ???
Health: Dead?
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 ==
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.
Critical TKH: TKH on one target with critical wounds improved by +1.
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: Near the Hauler.
Health: Chest slightly singed. Numerous dents on the armor.
Equipment: The Ashcraver(right hand)
== Weapons ==
The Ashcraver: Held. Two-handed weapon. +2 slash damage.
== 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 ==
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. 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.
== Pending ==
Novice Engineer: 50% learned.
Novice Earthworker: 40% learned.
Location: Near the Hauler.
Health: Bruised and battered.
Equipment: Vibroblade long dagger (left hand), Steel chestplate, Copper chainmail, Hard leather leggings, Copper plated boots, cloth gauntlets.
== Weapons ==
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: Can heal wounds by physical repositioning and melding of broken tissues.
TKH Surge: TKH rolls with +1 if not stressed in previous turn.
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 ==
Advanced TKH: 60% learned.
Improved Strength: 15% learned.
Improved Agility: 50% learned.
Location: On the ground near the Hauler.
Health: Unharmed.
Equipment: Shortbow (body), plant vine necklace, backpack, silk robe, leather sandals.
== Weapons ==
-small Throwing Knife-: In backpack. One-handed weapon. Deals slashing damage.
Shimmering Shortbow: Worn. Ranged two-handed weapon.
Handgun: In backpack. One-handed ranged weapon. Unidentified.
Dagger: In backpack. One-handed weapon. Unidentified.
== Ammunition ==
Shimmering Arrow x11: Quivered in GCS silk robe.
Plain wooden Arrow x20: Quivered in GCS silk robe.
== Apparel ==
Underwear: Worn on lower body. Made of indiscernible grey cloth.
x≡Giant cave spider silk robe≡x: Protects body, arms, legs. Somewhat burned. +1 against slash and tear damage. Has a quiver attached. On the back is a sewn image of a cringing elf in rope reed. On the front is a woven image of Frelock and demon hordes in shimmering strands. Frelock is flying over the demon hordes, with a tavern contained in a force bubble. The demon hordes are raging.
+Hippo leather sandals+: Worn on feet.
== Accessories ==
Plant vine amulet: Worn around neck. Given by the power of nature. Powers unknown.
== Miscellaneous ==
Military Backpack: Worn on upper body. Contents: unidentified handgun, unidentified dagger, small throwing knife.
== Active ==
Basic TK Healing: Can heal wounds by physical repositioning and melding of broken tissues.
TKH IV: TKH usable on four targets at once, with a -1 penalty.
Extended TKH: TKH usable at up to moderate range. +1 if used at close range.
Critical TKH: TKH on one target with critical wounds improved by +1.
Expert TKH: Negates -1 of any penalty applied to TKH.
StoneFrank's Revivification: A recently dead creature can be revived if its body can support life. Large amounts of electricity are required to use the power. -1 for every combat turn creature has been dead.
Free TK Field+: A bubble of telekinetic force can be formed around the user. +1 against all incoming physical damage. Rolls against concentration if hit, failure results in a 1-turn -1 concentration penalty. Can change size and let objects in and out at will.
Empowered Telepathy: Can send and receive psychic messages within a range of three miles.
Force Fling: Can propel a nearby object in any direction. Dog-sized and up at -1. Human-sized and up at -2. Car-sized and up at -3. Bus-sized at -4, and it won't work beyond that.
Enchanced Calm: Can get a -1 to all rolls above 2 for 1 turn. Only if not stressed in previous turn.
Telepathic Dodge: Can concentrate on one enemy in combat to receive a +1 to dodge against his attacks, and allowing to dodge normally undodgeable (ranged, laser) attacks.
TK Shamble: Can move and control his body while unconscious or otherwise disconnected from it. Doesn't receive feedback (lacks senses). -1 mental penalty for each consecutive turn spent while "animated".
== Passive ==
Obsidian Skin: Skin fused with molten soil. Slashing damage rolls at +1, but Bashing and Piercing roll at -1 and inflict a Critical check.
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 Hardening: 15% learned.
Mental Control: 25% learned.