Emperor Dengue, FarmerHealth and Location:At 610m, missing a piece of ear, cut up right arm(no penalties though),
Right Foot(-1 to most rolls involving that foot in some way), Foot splint(Negates broken foot penalty, 1/2 chance of breaking per attack)
Equipment: Pitchfork: +2 to damage, -1 accuracy when used to attack
Wooden Shield: It has a ½ chance of negating the damage bonus from good accuracy
The Water of Demons: A whip vine rope. Its a rope 20m long. Because it's a rope, it's useful for many things. If you tie someone up with it, they get -1 to freeing themselves. It can be used as a long-range whip.
The Player Killer: Negates the damage and accuracy penalties normally received when you attack other players. Also grants +1 to critical rolls against other players.
Skills: Hardy: Takes -1 damage on hardiness rolls of 3 or 4, -2 damage on hardiness rolls of 5 or 6
Animal Maniac: -1 to some rolls if not within 50m of an animal, or animal look-alike
Pitchforkman(lvl2): Knows how to best use a pitchfork in combat situations. Gets +1 accuracy to pitchfork attack rolls.6/7Exp to next level.
Plantcrafter(lvl1): Can somehow turn plants into useful items, sort of like a botanical Macguyver.2/4exp to next level.
Rope Swinger(lvl1):You can use a rope to latch on to stationary objects in order to propel yourself forward.1/4exp to next level.
Katsuun Pertussis, MusicianHealth and Location:At 590m, Perfectly healthy
Equipment: Guitar: Grants +1 to music rolls. Can be used to give +1 damage when used to attack. 1/6 chance of breaking if used to attack.
Mysterious Needle: Affects movement rolls in a positive or negative way when used. Empty.
Advanced Medkit: It's filled with all sorts of healing goodies.
The Stunning Sword Sentry Gun attacks his enemies.
Silver Shield:Negates the damage bonus enemies get against you with rolls of 5 or 6. It also seems to have another hidden power...
Orbed Staff:
+1 to convincing someone to do something.
Skills: Jigglypuffian Voice: Can use turn to sing, causing any player within 50m to fall asleep for 0, 1, or 2 turns.
Frail: Enemies get +1 damage when attacking
Jump-Kicker(lvl1):You look a bit stylish while jump-kicking, but you need more experience to get actual gains. 2/4 exp to next level.
Singer Gal(lvl1):You are pretty good at singing, and your music can cause various effects in others. 3/4exp to next level.
Wall Jumper(lvl2): You have the mad ninja skills to jump from wall to wall. 0/7exp to next level. Moving using wall jumps negates one -1 penalty which would affect the movement roll normally.
Kick C-C-Combo(lvl1): You can smoothly transition from ninja kicking to jump kicking.1/4exp to next level.
Combiner(lvl1): You have the power to combine multiple objects into one awesome object. 3/4exp to next level.
Barrel Runner(lvl1): You possess the ancient talent of running on top of barrels. 2/4exp to next level.
Aussie Jaundice, FirefighterHealth and Location:In the medical clinic(will be released when he wakes up), Asleep
Equipment: Fire Suit: +2 to fire-resistance rolls
Fireman’s Helmet: -1 damage to enemy's rolls with accuracy rolls of 5 or 6.
The BEE Blowgun: Can fire twice a turn, but with -1 accuracy to the second attack. Fires up to 20m away with no penalty, and 20-40m with a -1 accuracy penalty. Causes +1 critical rolls as well. Currently has 16 pieces of ammunition.
Thermos: Contains a yellow orb floating in what looks like coffee. The coffee is steaming hot.
The
wasp swarm is under his control.
1 time challenge bonus: +1 to a luck roll.
Skills: Fire Training: +2 towards fire intelligence rolls, grants +1 to fire-intelligence rolls to any player within 50m
Nyctophobia: -3 to most rolls when in darkness
Boxer(lvl1): You know how to throw a punch decently.1/4 exp to next level.
Mentalist(lvl4):You have discovered that you have hidden psychic abilities!1/15exp to next level. +1 to mind control rolls. +1 to mental healing rolls.
Mechanical Crafter(lvl1): You can craft objects out of old metal parts with skill. 2/4exp to next level.
Orator(lvl2): Knows how to give rousing speeches, sort of like Hitler.+1 to speeches advocating peace.5/7exp to next level.
Mental Focus(lvl2): He has the self control necessary to use very powerful mental abilities. 1/7exp to next level. Focus attempts when your deep asleep get +1.
Mental Kinetic Powers(lvl1): He can somehow summon pure kinetic energy using his mind. 1/4exp to next level.
Blowgunman(lvl1): You can fire projectiles well using a blowgun. 1/4exp to next level.
Shoruke Pica, Robot Factory Security GuardHealth and Location: At 600m, half metal(-1 to critical rolls against you).
Equipment: Tool Hands: Grants +1 to repair rolls.
The killer earth robot is his slave.
1 Time use challenge bonus: +1 to a treasure roll.
Skills: Robot Familarity: +1 to robot shutdown, robot reprogramming rolls
Unlucky: Gets -1 to sudden event rolls
Power Downer(lvl2): You can figure out where the power switch is on almost anything.0/7exp to next level. You get +1 towards shutting down particularly large robots.
Coder Dude(lvl2):You can write efficient code in a decent frame of time.1/7 exp to next level. You get +1 towards programming better accuracy into a robot.
Billyclubber(lvl1): You can do a bit more than just swing it while whistling at the same time.1/4exp to next level.
Plant-crafter(lvl1):See plantcrafter above. 2/4exp to next level.
Mech Man(lvl1):Basically, you're like inspector gadget, you have many items stored within your body, and you're now half metal. Each item is handled as a separate skill. All item skills start at lvl0 though, which gives penalties. The mech man skill will control your chances of absorbing more items into yourself.0/4exp to next level.
Flashlight(lvl-1): You can cause your flashlight to appear as your hand, or on top of your head like a miners light. It has 14 units of power, and it uses 1 unit per turn it is activated. If it is used in the hand slot, it can be used to attack to gain +1 damage, but it will use 1 unit of power if it is used thusly. 0/1exp to next level. -1 to all flashlight actions.
Billyclub(lvl-1): You can make it appear as your hand, and if it is used to attack, you get +2 accuracy.0/1exp. -1 to all billyclub actions.
Various Tools(lvl1): You can replace your hands with a wide variety of tools with give +1 to repairing things. 1/4exp to next level.
Awesome Plant Shoes(lvl0):You can replace your feet with the shoes, which negate swamp movement penalties, and give you 10m more distance to your movements in the swamp. 0/1exp to next level. -1 to movement rolls using the shoes.
Siquo Pogosta, EngineerHealth and Location:At 620m, Perfectly healthy
Equipment: Briefcase: -1 accuracy to enemies’ attacks
Ultra Pen: +1 to accuracy when used to attack. 1/6 chance of breaking per attack
Beam Sword: Grants +2 to damage when used to attack.
Rat Bag: A small brown bag containing a mechanical rat. The bag is tied tightly shut(-1 to opening bag)
Wearing light body armour(Grants -1 to damage, critical rolls against you)
1 time challenge bonuses: +1 to a luck roll, +1 to movement roll, usable only if there are two or more players ahead of you, +1 to any roll which helps out another player in some way.
Skills: Speedwalker: +10m to movement rolls of 2,3,4.
Nerdly Runner: -10m to movement rolls of 5 or 6. 1/6 chance of 0m gain on movement roll of 6.
Laser Swordsman(lvl2): You can handle a sword made out of lasers decently.2/7exp to next level. If he uses a beamsword to attack, and the natural damage roll is 6, the critical roll gets a boost of +1.
Wall-Runner(lvl2): You can get up to high enough speeds that you can run on walls.3/7exp to next level. Your wall running can negate one -1 penalty which would normally effect it each turn.
Rhetoric Spouter(lvl1): You can convince people of the truth, or a version of it. 2/4exp to next level.
Vlynndar Rickets, Astronaut Health and Location:At 520m, Perfectly healthy
Equipment:
Space Suit: Enemies get -1 damage with damage rolls of 4 or 5.
Prototype Phaser: Fires laser bullets up to 20m away. Gives +1 damage and critical. 1/6 chance of breaking every time it's used.
Egg: For some reason, you have an egg in your pocket.
Package of space ice cream: NASA really got you hooked on this stuff. It's Neapolitan flavored.
+1 bonus to anything(for clucking like a chicken)
Skills:
Fit: Enemies get -1 accuracy against you.
Space Madness: You are unable to do the same thing two turns in a row.
Victory Dancer: After you succeed at difficult tasks, you like to do a stylish victory dance. +2 to victory dancing.
Martial Artist: You took kung fu lessons as a kid from a master sensei. +1 to accuracy for unarmed combat.
Dancer(lvl1): You got some funky dance skills. 1/4exp to next level.
Serephe Abasia, DNA ScientistHealth and Location:At 600m, Perfectly healthy
Equipment:
Chemical Gun: Injects chemicals of any sort into a person's bloodstream. Currently loaded with DNA altering drugs(3 doses left)
Thick Lab Coat: Grants -1 damage to hits to the body or arms.
Vial of blood: It works as ammo for the chemical gun. You can't even remember whose blood it is.
Mysterious vials: They are coloured green orange and purple
Scapel: +1 to damage when it's used to attack.
Skills:
Observant: +1 to solving puzzles or figuring out exactly what something does.
Somewhat Insane: 1/6 chance of attacking other players each turn if they are within 10m.
Sudoku Master: You have spent hours and hours playing that number game. +1 to solving sudoku puzzles.
Biologist: You have a bit of university training at biology. +1 to healing your own minor injuries.