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Items & Equipmarent

PonyStrangler Nov 27th, 2013 (edited) 6,419 Never
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  1. ***************************************************************************************************************************************
  2.  
  3.                                         CURRENCY STORED IN THE ENCLAVE:
  4.  
  5. Bits: 2,881,800 Bits.
  6. Gems: 2,497,730 Bits worth at the current Crystal Empire exchange rate.
  7.  
  8.  
  9. ***************************************************************************************************************************************
  10.                                     SILVER WISH DISCS:
  11. When an Operator receives a Silver Wish Disc they may use it with 2x [1d6] rolls; both rolls may be used for either a single item or two different items, thoughly only the highest result will take affect. ONLY an Operator may write a wish, and only a physical item that existed on that particular Operator's homeworld, or on Tallus if applicable, may be requested. Requests to be fulfilled by those that inhabit Tallus may be requested as well, yet care must be taken as the receiver's intentionts may be quite fickle or possibly detrimarental. Attempted use by those that are not Operators will only result in the disc being destroyed. The higher the result, the greater the chance of the item requested appearing in 100% condition and in perfect shape, whereas results of 3 or lower may yield a (possibly) useless curio.
  12. *BASIC GUIDELINES:
  13. -ANY item that currently exists which one wishes to be improved CANNOT be lost or damaged in any way, NOR will any damage be caused to a currently existing item whether intentional or unintentional.
  14. -ANY item that one wishes to be improved MUST BE IMPROVED IF AT ALL POSSIBLE; this improvemarent is based on the MAGNITUDE of the result. For example: a result of 2 will cause the first 2 possible improvemarents to be committed WITHOUT THE POTENTIAL FOR FAILURE.
  15. -ANY item that one wishes to be improved will, if that specific item can ONLY be replaced with a superior version, result in the original existing copy remaining and a superior version being retrieved (if necessary) or created.
  16. -ANY item can also be wished for to be repaired, the repair of which is based on the MAGNITUDE of the result (from a 10% to a 60% repair). NOTE that this guideline directly implies that the item's original materials WILL LIKELY BE replaced with superior materials.
  17. -ANY item that currently exists can be repaired multiple times until reaching that item's base capacity, and thereafter upgraded 2-3 times.
  18. -ANY item that cannot be repaired (an almost impossible occurrence) will not be damaged or changed. Attempting to do so WILL NOT destroy the wish disc, however, IF SPECIFICALLY REQUESTED then an equal or superior copy may be produced ONLY if that item is not Unique.
  19.  
  20. *ADVANCED GUIDELINES:
  21. -ANY item requested is able to have period specific modifications, improvemarents, enhancemarents, additions, add-ons, customizations, AND material changes, including those only found on Tallus. Examples are as follows:
  22. -utilizing quartzine lenses on a scope instead of glass or other composites,
  23. -replacing a chrome-molybdenum sleeved barrel with silverine,
  24. -replacing common or stainless steel with elemarental steels,
  25. -modifying a common scope to utilize period specific Infrared, NVG, Thermal, starlight, or other technological functions that would fit the casing,
  26. -adding electronic devices or components in known, likely existing, or prototype stages to the intended item.
  27.  
  28. TOO LONG, DIDN'T READ? Wish Discs are not meant to only provide basic, unupgraded acquisitions. If a "thing" can fit, seems like it SHOULD fit, or someone has made an alteration to make said "thing" fit, then it will fit. Except you. YOU cannot fit inside this box. You can try but it might not be large enough.
  29.  
  30. ***************************************************************************************************************************************
  31.  
  32.                                     ARCANE ARTIFACTS:
  33.  
  34. *****
  35. Negative Onyx, The.
  36.  
  37. Appearance: the Negative Onyx is a piece of enchanted black onyx, masterfully cut into a perfect teardrop shape and enchanted with powerful, arcane magics. There are absolutely no imperfections on it's surface, and it seems to be indestructible by normal means.
  38.  
  39. HISTORY: the Negative Onyx is a magical artifact which possesses no sense of being, merely having been programmed with a set of actions and directives. It possesses the ability to absorb all marener of negative thoughts and energies, effectively being an endless source of positive thinking and power. While there appears to be no immediate side effects, nothing has been documarneted, though the short term side effects are generally very mild negative thought draining, rendering a person incapable of being in a bad mood. The Negative Onyx was created at least thousand years ago, but was lost shortly after through unknown events. It resurfaced when it was discovered by Filth in the snow, encased in a block of ice. There does not appear to be any way to extract the negative power from the Onyx, further research is required to understand more. There are limits to the amount of energy it can absorb, however, a significantly traumatic event may produce more negative energy than the Onyx could absorb at once. Beings that possess large amounts of negative energy within them, are also unaffected by the Onyx. It's possible that lesser negative beings could be absorbed by the Onyx. It is known only by those who have done extensive research on old and lost magical artifacts, and only then by those who know where to look as it has long since been forgotten by the world. Very few maretions of it are made although there is evidence of it having been used in several events throughout known history. Those that do know of it have little idea of its true potential. However, any being, with or without a connection to magic is able to feel the power of the Onyx. Simply being around it makes living beings, especially ponies, happier, and the atmosphere lighter and more serene in general.
  40.  
  41. CURRENT LOCATION: currently inhabiting a large fountain in Northern Canterlot, where some.. strange incidents have occurred.
  42.  
  43.  
  44. *****
  45. Vindicator (Elemarental Scourge, Indestructible, Unique Legendary Eldritch Artifact): a 15' long Basilisk Lord (right) fang, forged into a perfectly tapered, smooth, Elemarentally imbued lance. The rear of the weapon where it was carved off the Basilisk Lord is engraved with Spiral's name in gryphon runes. Further runes and glyphs of strength, power, and vindication have been extensively carved into this weapon by Krinza, as well as a gryphon translation of Spiral's few (those that he will state at least) achievemarents. The tip was shaped into a triangular piercing head, one side with the inscription 'Vindicator', the second with 'Hunter', but the third was left blank for unknown reasons. Too heavy to be used as a normal weapon, Vindicator can only be controlled by Spiral's immarense bond with his weapon, owed to imbuing it with his own elemarentally-charged blood which grants Vindicator several basic psychokinetic capabilities, and possibly 'creating' a newfound form of sapience. While Vindicator's sole purpose is to combat Elemarental beings it strangely has no animosity towards it's master; whether this is due to Spiral's intense focus, or Vindicator's crippling boredom, apathy, and mere carelessness is unknown. On its own Vindicator may only utilize two of three abilities per turn, but must rotate between Psychokinesis and Elemarental Lance in order to prevent from overheating.
  46.  
  47. QUIRK: Boredom, Major syndrome. Vindicator will poke holes in the ground, psychokinetically toy with nearby objects, inscribe glyphs and runes on buildings (or anything left in the open), flatten out piles of snow/dirt, spin in the air for hours on end, randomly change the Elemarents covering itslf, form Elemarental specific shields, wander the Fortress whenever not busy, and generally help out ponies if it is capable of doing so.
  48.  
  49. ABILITIES:
  50. Basic Psychokinesis+4
  51. Expert Assault+10
  52. Expert Elemarental Lance+10
  53.  
  54. ELDRITCH ABILITIES:
  55. -Basilisk Killer: ignores Basilisk DR.
  56. -Elemarental Corrections: adds +10 to ONE Elemarental Form skill each turn, limited ONLY to Spiral's Elemarental forms.
  57. -Psionic Adapted: when linked to a psion or Changeling, Vindicator adds +2 to ONE type of Psionic roll each turn.
  58. -Overwhelming Power: when linked to a unicorn, Vindicator adds +2 to ALL Elemarental Lance rolls.
  59.  
  60. ELDRITCH RESONATION:
  61. -Elemarental Scourge: grants an Eldritch [1d6+20] <Scourgebane against enemy Elemarentals, able to cause a 1 turn stun on a max critical ONCE every 3rd turn.
  62.  
  63. STATUS: spends most of it's time powered down in the Lab, though may sometimes leave to search for Spiral.
  64.  
  65.  
  66. ***************************************************************************************************************************************
  67.  
  68.                                 TROPHIES:
  69.  
  70. *****
  71. Clemency:
  72. -Argus Commarend Dominator Fragmarent: a piece of an Argus model's missile casing. Considered a token and not a 'true' trophy by Twisted Wing as that particular Argus was not destroyed in the Lunar Citadel.
  73.  
  74. -Bellepheron's Head: the entire head of Bellepheron, former Empire Crystal pony stallion, a singer-turned-assassin, separated in the center of his neck. The flesh and blood has become a purple diamond-like crystalline substance, both eyes still shining brightly in focus, his lips still carrying the hint of a death's rictus smile.
  75.  
  76. -Ethereal Crystalline Fragmarent. A piece of Champion Belregard's arm, fractured off by the Executioner Blade before evacuating itself and the Moss-Wisp. It's strangely light in comparison to his shield. Considered a token and not a 'true' trophy by Twisted Wing as Belregard still exists.
  77.  
  78. *****
  79. Hollow:
  80. -Marrowgrin's... Dick. A 20" long and 4" diameter severed minotaur slaver's bovine dong, long since dried out and remarkably well preserved. Unsurprisingly, it's roughly a foot shorter than most minotaur penises. Not even Mercy wants to touch it, nor has she tried.
  81.  
  82. *****
  83. Jeff:
  84. -Deep Forest Boar Horns & Tusks. A pair of blunt, cone-shaped blackened horns, 1' in length and twice the width at the base, as well as two pairs of 7" and 9" long curved tusks, the curve itself being a smoothly transitioned blade.
  85.  
  86. *****
  87. Pikeman (DECEASED):
  88. -Sevrit's Wings. These 8' long dusky silver wings, mounted on an Anfang shield as tribute by Huntsmaster Cu'Nir, are all that remain of the cannibal gryphon Sevrit, former Warlord of the Vale.
  89.  
  90.  
  91. ***************************************************************************************************************************************
  92.  
  93.                             ELEMARENTAL CORES:
  94.  
  95. *****
  96. The Ice Core, Elemarental Being: 1000HP, 20DR
  97.  
  98. (Blunt, Curious, Direct, Dry Wit, Intellectual, Knowledgeable, Logical, PRIMAL ELEMARENTAL, Powerful, Savant, Watchful)
  99.  
  100. APPEARANCE: a small, palm-sized blue orb with a tiny pulsing light in the center, weighing about a pound.
  101.  
  102. BIOGRAPHY: currently unknown. It travels either by rolling around inside a snowball shield, or floating. Immarenselely powerful, the Ice Core is a curious little being on a constant quest for knowledge. After finding the Operators, and consequently getting into a scrap with them, it has chosen to remain and observe them. And observe them it does!
  103.  
  104. STATUS: has taken up a spot in the mess hall by forming a walk-in freezer behind the split-oval cooking stations, allowing itself a suitable location to watch the interesting beings and events in the Fortress.
  105.  
  106. ABILITIES: Basic Stealth+3, Expert Core Perception+10, Master Casting+10, Master Research+15
  107.  
  108. SPECIAL ABILITIES:
  109. -Grandmaster Flash Freeze: the Ice Core is capable of charging and directing a controlled blast of negative temperatures that can only be called absolute zero, flash freezing anything unlucky enough to take the full brunt of its rage using 4x [1d6+10] rolls.
  110.  
  111. -Snowball Shield: after creating a snowball around itself, of whichever size is preferred at the time, the Ice Core uses this to roll through wintery landscapes unseen, or to plow through whatever decides to be foolish enough to get in front of it. This also allows the Ice Core the ability to marenipulate snow and ice within a wide area, letting it crush virtually anything it catches inside using 4x [1d6+10] rolls.
  112.  
  113. CORE ABILITIES:
  114. -Core Link. When in direct contact, two or more Cores may join forces and energies to directly empower one Core in particular, gaining +10 to ALL rolls for each Core linked in this marener.
  115.  
  116. -Primal Substance: due to its nature as one of the Foundational Aspects of Tallus, the Ice Core immediately absorbs and regenerates its physical form when subjected to most forms of Ice damage, excluding purely Eldritch. It may also utilize the Snowball Shield to perform such regeneration.
  117.  
  118. CORE WEAKNESS: Physical Fire attacks cause double damage, Elemarental and Mystical Fire attacks cause triple damage, though Eldritch fire causes quadruple damage. This same penalty also applies to each Core in a Core Link as they share their weaknesses with each other, unless of course opposing Primal Elemarental Cores do Link with each other.
  119.  
  120. ***************************************************************************************************************************************
  121.  
  122.  
  123.                                 PERSONAL SUMMON ARTIFACTS:
  124.  
  125. -Princess Cadence's Primary Feather: owned by Lont. Roll [1d6+3] to summon, result is number of turns Cadence may aid in combat.
  126.  
  127. -Princess Luna's Primary Feather: 1 owned by Clemency, Jeff, and Twisted Wing. Roll [1d6+3] to summon, result is number of turns Luna may aid in combat.
  128.  
  129. -Princess Luna's Primary Feather, TEMPORARY: 1 owned by Lont, (9 uses remaining). Roll [1d6] to summon, result is number of turns Luna may aid in combat.
  130.  
  131. -Queen Chrysalis's Wing Scale: 1 owned by Hollow. Roll [1d6] to summon, result is number of turns Chrysalis may aid in combat.
  132.  
  133. -Queen Chrysalis's Wing Scale, TEMPORARY: 1 owned by Lont, (8 uses remaining). Roll [1d6] to summon, result is number of turns Chrysalis may aid in combat.
  134.  
  135. -Twisted Wing's Primary Feather, TEMPORARY: 1 owned by Lont (1 use remaining). Roll [1d6] to summon, result is number of turns Twisted Wing may aid in combat.
  136.  
  137. -Twisted Wing's Primary Feather: 1 owned by Clemency. Roll [1d6+3] to summon, result is number of turns Twisted Wing will aid in combat.
  138.  
  139.  
  140. ***************************************************************************************************************************************
  141.  
  142.                              NAGHTMARES:
  143.  
  144. *****
  145. RED NAGHTMARE CORE #2/4, Flowing Spark, 240HP, 4DR.
  146.  
  147. *****
  148. APPEARANCE: this particular Naghtmare is a voiceless, long deceased Crystal pony mare, the coat a bright red while her eyes, mane, , and tail are solely composed of living flame. Her features are well rounded with a highly feminine cast, giving her an even more sultry appearance than most Crystal pony mares have. Though she cannot speak, her marenerisms and facial expressions are rarely anything more than cruel hostility, causing innate fear to nearly all ponies that witness her. Her Cutie Marks are a trio of cartoonish purple flames in a triangle, rounded at the bottom with five squiggles of flame trailing upwards.
  149.  
  150. *****
  151. BIOGRAPHY: Naghtmares are half-living, half-dead ponies, given a transient and partially elemarental existence via Princess Luna's early experimarents with conjuration, mysticism, and Necromarecy. This particular Naghtmare is a relentless, fearless, sadistic, and highly opportunistic combat support Naghtmare. Whether due to intense military training or her natural poninality, Flowing Spark is constantly calculating the simplest methods to incinerate enemies in her line of sight, typically terrifying them into leaving to hunt down later, or simply forcing her opponents into amusing her until she becomes tired of their existence. Infused with numerous flame capabilities, mainly meant for incinerating foes and making armor or weaponry impossible to use, Flowing Spark is one of the few Naghtmares capable of taking on entire squads with little fear of reprisal, partially due to the innate fear most sapient beings have for fire, and specialized training in the proper means of intimidating otherwise hardened opponents. Has an inherent Slowfall-Float function due to said infusions, appearing as a swirling cloud of eternal flame connected to her hooves, though is much more powerful than most Naghtmares have. Luna has stated that Flowing Spark is one of the few Naghtmares that should not be woken lightly as she makes very little distinction between friend and foe unless otherwise ordered by one with a sufficiently commareding voice and great willpower. Currently in Princess Luna's possession.
  152. *Roll [1d6] to summon her, the result is the number of turns she may last in reality each Operation, though a roll of 9 or higher on Intimidation, Iron Will, or Negotiation is required EACH TURN to prevent Flowing Spark from turning on 'potential' allies.
  153.  
  154. *****
  155. OFFENSIVE ABILITIES:
  156. Expert Assault+8
  157. Expert Parry+8
  158. Expert Riposte+8
  159.  
  160. *****
  161. DEFENSIVE ABILITIES:
  162. Expert Block+4
  163. Expert Evasion+4
  164. Expert Reaction Speed+4
  165. Expert Sprint+4
  166.  
  167. Resist Damage+4
  168.  
  169. *****
  170. Expert Crystal Runes+8
  171.  
  172. -Learned Runes:
  173. *Power: adds +1 to all Crystal Rune rolls for each max critical, capping at a maximum of +3.
  174.  
  175. *Pull: allows use of minor Psychokinesis, limited to a maximum of 500 pounds.
  176.  
  177. *****
  178. FLAME NAGHTMARE ABILITIES:
  179. -Firecall: a skill unique to Flowing Spark, she is able to drain minor portions of the Eternal Flame from within her unnatural core, shaping such expulsions to her thoughts and will, whether they be projectiles, literal walls of flame, or caricatures of living beings with 3x [1d6+10] rolls.
  180.  
  181. -Fireheart: by drawing the essence of Eternal Flame from her core, Flowing Spark is able to temporarily increase the power, width, speed, and extent of her Elemarental abilities. Roll [1d6] at the start of each turn, the result adds +X to all Fire Elemarental abilities and Assault/Parry/Riposte attacks the next turn.
  182.  
  183. -Fireheart's Fear: by displaying the eternal flames imbued to her core though her eyes and body, Flowing Spark can Demoralize even the bravest of living beings with a [1d6+4] roll, and has the capacity to terrify some Otherworldly and even Undead beings. Functions as Demoralize and can be affected by Fireheart.
  184.  
  185. -Flamesight: an unusual capability unique to the flame Naghtmares, Flamesight grants them the ability to 'see' the physical strengths and weaknesses of living and certain Otherworldly and Spectral beings, allowing them to pinpoint weaknesses to cause even greater harm than simply using their eternal core's inherent abilities. Roll [1d6+4], the result is then added to all Fire elemarental abilities the following turn, but may only be used TWICE per Operation.
  186.  
  187. -Firestorm: the standard opening offense for flame Naghtmares, Firestorm allows Flowing Spark to encompass an area, varying from 1-50M in diameter at her whim, creating a brief surge of the Eternal Flame composing her core with 2x [1d6+10] rolls, though may only be used up to four times per Operation.
  188.  
  189. -Scorch: common to all flame Naghtmares is a perpetual, although minor, mareifestation of the Eternal Flame, granting a [1d6+4] Scorch offensive attack, most often used as an addition to their physical combat capabilities.
  190.  
  191. *****
  192. UNIQUE NAGHTMARE OFFENSE: Master Molten Reign. Once per Operation, Flowing Spark is able to combine her core's immarese energies with a silent, endless song of crystalline flame, opening a rift to the Plane of Fire and allowing a veritable rain of bonfire sized, napalm-like fire Elemarental projectiles to rain from the sky with 4x [1d6+12] rolls over a 50M area for two turns. While the projectiles cannot track a target, they can splash an opponent on even a near-miss, burning them for 8 Flame damage each turn for two turns until the Elemarental essence is expended. Once the rift fades from reality, Flowing Spark's current body will disintegrate and she will return to her core.
  193.  
  194.  
  195. ***************************************************************************************************************************************
  196. YELLOW NAGHTMARE CORE #3/4, Rosan: 350HP, 4DR.
  197.  
  198. *****
  199. APPEARANCE: this particular Naghtmare is a long deceased, solidly built and soft yellow coated earth pony mare, her eyes a flickering yellow and constantly emitting traces of acidic smog. Naghtmares are half-living, half-dead ponies, given a transient and partially Elemarental existence via Princess Luna's early experimarents with conjuration, mysticism, and Necromarecy. When freshly brought forth from her core into the physical realm, Rosan is easily capable of holding her own against multiple living targets as she does not feel pain, and is technically immortal. Infused with several acidic capabilities, mainly meant for defeating armor, Rosan features an inherent Elemarental slowfall-float function due to said infusions, appearing as a swirling cloud of noxious yellow fumes connected to her hooves.
  200.  
  201. *****
  202. BIOGRAPHY: mostly unknown. Rosan has stated she lived, and died, during a span of time before the Lunar-Solar War. Her allegiance from that era is unknown, though she lived in a place she calls 'Canterlot Village'. Originally found trapped in one of Marquis du Spiral's tomes in Canterlot Underground, Rosan was released by Bill in a zombie-like state, her temporary body and mind having degenerated to the point of complete hostility. Taking over and commareding Bill's physical body for a short period of time, she was brought down by a number of Operators afterwards, along with Twisted Wing's aid. Bill carried Rosan's core with him for some time, though the two were unable to function interdependently, leaving Rosan stuck and unable to think freely. Eventually freed by Discord, realizing the two needed to be separated, Rosan was able to recover. A depression stemming from Bill's unorthodox and wholly retarded suicide in Canterlot has grievously shaken Rosan, diminishing much of her resilience and abilities, and she refuses to speak for long, whether due to fear of contact or self-imposed isolation is unknown. Currently in Dante's possession.
  203. *At any time Rosan's bearer may roll [1d6] to summon her, the result being the number of turns she may last in reality once every other Operation; out of Operation, the result is the number of hours Rosan may last in reality once per day/night cycle, though she will not need to regenerate or recuperate otherwise.
  204.  
  205. *****
  206. OFFENSIVE ABILITIES:
  207. Expert Assault+10
  208. Experty Parry+6
  209. Expert Riposte+8
  210.  
  211. Taunt+4
  212.  
  213. *****
  214. DEFENSIVE ABILITIES:
  215. Basic Resist Damage+1
  216. -Unknown.
  217.  
  218. *****
  219. UTILITY ABILITIES:
  220. Basic Bartering+2
  221. Basic Negotiation+2
  222. -Unknown.
  223.  
  224. *****
  225. ACID NAGHTMARE ABILITIES:
  226. -Acid Storm: a unique capability among the Yellow Naghtmares, Rosan is capable of expelling a 70' cone of Elemarental acid to damage physical opponents or weaken hardened targets with a [1d6+20] roll. If the target is heavily armored or has a weapon, it's performarence and durability may severely degrade.
  227.  
  228. -Death Sight: the sustained state of her existence has given Rosan enough time to understand the often subtle forces and powers of life and death that nearly all miss in their day to day lives, and as such she has learned to use this talent to gauge the remaining life force of living beings, estimate the durability of undead creatures, or notice key weaknesses of physical enemies with a [1d6+4] <Death Sight roll. This ability does not work on non-physical Otherworldly or Planar creatures, and cannot work on mechanical, Spectral, or purely mystical beings and creations.
  229.  
  230. -Living Conduit: like the rest of the Yellow Naghtmares, Rosan is granted a [1d6+6] <Corrosive Acid ability, able to coat virtually any part of her body for offensive or defensive purposes with a resilient, long lasting compound that can easily eat through most metals.
  231.  
  232. -Unknown.
  233.  
  234. -Unknown.
  235.  
  236. *****
  237. UNIQUE NAGHTMARE DEFENSE: Acid Marebomb. Designed during the beginning of the Lunar-Solar War, this is a highly unstable, experimarental, and powerful self-regenerating mareabomb placed inside Rosan's body that, when her current physical body is nearly destroyed or cannot be maintained any longer, allows her to forcefully detonate, sending a powerful shockwave followed by a spray of lethal acid and bone in all directions using a [1d6+50] roll with a 15M radius. After the use of this ability Rosan's current body will be destroyed and her consciousness will return to her core, remaining there for 2 days until fully regenerating a 'new' body.
  238.  
  239.  
  240. ***************************************************************************************************************************************
  241.  
  242.                             PERSONAL SUMMONING ITEMS, RELICS, & DEVICES:
  243.  
  244. -Miniature Translocation Disc, mass produced: a small granite disc inscribed with the same precise runes used on a translocation stone, also being the same shape. These discs allow a single item or living being to be sent to any available translocation point by the Vortex Remnant, and can also be used to transport items or living beings into the field, but can only be used once as the containmarntt field holding the required energy is absorbed and dispersed when doing so. Due to the limitations of bonding Vortex enchantmarents to physical materials, only ONE translocation disc may be activated and carried in a group, as two in close proximity may cause a planar rift, or worse, draw the attention of Otherworldly beings. Studying the mystic-based enchantmarent and it's bound energies for several months, Krinza created several copies to experimarent with, and upon noting there was little else that could be done, began carefully storing one to three in each building in the Fortress, warning everypony (and everyone) to NOT bring two, or more, into contact, under threat of an angry Mercy and possibly Tipper.
  245. *LIMITATIONS: may only return one being, item, or multiple beings and items that are in direct contact, up to a maximum of 5 beings, with a limit of 5 tons otherwise. Upon use, all beings are sent to the Waiting Room, where they may choose to return to where they've translocated from, or be sent directly to the Pagoda in Razorback Fortress.
  246.  
  247.  
  248. ***************************************************************************************************************************************
  249.                             EXPLOSIVES LISTING: except for maregel and marebombs, ALL other Explosives gain +1 when thrown via Assault or detonated via the Explosives skill.
  250.  
  251. >Flash Bang: a timed or impact grenade that produces a blinding white flash and a disorienting, high pitched explosive sound wave.
  252. -DAMAGE: causes an additional +1 damage per roll & inflicts a -3 penalty to all Perception/Scouting/Wilderness Survival rolls for 5 turns.
  253. -RADIUS: 10M radius.
  254. -ADDITIONAL EFFECTS: may set fire to flammables and causes a 1 turn Stun.
  255.  
  256. >M18 Smoke Grenade: a cylindrical grenade that deploys a large cloud of colored smoke in a 1-30M area, lowering sight-based Perception checks by -4 to all those within it's radius. Lasts from 1-4 turns, depending on environmarental conditions.
  257. -DAMAGE: none unless choking on smoke, causes a -4 penalty to all Perception/Scouting/Wilderness Survival rolls.
  258. -RADIUS: 5M cloud in moderate wind for 1 turn, 10M cloud in light wind for 2 turns, 20M cloud in bare wind for 3 turns, 30M cloud when used inside a confined area.
  259. -ADDITIONAL EFFECTS: none.
  260.  
  261. >Tear Gas: a cylindrical canister that deploys a severe chemical irritant affecting everything living via stinging to the eyes and a burning/biting sensation on skin. Tear gas lasts without degrading for up to two weeks, making it difficult to wash out and must be carefully removed when settled.
  262. -DAMAGE: causes 1 damage per turn while in the cloud, doubles Fatigue while inhaled, and inflicts a -3 penalty to all Perception/Scouting/Wilderness Survival rolls.
  263. -RADIUS: 5M cloud in moderate wind for 1 turn, 10M cloud in light wind for 2 turns, 15M cloud in bare wind for 2 turns, 20M cloud in no wind for 3 turns.
  264. -ADDITIONAL EFFECTS: none.
  265.  
  266. >Toxic Gas: a glass container or other fragile canister that contains a toxic gas specifically designed to incapacitate, and eventually kill, living beings. All forms of Toxins are considered illegal in Equestria and across most of Tallus.
  267. -DAMAGE: initially causes +2 damage per roll, increasing to +4 on the second turn, +6 on the third turn, +8 on the fourth turn, and +10 on the fifth turn.
  268. -RADIUS: 5M cloud in moderate wind for 1 turn, 10M cloud in light wind for 2 turns, 15M cloud in bare wind for 2 turns, 20M cloud in no wind for 3 turns, 25M cloud when used inside a confined area.
  269. -ADDITIONAL EFFECTS: none.
  270.  
  271. >Spray Can+Lighter: An extremely close range petrol-based flammable concoction in a canister propelled by compressed gasses with a lighter taped to the front. Fairly useless unless one is facing a cloud of bees or mosquitoes.
  272. -DAMAGE: causes an additional +1 damage and 1 Fire damage per roll.
  273. -RADIUS: 1M.
  274. -ADDITIONAL EFFECTS: observers WILL mock you.
  275.  
  276. >Molotov: a favorite of tank hunters, arsonists, guerilla fighters, and poor revolutionaries. Can be easily and cheaply made by combining any combination of flammable liquids in a small, fragile glass bottle (or jar), sticking a length of cloth in the neck, lighting said cloth, and throwing at an enemy.
  277. -DAMAGE: causes an additional +3 damage and +3 Fire damage per roll, sets the target on Fire, then causes 3 Fire damage for the following 3 turns.
  278. -RADIUS: 5M.
  279. -ADDITIONAL EFFECTS: has a 25% chance of causing Burns to unarmored targets on a max critical.
  280.  
  281. >Shrapnel Grenade: a specialty grenade design, either an actual Mk. II Pineapple grenade or a more modern derivative, that incorporates a self-fragmarenting casing which breaks apart upon detonation, delivering a hail of hardened metal shards in all directions.
  282. -DAMAGE: causes an additional +3 damage per roll.
  283. -RADIUS: 8M.
  284. -ADDITIONAL EFFECTS: Armor Pierce 1 (negates 1DR), always inflicts Bleeding to unarmored targets, but causes Severe Bleeding on a max critical.
  285.  
  286. >Taffilon: a fibrous, bright pink substance, similar in appearance to a cross between taffy and cotton candy. Taffilon was originally developed by Councilierge Associates by combining a debased, fine grained Lava Leech substrate with several other common and rare alchemical components to diminish and contain it's primary explosive reaction. Finally redeveloped for use in Bigmaw's weapon, the Ganet Croix, either Serra or Twisted Wing stole the research book containing instructions on how to replicate it, also containing several other recipes. Taking note of Taffilon's mild, easily contained explosive properties, Spiral chose to utilize it as a gunpowder alternative for cartridge based kinetic weaponry by decreasing the joule output with fine grade cellulose and other bufferents to lower the amount of charge necessary. The compound was tested extensively for several weeks, Spiral constantly adapting and modifying the compound, though subsequent testing by Jeff revealed the need for a greater amount of bufferant, and finally achieved a 1:1 ratio of weight and density for complete replacemarent of various gunpowders. When used in it's native state, Taffilon is a low grade explosive compound that requires either an electrical, chemical, or thermal based ignition source, rendering it quite useful in heightening the damage potential and lowering the weight of standard human explosives, whether in grenades or improvised munitions.
  287. -DAMAGE: causes an additional +3 damage per roll.
  288. -RADIUS: 1M.
  289. -ADDITIONAL EFFECTS: none.
  290.  
  291. >Claymore: a uniquely shaped plastic hulled explosive, designed as an anti-personnel device containing 700 steel BB's. When detonated, a small directed C4 charge expels the pellets in a tightly controlled cone pattern, though due to the use of steel pellets it lacks range and penetration beyond a short distance.
  292. -DAMAGE: causes an additional +5 damage per roll.
  293. -RADIUS: 70 degree, 15M cone.
  294. -ADDITIONAL EFFECTS: doubles the target's DR, always inflicts Bleeding on unarmored targets, but causes Severe Bleeding on a max critical to unarmored targets.
  295.  
  296. >M67 Pineapple Grenade: a common grenade with an unpopular reputation due to it's easily spotted profile, which has led to hundreds of instances of being tossed back to the previous thrower over the years it has been in use.
  297. -DAMAGE: causes an additional +5 damage per roll.
  298. -RADIUS: 5M.
  299. -ADDITIONAL EFFECTS: inflicts Stun on a max critical.
  300.  
  301. >Messenger Bag Bomb: any form of small sling bag loaded with multiple forms of low grade explosives or gunpowder, and given teeth by the inclusion of various cheap shrapnel components. Often used by saboteurs, revolutionaries, and guerillas due to being economical and causing a great deal of terror. Due to the sheer amount of mixed charges, usually large amounts of fertilizer compounds, high grade fuels, and black powder, bombs such as these create a high pressure shockwave that greatly increases the effective radius.
  302. -DAMAGE: causes an additional +5 damage per roll.
  303. -RADIUS: 20M.
  304. -ADDITIONAL EFFECTS: always causes Bleeding on unarmored or lightly armored targets, does not inflict Bleeding on Armored targets, and inflicts Stun for 2 turns on a max critical.
  305.  
  306. >Firebomb: simply put a double-sized Molotov, ranging from a 1.5L to half-gallon glass bottle. Also made in a more professional marener as a short rope is typically attached to increase the throwable range.
  307. -DAMAGE: cause an additional +6 damage and +6 Fire damage per roll, sets the target on Fire, then causes 6 Fire damage for the following 3 turns.
  308. -RADIUS: 10M.
  309. -ADDITIONAL EFFECTS: has a 50% chance of causing Burns to unarmored targets on a max critical.
  310.  
  311. >Fuel Canister Bomb: a small 4 Liter or 1 gallon fuel canister with an explosive device, incendiary charge, or possible both, taped to one side. Upon detonation a spray of burning fuel is sent out in a wide area. Considered the most cost effective means of dealing with enemy light tanks and APC's.
  312. -DAMAGE: causes an additional +6 Fire damage per roll, then incurs 6 Fire damage for the following 6 turns.
  313. -RADIUS: 20M.
  314. -ADDITIONAL EFFECTS: has a 100% chance of causing Burns to unarmored targets on a max critical.
  315.  
  316. >40MM Airburst Grenade: a specialty flak shell intended for area denial on small targets, though is much more adept in an anti-helicopter role. Designed with a double layered self-fragmarenting casing that also incorporates a number of fine shrapnel pieces.
  317. -DAMAGE: causes an additional +6 damage per roll.
  318. -RADIUS: 15M.
  319. -ADDITIONAL EFFECTS: Armor Pierce 1 (negates 1DR), inflicts Bleeding on a max critical.
  320.  
  321. >White Phosphorous: affectionately called Willy Pete, this is a clearly labeled white canister that, upon denotation, produces a small spread of 4,000+ degree white phosphorous, causing excruciating chemical burns while emitting eye searing white-hot light.
  322. -DAMAGE: causes +6 Chemical damage per roll, then incurs 6 Chemical damage for the following 3 turns, also inflicting a -3 penalty to all Perception/Scouting/Wilderness Survival rolls.
  323. -RADIUS: 5M.
  324. -ADDITIONAL EFFECTS: always inflicts Burns on an armored target, but inflicts Scorched on an unarmored target.
  325.  
  326. >C-4: a powerful, easily molded plastic implosive compound with a high degree of flexibility allowing charges to be hidden and deployed in any number of mareners, though is so stable that neither fire nor chemicals set it off, instead requiring an electrical ignition.
  327. -DAMAGE: causes an additional +8 damage per roll.
  328. -RADIUS: 3M.
  329. -ADDITIONAL EFFECTS: always inflicts Stun for 2 turns, but inflicts Shock on a max critical.
  330.  
  331. >High Explosive: a modern grenade canister with a large yield of either C4 or other specialized explosive compounds. Typically used to destroy walls, knock out fighting vehicles and APC's, and can even deal considerable damage to medium tanks. Comes in thrown and 40MM variants.
  332. -DAMAGE: causes an additional +10 damage per roll.
  333. -RADIUS: 10M.
  334. -ADDITIONAL EFFECTS: always inflicts Stun for 2 turns, but inflicts Shock on a max critical.
  335.  
  336. >RPG-7 Single Stage PG-7V Warhead: a simple, single stage squash-type fuzed warhead that packs the rough equivalent of two frag grenades with a larger radius and triple the shrapnel potential. Contrary to popular belief, the Russian acronym "RPG" actually stands for "rocket-assisted grenade", NOT "rocket-propelled grenade". Dumbasses.
  337. -DAMAGE: causes an additional +10 damage per roll.
  338. -RADIUS: 10M.
  339. -ADDITIONAL EFFECTS: always inflicts Bleeding and causes Stun for 2 turns.
  340.  
  341. >M252 81MM Mortar High Explosive Shell: an efficiently designed anti-personnel and anti-vehicle mortar round intended to provide cheap, accurate support fire. In most systems this has an indirect firing range of 3,000M, and an indirect shelling range of up to 5,500 meters.
  342. -DAMAGE: causes an additional +10 damage per roll.
  343. -RADIUS: 15M.
  344. -ADDITIONAL EFFECTS: inflicts a 2 turn Stun against unarmored targets, but inflicts Severe Bleeding and Shock on a max critical.
  345.  
  346. >M260 Pod 2.5" Hydra 70 Rocket High Explosive: a single-stage engine fire-and-forget rocket, each is 42" long and weighs between 4 to 7.7 kilograms. An advanced variation of the workhorse Vietnam Era M40 Rocket, the Hydra 70 has a maximum optimal range of 4,000M and a shelling range of roughly 8,000M using the Kiowa's targeting systems, and can be found mounted with numerous other warhead types, including but not limited to: incendiary, armor piercing, white phosphorous, flechettes, shrapnel, and smoke, though this is none of the above. The High Explosive variant is typically used for destroying armored convoys, mass formations, or suppressing defenders in fortified buildings.
  347. -DAMAGE: causes an additional +10 damage per roll.
  348. -RADIUS: 10M.
  349. -ADDITIONAL EFFECTS: inflicts Bleeding & Stun for 2 turns, OR inflicts Severe Bleeding and Shock on a max critical for 2 Turns.
  350.  
  351. >Maregel: a highly experimarental grey toned explosive gel designed by Harlon, Rhoda, and Suisan in laboratory located in the New Everfree. Intended to be a replacemarent for the (once) outrageously expensive and unstable marebombs, maregel was initially developed from research after coming into contact with the then-unknown Lava Leech species. While considered a marginal success during testing as it was found to be highly adaptable, the ability to infuse moderate amounts of specific Elemarental tal or arcane energies made its use much more appealing, though the disaster that occurred did prevent it from seeing use for nearly 1,500 years. The infusion process dramatically increases maregel's potential, though as one can imagine attempting to combine maregel with a marebomb would be an awfully poor idea. Despite the potentially higher maximum stability of maregel, the recipe is technically unfinished and must still be handled with care as any Explosives or Assault roll under 4 causes it to detonate almost immediately afterwards.
  352. -DAMAGE: causes +8 damage per roll; if infused by a specific Elemarent causes +8 of the intended Elemarental damage per roll; if infused with non-elemarental energies causes +8 Mystic damage per roll.
  353. -RADIUS: 3M.
  354. -ADDITIONAL EFFECTS: if not infused will inflict Shock on a max critical; if infused inflicts the advanced status effect matching Elemarental infusion; if infused with non-elemarental energies ignores 1/2 of the target's DR.
  355.  
  356. >Small Marebomb: causes an additional +10 damage per roll upon landing a hit and has a 180 radius. Produced only in Saddle Arabia, small marebombs are multi-hued, highly stable crystalline lattices infused with arcane energies, also sealed from contact with air. When the casing is removed and marebombs are exposed to Tallus air, they become extremely unstable and volatile, able to detonate seemingly at will. Some suspect marebombs can detonate just by looking at one harshly. Small marebombs must be handled/hoofled with extreme care as any Explosives or Assault roll under a result of 3 will cause one to immediately detonate.
  357. -DAMAGE: causes an additional +10 damage per roll.
  358. -RADIUS: 10M.
  359. -ADDITIONAL EFFECTS: inflicts a 1 turn Stun on unarmored or lightly armored targets, but inflicts Stun for 2 turns on a max critical against Armored targets.
  360.  
  361. >AGM-114 Hellfire Missile: a 7th Generation fire-and-forget finned 'smart' missile with a length of 64" and a weight of 49 kilograms. Intended to be deployed against tanks, ships, helicopters, and medium-level hardened structures, the Hellfire uses either the Kiowa's electronic commared & control systems to lock onto technologically based targets using a semi-active signature seeking guidance system, or the Kiowa's M.M.S. (Mast Mounted Sight, affectionately called a peekball) mounted laser target designator. Due to the integral electronic identification and guidance package, Hellfire missiles can even acquire their own targets after being fired without a lock on using a modern IFF (IDENTITY: FRIEND or FOE) electronic signal interception routine that picks the closest target, and with the 'Romeo' package can even target the most technologically advanced FOE signal, such as choosing a 6th Generation helicopter over a 5th Generation tank.
  362. -DAMAGE: causes an additional +12 damage per roll.
  363. -RADIUS: 15M.
  364. -ADDITIONAL EFFECTS: inflicts Bleeding and causes a 1 turn Stun on organic targets, but inflicts Severe Bleeding and Shock for 2 turns on a max critical.
  365.  
  366. >Large Bag Bomb: a professionally designed chain of explosive materials, typically with grenades, incendiary devices, and pipe bombs, rigged to detonate in sync with a large number of effective shrapnel components, typically knife blades, spikes, caltrops, steel ball bearings, and more. Due to the complexity, simplicitiy, and cheapness of even the most basic designs, these are considered the most effective non-military anti-personnel bombs.
  367. -DAMAGE: causes an additional +12 damage per roll.
  368. -RADIUS: 25M.
  369. -ADDITIONAL EFFECTS: always inflicts Bleeding and a 1 turn Stun, but inflicts Severe Bleeding and Shock for 2 turns on a max critical.
  370.  
  371. >155MM Bombshell: a large military grade artillery warhead removed from the casing. Artillery shells such as these are rigged to a remote detonator, usually an old or cheap cellular phone, then the casing is scored in such a marener that, upon detonation, a cloud of razor-edged shrapnel is further propelled by a disorienting, deafening shockwave, easily enough to stun passengers in all but the heaviest APC's and tanks.
  372. -DAMAGE: causes an additional +15 damage per roll & inflicts a -6 penalty to all Perception/Scouting/Wilderness Survival rolls.
  373. -RADIUS: 30M.
  374. -ADDITIONAL EFFECTS: always inflicts Bleeding and Stun for 2 turns, but inflicts Severe Bleeding  and Shock for 2 turns on a max critical.
  375.  
  376. >Large Marebomb: a much larger, far more potent form of marebomb only produced in Saddle Arabia. Essentially a 10 pound block of multi-hued, highly stable crystalline lattice infused with unstable arcane energies. When exposed to Tallus air these energies become more erratic and volatile than their smaller variant. Typically sealed in white, woven cotton satchels marked with the Saddle Arabian word for 'marebomb', these are used for heavy demolition and large scale intensive mining operations, as well as being used to quickly seal tunnels if water pockets are mined into. Whenever possible, Councilierge affiliates capture large marebombs for use by Sentinel teams, packs of fast, fleet-hoofed earth pony sprinters as suicide troopers during large scale assaults. Large marebombs MUST handled/hoofled carefully as any roll under a result of 4 when placing or throwing will cause one to detonate immediately.
  377. -DAMAGE: causes an additional +20 damage per roll.
  378. -RADIUS: 20M.
  379. -ADDITIONAL EFFECTS: always inflicts a 2 turn Stun, but inflicts Shock for 2 turns on a max critical.
  380.  
  381. >RPG-7 2-Stage Warhead: a much heavier and more powerful version of the PG-7V warhead. Designed to fuze upon contact with solid walls such as concrete or reinforced steel, or the heavy armor of tanks, naval vessels, wyverns, and the like, this warhead's shaped explosive charge delivers a lethal stream of super-heated, 4,000 degree copper-plasma through plating to incapacitate and kill tank crews. For obvious reasons it has very narrow direct kill radius, instead relying on over pressurization and heat generation inside a confined space to cause secondary effects.
  382. -DAMAGE: causes an additional +30 Plasma damage per roll with a 10M penetration vs heavy armor.
  383. -ADDITIONAL EFFECTS: will only fuze on Armored or Heavily Armored targets, ignores all DR, and inflicts Scorched.
  384. *****NOTE: THE COMPARATIVE ARMAMARENT REDUCTION of LIFE TEST, also to be known as "The CARL Test"*****
  385.     Using Carl the Useless [a Tallus-Eldritch Abomination created by Kraut throwing a vegetarian burrito into the Magitek Furnace one night] as a base, this rule is intended to give a formative, highly simplified means to calculate the damage of odd or highly esoteric weaponry.
  386. #1: THESE calculations require that a Carl the Useless target dummy, for testing purposes, is a Heavily Armored target with 0DR as the the 2-Stage Warhead requires a certain physical density & mass to properly fuze, thus for the purposes of this test Carl would not have any DR whatsoever to create a 'clean' & realistic damage scale result.
  387. #2: presupposing that Carl the Useless is a Heavily Armored target dummy with infinite HP & 0DR, the average calculated median damage range of the PG-7V Single-Stage Warhead would cause from 60-100 damage to Carl given the use of 4 rolls with standard improvemarents, or 5-6 rolls without said improvemarents.
  388. #2: FURTHER supposing that if Carl the Useless was a Heavily Armored AND Fragile target then the median damage range would be from 120-200, given the same rolls & improvemarents as stated in the above paragraph.
  389. #3: SINCE the PG-7V Warhead does not function in the same marener as the 1-Stage Warhead, the pencil thin stream of of plasma-copper (to be referred to as Plasma for simplicity's sake) will instead bore through the following:
  390. -soilid ceramic plating or reinforced concrete up to 2' thick,
  391. -steel spaced armor configurations up to 12" thick (from edge of exterior plate to edge of interior plate), while also counting the SPACING MATERIAL itself, usually either concrete or ceramic though both were historically used in conjunction with each other,
  392. -4" of steel RHA, also known as rolled homogeneous armor, though this thickness was only historically used on battleships and ultra heavy tanks,
  393. -2" of soft tungsten RHA spaced armor configurations,
  394. -1" of hard tungsten alloy RHA,
  395. -approximately 1/2" of diamondine.
  396. #4: AS the plasma-copper stream would be able to bore through a PAIR of Carl the Useless target dummies which would still have infinite HP & 0DR, this would cause near-instantaneous charring of tissue to ash in a 4" diameter, 10M long outward-tapering cylinder.
  397. FINAL TEST CONCLUSION: taking all of the above factors into account, the MAXIMUM POTENTIAL DAMAGE OUTPUT of the 2-Stage Warhead can be SAFELY calculated to be 300% more so than the maximum potential damage output of the PG-7V Single-Stage Warhead which does not include the effects of Plasma.
  398. *****
  399.  
  400. ***************************************************************************************************************************************
  401.                             OPERATOR MEDICAL SUPPLIES:
  402.  
  403. -Small Self-Adhesive Bandage: an easily acquired, stablilized cloth packet containing four Tallus mareufactured spider-silk bandages with a thin layer of alchemically neutral, easily removed adhesive, further protected by a hard yet flexible layer of alchemically treated natural rubber. 4" wide and 6" long. Mostly used to cover small wounds in field and prevent infection.
  404. *Grants a [1d6+2] roll and stops Bleeding.
  405. *4 uses per pack.
  406.  
  407. -Bandage Roll: an easily acquired, stabilized cloth packet containing two Tallus mareufactured spider-silk bandage rolls, each 3" wide and 4' long, infused with a light alchemical clotting agent. Mostly used for staunching minor to moderate wounds, stabilizing a limb, and splinting fractures.
  408. *Grants a [1d6+3] roll and stops Severe Bleeding, may cover multiple wounds on a single limb.
  409. *2 uses per pack.
  410.  
  411. -Blood Pack: a single use IV (intravenous) packet of human blood. Reduces the effects of Bleeding and Shock during the recovery process. For marely reasons keeping any in stock is nearly impossible unless in Razorback Fortress.
  412. *Grants a [1d6+4] roll and reduces Fatigue by 1 level.
  413. *1 use only.
  414.  
  415. -Emergency Medical Support (EMS) Bag: a medium sized duffel bag emblazoned with trauma symbols. Meant to rapidly and efficiently stabilize a patient in-field, it contains a host of Tallus mareufacture bandages, wound dressings, large dressings, gauze rolls, wound pads, triangular bandages, eye pads, adhesive silk tape, splint components, suture kits, surgical tools, and other medical items including a wide assortmarent of painkillers, tranquilizers, stimulants, burn gels, sterile wash cloths, a coldstone, a heatstone, antibiotics, styptics, antibacterials, antivirals, antiparasitics, wound disinfectants, and more.
  416. *Grants a [1d6+3] roll at Untrained Medical, a [1d6+6] roll at Basic Medical, 2x [1d6+6] rolls at Expert Medical, 3x [1d6+9] rolls at Master Medical, and 4x [1d6+9] rolls at Grandmaster Medical.
  417. *May be used a maximum of 20 times before the general stocks are depleted, afterwards may be used with a [1d6+4] roll.
  418.  
  419. -Large Self-Adhesive Bandage: an easily acquired, stablilized cloth packet containing two Tallus mareufactured spider-silk bandages, each 4"x6" and 1/4", treated by a thin layer of alchemically neutral, easily removed adhesive, further protected by a hard yet flexible layer of alchemically treated natural rubber. Mostly used to suppress bleeding and prevent further wound contamination in field.
  420. *Grants a [1d6+4] roll and stops Severe Bleeding.
  421. *2 uses per pack.
  422.  
  423. -Emergency Medical Pouch: a small kit containing Tallus made, 8 Small Self-Adhesive Bandages, 2 Large Self-Adhesive Bandages, 2 Wound Dressings, components for one medium sized splint, 4 suture kits, a diamondine scalpel, human styled forceps, and two miniature doses of a high grade, non-alchemical painkiller. Also contains two antibiotic, antiviral, and antiparasitic tablets for post-combat treatmarent as one of Tipper's 'just in case' measures.
  424. *Grants a [1d6+4] roll at all ranks of Medical skill.
  425. *May be used 6 times before the main items inside are depleted, afterwards may be used with a [1d6] roll.
  426.  
  427. -Ringer's Solution (I.V.): a nutrient-rich saline solution used to support injured and wounded during evacuation or recovery, it's chemical specifications (mostly) copied by Tipper, then enhanced to include a light painkiller along with light, non-Arcane Poison causing alchemical clotting and regeneration agents. 1 use only.
  428. *Grants a [1d6+2] roll, reduces Fatigue by 1 level, slows Bleeding, and restores +2HP/turn for 4 turns.
  429. *1 use only.
  430.  
  431. -Suture Kit: a small, 4"x4"x1" sealed wooden kit containing 10 curved, nearly painless diamondine surgical needles treated with a tiny amount of high grade painkiller, each attached with 3' of alchemically infused spider-silk thread. Also included is either a small scalpel (for ponies) or scissors (for humans.
  432. *Grants a [1d6+4] <Suture roll.
  433. *10 uses per kit.
  434.  
  435. -Wound Dressing: a 6"x8", 1/2" thick spider-silk bandage of Tallus mareufacture used for staunching major to critical wounds, infused by alchemists with a heavy clotting agent to halt even near fatal bleeding when applied.
  436. *Grants a single [1d6+6] roll and stops Severe Bleeding.
  437. *1 use only.
  438.  
  439. *****
  440. SUBSTANCE ITEMS: except for Morphine, all items listed below last 10 turns, though consumers have a chance to become addicted.
  441.  
  442. -Marijuana: adds +1 to all Iron Will & Meditation rolls, but suffers a -1 penalty to all Negotiation rolls. Also causes increased hunger for 8 hours.
  443.  
  444. -Morphine: consumer gains +1DR and negates Critical status for 5 turns, but suffers a -1 penalty to all Block/Evasion/Reaction Speed/Sprint/Flight rolls for the duration.
  445.  
  446. -Painkillers: consumer gains +1DR, but suffers a -1 penalty to all Block/Evasion/Reaction Speed/Sprint/Flight rolls for the duration.
  447.  
  448.  
  449. ***************************************************************************************************************************************
  450.                             ALCHEMY LAB: takes up the west side of the Library's second floor. Has a large, wide half-circular work table with a comfortable swiveling chair in an inset, giving one the ability to remain stationary while working. Some of Doctor Harlon's recovered tools and equipmarent were used to furnish the lab, with the remainder stored in Spiral's lab. The table itself is partially automated through the Fortress's demi-sentient, and when activated provides a small hololith menu with a list of all currently known recipes, allowing an Operator or pony to request specific ingredients to be: ground, heated, burned, calcinated, condensed, cooled, or dried, continuing with their own project or projects in the meantime.
  451.  
  452. >ALCHEMICAL CREATION: all items must be created with a minimum number of points before utilizing, or the user risks the possibility of the item being incomplete, becoming poisonous, toxic, or dangerous in any number of mareners. Non-offensive compounds and fluids that are similar in nature can become Permarenent, allowing the contents of a container to regenerate each night, while further improvemarents can grant the contents of a single container from two to three abilities in one.
  453.  
  454. >ALCHEMY POINT LISTING:
  455. 50:    Base Alchemy Item or Reagent:    1 use, very weak effect.
  456. 100:   Minor Alchemy Item or Reagent:   1 use, weak effect.
  457. 150:   Common Alchemy Item:             1 use, standard effect.
  458. 200:   Uncommon Alchemy Item:           1 use, high effect.
  459. 250:   Rare Alchemy Item:               1 use, very high effect.
  460. 400:   Unique Alchemy Item:             1 use, can be combined, extraordinary effect.
  461. 800:   LEGENDARY Alchemy Item:          2 uses, can be combined. May make an Alchemy item PERMARENENT at this stage.
  462. 999+:  UNIQUE LEGENDARY Alchemy item:   3 uses, may not be combined further. At this stage, 3 individual Alchemy items that have become Permarenent may be combined into a single elixir.
  463.  
  464. -RULES FOR PERMARENENT ALCHEMY ITEMS:
  465. #1: an alchemy item must FIRST reach the creation point count before being considered completed.
  466. #2: after being completed, if the item then qualifies for permarenency, the PC/NPC may then begin attempting to make it permarenent; HOWEVER, ALL base result rolls of 1 WILL cause a 50% loss of all points accumulated on that turn. This is non-negotiable.
  467. #3: when attempting to combine permarenent items, ALL base result rolls of 1 WILL cause a 50% loss of all points accumulated on that turn. This is non-negotiable.
  468.  
  469. *****
  470. >ALCHEMY LAB ABILITIES & ITEMS:
  471. Alchemy Lab: [1d6+6]
  472. Harlon's Archaic Diamond Alembic: [1d6+4]
  473. Harlon's Archaic Granite Condenser: [1d6+4]
  474. Harlon's Archaic Kanpri Calcinator: [1d6+4]
  475. Harlon's Archaic Steel Dry-Press: [1d6+4]
  476. Harlon's Archaic White Marble Retort: [1d6+4]
  477. Harlon's Archaic Whitesteel Mortar & Pestle: [1d6+4]
  478.  
  479. *****
  480. ALCHEMICAL ITEMS:
  481.  
  482. -Adrenaline Surge: available in powder, tablet, or liquid forms, this powerful concoction of rare natural chemicals causes a brief surge of adrenaline while also forcing the body to temporarily harden it's musculature and skeleton, though not without causing several drawbacks. Available only from the clinic by Tipper and is exclusive to ponies unless circumstances dictate otherwise. May become Permarenent. Points required: 200.
  483. *All Alchemy ranks: the consumer gains +1DR and must add +1 to all Assault/Parry/Riposte & Block/Evasion/Reaction Speed/Sprint/Flight rolls for 3 turns.
  484. *Negative Effects: the consumer suffers -5HP after the effect fades, each further use incurring an additional, stacking -5HP loss.
  485. *Addiction Chance: high.
  486.  
  487. -Antidote: a tiny vial of a thin, bright green fluid that can be consumed or thrown onto an ally, where it will rapidly seep through skin and hide. May carry a maximum of 5. May become Permarenent. Points required: 100.
  488. *All Alchemy ranks: when consumed or directly applied, this substance will rapidly counteract and negate all naturally occurring Poisons and Toxins.
  489. *NOTE: an Expert Alchemist or better is required to counteract Eldritch, Elemarental, Mystical, Othwerworldly, Planar, Spectral, and Undead styles or forms of Poisons and Toxins; roll Alchemy, the total results reduce the damage caused by the previously marentioned types.
  490.  
  491. -Black Fog: a black, murky mass that creates a thick, extremely difficult to clear black fog with a 50M radius that lasts for 3 turns. Infrared, Thermal, and other distortion-negating optics are not affected by this affect. May become Permarenent. Points required: 100.
  492. *Basic Alchemy: incurs a -1 penalty to all Perception-type and Ranged rolls.
  493. *Expert Alchemy: incurs a -2 penalty to all Perception-type and Ranged rolls.
  494. *Master Alchemy: incurs a -3 penalty to all Perception-type and Ranged rolls.
  495. *Grandmaster Alchemy: incurs a -4 penalty to all Perception-type and Ranged rolls.
  496.  
  497. -Cryptus: a thick, syrupy black liquid that tastes like overripe blackberries, grudgingly given to the demi-sentient by Naliyna. Since both the recipe and ingredients used are both highly guarded secrets, the demi-sentient will refuse any and all requests for information on it. Normally used by Crystal ponies to ignore the extreme cold in the Outer Empire regions, and used defensively against marely of the ice-based creatures that inhabit that region, this concoction can also be used by living beings to enter a form of suspended animation if they are severely injured, or to survive hostile environmarents until being recovered, by consuming two in quick succession. May become Permarenent. Points required: 250.
  498. *Roll Alchemy; the total results reduce all physical, Elemarental, and Mystical Ice damage caused by 1/2 the total results.
  499.  
  500. -Dampener: a small, apple sized glass bottle, in the shape of an apple of course. This translucent, light green, and most importantly, flavorful glowing concoction is made up of numerous components: a powerful painkiller, a marental stimulant, a very light muscle relaxer, vitamins, trace minerals, and several alchemical substances which promote rapid, temporary healing, substantial enough to externally close most severe wounds. Operators MAY use this particular item, however, humans have a vastly higher addiction chance than ponies do. Available only from the clinic by Tipper, exclusive to ponies unless circumstances dictate otherwise. May become Permarenent. Points required: 250.
  501. *All Alchemy ranks: the consumer gains +1DR, negates the effects of Critical and/or Shock statuses, regenerates +3HP per turn for 6 turns, and stops Bleeding/Severe Bleeding.
  502. *Addiction Chance: high.
  503.  
  504. -Detox: a packet of bright white powder substrates and reagents, refined from three rare plants harvested only from the Deep Everfree. Rapidly purges chemical substances from a living being's body, both internally and externally. May become Permarenent. Points required: 400.
  505. *Roll Alchemy/Chemistry, if the total results are above 10 this will negate artificial Enrage & Poison status effects; if total results above 16 this will negate Gloss and Toxins; if total results above 22 this will negate Marker and Protoform; if total results above 28 this will negate ALL artificial status effects, both positive and negative.
  506.  
  507. -Dragon's Bile: a recipe long held by the Dragonspine Mountains Mining Company; bought by Naliyna and retrieved by Sunny. A small, fragile glass canister containing a liquid composed of Lava Leech gel, several concentrated gastric byproducts from drakes or dragons, one bile gland from any of the Dragonspines' flammable pests, magnesite powder (a naturally occurring composite of iron and magnesium oxides), several activation components, and a hard gelling agent. When exposed to oxygen, Dragon's Bile becomes a difficult to remove gel, clinging to the target and igniting upon impact which causes an intense boiling heat that most have likened to being the target of a Volfiurge Drake's high pressure steam exhalation. Points required: 400.
  508. *Adds +1 to all Alchemy rolls, the total results-2 per roll indicate the amount of physical Fire elemarental damage caused to the target, furthermore incurring 10 Elemarental Fire damage each turn with a [1d2] <Burning roll, where a result of 1 causes the Burn status effect and a result of 2 causes the Scorched status effect.
  509.  
  510. -Elemarental Ward: a bright, rainbow hued fluid that creates an invisible shell around the consumer or target, decreasing the effects of damaging Elemarental attacks, both physicalE elemarental, and mystical, which either lasts for 3 turns or until sustaining damage. May become Permarenent. Points required: 150.
  511. *Basic Alchemy: grants +5 fragile DR.
  512. *Basic Alchemy: grants +10 fragile DR.
  513. *Expert Alchemy: grants +15 fragile DR.
  514. *Master Alchemy: grants +20 fragile DR.
  515. *Grandmaster Alchemy: grants +25 fragile DR.
  516.  
  517. -Frostcover: a bright blue cold-infused gel that covers a target in physical ice, the byproduct of a rare Empire plant only found in the Permafrost Regions and several strengthening reagents common to the Empire Wastelands. Points required: 100.
  518. *Roll Alchemy, total results-2 for each roll indicate physical Ice damage dealt to the target.
  519.  
  520. -Gloss: a packet of dark blue powder composed of several reagents, usually stolen from the Ethereal plane, meant to be held in the mouth and spat at a physical being, or may be delivered via other liquids and means. Upon contact, a bright pink film envelops the target and crystallizes, forcing the opponent to devote it's attention to breaking free from the layer of unwanted armor, also brightly illuminating said target for all to see. Points required: 400.
  521. *Roll Alchemy, total results indicate the amount of temporary Armor the crystal layer produces which may be destroyed by any means except for Spectral harm.
  522.  
  523. -Hardening: a rusty red colored fluid that creates a fragile layer of glass-like armor plating that dissipates immediately when damaged, covering the user's body, armor, weapons, and equipmarent which lasts for 3 turns or until destroyed. This faux-material is brittle and evaporates when subjected to kinetic force, though does nothing to protect against Spectral harm. May become Permarenent. Points required: 200.
  524. *Untrained Alchemy: grants 5 temporary Armor
  525. *Basic Alchemy: grants 10 temporary Armor
  526. *Expert Alchemy: grants 20 temporary Armor
  527. *Master Alchemy: grants 30 temporary Armor
  528. *Grandmaster Alchemy: grants 40 temporary Armor
  529.  
  530. -Marker: a thick, dull rainbow colored substance that, when thrown onto an enemy, creates a diffused cloud of antagonistic otherworldly essences, causing the target to suffer the effects of dimarensional disjointmaret, increasing the damage of non-physical, offensive esoteric skills and abilities. May become Permarenent. Points required: 250.
  531. *Basic Alchemy: adds +1 to all Casting, Druid, Mystic, Psion, Sorcery, and offensive Elemarental rolls for 3 turns.
  532. *Expert Alchemy: adds +2 to all Casting, Druid, Mystic, Psion, Sorcery, and offensive Elemarental rolls for 3 turns.
  533. *Master Alchemy: adds +3 to all Casting, Druid, Mystic, Psion, Sorcery, and offensive Elemarental rolls for 3 turns.
  534. *Grandmaster Alchemy: adds +4 to all Casting, Druid, Mystic, Psion, Sorcery, and offensive Elemarental rolls for 3 turns.
  535.  
  536. -Moonlight: a pulsing, dark blue liquid that covers the consumer's body, weapons, armor, and equipmarent in a diffused, pale white glow, disrupting the harm caused by Otherworldly and Undead beings, while also increasing the physical harm caused to the same. May become Permarenent. Points required: 250.
  537. *Basic Alchemy: the user or recipient gains 1DR and must +1 to all Assault rolls against Otherworldly and Undead beings for 3 turns.
  538. *Expert Alchemy: the user or recipient gains 2DR and must add +1 to all Assault rolls against Otherworldly and Undead beings for 3 turns.
  539. *Master Alchemy: the user or recipient gains 3DR and must add +1 to all Assault rolls against Otherworldly and Undead beings for 3 turns.
  540. *Grandmaster Alchemy: the user or recipient gains 4DR and must add +1 to all Assault rolls against Otherworldly and Undead beings for 3 turns.
  541.  
  542. -Restoration: a thick, bright red blood-like substance that rapidly closes physical wounds, though does nothing to restore one's stamina and has no other effects. Points required: 100.
  543. *Whether applied to an injured target or consumed, the user rolls Alchemy; the total results indicate the amount of HP restored to the intended target and stops Bleeding on contact.
  544.  
  545. -Poison: a bubbly, dim green fluid that seeps through a target's skin, poisoning them over time with a number of low-grade toxins and venoms taken from easy to obtain or capture Everfree flora and fauna. Points required: 50.
  546. *Roll Alchemy, the total results-2 from each roll cause that amount of Poison damage the NEXT turn; after that use the target becomes immune for 3 turns.
  547. *Considered illegal to use in Equestria and across most of Tallus.
  548.  
  549. -Protoform: a bubbly, thin gray liquid that rapidly congeals and hardens upon contact with a physical being, slowing down their movemarents and reducing their capabilities significantly. Points required: 150.
  550. *Basic Alchemy: incurs a -1 penalty to all of the target's Offensive and Defensive skills for 3 turns.
  551. *Expert Alchemy: incurs a -2 penalty to all of the target's Offensive and Defensive skills for 3 turns.
  552. *Master Alchemy: incurs a -3 penalty to all of the target's Offensive and Defensive skills for 3 turns.
  553. *Grandmaster Alchemy: incurs a -4 penalty to all of the target's Offensive and Defensive skills for 3 turns.
  554.  
  555. -Regeneration: a dark green mixture of spiritual herbs and trace essences that causes a physical being to rapidly heal it's wounds for a short period of time. Points required: 250.
  556. *Untrained Alchemy: the user or recipient regenerates +1HP each turn for 3 turns, also stops Bleeding upon use or contact.
  557. *Basic Alchemy: the user or recipient regenerates +2HP each turn for 3 turns, also stops Bleeding upon use or contact.
  558. *Expert Alchemy: the user or recipient regenerates +4HP each turn for 3 turns, also stops Bleeding upon use or contact.
  559. *Master Alchemy: the user or recipient regenerates +6HP each turn for 3 turns, also stops Bleeding upon use or contact.
  560. *Grandmaster Alchemy: the user or recipient regenerates +8HP each turn for 3 turns, also stops Severe Bleeding upon use or contact.
  561.  
  562. -Shadow: a swirling, dim black and gray fluid that covers the user's body, armor, weapons, and equipmarent, shielding the user from sight and shields them from the effects of most Fire-based harm. May become Permarenent. Points required: 150.
  563. *Basic Alchemy: adds +1 to all non-combat Stealth rolls and gains +2DR against all natural, Casting, Druidry, Elemarental, Mystical, or Sorcery-caused forms of Fire damage for 3 turns.
  564. *Expert Alchemy: adds +1 to all non-combat Stealth rolls and gains +4DR against all natural, Casting, Druidry, Elemarental, Mystical, or Sorcery-caused forms of Fire damage for 3 turns.
  565. *Master Alchemy: adds +1 to all non-combat Stealth rolls and gains +6DR against all natural, Casting, Druidry, Elemarental, Mystical, or Sorcery-caused forms of Fire damage for 3 turns.
  566. *Grandmaster Alchemy: adds +1 to all non-combat Stealth rolls and gains +8DR against all natural, Casting, Druidry, Elemarental, Mystical, or Sorcery-caused forms of Fire damage for 3 turns.
  567.  
  568. -Sunlight: a powerful, bright white body-altering fluid that causes the consumer's skin to glow white, reducing the harm done by Spectral beings and causing the consumer to become a living light source for 3 turns. The light becomes 50M in radius and gains +2DR against Spectral beings at Basic, 100M radius and gains ++3DR at Expert, 150M radius and gains +4DR at Master, 200M radius and gains +5DR at Grandmaster. May become Permarenent. Points required: 400.
  569. *Basic Alchemy: produces a 50M radius of light and gains +1DR against all Spectral attacks for 3 turns.
  570. *Expert Alchemy: produces a 100M radius of light and gains +2DR against all Spectral attacks for 3 turns.
  571. *Master Alchemy: produces a 150M radius of light and gains +3DR against all Spectral attacks for 3 turns.
  572. *Grandmaster Alchemy: produces a 200M radius of light and gains +4DR against all Spectral attacks for 3 turns.
  573.  
  574. -Torch: a small, fast burning napalm-like red gel that can be created from any number of flammable substances, predominantly Lava Leech gel, that clings to and scorches a target once exposed to oxygen. Points required: 50.
  575. *Roll Alchemy, the total results-2 per roll cause that amount of of physical Fire Elemarental damage done to the target, afterwards causing 4 physical Fire damage for the following 2 turns.
  576.  
  577. -Toxin: a murky, dim green fluid composed of several volatile anaphylactic agents, both organic and inorganic, that rapidly seep through a living being's skin, or through wounds caused by weaponry, quickly weakening the target's physical capabilities. Points required: 200.
  578. *Basic Alchemy: incurs a -1 penalty to ALL rolls for 3 turns, afterwards the target becomes immune for 3 turns.
  579. *Expert Alchemy: incurs a -2 penalty to ALL rolls for 3 turns, afterwards the target becomes immune for 3 turns.
  580. *Master Alchemy: incurs a -3 penalty to ALL rolls for 3 turns, afterwards the target becomes immune for 3 turns.
  581. *Grandmaster Alchemy: incurs a -4 penalty to ALL rolls for 3 turns, afterwards the target becomes immune for 3 turns.
  582. *Considered illegal to use in Equestria and across most of Tallus.
  583.  
  584. -Transcendental Explorer: available only in liquid form, this is a dark red substance secretly created by Dancing Eyes. While the exact specifications of the compounds used in it's creation are unknown, and likely will be as it's virtually impossible to interrogate Dancing Eyes for information, this substance enhances the psionic capabilities of both Changelings and psionic earth ponies, allowing them to use their abilities with slightly greater effects resulting from ignoring the constant pressure of reality, though not without some danger. May become Permarenent. Points required: 900.
  585. *All Alchemy ranks: the consumer MUST add +1 to all Psionicism and related abilities for 3 turns.
  586. *Side Effects: the consumer takes DOUBLE damage from Ethereal or Void harm for 3 turns, and is incapable of creating a Mind's Eye during this time, but may still control one if it was created before using.
  587.  
  588. -Waker: a dim, bubbly pink fluid composed of numerous powerful smelling ingredients, both physical and mystical in nature. While moderately less effective than smelling salts, it does provide more benefits, although some ponies have grudgingly admitted to LIKING the scent. May become Permarenent. Points required: 200.
  589. *Roll Alchemy, total results*2 indicate the percentage of conscious awareness returned to the target on the 1st turn, doubling on the second turn, tripling on the third turn.
  590. *Side Effects: revives an Unconscious target that is Sleeping, or removes and prevents Confusion & Charm for an awake user/recipient for 3 turns.
  591.  
  592. -Wormwood: a tiny vial of a thick, strong tasting, murky yellow fluid created from the concentrated saps of three particular wormwood plant species, treated with a small amount of an Otherworldly chemical from the Vortex plane. May become Permarenent. Points required: 200.
  593. *All Alchemy ranks: when consumed, injected, or applied to physical wounds, the concoction rapidly scours through a living being's bloodstream, organs, eventually reaching deep musculature, the skeleton, and brain while targeting and killing parasites, both insectoid and others, for 3 turns, also destroying their remains before dispersing. May carry a maximum of 5.
  594.  
  595.  
  596. *****
  597.                             SOAP CUBES: Rune Soap Cubes are single use items, created by Gryphon scribes in either Anfang or the Vale, each having a singular effect that instantly takes place upon use. Soap cubes, normally, can only be used by those that speak the Gryphon language, although the cubes covered with a band can be used by anyone in possession of one.
  598.  
  599. >NOTE: Soap Cubes are considered an alternative Alchemy item, and as such only 1 may be carried at Untrained or Basic Alchemy, 2 at Expert, and 3 at Master. Roll Assault to throw, then the item's effect if applicable.
  600.  
  601. -Elemarental Combustion: an expensive cube that, depending on the location or natural elemarent it's thrown at, will detonate with a [1d6+20] <Elemarental Combustion roll. If thrown into the Air, becomes an Air elemarental, if thrown at the ground, becomes an Earth elemarental, Fire if in an inferno, and so on.
  602.  
  603. -Green Soap Cube: when rubbed into the wounds of an ally, this cube allows a [1d6+10] <Heal ability, also stopping Bleeding on contact.
  604.  
  605. -Golden Soap Cube: requires two Golden Cubes, one to be used as a waypoint, the other to be used as instant and direct translocation to it's opposite, wherever it was placed.
  606.  
  607. -Purple Soap Cubes: A lesser version of the Rune Forgers/Rune Mages technique of Contain. Roll a [1d6+20] <Contain, the result being the total amount of physical force the target must use to break free.
  608.  
  609. -Runic Shield Cube: a cube that produces a moderate barrier of white runes, encircling the user and absorbing some of the physical harm dealt to them with a [1d6+10] <Runic Shield roll, also shielding the user against all weapon enchantmarents except for Spectral.
  610.  
  611. -Silver Soap Cube: an anti-psionic soap that grants a [1d6] <Psionic Pain ability, inflicting the roll result's amount of damage, and can potentially disable psionic abilities.
  612.  
  613. -Tracking Soap Cube: writing a name on the cube allows a [1d6+2] <Tracking ability, where the cube will attempt to find it's target via emitting noise and light. The pitch and intensity of light increases the closer the proximity to the target, and will indicate the target's relative direction.
  614.  
  615. -Yellow Soap Cube: used to send messages. Once a short message has been written onto the surface, along with the name of the intended recipient, it will attempt to find the target and relay the message.
  616.  
  617.  
  618. ***************************************************************************************************************************************
  619. >BLACKSMITHING ITEMS:
  620.  
  621. -Aiutante's Advanced Furnace: a heatstone layered and fired clay brick furnace developed similar to Krinza's modified one. Due to it's hefty specifications and attuning, Aiutante is capable of performing the same precision heating, forging, and melding techniques taught to her by Hodch though it hasn't been customized yet.
  622. *Grants a [1d6+10] roll when forging, reforging, or melding.
  623.  
  624. -Blacksmith's Hammer, Basic: a plain ironwood handled steel hammer weighing 4 pounds, cast in hi-alloy carbon steel with a flattening surface on the forward face and a triangular head on the reverse. Can be used for shaping small weapons, performing maintenance on armor, when engraving or removing material with a chisel, and for making other small adjustmarents.
  625. *Adds +2 to all Blacksmithing rolls when in use.
  626.  
  627. -Forging Tongs, Journeymare: approximately 60 tongs of various shapes and facings are scattered throughout the Workshop, used to hold projects while heating or undergoing shaping, lengthening, twisting, heat treating, quenching, and so on.
  628. *Adds +1 to all Blacksmithing rolls when in use.
  629.  
  630. -Heavy Blacksmith's Hammer, Basic: a much larger version of a blacksmith's hammer cast in hi-alloy steel, intended for shaping greatswords, heavy armor, tower shields, or other large projects. For obvious reasons, it's rather tiring to use.
  631. *Adds +3 to all Blacksmithing rolls when in use.
  632.  
  633. -Krinza's Advanced Furnace: a heatstone layered and fired clay brick furnace developed from 6 years of research into the finer points of . While it's been carefully attuned to his thoughts, Krinza often allows use of it, but only when asked.
  634. *Grants a [1d6+10] roll when forging, reforging, melding.
  635.  
  636. -Smithing Chisels, Basic: approximately 50 hard cast steel chisels spread around the Workshop for use in removing material, forming edges, shaping an object, and etcetera, but cannot be used for melding.
  637. *Adds +1 to all Blacksmithing rolls when in use.
  638.  
  639. -Smithing Files, Basic: 10 rather simple files with varying edges and patterns spread around the workshop for anyone's use.
  640. *Adds +1 to all Blacksmithing rolls when used, but cannot be used for melding.
  641.  
  642. -Steel Anvil, Basic: a common double sided anvil for working metals on.
  643. *Grants a [1d6+4] roll for Blacksmithing when used.
  644.  
  645. *****
  646. >STANDARD ENGINEERING TOOLS & WORKSHOP FUNCTIONS:
  647.  
  648. -ADVANCED Tool Box: grants an extra roll to and adds +2 to all Engineering rolls at Untrained, +4 at Basic, +6 at Expert, and +8 at Master, but cannot be used for Blacksmithing. The Advanced Tool Box can be used two turns in a row, but the Operator MUST skip their 3rd turn after use. LIMITED EDITION ITEM: 3 remaining in Workshop.
  649.  
  650. -BASIC Tool Box: grants an extra roll to and adds +2 to all Engineering rolls at Untrained, +3 at Basic, +5 at Expert, and +6 at Master, but cannot be used for Blacksmithing. After using, the Operator MUST skip their next turn.
  651.  
  652. -Duct Tape: grants a [1d6+1] roll for Engineering or Explosive applications, but cannot be used when Blacksmithing, forging, reforging, melding, or welding.
  653.  
  654. -Kroza's Horn: grants a [1d6+6] roll when melding or welding. FOR GENERAL USE ONLY.
  655.  
  656. -Multitool: adds +1 to all Engineering or Explosive rolls at Untrained, +2 at Basic, +3 at Expert, and +4 at Master. Cannot be used when blacksmithing, forging, melding, or welding, or in conjunction with a Tool Box of any form.
  657.  
  658. -Shovel: grants a [1d6+2] roll for fortification-based Engineering, whether temporary or permarennent, but cannot be used as a tool for upgrading.
  659.  
  660. -Swiss Army Knife: grants an [1d6+1] roll for Engineering applications, but cannot be used when blacksmithing, forging, melding, or welding.
  661.  
  662. -Superglue: grants a [1d6+1] roll for Engineering or Explosive applications, but cannot be used when blacksmithing, forging, melding, or welding.
  663.  
  664. -Wire Cutter: grants a [1d6+1] roll for Engineering or Explosive applications, but cannot be used when blacksmithing, forging, melding, or welding.
  665.  
  666. -FINE TOOLS: grants an additional [1d6+10] roll for Engineering applications, but cannot be used when blacksmithing, forging, melding, or welding. May be used for: etching, engraving, heatstone assisted soldering, electronics repair, etc.
  667.  
  668. -WORKSHOP TOOLS: grants an additional [1d6+20] for Engineering applications, cannot be used for Blacksmithing.
  669.  
  670. *****
  671. >MAGITEK ENGINEERING TOOLS:
  672.  
  673. -MAGITEK FURNACE: an alchemically formed clay brick furnace with a 4'x4' opening, the cavity 6'x6' wide and tall, 10' deep, taking up the entirety of the central rearmost work table in the workshop close to the Armory dividing wall. The Core itself may be removed for transport and use elsewhere. May only be used by Kraut.
  674. *Grants an additional [1d6+10] roll when forging, reforging, melding, and/or shaping when used in conjunction with Engineering and the Magitek Core.
  675.  
  676. -Magitek Hammer: one of Spiral's few early yet complex designs, this hammer was created to interact with Kraut's thoughts and phase itself to form most head shapes depending on his needs. May only be used by Kraut.
  677. *Grants an additional [1d6+8] roll only when forging or shaping in conjunction with the Magitek Core.
  678.  
  679. -Shaping Gloves: a pair of custom fitted, alchemically formed heat shielded diamond gloves designed by Spiral. May only be used by Kraut.
  680. *Grants an additional [1d6+2] roll only when forging, reforging, shaping, or melding in conjunction with the Magitek Core.
  681.  
  682. -Unicorn Horn Copy: a basic, simple copy of Kroza's horn designed by Spiral. May only be used by Kraut.
  683. *Grants an additional [1d6+2] only when welding or melding in conjunction with the Magitek Core.
  684.  
  685.  
  686. ***************************************************************************************************************************************
  687.                             MATERIALS & SPECIAL MATERIALS: an Operator must have either the proper knowledge or be trained to work with, forge, or reforge, any and all special materials.
  688.  
  689. METALLURGY NOTES: redsteel, blacksteel, pinksteel, and greensteel cannot be combined or even touch; mythril and kanpri cannot mix; blacksteel and pinksteel cannot mix with kanpri; redsteel and greensteel cannot mix with mythril.
  690.  
  691. *****
  692. BASIC PROFICIENCY REQUIRED:
  693. -Aluminum: not in stock. Moderately toxic to humans.
  694. -Copper: in stock.
  695. -Brass: in stock.
  696. -Bronze: in stock.
  697. -Mareganese: in stock. Moderately toxic to humans.
  698. -Nickel: in stock.
  699. -Zinc: in stock.
  700. -Zirconium: in stock.
  701.  
  702. EXPERT PROFICIENCY REQUIRED:
  703. -Carbon Steel: in stock.
  704. -Chromium: in stock.
  705. -Cobalt: in stock.
  706. -Iron: in stock.
  707. -High Carbon Steel: in stock.
  708. -Magnesium: in stock. Dangerously flammable.
  709. -Stainless Steel: limited stock.
  710.  
  711. MASTER PROFICIENCY REQUIRED:
  712. -Empire Crystal: obscene amounts in stock. Can be molded, shaped, and used like plexiglass; requires a skilled Crystal pony to create weapons or armor from.
  713. -Kanpri: not in stock. An extremely rare red, blue, or purple glowing metal only found in volcanic regions with abnormally high tensile strength and wear resistance, mostly used for weaponry.
  714. -Lithium: in stock. Found only in metallic or liquid states, used to create both marebombs and power crystals. Was used during the Late Dynasty Era to create elemarentally absorbent armors, however that process has since been lost.
  715. -Mythraline: not in stock. A secret alloy of mythril and unknown elemarents, can only be created by sorcerers. Easier to repair than mythril for less weight, though costs twice as much and takes three times longer to produce.
  716. -Mythril: not in stock. An extremely rare white metal only found in ancient forests. Has abnormally high durability and ductility, mostly used for armor.
  717. -Palladius: not in stock. Essentially the same as palladium except it isn't radioactive.
  718. -Tungsten Basilisk scales: obscene amounts in stock. Can be carved into shape or heat molded, though takes a great deal of time to do either.
  719. -Titanium-steel alloy plates: in stock.
  720. -Yttrium: in stock. Doesn't have any radioactive qualities; is only used for runic scribing or as a catalyst in sorcerous rituals.
  721.  
  722. -Golden Regal Drake scales: in stock.
  723.  
  724. GRANDMASTER PROFICIENCY REQUIRED:
  725. -Diamondine: slightly less 4 tons in stock. A tightly guarded alchemical initial blend of 60% diamond and 40% silver fused with either kanpri or mythril, created through a month long alchemical process. One of the top five strongest materials available on Tallus, yet the second heaviest known: a 1CMx1CMx1CM cube weighs over double that of an equivalently sized tungsten cube.
  726. -Iridine: not in stock. Essentially the same as iridium except it isn't radioactive; used as a catalyst for high level Alchemy and as such is rarely sold in large amounts.
  727. -Lumin: 5 pounds in stock. A rare Lunar metal only found on the Moon; used as a catalyst for high level Alchemy and sorcerous rituals. Can be used to create highly specialized, yet dismally hard to produce deflective armors.
  728. -Promethine: not in stock. Often called fire-rock in its natural state throughout the Dragonspine Mountains, Promethine is typically used as a replacemarent for wood. When by consumed by certain drakes and wyrms it allows them to breathe out fire temporarily. Can be purified into a highly heat resistant material.
  729. -Titanium: limited amount in stock.
  730.  
  731. -Diamond Hyfalgryph Scales: 12 in stock. 1 is owned by Hollow, 2 are owned by Dante & Lont, 6 are unowned; 1 was USED by Pareidolia. A blocky, 4' tall and 3' wide rainbow hued diamond scale, somewhat resembling dragon scales, belonging to an Eldritch being widely known across Tallus, hundreds of other worlds, and even the various Planes themselves. Deemed the Singing Abomination for it's incessant, and to some ponies, utterly ridiculous, tendency to initiate musical duels against unsuspecting beings, the Hyfalgryph will, to those that win, grant that small number a sliver of his vast library of musical and instrumarental knowledge and tricks, often catapulting those lucky few to great stardom. When used to create armor or a shield, a portion of the Hyfalgryph's Eldritch resilience remains, reducing all Casting, Elemarental, Psionic, and other esoteric harm by 1/4.
  732. -Flawless gems: 68 in stock.
  733. -Small Poison Dragon scales: a set of 6 rounded, small buckler sized, misshapen scales with near-perfect Acid and Poison protective qualities.
  734.  
  735. ***************************************************************************************************************************************
  736.                             WEAPON, ARMOR, & ITEM CREATION RULES:
  737. #1: when creating or improving a weapon, armor, or other items, the total number of points required to increase it's rank, base modifiers, and number of enchantmarent slots is cumulative and may not skip ranks, thus an item CANNOT be taken from +1 to +3 in a single attempt, or from 1DR to 3DR.
  738.  
  739. #2: items may only gain additional effects when utilizing esoteric skills such as: Casting, Crystal-Forging/Crystal Runes, Druidry, Enchanting, Mysticism, Sorcery, Runic Scribing, or other esoteric abilities. Furthermore, the number and strength of effects are limited solely to the knowledge and skills of that PC/NPC.
  740.  
  741. #3: if a armor or weapon qualifies for an attempt to become Permarenent, a PC or NPC may then begin the process of improving an item to LEGENDARY status. From this point on, any base result of 1 will cause a 50% loss of all points accumulated on that turn, essentially fixing their slip ups, screw ups, and the minor damage involved. This condition applies to traditional blacksmithing, engraving, hand milling, computerized shaping, or esoteric procedures.
  742.  
  743. #4: before working on a weapon, armor, or other item, the maximum potential modifiers and extra abilities will be discussed with the main GM first. As well, is an item is listed as Unique, it may not be copied.
  744.  
  745. *****
  746. MATERIAL BONUSES: materials add to the total number of crafting points when creating a weapon, armor, or item. The amount is cumulative per EACH different material, not per each USE of a material, thus if Steel is used once the item will gain +100 to it's total crafting count, though a second use of Steel will not gain another +100.
  747.  
  748. Raw materials add:          +50 points.  Examples include raw ore, raw gems, untreated wood, and other base materials that have not undergone any form of processing or refinemarent.
  749. Refined materials add:      +100 points. Examples include processed metals and materials, basic alloys, shaped gems, sealed or hardened wood, and other refined materials.
  750. Quality materials add:      +150 points. Examples include  metallic alloys, specialized inorganic materials, exquisite gems, enchanted wood, and other specialized materials.
  751. Arcane materials add:       +300 points. Examples include specialty or enchanted alloys, Otherworldly or Planar wood, flawless enchanted gems, and unrefined Otherworldly materials. Also includes the unique elemarental steels and the various alchemically produced metallic gem materials.
  752. Quality Arcane materials add:      +400 points. Examples include bodily parts from Mystical beings, refined Otherworldly or Planar metals and materials, and Planar gems.
  753. Exceptional Arcane materials add:  +500 points. Examples include raw Eldritch bodily parts, metals, materials, and Spectral bodily parts.
  754. Unique Arcane materials add:       +750 points. Examples include refined Eldritch metals or materials, Dragon scales, exceptionally well preserved Eldritch bodily parts, and other suitably unique materials.
  755.  
  756. *****
  757. >ARMOR CRAFTING GUIDE: may only be performed by those with Blacksmithing or Engineering, also including Casting, Crafting (if applicable), Crystal Forging/Runes, Druidry, Enchanting, Mysticism, Necromarecy, Runic Scribing, and Sorcery. The user MUST have one esoteric skill to create a weapon above Journeymare rank item or higher.
  758.  
  759. 400:  Basic Armor: is limited to a cap of 1DR and is not resistant to damage.May reforge or improve.
  760. 800:  Journeymare Armor is limited to a cap of 2DR and is somewhat resistant to damage. May reforge or improve.
  761. 1,200:  Expert Armor is limited to a cap of 3DR and is hard to damage. May reforge or improve.
  762. 1,600:  Master Armor is limited to a cap of 4DR and becomes an Artifact: capable of self-repairing. May reforge or improve.
  763. 2,000: LEGENDARY Armor is limited to a cap of 5DR and becomes a Permarenent Legendary Artifact, both extremely hard to damage and able to self-repair quickly. An armor at this stage can no longer be modified easily without extensive restructuring.
  764.  
  765. *****
  766. >WEAPONRY CRAFTING GUIDE:
  767. 400: Basic Weapon add +1 to all rolls & does not have an enchantmarent slot, can be damaged easily. May reforge or improve.
  768. 800: Journeymare Weapons add +1 to all rolls & has 1 enchantmarent slots, somewhat difficult to damage. May reforge or improve.
  769. 1,200: Expert Weapons add +2 to all rolls & has 2 enchantmarent slots, moderately difficult to damage. May reforge or improve.
  770. 1,600: Master Weapons adds +3 to all rolls & has 3 enchantmarent slots, becoming an Artifact: capable of self-repairing over time. May reforge or improve.
  771. 2,000: LEGENDARY Weapons add +4 to all rolls & retains 3 enchantmarent slots, becoming Permarenent Legendary Artifact: capable of self-repairing quickly. A weapon at this stage can no longer be modified easily and may ONLY be Reforged to a new weapon type.
  772.  
  773. *****
  774. >ITEM CRAFTING GUIDE:
  775. 300:  a Basic item adds +1 to a specific skill or item's rolls, though has questionable durability and will likely fall apart after a couple days.
  776. 600:  a Common Item adds +1 to a specific skill or item's rolls, and can be considered durable enough to use for a few weeks.
  777. 900:  an Uncommon Item adds +2 to a specific skill or item's rolls, and is somewhat difficult to damage if used daily for a year.
  778. 1,200:  a Rare Item adds +3 to a specific skill or item's rolls, and is rather difficult to destroy.
  779. 1,500:  a Peerless Item adds +4 to a specific skill or item's rolls, and takes a determined effort to damage, let alone destroy.
  780. 1,800:  an Ultra Rare Item adds +5 to a specific skill or item's rolls, baffling most as to how it can be destroyed while it slowly self-repairs.
  781. 2,500: a LEGENDARY Item adds +6 to a specific still or item's rolls, and unless completely destroyed it will self-repair quickly. An item at this stage will require an additional 2,500 points per improvemarent.
  782.  
  783.  
  784. ***************************************************************************************************************************************
  785.                             COOKING ITEMS:
  786.  
  787. Gas Stove: grants a [1d6+2] roll.
  788.  
  789. Ice Cream Maker: grants a [1d6+4] roll. Squeaks like a batpony being mercilessly tickled.
  790.  
  791. Iron Magitek Grill: grants a [1d6+8] roll.
  792.  
  793. Large Heatstones: grants a [1d6+4] roll.
  794.  
  795. Mess Kit: grants a [1d6+1] roll.
  796.  
  797. Skillet: grants a [1d6+2] roll.
  798.  
  799. Personal Heatstone: grants a [1d6+2] roll.
  800.  
  801. *****
  802. COOKING GUIDE:
  803. Result of 5   = INEDIBLE! You really, REALLY don't want to try and eat this.
  804. Result of 10 = it's either burnt or undercooked. Throw it out, really.
  805. A result of 15 = rare, or well overdone. Unless you like blue steak or rubber, toss it in the garbage.
  806. A result of 20 = just about right or well done, 3-star chef. What you'd expect from most restaurants, really.
  807. A result of 25 = excellent, 4-star chef. Looks good, tastes great, but might have an errant lemon slice in there just to fuck with you.
  808. A result of 30 = near perfect, 4.5-star chef. Takes quite a while to get to this point, but there's no lemons here.
  809. A result of 40 = perfect, beginner 5-star chef. At least that's the way it tastes, but probably looks a bit funny.
  810. A result of 50 = pretty much perfect, true 5-star chef.
  811. A result of 60 = literally perfect. There's nothing more than can be done to make this food any more visually appealing, or taste any better. Be lucky if you get something like this.
  812. A result of 70 = STOP RIGHT THERE CRIMINAL SCUM THIS IS AS FAR AS YOU GO YOU'VE BROKEN THE LAW
  813.  
  814. ***************************************************************************************************************************************
  815.                             MISCELLANEOUS ITEMS:
  816.  
  817. Fishing Pole: grants a [1d6] roll.
  818.  
  819. Fishing Net: grants a [1d6+1] roll.
  820.  
  821. Fishing Kit: grants a [1d6+4] roll.
  822.  
  823. ***************************************************************************************************************************************
  824.                             NAVIGATION ITEMS: all 3 items, if owned, may be used to determine one's position on Tallus.
  825.  
  826. Compass: grants a [1d6+1] roll.
  827.  
  828. Empire Compass: grants a [1d6+2] roll, but will not function if damaged.
  829.  
  830. GPS: grants a [1d6+4] roll.
  831.  
  832. Map: grants a [1d6+2] roll.. but only if it's kept up to date.
  833.  
  834.  
  835. ***************************************************************************************************************************************
  836.                             PERCEPTION ITEMS: ONLY 1 of these item may be used per turn unless combined: Binoculars, Infrared, Night Vision, Scope, Thermal. Flashlights MAY be used in conjunction with all other rolls, but doing so may alert sight based enemies. A Snake Cam cannot be used with any other Perception items.
  837.  
  838. -Snake Cam: grants a single [1d6+2] roll. A flexible telescoping tube with a small camera on the tip, controlled by a handheld viewing unit.
  839.  
  840. -Binoculars: adds +2 to a SINGLE Perception roll.
  841.  
  842. -Flashlight: grants a [1d6+2] roll, result*10 equals the number of meters that can clearly be seen, but on a critical failure something goes wrong.
  843.  
  844. -Infrared: adds +2 to a SINGLE Perception roll and allows the user to see the infrared spectrum.
  845.  
  846. -Lantern Gem: grants a [1d6+3] roll, result*10 equals the number of meters that can clearly be seen, but on a critical failure it will need to be recharged or has suffered a catastrophic break down.
  847.  
  848. -Night Vision: adds +2 to a SINGLE Perception roll and allows the user to see in the dark, obviously.
  849.  
  850. -Scope: adds +2 to a SINGLE Perception roll.
  851.  
  852. -Thermal Scope: adds +2 to a SINGLE Perception roll and allows the user to see heat signatures.
  853.  
  854. COMBINED PERCEPTION ITEMS: dual Infrared, Thermal, or Night Vision optics will add +X to two different Perception rolls, or allows an additional roll if they do not have Basic Perception, for 2 of 3 types: <Infrared, <NVG, or <Thermal. Combining a scope with Infrared, Night Vision, or Thermal will cause the scope to become: <Infrared/NVG/Thermal Scope, and will gain differing modifiers depending on whom creates it, what materials are used, and other factors.
  855.  
  856.  
  857. ***************************************************************************************************************************************
  858.                             BASE USE VEHICLES:
  859.  
  860.  
  861. ***************************************************************************************************************************************
  862. >2015 Polaris Defense Dagor in high desert camo: a military rebuild of either a Polaris RZR or Ranger, the Dagor, as it's code name is known, is a heavily redesigned, side-by-side utility terrain vehicle (UTV), designed primarily as a reconnaissance vehicle and equipmarent or personnel transport. Although fairly new, it has earned a reputation for being a tough, trustworthy long ranged vehicle, capable of being configured to perform most mission specifications. By replacing the original engine with a turbo-diesel JP8 for additional range, and to give it enough power to carry it's further modifications, this allowed the original interior and exterior paneling to be removed, which was then replaced with formed steel armor plating for additional longevity. Due to it's redesign as a patrol vehicle, the original suspension was removed and replaced by a vastly superior dune buggy version in order to ensure the passengers weren't nauseous at all times. A roll cage & roof rack with a ring mount for an attached M2 Browning MG was installed, along with standard linkages to allow it to be carried by helicopters. While the original seats were replaced by spring-bolted, shock absorbent ones, the Dagor's ability to seat three passengers rather comfortably and allow them to scope out a region or fire upon enemies with an exceptionally wide field of view renders it invaluable, although it does not have any doors to speak of. The bed in the rear was replaced by an all-steel, downsized version of a pickup bed with two large heavy steel locking containers, able to be used as seats though rather uncomfortable, giving it a great amount of storage space and transport ability. It can, in a pinch, even be utilized as an adhoc medical transport. The front driver's compartmarent is semi-armored and considerably more comfortable than nearly all military vehicles prior to it, also featuring a simple, robust steering assembly, while the windshield is a thick composite plexiglass which, by most definitions, is considered in the upper bulletproof class, capable of absorbing heavy calibers up to the .300 WinMag, though anything more will easily punch through it, giving a good amount of protection to the driver and passenger. While the Dagor has an average maximum range of 500 miles with the standard load of 4 passengers, their personal equipmarent, and the ring mount's gunner, it's maximum range when fully loaded with 9 passengers and their total loadout is still 380 miles, giving it a considerable edge against most light military vehicles of it's era.
  863.  
  864. *****
  865. >ARMOR CHARACTERISTICS:
  866. -Armor Durability: 250 Armor
  867. -Armor Class: Grade 5 Paneling
  868. -Armor Value: 4DR
  869.  
  870. *****
  871. >PILOTING CHARACTERISTICS:
  872. -Grants Expert Driving+4
  873.  
  874. *****
  875. >MOUNTED WEAPON CHARACTERISTICS:
  876. -Rear Weapon Ring: grants 2x [1d6+4] <M2 Browning HMG rolls, in addition to the Operator's Heavy Weapon's skill
  877.  
  878. *****
  879. STORAGE:
  880. >COMMON ITEMS: 2x Jerry Cans
  881.  
  882. ***************************************************************************************************************************************
  883. >1990 Panhard VBL Recon in olive drab: a rugged all terrain sport utility vehicle built by French (or similar analogue) militaries, designed solely for tactical reconnaissance and battlefield commarend/control, though if absolutely required it can also perform direct infantry support. Decently armored with variable rolled homogeneous steel sheeting to protect against small arms fire and light artillery shrapnel from virtually all angles, the Recon model comes equipped with a high end analog-electronic radio system, easily capable of taking care of an entire company's needs, and a 250 mile VHF transmitter-receiver unit for extending friendly reconnaissance duties. Common in nearly all modern military vehicles, the Panhard's driver, front spotter/radio operator, and a single rear passenger make use of relatively comfortable shock absorbing crash seats installed into the hull via suspension springs, each of which is reinforced by milled steel brackets to minimize shock from striking a mine, direct hits from man-portable rocket-assisted grenades, and even light battery rockets. As standard features, all Panhard VBL's are mounted with numerous heavy duty brackets allowing for transport by helicopter or towing, as well as having roof hatches for the driver and passenger.
  884.  
  885. The driver's dashboard features a bank of digital notification lights to notify various problems such as drivetrain failure, overheating of the transmission, engine, or radiator, air conditioning failure, and low tire inflation/damage among others, while the spotter/radio operator makes use of the centrally mounted radio control and commared systems, as well as having access to one of two manual fire extinguishers, the second placed underneath the gunner's hatch. Typical for it's era, the VBL Recon is fully Nuclear-Biological-Chemical protected by several layers of semi-hard synthetic rubber sealing systems, and the interior can be underpressurized or overpressured at will by the driver, whom also controls a highly efficient NBC filtration system. When fully sealed with the driver's hatch locked and a 2M snorkel equipped for the engine intake, the VBL Recon becomes amphibious, propelled along by a common 10" steel screw-type propeller, though it can only achieve a paltry 4.5KPH due to it's boxy hull and 4.2 ton weight.
  886.  
  887. Despite it's relatively bland and otherwise unimpressive armor characteristics, the VBL Recon is well defended by a heavily armored cupola in the center of the roof, accessible by an internal hatch. 360 degree traversal allows the gunner to stand comfortably upright and remain well protected, except from overhead targets or precision fire. A modified Browning M2A1 .50BMG that uses standard 200-round belts is installed in the front of the cupola, allowing for effective fire support against infantry, light vehicles, and helicopters out to 800M. Fitted with a unique, rigid quick change mounting system, the gunner can make use of infrared, thermal, and night vision optics, as well as heavy 8x12 or better 40MM rated scopes, increasing the effective engagemarent range to 1,500M. The rear passenger seat is often used solely by the gunner as there is little space for much else other than the VBL's occupant equipmarent, ammunition tins, and two fuel cans.
  888.  
  889. As this particular VBL has seen action, it bears a number of dents from hooves, large claw marks, acid burns, holes probably made by lances, and the other assorted forms of damage considered normal on Tallus.
  890.  
  891. *****
  892. >ARMOR CHARACTERISTICS:
  893. -Armor Durability: 350 Armor
  894. -Armor Class: Grade 4 Paneling
  895. -Armor Value: 3DR
  896.  
  897. *****
  898. >PILOTING CHARACTERISTICS:
  899. -Grants Expert Driving+5
  900.  
  901. *****
  902. >MOUNTED WEAPON CHARACTERISTICS:
  903. -Central Cupola: grants 2x [1d6+4] <M2 Browning HMG rolls, in addition to the Operator's Heavy Weapon's skill
  904.  
  905. *****
  906. >STORAGE: 2x Fuel Cans.
  907.  
  908. *****
  909. >STOCK EQUIPMARENT
  910. -Armored Paneling: Class IV steel plating
  911. -Chopin 4S-1 Troop Radio Control
  912. -NBC Protected
  913. -VHF Battlefield Commarend/Control Transmitter-Receiver
  914.  
  915.  
  916. ***************************************************************************************************************************************
  917. >OH-58X Kiowa Stealth Warrior: a highly advanced, current generation hybrid attack helicopter, except a bit smaller than an original, this Kiowa is vastly improved over it's previous generations with a lightweight titanium composite skin, further modified with a number of physical and electronic features to improve it's flight stability, responsiveness, electronics commarend & control, information gathering capabilities, offensive armamarents, also granting semi-stealth functionalities. Equipped with a unique combined thermal, night vision, and camera suite located directly above the main rotors in a semi-protected sphere pod, the Kiowa Stealth Warrior is much quieter than it's predecessors, giving it relative safety in allowing a pilot to 'peek' over terrain in order to identify and mark tanks or other targets for ground, sea, or air attack runs, if the Kiowa itself is unable to perform the job or it's munitions are depleted, and even land to deposit it's passengers if absolutely required. While a co-pilot isn't required for standard operation, the pilot is unable to take advantage of the Mast Mounted Sight's features for the most part, and is entirely unable to utilize an integrated electronic warfare operation suite. Due to the added equipmarent, the rear seating arrangemarent is unfortunately small, able to seat two people, or one pony, on a somewhat narrow padded bench, though the rear doors are small and fairly cramped to get in or out from.
  918.  
  919. This particular Kiowa arrived at the Fortress with a significant amount of external damage from what appeared to be an attack jet's strafing run, judging by the remains of a Skyfish missile's casing still embedded in the pilot's chair, quickly repaired by Lann and Krinza, while the rest was caused from crashing into the workshop besides the holes in the cockpit. Amazingly, the electronic suites, commarend & control systems, and most of the instrumarent panels were intact upon arrival. The original glass was replaced with a heavily reinforced plexigrade using thin sapphirine sheets for additional protection, and the Kiowa's skin has been fully restored, and even partially reinforced, using the last reserves of purified kanpri in the workshop. Thanks to the efforts by Jeff, Joe, and Kraut repairing enough damage for Spiral and Krinza to complete it's exterior restoration, the Kiowa is now air worthy ready for further service once more.
  920.  
  921. During the harvest of Khahlani Island and subsequently the Fortress's renovations, Hollow, on numerous whims and with the help of a number of suspicious alcohols, painted the Kiowa's body a red, brown, and light yellow plaid, all four blades then expertly painted to look like chainsaws, both landing struts as logs, each Hellfire missile as a flaming log, the Hydra rocket pod as a thermos, as well as painting the XM296 with a pine cone motif.
  922.  
  923. Two pylons on opposite sides of the OH-58X are capable of being loaded with three different weapon systems: an M3P or M296 .50 BMG heavy machine gun mounted on the left pylon, an LAU-68 or M260 launcher pod with seven 2.75" Hydra 70 rockets mounted on the right pylon, or a pair of AGM-114 Hellfire missiles mounted on the right pylon, though for obvious reasons Hellfire missiles have little use on Tallus, except possibly against Mechano-Planar Constructs.
  924.  
  925.  
  926. *****
  927. >ARMOR CHARACTERISTICS:
  928. Armor Durability: 650 Armor
  929. Armor Class: Grade 4 Paneling
  930. Armor Value: 4DR
  931.  
  932. *****
  933. >PILOTING CHARACTERISTICS:
  934. -Grants Expert Flight Dynamics+10
  935.  
  936. *****
  937. >ABILITIES:
  938. -Advanced Electronic Warfare Array: grants a [1d6+4] <Electronic Warfare Platform, in addition to the Operator's own Electronic Warfare skill, that may be used either for jamming electronic communications or countering the same.
  939.  
  940. -Mast Mounted Sight: grants either a [1d6+6] <Night Vision, <L.Aperture Lens, or <Thermal Optic capability, either via a liquid-plasma screen at the lower section of the the pilot's vision, or when connected to a standard flight helmet. The MMS's keypanel and tracking array may also be used to automatically designate technological targets and upload targeting information directly to Jeff's Tacpad or the Master Radio in Razorback Fortress.
  941.  
  942. *****
  943. >PYLON MOUNTED WEAPON CHARACTERISTICS:
  944. -Right Pylon: grants 2x [1d6+4] <XM296 Heavy Machinegun rolls, in addition to the Operator's Heavy Weapons skill. 5 full belts remaining.
  945.  
  946. -Left Pylon: allows from 1 to 7 [1d6+6] <Hydra 70 Rocket Pod rolls, depending on the user's discretion. 35 rockets remaining.
  947.  
  948. -Left Pylon: allows 2x [1d6+10] <AGM-114 Hellfire Missile rolls per missile fired, may fire up to 2 missiles per turn. 10 missiles remaining.
  949.  
  950. *****
  951. >STORAGE: Basic How To Fly for Dummies Manual, Basic Electronic Warfare for Dummies manual, Love Your Kiowa Maintenance manual, Intermediate Helicopter Operations manual
  952.  
  953.  
  954.  
  955. ***************************************************************************************************************************************
  956.                             COMMON USE ARMORY EQUIPMARENT: any item that grants additional offensive rolls, whether Elemarental, physical, or otherwise, do not count towards the maximum cap of 8 offensive rolls.
  957.  
  958. NOTES: an Operator may only carry or wear 1 item that adds to or grants additional rolls to a standard skill, NOT including binoculars, scopes, or other visual devices. This rule is in effect to prevent stacking multiple bonuses of the same type.
  959.  
  960. *****
  961. -Anon's Ash Box: 48/50 Iron Spheres left. Oddly heavy 1/2" iron orbs with a note stating: "Toss it out and I'll see what I can do for you - Anon." Only Operators may have this item, and may only carry ONE at a time. Currently in possession of: EVERYONE.
  962.  
  963. -Antique Dildo of Possible Time Marenipulation: created by either Doctor Harlon, Runemaster Rhoda, or Glyphmaster Suisan (nopony knows whom, and the few record keepers in Canterlot are MUCH too terrified to even speculate which) on one of those rainy days where you just can't figure out what to do with yourself. Coming in at a decently hefty 11" long and 3" in diameter, this rubber horse phallus possesses the incredibly dangerous ability to rewind time on a living being's sexual pleasure, essentially depriving them of orgasm until they either stop the effect themselves, if they're the one using it, or the one using it on them ends the process. Frightening! Nopony's sure where it's current location is, as it seems to move around on it's own... either that or it gets used often.
  964.  
  965. -Advanced Combi-Goggles (Night Vision + Thermal): adds a +3 <NVG and/or a <Thermal modifier to one or two Perception-type rolls. LIMITED EDITION ITEM: only 1 remaining in the Workshop, only 1 more may be created.
  966.  
  967. -Advanced Lockpicks: 4 sets of human-sized lockpicks made from a tungsten-titanium composite on a titanium ring, featuring 12 specific tools for defeating tumbler, wire, and snare type locks. 3 unowned. Adds +2 to all Lockpicking rolls.
  968.  
  969. -Crate of Soap Cubes: contains 5 each of Elemarental Combustion, Green, Golden, Purple, Runic, Silver, Tracking, and Yellow.
  970.  
  971. -Diving Gear: five sets of one-size-fits all adaptable deep water diving gear. There are three sets for humans and two for ponies, though earth ponies and larger will suffer from considerable discomfort. Comes with a water-breathing enchantmarent imbued into a large bubble helmet, underwater radios modified by Spiral, and wide flippers for the humans, which were replaced with flippered hoofboots for the pony version. Created by Lann's master hoofwork, with aid from Jeff and Krinza. One is owned by Jeff, the other four are kept in the Armory for general use, though one MUST be trained in order to utilize.
  972.  
  973. -H.A.L.O Parachutes: five sets of high altitude primary and secondary chutes in a secured backpack with full rigging. Created with mythril-infused spider silk by Lann's master hoofwork, the titanium components were forged by Krinza, thus making each set light, very difficult to damage, and quite sturdy. Slowfall and float enchanted by Spiral to allow a standard cruising speed of 60MPH when gliding, though can be controlled by the user to descend quicker or slower at will. 3 are kept in the Armory for general use, though both Clemency and Jeff own one. MUST be trained in order to utilize. Currently trained for use: Clemency, Dante, Jeff, and Spruce.
  974.  
  975. -Shoe Spikes: a set of lightweight steel chain links meant to fit over most sizes of shoes or boots, bearing roughly 40 spikes on the lower surface. Negates all penalties when moving on ice or negative terrains and adds +1 to all Assault rolls when kicking, though since none are enchanted they cannot harm Spectral or otherwise nonphysical beings. Currently in possession of: all Operators.
  976.  
  977. -Stealth Boots/Shoes: custom pairs of replacemarent boots or shoes, made by either Kraut and Spiral, imbued with small traces of the Underdark's notorious 'quiet' influence. Adds +1 to all non-combat Stealth rolls.
  978.  
  979. -Thermal Masking Ghillie Suits: five custom-made, human-only ghillie suits meant for use in most terrain, though Lann must know what area an Operator is going into in order to retrofit it. May choose from: desert, snow, forest, and jungle. Featuring extensive hoofwork from Lann's master weaving skills, they were created from a composite of numerous spider silks, including spectral and one planar species, further augmarented and finalized with an extremely rare and expensive dampening material, rendering the wearer invisible to detection castings, glyphs, runes, and sigils. Adds +1 to all in-combat Stealth rolls if moving, and +2 to all non-combat Stealth rolls if unmoving, cannot be detected by Arcane Awareness as well as those methods listed above or similar, but once detected the user is unable to enter Stealth again until combat ends. One is owned by Jeff, the other four are kept in the Armory for general use.
  980.  
  981.  
  982. ***************************************************************************************************************************************
  983.  
  984.                              ITEMOLOGY NOTES:
  985.  
  986. #1: Artifact refers to a weapon or armor that cannot be damaged easily, and requires immense amounts of harm done to be destroyed. If left alone, the largest piece of an Artifact will repair itself completely over the course of 12 hours.
  987.  
  988. #2: Custom-Fit refers to a weapon or armor being difficult for those that are not the current user to utilize.
  989.  
  990. #3: Eldritch refers to the 'weapon' or 'armor' actually being a living being in physical form, hailing from other dimarensions, realms, and spectrums.
  991.  
  992. #4: Permarenent denotes a weapon or armor that cannot be permarenently damaged or destroyed by most means, whether physical or otherwise.
  993.  
  994. #5: Two-Handed refers to a weapon, whether ranged or melee, that is generally too long or heavy to be used in one hand, though those with far greater than normal strength suffer no ill effects from using such a weapon with one hand.
  995.  
  996. #6: Unique simply means that the weapon cannot be truly copied, as any copies would lack certain knowledges of it's creation or peculiarities, and can be easily identified as forgeries.
  997.  
  998. #7: The various -Forged designations denote a very specific material, means of creation, or an item used in the weapon's construction, some of which are viewed as highly positive by certain factions, others of which may be seen negatively.
  999.  
  1000. #8: Personal refers to a weapon that has been well used by an individual, and due to wear and personalization would be extremely difficult to NOT distinguish from other copies of the same model.
  1001.  
  1002. #9: ALL ROLLS GRANTED BY ITEMS ARE NOT SUBJECT TO GAINING ADDITIONAL MODIFIERS, UNLESS OTHERWISE NOTED! This does not include offensive Elemarental enchantmarents that can gain additional bonuses from Dante's Unique: 'Fire On My Target', or the alchemical item Marker.
  1003.  
  1004.  
  1005. ***************************************************************************************************************************************
  1006.                             Adon:
  1007. *****
  1008. PERSONAL ARMOR:
  1009. >Wolf School Armor (Armor Traits: 2/3 Enchantmarent Slots left, Artifact, Custom-Fit, Rune-Forged, Witcher-Forged, Unique): made in the Forges of the Overkings' domain out of favor for helping the Endling, this set of armor was made with the direction of Adon himself wanting his new equipmarent to be like his own back home. Incorporating rune-scribed chainmail, tough tanned leather and Berylline squares, this gives the set highly desirable protection against physical harm, and, with some additional alterations from the Forgers, is resistant to most poisons. http://imgur.com/i6SjBUO (Far right set) -INCOMPLETE.
  1010. -Armor Value: 4DR
  1011. -Armor Class: Improved Light, Full Body.
  1012. -Berylline Enhancemarent: reduces damage from natural, unnatural, Elemarental, Otherworldly, and Spectral Poisons by 1/2.
  1013.  
  1014. *****
  1015. >CLOSE COMBAT WEAPONRY:
  1016. >Trophy Knife (Weapon Traits: 1/1 Enchantmarent Slots remaining, Unique): a single-edged, eight-inch steel skinning knife, primarily used to remove the heads of slain monsters for Witchers to show their contract holders necessary proof that a job has been completed. Kept finely honed at all times.
  1017. -Melee Weapon Class: Light.
  1018. -Base Modifier: adds +1 to all Assault/Parry/Riposte rolls.
  1019.  
  1020. >Wolf School Steel Sword (Weapon Traits: 1/1 Enchantmarent Slots remaining, Witcher-Forged, Two-Handed, Unique): a common steel longsword made to combat other beings wishing to clash steel to steel. The handle is wrapped in black leather with straight steel hand guards, and features a cylindrical pommel etched with a wolf on both sides.
  1021. -Melee Weapon Class: One-Handed OR Two-Handed.
  1022. -Base Modifier: adds +1 to all Assault/Parry/Riposte rolls.
  1023. -Modification: Two-Handed Block: gains an additional Block roll ONLY when using both hands to wield.
  1024.  
  1025. >Wolf School Silver Sword (Weapon Traits: 1/1 Enchantmarent Slots remaining, Witcher-Forged, Two-Handed, Unique): not to be confused by the name, the main material composing the sword is actually a rare meteoric iron which is then coated in pure silver. Used specifically to fight monsters that are weak to silver, obviously. Handle wrapped in black leather, hand guards at a 45 degree angle, with a single basic wolf's head sculpted as the pommel.
  1026. -Melee Weapon Class: One-Handed OR Two-Handed.
  1027. -Base Modifier: adds +1 to all Assault/Parry/Riposte rolls.
  1028. -Mystical Enhancemarent #1: grants a [1d6+1] <Silver Harm non-Elemarental effect against Abominations, Eldritch & Monstrous beings, and Undead.
  1029. -Modification: Two-Handed Block: gains an additional Block roll ONLY when using both hands to wield.
  1030.  
  1031. *****
  1032. >SUPPLIES: none.
  1033.  
  1034. *****
  1035. >ALCHEMICAL ITEMS:
  1036. -Swallow: a standard Witcher potion brewed from Celandine, strong alcohol, and... drowner brains. When consumed, the user gains +1HP/turn for 3 turns.
  1037.  
  1038. *****
  1039. MEDICAL ITEMS:
  1040. -Basic Medical Kit: contains 3x Bandage Rolls, 3x Antiseptic Doses, and a pouch of painkillers.
  1041.  
  1042. *****
  1043. >UNIQUE ITEMS:
  1044. -Pocket Beastiary: a small hand-written journal containing comprehensive information on every known monster, specter, and draconid, including several subspecies. Gives descriptions, usual forms of habitation, and most importantly: weaknesses and how to kill them.
  1045.  
  1046. -Witcher's Guide to Alchemy: Given to all witchers upon beginning on their Path. Includes recipes for witcher potions, decoctions, sword oils, and bombs.
  1047.  
  1048. -Wolf Medallion: earned during the Trial of the Grasses, this silver medallion is shaped to resemble a fierce wolf baring its fangs. Sensitive to magic, it vibrates and tugs in the direction of curses, charms, and spells.
  1049.  
  1050.  
  1051. ***************************************************************************************************************************************
  1052.                             Bubba:
  1053.  
  1054. *****
  1055. >PERSONAL ARMOR:
  1056. >Kevlar Helmet
  1057. -Armor Value: provides 1DR to most of the head.
  1058. -Armor Class: Light Helmet.
  1059. -Mechanical Enhancemarent: reduces the duration & effects of Concussions by 1/2.
  1060.  
  1061. >Plate Carrier Vest
  1062. -Armor Value: provides 2DR to the chest.
  1063. -Armor Class: Light.
  1064.  
  1065. *****
  1066. >CLOSE COMBAT WEAPONRY:
  1067. >Permafrost Hookblade (Weapon Traits: 2/3 Enchantmarent Slots remaining, Artifact, Rune-Forged, Unique): a 30" long bluesteel billhook, a type of sword with an upswept curved tip leading to a long armor piercing spike, with a 9" ironwood hilt wrapped with frost drake hide, and two short runic steel guards. One of two formerly owned by Lord Sevrit of Anfang before his timely execution, it's unknown as to which gryphon smith created these several centuries ago, but it's fairly likely that their descendant really doesn't want to admit as much.
  1068. -Melee Weapon Class: One-Handed.
  1069. -Base Modifier: adds +1 to all Assault/Parry/Riposte rolls.
  1070. -Offensive Enchantmarent #1: grants a [1d6+1] <Permafrost Ice Elemarental attack.
  1071.  
  1072. *****
  1073. >RANGED WEAPONRY:
  1074. -M1 Garand (Weapon Traits: Personal): a classic semi-automatic G.I. battle rifle used during World War 2 eras on most human worlds, fed from a uniquely shaped, 8 round En Bloc compression clip. Comes with a preinstalled bipod and a hard-to-remove bayonet.
  1075. -Base Modifier: adds +2 to all Battle Rifle rolls.
  1076. -Ammunition Class: Battle Rifle, .30-06 Springfield.
  1077. -Magazine Capacity: 8/8 cartridges. Comes with 6x 8-round En Bloc clips.
  1078. -Maximum Optimal Range: 500M with a -1 penalty per 300M beyond this range.
  1079. -Maximum Effective Range: 1,100M.
  1080. -Attachmarent #1: Bipod: adds +1 to Battle Rifle rolls only when in use.
  1081. -Attachmarent #2:Bayonet: adds +1 to all Assault/Parry/Riposte rolls only when in use.
  1082. -Modification #1: Anti-Recoil Adjustmarents, negates all recoil penalties.
  1083.  
  1084. -Heckler & Koch USP (Weapon Traits: Personal): a full sized frame, newer generation alternative to the venerable 1911 chambered in .45ACP. Intended to replace the venerable Colt M1911, it was never able to do so, mostly in part caused by political interference and perceived cost issues.
  1085. -Base Modifier: adds +2 to all Small Arms rolls.
  1086. -Ammunition Class: Magnum Small Arm, .45ACP.
  1087. -Magazine Capacity: 12/12 cartridges. Comes with 3x magazines.
  1088. -Maximum Optimal Range: 50M with a -1 penalty per 50M beyond this range.
  1089. -Maximum Effective Range: 150M.
  1090.  
  1091. *****
  1092. >UNIQUE ITEMS:
  1093. -Advanced Lockpicks: 4 sets of human-sized lockpicks made from a tungsten-titanium composite on a titanium ring, featuring 12 specific tools for defeating tumbler, wire, and snare type locks. Adds +2 to all Lockpicking rolls.
  1094. -Covil Gray Granite Script Slab, Small: a sheet of dull gray granite, 10" tall, 8" wide, 1/4" thick, the center covered in an obscure, jagged and virtually illegible script known as 'Covil'. The land mass known as Coville was once a large continent south of Neighsia, inhabited solely by earth ponies roughly 3,200 years prior to the current era before disappearing from records. Only a few hooffulls of ponies in Equestria understand some of the peculiar language due to the depressingly low numbers of such slabs in existence, which makes relics such as these highly valuable in the eyes of researchers.
  1095. -Frostame Chunk, Small: a roughly fist-sized piece of dull white-blue crystalline material that absorbs, negates, and transmutes thermal energies, whether physical, magical, or Elemarental, into a small bubble of direct Ice magic, considered extinct in Equestria. One of marey materials lost throughout Tallus history, Frostame is a crystalline semi-biometal that is roughly as dense as bronze, more ductile than zero-gravity hi-alloy steels, and nearly as difficult to damage as sapphirine, though it fractures like quartz. Thousands of years before the Dynasty formed and the Crystal Kingdom sent thousands of advisors, researchers, and experimarentors to study the strange materials found throughout Equestria as a whole, large amounts of Frostame were recovered from what is now the Lower Crystal Empire Plains and was used in the same mareners as modern coldstones, though Frostame itself is considered a primal Elemarent and thus never needs to be reharmonized. This particular specimaren was found inside a small amber chunk after being recovered by denizens of Cairn Wharf. At a current value of 1,000 Bits, proper treatmarent and polishing would easily double the market value, though the extreme rarity of a raw specimaren makes it considerably more valuable than first appearances would suggest.
  1096. -Stealth Boots: a custom pair of replacemaret boots made by either Kraut, Spiral, or both, imbued with small traces of the Underdark's notorious 'quiet' influence. Adds +1 to all non-combat Stealth rolls.
  1097. -Unknown Formicidae Specimaren: an impressively large specimaren consisting of a 1' long, 8" tall, 5.8" wide bright yellow ant from an undetermined Formicidae order. Speculated to be from the Coville landmass on Tallus, it's well preserved in a fossilized large chunk of questionable amber. An unusually sturdy stinger approximately 2" long and serrated snapping mandibles indicate  this to be most likely from a 'soldier' caste, or perhaps a specialized species as a whole. This particular specimaren is definitely extinct so far as Equestrian researchers know due to a number of preserved examples and hasn't been seen elsewhere on Tallus.
  1098. -Unknown Planar Driftwood: a large, twisted chunk of water-worn, dull orange driftwod from a partial root section. Where this piece came from and what causes it to emit a painful, stinging jolt is equally questionable as to how it arrived on Tallus.
  1099.  
  1100. *****
  1101. >SUPPLIES: none.
  1102.  
  1103. *****
  1104. >COMMON ITEMS: Gas Mask, Night Vision Goggles, Playing Cards, Remote Detonator, Skillet, Thermal Goggles.
  1105.  
  1106. *****
  1107. >EXPLOSIVES: 2x of each M67 Frag & C4 Brick.
  1108.  
  1109. *****
  1110. >MEDICAL ITEMS: 1x Antibiotics, 2x Bandage Rolls, 2x Emergency Medical Pouches, 1x Morphine Syrettes, 1x Painkillers, 1x Wound Dressing
  1111.  
  1112. -Island's Grace: a small, 2" in diameter and 3" in length, light brown ovoid coconut suspended on a simple silk necklace. Reportedly produced from either a Planar or Extra-Dimarensional tree that only grows on a number of highly dangerous, volcanic archipelagoes southeast and south from Cairn Wharf in the Lower Equestrian Moors. Island's Grace coconuts are a rarity amongst the Ferron and jealously guarded, particularly due to being found drifting in the hazardous sea washes. When a living being pinches the three "eyes", in reality seed-pores, this tiny coconut's top can be cleanly torn off to expose a thick, delicious smelling and tasting milk, though curiously without any flesh inside. Upon drinking the substance, living beings experience a rapid, long lasting healing effect that rivals the greatest of known regeneration elixirs. The consumer MUST roll [1d6+1] <Island's Grace Restoration each turn until a maximum of 10 turns have passed; if the consumer has not regenerated at least 40HP, on the 11th turn they will then automagically, and PAINFULLY, regenerate an additional 20HP.
  1113.  
  1114. ***************************************************************************************************************************************
  1115.                             Clemency:
  1116.  
  1117. *****
  1118. >PERSONAL ARMOR:
  1119. >Armored Ribbon's Flight Suit (Armor Traits: 0/3 Enchantmarent Slots left, Advanced, Crystal-Forged, Unique): An advanced, thinly armored lightweight full body aviator's suit, with a Ribbon marking on both the chest and red stripes on the legs, signifying Clemency as a true Ace of the skies. Touched by the Empress.
  1120. -Armor Value: provides 3DR, full body.
  1121. -Armor Class: Unarmored Modified.
  1122. -Passive Enchantmarent #1: gains +1HP/turn.
  1123. -Defensive Enchantmarent #1: reduces the harm caused by all Eldritch, Otherworldly, Planar, Spectral, and Undead attacks, whether physical, marental, or spiritual, by 1/4.
  1124. -Reactive Enchantmarent #1: when struck by any non-physical attacks such as offensive weapon Elemarental enchantmarents, Casting, Druidry, Necromarecy, Shamareism, or others, grants a defensive [1d6+X] <Dissonant Gravity roll that returns harm to the attacker, where X is any non-physical modifier chosen from the attacker's rolls that struck the owner during the last turn.
  1125.  
  1126. >Reinforced Ribbon's Flight Helmet (Armor Traits: 1/1 Enchantmarent Slots left, Advanced, unique): A unique low-visibility, armored head's up display helmet that allows Clemency to Mark and identify enemies, allies, and neutral targets to other Operators once the Radar function has been used. Comes with a fully integrated advanced radio commarend & control suite, a self-contained air filtration system, and paired internal liquid plasma display screens, one of which is usually displaying images from the M-S.O.L.G.
  1127. -Armor Value: provides 2DR to the entire head.
  1128. -Armor Class: Light Helmet.
  1129. -Electronic Enhancemarent #1: grants a +3 <Night Vision modification to a single Perception type roll.
  1130. -Electronic Enhancemarent #2: grants a [1d6] <Radar capability, able to search for active and inactive targets out to a 3 mile radius, also able to function well under light weather conditions. Makes a highly acceptable 'ping' sound when activated.
  1131. -Mechanical Enhancemarent: reduces the duration & effects of Concussions by 1/2.
  1132.  
  1133. *****
  1134. >CLOSE COMBAT WEAPONRY:
  1135. >Crystal Executioner's Kukri (Weapon Traits: 2/3 Enchantmarent Slots remaining, Crystal-Forged, Unique Legendary Permarenent Artifact): a 180% larger version of a traditional kukri, this weapon was forged by Spiral from a pair of Imperial crystalline blades, and purposefully created to Twisted Wing's exacting Starborn weaponry standards. Pegasi inscriptions cover the diamondine coated handle, with a caricature of Twisted Wing in Lunar Guardian General armor emblazoned on each facing, smirking on one side of the blade, and her younger self smiling cheerfully on the other. Enhanced by Naliyna with an Imperial rune of the Ethereal plane, this weapon deals full damage to incorporeal beings, even those outside the physical spectrums.
  1136. -Melee Weapon Class: One-Handed
  1137. -Base Modifier: adds +2 to all Assault/Parry/Riposte rolls.
  1138. -Offensive Enchantmarent #1: grants a [1d6+1] <Ethereal Strike anti-elemarental, causes double damage to Otherworldly, Spectral, and Undead beings.
  1139.  
  1140. *****
  1141. >RANGED WEAPONRY:
  1142. -Colt M1911 (Weapon Traits: Personal): a modern upgrade of the venerable 1911 .45ACP, with tighter tolerances, slightly better handling, range, and ergonomics.
  1143. -Base Modifier: adds +2 to all Small Arms rolls.
  1144. -Ammunition Class: Magnum Small Arm, .45 ACP.
  1145. -Magazine Capacity: 7/7 cartridges. Comes with 2x magazines.
  1146. -Maximum Optimal Range: 50M with a -1 penalty per 50M beyond this range.
  1147. -Maximum Effective Range: 150M.
  1148.  
  1149. -SPAS-12 (Weapon Traits: Personal): a modern improvemarent on previous military styled pump-action designs such as the venerable M37, the French-built SPAS-12 was also engineered to function as a semi-automatic through the use of a selector switch, allowing enhanced flexibility in it's designated role.
  1150. -Base Modifier: adds +2 to all Shotgun rolls.
  1151. -Ammunition Capacity: 6/6 shells. Comes with 12 buckshot & 6 Slug.
  1152. -Ammunition Type #1: buckshot and flechettes have an optimal range of 50M with a -1 penalty to all Shotgun rolls per 10M beyond this range, and a maximum range of 80M. Comes with 8x Buckshot.
  1153. -Ammunition Type #2: standard darts and slugs have an optimal range of 80M with a -1 penalty to all Shotgun rolls per 20M beyond this range, and a maximum range of 140M. Comes with 4x Slugs.
  1154. -Ammunition Type #3: finned darts have an optimal range of 120M with a -1 penalty to all Shotgun rolls per 20M beyond this range, and a maximum range of 160M.
  1155.  
  1156. *****
  1157. >SUPPLIES: none.
  1158.  
  1159. *****
  1160. >COMMON ITEMS: L-Flashlight, Map, Multi-tool, Radio.
  1161.  
  1162. *****
  1163. >EXPLOSIVES: 2x Flashbangs, 3x each of Molotov Cocktails & Shrapnel, 4x Smoke.
  1164.  
  1165. *****
  1166. >MEDICAL ITEMS: 1x Emergency Medical Pouch, EMS Bag.
  1167.  
  1168. *****
  1169. >UNIQUE ITEMS:
  1170. -Ambusher's Return Flight Seal: an ancient, small white and blue coin, the same size as a 100 Bit gold piece, with a pair of white iron pegasi wings melded on the opposite edges. The white face depicts a pegasi ambusher with a twin-beamed lance diving downwards, the blue face displaying the same ambusher covered in bandages and returning without it's lance. When enchanted to a living being, this archaic seal imbues the owner with an exceptional slowfall-float enchantmarent. If Clemency does not attack during a turn, all Sprint rolls are converted into Flight, furthermore adding +2 to all Flight rolls and allowing the ability to either float or utilize a limited form of flight up to 10 feet above any solid object at any time. Permarenently enchanted to him.
  1171.  
  1172. -Bloodstone: a small teardrop shaped bloodstone with an infused regenerative enchantmarent, created by a Grandmaster Crystal Singer of the Starborn, though most are created in the Empire. When enchanted to a living being or armor, the owner gains +1HP/turn. Currently enchanted to his armor.
  1173.  
  1174. -Circle of the Unbroken Mind: a circle engraved on a crystalline coin that resonates a nearly impenetrable background hum and distortion, preventing marental intrusion from psions, Eldritch, Otherworldly, Planar, or Spectral beings, as well as other methods of marental contact. Also adds +1 to all Iron Will rolls. Permarenently enchanted to him.
  1175.  
  1176. -Defencer's Rune Shield: somewhat smaller than a buckler, this is a three-pronged crystalline shield meant to be attached as a frontal chest plate on Imperial Warden armor, covered in multiple runes that provide additional protection from beings unnatural to Tallus. Reduces all damage from Eldritch, Otherworldly, Planar, Spectral, and Undead beings by 1/4. Currently enchanted to his armor.
  1177.  
  1178. -Flawless Moon Orb: a flawless sphere cut from the Hall of Tartarus, one of the enormous structures within Luna's Citadel on Tallus' moon, typically given to Lunar Guardian Nightblade elites and a requiremarent for all Starborn to carry as a means to contact and directly speak with the Nightmare during missions. Currently owned by him.
  1179.  
  1180. -Luna's Vintage Moor Wines: a collection of uniquely flavored vintage Moor wines, brewed by Luna herself once per year. 10/12 remaining.
  1181.  
  1182. -Lunar Shard: a 5" long triangular fragmarent from the Moon, a remnant from the Citadel's construction. Unlike the other pieces of the Moon, these hold no special powers, and are given by Luna as a token of appreciation to those whom have served her children honorably. Currently owned by him.
  1183.  
  1184. -Riftseeker Armor Plate: a 2'x2' bright orange plate taken from a Riftseeker, the second largest known Rift construct to have been encountered on Tallus. While the alloyed armor used to create the physical forms of Rift constructs is impossible to replicate, they provide exceptional protection for armor against casters and others skilled in directed esoteric abilities, returning a portion of said harm done using a unique electromagnetic gravitational effect that is capable of bypassing shielding, striking most attackers unerringly. When enchanted to armor, grants a [1d6+X] <Dissonant Gravity roll, where X is any non-physical modifier chosen from the attacker that has struck the owner. Currently enchanted to his armor.
  1185.  
  1186. -Vitriole Drake Phase-Blood: a small amount of a unique drake's blood that was capable of phasing in and out of reality at will, the irregularities and possible toxins removed by Spiral. Adds +1 to all Evasion rolls. Permarenently enchanted to him.
  1187.  
  1188. *****
  1189. -The M-S.O.L.G., short for "Strategic Orbital Linear Gun", is a miniature version of the Osean Federation's space-borne satellite weapons platform built in secret for use against the Principality of Belka. Partially completed by the end of hostilities, after it's abandonmarent the original S.O.L.G. was seized by the Grey Men, repurposed for use to coincide with the Belkan Federation's attempted continental takeover of Osea. Unlike Stonehenge, which was intended to protect against the remnants of asteroid Ulysses 1994XF04, the original S.O.L.G. was purely designed to attack ground targets, particularly cities and heavily fortified military installations which would otherwise require penetrating nuclear weaponry, and it's predecessor, the M-S.O.L.G., is equipped for the same purposes. Unlike the original, this variant is armed with an array of three consecutive mass driver cannons, six racks of anti-spacecraft missiles, and a small TLS (Tactical Laser System) capable of wiping out a single squadron of aircraft, although it needs time to recharge between uses. This version, far smaller than the original designs, retains exceptional electronics, communications, and signal intelligence packages, a semi-autonomous matrix that will defend itself if attacked, electromagnetic and radar scanning capabilities, and a 40MM ground-sight aperture lens for sighting targets. For it's size, it is capable of deploying an impressive amount of firepower.
  1190.  
  1191. >M-S.O.L.G. ABILITIES:
  1192. -Small Mass Driver: an electromagnetic mass driver that delivers a 5-pound tungsten rod at approximately 2,400MPH, capable of outright annihilating a superheavy tank or even the hardiest of super-bombers. Ammunition remaining: 20/20, utilizes a [1d6+40] roll, up to twice per Operation.
  1193.  
  1194. -Medium Mass Driver: an EM mass driver that delivers a 10-pound tungsten rod at approximately 2,200MPH, capable of flattening an underground bunker or destroying the majority of a large maresion. Ammunition remaining: 10/10, utilizes a [1d6+60] roll, and can be deployed once per Operation.
  1195.  
  1196. -Large Mass Driver: an EM mass driver that delivers a 20-pound tungsten rod at approximately 2,000MPH, capable of flattening a colossal maresion or collapsing all but the largest naval ships. Ammunition remaining: 4/5, utilizes a [1d6+100] roll, and can be used once every other Operation.
  1197.  
  1198. -Space-borne Missile Racks: two fire-and-forget micro-QAAM missile racks, and two guided heavy micro-SAAM missile racks remaining in reserve, located on starboard and port rack arrays. These missiles have no targeting solutions and are only used to defend the M-S.O.L.G. against semi-close ranged space-borne threats.
  1199.  
  1200. -Tactical Laser System: a large component of the M-S.O.L.G.'s weapons array, this TLS is virtually the same used by the highly experimarental prototype FALKEN, a superiority aerofighter, featuring a second-of-angle firing solution guided by either the 40MM aperture lens or a pilot helmet's built in targeting software. The M-S.O.L.G.'s thorium reactor, along with it's solar collecting sails, are required to unleash this fearsome weapon, though it's smaller size means it cannot effectively target and destroy as much as the original was capable of. When deploying the TLS, from one to five targets may be isolated and registered as hostile, whereupon the M-S.O.L.G. will delegate 5x [1d6+20] <Orbital Tactical Laser strikes upon it's targets, though this can only be used once every other Operation.
  1201.  
  1202.  
  1203. ***************************************************************************************************************************************
  1204.                             Corsen:
  1205.  
  1206. *****
  1207. >PERSONAL ARMOR: none.
  1208.  
  1209. *****
  1210. >CLOSE COMBAT WEAPONRY:
  1211. -Melee Weapon Class: Light.
  1212. >Folding Knife: unenchanted.
  1213.  
  1214. -Hatchet: unenchanted.
  1215.  
  1216. *****
  1217. >RANGED WEAPONRY:
  1218. -Makarov PB-1 (Weapon Traits: Personal): an ancient, aging, small framed semi-automatic pistol using the 9x39MM cartridge, designed specifically to use an advanced (for the time) suppressor for assassinations, although it's range greatly suffers.
  1219. -Base Modifier: adds +2 to all Small Arms rolls.
  1220. -Ammunition Class: Small Arms, 9x19MM.
  1221. -Magazine Capacity: 8/8 cartridges. Comes with 3x magazines.
  1222. -Maximum Optimal Range: 30M with a -1 penalty per 20M beyond this range.
  1223. -Maximum Effective Range: 70M.
  1224. -Attachmarent #1: External Suppressor: 60% suppressed, requires a roll of 7 or higher on Perception to determine the direction fired from.
  1225.  
  1226. -RPG-7 (Weapon Traits: Bulky, Heavy, Personal): an old, mostly maintained rocket-assisted grenade launching system, heavily worn and greatly showing the effects of it's archaic mareufacture.
  1227. -Base Modifier: adds +1 to all Heavy Weapon rolls.
  1228. -Ammunition Class: Explosive. Comes with 2x Single-Stage & 2x Two-Stage Warheads.
  1229. -Maximum Optimal Range: 200M with a penalty of -1 per 100M beyond this range.
  1230. -Maximum Effective Range: 800M.
  1231.  
  1232. *****
  1233. >SUPPLIES: 2x Canteens, 2x Vodka, 2 Liter Water Canister.
  1234.  
  1235. *****
  1236. >COMMON ITEMS: Basic Tool Box, Canterlot Map, 4x Chemlights, Gas Mask, L-Flashlight, Multitool, Plutonium Core, 2x Road Flares, 3x Rolls of Rope, Thermal Monocular.
  1237.  
  1238. *****
  1239. >EXPLOSIVES: 1x Poison Gas
  1240.  
  1241. *****
  1242. >ALCHEMY ITEMS: 2x Dampener, 2x slices of Blue Changeling Mushroom (Severe Hallucinogen), 2x slices of Green Changeling Mushroom (Moderate Hallucinogen), 2x slices of Red Changeling Mushroom (Light Hallucinogen).
  1243.  
  1244. -Drug Pellets: 9/10 remaining. Capable of warping one's perception, a single pellets' effects can last for 10 minutes. Common symptoms are dissolution of shapes and colors with rare consumers being able to see colors that are beyond the normal spectrums.
  1245. *All Alchemy ranks: adds +1 to  all Reaction Speed rolls, but incurs a -1 penalty to all Perception-type rolls.
  1246.  
  1247. -Lightning Powder: 21 grams/25 grams total. A smooth, unremarkable yellow powder. Increases one's reflexes drastically from anywhere between 4-6 minutes per 4 grams ingested, though the consumer is incredibly twitchy and prone to drooling.
  1248. *All Alchemy ranks: adds +1 to all Block/Flight/Parry/Reaction Speed/Sprint rolls, but incurs a -1 penalty to all Barter/Demoralize/Intimidation/Leadership/Negotiation rolls.
  1249. *Side Effect #1: if more than 6 grams are consumed, the consumer still adds +1 to all Block/Flight/Parry/Reaction Speed/Sprint rolls, suffers a -2 penalty to all Barter/Demoralize/Intimidation/Leadership/Negotiation rolls, and suffers 1/2 less harm from Lightning Elemarental damage.
  1250. *Side Effect #2: if more than 10 grams are consumed, the consumer still adds +1 to all Block/Flight/Parry/Reaction Speed/Sprint rolls, suffers a -3 penalty to all Barter/Demoralize/Intimidation/Leadership/Negotiation rolls, suffers 1/2 less harm from Lightning Elemarental damage, and gains a [1d6] <Lightning Elemarental attack; however, this amount of Powder has been known to cause near-permarenent damage to living beings.
  1251.  
  1252. -1 Liter of Refined Rainbow Rum: a tall crystal vial glowing filled with an illuminating rainbow liquid that is warm to the touch, a thick wax layer enveloping the glass cork containing the multi-colored contents. Taken in small doses, this alcoholic beverage is fantastic for orgies, or for remaining awake during fancy parties, but taken in higher doses it has been known to be used as a substitute for common Elixirs. Rumors suggest this colored liquid is made from rainbows created in Cloudsdale, but nopony really knows for sure.
  1253. *All Alchemy ranks: when consumed, grants a [1d6+2] <Healing effect immediately after use.
  1254. *All Alchemy ranks: when consumed, grants a [1d6] <Cure: All, the effect of which reduces the harm caused by all non-physical attacks, including harm caused by Eldritch and Spectral beings. It may also have other uses, though it hasn't been tested enough to determine the potential effects.
  1255.  
  1256. *****
  1257. >MEDICAL ITEMS: EMS Bag.
  1258.  
  1259. *****
  1260. UNIQUE ITEMS:
  1261. -Knit Wool Bag: comprised of tightly knitted white wool with a silk noose to open and close it at will, wide enough for even an Earth Pony to access. Currently being used to transport all of Corsen's.. probably less than legal drugs.
  1262.  
  1263.  
  1264. ***************************************************************************************************************************************
  1265.                             Dante:
  1266.  
  1267. *****
  1268. >PERSONAL ARMOR:
  1269. >Blackened Regal Heart's Fear Armor (Armor Traits: 0/3 Enchantmarent Slots left, Custom-Fit, Eldritch-Forged, Unique Legendary Eldritch Artifact): a standard production armor developed by Spiral, devised by melding together multiple sets of kevlar armor into a single bodysuit. Was later modified by the addition of large titanium plate inserts to protect non-joint regions, then further reinforced by the addition of an armor charm. Touched by the Empress.
  1270. -Armor Value: provides 4DR, full body.
  1271. -Armor Class: Enhanced Light.
  1272. -Mechanical Enhancemarent #1: adds +1 to all non-combat Stealth rolls in dark conditions.
  1273. -Defensive Enchantmarent #1: grants 2x [1d6+6] <Deflect Magic defensive rolls.
  1274. -Utility Enchantmarent #1: Heart's Fear, adds +2 to all Intimidation rolls.
  1275.  
  1276. >Titanium Poison-Jet Shield (Armor Traits: 1/2 Enchantmarent Slots left, Artifact, Magitek-Forged, Unique Permarenent Legendary Void Artifact): a defensively based titanium kite shield of standard shape, stored in the Void. At any time, Dante may summon it to his current location at will, either to be carried with him, worn, or placed to act as a stationary shield.
  1277. -Armor Value: provides +2DR when worn on the back or when used to Bash or Shield Charge with.
  1278. -Armor Class: Light Shield.
  1279. -Mechanical Enhancemarent #1: adds +2 to and grants an additional Block roll.
  1280. -Defensive Enchantmarent #1: when the shield is struck, Dante has the choice of inflicting a [1d3] <Paralyze effect on the attacker, where a result of 1 has no effect, a result of 2 paralyzes the target by 50% for 1 turn, and a result of 3 completely incapacitates the target for 1 turn, OR a [1d3] <Poison Fatigue effect, where a result of 1 will have no effect, a result of 2 causes a -3 penalty to all the target's rolls for 1 turn, and a result of 3 causes a -6 penalty to all of the target's rolls for 1 turn. Both of these abilities may ONLY be used against living opponents, and the target will become immune for 3 turns afterwards.
  1281. -Sword and Board: can be used in tandem with pistols, SMG's, and other 1-handed weapons, but may not use with 2-Handed weapons.
  1282.  
  1283. *****
  1284. >CLOSE COMBAT WEAPONRY:
  1285. >Cretalva Twinblade (Weapon Traits: 0/3 Enchantmarent Slots remaining, Cretalva-Forged, Glyph-Carved, Unique Legendary Permarenent Artifact): a 4'8" long shaft of kanpri and lightweight Gozkan steel attached to a pair of partially serrated 2' blades, a single large spike protruding from the rear of each in order to balance out this weapon's weight and unique shape. While dual-bladed weaponry such as this are typically difficult to perform effective attacks with, Krinza introduced a number of engineering principles to control it's sweep and arc strikes by thinning and lightening the blades slightly, allowing a perfect center of balance in the exact center of the haft. Later splitting the haft in half, Krinza carved a deep V-notch into each new hilt, allowing Dante to disconnect the twinblade and use each as a long handled blade, despite their awkward length. Grandmaster reforged by Krinza. Protected by the Empress.
  1286. -Melee Weapon Class: Two-Handed OR Dual One-Handed.
  1287. -Base Modifier: adds +4 to all Assault/Parry/Riposte rolls.
  1288. -Armor Pierce: 2 (negates 2DR).
  1289. -Offensive Enchantmarent #1: grants a [1d6+3] <Cretalva Poison Mystic Elemarental strike.
  1290. -Offensive Enchantmarent #2: grants a [1d2] <Shatter ability: a result of 1 disables weapon enchantmarents, and a result of 2 disables armor enchantmarents for 1 turn, though this effect may ONLY occur once every 3rd turn.
  1291. -Utility Enchantmarent #1: Sticky: nearly impossible to disarm.
  1292. -Modification #1: Dual-Wield Defense: Grants an additional Block roll ONLY when separated into two blades.
  1293.  
  1294. >Enchanted Kukri
  1295. -Base Modifier: adds +1 to all Assault/Parry/Riposte rolls.
  1296. -Offensive Enchantmarent: [1d6] <Shadow Elemarental attack.
  1297.  
  1298. *****
  1299. >RANGED WEAPONRY:
  1300. -Mk. I Magnum Research Desert Eagle (Weapon Traits: Personal): a heavy, worn, well maintained semi-automatic pistol in .44 Magnum from the previous generation, Dante's personal sidearm. Once known for it's terribly cheap and short-lived springs, Anon replaced said springs with high grade "spares" from somewhere.
  1301. -Base Modifier: adds +2 to all Small Arms rolls.
  1302. -Ammunition Class: Magnum Small Arms, .44 Magnum.
  1303. -Magazine Capacity: 8/8 cartridges. Comes with 3x magazines.
  1304. -Maximum Optimal Range: 100M with a -1 penalty per 50M beyond this range.
  1305. -Maximum Effective Range: 200M.
  1306.  
  1307. -MG3 (Weapon Traits: Personal): a post-WW2 heavy machine gun designed to both replace the MG42 and introduce standardized ammunition in the form of the 7.62x51MM NATO cartridge, although most all MG3 variants share an 80% parts interchangeability with the M42. Also equipped with a flashlight.
  1308. -Base Modifier: adds +2 to all Heavy Weapon rolls.
  1309. -Ammunition Class: HMG, 7.62x51MM NATO.
  1310. -Ammunition Belt Size: 100 cartridges. Comes with 3x belt-fed cans.
  1311. -Maximum Optimal Range: 500M with a -1 penalty per 300M beyond this range.
  1312. -Maximum Effective Range: 1,400M.
  1313. -Attachmarent #1: Scope: adds +1 to Heavy Weapons rolls & adds +2 to a SINGLE Perception roll only when in use.
  1314. -Attachmarent #2: Bipod: adds +1 to Heavy Weapon rolls only when in use.
  1315. -Attachmarent #3: Flashlight: adds +2 to a SINGLE Perception roll only when in use.
  1316.  
  1317. *****
  1318. >SUPPLIES: Canteen.
  1319.  
  1320. *****
  1321. >COMMON ITEMS: Binoculars, Cleaning Kit, Compass, Gas Mask, Flint & Steel, Ham Radio, Lighter, Lighter Fluid, Map, Multi-tool, 4x Rope, 2x Rum, Shovel, Wire Cutters.
  1322.  
  1323. *****
  1324. >EXPLOSIVES: 2x each of Smoke & Tear Gas
  1325.  
  1326. *****
  1327. >UNIQUE ITEMS:
  1328. -Burst Pendant: allows a [1d6+20] <Lightning Strike Area of Effect (AoE) ranged magic attack with a 10M radius, ONCE per Operation, that deals double damage to large enemies. Currently owned by him.
  1329.  
  1330. -Cat's Eye Agate Headband: adds +1 to all Perception/Scouting/Wilderness Survival rolls when in adverse conditions, ie: night, snow, sand, etc. Often worn by him.
  1331.  
  1332. -Cloudwalk Pendant: a white pendant formed from compressed and woven cloud material. While worn it allows Dante to move normally on, and even climb, clouds and cloud materials. Currently owned by him.
  1333.  
  1334. -Cragbreaker Heart: adds +1 to all Assault/Parry/Riposte rolls. Permarenently enchanted to him.
  1335.  
  1336. -Cragburrower Tongue: grants immunity to all natural Poisons and Toxins, and reduces the harm from Mystical Poisons by 1/2. Permarenently enchanted to him.
  1337.  
  1338. -Daykiller Artifact: a 4" in diameter jet black sphere, the interior a constantly shifty mass of contained Void essences. A relatively recent artifact created by the Nightmare, an unknown, but likely small, number of Daykillers were created in an effort to provide exceptional concealmarent for Starborn members during very high risk missions. How Lucky got ahold of this one, nopony seems to know. ONCE per Operation, roll [1d6], the result is the number of turns a temporary bubble of the Underdark's notorious 'quiet' influence covers a 150M radius, preventing all forms of light (except for magical ones) from being seen. The user is unaffected, as are those with a deep connection to the Underdark (Jeff & Mercy for example), psions with an active Mind's Eye, or casters with Arcane Perception or similar, though psions and casters will suffer a -2 penalty to all psionic and esoteric abilities. Night Vision/Thermal/Infrared abilities can be used to view through the Underdark bubbles. Causes a -4 penalty to all Perception/Scouting/Wilderness Survival for 2 turns afterwards as the effect fades. If Dante does not take part in an Operation, an Operator may retrieve it from him for use, but the Daykiller must be returned after the Operation is completed.
  1339.  
  1340. -Diamond Studded Titanium MP3 Player: contains a vast library of music, and seems to have varying effects on fashion oriented mares.
  1341.  
  1342. -Heart's Fear: an intelligent & sentient shape-shifting Eldtritch being that adds +2 to all Intimidation rolls via creating and inducing marental imagery or sounds of something the target fears. Currently enchanted to his armor.
  1343.  
  1344. -Lunar Seal: grants Armor Pierce 2 (negates 2DR) to a weapon and allows a [1d2] <Shatter ability; a result of 1 disables weapon enchantmarents, while a result of of 2 disables armor enchantmarents. This effect lasts one turn and may only be used every 3rd turn. Currently enchanted to his weapon.
  1345.  
  1346. -Mimicry Locket: a simple copper locket, incapable of being opened, that lets Dante mimic the voices of ponies that he's heard before. Originally created by Spiral after his disastrous attempt to utilize the Elemarental cores recovered from a Dynasty era city-state for the purpose of allowing him to speak normally, just in case his body becomes overtaken by a single Elemarent. Allows a [1d6+1] <Voice Mimicry roll, and is capable of being upgraded. Currently owned by him.
  1347.  
  1348. -Regal Sphere: a purple 'ring' that seems to be able to flow through dimarensions, itself appearing as flat disc, though it has no reverse and looks to be entirely one dimarensional. Grants a [1d6+2] <Deflect Magic ability to armor. Currently enchanted to his armor.
  1349.  
  1350. -Relentless Escort Sigil: an ancient, moderately tarnished and faded bronze crest with an inscribed relief of an earth pony in blocky, archaic armor that bears a triangular headed lance, facing 90 degrees away from the viewer. Only three (now four, however) known functional sigils of this type, dating back to the Middle and Late Dynasty eras, remain in use across Tallus, and due to their extreme rarity the Empire Lorekeepers and historians of Germaneigh consider them the second rarest of all known Dynasty relics. Awarded solely to veteran Escort wayfarers, heavily armed and armored earth ponies responsible for keeping the physical roads of Equestria safe for all travelers, the facts that these ones are known as the 'Relentless' variant and that Empress Silver herself oversaw their creation seems to imply that the bearers must have been awe inspiring indeed. When added to armor or enchanted to a living being, adds +1 to all Assault, Block, and Ranged rolls per each active enemy opponent, up to a maximum of +3 to all Assault, Block, and Ranged rolls. Permarenently enchanted to him.
  1351.  
  1352.  
  1353. ***************************************************************************************************************************************
  1354.                             Indurian:
  1355.  
  1356. *****
  1357. >PERSONAL ARMOR:
  1358. >DeFloure (Armor Traits: 2/2 Enchantmarent Slots remaining, Custom-Fit, Unique): Indurian had this shield custom built after his recruit's shield, which he used well into his late twenties, shattered in the heat of battle, nearly killing him, this one being much more advanced and pleasing to the eye. It is forged of mythril, making it both lightweight and sturdy, and was constructed in the shape of a lotus flower. Specifically, the petals were made to bend inwards towards the wielder ever so slightly, and the edges of the petals, which stuck out almost an inch from the outer frame, had been reinforced so as to not be chopped off in battle. Still, despite this, the thing was missing two petals. Much to the knight's annoyance.
  1359. -Armor Value: provides +2DR when used to Bash or Shield Charge with, or when worn on the back.
  1360. -Armor Class: Medium Shield.
  1361. -Mechanical Enhancemarent #1: adds +1 to and grants an additional Block roll.
  1362.  
  1363. >Knight's Mythriline Platemail (Armor Traits: 2/2 Enchantmarent Slots remaining, Artifact, Custom-Fit, Unique): Can be easily upgraded. This is Indurian's original armor, completely refurbished and custom fit by the Grandmaster Armorer Krinza. Significantly lightened by replicating the original steel plates using mythril to keep it's structural integrity intact, and reinforce it partially, the pieces were replicated down to the last detail. Krinza has retained it's structure by analyzing and researching human smithing and fitting processes, allowing him to easily modify it further for additional protection and enchantmarents once requested.
  1364. -Armor Value: provides 3DR, full body.
  1365. -Armor Class: Light.
  1366.  
  1367. >Mythraline Platemail Helmet (Armor Traits: 1/1 Enchantmarent Slots remaining, Artifact, Custom-Fit, Unique): A custom fit copy of his original helmet, composed entirely of a refined lightweight whitesteel and mythril alloy, although this one weighs roughly the same as the original anyhow.
  1368. -Armor Value: provides 2DR to the entire head.
  1369. -Armor Class: Light Helmet.
  1370. -Mechanical Enhancemarent: reduces the duration & effects of Concussions by 1/2.
  1371.  
  1372. *****
  1373. >CLOSE COMBAT WEAPONRY:
  1374. >Celene (Weapon Traits: 3/3 Enchantmarent Slots remaining, Custom, Unique): once a standard-issue Knight's longsword, over his years of service in Ivalice, Indurian personalized his weapon, having it reforged several times, sometimes to add things, other times because it was broken in battle. Clocking in at a total of 51" and 4 pounds, this blade is made of hand-forged steel, with gold leaf accents and a large silver-blue gem in the pommel. It features a vertically split crossguard and an orange-leather-wrapped handle, inlaid with simple designs, almost appearing to be some kind of strange tattoo. Indurian himself etched two names into the wide section of steel just above the crossguard: "Celene," and below this, in smaller script, "Lillianne."
  1375. -Melee Weapon Class: One-handed OR Two-Handed.
  1376. -Base Modifier: adds +1 to all Assault/Parry/Riposte rolls.
  1377. -Modification: Two-Handed Block: gains an additional Block roll ONLY when using both hands to wield.
  1378.  
  1379. >Xiphos (Weapon Traits: 2/2 Enchantmarent Slots remaining, Custom-Forged, Unique): approximately 55cm of high-carbon steel, hand-forged by the knight Indurian, bearing his makers mark just above the crossguard in the shape of a tattoo-like bull's head, this blade of Hellenic design is made primarily for slashing or chopping, as opposed to thrusting or more pinpoint methods of swordplay. The raised central spine of the leaf-shaped blade is etched with a thin strip of floral patterns, with a simple high-carbon steel hilt, featuring a minimalistic crossguard, a handle wrapped in plain black leather, and a bare, rounded pommel. A simple, yet tried and true design, this is the first work of the burgeoning smith's career.
  1380. -Melee Weapon Class: One-Handed.
  1381. -Base Modifier: adds +1 to all Assault/Parry/Riposte rolls.
  1382.  
  1383. *****
  1384. >RANGED WEAPONRY:
  1385. -Hegemony Short Crossbow (Weapon Traits: Custom): a traditional Hegemony crossbow specifically used to train young minotaurs, ones approximately the height of a regular human, in the art of marksbullship. Built similar to medieval human crossbows, this one is functionally equivalent, featuring a rounded steel hoof/boot loop for recocking, a single long steel arm, a plainly grooved ironwood body, a long steel mesh cable, a cocking lever and cable pinch, and a wide bronze-plated trigger with a simple steel guard. Comes with a leather sling bag capable of holding 20x bolts.
  1386. -Base Modifier: none.
  1387. -Ammunition Class: Archery.
  1388. -Ammunition Type #1: Steel Tipped Bolts. Unenchanted and otherwise plain 2' long maple bolts with a standard triangular piercing tip. Armor Pierce 1 (negates 1DR).
  1389. -Maximum Optimal Range: 100M with a -1 penalty to all Archery rolls per 75M beyond this range.
  1390. -Maximum Effective Range: 400M.
  1391.  
  1392. *****
  1393. >SUPPLIES: Water Canister.
  1394.  
  1395. *****
  1396. >COMMON ITEMS: Blanket, Book, Box of Matches, Fishing Kit, HMA Headset, Mess Kit, Pot, 2x Rope, Sewing Kit, Sleeping Bag.
  1397.  
  1398. *****
  1399. >MEDICAL ITEMS: 4x each of Bandage Boxes & Wound Dressings.
  1400.  
  1401. *****
  1402. >UNIQUE ITEMS:
  1403. -Capricorn Zodiac Stone: a large, glowing dark green emerald auracite piece, one of the Twelve Zodiac Stones of Ivalice legend. This particular one contains the metaphysical essence of Andrammalech the Wroth, also known as the Ghost of Fury, one of twelve legendary Lucavi Daemons that served under Altima, the High Seraph's commarend. With the Capricorn Stone's possession, either Indurian and Andrammalech can make use of it's powers, depending on whichever one is dominant at the time. With Indurian conscious, he is able to breach the spectrums of Tallus and infuse their shared body with greatly improved vigor and strength, or allow Andrammalech the ability to separate himself from Indurian into a copy of his original body using Tallus' seemingly inexhaustible arcane energies.
  1404.  
  1405. -Cavallade Hoofband #2 of 2. Forged by Krinza using three triangular silver, platinum, and gold rods twisted into a perfect circle, the inside flattened and inscribed with 'Bren', symbolizing the union between himself and Bren.
  1406.  
  1407. -Chisel Set: a basic set of 24 ash handled steel chisels, of various sizes, shapes, and lengths. Grants an additional Sculpting roll.
  1408.  
  1409. -Chisel Hammer: a rather bland looking maple handled hammer with a small steel head, one side a flat striking surface slightly larger than the chisel set it comes with, the other a rounded head for fine work. Typically called a ballpeen hammer by modern humans, however. Adds +1 to all Sculpting rolls.
  1410.  
  1411. -Sculpting Knife: a basic, recurved steel blade with a notched tip for engraving, mounted on an ironwood handle. Adds +1 to all Sculpting rolls.
  1412.  
  1413.  
  1414. ***************************************************************************************************************************************
  1415.                             Ivan the Stalker:
  1416.  
  1417. *****
  1418. >PERSONAL ARMOR:
  1419. >Kevlar Helmet
  1420. -Armor Value: provides 1DR to the head.
  1421. -Armor Class: Light Helmet.
  1422. -Mechanical Enhancemarent: reduces the duration & effects of Concussions by 1/2.
  1423.  
  1424. >Plate Carrier Vest
  1425. -Armor Value: provides 1DR to the chest.
  1426. -Armor Class: Light.
  1427.  
  1428. *****
  1429. >CLOSE COMBAT WEAPONRY: ?
  1430.  
  1431. *****
  1432. >RANGED WEAPONRY:
  1433. -Dragunov (Weapon Traits: Personal): a stock squad-support rifle for use by designated marksmen, designed by marely Soviet countries or their analogues, specifically for long range anti-personnel applications and sometimes assassination. While an older design, the Dragunov, using the ubiquitous 7.62×54mmR cartridge, is still a common combloc Warsaw Pact rifle to find, owing to it's ease of maintenance, excellent accuracy, and a cleverly redesigned PSO-1 scope with numerous internal chevron markings for bullet drop & elevation, windage (wind speed), and even a Generation 1 infrared system for use at night or low light conditions.
  1434. -Base Modifier: adds +2 to all Battle Rifle rolls.
  1435. -Ammunition Class: Battle Rifle, 7.62×54mmR.
  1436. -Magazine Capacity: 10/10 cartridges. Comes with 4x magazines.
  1437. -Maximum Optimal Range: 500M with a -1 penalty per 300M beyond this range.
  1438. -Maximum Effective Range: 1,400M.
  1439. -Attachmarent #1: PSO-1 Scope: adds +1 to Battle Rifle & +2 to a SINGLE Perception roll only when in use.
  1440. -Modification #1: Anti-Recoil Adjustmarents: negates all recoil penalties.
  1441.  
  1442. -G36A (Weapon Traits: Personal): a Heckler & Koch made combat rifle with an integrated scope, using the 5.56x43MM NATO cartridge, and intended to replace the earlier, heavier H&K G3. Although the G36 often suffered from overheating after several magazines and rather poor magazine while overheated, the A-variant corrected this issue with a slower firing rate, a thicker barrel, and aluminum parts rather than polymer or plastic.
  1443. -Base Modifier: adds +2 to all Combat Rifle rolls.
  1444. -Ammunition: Combat Rifle, 5.56x43MM NATO.
  1445. -Magazine Capacity: 30/30 cartridges. Comes with 6x magazines.
  1446. -Maximum Optimal Range: 300M with a -1 penalty per 100M beyond this range.
  1447. -Maximum Effective Range: 800M.
  1448. -Attachmarent #1: Integrated Scope: adds +1 to Combat Rifle rolls & +2 to a SINGLE Perception roll only when in use.
  1449.  
  1450. -M9 Beretta (Weapon Traits: Personal): a common, rather ordinary semi-automatic pistol in 9MM.
  1451. -Base Modifier: adds +2 to all Small Arms rolls.
  1452. -Ammunition Class: Small Arms, 9x19mm.
  1453. -Magazine Capacity: 16/16 cartridges. Comes with 6x magazines.
  1454. -Maximum Optimal Range: 50M with a -1 penalty per 25M beyond this range.
  1455. -Maximum Effective Range: 100M.
  1456. -Attachmarent #1: External Suppressor: 60% Suppressed, requires a Perception roll of 7 or higher in order to identify the direction fired from.
  1457.  
  1458. *****
  1459. >SUPPLIES: none.
  1460.  
  1461. *****
  1462. >COMMON ITEMS: Binoculars, Compass, Guitar, Goggles.
  1463.  
  1464. *****
  1465. >EXPLOSIVES: 4x Shrapnel.
  1466.  
  1467. *****
  1468. >MEDICAL ITEMS: 8x Emergency Medical Pouches.
  1469.  
  1470. *****
  1471. >UNIQUE ITEMS:
  1472. -Slug: a palm sized chunk of what looks like a plasticized, brown semi-clear glass, though weighs slighly more than a pound. One of the more common artifacts to be found in the Zone, Slugs are noteworthy due to the fact that they only form in a Fruit Punch anomaly, pools of post-radioactive acids with highly corrosive properties, leading marely scientists to question how their restorative capability even functions. When worn Ivan may not suffer from Bleeding, but takes 1/4 more damage from Acid and Flame Elemarentals; once per Operation he may utilize the Slug's inherent healing properties with a [1d6] roll to a nearby Operator or Companion, the result being the number of turns that the selected target gains +2HP/turn, also stopping Bleeding once used.
  1473.  
  1474. -Sparkler: a rather strange piece of vulcanized crystal, shaped like a human vertebrae and weighing over a pound. Another common artifact of the Zone, the Sparkler is well known for increasing the wearer's physical endurance and stamina regeneration, making them highly appreciated on long treks. When worn Ivan cannot suffer from Fatigue and must add +1 to all Block/Evasion/Reaction Speed/Sprint rolls, but takes 1/4 more damage from Lightning Elemarentals; once per Operation he may utilize the Sparkler's inherent regeneration effects with a [1d6] roll to a nearby Operator or Companion, the result being the number of turns that the selected target's Fatigue is reduced by 1 level and must add +1 to all Block/Evasion/Reaction Speed/Sprting rolls.
  1475.  
  1476.  
  1477. ***************************************************************************************************************************************
  1478.                             Jamal:
  1479.  
  1480. *****
  1481. >PERSONAL ARMOR: none.
  1482.  
  1483. *****
  1484. >CLOSE COMBAT WEAPONRY:
  1485. >Basilisk Panga Machete (Weapon Traits: 2/2 Enchantmarent Slots remaining, Magitek-Forged, Unique): an 18" long basilisk minor fang hammered flat and reforged into a simple traditional panga, a common machete used in Africa, with an upswept curved tip, the 8" handle wrapped in melded ironwood.
  1486. -Melee Weapon Class: One-Handed.
  1487. -Base Modifier: adds +1 to all Assault/Parry/Riposte rolls.
  1488. -Basilisk Slayer: Ignores Basilisk DR.
  1489.  
  1490. *****
  1491. >RANGED WEAPONRY
  1492. >Colt M1911 (Weapon Traits: Personal): a modern upgrade of the venerable 1911 .45ACP, with tighter tolerances, slightly better handling, range, and ergonomics.
  1493. -Base Modifier: adds +2 to all Small Arms rolls.
  1494. -Ammunition Class: Magnum Small Arm, .45 ACP.
  1495. -Magazine Capacity: 7/7 cartridges. Comes with 2x magazines.
  1496. -Maximum Optimal Range: 50M with a -1 penalty per 50M beyond this range.
  1497. -Maximum Effective Range: 150M.
  1498.  
  1499. *****
  1500. >SUPPLIES: 18x 1 Pound Bags of Cajun Trail Mix, 3x Cases of Mr Pibb (8 pack)
  1501.  
  1502. *****
  1503. >COMMON ITEMS: Black Spraypaint, 7x Cartons of Newport Marenthols, Deck of Cards, GPS, Fishing Kit, Ham Radio, MP3 Player, Smartphone, Spraypaint, Sunglasses, Zippo Lighter.
  1504.  
  1505. *****
  1506. >MEDICAL ITEMS: 2x Amphetamines, 1x Antibiotics, 2x IV Feeds, 2x Morphine Syrettes, 2x Painkillers.
  1507.  
  1508. *****
  1509. >EXPLOSIVES: 1x C4 w/Detonator, 2x Flashbang, 2x Smoke
  1510.  
  1511. *****
  1512. >UNIQUE ITEMS:
  1513. -Lifeshade Bulb: an apple sized black bulb, the root of a toxic plant found deep in the Deep Moors. Adds +1 to all Sprint rolls. Permarenently enchanted to him.
  1514.  
  1515. -Tempest Bulb: an apple sized white and gray bulb, the root of a flowering plant found growing near Tempest Isle. Adds +1 to all Evasion rolls. Permarenently enchanted to him.
  1516.  
  1517.  
  1518. ***************************************************************************************************************************************
  1519.                             Jeff:
  1520.  
  1521. *****
  1522. >PERSONAL ARMOR:
  1523. >Blood Drinker's Terror Half-Mask (Armor Traits: 0/2 Enchantmarent Slots left, Custom-Fit, Lunar-Forged, Unique): A custom fit and shaped, gunmetal gray colored titanium plate protector with a sealed and integrated gas mask & radio. The image of Belltower snarling across the bottom half in black platinum covers the mouth section, giving it a particularly intimidating appearance, especially to ponies.
  1524. -Armor Value: provides 1DR to the face.
  1525. -Armor Class: Half Mask.
  1526. -Utility Enchantmarent #1: grants permarenent water-breathing.
  1527. -Utility Enchantmarent #2: adds +2 to all Intimidation rolls, improved to +3 when used against ponies, excepting batponies, certain Night & Lunar Guard, Starborn, Honor Guard, or those that are Fearless.
  1528.  
  1529. >Completed Ranger's Armor (Armor Traits: 0/5 Enchantmarent Slots left, Custom-Fit, Magitek-Forged, Unique Legendary Permarenent Artifact): A unique black and cobalt blue striped armored suit, resembling the advanced combat armor of his home world, grandmaster refit by Spiral and Krinza. Empress Silver, building off Spiral's prototype work, completed his armor with the addition of two etched titanium 75th Ranger pauldrons, one for each shoulder. Touched by the Empress.
  1530. -Armor Value: provides 5DR, full body.
  1531. -Armor Value: Enhanced Light.
  1532. -Defensive Enchantmarent #1: reduces all Elemarental damage by 1/4, whether physical or Mystical in nature.
  1533. -Mechanical Enhancemarent #1: adds +1 to all non-combat Stealth rolls.
  1534. -Reactive Enchantmarent #1: grants a [1d6+X] <Piercing Blackspike ability that returns harm to the attacker, where +X is any physical modifier chosen from the attacker's rolls that struck the owner during the last turn.
  1535. -Utility Enchantmarent #1: adds +2 to all Iron Will & Leadership rolls.
  1536. -Utility Enchantmarent #2: adds +2 to a SINGLE standard skill during an Operation.
  1537.  
  1538. >FAST Tac-Helmet (Armor Traits: 1/1 Enchantmarent Slots left, Advanced, Composite, Custom-Fit, Unique): A modern ballistic helmet from Jeff's world, used widely by marely countries' armed forces. Composed of high-modulus polyethylene interspersed with thin titanium-carbide plating, allowing it to resist great amounts of impact and reducing it's overall weight compared to the more traditional, thickly layered kevlar helmets. Comes with a front mount for NVG systems and ARC side rails; the right rail is occupied by a low-profile LED flashlight, and the left by Jeff's live-feed camera. The shell is colored and styled to match his armor, as well as cut to accommodate his half-mask.
  1539. -Armor Value: provides 2DR to most of the head.
  1540. -Armor Class: Light Helmet.
  1541. -Electronic Enhancemarent #1: allows Jeff to utilize his TacPad's video feed.
  1542. -Mechanical Enhancemarent #1: reduces the duration & effects of Concussions by 1/2.
  1543. -Mechanical Enhancemarent #2: grants a [1d6+4] <Flashlight roll.
  1544.  
  1545. *****
  1546. >CLOSE COMBAT WEAPONRY:
  1547. >Enchanted Combat Knife
  1548. -Melee Weapon Class: Light.
  1549. -Base Modifier: adds +1 to all Assault/Parry/Riposte rolls.
  1550. -Offensive Enchantmarent: grants a [1d6] <Shadow Elemarental attack.
  1551.  
  1552. >Perfected Impact-Dispersion Gauntlets (Weapon Traits: 0/4 Enchantmarent Slots remaining, Lunar-Forged, Magitek-Forged, Unique Legendary Permarenent Artifact): a pair of mythril mesh overgloves fit over a pair of exceptional leather gloves. Several sets of segmarented plates extend from the knuckles up to the elbow, with a series of batpony runes scrawled across each arm: Honorable, Leader, Chivalrous, Pathfinder, Negotiator, Wingplayer, and Mango Carrier, the last one coming from a shared pegasi-batpony story involving Veterans carrying around young fliers, teaching them to fly properly. Each knuckle has a black platinum oval, emblazoned and inscribed with powerful unicorn runes and gryphon glyphs of lightning. Ten short claws are embedded in the fingers, and can be locked into place for constant use, allowing Jeff a slight pierce capability with them. Grandmaster reforged by Krinza, Perfected by Luna. Touched by the Empress.
  1553. -Melee Weapon Class: One-Handed.
  1554. -Base Modifier: adds +4 to all Assault/Parry/Riposte rolls.
  1555. -Passive Enchantmarent: adds +1 to all Evasion rolls.
  1556. -Offensive Enchantmarent #1: grants a [1d6+2] <Lightning Elemarental attack.
  1557. -Offensive Enchantmarent #3: THREE times per Operation, Jeff may utilize a <Dispersion effect, causing 50% of the total damage inflicted to jump to the closest enemy target as an arcane beam of non-elemarental energies; if an opponent Blocks the weapon this crystal is enchanted to, that damage will automatically strike them instead. Unless fully Evaded, this effect MUST always occur.
  1558. -Offensive Enchantmarent #3: TWICE per Operation, Jeff may use the Impact Seal imbued within both to Stun any targets in close range using all Assault rolls as normal, or use against heavily armored opponents or fortifications to deal double damage.
  1559. -Mechanical Modification #1: Armored Gauntlet Block: adds 2DR and grants an additional <Block roll when defending in close combat.
  1560. -Mechanical Modification #2: Claws: when extended and used in combat, the armored claws have Armor Pierce 1 (negates 1DR) and will cause Bleeding upon a max critical.
  1561. -Utility Modification #3: Sticky: any items held cannot be disarmed.
  1562.  
  1563. >Void Diver's Transfused Tomahawk (Lunar-Forged, Otherworld-Forged, Unique Legendary Void Artifact): created from a single long Void Diver's claw, it was formerly a single-edged 14" blade, though Krinza has recently reforged it into a 6" long tomahawk blade with a 3" spike on the rear, considerably thicker and as a result numerous magnitudes more durable than 'tactical' styled variants. The entire lower section of the claw, an otherwise brittle and rather useless material, has been removed and replaced with a 14" long handle of softened, enchanted ironwood further reinforced via woven steel wire, the human styled improvemarents adding greater durability and reducing shock on impact. The handle was then rewrapped entirely using four carefully molded regal drake scales as they provide exceptional gripping qualities, which were then overtaken by purple and black Void tendrils, giving the weapon a distorted, constantly moving appearance. Krinza was careful enough not to disturb the weapon's transfusion by Princess Luna, though like all weapons created using Void materials, this one is best kept in the hands of of those that are not easily affected by strange phenomarena. Grandmaster transfused by Princess Luna.
  1564. -Melee Weapon Class: Light.
  1565. -Enchantmarent Slots: 1/3 remaining.
  1566. -Base Modifier: adds +3 to all Assault/Parry/Riposte rolls.
  1567. -Armor Pierce: 2 (negates 2DR).
  1568. -Offensive Enchantmarent #1: grants a [1d6+2] <Voidrend Elemarental attack.
  1569. -Offensive Enchantmarent #2: grants a [1d6+2] <Planar Raze non-Elemarental attack that ignores DR and always causes Bleeding on organic targets.
  1570.  
  1571. *****
  1572. >RANGED WEAPONRY:
  1573. -A.A.C. Honeybadger (Special Weapon Traits: Advanced, Custom, Unique): an improved, highly advanced semi-automatic, 3-round burst, and fully automatic firing mode capable modified M4-platform Personal Defense Weapon (PDW), specialty chambered in the proprietary subsonic armor-penetrating .300 Blackout round. This compact weapon features a suppressor that takes up almost the entire barrel making it practically silent, while the slow subsonic round punches through most standard armor.
  1574. -Base Modifier: adds +4 to all Small Arms rolls.
  1575. -Ammunition: Specialized Anti-Personnel, .300 Blackout.
  1576. -Magazine Capacity: 30/30 cartridges. Comes with 3x magazines.
  1577. -Maximum Optimal Range: 100M with a -1 penalty per 100M beyond this range.
  1578. -Maximum Effective Range: 300M
  1579. -Attachmarent #1: Holosight: adds +1 to Small Arms rolls only when in use.
  1580. -Modification #1: Integral Suppressor: this weapon is 90% Suppressed, requires a Perception roll of 10 or higher in order to identify direction fired from.
  1581.  
  1582. -Cheytac M300 Intervention (Special Weapon Traits: Advanced, Composite, Custom, Unique): a matte black, precision engineered bolt-action sniping rifle, specifically designed to utilize the powerful .408 Cheytac cartridge. Created to engage a wide range of targets from individuals to light tanks, at ranges of up to, and over, 2,500M. Comes with three 7-round magazines, a bipod, a high quality thermal scope with the ability to switch the thermal function off, and a Spiral-made, internally baffled one piece suppressor to replace the original muzzle brake that came with it. After some experimarentation with human technology, Krinza improved the thermal scope's clarification and magnification by etching a number of piercing runes on each lens, afterwards sealing the markings with extremely thin layers of clear diamondine.
  1583. -Base Modifier: adds +4 to all Battle Rifle roll.
  1584. -Ammunition Class: Specialized Anti-Armor, .408 Cheytac.
  1585. -Magazine Capacity: 7/7 cartridges. Comes with 3x magazines.
  1586. -Maximum Optimal Range: 600M with a -1 penalty per 600M beyond this range.
  1587. -Maximum Effective Range: 2,400M.
  1588. -Attachmarent #1: 12x Thermal Scope: adds +1 to all Battle Rifle rolls & +4 to a SINGLE Perception roll only when in use.
  1589. -Attachmarent #2: Bipod: adds +1 to Batle Rifle rolls only when in use.
  1590. -Modification #1: Custom External Suppressor: 80% Suppressed, requires a Perception roll of 9 or higher in order to identify direction fired from.
  1591. -Modification #2: Recoil Absorbing Stock: negates all recoil penalties.
  1592.  
  1593. -Colt M1911 (Weapon Traits: Personal): a modern upgrade of the venerable 1911 .45ACP, with tighter tolerances, slightly better handling, range, and ergonomics.
  1594. -Base Modifier: adds +2 to all Small Arms rolls.
  1595. -Ammunition Class: Magnum Small Arms, .45 ACP.
  1596. -Magazine Capacity: 7/7 cartridges. Comes with 3x magazines.
  1597. -Maximum Optimal Range: 50M with a -1 penalty per 50M beyond this range.
  1598. -Maximum Effective Range: 150M.
  1599.  
  1600. -Glock 17 (Weapon Traits: Personal): a (mostly) polymer 9x30MM semi-automatic pistol, noted for it's expense, high cost of replacemarent parts, and tendency to become a miniature grenade.
  1601. -Base Modifier: adds +2 to all Small Arms rolls.
  1602. -Ammunition Class: Small Arms, 9x19MM.
  1603. -Magazine Capacity: 16/16 cartridges. Comes with 3x magazines.
  1604. -Maximum Optimal Range: 50M with a -1 penalty per 25M beyond this range.
  1605. -Maximum Effective Range: 100M.
  1606.  
  1607. -Kriss Vector Super V (Weapon Traits: Personal): a technological upgrade & enhancemarent designed off the venerable 1928 Thompson platform, intended to be used as a much more powerful alternative PDW (Personal Defense Weapon) to the MP5 and MP7.
  1608. -Base Modifier: adds +2 to all Small Arms rolls.
  1609. -Ammunition Cass: Magnum Small Arms, .45 ACP.
  1610. -Magazine Capacity: 30/30 cartridges. Comes with 3x magazines.
  1611. -Maximum Optimal Range: 75M with a -1 penalty per 25M beyond this range.
  1612. -Maximum Effective Range: 150M.
  1613. -Attachmarent #1: Holosight: adds +1 to Small Arms rolls when in use, cannot be used in conjunction with Laser Sight.
  1614. -Attachmarent #2: Laser Sight: adds +1 to Small Arms rolls when in use & has a maximum effective range of 200M, cannot be used in conjunction with Laser Sight.
  1615.  
  1616. -M9 Beretta (Weapon Traits: Personal): a common, rather ordinary semi-automatic pistol in 9MM.
  1617. -Base Modifier: adds +2 to all Small Arms rolls.
  1618. -Ammunition Class: Small Arms, 9x19MM.
  1619. -Magazine Capacity: 16/16 cartridges. Comes with 3x magazines.
  1620. -Maximum Optimal Range: 50M with a -1 penalty per 25M beyond this range.
  1621. -Maximum Effective Range: 100M.
  1622. -Attachmarent #1: External Suppressor: 60% Suppressed, requires a Perception roll of 7 or higher in order to identify the direction fired from.
  1623.  
  1624. -Mk. VII Magnum Research Desert Eagle (Weapon Traits: Bulky, Heavy, Personal): a heavy, expensive, and fairly bulky semi-automatic pistol designed by Magnum Research, then revised by IMI. This particular model, the Mark VII, is chambered in the powerful .50 Action Express cartridge, and was explicitly marketed as a big game defense & hunting pistol, particularly for wild boar and bear. Despite it's nearly overwhelming recoil and stiff, easily damaged springs, helpfully replaced by Anon at some point in time, the Mk. VII is quite lethal against most targets.
  1625. -Base Modifier: adds +2 to all Small Arms rolls.
  1626. -Ammunition Class: Magnum Small Arms, .50AE.
  1627. -Magazine Capacity: 7/7 cartridges. Comes with 3x magazines.
  1628. -Maximum Optimal Range: 100M with a -1 penalty per 50M beyond this range.
  1629. -Maximum Effective Range: 200M.
  1630.  
  1631. -Model 29 Colt Python (Weapon Traits: Personal): an older, but still very capable, 6-cartridge cylinder revolver in .357 Magnum, one of the first production line swinging cylinder models, adding to a reputation that would last well over 50 years. Stored in the Sportsmare's rear cargo compartmarent.
  1632. -Base Modifier: adds +2 to all Small Arms rolls.
  1633. -Ammunition Class: Magnum Small Arms, .357 Magnum.
  1634. -Cylinder Size: 6/6 cartridges. Comes with 3x speed loaders.
  1635. -Maximum Optimal Range: 100M with a -1 penalty per 50M beyond this range.
  1636. -Maximum Effective Range: 200M.
  1637.  
  1638. -Spellslinger's Revolver (Special Weapon Traits: Magitek-Forged, Unique Permarenent Legendary Artifact): a custom Magitek-made copy of a Taurus Judge revolver, the cylinder modified to utilize six elemarentally-imbued cylindrical power crystals in place of traditional ammunition, the rest of the weapon strengthened and imbued with warding properties to combat physical degradation under constant use.
  1639. -Base Modifier: adds +2 to all Small Arms rolls.
  1640. -Ammunition Class: Elemarental; fires either an <Anti-Elemarental Bolt OR <Elemarental Bolt of the following Elemarents: Air, Fire, Ice, Lightning, Poison, or Void; though cannot use the SAME Elemarent consecutively or negative effects will begin occurring.
  1641. -Maximum Optimal Range: 100M with a -1 penalty per 50M beyond this range.
  1642. -Maximum Effective Range: 200M.
  1643.  
  1644. *****
  1645. >SUPPLIES: none.
  1646.  
  1647. *****
  1648. >COMMON ITEMS:
  1649. -Binoculars, 3x Chemlights, Compass, Duct Tape, Goggles, Flint & Steel, Multi-Tool, 3x Road Flares, Map, Mess Kit, Remote Detonator, 2x Rope, Shovel, Sunglasses, Wrist Watch, 4x Zip Ties, Zippo Lighter
  1650.  
  1651. *****
  1652. >EXPLOSIVES:
  1653. -1x each of Smoke & Flashbang, 2x M67 Frag, 2x C4 Bricks
  1654.  
  1655. *****
  1656. >MEDICAL ITEMS: 1x Emergency Medical Pouch, 1x Morphine Syrettes
  1657.  
  1658. *****
  1659. UNIQUE ITEMS:
  1660. -Advanced Combi-Goggles: adds a +3 <NVG and/or a +3 <Thermal modifier to one or two Perception-type rolls.
  1661.  
  1662. -Advanced Lockpicks: 4 sets of human-sized lockpicks made from a tungsten-titanium composite on a titanium ring, featuring 12 specific tools for defeating tumbler, wire, and snare type locks. Adds +2 to all Lockpicking rolls.
  1663.  
  1664. -Blackspine Devourer Plate: a damaged piece of spiked armor from a Blackspine Devourer, an Otherworldly creature sometimes found near the Scars of the Moors, appearing as literal living mist. When infused to armor, the fragmarent's essence copies and returns physical harm done with a [1d6+X] <Piercing Mist ability that returns an enhanced Blackspike to the attacker, where X is any physical modifier chosen from the attacker that has struck the owner. Currently enchanted to his armor.
  1665.  
  1666. -Black Sand: a woven pouch of black sand, given to Shadow Wings by the Overking as a reward for completing the task of entering and exiting a copy of the Overking's Palace without being detected. Recovered from Cluda after having narrowly escaped the Fortress's defenses and Ethereal Remnant's iron grip. It's use seems to be benign... for now. Sits on Jeff's desk in his master bedroom on a custom-built display stand.
  1667.  
  1668. -Bushnell Elite Spotting Scope: a very high quality, rubberized armor-coated spotting scope with power adjustmarent up to 60x. The internal prisms are fully multicoated lenses that deliver flawless color fidelity and optimum light transmission for ultra-crisp images. Comes standard with a targeting reticle and scale to calculate distance and windage out to 2 miles, and is virtually weather-proof. Replaces all Scouting rolls with a single [1d6+12].
  1669.  
  1670. -Captain's Sigil: a small, ornately engraved shield bearing the symbolic crest of a mercenary pegasi Captain in an aggressive pose that infuses the bearer with an inspiring voice and aura, giving them a greater presence of commarend. Adds +2 to all Leadership rolls. Currently enchanted to his armor.
  1671.  
  1672. -Exquisite Carved Emerald Apple: a 1" tall, 95% grade emerald carved in the shape of an apple. One of the few examples of Crystal Kingdom era carvings, discovered in a long abandoned conclave on the far western edge of the Empire. Discovered by the Tallus Harpy Oranti before she became the Requisition Committee's leader, and LONG before becoming a Lunar Council Grandmaster, she prized this as her most valuable item recovered, even more so after the Imperial Historical Museum allowed her to keep it. It was, however, taken hostage by Belltower, and then given to Jeff.
  1673.  
  1674. -Dusk Film: an incredibly disgusting film that tastes like sour ashes, supposedly collected from the dew of decaying tears of reality in the Moors. Adds +1 to all non-combat Stealth rolls and gains +1HP/turn in dark areas. Permarenently enchanted to him.
  1675.  
  1676. -Epson WorkForce WF-3520: A wireless multi-functional printer pre-synced with Jeff's tacpad to print any picture he has stored on it while in the Fortress. Can copy and scan as well as duplex-print. Powered by a micro power crystal, it comes with a self-replenishing box of stock AND high-gloss paper, while the ink.. simply never seems to run out.
  1677.  
  1678. -Flawless Moon Orb: this is a flawless sphere cut from the Hall of Tartarus, one of the enormous structures within Luna's Citadel on Tallus' moon, typically given to Lunar Guardian Nightblade elites and a requiremarent for all Starborn to carry as a means to contact and directly speak with the Nightmare during missions. Currently owned by him.
  1679.  
  1680. -Impact Seal: a stained yellow diamond plate engraved by the Master-Generals of the Tower Guard, bearing reliefs of psionic force. When imbued to a weapon, the Seal grants the ability to utilize an Impact Smash to ground/flooring, stunning the legs of nearby enemies, and when used on living opponents may Stun or cause additional crushing harm. Permarenently enchanted to his gauntlets.
  1681.  
  1682. -Lunar Shard: a 5" long triangular fragmarent from the Moon, a remnant from the Citadel's construction. Unlike the other pieces of the Moon, these hold no special powers, and are given by Luna as a token of appreciation to those whom have served her children honorably. Sits on Jeff's desk in his master bedroom on a custom-built display stand.
  1683.  
  1684. -Nautilus Pearl: while not round, at all, this squiggly rainbow colored 'leaf' is actually the pearl formed from a Nautilus, and when infused to armor grants some of it's previous owner's protective qualities. Adds 1DR and reduces all Elemarental damage by 1/4. Currently enchanted to his armor.
  1685.  
  1686. -Planar Snapwire: a long coil of orange tinged steel-like barbed wire coming from another plane of existence. No matter how one tries to unroll it, they can never find the beginning nor the end. Adds +1 to all Assault/Parry/Riposte rolls and grants a [1d6+2] <Planar Raze non-elemental attack that ignores DR and always inflicts Bleeding on living enemies. Currently infused to Jeff's Tomahawk.
  1687.  
  1688. -Rainbow Dispersion Crystal: adds +1 to all Assault/Parry/Riposte rolls when infused to a weapon; THREE times per Operation the user may utilize a <Dispersion effect, causing 50% of the total damage inflicted to jump to the closest enemy target as an arcane beam of non-elemarental energies; if an opponent Blocks the weapon this crystal is enchanted to, that damage will automatically strike them instead. Unless fully Evaded, this effect MUST always occur. Currently enchanted to his Gauntlets.
  1689.  
  1690. -Shadow-Step Pendant: adds +1 to all Evasion rolls due to the bearer partially slipping into the Underdark and leaving a faded afterimage. Currently enchanted to his Gauntlets.
  1691.  
  1692. -Sticky Enchantmarent: a powerful, full body enchantmarent that allows it's owner to stick to nearly any surface, including cloud material, without fear of being removed. Grants a [1d6+X] <Perfect Grip roll, where X is the highest Assault modifier Jeff has available, and can be used with Adrenaline Rush to rapidly scale surfaces. Can be utilized through his gauntlets, clothing, and armor without diminishing the effects. Permarenently enchanted to him.
  1693.  
  1694. -Superior Negation Charm: adds +2 to all Iron Will rolls. Currently enchanted to his armor.
  1695.  
  1696. -Tactical Data Pad. A miniature isoline-reactive computer interface with a flexible screen, integrated audio/video recorder, camera, and GPS/compass functionalities. Difficult to damage and fully waterproof. All common and generally accessible knowledge has been uploaded for instant access, from The Complete Equestrian Encyclopedia on Flora & Fauna, to the vast majority of all known ponies, gryphons, minotaurs, and all other species by name. Can translate most Tallus languages and dialects, though it does have some difficulties translating planar Construct language. Contains a topographical map of Equestria, added by unknown parties, granting a [1d6+4] roll for navigation purposes. Comes with the experimarental ability to Analyze targets, whether a living being or not. Roll [1d6], a result of:
  1697. *1 = target's HP can be viewed
  1698. *2 = target's HP & DR can be viewed
  1699. *3 = target's HP, DR, and 1 random passive skill can be viewed
  1700. *4 = target's, HP, DR, and 1 random passive & active skill can be viewed
  1701. *5 = target's HP, DR, 1 random passive & active skill can be viewed, and gains situation-specific information on the target
  1702. *6 = target's HP, DR, 1 random passive & active skill can be viewed, and reveals a target's major weakness, whether it be physical, psychological,
  1703. -The Analyze ability does not work on Otherworldly or Spectral beings.
  1704.  
  1705. -Terror Fang: adds +2 to all Intimidation rolls. Currently enchanted to his mask.
  1706.  
  1707. -Vitriole Drake Orb: a 4" in diameter sphere with a sickly green glow, the literal core of a drake's inherent mystical abilities. Contains an extraordinarily powerful poison-based acid, capable of killing nearly any living being should it make it's way into the body. Currently owned by him.
  1708.  
  1709. -Void Eye: at any point during a turn, Jeff may replace all Perception/Scouting/Wilderness Survival rolls with a [1d6+4] <Void Sight ability, allowing him to view Otherworldly, Spectral, and other incorporeal forces and beings through the Underdark, though this ability cannot gain additional modifiers. Permarenently enchanted to him.
  1710.  
  1711. *****
  1712. >PERSONAL TRANSPORTATION:
  1713. -Sportsmare WV850 H.O: 100 Armor, 1DR. A specialty rebuilt Polaris Sportsmare four-wheeled ATV, built for use by the Army Rangers of his world. Designed specifically for night use, the WV850 comes equipped with a large number of custom modifications and additions that Rangers found to be extremely useful for their covert operations. Standard features include: matte shaded black plastic paneling for concealmarent, TerrainArmor NPT honeycomb tires which entirely eliminate the possibility of one going flat or being destroyed, a rear storage unit with enough room for a couple of emergency kits and a tool box, tall front and rear racks for gear or equipmarent storage, and a large quick-access pistol/SMG housing unit on the backside of the front right fender. The Advanced Dynamics lithium-ion-polymer battery system was replaced with what appears to be a large single-stage power crystal by parties unknown.
  1714.  
  1715. ARMOR CHARACTERISTICS:
  1716. Armor Durability: 150 Armor
  1717. Armor Class: Grade 3 Paneling
  1718. Armor Value: 3DR
  1719.  
  1720. *****
  1721. PILOTING CHARACTERISTICS:
  1722. -Grants Expert Driving+6
  1723.  
  1724. *****
  1725. STORAGE:
  1726. COMMON ITEMS: 1x EMS Bag, Colt Python + 3 speedloaders.
  1727.  
  1728. -ADVANCED Tool Box: grants an extra roll to and adds +3 to all Engineering rolls at Untrained, +5 at Basic, +8 at Expert, and +10 at Master, but cannot be used for Blacksmithing. The Advanced Tool Box can be used two turns in a row, but the Operator MUST skip their 3rd turn after use.
  1729.  
  1730.  
  1731. ***************************************************************************************************************************************
  1732.                             JOSE 'CHETO' GALLO:
  1733. >CLOSE COMBAT WEAPONRY:
  1734. -Baton: unenchanted.
  1735. *****
  1736. >RANGED WEAPONRY:
  1737. >Steyr TMP (Weapon Traits:  Personal): produced by the Steyr-Mannlicher Corporation of Germany on most human worlds in response to the widespread use of the CZ Skorpion, chambered in the ubiquitous 9x19MM Parabellum round. The TMP is a simple blowback-operated submachine gun using high impact resistant polymer for a minimum life expectancy of 30 years. Designed for excellent concealmarent and portability, it is quite easy to maintain even by a novice operator. Unlike most SMG's, the TMP comes with an integral forward grip with a select-fire switch, allowing it to be used in either semi-automatic or automatic modes depending on user preference. Although most 1st Generation TMP's were not issued a stock, later versions and variants did, greatly increasing accuracy at ranges beyond 50M. Not as widespread as the H&K MP5 and later models, the Steyr TMP is nonetheless highly effective in close quarters, and even more so when used by skilled hands.
  1738. -Base Modifier: adds +2 to all Small Arms rolls.
  1739. -Ammunition Class: Small Arms, 9x19MM.
  1740. -Magazine Capacity: 30/30 cartridges. Comes with 3x magazines.
  1741. -Maximum Optimal Range: 100M with a -1 penalty per 25M beyond this range.
  1742. -Maximum Effective Range: 200M.
  1743. -Attachmarent #1: External Supressors: 60% Suppressed, requiring a Perception roll of 7 or higher in order to determine the direction fired from.
  1744.  
  1745. -Glock 19 Compact (Weapon Traits: Personal): a mostly polymer 9x19MM semi-automatic pistol, noted for it's expense, high cost of replacemarent parts, and tendency to become a miniature grenade. Slightly smaller than the base model, this version is better suited for concealed carry.
  1746. -Base Modifier: adds +2 to all Small Arms rolls.
  1747. -Ammunition Class: Small Arms, 9x19MM.
  1748. -Magazine Capacity: 16/16 cartridges. Comes with 3x magazines.
  1749. -Maximum Optimal Range: 50M with a -1 penalty per 25M beyond this range.
  1750. -Maximum Effective Range: 100M.
  1751. -Attachmarent #1: External Supressors: 60% Suppressed, requiring a Perception roll of 7 or higher in order to determine the direction fired from.
  1752.  
  1753. *****
  1754. SUPPLIES: 2 Liter Water Canister, 2x Beef Jerky, 2x Dried Fruit, 2x Fruit Juice, Water Bottle
  1755.  
  1756. *****
  1757. MEDICAL ITEMS: 1x Bandage Box, 1x Painkillers
  1758.  
  1759. *****
  1760. COMMON ITEMS : 2x Air Filters, Bluetooth Headset, Digital Camera, Gas Mask, Goggles, Guitar, Flashlight, Lighter, Multitool, Playing Cards, Toothbrush & Paste, Wallet, 4x Zip Ties
  1761.  
  1762. *****
  1763. EXPLOSIVES:  4x Flashbang, 3x Molotov, 4x Smoke Grenade, 3x Tear Gas
  1764.  
  1765. *****
  1766. UNIQUE ITEMS:
  1767. -Solar Diplomatic Badge, First Hoof: a heavy golden badge in the shape of a standard kite shield, the surface bearing Princess Celestia's Cutie Mark in pink. Bearing or presenting this badge proves Cheto's status as a confirmed Equestrian-Aligned Diplomat, at the rank of First Hoof. Besides the lack of additional ornamarentation and wear, this badge was definitely created before Cheto's arrival.
  1768. *CONDITIONS: as a First Hoof diplomat, Cheto is granted the following diplomatic laws, rights, and privileges:
  1769. -the lawful treatmarent expected of an Equestrian diplomat across Tallus, excluding Stalliongrad, Rushya, and their aligned territories. For obvious reasons this does not apply to batpony controlled regions and those Ferron clans that do not accept diplomats from any factions.
  1770. -the lawful treatmarent of an Equestrian diplomat whom is not to be detained, abducted, subjected to illegitimate laws, rules, regulations, or codes of conduct.
  1771. -the right to be protected by a Mareguard consisting of two equines of his choosing according to status as a First Hoof diplomat, regardless of their weaponry or armor selections.
  1772. -the right to move unhindered throughout Tallus, excluding Stalliongrad, Rushya, and their aligned territories, whether by hoof, carriage, train, or translocation matrice without fee or paymarent, including Mareguards and Razorback Company members, according to the Treaty of Canterlot circa 28,940. Cheto is granted the right to pay for transit if he so chooses regardless of diplomatic status.
  1773. -the right to sign documarents, treaties, pacts, and enact trade deals to any factions across Tallus, excluding Stalliongrad, Rushya, and their aligned territories, for the benefit of the Solar and Lunar factions or their allies. The same rights are accorded to Razorback Company through Cheto's efforts, but must exclude sole allies of Razorback Company with no diplomatic status of their own.
  1774. -the right to gain access to noble and royal courts upon request, barring wartime, economic, or social conflicts of interest.
  1775. -the lawful right to trade and barter with all factions, excluding Stalliongrad, Rushya, and their aligned territories, for the benefit of Razorback Company. This does not extend to banned weaponry, item, enchantmarents, services, or information.
  1776. -the right to bear any armor of his discretion during solely diplomatic functions, though he is not allowed to carry any weaponry whatsoever during solely diplomatic functions.
  1777. -the privilege to demarend a Trial of Objection in the Canterlot Silver Court of Nobles against all accusers regardless of faction should he or his actions be slandered or considered invalid.
  1778. -the privilege to purchase property and items outside of Razorback Company's purview, excluding those from Stalliongrad, Rushya, and their aligned territories.
  1779. -the privilege of acquiring diplomatic commarend and functions under the When Needs Must clause relating to the Canterlot Treaty, circa 29,940.
  1780.  
  1781. -Solar Diplomatic Contract: a rolled platinum-coated, high quality vellum scroll containing a contract between Princess Celestia and Jose Gallo, otherwise known as Cheto. Within contains a set of basic contractual obligations on how Cheto is to provide diplomatic services for Razorback Company, a short list of Equestrian diplomatic rules he must abide by in doing so, what conditions and obligations he is subject to, how he is to act during diplomatic functions, and furthermore explains the conditions that he is expected to adhere to. As proof of its authenticity, the contract is officially stamped, sealed, signed, and lastly enchanted by Princess Celestia herself.
  1782.  
  1783. ***************************************************************************************************************************************
  1784.                             Kraut:
  1785.  
  1786. *****
  1787. >PERSONAL ARMOR:
  1788. >Airskate Kite Shield (Armor Traits: 1/2 Enchantmarent Slots remaining, Custom-Fit, Magitek-Forged, Unique): Originally a 1' in diameter steel round shield, Kraut embedded the buckler into this 3' long and 1.5' wide kite shield with a rolled lip, precisely 5/8ths thick and layered with mythril. Heavily tempered and enchanted with a powerful slowfall-float of Spiral's devising that allows a limited form of flight up to 6' above any solid surface.
  1789. -Armor Value: provides +3DR when used to Bash or Shield Charge with, or when worn on the back.
  1790. -Armor Class: Medium Shield.
  1791. -Mechanical Enhancemarent #1: adds +3 to and grants an additional <Block roll.
  1792. -Utility Enchantmarent: Superior Slowfall-Float, while falling from any height the wearer will be slowed to an easily survivable speed; this effect may be negated by marental commarend at any time, however, the wearer will automatically be cushioned from a lethal fall.
  1793. -Sword and Board: can be used in tandem with pistols, SMG's, and other 1-handed weapons, but may not use with 2-Handed weapons.
  1794.  
  1795. >Lightweight Cloud-Drake Armor (Armor Traits: 2/3 Enchantmarent Slots left, Custom-Fit, Magitek-Forged, Unique Permarenent Legendary Artifact): The internal suit has been replaced with a single sheet of cloud-drake skin, naturally imbued with a slowfall-float enchantmarent, reducing it's weight and allowing a limited form of flight up to 6' off any solid surface. Touched by the Empress.
  1796. -Armor Value: provides 4DR, full body.
  1797. -Armor Class: Enhanced Light.
  1798. -Utility Enchantmarent #1: adds +1 to all non-combat Stealth rolls in white backgrounds.
  1799. -Inherent Slowfall-Float: while falling from any height the wearer will be slowed to an easily survivable speed; this effect may be negated by marental commarend at any time, however, the wearer will automatically be cushioned from a lethal fall.
  1800.  
  1801. >Steel Helmet
  1802. -Armor Value: provides 1DR to most of the head.
  1803. -Armor Class: Light Helmet.
  1804. -Mechanical Enhancemarent: reduces the duration & effects of Concussions by 1/2.
  1805.  
  1806. *****
  1807. >CLOSE COMBAT WEAPONRY: none.
  1808.  
  1809. *****
  1810. >RANGED WEAPONRY:
  1811. -Junk Launcher (Special Weapon Traits: Armored, Lightweight, Two-Handed, Unique): a shoulder-mounted, pneumatic launching system with a 3' long, 6" internal diameter tube, capable of propelling specialized packages or ammunition ranging from 1-50lbs and up to 6" in diameter, to a maximum theoretical distance of 200M. It obviously needs some adjustmarent in order to maximize it's capabilities.
  1812. -Base Modifier: considered a Heavy Weapon without penalties, grants a [1d6+4] <Launcher roll which is ONLY used to determine placemarent of the package, while the remaining rolls determine damage, including those of specialized ammunition.
  1813. -Ammunition Class: varies.
  1814. -Unique Ammunition: Tungsten Bolts, adds +2 to all Heavy Weapons rolls and grants Armor Pierce 1 (ignores 1DR).
  1815.  
  1816. -Perfected Kult MSG-90 variant (Special Weapon Traits: Artifact, Kult-Made, Legendary, Personal, Unique): A perfected version of the MSG-90, colored red and yellow with a propa' insignia. Also has a flashlight bolted onto it.
  1817. -Base Modifier: adds +4 to all Battle Rifle rolls.
  1818. -Ammunition Class: Battle Rifle, 7.62x51mm NATO.
  1819. -Magazine Capacity: 10/10 cartridges. Comes with 3x magazines.
  1820. -Maximum Optimal Range: 500M with a -1 penalty per 300M beyond this range.
  1821. -Maximum Effective Range: 1,100M.
  1822. -Attachmarent #1: Bipod: adds +1 to Battle Rifle rolls only when in use.
  1823. -Modification #1: Anti-Recoil Adjustmarents: negates all recoil penalties.
  1824.  
  1825. -Spellslinger's Revolver (Special Weapon Traits: Magitek-Forged, Unique Permarenent Legendary Artifact): a custom Magitek-made copy of a Taurus Judge revolver. The cylinder was modified to utilize six Elemarentally-imbued, cylindrical power crystals in place of traditional ammunition, the rest of the weapon strengthened and imbued with numerous warding properties to prevent physical degradation under constant use. Much later after it's creation, Kraut created a 6" titanium-steel alloy blade, serrating the edges and adding diamond shaped icicle lattices on each, then melded it under the barrel after adding enough weight to the grip to balance it as a usable close combat weapon. After adding the blade, Aiutante was requested to enchant it with a Glitter Fang. DAMAGED.
  1826. -Melee Weapon Class: Light.
  1827. -Base Modifier: adds +1 to all Assault/Parry/Riposte and +2 to all Small Arms rolls.
  1828. -Ammunition Class: Elemarental; fires either an <Anti-Elemarental Bolt OR <Elemarental Bolt from the following Elemarentals: Air, Fire, Ice, Lightning, Poison, or Void; though cannot use the SAME Elemarent consecutively or negative effects will begin occurring.
  1829. -Maximum Optimal Range: 100M with a -1 penalty per 50M beyond this range.
  1830. -Maximum Effective Range: 200M.
  1831.  
  1832. *****
  1833. >SUPPLIES: Canteen.
  1834.  
  1835. *****
  1836. >COMMON ITEMS: Binoculars, Box of Matches, Compass, Duct Tap, Goggles, Multi-Tool, Mess Kit, Map, Portable Stove, Remote Detonator, Road Flares, 1x Rope, Swiss Army Knife, Tool Box.
  1837.  
  1838. *****
  1839. >EXPLOSIVES: none.
  1840.  
  1841. *****
  1842. >MEDICAL ITEMS: 1x Amphetamines, 1x Antibiotics, 1x Bandages, 1x Emergency Medical Pouch, 1x Morphine Syrettes, 1x Painkillers, 1x Wound Dressing.
  1843.  
  1844. *****
  1845. >UNIQUE ITEMS:
  1846. -ADVANCED Tool Box: grants an extra roll to and adds +3 to all Engineering rolls at Untrained, +5 at Basic, +8 at Expert, and +10 at Master, but cannot be used for Blacksmithing. The Advanced Tool Box can be used two turns in a row, but the Operator MUST skip their 3rd turn after use.
  1847.  
  1848. -Corsair's Pendant: a small ruby circle engraved with a number of sharply curved wingblade designs, created by unicorn allies of the Lishanki clan to aid in their lightning fast raids, recovered from the Solar Armory in Canterlot. Adds +1 to all Assault & Evasion rolls, but suffers a -3 penalty to all rolls when in combat with non-physical beings, specifically Spectral beings and Mind's Eyes among others. Permarenently enchanted to him.
  1849.  
  1850. -Lucky's Calling Coin: a small redsteel coin etched a single L in gold, cursive pegasi text across both sides. An extremely rare item, more so than the Seals of the rulers, this is one of three calling coins Lucky created after taking commarend of the Rogue's Circle, and can be used to grant a single large favor from her, though must be given back to her immediately after the request is made. Currently owned by him.
  1851.  
  1852. -Megaphone Piccolo Trumpet: allows a [1d6+2] <Brass Instrumarent roll.
  1853.  
  1854. -Orphan's Beads: a strand of random, brightly colored metallic beads on an always fresh smelling woven sweetgrass ring, long enough for most ponies to wear around their neck. The Neighle`Zi mystics of Saddle Arabia mold each piece one by one with their knowledge of mysticism to allay the pains, fears, and sadnesses of others less fortunate than they in an excruciatingly painful ritual, using the soft underpads of each hoof to sculpt molten fragmarents of metal into perfect spheres, afterwards giving each unique strand to orphans upon learning of their situation. When worn, the owner is granted a [1d2] <Mystic Calm ability useable at any time; on a result of 1, nothing will occur, but on a result of 2 the owner may ignore the effects of: Charm, Confusion, Depression, Fatigue, Fear, Hunger, Rage, and Shock for 4 turns. Currently owned by him.
  1855.  
  1856. -RC Quadcopter: a fast, agile, and nearly silent bright red remote controlled quadcopter from his home world. Comes with a control unit roughly twice the size of a modern cell phone, two small thumb joysticks used for controlling elevation, directional movemarent, and a lower mounted night vision capable video recording camera unit, though the range on the NV is neither far nor clear, being a Generation 1 optic. Allows a [1d6+4] <Flight Control roll, and either a [1d6+4] <Video roll or a [1d6+2] <NightVis Video roll, with a maximum controllable distance of 1/2 mile.
  1857.  
  1858. -Superior Charm Amulet: adds +2 to all Bartering or Speech rolls. Currently owned by him.
  1859.  
  1860. -Superior Negation Charm: adds +2 to all Iron Will rolls. Currently owned by him.
  1861.  
  1862. -Tri-Lightning Artifact: a newly shaped multi-triangular faceted artifact, capable of numerous offensive or defensive functions. This artifact allows Kraut to damage wards and shields, or infuse his ranged weaponry with lightning, and, ONCE per Operation, Kraut may utilize 2x [1d6+2] <Infuse: Lightning rolls, where the results-2 are added to the first roll of any Ranged weapon, excluding Archery. May also create a Lightning Elemarental barrier with 3x [1d6+2] <Tri-Lightning Barrier rolls, as well as having other more utilitarian purposes. Currently owned by him.
  1863.  
  1864.  
  1865. ***************************************************************************************************************************************
  1866.                             LONT:
  1867.  
  1868. >PERSONAL ARMOR:
  1869. >Lightweight Diamond Leaf-Scale Armor (Armor Traits: 0/3 Enchantmarent Slots left, Custom-Fit, Magitek-Forged, Unique Permarenent Legendary Artifact): On Lont's request, Krinza removed the outer layer of composite scales, replacing them with exacting copies from a Hyfalgyph's scale, further reinforcing it for added protection. Enhanced by Princess Cadence with a fragmarent from an original Imperial Shield emblem. Full body, considered L.Armor.
  1870. -Armor Value: provides 4DR, full body.
  1871. -Armor Class: Modified Light.
  1872. -Mechanical Enhancemarent #1: adds +1 to all non-combat Stealth rolls.
  1873. -Defensive Enchantmarent #1: reduces damage from Elemarental, Casting, Psionic, and other esoteric harm by 1/4.
  1874. -Defensive Enchantmarent #2: 2x [1d6+6] <Crystalline Shield rolls that does NOT prevent harm from Lightning & Void or other penetrating Elemarents, Otherworldly, Spectral, and certain Planar attacks.
  1875. -Reactive Enchantmarent #1: Revenge Seal. ONCE every third turn, Lont may activate his armor's Revenge Seal against a single attacker, reflecting ALL physical damage caused by melee or ranged weapons to the attacker as a thin, lightless beam of crushing force that bypasses DR, causes double damage to Fragile targets, ignores Shields, and cannot be avoided regardless of range. Should the opponent try to evade, run, or Teleport, this effect will bypass those attempts with perfect tracking at an inherent Speed of 20. It can readily be assumed that the Revenge Seal's effects are proto-sentient, and may not be Equestrian in nature.
  1876.  
  1877. >Thermal-Integrated Barbute (Armor Traits: 1/1 Enchantmarent Slots left, Artifact, Custom-Fit, Magitek-Forged, Unique): A closed-face full head helmet, the original Salade design's interior copied and completely replaced using refined mythril by Krinza. Spiral made numerous modifications to the miniaturized thermal optic system, allowing for greater clarity in adverse weather conditions. Instead of leaving the face exposed, Krinza forged a mythril faceplate to match the rest of the helmet's design, using a thin, clear diamondine circle for the right eyeslit to protect against debris or shrapnel.
  1878. -Armor Value: provides 2DR to entire head.
  1879. -Armor Class: Medium Helmet.
  1880. -Electronic Enhancemarent #1: adds a +3 <Thermal modifier to one Perception-type roll.
  1881. -Mechanical Enhancemarent: reduces the duration & effects of Concussions by 1/2.
  1882.  
  1883. *****
  1884. >CLOSE COMBAT WEAPONRY:
  1885. >Sharonel's Engraved Mural Greatsword (Weapon Traits: 2/3 Enchantmarent Slots remaining, Destroyer-Forged, Two-Handed, Unique Legendary Permarenent Artifact): a mythril and kanpri faced 46" long greatsword, a 14" handle, wrapped in black and white Planar spider silk by Lann, two 10" long guards jutting out and angled 20 degrees downwards from each side, weighing 5 kilograms. The left side is a stark white mythril, from the tip to the base of the handle, the right a mixed purple and black from highly refined kanpri, both faces infused and strengthened with a thin, crystallized diamondine layering. Lengthened by Krinza, a scene of numerous prominent Solar Guardians surrounding General Sharonel the Lancer facing the Solar Tyrant is featured on the mythril facing, the kanpri facing displaying a fully armored Sharonel and Queen Chrysalis with numerous Vanguards behind her, side by side towards the hilt facing an armored Nightmare on the tip, all smiling competitively towards each other. Grandmaster reforged by Krinza. Touched by the Empress.
  1886. -Melee Weapon Class: One-Handed OR Two-Handed.
  1887. -Base Modifier: adds +4 to all Assault/Parry/Riposte rolls.
  1888. -Offensive Enchantmarent #1: grants a [1d6+3] <Flameshock Mystic Fire Elemarental attack.
  1889. -Modification: Two-Handed Block: gains an additional Block roll ONLY when using both hands to wield.
  1890.  
  1891. *****
  1892. >RANGED WEAPONRY
  1893. -Custom Gunblade (Special Weapon Traits: Custom, Magitek-Forged, Personal, Unique): a personalized Smith & Wesson 29 revolver with an improved, balanced 6" long mythril blade protruding from under the barrel. The cylinder was modified to accommodate six power crystals, three of each aligned to Lightning and Void elemarents respectively, as well as replacing the hammer with a moderately dense rubber to prevent any feedback from occurring, also making it impossible to use standard ammunition.
  1894. -Melee Weapon Class: One-Handed.
  1895. -Base Modifier: adds +2 to all Assault/Parry/Riposte & +2 to all Small Arms rolls.
  1896. -Ammunition Class: Elemarental, fires either <Lightning or <Void Elemarental bolts, though cannot use the SAME Elemarent consecutively or negative effects will begin occurring.
  1897. -Maximum Optimal Range: 100M with a -1 penalty to Small Arms rolls per 50M beyond this range.
  1898. -Maximum Effective Range: 250M.
  1899.  
  1900. -Ferrundus Spiker (Special Weapon Traits: Advanced, Custom, Heavy, Two-Handed, Unique): in appearance a larger, and heavier, version of a highly advanced UTS-15, the 4-gauge Spiker is the mainstay weapon used by basic infantry in most Ferrundii armies with a wide number of production variants, this example being a shorter barreled pump-action/semi-auto hybrid normally in use by Outriders, which, along with their Snarling Lances, gave them a powerful ranged weapon when the arsenals of their warbikes either had no use, or would be ineffective. Like all military grade weaponry during Ferrundi's sub-current and current era, one would traditionally require a standard Semi-Exosuit in order to operate one properly as it uses a highly advanced 4 gauge titanium shotshell, instead of standard 30MM cannon shells as cost, recoil, and weight saving measures. The Spiker, aptly named by Walker pilots, is able to utilize standard ammunition, such as flechettes and buckshot, but is also capable of firing APFSDS (Armor-Piercing Fin-Stabilized Discarding-Sabot rounds) slugs and finned darts employed with a stabilized Livermorium penetrator, an elemarent similar to iridium, specially designed to punch through multiple layers of metal and composite plating, as well as the thick hide, muscle, and bones of common predators. This Spiker, once owned by Lont before leaving the military, was thoroughly modified by Anon, implemarenting a series of shock absorbing compass springs in the buttstock, porting the barrel, and adding a muzzle brake to reduce recoil to manageable (for human) levels. On it's own, a single Spiker does little against the average giant war machines and monsters that roam Ferrundus's open plains, save for an experienced veteran specialized in the mass produced weapon, instead limiting it's use to massed volley fire against weak points, essentially giving human squads the power to cut down or delimb enemies from 20 to 100 times their own size. due to the size of the Spiker's ammunition the paired underbarrel tubular magazines are only capable of holding 3 shells apiece, along with one in the chamber of course, for a maximum of 7.
  1901. -Base Modifier: considered a Heavy Shotgun, adds +4 to all Shotgun rolls.
  1902. -Ammunition Capacity: 7/7 shells. May carry 14 additional shells with a maximum of 7 Livermorium slugs or darts in reserve.
  1903. -Ammunition Type #1: buckshot & flechettes have a maximum optimal range of 100M with a -1 penalty to all Heavy Shotgun rolls per 50M beyond this range, and a maximum range of 200M.
  1904. -Ammunition Type #2: darts & slugs have a maximum optimal range of 150M with a -1 penalty to all Heavy Shotgun rolls per 50M beyond this range, and a maximum range of 250M.
  1905. -Ammunition Type #3: finned darts have a maximum optimal range of 200M with a -1 penalty to all Heavy Shotgun rolls per 50M beyond this range, and a maximum range of 350M.
  1906. -Ammunition Type #4: Livermorium slugs & darts ignore DR, have a maximum optimal range of 250M with a -1 penalty to all Heavy Shotgun rolls per 50M beyond this range, and a maximum range of 400M.
  1907.  
  1908. -SPAS-12 (Weapon Traits: Personal): a modern improvemarent on previous military type pump-action designs, the SPAS was also developed with a semi-automatic function in mind to allow flexibility in it's usage.
  1909. -Base Modifier: adds +2 to all Shotgun rolls.
  1910. -Ammunition Capacity: 6/6 shells. Comes with 12x Buckshot & 6x Slug.
  1911. -Ammunition Type #1: buckshot and flechettes have an optimal range of 50M with a -1 penalty to all Shotgun rolls per 10M beyond this range, and a maximum range of 80M. Comes with 29x Buckshot.
  1912. -Ammunition Type #2: darts and slugs have an optimal range of 80M with a -1 penalty to all Shotgun rolls per 20M beyond this range, and a maximum range of 140M. Comes with 32x Slugs.
  1913. -Ammunition Type #3: finned darts have an optimal range of 120M with a -1 penalty to all Shotgun rolls per 20M beyond this range, and a maximum range of 160M.
  1914.  
  1915. *****
  1916. >SUPPLIES: Tea Box (Ferrundus).
  1917.  
  1918. *****
  1919. >COMMON ITEMS: Binoculars, Driving Goggles, Fishing Pole, Flask, Heatstone, Multi-Tool, 1x Rope, 1x Roll of Steel Fishing Wire, Shovel.
  1920.  
  1921. *****
  1922. >EXPLOSIVES: 2x of each: Flashbang, High Explosive, M67 Frag, Shrapnel, Smoke.
  1923.  
  1924. *****
  1925. >MEDICAL ITEMS: 2x Emergency Medical Pouches, EMS Bag.
  1926.  
  1927. *****
  1928. >UNIQUE ITEMS:
  1929. -Alchemical Tablet, Advanced (Onyx): a black tablet, both sides covered in Common Equestrian text, with instructions on advanced alchemical preparations. Grants an additional Alchemy roll and allows a [1d6] <Heal ability to self or others, ONCE per Operation. Currently owned by him.
  1930.  
  1931. -Alchemical Tablet, Expert (Citrine): an orange tablet, both sides covered in Common Equestrian text, with instructions on expert level alchemical compounding. Adds +2 to all Alchemy rolls and allows a [1d6+2] <Heal ability to self or others, ONCE per Operation. Currently owned by him.
  1932.  
  1933. -Alchemical Tablet, Intermediate (Ruby): a red tablet, both sides covered in Common Equestrian text, with instructions on intermediate alchemical research applications. Adds +1 to all Alchemy rolls and allows a [1d6+1] <Heal ability to self or others, ONCE per Operation. Currently owned by him.
  1934.  
  1935. -Burst Pendant: allows a [1d6+20] <Firestorm Area of Effect (AoE) ranged magic attack with a 10M radius, ONCE per Operation, that deals double damage to large enemies. Currently owned by him.
  1936.  
  1937. -Cadence's Reading Glasses, Refit: a pair of scribed crystal lenses mounted on flowing lily-trimmed steel wires, given to Lont after being refit for his facial features. Cannot be used with any other Perception items, adds +2 to all Research & Perception rolls when examining up close, and translates all known written languages upon reading.
  1938.  
  1939. -Crystalline Flask: a plain and undecorated Imperial crystal flask given to Lont by Cadence, containing four ounces of a very lightly pink colored, sweet tasting, and highly secretive liquid. A single drop prevents a living being from being affected by excessive cold for eight hours, and will also counteract nightmares. Consuming 1/4 of the contents negates the effects of Shock, but does nothing to prevent marental trauma.
  1940.  
  1941. -Gryphon Runesage & Runemage Bowls: a twin pair of otherwise plain looking red and white clay bowls infused with gryphon glyphs of ancestral regeneration and vigor. When infused to a living being, both act in tandem with each other, causing the owner's body to recover slightly after being harmed. Gains +2HP per turn. Both are permarenently enchanted to him.
  1942.  
  1943. -Revenge Seal: for every 1 damage Lont takes from a melee weapon, this Seal returns 1 damage to the attacker with a narrow beam of force that bypasses DR and cannot be avoided or otherwise interrupted, and if the opponent tries to teleport or run, the Revenge Seal's effect will strike it's target regardless of range, though this effect may only occur ONCE every third turn. Currently enchanted to his armor.
  1944.  
  1945. -Tempest Orb: a palm-sized sphere with constantly shifting 'winds' of various white colors contained inside. When infused to a living being, grants vastly increased speed and the ability to slightly tap into the Airstreams of Tallus, adding +1 to all Assault/Parry/Riposte and Reaction Speed rolls. When infused to a weapon, also grants a [1d6+2] <Airstrike Elemarental attack. Currently owned by him.
  1946.  
  1947. *****
  1948. >PERSONAL TRANSPORTATION:
  1949. -ST-M12 Outrider Variant: 120 Armor, 2DR. A formerly decommissioned, now armed and partially armored Outrider, a type of 2-wheeled motorcycle intended for use as a fast attack vehicle. Lont's own personal machine, brought from his world before the momarent of his death. Sharing a great deal of similarities with most modern motorcycles, the Outrider's low profile can be compared to traditional racing motorcycles due to it's heavy duty single-wheel suspensions and it's large ground-gripping tires, further reinforced with plexigrade spikes for additional traction. The rear storage compartmarents, though small, give it's rider much more mission flexibility than one would expect. Armed with a single M249 mounted to the front and right of the driver, the majority of it's civil grade fiberglass panels were replaced with a semi-lightweight steel alloy, increasing it's weight to a somewhat dismal level. If one gripe could be made of it, the additional strain on it's engine is a bit more than than Lont would have preferred, though alternatives are currently being researched by Krinza.
  1950.  
  1951. ARMOR CHARACTERISTICS:
  1952. Armor Durability: 150 Armor
  1953. Armor Class: Grade 2 Paneling
  1954. Armor Value: 2DR
  1955.  
  1956. ABILITIES:
  1957. -While piloting, all Assault rolls are replaced by <Charging, furthermore adding +2 to all Charging rolls.
  1958.  
  1959. PILOTING CHARACTERISTICS:
  1960. -Grants Expert Driving+4
  1961.  
  1962. MOUNTED WEAPON CHARACTERISTICS:
  1963. -Forward Weapon Mount: grants 1x [1d6+4] <M249 LMG rolls, in addition to the Operator's Heavy Weapons skill
  1964.  
  1965. STORAGE:
  1966. >COMMON ITEMS: Blue Tarpaulin, Bolts x10, Cross Wrench, Flaregun, Hex Nuts x10, 2x M249 Ammunition Boxes, Oil Lantern.
  1967.  
  1968.  
  1969. ***************************************************************************************************************************************
  1970.                             Mallia Castella:
  1971.  
  1972. *****
  1973. >PERSONAL ARMOR:
  1974. >Mechanicus Carapace Helmet (Armor Traits: Poor Quality, Standard Pattern): an armaplas, full head covering helmet colored in the traditional rust red of the Mechanicus. Carapace place is commonly seen amongst the lower ranks of Enginseers due to their excellent protective qualities for accompanying armored vehicles and performing repairs in field, yet shunned by the rest of the AdMech as an unnecessary layer of inconvenience. This one has been customized with numerous integrated devices, though as it's quality is quite low it isn't as durable as Mallia would prefer.
  1975. -Armor Value: 1DR.
  1976. -Armor Class: Medium Helmet.
  1977. -Electronic Slots: 0/5 remaining.
  1978. -Electronic Enhancemarent #1: Common Quality Commbead, allows the receiving of unecrypted and encrypted messages on standard channels.
  1979. -Electronic Enhancemarent #2: Common Quality Voxcaster, allows the sending of unencryped and encrypted messages on standard channels.
  1980. -Electronic Enhancemarent #3: Common Quality Rebreather, allows the filtration of most gases and chemicals, excepting corrosives and Mystical Poisons & Toxins.
  1981. -Electronic Enhancemarent #4: Common Quality Photo-Visor, prevents being Blinded from flash grenades and most forms of bright or dazzling lights.
  1982. -Electronic Enhancemarent #5: Poor Quality Integrated Preyvision Goggles, functions as Thermals and adds +1 to a SINGLE Perception/Scouting/Wilderness Survival roll.
  1983. -Mechanical Enhancemarent: reduces the duration & effects of Concussions by 1/2.
  1984.  
  1985. >Mechanicus Carapace Plate (Armor Traits: Poor Quality, Cadian Pattern): one of the more well known designs across the Imperium, this set of carapace plate is colored in the traditional rust red of the Mechanicus, featuring the traditional skull and gear symbol across the chest. Composed of rigid plates of layered armaplas, a heat-absorbent plastic and metal composite, protecting the entire torso, legs, arms, and groin. While the gaps between each plate are somewhat larger than those found in flak armor, carapace armor is considerably more protective, though this one must have come from one of the smaller Forge-Worlds due to it's somewhat shoddy mareufacture.
  1986. -Armor Value: 2DR.
  1987. -Armor Class: Medium.
  1988. -Electronic Slots: 0/2 remaining.
  1989. -Electronic Enhancemarent #1: Common Quality Auspex Unit. An interface screen mounted on the right arm linked to a number of analysis and scanning systems embedded across the upper torso, granting a [1d6+2] <CQ. Auspex roll, able to detect motion, radiation, toxic or otherwise harmful gasses, electronic equipmarent, as well as living beings and their relative vital signs within a 200M radius. Given the quality of the auspex unit it was assigned to, it's machine spirit is fairly happy.
  1990.  
  1991. >Mechanicus Combat Shield (Armor Traits: Common Quality, Mars Pattern): one of the least seen pieces of wargear in the AdMech, Mechanicus combat shields are a simple 2' tall, 1.5' wide shield composed of thin, stamped steel sheets, colored in the traditional Mechanicus rust red, reinforced with a seamless bead around the edges, then mounted with a simple steel ring to slot one's arm through and a handle to grip.
  1992. -Armor Value: provides +1DR when used to Bash or Shield Charge with, or when worn on the back.
  1993. -Armor Class: Light Shield.
  1994. -Defensive Enhancemarent #1: adds +1 to and grants an additional Block roll.
  1995. -Sword and Board: can be used in tandem with pistols, SMG's, and other 1-handed weapons, but may not use with 2-Handed weapons.
  1996.  
  1997.  
  1998. *****
  1999. UNIQUE ARMOR:
  2000. -Ordo Chronos Flak Helmet (Armor Traits: Best Quality, Custom Fit, Sanctioned Artifact): visually looking like one of the most common pieces of wargear throughout the Imperium, the basic Mars Pattern Flak Helmet.. this is NOT one of them. Using her knowledge of marely STC wargear designs and the incredibly special, unique, or easily obtainable, non-human materials available on Tallus that she was able to acquire, Inquisitor Flash created her own personalized variant of Flak armor over several months. Combining the resiliency of durable, alchemically infused alloys with the extreme comfort expected by Tallus materials, this Flak Helmet was designed to provide the maximum possible protection while remaining light enough to not encumber the wearer. Discarding the marely number of STC or otherwise Administratum Mechanicus approved Flak Helmet schematics in favor of a full neck and head covering design, Inquisitor Flash's custom design on this particular helmet incorporates a Preysense Visor that has been integrally and mechanically attached to the helmet itself which provides optimal protection for the wearer. Combined with a full chin, mouth, and nose-covering rebreather created from native materials based upon her Mars-trained knowledge, this helmet is directly comparable to Inquisitorial class variations. Similar to her bodysuit, it is capable of being resized to fit nearly any base human head size, excepting Ratlings, Ogryn, or Space Marines, and is comfortable enough to wear for weeks or, or possibly perhaps months on end. It also contains a human soul-spirit hailing from Segmentum Pacificus, a former Imperial Navy Admiral assigned to the Calixus sector named Luaris Dranaki with the codename of 'WItch-Two', potentially .
  2001. -Armor Value: 3DR.
  2002. -Armor Class: Modified-Light Helmet.
  2003. -Electronic Enhancemarent #1: Best Quality Commbead, grants access to standard, encrypted, and numerous Ordo Chronos and Xenarite channels, able to receive even the weakest signals up to 10 miles away.
  2004. -Electronic Enhancemarent #2: Best Quality Voxcaster, allows the transmission of standard, encrypted, and numerous Ordo Chronos and Xenarite channels out to 100 miles.
  2005. -Electronic Enhancemarent #3: Best Quality Rebreather, allows the filtration of most nearly all gasses, chemicals, Poisons & Toxins, and reduces the effects of airborne Elemarental, Eldritch, & Spectral effects by 1/2.
  2006. -Electronic Enhancemarent #4: Best Quality Photo-Visor, prevents being Blinded from ALL forms of bright lights, whether physical, magical, Elemarental, and Mystical.
  2007. -Electronic Enhancemarent #5: Best Quality Integrated Preyvision Visors, functions as Thermals with a maximum 500M range, adds +4 to a SINGLE Perception/Scouting/Wilderness Survival roll.
  2008. -Mechanical Enhancent #1: reduces the duration & effects of Concussions by 3/4.
  2009.  
  2010. -Ordo Chronos Flak Bodysuit (Armor Traits: Best Quality, Custom Fit, Sanctioned Artifact): created in the same marener as her Flak Helmet, Inquisitor Velasi spent several weeks devising perfectly form fitting armor from a combination of marey STC designs, blending the best aspects of Flak and Carapace together with the longevity and comfort of Tallus materials. Perhaps unintended, this specific set of armor looks more like Graia Pattern Flak Armor, which can be adjusted, repaired, and modified rather easily. Creating the specialized forearm mounted auspex from Empire crystalline materials, the rugged sensor arrays via alchemically produced, highly sensitive meta-materials, and further bolstered by knowledge of Void Shielding, she was able to transfer her original auspex's highly dedicated and loyal Machine Spirit with little difficulty. As a result it is incredibly happy, helpful, and highly resistant to damage.
  2011. -Armor Value: 4DR.
  2012. -Armor Class: Modified Light.
  2013. -Electronic Enhancemarent #1: Best Quality Auspex Unit. A slim, virtually weightless auraplas interface holoscreen mounted on the right arm, linked to a staggeringly high number of analysis, detection, and scanning systems fit within. A painstakingly created system able to detect and analyze nearly all forms of motion, sound, radiation, most forms of gasses, liquids, the composition of materials, electronic equipmarent, living beings, their relative physiology, elemarents, and marey esoteric facts within a 500M radius. Being one of Inquisitor Flash's personal Machine Spirits, this one is extremely dedicated and rarely suffers from logic overflow faults. Grants a [1d6+4] <BQ. Auspex roll.
  2014. -Electronic Enhancemarent #2: Artificer-Grade Chroniton Wave Reader. One of the few purely original designs that Flash has been able to construct on Tallus, mostly out of boredom, this bafflingly simple function is capable of analyzing, and sometimes predicting, abnormal temporal events. How it works, why it works, and when it works, only the Inquisitor herself truly knows, although it will readily aid Chisan Nas and Mallia Castella in the prevention of temporal breaches. For several obvious reasons, this function does NOT like Chisan. Grants a [1d6+2] <Chroniton Wave Reader roll.
  2015.  
  2016. *****
  2017. >MELEE WEAPONRY:
  2018. >Omnissian Axe (Weapon Traits: Common Quality, Forge-World Pattern): a 4' in length armaplas alloy haft with an affixed unit consisting of a half-circle armaplas blade bearing the skull and gear of the Mechanicus forwards, and a set of tools rear mounted on an extended ceramite bar on the reverse. In service within the AdMech, Omnissian Axes are considered across the galaxy as the office symbol of Enginseers, regardless of their status or rank. Due to their wide spread usage as both a weapon and an invaluable tool for assisting with the Rites of Repair, each Enginseer is demarended to customize their own Omnissian Axe for specific purposes, though this one came stock from a Forge-World with an integrated MIU-linked adjustable omni-wrench, a simple gas cutting torch that can also be used for welding, and a small ceramite prying blade for removing armor panels in a hurry. Since it's machine spirit is new and hasn't had time to develop any quirks, it will rarely if ever complain.
  2019. -Melee Weapon Class: Two-Handed.
  2020. -Base Modifier: adds +1 to all Assault/Parry/Riposte rolls.
  2021. -Rites of Repair: adds +1 to all Engineering & Tech-Use rolls when performing in-combat repairs.
  2022. -Modification: Two-Handed Block: gains an additional Block roll ONLY when using both hands to wield.
  2023.  
  2024. *****
  2025. >RANGED WEAPONRY:
  2026. >Laspistol (Weapon Traits: Laser, Poor Quality, Standard Pattern): the third most mass produced weapon in the Imperium, laspistols are little more than plastic pistol frames embedded with an electro-circuit board, a firing trigger, an armaplas barrel, a focusing array, a power cell, and given a tiny machine spirit. As this one is of rather cheap make, it's machine spirit is prone to fits and may jam often.
  2027. -Base Modifier: adds +1 to all Light Energy Weapons rolls.
  2028. -OVERCHARGE Modifier: adds +2 to all Light Energy Weapon rolls, uses 2 charges per shot.
  2029. -Armor Pierce: 1 (ignores 1DR).
  2030. -Ammunition Class: Pistol Laser, Semi-Automatic.
  2031. -Magazine Capacity: 20/20 shots. Comes with 3x Small Power Packs.
  2032. -Optimal Range: 50M, with a -1 penalty to all Light Energy Weapon rolls per 30M beyond this range.
  2033. -Maximum Range: 110M.
  2034.  
  2035. >M36 Lasrifle (Weapon Traits: Laser, Common Quality, Standard Pattern): the second most widely produced weapon in the Imperium after the Mars Pattern Lasrifle, the M36 version has a more robust construction, combining an armaplas body, a Tech Priest built electro-circuit board, an actual trigger, a long lasting ceramite barrel, a standard focusing array, a quality power cell, and a standard machine spirit. As this weapon is of decent make, the machine spirit neither particularly dislike it's current housing, and so does not jam often.
  2036. -Base Modifier: adds +1 to all Light Energy Weapons rolls.
  2037. -OVERCHARGE Modifier: adds +2 to all Light Energy Weapon rolls, uses 2 charges per shot.
  2038. -Armor Pierce:1 (ignores 1DR).
  2039. -Ammunition Class: Rifle Laser, Semi-Automatic.
  2040. -Magazine Capacity: 60/60 shots. Comes with 3x Rifle Power Packs.
  2041. -Optimal Range: 200M, with a -1 penalty to all Light Energy Weapon rolls per 200M beyond this range.
  2042. -Maximum Range: 800M.
  2043.  
  2044. *****
  2045. SUPPLIES: 2x Canteens, 4x Officer's Field Rations.
  2046.  
  2047. *****
  2048. COMMON ITEMS: Blanket, Lasweapon Maintenance Kit, Magnoculars, Mess Kit, Sleeping Bag, Wire Cutters.
  2049.  
  2050. *****
  2051. EXPLOSIVES: 3x Smoke Grenades, 6x Frag Grenades.
  2052.  
  2053. *****
  2054. MEDICAL ITEMS: Box of Bandages.
  2055.  
  2056. *****
  2057. UNIQUE ITEMS:
  2058. -*Approved Administratum Mechanicus CQ Dataslate: a 10" tall, 8" wide, 1/2" thick carbon plate installed with a self-recharging power cell, a miniature cogitator, and sseveral data cores. Unlike the poor quality dataslates issued to the Imperial Guard, the Mechanicus common quality dataslate is capable of text, video, and schematic storage, much like a smartphone though considerably more limited as programming is less advanced in the 41st Millennium.
  2059.  
  2060. -*Approved Administratum Mechanicus Maintenance Kit: a plastic hardcase containing a handheld techno-mystical code-scanning device for Enginseers to inspect the various electronics and cogitators they come across for data corruption, data compatability, and to provide an additional MIU interface for hacking. Grants an additional Tech-Use roll when used to access electronic devices.
  2061.  
  2062. -*Approved Administratum Mechanicus Tool & Fabrication Kit: an armaplas hard case packed with ceramite wrenches, nut drivers, screwdrivers, hex keys, star pin drivers, screwdrivers, and sockets guaranteed to function on every weapon, armor, device, or vehicle in the Imperium, and several STC printouts containing information on how to build small las-forges, chemical work stations, and vehicle repair bays. Unlike the kits issued to Imperial Guard Operators, however, is the addition of a small high tech las-cutter, able to cut, seam, and weld most materials, a miniature fabrication machine capable of nanolathing small parts fitted with a material scanning auspex for ensuring the tightest of tolerances, and an MIU-compatible auspex inspector for determining material compositions, all of which are powered by the same power packs nearly all lasrifles use. Adds +1 to and grants an additional Engineering roll when in use.
  2063.  
  2064. -Enginseer Combi-tool: perhaps the most bizarre looking implemarent built by the Mechanicus, a Combi-tool is a simple armaplas casing installed with a small prybar and a sharp ceramite scraper along with multiple adjustable wrenches, screwdrivers, hex keys, and star pin drivers of every size. Adds +1 to all Engineering rolls when used, though may not be used with a Tool & Fabrication Kit.
  2065.  
  2066. -Utility Mechaendrite (Implant Traits: Custom-Implant, Common Quality, Standard Pattern): the most wide spread implant used by the Cult Mechanicus, this is a utility mechandrite 6' in length specifically designed to aid Enginseers in most of their duties. Created by attaching 400 hi-alloy steel plates of varying shapes to a short length of industrial synthmuscle, embedded with roughly 100 small motors and actuators, then installed with a self-recharging power cell programmed by a senior Tech Priest to ensure long lasting function, giving it a tentacle like appearance with prehensile flexibility and enough strength to pick up an Astartes bolter rifle without unbalancing the user. The head is finally slotted with two small techno-sorcery based retractable tools capable of nanite-forming virtually any flat head, star, hex, shank, hex-ring, eight-point, standard/metric bolt or nut, and virtually any other small part imaginable. Implanted into Mallia's central spine without a need for an additional neural interface due to her MIU, the marental connection to this mechandrite allows her to use it as another limb, and, although the AdMech would normally frown at doing so, can also be used to use pistols for her. This specific one comes directly from a larger Forge-World, featuring an incense censer for calming particularly unruly or damaged Machine Spirits, a retractable 6" mono-edge cutting blade, six sets of three-pronged hi-alloy marenipulator claws for performing fine repairs or holding an item in place, a small but powerful cutting torch, and six injector pistons filled with Ligature Oil.
  2067. -Armor Value: 20 Armor.
  2068. -Armor Durability: 2DR.
  2069. -Blessed Incense of the Machine Spirit: grants a [1d6+2] <Blessed Incense roll when performing Tech-Use on electronic devices, may only be used ONCE every 3rd turn.
  2070. -Ligature Oil Injectors: grants a [1d6+2] <Sacramarent of the Omnissiah roll that may be used for Engineering or Tech-Use during repairs, the Ligature Oil MUST ust be replaced after all six have been used.
  2071. -Improvisional Weapon Mount: can be used to fire an additional Small Arm, may only use a single roll.
  2072. -Monomolecular Blade: grants a [1d6+2] <Mono-Knife roll that ignores 1/2 DR, may be used in combat or for Engineering purposes.
  2073. -Rites of Repair: grants a [1d6+2] <Rites of Repair roll that functions as Engineering when repairing electronic devices, weapons, armor, or vehicles.
  2074. -Utility Mechandrite: grants a [1d6+2] <Utility Mechandrite roll that can function as either Engineering or Tech-Use.
  2075.  
  2076.  
  2077. ***************************************************************************************************************************************
  2078.                             Mr. Agent:
  2079.  
  2080. *****
  2081. >PERSONAL ARMOR:
  2082. >Plate Carrier Vest
  2083. -Armor Value: provides 1DR to the chest.
  2084. -Armor Class: Light.
  2085.  
  2086. *****
  2087. >CLOSE COMBAT WEAPONRY:
  2088. -Baton: unenchanted.
  2089. -Melee Weapon Class: Light.
  2090. *****
  2091. >RANGED WEAPONRY:
  2092. -Dual Glock 17's (Weapon Traits: Paired, Personal): a (mostly) polymer 9x19MM semi-automatic pistol, noted for it's expense, high cost of replacemarent parts, and tendency to become a miniature grenade.
  2093. -Base Modifier: adds +2 to all Small Arms rolls.
  2094. -Ammunition Class: Small Arms, 9x19MM.
  2095. -Magazine Capacity: 16/16 cartridges for each. Comes with 5x magazines.
  2096. -Maximum Optimal Range: 50M with a -1 penalty per 25M beyond this range.
  2097. -Maximum Effective Range: 100M.
  2098. -Attachmarent #1: External Supressors: 60% Suppressed, requiring a Perception roll of 7 or higher in order to determine the direction fired from.
  2099.  
  2100. *****
  2101. >UNIQUE ITEMS:
  2102. >Attache Case: an unreasonably expensive designer suitcase, colored black for obvious reasons, with a simple 4-digit combination lock next to a pair of ornate ivory handles. While it's design is very similar to most high end suitcases, this one in particular bears a number of Tallus-based modifications, the least of which seems to be it's lack of weight, the most jarring being it's overly ridiculous capacity, seeing as how as Mr. Agent is able to store nearly all of his personal equipmarent, and the several hundred official papers, writs, and official notices necessary for his job within it rather easily.
  2103.  
  2104. *****
  2105. >SUPPLIES: none.
  2106.  
  2107. *****
  2108. >COMMON ITEMS: Book, Pack of Cigarettes, Sunglasses, Zippo Lighter.
  2109.  
  2110. *****
  2111. >MEDICAL ITEMS: 1x Painkillers.
  2112.  
  2113.  
  2114. ***************************************************************************************************************************************
  2115.  
  2116.                             Natilda:
  2117.  
  2118. *****
  2119. >PERSONAL ARMOR:
  2120. >Armored Keyhole Turtleneck, Overcoat, & Fatigues (Armor Traits: 1/2 Enchantmarent Slots remaining, Artifact, Custom-Fit, Planar-Woven, Unique):In reality, this set is three pieces of semi-armored, shock absorbing clothing, created from a unique silk collected from an Otherworldly spider that makes it's home in the Moors, with moderate color shifting properties to allow it's wearer to slightly blend into most backgrounds. The first is a specially designed, custom hoofmade turtleneck with an elongated triangle cut atop the breasts for excellent exposure quality, a snug but well fitting pair of cargo pants, and a traditional Stalliongrad style light overcoat to protect against the Everfree's notorious cold.
  2121. -Armor Value: Turtleneck & Fatigues provide 1DR, Overcoat provides an additional 1DR when worn.
  2122. -Armor Class: Unarmored.
  2123. -Utility Enchantmarent #1: adds +1 to all Charm & non-combat Stealth rolls.
  2124.  
  2125. *****
  2126. >CLOSE COMBAT WEAPONRY: ?
  2127.  
  2128. *****
  2129. >RANGED WEAPONRY:
  2130. -M91 Mosin-Nagant (Weapon Traits: Personal): an extremely rugged, nearly ancient patterned bolt-action rifle with a 5-round internal magazine. Once holding the title of the most mass produced firearm in history, of which the AK-47 now holds that prestigious rank, there are approximately 100 standard Mosin-Nagant rifle variants, that number expanding nearly exponentially if one considers how marely human worlds there are. This particular Mosin-Nagant is the longest and second heaviest of it's breed, measuring in at 49 inches and weighing 8.9 pounds when fully loaded. Due to it's weight, the M91's recoil is noticeably less than carbine variants, and makes an excellent impromptu spear whenever kebabs need removing, allowing it to be used as a melee weapon.
  2131. -Base Modifier: adds +2 to all Battle Rifle rolls.
  2132. -Ammunition Class: Battle Rifle, 7.62x54mmR.
  2133. -Magazine Capacity: 5/5 cartridges. Comes with 7x clips.
  2134. -Maximum Optimal Range: 500M with a -1 penalty per 200M beyond this range.
  2135. -Maximum Efffective Range: 1,100M.
  2136. -Attactmarent #1: Scope: adds +1 to Battle Rifle rolls & +2 to a SINGLE Perception roll only when in use.
  2137. -Attachmarent #2: Bayonet: adds +1 to all Melee rolls only when in use.
  2138.  
  2139. -Tokarev TT-33 (Weapon Traits: Personal): a small framed, semi-automatic pistol chambered in 7.62×25mm Tokarev, meant to replace the M1895 Nagant Revolver in most Russian Imperial armies, although both weapons were often used alongside each other.
  2140. -Base Modifier: adds +2 to all Small Arms rolls.
  2141. -Ammunition Class: Small Arms, 7.62×25M Tokarev.
  2142. -Magazine Capacity: 8/8 cartridges. Comes with 3x magazines.
  2143. -Maximum Optimal Range: 50M with a -1 penalty per 25M beyond this range.
  2144. -Maximum Effective Range: 100M.
  2145.  
  2146. *****
  2147. >SUPPLIES: 2x Canteens, 2x Hardtack Boxes, 4x Ration Tins, 2x Vodka.
  2148.  
  2149. *****
  2150. >COMMON ITEMS: Binoculars, Compass, Goggles, 1x Iodine Bottle, Map, 1x Road Flare, Standard Nightvision Goggles.
  2151.  
  2152. *****
  2153. >EXPLOSIVES: 2x each of Molotov Cocktails & Smoke.
  2154.  
  2155. *****
  2156. >MEDICAL ITEMS: 2x Bandages
  2157.  
  2158.  
  2159. ***************************************************************************************************************************************
  2160.                             Dr. Novus (TRIAL PERIOD):
  2161.  
  2162. *****
  2163. >PERSONAL ARMOR:
  2164. >Kevlar Helmet
  2165. -Armor Value: provides 1DR to the head.
  2166. -Armor Class: Light Helmet.
  2167. -Mechanical Enhancemarent: reduces the duration & effects of Concussions by 1/2.
  2168.  
  2169. *****
  2170. >CLOSE COMBAT WEAPONRY:
  2171. -Combat Knife: unenchanted.
  2172.  
  2173. *****
  2174. >RANGED WEAPONRY: none.
  2175.  
  2176. *****
  2177. >SUPPLIES: none.
  2178.  
  2179. *****
  2180. >COMMON ITEMS: Cellphone Detonator, 2x Duct Tape, Geiger Counter, 2x Lighter Fluid, Plutonium Core, Remote Detonator, Smartphone, Wire Cutter.
  2181.  
  2182. *****
  2183. >EXPLOSIVES: none.
  2184.  
  2185. *****
  2186. >MEDICAL ITEMS: 2x Bandage Boxes, EMS Bag.
  2187.  
  2188. *****
  2189. >UNIQUE ITEMS: none.
  2190.  
  2191.  
  2192. ***************************************************************************************************************************************
  2193.                             Pareidolia:
  2194.  
  2195. *****
  2196. >PERSONAL ARMOR:
  2197. >Thermal-Optic Camouflage Armor (Armor Traits: 1/3 Enchantmarent Slots left, Advanced, Custom-Fit, Prototype, Unique): A lightweight, self-contained and armored NBC suit, complete with an experimarental helmet, covered in a real-time environmarentally matching nanofilamarent that masks the wearer's thermal signature, also providing the same concealmarent for his equipmarent and weapons. Vastly improved with a sequential layering of Hyfalgryph scales, it was augmarented with a sealed, infused planar silk to allow a limited auto-stealth functionality, and comes with a unique self-regenerating power cell that drains ambient energy discharges and energy from it's surroundings, further modified by Spiral's gryphon form with a synchronized, Tallus-made power crystal to ensure stable operation, featured on the back in a small containmarent unit combined with an advanced processing unit. When struck while in stealth, the optical camouflage will flicker on and off randomly for that turn before returning to normal, and excessive exposure to water will cause the system to disable the active nanofilamarents, temporarily shutting off the auto-camouflage function for a short period of time. While it is possible to use firearms during Stealth, the overall system cannot mask muzzle flash and has no effect on sound dampening.
  2198. -Armor Value: provides 4DR, full body.
  2199. -Armor Class: Enhanced Light.
  2200. -Electronic Enhancemarent #1: adds +2 to all in-combat Stealth rolls, and converts all rolls to Auto-Stealth in dark conditions, including red, purple, violet, black, and green spectrums; when in blue, yellow, orange, and white spectrum lighting this effect is disabled. Regenerates to 4/4 Charges per Operation.
  2201. -Defensive Enchantmarent #1: reduces damage from all Elemarental, Casting, Psionic, and other esoteric means by 1/4.
  2202.  
  2203. >Improved Self-Contained NBCA Committee Helmet (Armor Traits: 1/1 Enchantmarent Slots left & 1/2 Technological Slots left, Advanced Technology, Crystal-Forged, Custom-Fit, Unique Advanced Tallus Crystalline Artifact): an externally light black colored, bubble-styled Nuclear-Biological-Chemical-Anomalous resistant helmet, the original material entirely replaced with a 3/8" thick black sapphirine produced on Tallus and shaped by Anon, its material properties approximating medium-strength titanium. It features an integrated air filtration system using a coupling allowing for the use of most military grade multi-stage air filters. Currently, the small data processing unit in the helmet's rear has been entirely replaced with a stolen early generation Project N.O.A.H. unit, much to Pareidolia's chagrin (and potential approval). Unlike Anon's previous technology swaps, the unit is also capable of accepting thermal, infrared, nightvision, starlight, and other perceptive technologies based on current Crystal Hololith designs.
  2204. *Integrated Interface Enhancemarent: the Neural Operating Algorithim Heuristic (NOAH), is a state of the art, standard issue cognitive computing A.I. (Artificial Intelligence) issued to all Committee staff of sufficient rank based on initial prototypes derived from IBM's 'Watson' and functional super computing A.I. from Japan. These cognitive A.I. systems are capable of scanning, cataloging, and predicting environmarental factors, threats, and other potential adverse conditions, as well as displaying readouts for operator health while running on minimum power and space requiremarents. Designed as the ideal threat assessmarent tool for Committee staff regardless of their field, they were an essential contributor to maintaining global control. Their performarence as standalone units pales in comparison to when they have a dedicated network to connect to for constant updates as to whatever state of improvemarents the network has access to, including predictive processing. All A.I. models also retain the capability for new information to be uploaded mareually in the event of new operating parameters. Due to popular demarend, particular A.I. personalities can also be selected for use, as well as complete uploaded personalities with animated image sprites at the user's discretion. At the current time, over a thousand A.I models are available for Pareidolia's selection... although all of them are derivatives of Tallus ponies known to Razorback. The N.O.A.H. unit has been, somehow, merged to a highly advanced communications network unit based off Crystal Hololith biocrystal-technologies, and is able to function as both a personal radio and a long-ranged receiver/transceiver, allowing Pareidolia to function as an encrypted mobile communications platform. Some adapted technologies shouldn't be asked about, and this is definitely one of those.
  2205. -Armor Value: provides 2DR to the entire head.
  2206. -Armor Class: Medium Helmet.
  2207. -Black Sapphirine Enhancemarent: reduces all damage caused by Shadow or Void Elemarentals by 1/2, grants 1 additional Enchantmarent slot, reduces the duration & effects of Blindness and Concussions by 1/2.
  2208. -Technological Enhancemarent #1: grants a [1d6] <Predictive Behavior Analysis ability when Pareidolia performs any Psychological Assessmarent tests against a target. This ability may not be used in tandem with the <Threat Matrix Analysis ability, only one or the other may be used each turn.
  2209. -Technological Enhancemarent #2: grants a [1d6] <Threat Matrix Analysis ability against a single target, the result of which informs Pareidolia of the target's potential threat vectors and capabilities. This ability may not be used in tandem with the <Predictive Behavior Analysis ability, only one or the other may be used each turn.
  2210. -Technological Enhancemarent #3: featuring slight program modifications provided by Anon through his basic understanding of Crystal Hololiths, the A.I system is able to display Pareidolia's exact injuries, damage, and positive or negative status conditions down to the millimeter, including a small screen display dedicated to S.HP (Spiritual HP). The system is also capable of determining potential harm delivered by enemy combatants once scanned by other technological devices, though this particular early generation NOAH system itself does not have that capability.
  2211. -Technological Enhancemarent #4: whichever A.I. model Pareidolia selects for operational functions, it is able to access and display all information that its' predecessors and alternative A.I. have recorded in the past, whether visual, auditory, data files, and even prototype illogical-logic calculations based on pony neural processes. This function allows Pareidolia to review all recorded information at any time, and cannot be heard without significant difficulty.
  2212. -Technological Enhancemarent #5: functions as a standard radio and allows Pareidolia to act as a long ranged receiver-transceiver, may also utilize encryption protocols & codes at will.
  2213.  
  2214. *****
  2215. >CLOSE COMBAT WEAPONRY:
  2216. >Enchanted Combat Knife
  2217. -Melee Weapon Class: Light.
  2218. -Base Modifier: adds +1 to all Assault/Parry/Riposte rolls.
  2219.  
  2220. >Hermit's Pinksteel Dagger (Weapon Traits: 1/1 Enchantmarent Slots remaining, Artifact, Unique): formerly a rough, patchwork pinksteel biteblade, reinforced and repaired on the spot by Celestia, now an 8" long single bladed dagger with a 6" handle, the edge tapering to a long, curved point. The grip is some form of carved wood, species unknown, while the blade itself is a rushed forge job, but is still pure pinksteel nonetheless. How such pure pinksteel was acquired and then so poorly forged together into this weapon is an odd story: From the marey records recovered from Harlon's lab, there is some information on the origins of the old biteblade. A year or so before the accident, the Guards were investigating reports of a deranged pony inhabiting the deep woods near Canterlot. The reports themselves were quite real, but the story had a very strange twist to it; the pony in question was being tormarented by hallucinations and voices in his head, and assumed that he was being harassed by spirits. Somehow acquiring a lump of pure pinksteel, he forged this rush job of a blade in utmost desperation. His background, where he acquired the pinksteel, and how he had any skill in forging remain unknown. When they attempted to subdue and aid him, he shocked the small Guard group by plunging the biteblade into the head of the Captain and dashed away into the woods. He was never seen again after this, though the Guard gave their all to track him down for the murder. Convinced that there must have been more to the weapon, they brought it to Harlon for analysis. He concluded there was nothing to the blade besides being badly made, and threw the weapon in with all the other rejects.
  2221. -Melee Weapon Class: Light.
  2222. -Base Modifier: adds +1 to all Assault/Parry/Riposte rolls.
  2223. -Inherent Ability: Pink Steel, allows the user to harm incorporeal or non-physical Otherworldly, Planar, Spectral, and Undead beings, also granting a [1d6+4] <Purge non-elemarental effect.
  2224.  
  2225. >Panorama Blade (Weapon Traits: 0/3 Enchantmarent Slots remaining, Graven-Carved, Unique Legendary Permarenent Artifact): a thick, 28" long, slightly curved sword with an 8" handle and oversized guards. This black-tinged blade is covered in a panoramic scene of a large minotaur village, presumably Gozka, and would likely have been used for training very young Adherents.
  2226. -Melee Weapon Class: One-Handed OR Two-Handed.
  2227. -Base Modifier: adds +3 to all Assault/Parry/Riposte rolls.
  2228. -Offensive Enchantmarent #1: grants a [1d6+2] <Airstrike Elemarental attack.
  2229. -Offensive Enchantmarent #2: grants a [1d6+2] <Lunar Shock non-elemarental attack that stuns on a max critical, forcing Otherworldly, Planar, Spectral, and Undead beings to suffer a -4 penalty to all rolls due to their fragile grasp of reality being interrupted.
  2230. -Offensive Enchantmarent #3: THREE times per Operation, Pareidolia may utilize a <Dispersion effect, causing 50% of the total damage inflicted to jump to the closest enemy target as an arcane beam of non-elemarental energies; if an opponent Blocks the weapon this crystal is enchanted to, that damage will automatically strike them instead. Unless fully Evaded, this effect MUST always occur.
  2231. -Modification #1: Two-Handed Block, gains an additional Block roll ONLY when using both hands to wield.
  2232.  
  2233. *****
  2234. >RANGED WEAPONRY:
  2235. -FN F2000 Tactical (Weapon Traits: Personal): a lightweight, modular bullpup combat rifle designed to utilize a short covered bolt, improving it's functionality in adverse environmarents, although it's range suffers considerably from the short barrel. Unfortunately, the frame has been known to melt under prolonged heat.
  2236. -Base Modifier: adds +2 to all Combat Rifle rolls.
  2237. -Ammunition Class: Combat Rifle, 5.56x45mm NATO.
  2238. -Magazine Capacity: 30/30 cartridges. Comes with 6x magazines.
  2239. -Maximum Optimal Range: 300M with a -1 penalty to all Combat Rifle rolls per 100M beyond this range.
  2240. -Maximum Effective Range: 600M.
  2241. -Attachmarent #1: Holosight: adds +1 to Combat Rifle rolls only when in use, cannot be used in conjunction with Laser Sight.
  2242. -Attachmarent #2: Laser Sight: adds +1 to Combat Rifle rolls only when in use & has a maximum effective range of 200M, cannot be used in conjunction with a scope.
  2243. -Modification #1: External Supressor: 60% Suppressed, requiring a Perception roll of 7 or higher in order to determine the direction fired from.
  2244.  
  2245. -FN P90 TR (Weapon Traits: Personal): a lightweight, compact, ambidextrous bullpup polymer-based PDW that uses a proprietary armor-piercing FN 5.7×28MM cartridge, designed as a replacemarent for the H&K MP-series of submachine guns. While it's caliber is significantly smaller than the 9MM, it boasts greater velocity, better armor penetration than the 7.65x21MM cartridge, and greatly reduced recoil, it does suffer from a distinct lack of lethality, which is partially offset by it's 50 round box magazine.
  2246. -Base Modifier: adds +2 to all Small Arms rolls.
  2247. -Ammunition Class: Small Arm, 5.7×28MM.
  2248. -Magazine Capacity: 50/50 cartridges. Comes with 4x box magazines.
  2249. -Maximum Optimal Range: 100M with a -1 penalty per 25M beyond this range.
  2250. -Maximum Effective Range: 200M.
  2251.  
  2252. *****
  2253. >SUPPLIES: 2x Canteens.
  2254.  
  2255. *****
  2256. >COMMON ITEMS: Batteries, Binoculars, 2x Duct Tape, Flint & Steel, 2x Gas Masks, GPS, L-Flashlight, Lighter Fluid, Multi-Tool, MP3 Player, Radio, 4x Road Flares, Snake Cam, Shovel, Wire Cutters, Wrist Watch, 2x Zip Ties, 2x Zippo Lighters.
  2257.  
  2258. *****
  2259. >EXPLOSIVES: 2x M67 Frag, 3x Smoke, 4x White Phosphorous.
  2260.  
  2261. *****
  2262. >MEDICAL ITEMS: 1x Emergency Medical Pouch.
  2263.  
  2264. *****
  2265. >UNIQUE ITEMS:
  2266. -Experimarental Holo-Laptop: a battered, partially functional octagonal grey digital laptop with a cracked red lens for an "On" button in the center, a holographic keyboard, and a 120-degree panoramic 'screen'. Either someone mareaged to keep this prototype intact right up until their unfortunate death, or they simply had really shitty luck surviving a nuclear detonation. Features a 50TB crystalline lattice hard drive, a flat motherboard with integrated processing unit/cooler/RAM card composed of near-liquid diamond, graphic & sound cards that are 99.9% top secret, a host of logic-assistance programs, and an MP3 library. Stolen, of course. Allows a [1d6+1] <Tech Research roll, can be mostly restored.
  2267.  
  2268. -Flawless Moon Orb: this is a flawless sphere cut from the Hall of Tartarus, one of the enormous structures within Luna's Citadel on Tallus' moon, typically given to Lunar Guardian Nightblade elites and a requiremarent for all Starborn to carry as a means to contact and directly speak with the Nightmare during missions. Currently owned by him.
  2269.  
  2270. -Mist-Foam Circlet: a softly glowing white and green-blue tinged band, 8" in diameter, 1/2" tall, 1/4" wide, weighing less than 1 ounce. Can comfortably fit atop the heads of most sentients, primarily ponies and humans. Mist-foam is a tightly controlled material issued to relicted (the surviving spouse of a battle-pair) minotaurs, especially those with high status or a deeply trusted shaman. This particular one was scavenged from the remains of an unnamed minotaur warrior on Khahlani Island by Mercy, whom dedicated several nights to shaping it into a usable form. Having little or no use for it herself and being unwilling to let Foggy Patches abuse it's capabilities, she decided to grant the circlet to Pareidolia.
  2271. -Defensive Enchantmarent #1: Dispersion Cascade, in combat the wearer's movemarents become half-transparent and poorly defined to opponents, adding +2 to all Evasion rolls.
  2272. -Utility Enchantmarent #1: Unknown Slowfall-Float. While falling from any height, the wearer will be slowed to an easily survivable speed; this effect may be negated by marental commarend at any time, however, the wearer will automatically be cushioned from a lethal fall.
  2273.  
  2274. -Moon Shard: grants a [1d6+2] <Lunar Shock non-elemarental attack that causes Otherworldly, Planar, Spectral, and Undead beings to suffer a -4 penalty to all rolls, and stuns on a max critical. Currently enchanted to the Panorama Blade.
  2275.  
  2276. -Rainbow Dispersion Crystal: adds +1 to all Assault/Parry/Riposte rolls when infused to a weapon; THREE times per Operation the user may utilize a <Dispersion effect, causing 50% of the total damage inflicted to jump to the closest enemy target as an arcane beam of non-elemarental energies; if an opponent Blocks the weapon this crystal is enchanted to, that damage will automatically strike them instead. Unless fully Evaded, this effect MUST always occur. Currently enchanted to the Panorama Blade.
  2277.  
  2278. -Sticky Enchantmarent: a powerful, full body enchantmarent that allows it's owner to stick to nearly any surface, including cloud material, without fear of being removed. Grants a [1d6+X] <Perfect Grip roll, where X is the highest Melee modifier Pareidolia has available, and can be used to rapidly scale surfaces. Can be utilized through his gauntlets, clothing, and armor without diminishing the effects. Permarenently enchanted to him.
  2279.  
  2280. -Tempest Orb: a palm-sized sphere with constantly shifting 'winds' of various white colors contained inside. When infused to a living being, grants vastly increased speed and the ability to slightly tap into the Airstreams of Tallus, adding +1 to all Assault/Parry/Riposte and Reaction Speed rolls. When infused to a weapon, grants a [1d6+2] <Airstrike Elemarental attack. Currently enchanted to the Panorama Blade.
  2281.  
  2282. -Tundra Crystalworks Type 4-B Microscope, #0413: an exceptionally well made, all Empire crystal microscope that weighs 15 pounds. Produced by one of the foremost crystalline technology consortiums in the Empire, and the second most expensive, it is powered by an older, well established power crystal from the Halberd & Shield Works consortium. Requiring 20 years to produce each one, the Type 4-B was made in limited numbers until the mid-28,400's before being discontinued and replaced in the 29,600's with the Type 4-C.
  2283. *Grants a [1d6+6] roll when in use.
  2284. FEATURES:
  2285. *Variable focal lens down to 400x magnification, the technique a closely guarded Empire secret
  2286. *Autocrystalline clarity adjustmarent, also a closely guarded Empire secret
  2287. *Resonating sample destruction, CANNOT be used by non-Crystal ponies
  2288. *Resonating sample distribution, CANNOT be used by non-Crystal ponies
  2289. *Multiple adjustmarents for inspecting resonances and light wavelengths based on the same technologies used in Hololiths, CANNOT be used by non-Crystal ponies
  2290.  
  2291.  
  2292. ***************************************************************************************************************************************
  2293.                             Snakebite:
  2294.  
  2295. *****
  2296. >PERSONAL ARMOR: none.
  2297.  
  2298. *****
  2299. >CLOSE COMBAT WEAPONRY:
  2300. -Kukri: unenchanted.
  2301. -Melee Weapon Class: Light.
  2302.  
  2303. *****
  2304. >RANGED WEAPONRY:
  2305. -FN FAL (Weapon Traits: Personal): a post-WW2, Belgian produced gas piston operated battle rifle, originally chambered in 7.92×33mm Kurz but rechambered for the more common 7.62x51MM NATO cartridge, with both single-shot and fully automatic selection, although firing full auto is HEAVILY disadvised. While most of it's design copies the older SVT-40 and the SKS designs, the FAL has seen long lasting service by most countries across thousands of human worlds due to it's rugged components, heavy barrel, and tendency to fire even the shoddiest ammunition run through it with ease. This particular FAL features a bayonet, a high mounted scope, and a bipod.
  2306. -Base Modifier: adds +2 to Battle Combat Rifle rolls.
  2307. -Ammunition Class: Combat Rifle, 7.62x51MM NATO.
  2308. -Magazine Capacity: 30/30 cartridges. Comes with 3x magazines.
  2309. -Maximum Optimal Range: 500M with a -1 penalty to all Battle Rifle rolls per 300M beyond this range.
  2310. -Maximum Effective Range: 1,100M.
  2311. -Attachmarent #1: Bayonet, unenchanted: may be used as a melee weapon.
  2312. -Attachmarent #2: Bipod: adds +1 to all Battle Rifle rolls only when in use.
  2313.  
  2314. -FN FiveSeveN (Weapon Traits: Personal): a small framed pistol intended for use as a replacemarent for the Beretta M9 and it's marely variants, using the proprietary, light armor-piercing 5.7x28MM FN cartridge for short ranged work. Comes with a standard flashlight & laser sight on the underbarrel rail.
  2315. -Base Modifier: adds +2 to all Small Arms rolls.
  2316. -Ammunition Class: Small Arm, 5.7x28MM FN.
  2317. -Magazine Capacity: 20/20 cartridges. Comes with 6x magazines.
  2318. -Maximum Optimal Range: 50M with a -1 penalty to all Small Arms rolls per 25M beyond this range.
  2319. -Maximum Effective Range: 100M.
  2320.  
  2321. *****
  2322. >SUPPLIES: 2x Canteens.
  2323.  
  2324. *****
  2325. >COMMON ITEMS: Compass, Flint & Steel, Map, Multi-Tool, Mess Kit, Road Flare, Wire Cutters.
  2326.  
  2327. *****
  2328. >EXPLOSIVES: none.
  2329.  
  2330. *****
  2331. >MEDICAL ITEMS: none.
  2332.  
  2333.  
  2334. ***************************************************************************************************************************************
  2335.                             Spruce:
  2336.  
  2337. *****
  2338. >PERSONAL ARMOR:
  2339. >Kevlar Helmet
  2340. -Armor Value: provides 1DR to the head.
  2341. -Armor Class: Light Helmet.
  2342. -Mechanical Enhancemarent: reduces the duration & effects of Concussions by 1/2.
  2343.  
  2344. >Kevlar Vest
  2345. -Armor Value: provides 1DR to the chest.
  2346. -Armor Class: Light.
  2347.  
  2348. *****
  2349. >CLOSE COMBAT WEAPONRY:
  2350. -Combat Knife: unenchanted.
  2351. -Melee Weapon Class: Light.
  2352.  
  2353. *****
  2354. >RANGED WEAPONRY:
  2355. -Carl Gustaf Mk.3 (Special Weapon Traits: Personal): an advanced, modern day adaption of the original post-WW2 Carl Gustaf recoilless rifle, the Mk.3 has gained numerous accolades for it's excellent anti-armor capabilities, long ranged accuracy, and the ability to cripple or destroy most tanks with a single warhead. Firing 94x246MMR finned projectiles at over 250 meters per second, the Mk.3's long lasting chrome-moly barrel, good for over 2,000 firings, ease of reloading, and the ability to use HEAT3, HE, flechettes, and smoke deploying programmable warheads have contributed to it's stellar performarence. Comes with an integral 3x8 scope with integrated laser rangefinder and a Generation 2 night vision capability.
  2356. -Base Modifier: adds +2 to all Heavy Weapon rolls.
  2357. -Ammunition Class: Explosive, 94x246MMR Warhead. 1 warhead remaining.
  2358. -Maximum Optimal Range: 600M with a -1 penalty per 200M beyond this range.
  2359. -Maximum Effective Range: 1,400M.
  2360. -Attachmarent #1: Scope: adds +1 to Heavy Weapon rolls & +2 to a SINGLE Perception roll only when in use.
  2361. -Attachmarent #2: Rangefinder: adds +1 to Heavy Weapon rolls when in use.
  2362.  
  2363. -Colt M1911 (Weapon Traits: Personal): a modern upgrade of the venerable 1911 .45ACP, with tighter tolerances, slightly better handling, range, and ergonomics.
  2364. -Base Modifier: adds +2 to all Small Arms rolls.
  2365. -Ammunition Class: Magnum Small Arm, .45 ACP.
  2366. -Magazine Capacity: 7/7 cartridges. Comes with 3x magazines.
  2367. -Maximum Optimal Range: 50M with a -1 penalty per 50M beyond this range.
  2368. -Maximum Effective Range: 150M.
  2369.  
  2370. -H&K AG3 (Weapon Traits: Personal): a Heckler & Koch made carbine combat rifle utilizing the 7.62x51MM NATO cartridge, intended to replace earlier, heavier G3 models. At the time of it's introduction, it's design was influenced by the marely overheating issues it's predecessors had, due in part to dedicated weapon component alloys and improved long term stress testing methods. Comes with a variety of additional features: a thick, competition grade chrme-moly lined barrel, a retractable stock, and 6 magazines.
  2371. -Base Modifier: adds +2 to all Combat Rifle rolls.
  2372. -Ammunition Class: Combat Rifle, 7.62x51mm NATO.
  2373. -Magazine Capacity: 30/30 cartridges. Comes with 6x magazines.
  2374. -Maximum Optimal Range: 500M with a -1 penalty per 300M beyond this range.
  2375. -Maximum Effective Range: 1,400M.
  2376. -Attachmarent #1: Red Dot Sight: adds +1 to Combat Rifle rolls when in use, cannot be used in conjunction with Laser Sight.
  2377. -Attachmarent #2: Laser Sight: adds +1 to Combat Rifle rolls when in use & has a maximum effective range of 200M, cannot be used in conjunction with Red Dot Sight.
  2378.  
  2379. *****
  2380. >SUPPLIES: Canteen.
  2381.  
  2382. *****
  2383. >COMMON ITEMS: Binoculars, 2x Rolls of Duct Tape, Gas Mask, Ham Radio, 2x Road Flares, Sunglasses, Shovel, Satellite Phone
  2384.  
  2385. *****
  2386. >EXPLOSIVES: 6x M67 Frags.
  2387.  
  2388. *****
  2389. >MEDICAL ITEMS: 1x Bandage Box, 1x Wound Dressing
  2390.  
  2391.  
  2392. ***************************************************************************************************************************************
  2393.                             Sunny Feathers:
  2394.  
  2395. *****
  2396. CURRENCY:
  2397. -Bits: 12,998.
  2398. -Gems: 0 Bits worth.
  2399.  
  2400. *****
  2401. UNIQUE ARMOR:
  2402. >Spider Silk Sneaking Suit (Armor Traits: 2/2 Enchantmarent Slots, Custom-Fit): a full body, skin tight suit woven from three layers of steel infused spider silk with simple, thin steel plate inserts to protect the vital areas of the barrel, chest, back, sides, and flanks. Also dyed a slightly faded black.
  2403. -Armor Class: Light.
  2404. -Armor Value: provides 2DR.
  2405. -Mechanical Enhancemarent #1: adds +1 to all non-combat Stealth rolls.
  2406.  
  2407. *****
  2408. UNIQUE WEAPONRY:
  2409. >Kitty Catboots: a quartet of amusingly fashioned hoofboots of an unknown metallic composite, given to Sunny by Discord for helping him with a rather troubling situation. All four are shaped like cat's paws, colored a frisky dappled dark red, hazy blue, and matte black, also sporting five 4" long blades capable of extending or retracting on commarend, allowing her to dig into trees, ground, or enemies with ease. The interior of each is padded with a lush, soft layer of a solid, dark gray silk-like material, while the exterior is protected by a thin layer of sound absorbent ceramic or similar. At the very least, they don't meow.
  2410. -Base Modifier: adds +2 to all Assault/Parry/Riposte rolls.
  2411. -Passive Enchantmarent: Sneaky Kitteh~! Adds +1 to all non-combat Stealth rolls, but when viewed by humans, gryphons, or other carnivorous beings, Sunny will always appear to be walking on silent little kitty paws and has a 25% chance of being seen as non-hostile by felines, except for Moor cats.
  2412.  
  2413. >Steel Wingblades (Personal Weapon Traits: Custom Fit): a simple and light, wing spanning set of blades with a sticky enchantmarent, the tips of the blades exceed the length of Sunny's primary feathers slightly, allowing her to use them as piercing weapons as much as anything else.
  2414. -Base Modifier: adds +1 to all Assault/Parry/Riposte rolls.
  2415.  
  2416. *****
  2417. >SUPPLIES: Ration Bar Care Package.
  2418.  
  2419. *****
  2420. ALCHEMICAL ITEMS: 1x Adrenaline Surge & 1x Black Fog
  2421.  
  2422. *****
  2423. MEDICAL ITEMS: 2x Rolls of Bandages
  2424.  
  2425. *****
  2426. UNIQUE ITEMS:
  2427. -Discord's "Gift" of Chaos: an unassuming brown burlap sack. When placed somewhere inconspicuous and left open...
  2428.  
  2429. -Map Satchel: the left satchel contains a host of Tallus maps including major geographic regions, cities and towns, rail lines, and markings of translocation stones. Grants a [1d6+3] <Geography roll.
  2430.  
  2431. -Pegasi Winter Suit: a custom fit Lann original, this is a full bodied cold weather suit for pegasi only. Composed of numerous treated cotton layers for maximum insulation, and a single internal layer of a soft, common Moors silk for comfort. The outer shell has been tightly woven and sealed using a hard resin to prevent from being snagged on everything up to diving into a briar partch. A full length neck sleeve and removable face hood with ear flaps keep Sunny warm, while a steel dock ring was added to keep her tail out of the way during missions, and has been painted with light gray, dark gray, and off white banding for additional camouflage qualities, retaining comfortable warmth even down to -20 degrees.
  2432.  
  2433. -Estrus Flask, The: Sunny's first grand success in the field of Alchemy, this is a brightly glowing, thick gold solution that constantly produces orange, red, yellow, and white shafts of light, barely contained inside a unique, highly reflective bottle that she found somewhere. She doesn't remember where it comes from, either. After enhancing both a Restoration Draft and a Healing Draught into permarenency, Sunny's impulsive (and correctly dosed) additions of numerous expensive reagents, one of her feathers, one drop of her own blood, one of her own tears, an unknown amount of.. 'mare fluids' from Dancing eyes, a carefully ground down heatstone ring from the same, and lastly a single petal from the flower of a strange, possibly Druid grown predator-elk creature made of living vines.
  2434. *Sunny must add +2 to all Alchemy rolls when dosing or treating an unconscious ally or those otherwise incapable of drinking on their own.
  2435. *When dosed, this elixir functions as a Restoration potion but provides total Alchemy result plus 50% more HP restored.
  2436. *The consumer or treated ally will regenerate +8HP/turn for the next 4 turns, also stopping Bleeding & Severe Bleeding upon consumption or contact.
  2437. *Has a maximum of 4 charges per day/night cycle, which automatically refill at Dusk.
  2438.  
  2439. -Small Saddlepack: a nondescript, average looking pair of comfortable, woven cotton satchels, the left containing 1x Canteen, 2x Small Heatstones, Journal, 2x Lantern Gems, and 2x Rolls of Rope.
  2440.  
  2441.  
  2442. ***************************************************************************************************************************************
  2443.                             Surplus:
  2444.  
  2445. *****
  2446. >PERSONAL ARMOR: none.
  2447.  
  2448. *****
  2449. >CLOSE COMBAT WEAPONRY:
  2450. -Hatchet: unenchanted.
  2451. -Melee Weapon Class: One-Handed.
  2452.  
  2453. *****
  2454. >RANGED WEAPONRY:
  2455. -K98 Mauser (Weapon Traits: Personal): a common, highly rugged battle rifle of Germany, or similar analogue, design. Taking successful ideas and inspiration from numerous rifles build in the 1880's, the K98 was a forward thinking approach to Industrial Era warfare, emphasizing a large caliber with good ballistic characteristics, ease of maintenance, simplicity of use, and long life expectancy. Much like similar weapons of the same era, what it lacks in user comfort is more than made up for by it's lethality.
  2456. -Base Modifier: adds +2 to all Battle Rifle Rolls.
  2457. -Ammunition Class: Battle Rifle, 7.92×57mm Mauser.
  2458. -Magazine Capacity: 5/5 cartridges. Comes with 3x stripper clips.
  2459. -Maximum Optimal Range: 500M with a -1 penalty to all Battle Rifle rolls per 300M beyond this range.
  2460. -Maximum Effective Range: 1,100M.
  2461.  
  2462. -Model 29 Colt Python (Weapon Traits: Personal): an older, but still very capable, 6-cartridge cylinder revolver in .357 Magnum, one of the first production line swinging cylinder models, adding to a reputation that would last well over 50 years.
  2463. -Base Modifier: adds +2 to all Small Arms rolls.
  2464. -Ammunition Class: Magnum Small Arm, .357 Magnum.
  2465. -Cylinder Capacity: 6/6 cartridges. Comes with 2x speedloaders.
  2466. -Maximum Optimal Range: 100M with a -1 penalty per 50M beyond this range.
  2467. -Maximum Effective Range: 200M.
  2468.  
  2469. *****
  2470. >SUPPLIES: Canteen.
  2471.  
  2472. *****
  2473. >COMMON ITEMS: Binoculars, Can Stove, Cleaning Kit, Compass, Duct Tape, Flask, Flint & Steel, Goggles, Iodine Drops, L-Flashlight, Multi-Tool, Matchbox, Mess Kit, Map, 1x Roll of Rope, Shovel, Sleeping Bag, Tent.
  2474.  
  2475. *****
  2476. >MEDICAL ITEMS: 1x Emergency Medical Pouch.
  2477.  
  2478.  
  2479. ***************************************************************************************************************************************
  2480.                             Zhun:
  2481. *****
  2482. >PERSONAL ARMOR:
  2483. -Heavy Riot Plate, unenchanted.
  2484. -Armor Value: provides 2DR.
  2485. -Armor Class: Heavy, suffers a -1 penalty to all Block/Evasion/Reaction Speed/Sprint rolls. Protects the entire chest, abdominal, and upper groin region, but provides no protection for the arms, neck, or head.
  2486.  
  2487. *****
  2488. >CLOSE COMBAT WEAPONRY:
  2489. -Combat Knife: unenchanted.
  2490. -Melee Weapon Class: Light.
  2491.  
  2492. *****
  2493. >RANGED WEAPONRY:
  2494. -CZ-75 (Weapon Traits: Personal): a lightweight, highly durable double action semiautomatic 9MM pistol designed in Czechoslovakia. Depending on the world in question, it typically debuted around 1975 as a police & military sidearm intended to replace numerous aging CZ pistol models due to advancemarents in alloys and component machining, though began finding favor amongst competition shooters due to it's ruggedness and exceptional comfort. Despite a number of similarly designed pistols from numerous companies, the CZ-75 still remains a favorite amongst military personnel.
  2495. -Base Modifier: adds +2 to all Small Arms rolls.
  2496. -Ammunition Class: Small Arm, 9x19MM.
  2497. -Magazine Capacity: 12/12 cartridges. Comes with 2x magazines.
  2498. -Maximum Optimal Range: 50M with a -1 penalty per 25M beyond this range.
  2499. -Maximum Effective Range: 100M.
  2500.  
  2501. -PKM (Weapon Traits: Personal): devised from lessons learned from the AKM combat rifle and the RPK light machine gun, the PKM was designed as a pre-Cold War 2 infantry support weapon meant for median to long range engagemarents and suppression fire. Designed as an open bolt air-cooled MG, it comes standard with a chrome-lined barrel for additional service length, a short, slotted flash suppressor to prevent the user from losing their vision during extended use, and an integral folding bipod for enhanced accuracy at long range, the PKM is capable of significantly longer active use when compared to similar weapons, and it's use of the ubiquitous 7.62x54R cartridge gives it excellent punch for it's lighter weight. Comes with 2x 200 cartridge box magazines.
  2502. -Base Modifier: adds +2 to all Heavy Weapon rolls.
  2503. -Ammunition Class: HMG, 7.62x54R.
  2504. -Ammunition Belt Size: 200 cartridges. Comes with 2x belt-fed box magazines.
  2505. -Maximum Optimal Range: 500M with a -1 penalty per 300M beyond this range.
  2506. -Maximum Effective Range: 1,400M.
  2507. -Attachmarent #1: Bipod: adds +1 to Heavy Weapon rolls only when in use.
  2508.  
  2509. *****
  2510. >SUPPLIES: none.
  2511.  
  2512. *****
  2513. >COMMON ITEMS: Camouflage Paint Kit, Gas Mask, Map, Playing Cards
  2514.  
  2515. *****
  2516. >EXPLOSIVES: 1x C4 w/Detonator, 2x Flashbangs, 2x M67 Frag Grenades, 2x White Phosphorous
  2517.  
  2518. *****
  2519. >MEDICAL ITEMS: 1x Emergency Medical Pouch, 2x Wound Dressings
  2520.  
  2521. *****
  2522. >UNIQUE ITEMS:
  2523. -Common Equestrian Mareual: designed by Spiral in his early years, this comprehensive learning guide for Common Equestrian is written in a from-basic-to-advanced-learning format utilizing a number of small scalle, reactive teaching enchantmarents that provide text to speech (or vice versa) support. It includes instruction on proper pronunciation, terminology explanations, and features a text-to-speech translation capability for the user's comfort.
  2524.  
  2525. -Vendor Coupon: a large white coupon with a printed, constantly changing stamp of Discord holding a Discord face mask, which is holding up a sign with Discord. The caption below reads: "Good for ONE FREE USE of any Vending Machine! Except for the one in the fridge, which I might add: I don't suggest you try it~!"
  2526.  
  2527.  
  2528. ***************************************************************************************************************************************
  2529.  
  2530.  
  2531.  
  2532.                             RETIRED, INACTIVE, OR BANNED OPERATOR EQUIPMARENT LIST:
  2533.  
  2534.  
  2535. ***************************************************************************************************************************************
  2536.                             Aaron Ashley (RETIRED):
  2537.  
  2538. *****
  2539. >PERSONAL ARMOR:
  2540. -Kevlar Vest: provides 1DR to the chest.
  2541.  
  2542. *****
  2543. >MELEE WEAPONRY:
  2544. -Combat Knife: unenchanted.
  2545.  
  2546. *****
  2547. >RANGED WEAPONRY:
  2548. -Sig Sauer P226 in 9MM (Small Arm Weapon Traits: Personal): a standard sidearm for most anyone, though it's caliber is a bit weak in comparison to modern cartridges. Adds +2 to all Small Arms rolls, has a 50M optimal range with a -1 penalty to all Small Arms rolls per 25M beyond this range, and a 100M maximum range.
  2549.  
  2550. *****
  2551. >COMMON ITEMS: Binoculars, 1x Canteen, Cleaning Kit, Compass, Gas Mask, GPS, L-Flashlight, Map, Messkit, Multi-tool, Sewing Kit, Sleeping Bag, Steel & Flint, Wrist Watch, Zippo Lighter.
  2552.  
  2553. ***************************************************************************************************************************************
  2554.                             Axel (BGO):
  2555.  
  2556. *****
  2557. >PERSONAL ARMOR:
  2558. -Kevlar Helmet: provides 1DR to the head.
  2559. -Mechanical Enhancemaret: reduces the duration & effects of Concussions by 1/2.
  2560.  
  2561. -Kevlar Vest: provides 1DR to the chest.
  2562.  
  2563. *****
  2564. >MELEE WEAPONS:
  2565. -Combat Knife: unenchanted.
  2566.  
  2567. >RANGED WEAPONRY:
  2568. -Sig Sauer P226 (Small Arm Weapon Traits: Personal): a standard sidearm for most anyone, though it's caliber is a bit weak in comparison to modern cartridges. Adds +2 to all Small Arms rolls, has a 50M optimal range with a -1 penalty to all Small Arms rolls per 25M beyond this range, and a 100M maximum range.
  2569.  
  2570. *****
  2571. >COMMON ITEMS: Binoculars, Bug Spray, Dagor's Keys, 2x Glowsticks, L-Flashlight, MP3 player, Sunglasses, Sleeping Bag, Tent.
  2572.  
  2573. *****
  2574. >EXPLOSIVES: 2x M67 Grenades.
  2575.  
  2576. *****
  2577. >MEDICAL ITEMS: 2x Emergency Medical Pouches.
  2578.  
  2579. *****
  2580.  
  2581. ***************************************************************************************************************************************
  2582.                             Bullsworth (RETIRED):
  2583.  
  2584. *****
  2585. >MELEE WEAPONRY:
  2586. -Basilisk Fangsword (Weapon Traits: 2/2 Enchantmaret Slots remaining, Artifact, Basilisk Slayer, Unique): a 20" long tungsten blade composed of a basilisk minor's primary fang with two 4" guards and an 8' handle. Adds +2 to all Melee rolls and Ignores Basilisk DR.
  2587.  
  2588. *****
  2589. >UNIQUE ITEM:
  2590. -Unlimited EMS bag. Seems bottomless when not looking in.
  2591.  
  2592.  
  2593. ***************************************************************************************************************************************
  2594.                             Captain Swe (RETIRED):
  2595.  
  2596. *****
  2597. >PERSONAL ARMOR:
  2598. -Ancient mareganese Minotaur Trousers: a disheveled piece of Minotaur armor found in one of the marey first floor rooms in the unearthed temple, once belonging to an ancient warrior that was cornered and killed. These leggings rose back to life, possessed by either the undead Minotaur or another haunting entity, and after swiftly (and literally) kicking Swe's ass the first time around, it was defeated the second time, its deteriorating remains claimed as his prize. If properly reforged, will provide +2DR and negate blunt force trauma.
  2599.  
  2600. -Ancient mareganese Minotaur Helmet: a disheveled piece of Minotaur armor found in one of the marey first floor rooms in the unearthed temple, once belonging to an ancient warrior that was cornered and killed. If properly reforged, will provide +2DR, negates blunt force trauma, and add +1 to Melee rolls if used to headbutt an opponent.
  2601.  
  2602. -Kevlar Helmet: provides 1DR to the head.
  2603.  
  2604. -Runic Iron-Plate Vest (Armor Traits: 3/3 Enchantmaret Slots left, Rune-Forged, Unique): provides 3DR. Swe's original standard armored vest, heavily reinforced with runic iron plating for enhanced upper body protection without sacrificing movemaret. Considered normal Vest.
  2605.  
  2606. *****
  2607. >MELEE WEAPONRY:
  2608. -Runic Tyrant-Slayer Bearded Axe (Weapon Traits: 2/3 Enchantmaret Slots remaining, Artifact, Rune-Forged, Two-Handed, Unique): adds +2 to all Melee rolls, grants an extra Block roll, and grants a [1d6+1] <Lightning elemaretal attack. Difficult to disarm.
  2609.  
  2610. *****
  2611. >RANGED WEAPONRY:
  2612. -AK5 in 5.56x45MM NATO (Combat Rifle Weapon Traits: Personal): a Swedish built combat rifle based off the Fabrique Nationale FNC, ordered by the Governmaret to replace it's aging rifles. Comes with an attached foregrip and a red laser sight for greater accuracy in close combat. Adds +2 to all Combat Rifle Rolls (+3 when using laser sight, laser sight has a maximum range of 200M), has an optimal range of 300M with a -1 penalty to all Combat Rifle rolls per 100M beyond this range, and a maximum range of 800M.
  2613.  
  2614. -FN FiveSeveN in 5.7x28MM FN (Small Arm Weapon Traits: Personal): a small framed pistol intended for use as a replacemaret for the Beretta M9 and it's marey variants, using a proprietary, light armor-piercing caliber for short ranged work. Comes with a flashlight attachmaret for night work. Adds +2 to all Small Arms rolls (+3 when using laser sight, laser sight has a maximum range of 200M), has an optimal range of 50M with a -1 penalty to all Small Arms rolls per 25M beyond this range, and a maximum range of 100M.
  2615.  
  2616. *****
  2617. >COMMON ITEMS: Binoculars, Cleaning Kit, Compass, Headset, Gas Mask, Goggles, Headset, Map, 2x Rope, Wrist Watch.
  2618.  
  2619. *****
  2620. >EXPLOSIVES: 2x Flashbang, 3x each of Shrapnel & 3x Smoke.
  2621.  
  2622.  
  2623. ***************************************************************************************************************************************
  2624.                             Chisan Nas:
  2625.  
  2626. *****
  2627. >PERSONAL ARMOR:
  2628. >Stormtrooper Carapace Plate (Armor Traits: Poor Quality, Cadian Pattern): one of the more well known designs across the Imperium, Stormtrooper Carapace Plate is composed of rigid plates of layered armaplas, a heat-absorbent plastic and metal composite, protecting the entire torso, legs, arms, and groin. While the gaps between each plate are somewhat larger than those found in flak armor, carapace armor is considerably more protective, though this one seems to have been shoddily produced when compared to most Stormtrooper designs.
  2629. -Armor Value: 2DR.
  2630. -Armor Class: Medium.
  2631. -Electronic Enhancemaret #1: Poor Quality Auspex Unit. Grants a [1d6+1] <PQ. Auspex roll that can detect motion, living beings, and lethal levels of radiation and gasses within a 100M radius. It's machine spirit is quite weak and prone to failing on critical failures, though. DESTROYED.
  2632. -Mechanical Enhancemaret #2: Grav-Chute Attachmaret Slot, empty.
  2633.  
  2634. -Stormtrooper Helmet (Armor Traits: Poor Quality, Standard Pattern): an armaplas, full head covering helmet. Standard issue for most Stormtroopers, excepting Catachans, this one has numerous integrated devices, though as it's quality is quite low it isn't as effective as one would expect.
  2635. -Armor Value: 1DR.
  2636. -Armor Class: Medium Helmet.
  2637. -Electronic Enhancemaret #1: Common Quality Commbead, allows the receiving of unecrypted and encrypted messages on standard channels.
  2638. -Electronic Enhancemaret #2: Common Quality Voxcaster, allows the sending of unencryped and encrypted messages on standard channels.
  2639. -Electronic Enhancemaret #3: Common Quality Rebreather, allows the filtration of most gases and chemicals, excepting mystical poisons, toxins, and corrosive elemarets.
  2640. -Electronic Enhancemaret #4: Common Quality Photo-Visor, prevents being Blinded from flash grenades and most forms of bright or dazzling lights.
  2641. -Electronic Enhancemaret #5: Poor Quality Integrated Preyvision Goggles, functions as Thermals and adds +1 to a SINGLE Perception roll.
  2642.  
  2643.  
  2644. *****
  2645. >MELEE WEAPONRY:
  2646. >Armored Gauntlet (Weapon Traits: Armored, Common Quality, Personal, Standard Pattern): a semi-professionally made, full hand covering armored gauntlet. A little difficult to use with most ranged weapons, it's still effective for defending against other, non-powered melee weapons.
  2647. -Base Modifier: none.
  2648. -Modification #1: Armored Gauntlet Block: adds 1DR and grants an additional <Block roll when defending in Melee.
  2649.  
  2650. >Hatchet (Weapon Traits: Common Quality, Personal, Standard Pattern): a common utility found across most of the Imperium, made of locally sourced steels and wood. Can be used as a weapon if needs must.
  2651. -Base Modifier: none.
  2652.  
  2653. *****
  2654. >RANGED WEAPONRY:
  2655. >Hotshot Lasrifle (Weapon Traits: Laser, Poor Quality, Standard Pattern): much like it's younger brother the lasrifle, Hotshot Lasrifles are built to higher, more exacting Mechanicus standards, allowing for the use of Hotshot charge packs. As this one is (somehow) rather cheaply made, the Machine Spirit detests its current housing and has become rather fickle, jamming at inopportune times.
  2656. -Base Modifier: adds +1 to all Light Energy Weapons rolls.
  2657. -OVERCHARGE Modifier: adds +2 to all Light Energy Weapon rolls and ignores 2DR, uses 2 charges per shot.
  2658. -Armor Pierce:1 (ignores 1DR).
  2659. -Ammunition Class: Rifle Laser. Comes with 3x Hotshot Power Packs.
  2660. -Magazine Capacity: 12/12 shots.
  2661. -Optimal Range: 200M, with a -1 penalty to all Light Energy Weapon rolls per 100M beyond this range.
  2662. -Maximum Range: 400M.
  2663.  
  2664. >Laspistol (Weapon Traits: Laser, Poor Quality, Standard Pattern): the third most mass produced weapon in the Imperium, laspistols are little more than plastic pistol frames embedded with an electro-circuit board, a firing stud or trigger, a ceramite or armaplas barrel, a focusing array, a power cell, and given a tiny Machine Spirit. As this one is of rather cheap make, the Machine Spirit is prone to fits and may jam often.
  2665. -Base Modifier: adds +1 to all Light Energy Weapons rolls.
  2666. -OVERCHARGE Modifier: adds +2 to all Light Energy Weapon rolls & ignores 2DR, uses 2 charges per shot.
  2667. -Armor Pierce: 1 (ignores 1DR).
  2668. -Ammunition Class: Pistol Laser. Comes with 3x Power Packs.
  2669. -Magazine Capacity: 20/20 shots.
  2670. -Optimal Range: 50M, with a -1 penalty to all Light Energy Weapon rolls per 30M beyond this range.
  2671. -Maximum Range: 110M.
  2672.  
  2673. *****
  2674. >COMMON ITEMS: Compass, Flint & Steel, Journal, Lasweapon Maintenance Kit, Mess Kit, Multitool, 1x Roll of Rope, Shovel, Tarp, Watch
  2675.  
  2676. *****
  2677. >CONSUMABLES: 1x Canteen, 2x MRE, 2x Water Bottles
  2678.  
  2679. *****
  2680. >EXPLOSIVES: 2x M67 Frag, 2x High Explosive, 1x Tear Gas, 1x Smoke
  2681.  
  2682. *****
  2683. >MEDICAL ITEMS: 1x Emergency Medical Pouch, 1x Morphia Box
  2684.  
  2685.  
  2686. ***************************************************************************************************************************************
  2687.                             Doc Joe (BGO):
  2688.  
  2689. *****
  2690. >PERSONAL ARMOR:
  2691. -Flak Jacket: provides 1DR to the chest.
  2692.  
  2693. *****
  2694. >MELEE WEAPONRY:
  2695. -Machete: unenchanted.
  2696.  
  2697. *****
  2698. >RANGED WEAPONRY:
  2699. -Remington 870 (Shotgun Weapon Traits: Personal): a ubiquitousLY standard fowl, waterfowl, small & large game hunting shotgun, with well over 50 variants to it's model. Also makes an excellent home defense and even combat weapon.
  2700. *SPECIAL AMMUNITION TYPES:
  2701. #1: buckshot and flechettes have an optimal range of 50M with a -1 penalty to all Shotgun rolls per 10M beyond this range, and a maximum range of 80M.
  2702. #2: darts and slugs have an optimal range of 80M with a -1 penalty to all Shotgun rolls per 20M beyond this range, and a maximum range of 140M.
  2703. #3: finned darts have an optimal range of 120M with a -1 penalty to all Shotgun rolls per 20M beyond this range, and a maximum range of 160M.
  2704.  
  2705. *****
  2706. >COMMON ITEMS: Binoculars, Canteen, Flask, Multi-tool, Road Flare, Superglue, Zippo Lighter.
  2707.  
  2708. *****
  2709. >MEDICAL ITEMS: 1x Antibiotics, 1x Bandage Box, 1x Emergency Medical Pouch, EMS bag, 1x IV Feed, 1x Morphine Syrettes, 1x Painkillers, 1x Wound Dressing
  2710.  
  2711.  
  2712. ***************************************************************************************************************************************
  2713.  
  2714.                             Eric "Anarchy" Davis:
  2715.  
  2716. *****
  2717. >PERSONAL ARMOR:
  2718. >Kevlar Helmet
  2719. -Armor Value: provides 1DR to the head.
  2720. -Armor Class: Light Helmet.
  2721. -Mechanical Enhancemaret: reduces the duration & effects of Concussions by 1/2.
  2722.  
  2723. *****
  2724. >CLOSE COMBAT WEAPONRY:
  2725. -Combat knife: unenchanted.
  2726.  
  2727. *****
  2728. >RANGED WEAPONRY:
  2729. -H&K MP5, solid stock (Weapon Traits: Personal): a common submachine pistol chambered in the ubiquitous 9x19MM Parabellum round, often used for VIP escort or guard duties.
  2730. -Base Modifier: adds +2 to all Small Arms rolls.
  2731. -Ammunition Class: Small Arms, 9x19MM.
  2732. -Magazine Capacity: 30/30 cartridges. Comes with 4x magazines.
  2733. -Maximum Optimal Range: 100M with a -1 penalty per 25M beyond this range.
  2734. -Maximum Effective Range: 200M.
  2735.  
  2736. -The Gran Excorius (Special Weapon Traits: Heavy, Unique Legendary Construct Nanolathed Weapon): formerly Anarchy's mostly standard M82 Barrett .50 BMG anti-tank & anti-personnel rifle, the Gran Excorius is a new weapon fully nanolathed by a long sealed Construct Repair model, the smallest of the known Repair units, utilizing a completely restructured design that maximizes the damaging capabilities of the .50 BMG cartridge, though decreases it's maximum range. While it's uniquely tactical appearance, increased rearward weight to dampen recoil, extended buttstock, and the highly heat absorbent biometallic material composing the entire weapon mirrors much of proto-futuristic humare technology, the Gran Excorius bears a number of strange improvemarets. The first of these is a selector switch with OFF, SAFE, and FIRE positions, while a second selector switch is labeled with SEMI, AUTO, BEAM, MODE 3, and MODE 4 positions, though for unknown reasons the second through fifth options do nothing at the current time. Barring the other improvemarets, the Gran Excorius comes with four 5-round magazines similar in weight to steel polymers, while the optical seems to be a 10x20 model, a small stenciling calling it the 'Construct Infra-Ord Scope', capable of being switched between Night Vision and Thermal modes with the simple flick of a switch, and though it no longer has a bipod, one could be easily made to fit it. Due to the Repair model nanolathing itself into the Gran Excorius, it suffers an additional 50% damage from Void elemarets, takes double damage from Lightning elemarets which will also shut it down for 1 turn while it's systems reboot, and can be temporarily knocked out of commission by EMP weapons.
  2737. -Armor Value: 80 Armor.
  2738. -Armor Durability: 2DR.
  2739. -Base Modifier: adds +4 to all Battle Rifle rolls.
  2740. -Ammunition Class: Specialized Anti-Armor, .50 BMG.
  2741. -Magazine Capacity: 5/5 cartridges. Comes with 4x magazines.
  2742. -Maximum Optimal Range: 500M with a -1 penalty per 500M beyond this range.
  2743. -Maximum Effective Range: 2,000M.
  2744. -Electronic Enhancemaret #1: Construct Infra Scope: adds +1 to all Battle Rifle rolls & adds +4 to a SINGLE Perception roll when in use, may switch between <Night Vision and <Thermal modes at will.
  2745. -Mechanical Enhancemaret #1: Integrally Suppressed Barrel: this weapon is 70% Suppressed, requiring a Perception roll of 8 or higher in order to identify direction fired from.
  2746. -Mechanical Enhancemaret #2: Gravitronic Anti-Recoil Adjustmarets: negates all recoil penalties.
  2747.  
  2748. *****
  2749. >SUPPLIES:
  2750. >1x Canteen, 6x MRE's
  2751.  
  2752. *****
  2753. >COMMON ITEMS: Baby Fiddy's First Scope, Bag of Bolts, Battery Pack, Binoculars, Cleaning Kit, Compass, Cooking Pot, Duct Tape, Flint & Steel, GPS, Gas Mask, Iodine Bottle, Mess Kit, Multi-Tool, Oiling Kit, Radio, Sewing Kit, Sleeping Bag, Tent, Toilet Paper.
  2754.  
  2755. *****
  2756. >EXPLOSIVES: none.
  2757.  
  2758. *****
  2759. >MEDICAL ITEMS: 1x Box of Bandages, 1x Emergency Medical Pouch, 1x Morphine Syrettes, 1x Painkillers, 4x Rolls of Bandages.
  2760.  
  2761. *****
  2762. >UNIQUE ITEMS:
  2763. -Glyphed Repair Cube: a 1' tall, wide, and long square obsidian cube carved in Gozka, containing a, somehow, partially reprogrammed spheroid Mechano-Construct, one of the four Repair capable models, recovered from the Solar Armory in Canterlot. Each of the six facings bearing a bright orange relief of common Tallus weaponry: dagger, sword, lance, axe, bow, and spear, and when placed next to a technologically created ranged weapon and a request for 'complete repair' is made, the Construct will immediately exit to perform maintenance, integrating itself to and restoring the weapon to full capability or capacity, though doing so WILL render the weapon extremely weak to anything that can disable or damage Constructs. USED to create the Gran Excorius.
  2764.  
  2765.  
  2766. ***************************************************************************************************************************************
  2767.                             Fuoco Scheletro (INACTIVE):
  2768.  
  2769. *****
  2770. >PERSONAL ARMOR: none.
  2771.  
  2772. *****
  2773. >MELEE WEAPONRY:
  2774. -Hand-and-a-Half Longsword (Weapon Traits: Custom): a rather average looking early steel longsword, though the thickness of the blade and the hilt lend it an Italian appearance when compared to those of similar size and compositions. Adds +1 to all Melee attacks.
  2775.  
  2776. -Joffery: a gnarled, raw wooden stave approximately 4' tall, adorned with the skull of a humare and several ornamaretations. For whatever reason Joffery is still able to speak, although he seems to be a bit of an annoyance to Fuoco, but he does make a (somewhat) competent backup, granting an additional Perception roll.
  2777.  
  2778. *****
  2779. >UNIQUE ITEMS:
  2780. -Dried Selio Sprig: a small, deep brown sprig with 10 small rounded blades fanning outwards and connected to the stem, each a varied shade of sea green, that smells (and tastes) Otherworldly, recovered from the Solar Armory in Canterlot. Virtually unknown to modern times, the Selio shrub was once imported from the Vortex Plane, although they had great difficulty growing on Tallus. It is now extinct in nearly all regions, but was greatly prized by unicorns for aiding their abilities in Casting. When consumed or infused to a unicorn or other caster, the traces of Otherworldly essence shroud the affected being, allowing them to safely draw upon slightly more energies without suffering additional harm for doing so. Adds +1 to all Casting rolls, limited to unicorns or other natural casters. Permarenently enchanted to him.
  2781.  
  2782. -Perfected Diamond Annulgram: a 1" long, 1/2" wide, 1/4" thick, tiny diamond plate inscribed with miniature Old Germareeigh runes, also seems to be invisible when not being looked at directly. An ancient relic scribed shortly before the Early Dynasty, the Germareeighans created these Annulgrams from flawless diamonds found in northern Germareeigh, now called Tenagra's Line in honor of a legendary unicorn Knight. When carried by, infused to, or physically inserted within a being capable of Casting, the Annulgram blunts and absorbs some of the residually harmful or degenerative arcane, Eldritch, and Otherworldly energies suffusing Tallus, at the cost of their ability to focus. Seems to have been integrated into Fuoco somehow, but he has no memory of that event other than the crazed laughter of something that sounded vaguely like a pony.
  2783.  
  2784.  
  2785. ***************************************************************************************************************************************
  2786.                             Hollow Case (on vacation?):
  2787.  
  2788. *****
  2789. >PERSONAL ARMOR:
  2790. >Half-Tower Hive Shield (Armor Traits: 1/2 Enchantmaret Slots remaining, Custom-Fit, Hive-Forged, Unique Legendary Permarenent Hive Artifact): forged from a large section of Roust's shed saddle armor, enhanced by Spiral. Engraved with an image of Queen Chrysalis followed by numerous Vanguards charging towards whomever faces the shield, Roust featured prominently to the right of Chrysalis. Touched by the Empress.
  2791. -Armor Value: provides +3DR when used to Bash or Shield Charge with, or when worn on the back.
  2792. -Armor Class: Medium Shield.
  2793. -Defensive Enhancemaret #1: adds +3 to and grants an additional Block roll.
  2794. -Sword and Board: can be used in tandem with pistols, SMG's, and other 1-handed weapons, but may not use with 2-Handed weapons.
  2795.  
  2796. >Lightweight Vanguard's Armor (Armor Traits: 3/3 Enchantmaret Slots left, Custom-Fit, Hive-Forged, Magitek-Forged, Unique Legendary Permarenent Hive Artifact): Completely replacing Hollow's original bodysuit by replicating the original custom fit design, Krinza, with aid from both the Nightmare and Queen Chrysalis, devised a method to shape and mold Changeling chitin, cold hammering the remainder of Roust's shed armor into triangular, rectangular, and oval plates, copying the natural armor patterns of Changelings as a base to work from for both maximum movemaret potential and protection. Afterwards, Lann integrated an immaresely tough, black and green dyed Otherworldly silk for the outer shell, giving it a hard, formidable appearance, and a softer, shock absorbent Moors spider silk for the inner, making it much more comfortable and breathable for long term extended wear. Afterwards, Lann fit Hollow with a pair of custom combat boots (the idea of which was quite amusing to her), the soles replaced with spongy rubberized ones for extra sneakiness. Can be easily modified for added use of, or protection from, psionic capabilities. Full body, considered L.Armor. Touched by the Empress.
  2797. -Armor Value: provides 4DR.
  2798. -Armor Class: Light.
  2799. -Mechanical Enhancemaret #1: adds +1 to all non-combat Stealth rolls.
  2800.  
  2801. -Vanguard's Helm: under construction by Krinza, once he figures out what size Hollow's head is.
  2802.  
  2803. *****
  2804. >MELEE WEAPONRY:
  2805. >Gravedigger's Shovel (Weapon Traits: 2/3 Enchantmaret Slots remaining, Magitek-Forged, Unique): a tungsten-steel alloy copy of the traditional humare styled entrenching tool, the edges highly sharpened, with an ironwood handle. Due to it's small size and relatively light weight, it does not count as a main weapon.
  2806. -Base Modifier: adds +2 to all Assault/Parry/Riposte rolls.
  2807. -Offensive Enchantmaret: grants a [1d6] <Lightning elemaretal attack.
  2808.  
  2809. >Vanguard's Chrysal-Blade (Weapon Traits: 2/3 Enchantmaret Slots remaining, Hive-Forged, Unique Legendary Permarenent Artifact): a 36" long curved blade with a 12" handle, wrapped in Changeling chitin, shaped and cavitated like Queen Chrysalis's horn. Removing the steel layering entirely and copying the weapon's features with a mythril cast, Krinza strengthened and infused the blade with diamondine, both to strengthen and enhance the weapon's capabilities. Inscribed with the entire history of the Hive, front and back, in flowing Changeling text. Queen Chrysalis arrived during Hearth's Warming Eve to present an extremely precious item, a Changeling Jewel, to enhance the weapon to it's absolute maximum potential. Grandmaster reforged by Krinza. Touched by the Empress.
  2810. -Base Modifier: adds +4 to all Assault/Parry/Riposte rolls.
  2811. -Offensive Enchantmaret: grants a [1d6+4] <Chrysal-Acid Mystic Poison elemaretal attack.
  2812.  
  2813. *****
  2814. >RANGED WEAPONRY:
  2815. -PP 19 Bizon (Weapon Traits: Personal): a late model folding stock submachine pistol, built off the AK-74 series of combat rifles by implemareting the same stamped sheet metal & riveting techniques, using the ubiquitous 9x19MM Parabellum round. Sharing 80% parts similarity with the AK-74, the Bizon features a unique 64-round helical drum magazine, a 9.5" barrel for greater range & accuracy over NATO style submachine guns, and only weighs 4.5 pounds when fully loaded, making it fairly light for a true submachine pistol.
  2816. -Base Modifier: adds +2 to all Small Arms rolls.
  2817. -Ammunition Class: Small Arms, 9x39mm.
  2818. -Magazine Capacity: 64/64 cartridges. Comes with 3x magazines.
  2819. -Maximum Optimal Range: 100M with a -1 penalty per 50M beyond this range.
  2820. -Maximum Effective Range: 200M.
  2821. -Attachmaret #1: IR Scope: adds +1 to Small Arms rolls, cannot be used in conjunction with Laser Sight, and the <Infrared Scope adds +2 to a SINGLE Perception roll only when in use.
  2822. -Attachmaret #2: Laser Sight: adds +1 to Small Arms rolls only when in use & has a maximum effective range of 200M, cannot be used in conjunction with Laser Sight.
  2823. -Attachmaret #3: Flashlight: adds +2 to a SINGLE Perception roll when in use.
  2824.  
  2825. *****
  2826. >COMMON ITEMS: Batteries, Book & Marker, Gas Mask, Flask, L-Flashlight, Multi-Tool, Night Vision Goggles, Radio, Remote Detonator, 2x Road Flares.
  2827.  
  2828. *****
  2829. >EXPLOSIVES: Armed 155MM Bombshell, 2x M67 Frag, 3x C4 Bricks.
  2830.  
  2831. *****
  2832. >MEDICAL ITEMS: 2x each of Morphine Syrettes & Painkillers.
  2833.  
  2834. *****
  2835. >UNIQUE ITEMS:
  2836. -Advanced Combi-Goggles (Night Vision + Thermal): adds a +3 <NVG and/or a <Thermal modifier to two different Perception, Scouting, or Wilderness Survival rolls.
  2837.  
  2838. -Blade-Caller Glyph: a blackened, engraved emblem of a blade cracking into a shield, meant to draw attention to it's shield-bearing owner. Adds +1 to all Block rolls. Currently enchanted to his shield.
  2839.  
  2840. -Graven Psion Runes, x10: a small carved emerald eye, the traditional symbol of Tallus psions. When crushed by a psion, the user is granted a short respite from the chaotic fluctuations of Tallus via a bubble of the Underdark's notorious 'quiet' influence that adds +1 to all Psionic rolls and related abilities until the Operation ends.
  2841.  
  2842. -Lord Kavel's Core: a 4" in diameter, dull grey crystalline sphere with a third of it's circumference shattered inwards, the internal Ka (known as a soul to humares) of a Changeling. Long before modern times, Princess Chrysalis was the first of the five sisters to consider the idea of a city-state, and searched across Tallus to find ponies that she would be comfortable with guiding. While certain myths of the Changelings continue to endure in the current era, what is known is that Chrysalis came across a subspecies of ponies in the heart of what would become the New Everfree Forest. These ponies, afflicted with a crippling, fatal insectoid-like disease that she could neither identify nor cure, were saved by chipping pieces of her own living core out from inside her body and inserting them into the hearts of the dying. With the transference of her unnaturally robust vitality, the disease then symbiotized with Chrysalis's shared essence and the ponies themselves, giving each a direct maretal and emotional connection to their new (and eventually beloved) sovereign. Lord Kavel, one of these original Changelings, served Chrysalis for well over twenty millenia, aiding in the construction of Hive outposts across Tallus, then serving as one of her marey emissaries to the various native sapients. At the emergence of the Solar Tyrant and subsequent clashes between both factions, marey of the Changeling nobles chose to shelter a number of their kin from her wrath, and while Queen Chrysalis does not typically speak ill of others, there is still a grim dedication to finding her sons and daughters lost from this time. Unable to seal the incomplete outpost in time upon the Tyrant's arrival, Lord Kavel chose to sacrifice himself by taunting her, stating that she could crush his body, yet his spirit would forever remain. Amused at her response and his lack of pain upon the Tyrant stomping his core, his psyche was held together by the sleeping Changelings, now safely secured and, mostly, dormaret. Protecting the half-finished outpost by blinding, misdirecting, and redirecting creatures or beings that entered with psionic illusions and nightmare screams of overwhelming Changeling rage, he remained watchful throughout the centuries. The sunken ruin was found by Torven before reaching Razorback's territory, and while he was unable to bypass Lord Kavel's defenses, noticed the glow of what he speculated to be Changeling cores, penning it onto one of his marey maps of the area and giving said map of the location to Hollow. Demareding to know why an Otherworldly being and a Changeling had entered his domain, Lord Kavel assessed the pair's history for several hours, concluding that they deserved to know the circumstances of his failure, (and secretly being quite pleased at the odd couple), and finally granted them the right to return the dormaret Changelings to his sovereign. With his duties honorably satisfied, Lord Kavel then followed his departed kin, allowing Hollow to take the last piece of his existence along with, although Roust does not know what his motivations were in doing so.
  2843.  
  2844. -Minotaur Broken Chain Glyphs: adds +1 to all Assault/Parry/Riposte rolls and gains +1HP/turn. Currently enchanted to him.
  2845.  
  2846. -Minotaur Courier's Chain: adds +1 to all Block/Evasion/Reaction Speed/Sprting rolls and grants a natural +1DR. Currently enchanted to him.
  2847.  
  2848.  
  2849. ***************************************************************************************************************************************
  2850.                             Mr. Zoo (lurking in the Cavern below the Mess Hall):
  2851.  
  2852. *****
  2853. >PERSONAL ARMOR: none.
  2854.  
  2855. *****
  2856. >MELEE WEAPONRY:
  2857. -Enchanted Axe: adds +1 to all Melee rolls.
  2858.  
  2859. *****
  2860. >RANGED WEAPONRY:
  2861. -Remington 870 Short (Shotgun Weapon Traits: Personal): a short barreled version of the very common 870, typically intended for use in hunting small game and upland fowl. It's only failing is that it suffers from a lack of range, although the additional spread can be quite useful against numerous close ranged opponents.
  2862. >SPECIAL AMMUNITION TYPES:
  2863. #1: buckshot and flechettes have an optimal range of 30M with a -1 penalty to all Shotgun rolls per 10M beyond this range, and a maximum range of 60M.
  2864. #2: darts and slugs have an optimal range of 50M with a -1 penalty to all Shotgun rolls per 20M beyond this range, and a maximum range of 90M.
  2865. #3: finned darts have an optimal range of 60M with a -1 penalty to all Shotgun rolls per 20M beyond this range, and a maximum range of 100M.
  2866.  
  2867. *****
  2868. >COMMON ITEMS: Goggles, Radio, 3x Toilet Paper Rolls, Zippo Lighter.
  2869.  
  2870. *****
  2871. >EXPLOSIVES: 3x Molotov Cocktails.
  2872.  
  2873.  
  2874. ***************************************************************************************************************************************
  2875.                             Navarone (BGO):
  2876.  
  2877. *****
  2878. ARMOR:
  2879. >Plate Carrier Vest
  2880. -Armor Value: provides 2DR to the chest.
  2881. -Armor Class: Light.
  2882.  
  2883. *****
  2884. MELEE WEAPONRY:
  2885. -Kukri: unenchanted.
  2886.  
  2887. *****
  2888. RANGED WEAPONRY:
  2889. -AK-47 (Weapon Traits: Personal): an extraordinarily common combat rifle, developed on most humare worlds in WW2 Russia. The AK-47 is a second generation combat rifle, it's design partially based off the Germare Sturmgewehr 44, featuring several advancemarets that would see it last well over 60 years beyond it's original production. Boasting a cheap, highly robust sheet metal stamped receiver, open cycling bolt, loose component tolerances for use in extreme desert and winter biomes, it's exceptionally simple workings and standard, nearly impossible to jam sheet metal magazine ensured that even the most novice of soldiers could become proficient in it's use and maintenance rather easily. Though the AK-47 was ahead of it's time, it suffered from two failings: somewhat poor accuracy at ranges above 600M due to it's engineered loose action, and the cheap, easily knocked out of alignmaret iron sights, it retains it's place in most histories as the most mass produced firearm.
  2890. -Base Modifier: +2 to all Combat Rifle rolls.
  2891. -Ammunition Class: Combat Rifle, 7.62x39MM.
  2892. -Magazine Capacity: 30/30 cartridges. Comes with 2x magazines.
  2893. -Maximum Optimal Range: 400M with a -1 penalty per 200M beyond this range
  2894. -Maximum Effective Range: 1,000M.
  2895. -Attachmaret #1: Laser Sight: adds +1 to all Combat Rifle rolls only when in use & has a maximum effective range of 200M.
  2896. -Attachmaret #2: foregrip: adds +1 to all Combat Rifle rolls only when in use.
  2897. -Modification #1: External Suppressor: 60% Suppressed, requires a Perception roll of 7 or higher in order to identify the direction fired from.
  2898.  
  2899. -Model 29 Colt Python (Weapon Traits: Personal): an older, but still very capable, 6-cartridge cylinder revolver in .357 Magnum, one of the first production line swinging cylinder models, adding to a reputation that would last well over 50 years. Stored in the Sportsmare's rear cargo compartmaret.
  2900. -Base Modifier: adds +2 to all Small Arms rolls.
  2901. -Ammunition Class: Magnum Small Arms, .357 Magnum.
  2902. -Cylinder Capacity: 6/6 cartridges. Comes with 3x speed loaders.
  2903. -Maximum Optimal Range: 100M with a -1 penalty per 50M beyond this range.
  2904. -Maximum Effective Range: 200M.
  2905.  
  2906. -Taser: (Weapon Traits: Personal) a third generation, less-than-lethal pistol shaped device that deploys a pair of electrified, pronged wires from a front-mounted cartridge, solely meant to incapacitate living targets at close range. In service with marey police forces across thousands of worlds, this particular form of taser is usually sold only to law enforcemaret agencies, while the standard handheld taser is meant for civil use only. The cartridge itself contains an expensive, high voltage but low amperage battery, while the pronged barbs deliver from the front-mounted cartridge are little more than a pair of steel electrodes, mostly ensuring that the use of this less-than-lethal device is meant to disable rather than kill hostile targets. Although most departmarets and agencies deny such, when tasers such as these are used in 'incorrect' fashions, they can be as lethal as a .357 Magnum in skilled hands. Comes with 3 cartridges.
  2907.  
  2908. *****
  2909. COMMON ITEMS: Binoculars, Compass, 4x Duct Tape, 4x Gas Mask Filters, Monocular NVG, Multitool, Playing Cards, Radio, Shovel
  2910.  
  2911. *****
  2912. FOOD: 1x Dried Fruit, 2x Jerky, 4x MRE, 3x Water Bottle, 1x Whiskey, 1x Vodka
  2913.  
  2914. *****
  2915. MEDICAL ITEMS: 1x EMS Bag, 2x Morphine Syrettes
  2916.  
  2917.  
  2918. ***************************************************************************************************************************************
  2919.                             Pikemare (DECEASED):
  2920.  
  2921. -Doughboy Helmet: provides 1DR to the head.
  2922.  
  2923. *****
  2924. >MELEE WEAPONRY:
  2925. -Enchanted Combat Knife: adds +1 to all Melee rolls.
  2926.  
  2927. *****
  2928. >RANGED WEAPONRY: none because he's fucking DEAD.
  2929.  
  2930. *****
  2931. >COMMON ITEMS: Binoculars, Canteen, Cleaning Kit, Compass, Gas Mask, Glasses, Map, Mess Kit, 1x Pack of Cigarettes, 1x Rope, Roughsack, Shovel, L-Flashlight, Wrist Watch, Zippo Lighter.
  2932.  
  2933. *****
  2934. >EXPLOSIVES: 2x Smoke.
  2935.  
  2936. *****
  2937. >UNIQUE ITEMS:
  2938. -Young Kraken (Eldritch): an incredibly young, and tasty, delicacy famed far and wide across the whole of Tallus, only to pegasi however. When eaten, this potent little sea monster, in reality a newly hatched Mustakrakish, infuses the consumer with great vitality. Gain +1HP per turn, and adds +1 to all Melee & Movemaret rolls. 2-slot enchantmaret. PERmareENTLY enchanted to him.
  2939.  
  2940.  
  2941. ***************************************************************************************************************************************
  2942.                             Silent Komodo (BGO):
  2943.  
  2944. *****
  2945. >PERSONAL ARMOR: none.
  2946.  
  2947. *****
  2948. >MELEE WEAPONRY:
  2949. -Knife: unenchanted.
  2950.  
  2951. -Machete: unenchanted.
  2952.  
  2953. *****
  2954. >RANGED WEAPONRY:
  2955. -AR-10 (Battle Rifle Traits: Personal): a larger model of AR15, the semi-automatic civil version of the XM16, only chambered in 7.62x51MM NATO. Comes equipped with a scope, bipod, and suppressor. This weapon is 50% Suppressed, requiring a roll of 6 or higher on Perception to determine the direction fired from, adds +2 to all X-WeaponType rolls (+3 when using scope, +4 when using bipod), has an optimal range of 500M with a -1 penalty per 3M beyond this range, and a maximum range of 1,100M.
  2956.  
  2957. -Sig Sauer P226 in 9MM (Small Arm Weapon Traits: Personal): a standard sidearm for most anyone, though it's caliber is a bit weak in comparison to modern cartridges. Adds +2 to all Small Arms rolls, has a 50M optimal range with a -1 penalty to all Small Arms rolls per 25M beyond this range, and a 100M maximum range.
  2958.  
  2959. *****
  2960. >COMMON ITEMS: Batteries, Binoculars, Blanket, Canteen, Camo Paint Kit, Cleaning Kit, Flint & Steel, Headset & Radio, L-Flashlight, Multi-Tool, Playing Cards, Sunglasses, Shovels, Sewing Kit.
  2961.  
  2962. *****
  2963. >MEDICAL ITEMS: 1x Emergency Medical Pouch.
  2964.  
  2965.  
  2966. ***************************************************************************************************************************************
  2967.                             Simon (RETIRED):
  2968.  
  2969. *****
  2970. >PERSONAL ARMOR:
  2971. >Red Dyed Brigandine Stealth Armor: (Armor Traits: 0/3 Enchantmaret Slots left, Anfang Heraldry, Rune-Forged, Unique Permareent Legendary Artifact): A full body brigandine suit, its cloth and leather exterior dyed red to match Cu'Nir's own armor while the metal clinker interior was made from a set of ancient equine armor found within an excavated structure. Each strip of metal has been inscribed with a rune of stealth by the Master Forger, while Fuigah, the Shadow Wing Seamstress, secreted Phantom Rags between the cloth, leather, and metal layers to boost the stealth qualities, also improving it's freedom of movemaret.
  2972. -Armor Value: provides 3DR, full body.
  2973. -Armor Class: Light.
  2974. -Utility Enchantmaret #1: adds +2 to all Movemaret rolls.
  2975. -Utility Enchantemnt #2: adds +3 to all non-combat Stealth rolls.
  2976.  
  2977. *****
  2978. >MELEE WEAPONRY:
  2979. >Twin Infested Runic Void-Fang Sai (Weapon Traits: 0/3 Enchantmaret Slots remaining, Dual Weapon, Rune-Forged, Void Infested, Unique Legendary Permareent Artifact): a pair of long sai embedded and imbued with a peculiar infestation from the Void by the master smiths of the Vale. While visiting, Princess Luna was able to complete these weapons with the addition of a third offensive enchantmaret, making it one of a very few rare weapons capable of accomodating such.
  2980. -Base Modifier: adds +3 to all Melee rolls.
  2981. -Offensive Enchantmaret #1: grants a [1d6+1] <Voidlash elemaretal attack.
  2982. -Offensive Enchantmaret #2: grants a [1d6+2] <Gryphon Claws air elemaretal attack.
  2983. -Offensive Enchantmaret #3: grants a [1d3] <Infestation effect where a result of 1 grants an additional +1 to all Melee rolls for that turn. a roll result of 2 causes living targets to suffer a -2 penalty to all Perception rolls for that turn, and a result of 3 grants Simon +1HP after successfully attacking a living enemy. Difficult to disarm.
  2984. -Modification #1: Dual Wield Block: Grants an extra Block roll.
  2985. -Modification #2: Excellent Grip: Difficult to disarm.
  2986.  
  2987. *****
  2988. >RANGED WEAPONRY:
  2989. -Sig Sauer P229 (Weapon Traits: Personal): a compact derivative of the P226, the double-action P229 makes use of a milled steel slide in place of cast in order to use the more powerful .357 Sig cartridge, longer lasting main springs, and double stacked magazines to reduce the number of combat reloads. Considerably more comfortable and easier to conceal than it's predecessors, the P229 sees a great amount of service in the hands of police, detectives, SO, SF, Coast Guard, and other equipmaret specialized personnel.
  2990. -Base Modifier: adds +2 to all Small Arms rolls.
  2991. -Ammunition Class: Magnum Small Arm, .357 SIG. Comes with 3x magazines.
  2992. -Magazine Capacity: 12/12 cartridges.
  2993. -Maximum Optimal Range: 100M with a -1 penalty per 50M beyond this range.
  2994. -Maximum Effective Range: 200M.
  2995. -Attachmaret #1: Laser Sight: adds +1 to all Small Arms rolls only when in use & has a maximum effective range of 200M.
  2996. -Modification #1: External Suppressor: 60% Suppressed, requires a roll of 7 or higher on Perception to determine the direction fired from.
  2997.  
  2998. *****
  2999. >COMMON ITEMS: Binoculars, Compass, Grappling Hook & Rope, Night Vision Goggles, Remote Detonator, 1x Rope, Snake Cam, Swiss Army Knife, Sunglasses, Timer.
  3000.  
  3001. *****
  3002. >EXPLOSIVES: 1x Smoke, 2x Flashbangs, 3x M67 Frag, 5x C4 Bricks.
  3003.  
  3004. *****
  3005. >UNIQUE ITEMS:
  3006. -Advanced Combi-Goggles (Night Vision + Thermal): adds a +3 <NVG and/or a <Thermal modifier to one or two Perception-type rolls.
  3007.  
  3008. -Dakkori Moss: a brightly pulsing mass of greenish-brown moss. No one knows, or cares, where it comes from or why, mostly because of the terrible smell. Gain +1HP/turn and adds +1 to all non-combat Stealth and Perception/Wilderness Survival rolls when in areas with large concentrations of flora. Permareently enchanted to him.
  3009.  
  3010. -Overlord's Claw: an actual claw that belonged to the First Overlord of the Gryphon Kingdoms, subsequently the longest living gryphon ever. Before his death, he had each of his claws removed in a lengthy ceremony, asking for the bearers of his claws to remember the true honors and pride of those that came before him, and will come after him, as well as not to make the same mistakes of those that use their power for earthly purposes. Adds +1 to all Melee rolls and grants a [1d6+2] <Gryphon Claws air elemaretal attack. Currently enchanted to his weapons.
  3011.  
  3012. -Spectral Orb Shards: small slivers of a smoky, diamond-like substance, the remnants of former Lunar Guardian Commareder Shrel's internal core. After Sharonel's banishmaret to Old Canterlot, the few Eyes loyal to the Lunar Guardians claimed in battle near the city became incorporeal like the rest of the dead, making identification of whom they could have been from. When Crystal-Forged into an addition for armor or jewelry, the wearer is less susceptible to Spectres, Wraiths, Revenants, or other Spectral beings attacking them without provocation, and it becomes possible to speak to such, though Spectrals are notoriously easy to bore, and even easier to irritate into violence.
  3013.  
  3014.  
  3015. ***************************************************************************************************************************************
  3016.                             Thrill (BGO):
  3017.  
  3018. *****
  3019. >PERSONAL ARMOR:
  3020. >Crystalline M.S.F. Shield (Armor Traits: 2/2 Enchantmaret Slots remaining, Artifact, Custom, Crystal-Forged, Unique): Multiple thin sheets of titanium & diamond layered and forged together by Spiral, further inscribed with Crystal runes of protection by Naliyna.
  3021. -Armor Value: provides +2DR when worn on the back or when used to Bash or Shield Charge with.
  3022. -Armor Class: Light Shield.
  3023. -Defensive Enchantmaret #1: grants an additional Block roll & adds +2 to all Block rolls.
  3024. -Sword and Board: can be used in tandem with pistols, SMG's, and other 1-handed weapons, but may not use with 2-Handed weapons.
  3025.  
  3026. >Spectre-Silk Bodysuit (Armor Traits: 2/3 Enchantmaret Slots remaining, Artifact, Custom-Fit, Legendary, Lin-Woven... WHA-, Unique): A nearly weightless skinsuit designed for only Thrill to wear, masterfully woven together by Lin from a Planar spider's silk collected in the Moors by Thrill and Naliyna, then further reinforced and partially rewoven by Silver, much to Lin's surprise. Outfitted with numerous internal and external pockets & pouches, this bodysuit blends into nearly any environmaret with ease using the same organic color-dispersion mechanism used to mask the spider's entrance. Full body, considered Unarmored. Touched by the Empress.
  3027. -Armor Value: provides 3DR.
  3028. -Armor Class: Unarmored.
  3029. -Defensive Enchantmaret #1: adds +2 to all in-combat Stealth rolls.
  3030.  
  3031. *****
  3032. >MELEE WEAPONRY:
  3033. >Enchanted Combat Knife.
  3034. -Base Modifier: adds +1 to all Assault/Parry/Riposte rolls.
  3035. -Offensive Enchantmaret: [1d6] <Lightning elemaretal attack.
  3036.  
  3037. >M.S.F. Lightning Blade (Weapon Traits: 2/3 Enchantmaret Slots remaining, Magitek-Forged, Unique): looking to be very much a 12" long single bladed combat knife with a highly comfortable 6" silk-wrapped handle, and two sloping guards made from diamondine for additional protection. This custom fit blade was forged from purified kanpri with a charged solid-state black platinum-crystalline core, etchings of the unicorn rune for lightning present on several notches on the rear of the blade. Three Spirals and Krinza created this weapon to emit a powerful electric shock, as well as to be used as a knife, of course.
  3038. -Base Modifier: adds +2 to all Assault/Parry/Riposte rolls.
  3039. -Offensive Enchantmaret #1: grants a [1d6+2] <Stormsurge lightning elemaretal attack.
  3040.  
  3041. *****
  3042. >RANGED WEAPONRY:
  3043. -MG3 (Weapon Traits: Personal): a post-WW2 heavy machinegun designed to both replace the MG42 and introduce standardized ammunition in the form of the 7.62x51MM NATO cartridge, although most all MG3 variants share an 80% parts interchangeability with the M42.
  3044. -Base Modifier: adds +2 to all Heavy Weapon rolls.
  3045. -Ammunition Class: HMG, 7.62x51MM NATO.
  3046. -Ammunition Belt Capacity: 100/100 cartridges. Comes with 1x belt.
  3047. -Maximum Optimal Range: 500M with a -1 penalty to all Heavy Weapon rolls per 300M beyond this range.
  3048. -Maximum Effective Range: 1,400M.
  3049. -Attachmaret #1: Bipod: adds +1 to Heavy Weapon rolls only when in use.
  3050. -Attachmaret #2: Flashlight: adds +1 to a SINGLE Perception rolls only when in use.
  3051.  
  3052. -M.S.F. Custom Browning Hi-Power (Weapon Traits: Personal): a single-action variant of the Colt 1911, designed in France in 1935. This particular Hi-Power was professionally mareufactured by M.S.F.'s industrial team to utilize the much larger .45ACP cartridge rather than 7.65x21MM or 9x39MM, enlarging the frame to accomodate a slightly bigger magazine, and making judicious use of steel alloys to keep it's weight down to a nominal level.
  3053. -Base Modifier: adds +2 to all Small Arms rolls.
  3054. -Ammunition Class: Magnum Small Arms, .45 ACP.
  3055. -Magazine Capacity: 8/8 cartridges. Comes with 3x magazines.
  3056. -Maximum Optimal Range: 50M with a -1 penalty to all Small Arms rolls per 50M beyond this range.
  3057. -Maximum Effective Range: 150M.
  3058.  
  3059. -M.S.F. Custom Railgun (Special Weapon Traits: Advanced 1970's Technology, Composite, Unique): a highly advanced, for the 1970's at least, one-mare portable anti-tank weapon capable of delivering a precision engineered finned tungsten dart via an electromagnetic propulsion system. Has an integrated 4x10 semi-digital sight for accuracy at longer ranges. This weapon can be used five times before the internal power cell is expended, despite the internal magazine holding six darts, and requires several hours of recharging on it's own, though it is capable of being restored to it's full potential.
  3060. -Base Modifier: adds +4 to all Heavy Weapon rolls.
  3061. -Ammunition Class: Unique, Tungsten Darts.
  3062. -Ammunition Capacity: 5/6. Comes with 12x darts.
  3063. -Maximum Effective Range: 2,000M.
  3064. -Attachmaret #1: Scope: adds +1 to Heavy Weapon rolls & the <Digital Sight adds +2 to a SINGLE Perception roll only when in use.
  3065.  
  3066. -Silenced Browning Hi-Power (Weapon Traits: Advanced, Custom-Fit, Composite, Magitek-Made, Unique): a specialty made copy of Thrill's standard Hi-Power .45ACP pistol, created and modified by Spiral, custom fit to exclusively match Thrill's hands. Comes with a highly developed suppressor based on Thrill's knowledge, and utilizes an advanced, low grade miniature explosive charged primer in a precise amount to fully dampen external sound, and uses highly developed tranquilizer rounds in place of lethal ammunition, also making it incapable of using standard ammunition. Landing a critical shot to the head on a pony or similar size/weight is an instant knockout until woken up, while shots to the neck, body, and arms take twice as long to take effect. The specialty made darts, which must be retrieved or individually replaced, were designed in conjunction with a powerful soporific for use on ponies, thus minotaurs or other large species will only take half or less effects compared to normal, requiring more precise hits.
  3067. -Base Modifier: adds +2 to all Small Arms rolls; calculate as if 'damage' in following table: if a result of 3 or greater is achieved the target slows down, suffering a -2 penalty to all rolls for next 2 turns; if a result of 6 or greater is achieved the target slows down greatly, suffering a -4 penalty to all rolls for next 2 turns; if a result of 9 or greater is achieved the target is rendered unconscious for next 2 turns; if a result of 12 or greater is achieved the target is rendered unconscious until forcefully woken.
  3068. -Ammunition Class: Unique, Tranquilizer Darts.
  3069. -Magazine Capacity: 8/8 darts. Comes with 2x magazines.
  3070. -Maximum Optimal Range: 25M with a -1 penalty to all Small Arms rolls per 25M beyond this range.
  3071. -Maximum Effective Range: 100M.
  3072.  
  3073. *****
  3074. >EXPLOSIVES: 2x each of Flashbang & Smoke.
  3075.  
  3076. *****
  3077. >COMMON ITEMS: Binoculars, Canteen, Compass, Headset, Gas Mask, Map, Multi-Tool.
  3078.  
  3079. *****
  3080. >UNIQUE ITEMS:
  3081. -Banded Swamp-Skitter Teeth: a collection of short, recurved gray teeth from a predatory fish native to the Moors, well known for it's paralytic capabilities, both difficult to catch and hard to find, contained in a thick, woven cotton pouch to protect from unwanted contact. When infused to a weapon, allows a [1d3] <Banded Paralyze effect where a result of 1 has no effect, a result of 2 paralyzes the target by 50% for 1 turn, and a result of 3 completely incapacitates the target for 1 turn. In addition, if a target suffers three critical Bitter Poison affects during an Operation, their body will shut down for 10 turns or 10 minutes. Currently owned by him.
  3082.  
  3083. -Charred Rubynine Hoofband: a slightly flexible size 18.5 band of interwoven rubynine and volcanic red kanpri threads, more than likely for an earth pony, that has been partially melted in several spots, recovered from the Solar Armory in Canterlot. Commonly produced in the Late Dynasty era, it was repaired, albeit rather shoddily, at some point in time, yet still contains a potent elemaretal ward that resists flame. When worn or enchanted to crystalline armor, provides +1DR, reduces damage from Fire attacks, whether physical, Elemaretal, or Mystical by 1/4, and adds +1 to all non-combat Stealth rolls in red backgrounds.
  3084.  
  3085. -Dusk Film: an incredibly disgusting film that tastes like sour ashes, supposedly collected from the dew of decaying tears of reality in the Moors. Gain +1HP/turn while in dark areas and adds +1 to all non-combat Stealth rolls. Permareently enchanted to him.
  3086.  
  3087. -Keening Charm: a 1" diameter sphere made from hostile, reactive red and blue crystalline lattices carefully melded together to prevent injury to the owner, and when used to reforge a weapon with, allows piercing weaponry to be considerably more effective. Adds +1 to all Melee rolls & grants Armor Pierce 1 (negates 1DR). Currently owned by him.
  3088.  
  3089. -Mistcreeper's Heart: adds +2 to all in-combat Stealth rolls, and converts all Stealth rolls to <Auto-Stealth wile in Fog, Mist, Rain, or Water. Gains +1HP per turn while remaining mostly still in same, and allows permareent water breathing. Permareently enchanted to him.
  3090.  
  3091. -Piercing Visor (Night Vision + Thermal): a slim, thin, and lightweight padded rubber visor created by Spiral. It incorporates two diamond lenses scribed by Krinza with piercing vision runes placed before miniaturized, heavily modified & upgraded night vision & thermal optic systems, also enhanced by Jeff's technical knowledge. Weighing less than half a pound and custom fit, as well as synced to Thrill, each component responds and operates by simple willpower, requiring nothing more than the 'thought' of use to activate. Adds +3 to EACH roll per rank of Perception, Scouting, or Wilderness Survival: <Piercing Nightvision for low light conditions, <Piercing Thermal for when night vision may not be useful or in pitch black conditions, and <Piercing Eye for long range viewing.
  3092.  
  3093. -Shadeheart Core: adds +1 to all non-combat Stealth rolls. Permareently enchanted to him.
  3094.  
  3095. -The "Love Box": an overly large cardboard box, precisely 2.5' wide, 4' long, and 2' tall, formerly used to ship large amounts of Empire asparagus across Tallus. This box has been ponifially hoofpainted by Malyne and Dancing Eyes with numerous scenes of pink hearts, wings, and several funny murals of ponies in close contact.. mostly touching noses. Despite it's changed, outward appearances, boxes of this exact size are well known to most of Equestria and beyond, the majority of which are returned to the Empire, though a few have been known to return them with changed designs to signify the contents within. Fortunately, this one was spotted by Thrill before it could be returned, and has been inducted by him to serve as a makeshift first aid station. Any humare being or pony taken "..inside the box" by Thrill can be stabilized and treated much faster than normal
  3096. *Adds +1 to all Alchemy and Medical rolls.
  3097.  
  3098.  
  3099. ***************************************************************************************************************************************
  3100.                             Thunder Raven (RETIRED):
  3101.  
  3102. *****
  3103. >PERSONAL ARMOR:
  3104. >Katarn-class Commaredo Armor (Armor Traits: Advanced, Custom-Fit): A damaged, battered full body plated armor composed of duraplast, an advanced, complex, durable, and most importantly expensive space age alloy. A considerable upgrade from standard clone trooper armor, Commaredo armor was developed in response to the increasing threats from the Trade Federation. Each section of armor is custom fit for maximum freedom of movemaret, although the unarmored regions are only protected by a thermally balanced zero-gravity vacuum suit, offering little protection against most weaponry. Featuring a specialized backpack for rapid deploymaret of detonation packs, ammunition, and grenades, the entire armor is also capable of withstanding most acids, particularly the combat boots. Due to damage caused before his arrival, Thunder's munitions pack is incapable of storing it's full loadout, and requires a great deal of restoration to be brought back to full service.
  3105. -Armor Value: provides 2DR.
  3106. -Armor Class: Medium.
  3107. -Modification #1: Reduces 1/2 damage from Acid.
  3108.  
  3109. >Katarn-class Commaredo Helmet (Armor Traits: Advanced, Custom-Fit): a damaged, battered full head covering helmet composed of duraplast, an advanced, complex, durable, and most importantly expensive post-galactic space age alloy. A uniquely shaped, though slightly heavy, helmet containing numerous dependable highly features, including an oxygen filtration system, a long range communications array, and a tactical Heads Up Display, also referred to as a HUD, that displays a small holographic representation of Thunder, his teammates, and their relative health within a 100M radius. Unfortunately due to it's damaged state, the helmet's integrated night vision, optical sensor targeting & analysis array, and electrobinocular functions are unavailable, but are capable of being restored nonetheless.
  3110. -Armor Value: provides 1DR to the entire head.
  3111. -Armor Class: Light Helmet.
  3112.  
  3113. *****
  3114. >MELEE WEAPONRY:
  3115. >Katarn Armor Gauntlet Vibroblades: two 4" long blades with a triangular tip, capable of being ejected or retracted from a Clone Commaredo's gauntlets, powered by an internal sonic emitter that causes additional damage to organic or unarmored targets. A semi-complex sonic enhanced weapon, typically used as a cheap alternative to other, more traditional melee weapons of the time such as lightsabers, this vibroblade's small size and inclusion into Katarn-class armor allows it to be quite discreet, and is highly effective against most targets, excepting those with thick armor or hardened internal/external defenses, although the damage caused to it has reduced it's effectiveness by a large margin.
  3116. -Base Modifier: adds +1 to all Melee rolls.
  3117.  
  3118. *****
  3119. >RANGED WEAPONRY:
  3120. -DC-15s Side Arm Blaster Pistol: developed by BlasTech Industries for the Grand Army of the Republic, the DC-15s was a backup plasma pistol side arm for clone troopers. Not as powerful as the standard DC-15 blaster, DC-15s utilized a unique self-regenerating power cell capable of storing enough energy for eight shots, recharging enough for one shot every second, though the user was forced to wait as it did so. As technology during the Clone Wars era wasn't as refined as it could be, nearly all energy weaponry had several flaws, the most notable being optimal and maximum ranges, and due to damage caused before his arrival, Thunder's personal DC-15s is no exception
  3121. -Base Modifier: when firing at a target at a distance of 30M or less, adds +1 to all Energy Weapon rolls and ignores 1DR, but when firing at a target from a distance of 31-120M, does not gain a bonus.
  3122. -Ammunition Class: Rechargeable Energy Cell.
  3123. -Maximum Effective Range: 120M.
  3124.  
  3125. -DC-17m Interchangeable Weapon System: developed by BlasTech Industries, the DC-17m was a lighter and more versatile version of the standard DC-15 blaster rifle, mareufactured to much higher tolerances in order to withstand nearly all weather conditions, although it does require periodic calibration for maximum efficiency. Unlike most blasters, this one was capable of being configured to use several attachmarets using a modular system, including a long range sniper rifle, an anti-armor grenade launcher, a non-lethal Pulsed Energy Projectile to stun or incapacitate organics, and a breaching grenade, though presumably the other attachmarets were destroyed before Thunder's arrival.
  3126. -Base Modifier: when firing at a target at a distance of 45M or less, adds +1 to all Energy Weapon rolls and ignores 1DR, but when firing at a target from a distance of 46-450M does not gain a bonus.
  3127. -Ammunition Class: Energy Cell. Comes with 12x Large Power Paks.
  3128. -Firing Rate: 12 shots per Large Power Pak.
  3129. -Maximum Effective Range: 450M.
  3130.  
  3131. *****
  3132. >COMMON ITEMS: GPS Unit, Multitool, 1x Recharging Cable, 12x Republic Power Paks, 1x Roll of Rope, Wireless Electronic Detonator.
  3133.  
  3134. *****
  3135. >EXPLOSIVES: 3x EMP Grenades, 4x Breaching Charges, 8x Detonation Packs.
  3136.  
  3137. *****
  3138. >UNIQUE ITEMS:
  3139. -Galactic Republic Maintenance System: one of a vast number of dedicated weapon and armor maintenance kits issued by the Republic Army to their best on-ground or in-space engineering personnel.. or to the extremely tiny number of Clone Commaredos that specialized in such an otherwise 'unworthy' occupation. This advanced engineering set, comprised solely of maredalorian-based and pre-Empire tools, if they can even be called that, are designed to function on the most inhospitable planets, in the vacuum of space, or with a bit of fine tuning and some protective sealing, underwater. The contents take up half of the space in the Commaredo's rear-mounted armored pack unit, which also dispenses a Commaredo's relevant munitions, grenades, spare power paks or cells, magazines, clips, or whatever he would need at the time. Contents include: a single large holographic projection datapad with technical specifications on most all modern weaponry, armor, and electronics systems, including basic slicing programs to override and bypass the same; five vibroblades ranging from small enough to cut wires to large enough to stick something in the ribs for any number of delicate (or not so delicate) tasks; an oversized handheld soldering & welding torch/gun combination, with an internal power cell that uses insertable cartridges, or the raw or refined materials themselves, to make critical repairs and patches to armor, and even seal doors in a pinch; a hydrospanner, which is a powerful adjustable wrench, screwdriver, or nut driver all in one, that can even punch said screws, nuts, rods, or other small components through solid high grade steels via a small, integrated fusioncutter for dealing with complex adhesives or difficult to penetrate materials; two rolls of duraplast embedded space tape; two tubes of duraplast glue for critical sealing operations; and a good ol' pre-modern dura-hammer. Adds +1 to and grants an additional Engineering roll.
  3140.  
  3141. -Kaminoan Armorsmith Material Fabricator & Assembler: a Kaminoan fabrication machine designed to produce the specialized maredalorian-styled Clone Trooper, Commaredo, and ARC armors, along with a host of other equipmaret including devices, weaponry, and even explosives. Employed specifically by the Armorsmiths in their trade, the Fabricator & Assembler relies on an indepth sensor matrix composed of numerous material scanners that grant the user the ability to magnetically scan cross-sections of the item or armor in production, bolstered by a series of external sensor rods that allow for precise electromagnetic particulate dispersal for layering materials at the atomic level. 12 robotic arms equipped with a variety of clamps, claws, and other tools are controlled by the main computer core, assisting in far less sophisticated, simple machining and milling tasks such as fabricating or restoring weaponry using any number of Republic, Kaminoan, maredalorian, or user created schematics. A secondary set of 16 folding clamp arms contained within the fabricator's struts are used solely to hold a single suit of armor for reconstruction after severe battle damage, though it's unknown as to whether or not someone being IN the armor while reconstruction takes place is a good idea. Despite the loss of two sensor rods, one of the milling arms being jammed, and several damaged displays, it is still functional, though contains no blueprints or schematics as it's computer core seems to have been wiped at some point, while it's material racks are also empty, either from sabotage or use. Currently occupies a space in the workshop on the central southern wall, and is limited to Thunder's use ONLY. Grants 4x [1d6+15] <Kaminoan Armor Fabrication rolls when performing repairs on damaged armor, or creating new armor.
  3142.  
  3143.  
  3144.  
  3145. ***************************************************************************************************************************************
  3146.                             Vick (BANNED):
  3147.  
  3148. *****
  3149. >PERSONAL ARMOR:
  3150. -Kevlar Vest: provides 1DR to the chest.
  3151.  
  3152. *****
  3153. >MELEE WEAPONRY:
  3154.  
  3155. *****
  3156. >RANGED WEAPONRY:
  3157. -Paired Colt M1911's (Magnum Small Arm Weapon Traits: Personal): a modern upgrade of the venerable 1911 .45ACP, with tighter tolerances, slightly better handling, range, and ergonomics. Adds +2 to all Small Arms rolls, has an optimal range of 50M with a -1 penalty per 25M beyond this range, and a 150M maximum range.
  3158.  
  3159. *****
  3160. >COMMON ITEMS: Batteries, Canteen, Cleaning Kit, Duct Tape, Fuel Canister, Gasmask, L-Flashlight, Multi-tool, 2x Pack of Cigarettes, Pack of marethols, Zippo Lighter.
  3161.  
  3162. ***************************************************************************************************************************************
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