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Companions

By PonyStrangler
Created: 2022-08-05 05:39:19
Updated: 2025-07-08 03:46:17
Expiry: Never

  1. ***************************************************************************************************************************************
  2. Amethyst Dalli-StormRose, though prefers to be called Amy
  3. Age: 13
  4. Month of Birth: Jewely (equivalent 29,996 Tallus; unknown megayear within/upon Tartarus)
  5. HP: 45
  6. DR: 2
  7. Total XP: 38
  8. Inaccessible XP: 38
  9.  
  10. (Affectionate, Amiable, Careful: Around Adults, Cheerful, Honorable, Intuitive, Level-Headed, Lustful: Minor, Minor Obsession: Riding, Mischievous, Obsession: Crystal Ponies, Precise: Sorcery, Spiritual, Steadfast, Studious)
  11.  
  12. *****
  13. KNOWN LANGUAGES:
  14. Astartes Battlelingo, can read, write, speak, and sign with full fluency
  15. Common Equestrian, can read, write, and speak with full fluency
  16. Crystal Conclave, can read, write, and speak with full fluency
  17. Crystal Kingdom & Archaic dialect, can read, write, and speak with full fluency
  18. Crystal Imperial, can read, write, and speak with full fluency
  19. Imperial Lingua Technis, filly fluent in the M31 form, major fluency in the M41 form
  20. Imperial Low Gothic (13 dialects), can read, write, and speak with full fluency
  21. Imperial High Gothic (6 dialects), can read, write, and speak with full fluency
  22. Prench: can read, write, and speak in the modern dialect with some proficiency
  23. Rushyan (Modern, Modified)/Vostroyan, can read, write, and speak with full fluency
  24.  
  25. *****
  26. SPECIES: Crystal Ipotane [Primus]
  27.  
  28. *****
  29. APPEARANCE: always half-transparent as Crystal ponies are, Amethyst stands exactly one Bit taller than a human girl her own age.
  30. A near-perfect fusion of her dam’s excellent Conclave genetics combined with her sire’s intensive gene-manipulation and physical training, Amy’s musculature is well defined, and noticeable enough to be prominent.
  31. As a result, Amy is physically, marentally, and Sorcerously in tune with her Ipotane body, able to sense even the most minor changes and effects with ease, especially fatigue.
  32.  
  33. Amy’s mid-back length, albeit extremely messy, crystalline lavender mane is kept unkempt by her own efforts… if not by her tendency to have fun wherever she can find it. Her tail much resembles much the same.
  34.  
  35. Her coat, beginning above her hooves and ending at upwards curves around her waist, entirely covering her hips, is a soft crystalline sapphire, an odd contrast to her harder than usual deep blue hooves.
  36. Both ears are equine, sticking up 6”, remaining a constantly shimmering sapphire and lavender mixture.
  37.  
  38. Strangely enough, her eyes are somewhat mixed between her human and equine parentage, being slightly more prominent and expressive than humans, while her pupils and iris are entirely crystalline in nature due to her equine heritage.
  39. While normally a light lavender in color, if one peers closely enough they may, rarely, observe small flickers of fluorescent pink.
  40.  
  41. HEIGHT: 4'10"
  42. WEIGHT: heavy.
  43.  
  44. *****
  45. BIOGRAPHY: UNKNOWN.
  46.  
  47. Like any filly, especially for her age, Amy happens to enjoy whatever is happening at the momarent. Whether that involves helping others with what they might call boring paperwork, aiding others with cooking, patching up wounds and burns in a clinic or infirmary, bringing supplies out to her friends and family far from comfortable locations, she does not mind what most humans would consider a ‘hassle’.
  48. Resulting from this, Amy is far less picky, finicky, and much less likely to complain about goings on, and has been known to seek amusemarent in the rigors of minutiae, similar to Crystal ponies do.
  49. She still prefers sleeping on Kerbann branches above all else, however.
  50.  
  51. *****
  52. TARTARUS EVOLVING SKILL: Kerberi Blades, Untrained.
  53. *Physical access to Tallus and Grandmaster Training from either God-King or Emperor Kerberi REQUIRED to learn the Basic formations thereof.
  54.  
  55. *****
  56. OFFENSIVE SKILLS
  57. Basic Assault+3
  58. Basic Parry+3
  59. Basic Riposte+3
  60.  
  61. Basic Light Energy Weapons+3
  62. Basic Heavy Energy Weapons+1
  63. Basic Small Arms+2 (caps at +4)
  64.  
  65. *****
  66. DEFENSIVE SKILLS:
  67. Basic Block+3
  68. Basic Evasion+3
  69. Basic Reaction Speed+3
  70. Basic Sprint+3
  71.  
  72. *****
  73. UTILITY SKILLS:
  74. Basic Crystal Alchemy+2
  75. Basic Bartering+2
  76. Expert Iron Will+3
  77. Basic Neighgotiation+2
  78. Basic Perception+2
  79. Basic Pony/Human Relations+2
  80. Basic Scouting+2
  81.  
  82. *****
  83. HYBRID SKILLS: owing to her mixed heritage, Amy's grasp of certain capabilities is rather slowed when compared to those of her sire and dam, costing double the XP and additional training to improve the following skills:
  84. Basic Appraisal+3
  85. Basic Archery+3
  86. Basic Engineering+3
  87. Basic Crystal Engineering+3
  88. Basic Crystal Runes+3 (caps at +5)
  89. Basic Thievery+3
  90. Basic Sorcery+2 (caps at +4)
  91.  
  92. *****
  93. DERIVED HUMAN SORCERIES:
  94. -Dominion Chains: allows Amy to summon three solid sea green and bronze-orange colored chains, Snaring her target on the next turn while also dealing damage. While physical, these chains can be destroyed fairly easily due to her lack of fine control.
  95.  
  96. -Voidbolt: allows Amethyst to summon a shrieking projectile from the Void, smaller than the average hoofball in size, in whatever shape she wants or desires most, with an inherent Speed of 13.
  97.  
  98. *****
  99. LEARNED CRYSTAL RUNES:
  100. -Power
  101.  
  102. -Pull
  103.  
  104. *****
  105. TERTIARY SKILLS:
  106. Basic Dancing+3
  107. Expert Doodling+3
  108. Basic Singing+3
  109.  
  110. *****
  111. SKILL SPECIALIZATIONS:
  112. -Primus Crystal Singer: adds +1 to ALL Crystal Rune rolls
  113.  
  114. *****
  115. TRADE SKILLS:
  116. Graduate Blood Ravens Chapter [M40.980]
  117. Observer Crystal Alchemy
  118. Junior Crystal Engineering
  119. Senior Crystal Conclaves (pre-Jewely 29,996)
  120. Senior Crystal Empire (pre-Jewely 29,996)
  121. Senior Crystal Kingdom (pre-Jewely 29,996)
  122. Observer Dynastic Composite Enchantmarents [Pre-Late Era]
  123. Senior Dynastic Elemarental Experimarents [Pre-Late Era]
  124. Graduate Dynasty [Pre-Late Era]
  125. Junior Dynasty City-States [Pre-Late Era]
  126. Graduate Dynasty History [Pre-Late Era]
  127. Junior Dynasty Materials [Pre-Late Era]
  128. Senior Dynasty Military [Pre-Late Era]
  129. Observer Dynasty Outposts [Pre-Late Era]
  130. Pupil Dynasty Temple-States [Pre-Late Era]
  131. Proficient Dynasty Temples [Pre-Late Era]
  132. Graduate Early Dynasty/First Foundation
  133. Basic Electronic Warmare+2
  134. Pupil Equestria (pre-Jewely 29,996)
  135. Amateur [Incomplete] Fourth Foundation
  136. Proficient Human Sorcery
  137. Senior Imperium of Man
  138. Senior Imperium of Man History
  139. Senior Imperium of Man Militaries
  140. Senior Razorback (pre-Jewely 29,996)
  141. Senior Saddle Arabia
  142. Graduate Tallus Dynastic Sorcery [Pre-Late Era]
  143. Graduate Tallus Magic & Esoteric Effects [Pre-Late Era]
  144. Graduate Tartarus
  145. Graduate Tartarus History
  146. Graduate Tartarus Materials
  147. Graduate Tartarus Military
  148. Proficient Tartarus: The 44
  149. Graduate Thousand Sons
  150. Graduate Thousand Sons History
  151.  
  152. *****
  153. SPECIAL ABILITIES:
  154. >Enhanced Power: a rather subtle blending of her parents' collected knowledge, at any time during an Operation, Amy may roll a [1d6], the result indicating the number of turns that she may add +1 to a SINGLE Skill. *Eventually she may be able to improve a Special or Unique Ability, or a Sorcery that she is capable of performing, and possibly grant the same to one of her Allies.
  155. *INACTIVE
  156.  
  157. >Entangled Sight: born in Tartarus to an Otherworld post-human sire and a Tallus native Crystal pony dam, Amy's perception is, for lack of a better explanation, "shifted".
  158. She is able to perceive some of the intangible aspects of realms, spectrums, Planes, and worlds which she enters in the same manners which both occultic humans and the more esoterically inclined Crystal ponies are capable of.
  159. This sometimes allows her to feel, and, rarely, ‘see’ the often strange laws, rules, compositions, and background 'clutter' or noise of the Tallus omniverse which others do not, though at a cost to her ability to understand those same tangible sights and sounds.
  160. *Before each Operation (though not Mission), Amethyst MAY choose to roll a [1d20] <Curious Visions effect; the higher the result, the weirder her initial assessment of a situation will be.
  161. Also unlike her sire, Amy's sight extends deep into the sometimes sinister background nature of Tartarus, allowing her the clarity to interact with Minotaur Shades, typically the most difficult to find, let alone speak with.
  162. As such, she has learned from many Gozkan Rangers and Kratha, granting her some knowledge, though not proficiency, with varying forms of bows and crossbows.
  163.  
  164. >Filly Temptations: despite her dam's irritation and warnings, Amy has learned much from her sire on how to safely and discreetly "acquire" items for her own perusal and study. This does not necessarily mean that she will keep said item, only that it takes an inordinate amount of willpower to NOT look at, and especially touch, all the shiny things... that must be touched.
  165. *This grants Amy the Basic Thievery skill, though costs double the XP to improve due to her Crystal pony heritage natively disliking the concept of theft, even if done for a good cause.
  166. *Or as her sire often stated: "It was *GIFTED* to me!"
  167.  
  168. >STAIRS ARE THE ENEMY! Whether due to her sire’s inability to surpass advanced evolutionary traits, or her dam’s refusal to climb anything taller than park bench, Amethyst is barely able to climb stairs in her au naturale’ state.
  169. -One flight is a pain.
  170. -Two flights IS pain.
  171. -Three flights is basically impossible.
  172. -Four? Don’t even bother.
  173. -Five is EXTRA HERESY!!!!
  174. -(“If you do not carry her… I will kill you, however long that takes.” -Prima Lucis)
  175.  
  176. >Soothing Touch: likely due to the calm, harmonic mixing of her sire’s random collection of Sorceries and her dam’s odd, also seemingly random collection of Crystal Runes, ONCE per Mission and Operation, Amethyst is capable of utilizing a [1d6+1] <Soothing Touch ability by making physical contact with a living Ally.
  177. *Result indicates the amount of HP & Morale restored, as well as stopping Minor Bleeding, also curing ANY naturally occurring Tallus/Tartarus Poison on a result of 6 or higher
  178. *May be used twice outside of Missions and Operations
  179. *ACTIVE as of [REDACTED].
  180.  
  181. >Superior Charm Resistance: long used to the soothing tones of her dam’s singing voice, particularly when invoking sleep causing effects, Amethyst's mind instinctively recognizes, understands, and blocks out most uses of similar abilities.
  182. *Requires a roll of 9 or higher to be Charmed
  183.  
  184. -Tartarus Teachings of the 44: #16, Secrets of the Undivine. As a side-effect of one of the unknown 44 teaching some of the Secrets of Tartarus to her, Amy is capable of utilizing Research+1 and Basic Enchanting. However, this requires double the amount of time for her to improve these capabilities, especially since her Conclave Crystal pony heritage clashes against unusual forms of knowledge.
  185. *Adds +1 to all Research rolls when studying Otherworldly & Planar beings
  186. *Once 222 points of Research on a specific Otherworldly or Planar species have been reached, she may begin to reformulate her own tactics and assets to counter them, and eventually their capabilities
  187. *After 222 Research has been achieved against a specific being, Amy MUST add +1 to ALL offensive rolls against that being and closely related individuals of the same species, technical or otherwise
  188. *Effectiveness is reduced by 3/4 against Spectral and Undead beings
  189. *Effectiveness is halved against Extra-Planar beings
  190. *This ability does NOT work against hostile Legendary beings, and automatically fails when used against Eldritch forces
  191.  
  192. >Youthful Presence: inheriting much of her dam’s eminent youthfulness and vitality, Amy is considerably more acknowledging of her rather cute physical appearance than most her age would be.
  193. *As such, particularly when getting into mischief, she may attempt to Charm fillies or colts once per night using 2x [1d6+3] rolls
  194. *Amy may also attempt to Charm adult humans or ponies twice per night using 2x [1d6+1] rolls
  195. *(“Allow the snuggles… or else I’ll be slightly annoyed.” -Prima Lucis)
  196.  
  197. *****
  198. >THOUSAND FILLIES MUTATIONS:
  199. *Biscopea Minoris: the Forge of Strength organ. Heavily CHANGED from the baseline version, instead of utilizing bio-synthesized Imperial metaceramics like a typical Astartes, Amy is able to ingest nearly all natively occurring Tallus and Tartarus crystallines, crystalloids, including pseudo-likes, in the same marener which Crystal ponies are capable of.
  200. Her skeleton and hooves have developed in a more defensively based marener, though due to her young age, and (currently) lacking exposure to Crystal Empire foods or substances, the only known result is that her skeleton and hooves are significantly more durable than what would be expected from a Crystal filly her age.
  201. *Cannot consume Eldritch or Planar crystallines, crystalloids, or similar, as doing so will cause 10 Morale and 5 Stability damage
  202. *Certain Otherworld and Extra-Planar crystallines or crystalloids may be safe to consume, AFTER significant study
  203. *Will improve slightly with age
  204.  
  205. *Catalepsean Node Mediatus, combined Blood Ravens Chapter & Thousand Fillies: the Unsleeping organ. Massively chaotic compared to the original iteration, this allows Amy to consciously “switch off” sections of her brain sequentially when experiencing extremely stressful situations, or when exhausted.
  206. Similar to how a select marine mammals are able to sleep via shutting down sections of the brain while remaining overtly awake and alert, overuse of this function can, at the start, induce hallucinations of varying strength. Deterioration occurs rapidly afterwards, often culminating in a comatose like state after 8 hours.
  207. *Amy does not ‘dream’ normally, though may do so when near large numbers of Crystal ponies, or if large amounts of Conclave/Kingdom/Empire/Tartarus crystalline materials are locally available.
  208. *Equally unusual is that she can awaken herself or fall sleep with little difficulty, especially while standing
  209. *After extended periods of time there is an increasingly higher chance of suffering from various Crystal pony and human psychoses
  210.  
  211. >Frostblooded: passed down from her dam’s Conclave heritage, Amethyst's lower half is little affected by cold conditions, even when her hooves should be (technically) frozen. Her upper half is slightly different, however, and though her human parts are cold resistant she can still suffer frostbite… but only at -30 below Marenheit.
  212. As this resistance is passed down through genetics yet is technically Mystical in nature due to traces of Rime, it may not improve as she ages.
  213. *Amy is IMMUNE to direct Rime below Class 8, recovering 1 HP from Class 9 and 2HP from Class 10; Amy will suffer 1/2/3/etc. cumulatively increasing harm per lower Class if directly exposed to Rime
  214. *Amy takes 1/4 less harm from ALL ce and Water damage, whether physical or esoteric in nature, though this does not extend to specifically Eldritch or Planar harm
  215. *Conversely, Amy is less resistant to heat and electricity due to her mixed heritage, suffering 1/4 more harm from ALL Fire and Lightning, whether physical or esoteric, though this does not extend to Eldritch or Planar harm
  216.  
  217. >Extremis Crystalline Hooves: Amethyst's hooves are unnaturally harder than those of most Crystal ponies. Producing a melodious crystalline *tink* sound when walking on stone or other harder materials, this makes it nearly impossible for her to sneak around.
  218. This…… doesn't prevent her from trying, however.
  219. *Amy's hooves have a natural 3DR, requiring a cumulative damage equal to 1/2 of her HP in order to damage
  220. *Can be used in place of her normal Assault/Parry/Riposte rolls using either <Kick, a max critical of which may Stun enemies her size or smaller, OR <Stomp, which deals double damage but can only be performed on downed, Fragile, Undead, or short enemies.
  221. *Also makes for a good DISTRACTION FILLY! technique
  222.  
  223. >Enhanced Hybrid Strength: when injured by physical weaponry, or upon witnessing her Allies being harmed, Amethyst's memetically enhanced physiology causes an effect similar to that of Enrage, the genetic quirk inherent to all ponies, blended with Last Stand, the coercive Psionic-empath ability inherent to all Third Gestalt humans.
  224. For marely reasons this form is considerably weaker in comparison to either Enrage or Last Stand.
  225. *This will ONLY improve when both the 5th Gestalt and Green Herd do, with a 1/2 improvemarent from each source
  226. *After taking damage from any source, or witnessing an Ally taking damage, Amy MUST immediately add +2 to all Assault/Parry/Riposte & Block/Evasion/Reaction Speed/Sprint rolls for that turn
  227. *3 turn cool down
  228. *ACTIVE!
  229.  
  230. *Larramare’s Organ Minoris: perhaps the most directly beneficial of her mutations, this small secondary liver produces a number of modified bio-crystalline cells that function as both platelets and leukocytes, yet somewhat more improved.
  231. *Prevents Minor Bleeding from occurring
  232. *Stops Major Bleeding in 2 turns, Critical in 3 turns, and Lethal in 4 turns
  233. *Grants Amy a [1d6+4] <Crystalline Regeneration roll ONCE every 5 turns
  234. *MIGHT improve with age depending on access to crystalline foods and controlled exposure to Rime
  235.  
  236. -Minor Estrus: short duration of 2 weeks maximum during Early Spring. Effects are negligible and cause no disruption.
  237.  
  238. *Occulobe Minoris: the Eye of Vengeance allows Amy to learn, store, and recall information in such a marener that she effectively has a crystal-state memory, though not to the point of either a Conclavist descendant or a Crystalline Shell.
  239. As this mutation is barely developed, it does not provide improvemarents to her visual capabilities.
  240. *Adds +1 to ONE Tertiary or Tradeskill per turn
  241. *Also adds +1 to all Research & Trade Skill rolls when dealing with crystalline materials and Crystal ponies
  242. *COULD improve depending on access to crystalline foods and controlled exposure to Rime
  243.  
  244. *Preomnor Minoris: the Neutralizer organ. Amy’s unusual genetic structure is a near-matched ratio of Blood Raven and Thousand Sons Chapter, combined with a Kingdom era Crystal mare. As such, her entire digestive system is greatly protected: everything from her teeth to the lower intestines are able to resist highly corrosive, toxic, and harmful compounds or chemicals with ease.
  245. Most unusual is the smaller stomach before the larger primary, entirely dedicated to biochemically analyzing ingested materials and neutralizing, or isolating in the case of inedible material, whether poisonous, toxic, or otherwise unhealthy, in order to expel later.
  246. *Amy suffers 1/2 less damage from all ingested Acids, Poisons, Toxins, and other ingested harm
  247. *This also allows Amy to easily vomit out substances without causing harm to herself, including potent Acids, Poisons, and Toxins
  248. *Consuming Empire foods increases Amy’s Morale and Stability by +1 per item, up to a maximum of +10 in a single meal; this caps at +50 Morale and Stability per night
  249. *As a result of this peculiar mutation from her sire’s genetics, while normally (and completely) inedible, consuming 1x Crystalline Bio-Gel grants Amy a limited [1d+4] <Auto-Regeneration for two turns, though doing so will inflict 5 Morale damage
  250.  
  251. >Perfect Tallus-Tartarus Acclimation: since Amethyst's physiology is considered to be that of both a Tallus and Otherworldly native, willfilly born in Tartarus, she is utterly IMMUNE to the effects, harm, and unusual vagaries of Arcane Poisoning.
  252. *Increases the Acclimation rate when in non-Tallus or non-Tartarus aligned Planes, Realms, and Spectrums by 1/4
  253. *Amy suffers 1/2 less harm from ALL Tartarus-based magic, abilities, and techniques; similarly has a 50% reduced chance to become effected by negative status effects
  254. *Amy is likewise IMMUNE to all Kerberi Elemarentals, whom will ALWAYS recognize her as a True Ally
  255. *SUPREME ADAPTION: similar to natural born casters, Druids, Mystics, Necromarecers, Psions, and other primarily esoteric natives of Tallus, Amy may, at ANY time, for EVERY reason, switch between her three Main Actions to utilize Assault/Parry/Riposte, Block/Evasion/Reaction Speed/Spreed, Sorcery, and Crystal Runes, interchanging them at whim and will.
  256.  
  257. >UNBREAKABLE! While experiencing combat conditions, whether melee, ranged, magical, resonant, Druidic, Mystical, Psionic, Sorcerous, or otherwise, Amy is INCAPABLE of losing Morale, especially compared to when, where, and how most ponies AND Humans would normally surrender or flee.
  258. *Amy NEVER needs to Rally when in combat alongside Tallus Equines or Operators
  259. *Amy does not suffer the typical negative marental effects from Demoralize, instead always being able to utilize her Special Skills, Unique Skills, and Sorceries without penalty, but WILL suffer penalties to all standard Offensive/Defensive/Utility skills as per normal
  260. *Grants Amy a [1d6] <Gleeful Fury ability during her first turn in combat that improves Morale, increasing to [1d6+1] on the second turn, [1d6+2] on the third, and so on until reaching [1d6+10]
  261. *Should Amy reach 100 Morale while in combat, she must IMMEDIATELY add +3 to all Offensive skills until combat ends, afterwards suffering a -3 penalty to all Offensive skills for either the next 10 turns, or until sleeping at least 2 hours.
  262. *INACTIVE. [“Forgive me. This…. I do not know how to explain it. There are means and measures here which I cannot describe. She must discover how to… enact it of her own cognizance.
  263. I am sorry, dame Amethyst, sehr Umakachov. There is nothing among my records or memories which is remotely similar.” -Baroness Avernus, Second Foundation]
  264.  
  265. *****
  266. TRAIT: Primus Crystal Ipotane. The first Crystal Ipotane born, Amy is completely in tune with both her sire’s logical, sorcerous heritage, and her dam’s more balanced, easygoing spiritual approach to life, acquiring an inherent certain fondness to studying and reveling in the present.
  267. Due to her mixed heritage, she has specifically chosen to focus more on the more physical arts of her mother and father, professing a certain enjoymarent in handling both firearms and close combat weaponry. If one were to be subtle, they might find that she spends marely hours toying with weapons of all kinds, wondering over their history and thinking on how she could improve them.
  268. Despite being a Ipotane, her parentage is both Crystal Pony and Human, and as such she is ALWAYS viewed as an Innocent at -5 Threat.
  269.  
  270. Unlike the average filly however, she is much more at home when in the company of Crystal Ponies and Humans at the same time, taking an 'organized chaos' approach to her own life…
  271. One which happens to include equal amounts of sweet confections, study time with warm yet cool blanket, an excellent book, an impossible to keep track of schedule, meticulous wargear and equipmarent maintenance (or simply shining and polishing everything in view to her liking), a great fondness for SLIGHTLY warm drinks in SLIGHTLY warm locations, including hot (but not TOO hot) spas, baths, showers, and, perhaps most importantly: basking in warm (but not TOO warm) locations.
  272.  
  273. Just as her parents enjoyed, part of her heritage has marenifested in a major goal to lounge about as lazily as possible in the Moors. Due to her young age, this is probably a GREAT idea!
  274.  
  275. INHERITANCES:
  276. >Deadeye: granted by her sire’s innate, possibly genetic knowledge of how to correctly perceive the numerous worlds, spectrums, Planes, and dimensions at large, this includes the potential knowledge of how best to wield her weapons against such.
  277. Amy must add +1 to either all Assault/Parry/Riposte, Ranged, OR Perception rolls when dealing with one choice from the following: Elemental, Otherworldly, Spectral, or Undead beings, but may ONLY choose one during a Mission or Operation.
  278. *Obviously, this ability does not function when dealing with Eldritch beings
  279. *MAY allow other specific being-states depending on her experiences upon Tallus
  280.  
  281. >Enhanced Seduction Resistance: as Amethyst never listened to her dam or sire about 'that time of year', or a number of other important details including she-doesn't-know-what-seduction-is-because-it-is-boring-and-often-forgot-to-ask-why-any-of-that-matters, it is extremely difficult for her to recognize, or even acknowledge, the obvious, natural, and subtle effects.
  282. Since she has NO idea what reproduction is, her imagination often runs wild with crazy ideas about how mares and stallions conceive, leading her to (OFTEN) ask inappropriate questions about the process.
  283. She will also, to the best of her abilities, spy on couples if she thinks she won't get caught.
  284. *Requires a roll of 7 or higher to be Seduced at a 1/3 penalty
  285.  
  286. >Filly Temptations: often has the urge to ride on a pony's saddle. May or may not involve brushing if she gives in to this desire. (“It does. Not that I mind, of course!” -Baroness Avernus)
  287.  
  288. *****
  289. POSITIVE REPUTATIONS:
  290. Crystal Empire Reputation: 93/100. Possibly due to the Empire's long association in treating the warmer locales of Tallus with desire, even though they prefer to live in the most hostile and cold environs of Equestria, most Crystal ponies have little prejudice to give, particularly concerning a being whom looks like, and is definitively descended from, one of their own.
  291. Glaringly obvious to even the most untrained Crystal pony eyes, particularly since Amy has zero association with the hybrid Wards, she will be welcomed warmly with open hooves and noses as a Trusted Ally.
  292.  
  293. Gozka & the Minotaur Hegemony: 25/100. The average Minotaur, whether due to their long, calm cultural traditions and teachings of accepting sapient natives as they are, or simply unconcerned with the social workings of other species and races, is utterly unconcerned over the ramifications, consequences, or considerations over hybrids.
  294. The Kratha Klave however do NOT care for faction or species. Formed entirely from once-living Veteran and Elite Minotaurs, whether from Hegemonics, Independents, Crystal-Hegemonics, or other, they exist for a single purpose: to prevent criminals from escaping Tartarus. In this regard, they hold Amy as a hope filled omaren of reconciliation between Crystal and human.
  295. As such, Minotaurs will welcome Amethyst in a Friendly manner, gaining a +20% bonus when dealing with primarily Minotaur factions as a whole.
  296.  
  297. The Moors: 91/100. Batponies have seen far more than their fair share of mutations over the course of their history, and as Amy's interestingly strange yet exotically familiar appearance is more a curiosity than anything else, the average batpony will be quite amused. (If not willing to share all of their mangoes or peaches, depending where in the Moors she may be at the time).
  298. As such batponies will welcome Amy with open wings and keks as a Trusted Ally. Even the most Corrupted, Tainted, Infected, or debased will be unable to raise fang, wingclaw, or hoof against her.
  299. This, of course, excludes those batponies that see other ponies and humans as interrupters of their nighttime batnaps.
  300.  
  301. Razorback: 72/100. As the humans of Razorback are drawn from an inordinate number of worlds, factions, and belief systems, they live amongst a host of outright shattered cultural norms which would normally cause divisions.
  302. Amy's mixed lineage is, to put it easily: uniquely welcoming compared to the strife which SHOULD otherwise occur.
  303. Despite being an Ipotane, and thus technically a low ranking Abomination (to some humans and traditional ponies, that is) of sorts, she will be welcomed warmly with open arms, hooves, wings, claws, snouts, flippers, and keks as a Trusted Ally.
  304.  
  305.  
  306. *****
  307. NEGATIVE REPUTATIONS:
  308. Councilierge and Watch Guard affiliate factions: due to her status as a moderately high ranking (technical) Abomination, Amy suffers from a current -100/100 Reputation, though this DOES NOT incur the Capture/Kill On Sight penalties.
  309. HOWEVER, the Councilierge, Watch Guard, Tower Guard, Stallionguard, Vigilites, and more would rather PRETEND Amy does not exist. Or did not exist.
  310. Either way suits them perfectly fine.
  311.  
  312. Ewerup: will be treated in an Unfriendly marener due to her hybrid appearance, suffering a -25/100 Reputation penalty.
  313.  
  314. Saddle Arabia: since most Saddle Arabians and Eyes have little contact with hybrids, let alone living beings that have Otherworld human traits, it will be somewhat difficult for her to gain full approval in their eyes. Or Eyes.
  315. Whether her status as a low ranking abomination (to them) makes any real difference to either species is quite low, though they will still treat her in Friendly, if confusingly informal and skeptical, manners.
  316. Due to this, Amy suffers an initial -10/100 Reputation penalty.
  317.  
  318.  
  319. *****
  320. FORMATION PREFERENCE: Earth ponies, must add +1 to all Offensive and Defensive rolls when in a Lance or Shield Formation.
  321. *While these Formations are typically used by Earth ponies, for whatever reasons of her own she prefers joining them, even if she can never join an Overherd
  322.  
  323. FORMATION ANTI-PREFERENCE: Saddle Arabians, suffers a -1 penalty to all rolls when in a Sweeping or Strafing Formation.
  324.  
  325. *****
  326. SPECIES PREFERENCES:
  327. -Batponies: although she has never been to the Moors, both her dam and sire speak often and with great delight, sharing their many tales of adventure, wonderment, and shenanigans involving fruit.
  328. *Whenever in the Moors, with a batpony, or upon eating mangoes (or peaches), Amethyst gains an automatic +9 Stability, also gaining double Reputation to all majority batpony factions
  329.  
  330. -Crystal Ponies: as an Ipotane, Amethyst has a certain inherent liking for Crystal Ponies. The way they walk, talk, act, speak, think, act, taste, and (possibly most important?) smell, is simply far more enticing to her. Whether this is due to her dam’s teachings or her sire’s (known but not understood) UNUSUAL PREFERENCES for Crystal mares is unknown.
  331. Preferring to learn skills or knowledge from Crystal ponies before all others, she has an inherently distinct liking for her dam’s Kingdom aligned kin, choosing to be around them whenever possible.
  332. *Whenever in the Crystal Empire or with a Crystal/Conclave pony, Amethyst gains an automatic +6 Stability, though due to her dam’s tutelage will learn non-naturalized skills at a 1/6th penalty.
  333. *Also gains +2 to all Bartering, Charm, Neighgotiation, and Seduction rolls towards (or against) Crystal ponies, ONCE per day/night cycle
  334.  
  335. -Earth Ponies: the urgings of her sire and dam to avoid earth ponies has given her some insight into the overherd mentality, and while Amy may sometimes deal with earth ponies in a cool, neutral fashion, she does not harbor any PARTICULAR dislike or hatred of them.
  336. Instead, she would rather avoid earth ponies than speak or act against them. As such she does not gain any Stability when in Stalliongrad, with a Stalliongrad native, or with earth ponies as a whole.
  337.  
  338. -Humans: when thinking upon her shared heritage, Amy has realized.. humans are weird. Not in a dangerous sense, though. Her sire is, of course, the second closest living being to her metaphysical crystalline heart, next to her dam of course. However, humans are simply hard to understand.
  339. The strange motivations and mentalities of humans, in the means her parents have reported, the ways they smell, think, act, and taste are too odd for her young mind to recognize. As such, she prefers to study humans at a distance for a while before becoming comfortable with one (or more).
  340. Humans of an Aggressive nature are not to her liking, those of a Kind nature are too bafflingly nice, while humans which present no formidable obstacles or hindrances are to be examined rigorously.
  341. How Amy categorizes and deals with Operators are, due to her Mischievous nature (among other Quirks) however, are up to anyone's, or anypony's, guesses.
  342.  
  343. -Saddle Arabians: even though her dam and sire have spoken neutrally of the Saddle Arabians and their country, she could not help but to notice their slightly worried expressions.
  344. Often taking time to secretly read the diaries of both, she has learned that the average Saddle Arabian is difficult to understand since their motivations are, on the surface, helpful and kind, but tend to be more selective and bizarrely unintuitive when it comes to dealing with outsiders due to the number of times they have been betrayed, or simply ignored, by other ponies of Tallus in the past.
  345. *Whenever in Saddle Arabia, with a Saddle Arabian or an Eye, she gains an automatic +1 Stability, and her Reputation gains AND Losses towards Saddle Arabians suffer a -50% penalty, rounded down.
  346. *This has no effect on Eyes, whom are WHOLLY subservient to the true Saddle Arabians as a whole
  347.  
  348. -Unicorns: well taught in the basics of both Sorcery and Crystal Runes, Amy nonetheless finds unicorns.. fascinating.
  349. Their analytical faculties, heightened reason and logic processing marentalities, and the impassioned abilities used to direct and shape the arcane energies simply draws her towards them. Not least of which is the widespread, nearly intuitive ability of Enchanting certain Elements, in rather peaceful mareners, into armor, weapons, and items.
  350. *Whenever with a Unicorn, she will gain an automatic +4 Stability, and as a result of her inquisitiveness she gains double reputation with Unicorns and majority unicorn factions
  351.  
  352. >OTHER PREFERENCES: though she enjoys the company of Crystal Ponies and humans due to her inherent nature, Amy is most comfortable with those that are not adults, especially since what they have to teach is usually more than she can absorb at any given moment.
  353. If possible, she would rather be with a Tallus Native filly or a colt; while with either she gains an automatic +3 Stability.
  354. -Colts: prefers being around colts that are not Air-Headed, Clueless, or Single-Minded.
  355. -Fillies: prefers being around fillies that have, at the very least, figured out what they want to do later in life. In short: Air-Heads not wanted.
  356. -Mares: utterly clueless about, and thus she has formed no preferences over them.
  357. -Stallions: prefers being around those at least 30 years old, or at the rank of Warrior (or equivalent).
  358.  
  359. ***************************************************************************************************************************************
  360. Astral Legacy
  361. Age: physically 29
  362. Month of Birth: Septimber
  363.  
  364. *****
  365. (Disgust: Anti, Eidetic Memory, ELITE: Too Much, Expansive Intellect, Focused, Gifted Teacher, HATRED: Horizon, Hunter, Hyper-Savant, Studious, Variable Efficiency)
  366.  
  367. *****
  368. APPEARANCE: formerly a slim, physically fit looking bright red unicorn with a penchant for wearing comfortable spider-silk vests. Had variable eye and mane colorations which shifted depending on mood.
  369.  
  370. Now, each soloform is entirely different.
  371.  
  372. *****
  373. BIOGRAPHY: born and raised to a poor, normal, and happy family on the outskirts of Canterlot, his proper early life and the dutiful lessons of his minute overherd did much to give him an edge above most unicorns.
  374. At the age of six, his parents were presumably killed in a fire, the family's house having been pieced together and expanded over the years as new members were added, typically with little concern for safety.
  375. [HISTORICAL TEXTS REDACTED. PRESENT ENGRAMMATIC CREDENTIALS IMMEDIATELY.]
  376.  
  377. The next five years of his life were spent living in a combined adoption and foster home, which had begun running out of funding due to the nobility losing much of their power, often making the young group of fillies and colts sleep together for warmth. These memories are a source of comfort and joy which rarely fail to push him onwards.
  378. Upon reaching stallionhood, he left to work for a little known enchanter and craftspony close to the orphanage, sending any earnings that he didn't need each week to the home, considering it his duty to his friends. Reaching expert status as a crafter and enchanter in another six years, his marentor recognized his talents for what they would eventually become.
  379. [HISTORICAL TEXTS REDACTED. PRESENT ENGRAMMATIC CREDENTIALS IMMEDIATELY.]
  380.  
  381. Before closing his business, the crafter hoofed over a chunk of his private savings, intended for tuition to study at the Canterlot College of Magic, imploring the young unicorn to broaden his horizons, and his dull outlook on life as well.
  382. Accepting with few reservation's from his mentor's urgings, he found himself constantly pitted against unicorns that had specialized in one or two skills or disciplines and remained at subpar mastery with all others, the sorcerer prodigy quickly learned to dismiss or outright ignore competitions, choosing to focus on areas of advanced enchantments, crystalline lattice structuring, historical discovery, and arcane-scientific research.
  383. [HISTORICAL TEXTS REDACTED. PRESENT ENGRAMMATIC CREDENTIALS IMMEDIATELY.]
  384.  
  385. Spending ten years at the College, and working side jobs whenever his studies allowed him, he was well known for his perfect memory and good nature, donating the majority of his excess Bits to worthwhile institutions and ponies encountering rough periods in their lives. Graduating with and subsequently dismissing his honors, he took up a position on excavation teams around Equestria whenever he wasn't working for the College.
  386. During what was supposed to be a year long excavation of a Late Dynasty Era city-state, headed by a young Nightclaw by the name of Hodch, he was tasked with the duty of consolidating hundreds of notes on the layout, eventually realizing that the teams had passed over several unexplored possible buildings on their initial sweeps.
  387. [HISTORICAL TEXTS REDACTED. PRESENT ENGRAMMATIC CREDENTIALS IMMEDIATELY.]
  388.  
  389. Receiving permission to breach sections as carefully as possible, the expedition team uncovered an intact laboratory dedicated to Elemental research. Extracting the prizes of six Elemental Cores, labeled as copies of unknown originals, the team was forced to leave from a presumed earthquake shaking the ruins. Another team had discovered three more but was forced to leave them.
  390. He returned to the College in order to study them, as well as committing himself to assume to duties would eventually allow him to buy the title of Marquis.
  391. During the interim years before the internal Empire Conflict, not a single pony was able to unlock the six Cores in his possession.
  392. [HISTORICAL INFORMATION REDACTED. PRESENT ENGRAMMATIC CREDENTIALS IMMEDIATELY.]
  393.  
  394. Realizing the once in a lifetime chance, he chose to make a demonstration of infusing the Cores to his own existence in order to further the College's dismal knowledge of the Dynasty era. Interrupted from the extremely sensitive process by a young unicorn named Valden, the unconstrained elements tore his body and mind into nine pieces.
  395. Not knowing how he did so, or if he was aided throughout the process, his shattered essences collected, though only the six that were available to him at the time reformed his body, granting him numerous elemental advantages over other unicorns.
  396. [HISTORICAL TEXTS REDACTED. PRESENT ENGRAMMATIC CREDENTIALS IMMEDIATELY.]
  397.  
  398. Now a full fledged Marquis, the Elemental immediately excoriated the young Valden, placing a permanent black mark on his name, and stormed out of the College. Shortly afterwards, the Empire Conflict occurred, placing him and all of Equestria's nobles firmly onto the center stage of multiple power plays by a reawakened Solar Tyrant that sought to diminish their power and influence.
  399. Losing marely of the nobles through attrition, underhoofed dealings, and backstabbing, large numbers had become disgraced through such foul means and subsequently took residence in the Empire. In return, the citizenry of Canterlot rebuffed the Tyrant, preventing it from destroying the nobility as a whole, though he had lost much of his good will and generosity during this course of events.
  400. [HISTORICAL TEXTS REDACTED. PRESENT ENGRAMMATIC CREDENTIALS IMMEDIATELY.]
  401.  
  402. Leaving the College permanently due to his new condition and the difficulties of maintaining his title in the open, he chose to take a position as caretaker of Canterlot Library Underground, a massive fortified complex built under Canterlot's Palace that extended out to the city itself.
  403. Having more than enough space, assistants, and research potential to last him several lifetimes, his decision to render political dealings null and void would eventually haunt his colleagues.
  404. [HISTORICAL TEXTS REDACTED. PRESENT ENGRAMMATIC CREDENTIALS IMMEDIATELY.]
  405.  
  406. Referred to as the reclusive Canterlot Marquis, Denra chose to send several Operators to Canterlot Underground in the hopes of gaining his experience and capabilities for the Fortress under construction, knowing that his status as a diplomat would make it nearly impossible to overtly aid the humans under his care.
  407. During the meeting, and despite Bill waking Rosan, one of four historically known acid Naghtmares, it went rather well. Choosing to offer his support should the need, or want, arise for his services, mostly due to boredom as Canterlot College was to absorb the facility and move its works in progress to several other institutions, notably in Manehattan and Detrot.
  408. (“That did not happen. According to numerous reports, nearly all of the Underground’s researchers, scientists, enchanters, and others refused their offers.. several rather violently. I do not know why.” -Mist Dancer)
  409. [HISTORICAL TEXTS REDACTED. PRESENT ENGRAMMATIC CREDENTIALS IMMEDIATELY.]
  410.  
  411. One of the few experts on the New and Old Everfree Forests, also a master of nearly every scientific discipline, he often acts if he knows it all... which he usually does however, leading marely to believe that his seemingly arrogant and endless amounts of knowledge are unfounded.
  412. Formerly enjoyed cigars from the Vilgren family in the Crystal Empire, though due to the rapid stages of bodily elemental progression, he was no longer able to consume food or drink.
  413. He didn't normally approve of Necromarecy, having openly disdained Princess Luna for using necromantic practices in history, his attitude shifted positively due to Esera's presence yet maintained his disdain towards the Nightmare for unspoken personal reasons.
  414. [HISTORICAL TEXTS REDACTED. PRESENT ENGRAMMATIC CREDENTIALS IMMEDIATELY.]
  415.  
  416. Upon numerous interactions with Kraut, a mindlinked was offered with the Operator in order to advance his scientific and engineering aptitudes, and during the process created a new discipline called 'Magitek' during the shared mind process.
  417. Unfortunately, his newfound knowledge of Otherworlds forced him into attempting to adjust to the stale, stagnant, or violent conditions, particularly after learning how other human worlds functioned. He found it greatly difficult to accept such ignoble treatments due to his normally peaceful demeanor, and suffered from the information and processing overloads as a second result.
  418. While initially calm, he was sometimes prone to outbursts of mania when events went awry terribly, as well as slightly erratic behavior when drawing up schematics or working on projects. Knowing the problematic and oftentimes detrimental conditions humans had been exposed to, he became highly protective of and violently opposed to anyone, anypony, or anything threatening the Operators as a whole.
  419. [HISTORICAL TEXTS REDACTED. PRESENT ENGRAMMATIC CREDENTIALS IMMEDIATELY.]
  420.  
  421. Otherwise a typical noble, he relented on his normally refined manners and speech, adopting an inquisitive and impulsive, albeit still knowledgeable, personality in his interim state, enjoying the various Hunts offered by Cu'Nir immensely, and actively sought to expand his worldview.
  422. As a (technically) damaged Elemarental being, he retained a normal lifespan for a unicorn, and although his mentions of 'returning' from the deathless state rendered him highly reluctant to explain the circumstances of how or why, he once acknowledged that he could become immortal, though found the idea utterly horrifying.
  423. The Void form, after numerous intrusions to the Fortress, become rather paranoid, and had few, if any, compunctions about taking 'precautions', even to it's own (or Razorback's) detriment.
  424. [HISTORICAL TEXTS REDACTED. PRESENT ENGRAMMATIC CREDENTIALS IMMEDIATELY.]
  425.  
  426. Due to the collected stresses with Razorback, six of the seven Elementals, with the Void mind completely catatonic as of Razorback's second winter in 29,998, left the Fortress for an unknown period of time. He left no warning to anypony save Tipper and Hodch, even though he greatly distrusted the Starborn reservist, and vanished from Equestria to parts unknown.
  427. [HISTORICAL TEXTS REDACTED. PRESENT ENGRAMMATIC CREDENTIALS IMMEDIATELY.]
  428.  
  429. [ALERT: YOU HAVE EXCEEDED THE MAXIMUM NUMBER OF ACCESS ATTEMPTS ALLOWED. ALL INFORMATION HAS NOW BEEN CLASSIFIED TEN SECURITY LEVELS HIGHER. LEAVE. IMMEDIATELY.]
  430.  
  431. *****
  432. FETISH: “….please go talk to somepony other than me. Right now. You really do not want to know.”
  433.  
  434. *****
  435. CUTIE MARK: [DATA UNAVAILABLE.]
  436.  
  437. *****
  438. STATUS: formerly a well liked New Canterlot noble whom left during the Solar Tyrant’s resurgence. Before Canterlot Palace was destroyed and the Lunar Princess took over, he was a recluse in Canterlot Underground.
  439. Joined the Operators at Razorback Fortress, creating a Laboratory under the Library, aiding the day to day lives of humans. Took up numerous duties as their resident hunter, intellectual, archivist, historian, researcher, and, oddly, sometime therapist.
  440.  
  441. Has returned to Razorback Fortress.
  442.  
  443. *****
  444. RELATIONSHIP: formerly a close friend to Kraut and the Operators, though relations became extremely strained due to hivemind degradation.
  445.  
  446. Each soloform varies on their they treat humans.
  447.  
  448. *****
  449. SPECIAL CAPABILITIES:
  450. >EMPATHY LINK: can rapidly share information to and from Kraut, allowing near instant communication, including data processing, as well as allowing Kraut to see through his eyes when possible.
  451. *May also be used with any Operator he has shared information with
  452.  
  453. >TAUNT: causes an enemy to dedicate some attention to Astral Legacy, or only target him with a high enough result. This resulted from attempting to understand the cause of a batpony's terrifyingly insidious powers of negative speech.. quite literally.
  454.  
  455. *****
  456. SHARED ABILITY: Expert Magitek. A combination of theoretical principles including casting, enchanting, aggressive quantum mechanics, and string theory logic. Magitek itself is the inherent understanding of atomic properties and bonds, primarily by combining Equestrian and human science, engineering aptitudes, also sharing common knowledges.
  457. Whether together or alone, Kraut is granted a [1d6+12] <Magitek roll when creating items utilizing the Magitek core via Engineering, while Astral may also use the same working on physical, Elemental, and certain other material and immaterial objects.
  458. *As a side effect of having access to Spiral's eidetic memory, Kraut is granted Expert Research+3
  459.  
  460. *****
  461. Dynastic Elemental Core Affinity, formerly Corrupted: Soloform (Experimarental). Astral had long studied effects of the six, then seven, Faux-Natural, Supreme Flawed classification Cores. While these did split his essence as a unicorn, using [REDACTED]’s full memory as the primary consciousness, they were perfectly capable at assigning three functioning versions into a primary, secondary, and tertiary individual.
  462. Formerly, each Elemental aspect had well defined advantages when doing so, though the newest iteration, deemed a soloform. Now the combinations of Elements have proven difficult for him to understand the limitations of each, though are consistent enough to PROPERLY study.
  463.  
  464. LIMITATIONS:
  465. *ALL soloforms may utilize Sorceries, including perform rituals and rites of specific Elemental alignmarents
  466. *ONLY the Void soloform can Research
  467. *The Air soloform CANNOT Taunt beings without an Airstream connection
  468. *Only one of EACH Elemental capability can be used per turn, per soloform, excluding specifically innate or inherent abilities
  469.  
  470. *Roll 2x [1d6], the resulting Elements from the following list become the primary and secondary dominant forms, both in and out of combat
  471. -Primary: 1 Water, 2 Metal, 3 Ice, 4 Crystal, 5 Nature, 6 Acid
  472. -Secondary: 1 Aether, 2 Earth, 3 Magma, 4 Gravity, 5 Void, 6 Airstream
  473.  
  474. *Destroyed soloforms will regenerate the next Night, suffering a -12 penalty to all rolls, a MaxHP reduction of -50%, and their Auto-abilities are disabled until the following Night
  475. *Should both primary and secondary soloforms be destroyed, Astral Legacy must roll a 1dX, the X being the number of Elemarental soloforms still available.
  476. *Once the first Element has been selected, he must then roll a 1d2; upon a result of 1, that soloform will be unavailable for 1 week or until regenerated; on a roll of 2, Astral Legacy will regenerate as that selected Element, while the remaining soloforms will be inaccessible until restored.
  477.  
  478. *****
  479. AIRSTREAM: Archaic Gryphon. At 5’3” tall and 6’10” long, the physical features are highly odd as this soloform doesn’t resemble any particular species or lineage.
  480. The medium size beak is a prominent navy blue, not overtly carnivorous in appearance. Both dark gray wings are avian with prominent black primary and jet blue secondary feathers, yet wholly bland as if they were intended to be a disguise. The matte blue body is thin and angular, representing no noteworthy detractions or modifications. Both sets of five metallic blue-black claws are vaguely raptor-like. The eyes are a puzzling mixture of outer dark blue, an inner layer of neon gray pointed lines which decrease in size inwards, while the pupils are a tart blueberry coloration.
  481. When speed is life, life is speed! Ineffective at tasks not involving courier duties, specific Air rituals or rites, annoying targets to death, this soloform may only singspeak to those with a direct connection to the Airstreams.
  482. Unlike most soloforms, this one consists of linked Airstreams, Vortex, Gravity, and Aether.
  483. HP: 280
  484. DR: 0
  485.  
  486. Master Rend+8
  487. Master Harsh Parry+8
  488. Master Sharp Riposte+8
  489. [1d6+6] <Windshear Mystic Air Elemental strike
  490. Master Airstrike+4
  491. Master Sorcery+4
  492.  
  493. Master Block+9
  494. Master Evasion+8
  495. Master Flight+9
  496. Master Reaction Speed+9
  497. Master Sprint+5
  498.  
  499. Expert Taunt+3
  500.  
  501. *Elemental Lance: Gryphon Claw+20
  502. *ONCE per Operation, on a max critical causes variable Bleeding to a living enemy
  503.  
  504. *****
  505. ACID: Feral Batpony. Standing 4’6” tall at the top of the head, larger than modern chiropterus equinius Type V’s, the only real differences are slightly bulkier, longer wingclaws, wider fetlocks, and sleeker ear tufts. Exceptionally fast and HIGHLY threatening to most physical targets, but has minimal density to compensate.
  506. Created from a deep composite of Acid, Aether, Airstreams, Blood, and Gravity.
  507. Colorations vary little as the coat typically remains a shifting neon green, mane and tail a subdued metallic hue, while eyes are a typical flashy green surrounding black diamond-slitted pupils.
  508. The most open, welcoming, coherent, and clearly happy soloform, Acid is the best friend to Razorback. Directly connected to batponies and the majority of Lunars, this one has few problems with Elementals due to having a much broader awareness of interspecies relationships.
  509. HP: 200
  510. DR: 1
  511.  
  512. Master Assault+6
  513. Master Parry+6
  514. Master Riposte+6
  515. [1d6+6] <Acidrend OR <Poisonrend Mystic Elemarental strike
  516. Basic Blood Magic+1
  517. Expert Screech+3
  518. Master Sorcery+4
  519.  
  520. Master Block+6
  521. Master Counter+6
  522. Master Evasion+8
  523. Master Flight+8
  524. Master Reaction Speed
  525. Master Sprint+5
  526.  
  527. Basic Appraisal+2
  528. Expert Bartering+3
  529. Expert Explosives+1
  530. Expert Neighgotiation+3
  531. Basic Shapeshift+1
  532. Expert Thievery+3
  533. Expert Traps+3
  534.  
  535. *Elemental Lance: Acidspike/Poisonspike+20
  536. *ONCE per Operation, on a MAX critical causes Mystic Acid OR Poison Acid harm, which resurges on the next turn
  537. *Acid destroys target’s Armor equal to the result-2 x3
  538. *Poison causes a -6 penalty to ALL purely physical rolls for [1d6] turns
  539.  
  540. *****
  541. AETHER: [REDACTED]. [ALL FURTHER INFORMATION CLASSIFIED. PRESENT ENGRAMMATIC CREDENTIALS IMMEDIATELY.]
  542. (“The concise explanation I have for this one is a near-similarity to Lightning, except without the primary usage of electrons, protons, and ions. In short, Aether is able to separate through energies, bandwidths, waveforms, molecules, particles, periodic elemarents or elements, Elements, radiation, and all others, sifting through and utilizing them in… ...for lack of ANY better terms or phrases, absolute impunity.
  543. Those may then be applied in negligible, broad, narrowed, specific, specialized, hyper-specialized, and all forms between, above, below, outside, or otherwise.
  544.  
  545. The Elemental Plane of Aether is directly related to the Four Seasons, a process which Aether itself determines the balance of.
  546. You would know the first as Regrowth, that being Princess Celestia.
  547. Rebirth, Princess Cadence.
  548. Renewal, Queen Chrysalis.
  549. Receding, Princess Luna.
  550. Spring, Summer, Fall, Winter, is a common phrasing.
  551. Foal, Youth, Maturity, Elder is secondary.
  552. Life, Exploration, Experience, Death, is rarely used.
  553. Each are entirely the same, yet, utterly differ depending on one how views Tallus and the world around them.
  554. Certain cultures have a profoundly, specifically.. spiritual view. To them, this is known as the ‘Endless Cycle’. Druids, Necromarecers, Mystics, most Elemamarentals, and some others refer to this cycle solely as that. The Dynasty’s Sorcerors had varying acceptance to it, which I do not know enough to speak of.
  555.  
  556. While Aether is fully able to heal, regenerate, and recuperate, it has equal capacities to kill, weaken, and maim. All endpoints in between are not merely acceptable, they can be required.
  557. I was not a spiritual pony before, but now… I am, sometimes, not willingly cognizant of Aether’s actions or thoughts other than this simple concept: restoring what should be, destroying what does not belong. Other times, I recognize what must be corrected. And, believe me, even if I should be immortal, those duties would require far more than I am willing to prioritize.
  558. Aether is fully conjoined to the other eleven Elements as a stabilizing and bonding Element, keeping the rest balanced, which can be quite forceful. Dissimilarly, it does not have specifically individual capabilities on its own as a soloform, nor offers capacities in a marener I presently comprehend. Perhaps later I may attempt to understand why, if such is possible.
  559. If my primary or secondary soloform is capable of cross-drawing Aether’s functions I may utilize one of the active capacities. Doing so however presents a certain difficulty, that being carefully maintaining Elemental balances without causing an undue shift to one or more of the remainder.
  560.  
  561. It has no physical, technical, esoteric, magical, Elemental, nor Sorcerous limitations I am currently aware of. What it is, is. What it is not, it may become should the need be great enough.”)
  562. HP: 999
  563. DR: 0
  564.  
  565. Grandmaster Sorcery+8
  566.  
  567. [1d6+2] <Biological Diagnosis
  568. [1d6+3] <Elemental Diagnosis
  569. [1d6+6] <Lifetrade
  570. [1d6+1] <Trauma Diagnosis
  571. [1d6+2] <Psychological Analysis
  572.  
  573. Expert Caretaker+3
  574. Expert Medical+5
  575.  
  576. *Elemental Breath: Aethersurge
  577. [REDACTED.]
  578.  
  579. *****
  580. CRYSTAL-ICE: Kingdom Crystal stallion. A blending of the best traits shared by unicorns and Crystal ponies, this soloform is a defensively cautious thinker: slow to act, slower to speak, and fully willing to commit violence at the first sign of trouble.
  581. A rather grim, taciturn, hardened professional overall, the Crystal-Ice permutation has fewer weaknesses than the rest, yet displays a near total disdain towards non-emotional individuals.
  582. HP: 380
  583. DR: 3
  584.  
  585. Expert Assault+10
  586. Expert Parry+10
  587. Expert Riposte+11
  588. [1d6+6] <Shockflash Resonant strike
  589. Expert A.Crystal Runes+3
  590. Expert Resonant Lance+4
  591. Master Sorcery+4
  592.  
  593. Master Block+9
  594. Master Evasion+3
  595. Master Reaction Speed+4
  596. Master Sprint+6
  597.  
  598. Auto-Harmonic+4
  599. Expert Aggression
  600. Expert Intimidation+4
  601. Expert Resist Damage+4
  602.  
  603. *ONCE per Operation, may form Permafrost Armor for [1d6] turns, granting 200 Armor with 4DR which remains until destroyed; removes Movement-type modifiers except for Block, but may only reposition 90 degrees each turn
  604.  
  605. *Elemental Lance: Ice Crag+20
  606. *ONCE per Operation on a max critical, reduces all Movement-type rolls by -6 on the next turn
  607.  
  608. *****
  609. EARTH: Archaic Earth Pony. [NO FURTHER INFORMATION AVAILABLE.]
  610.  
  611. Master Assault+9
  612. Master Parry+9
  613. Master Riposte+9
  614. Expert Intimidation+3
  615. Master Sorcery+4
  616.  
  617. Master Block+9
  618. Expert Evasion+3
  619. Expert Reaction Speed+2
  620. Master Sprint+5
  621. Auto-Regen+8
  622. Basic Resist Damage+8
  623. Glint+2
  624.  
  625. Expert Bartering+1
  626. Expert Engineering+4
  627. Expert Neighgotiation+2
  628.  
  629. *Elemental Lance: Ancient Earth+20
  630. *ONCE per Operation, on a max critical will Stun oen target for the next
  631.  
  632. *****
  633. GRAVITY: Archaic [REDACTED]. [PRESENT ENGRAMMATIC CREDENTIALS IMMEDIATELY.]
  634.  
  635. Master Assault+8
  636. Master Parry+8
  637. Master Riposte+8
  638. [1d6+8] <Forcepike Mystic Gravity Elemental strike
  639. Expert Magnetic Control+4
  640. Basic Rampage
  641. Master Sorcery+4
  642.  
  643. Master Block+8
  644. Master Counter+6
  645. Expert Evasion+3
  646. Expert Reaction Speed+5
  647. Master Sprint+4
  648.  
  649. Expert Engineering+5
  650. Master Suppress Ranged
  651.  
  652. 1x Elemental Lance: Gravity Field+20
  653. *Harm and radius share the same result
  654. *ONCE per Operation, on a max critical causes all targets to suffer a -2 penalty to Block rolls, increasing to -4 penalty to Evasion & Sprint rolls, and a -8 penalty to Lunge & Flight
  655.  
  656. *****
  657. MAGMA: Archaic [REDACTED]. Slow to move, think, and act, this soloform is able to produce near diamondine weaponry and Dani equivalent armor, though can be destroyed with relative ease at range.
  658. [NO FURTHER INFORMATION AVAILABLE. PRESENT ENGRAMMATIC CREDENTIALS IMMEDIATELY.]
  659. HP: 400
  660. DR: 5
  661.  
  662. Expert Assault+8
  663. Expert Parry+8
  664. Expert Riposte+8
  665. [1d6+8] <MagScorch Mystic Magma Elemental strike
  666. [1d6+10] <MagLance Mystic Magma Elemental ranged weapon
  667. Expert Intimidation+4
  668. Master Sorcery+4
  669.  
  670. Expert Block+9
  671. Expert Evasion+2
  672. Expert Reaction Speed+3
  673. Expert Sprint+4
  674.  
  675. Master Armor Shaping+5
  676. Expert Bartering+3
  677. Master Engineering+5
  678. Expert Neighgotiation+3
  679. Master Weapon Creation+5
  680.  
  681. *ONCE Per Operation, may create Dani Armor for [1d6] turns, granting 300 Armor with 5DR which remains until destroyed; removes Movement-type modifiers except for Block, but may only reposition 45 degrees each turn
  682.  
  683. Elemental Lance: Magma Diver+20
  684. *Against biological and Armored/Heavily Armored targets: ONCE per Operation, on a max critical causes the same amount of Mystic Magma harm on the NEXT turn
  685. *Against non-biological targets: deals 3x damage to Armor and can destroy [1d6] DR temporarily, except on a critical
  686.  
  687. *****
  688. METAL: Early Hegemony Minotaur bull. Comprised entirely from extraordinarily rare, heavy Late Dynasty flexalloy steels. This hyper-specialized soloform prefers close combat above all else, though takes time to form or reform properly.
  689. Appearing far more like Otherworld Minotaurs due to having exceptionally stout, bulkier legs and larger ringed hooves, Metal is 10’ tall with broad, 3’ long, forward sweeping, 80 degree curved horns. The appearance is massively set, slightly more so than Minotaurs of modern lineages. Tends to speak in a stiff, brusque, albeit friendly metallic tone, and strictly dislikes formalities.
  690. Lacking normal capacities to kill at range, excluding hyper-specific weaponry or throwing certain objects, it is also able to issue Honor Challenges. No dirty tricks, tactics, or thoughts are allowed, particularly from allies and friends. Enemies are treated on the standard Honor scale, which varies….. greatly.
  691. Tends to ignore problems which aren’t strictly necessary to deal with, but has no reservations destroying clearly dishonorable or unworthy opponents.
  692. HP: 600
  693. DR: 9
  694. Honor: 20
  695.  
  696. Grandmaster Assault+11
  697. Grandmaster Parry+11
  698. Grandmaster Riposte+11
  699. Grandmaster Archer+13
  700. [1d6] <Honor Challenge
  701. Grandmaster Flurry
  702. Grandmaster A.Mysticism+5
  703. Grandmaster Rampage
  704. Master Sorcery+4
  705.  
  706. Grandmaster Block+11
  707. Master Counter+10
  708. Master Evasion+3
  709. Master Sprint+5
  710. Master Reaction Speed+3
  711. Master Deflect Magic+6
  712. Master Deflect Ranged+9
  713. Grandmaster Deflect Weaponry+9
  714. Grandmaster Glint+4
  715.  
  716. Expert Bartering+2
  717. Grandmaster Blessing+8
  718. Grandmaster Engineering+11
  719. Expert Negotiation+3
  720. Grandmaster Smith+15
  721.  
  722. *Elemental Shun: Ignore-The-Unworthy
  723.  
  724. *Currently requires 2 turns to form in combat
  725.  
  726. *****
  727. NATURE: [ALL NONESSENTIAL INFORMATION CLASSIFIED. PRESENT ENGRAMMATIC CREDENTIALS IMMEDIATELY.]
  728.  
  729. Master Assault+9
  730. Master Parry+9
  731. Master Riposte+9
  732. [1d6+6] <Amber Lashes
  733. [1d6+3] <Demoralize
  734. [1d6+6] <Expulse Animus
  735. [1d6+6] <Impulse Anima
  736. [1d6+20] <Druidic Palespear
  737. Master Druidry+8
  738.  
  739. Master Block+8
  740. Master Counter+9
  741. Master Evasion+6
  742. Master Reaction Speed+9
  743. Master Sprint+8
  744. Grandmaster Deflect Ranged+9
  745. Expert Resist Magic+4
  746.  
  747. Master Alchemy+9
  748. Master Bartering+3
  749. Master Neighgotiation+3
  750.  
  751. *****
  752. VOID: Primal Unicorn. Visibly a 4’6” tall unicorn stallion bearing an 18” long, deeply grooved triple spiraling horn. Outlined in either moonlight or shifting black-gray, the remaining mass is comprised of shifting or swirling dull reds, purples, and blues, which darken or brighten depending on mood. Two Void starbursts function as eyes.
  753. Capable of instant teleports outside of combat to either a known location or line of sight, though can compensate by utilizing Shadowstep to move about otherwise.
  754. This soloform is the definition of intensity in all means, methods, measures, and mareners. It will not hesitate to perform ANY actions which it deems necessary or viable, regardless of ethical concerns, morality, or other factors.
  755. Particularly enjoys the Spiral namesake.
  756. *DO. NOT. TOUCH. EVER.
  757. HP: 150
  758. DR: 0
  759.  
  760. Expert Void Assault+6
  761. Expert Void Parry+6
  762. Expert Void Riposte+6
  763. [1d6+6] <Drain Anima non-Elemental strike
  764. [1d6+6] <Shred Animus non-Elemental strike
  765. Heavy Demoralize+6
  766. Grandmaster Casting+11
  767. Master Elemental Lance+8
  768. Master Sorcery+8
  769.  
  770. Master Block+3
  771. Expert Shadowstep+9
  772. Master Reaction Speed+8
  773. Grandmaster Teleport+10
  774. Grandmaster Reflect Magic+11
  775.  
  776. Expert Alchemy+5
  777. Grandmaster Enchanting+11
  778. Master Engineering+4
  779.  
  780. *Elemental Lance: Warped Glaive+20
  781. *ONCE per Operation, on a critical halves enemy DR for next turn ONLY
  782.  
  783. *****
  784. WATER: a Navarch pegasus stallion. Little more than 3’10” of constantly swirling ocean blue and green, outlined in a metallic sapphirine-like coloration. Assisted by artificial Airstreams and Gravity to maintain Elemarental integrity, though has inherent Float and moderate flight capabilities. Can shapeshift as well with limited capability, but prefers to move about using pure fluidity.
  785. Blithely interested at the world and effectively inexhaustible, Water prioritizes subterfuge above all else. Information retrieval, theft, sabotage, and target capture are primary focuses, but will potentially consider assassination if a target is considered irredeemable.
  786. Difficult to harm by most means, this soloform has equal difficulty harming most opponents. Lacking the physical strength and Airstream connections which pegasi rely upon, Water is instead highly inventive, preferring to act in stealth, scouting, or support roles. Known to pull mediocre pranks, though not malicious or harmful ones, it also happens to be one of four soloforms capable of sex.
  787. Numerous concerns surrounding this soloform’s bizarre tri-Elemental makeup are apparent, and as such Astral doesn’t understand it well enough to deploy without careful research.
  788. HP: 130
  789. DR: 2
  790.  
  791. Master Assault+4
  792. Master Parry+4
  793. Master Riposte+4
  794. [1d6+4] <Grasp
  795. [1d6+4] <Tideblow
  796. Master Sorcery+4
  797.  
  798. Master Block+4
  799. Master Evasion+4
  800. Master Flight+6
  801. Master Reaction Speed+5
  802. Master Sprint+4
  803.  
  804. Basic Appraisal+1
  805. Basic Bartering+2
  806. Basic Neighgotiation+2
  807. Master Shapeshift+4
  808. Basic Thievery+1
  809. Basic Traps+1
  810.  
  811. *****
  812. TRADE SKILLS & LORE:
  813. Proficient Alchemy
  814. Graduate Dynastic Alchemy
  815. Graduate Dynastic Metalchemy
  816. Graduate Dynastic Sorcery
  817. Graduate Dynastic Sorcerous Rituals
  818. Graduate Dynastic Sorcerous Rites
  819. Graduate Dynasty Era Lorekeeper History
  820. Graduate Dynasty Era Lorekeeper Tactics
  821. Graduate Dynasty Era Lorekeeper Research
  822. Graduate Dynasty Era Lorekeepers
  823. Teacher Elemental Cores
  824. Teacher Early Dynasty
  825. Teacher Early Dynasty History
  826. Teacher Early Dynasty Military
  827. Teacher Early Dynasty Materials
  828. Teacher Early Dynasty Sorcery
  829. Graduate Earth Ponies
  830. Graduate Earth Pony History
  831. Graduate Earth Pony Tactics
  832. Senior Electronics
  833. Senior Electronic Fabrication
  834. Teacher Elementals
  835. Teacher Elemarentals
  836. Graduate Empress Silver
  837. Teacher Enchanting
  838. Senior Engineering
  839. Graduate Equestrian History
  840. Teacher Esoteric Armor Production
  841. Teacher Esoteric Close Combat Weaponry
  842. Teacher Esoteric Enchantmarents
  843. Teacher Esoteric Functions
  844. Teacher Esoteric Material Shaping & Forming
  845. Teacher Esoteric Ranged Weapons
  846. Teacher Esoteric Tactics
  847. Senior Explosives
  848. Teacher Human Armor
  849. Teacher Human Biology
  850. Teacher Human Psychology
  851. Teacher Human Weaponry
  852. Graduate Human Technologies, Advanced
  853. Graduate Human Technologies, Exotic
  854. Graduate Human Technologies, Modern
  855. Graduate Human Technologies, Orbital
  856. Graduate Human Technologies, Pre-Modern
  857. Graduate Human Technologies, Post-Orbital
  858. Teacher Ionic Weaponry
  859. Senior Late Dynasty
  860. Senior Late Dynasty History
  861. Senior Late Dynasty Military
  862. Senior Late Dynasty Materials
  863. Senior Late Dynasty Sorcery
  864. Teacher Metalchemy
  865. Teacher Middle Dynasty
  866. Teacher Middle Dynasty History
  867. Teacher Middle Dynasty Military
  868. Teacher Middle Dynasty Materials
  869. Teacher Middle Dynasty Sorcery
  870. Teacher New Canterlot
  871. Senior New Everfree
  872. Senior New Everfree Biology
  873. Proficient Old Canterlot
  874. Graduate Old Everfree
  875. Graduate Old Everfree Biology
  876. Senior Pegasi
  877. Senior Pegasi History
  878. Senior Pegasi Tactics
  879. Teacher Razorback Company
  880. Teacher Razorback Company History
  881. Teacher Research
  882. Senior Sorcery
  883. Senior Sorcerous Rituals
  884. Senior Sorcerous Rites
  885. Graduate Tallus Biology
  886. Graduate Tallus Esotericism
  887. Graduate Tallus History
  888. Graduate Tallus Humans
  889. Graduate Tallus Magic
  890. Graduate Tallus Tactics
  891. Graduate Tallus Elementals
  892. Graduate Tallus Elemarentals
  893. Graduate Tallus Species
  894. Teacher Unicorn History
  895. Teacher Unicorn Tactics
  896. Teacher Unicorns
  897.  
  898. >Proficient: Horizon
  899. >Adept: Infected Agents
  900. >Graduate: Anti
  901.  
  902. *****
  903. MAGITEK ITEMS:
  904. >Prototype Communication Gem: a 1” multi-hued marble with no outwardly noteworthy features. Connected to the [REDACTED] system on either a terahertz or gravitic bandwidth.
  905. *If available to do so, Kraut may roll 2x [1d6] to summon two specific soloforms for [1d6] turns
  906. *Left behind in the Lab
  907.  
  908. >Shaping Claws: grants a [1d6+10] roll
  909.  
  910. >Shaping Hoofboots: grants a [1d6+10] roll
  911.  
  912. >Titanium Horn Ring: a traditional styled horn ring created by Kraut from a single basilisk's titanium rattle and given as a gift, allowing Spiral to utilize Casting up to 10 times in a row before becoming fatigued.
  913. *Also has a penis engraved on it somewhere
  914.  
  915. *****
  916. ARCANE ITEMS:
  917. >Cursed Anvil: a large, old, rather decrepit looking Necromarecer forging anvil made from charred and twisted steel.
  918. Like most objects from the heavily pro-Lunar, often secretive clans, this one is imbued with a standard weakening curse which debilitates unwanted and unauthorized users.
  919. *Reduces ALL rolls by -2 for a full Day & Night cycle after using, though it obviously does nothing to Elemarentals, Necromarecers, and a few others
  920. *[1d6+9] <Cursed Anvil
  921.  
  922. >Pearl Mist, Prime Success: one of greatest Crystal Alchemy breakthroughs during the Middle Dynasty. Developed with aid from an aligned earth pony group and several Navarch clans, Lorekeepers featured it prominently in numerous displays.
  923. While none know the precise reasons how the Pearling Process occurs, nor functions, the intention was to allow a living being to recover from traumatic injuries, so long as most of the body is intact. This would become a point of severe contention: though the results were difficult to describe and most sapients preferred to not become crystalline, the end state was considered acceptable by those willing to accept the risks. This marvel was thus heavily studied throughout five centuries.
  924. Fated not to continue by a Warning Gift, the Crystal pony division considered destroying samples, crystalplates holding their research, and field notes. Regarding its safety concerns, they chose to gift what they had to several earth pony nobles and royals, whom considered probable later uses for a time.
  925. Right when the Late Dynasty fell, the majority of earth ponies still holding claims throughout Mainland Equestria would return. Keeping the safest pieces, objects, materials, potions, elixirs, weapons, armor, and knowledge from others became a great source of irritation. Finally relieved from constant prying eyes and hooves two centuries before the Lunar-Solar War occurred, much was placed into secure vault by descendants, thinking they had better options available.
  926. Outside of the Dynasty Remnants, only one earth mare continues this long descended, using the significantly outdated research to her benefit.
  927. *Roll 4x [1d6], result indicates the % of a biological target which is rendered into an artificial, stabilized crystalline state
  928. *Lost or damaged limbs and organs can be restored during the Pearling Process, but can do little for major brain damage
  929. [ALL potential usage of Pearl Mist are solely an individual’s decision due to ethical, moral, spiritual, and legal views of the process.
  930. May only be given after soul-bound contractual waiving while under strict supervision.]
  931.  
  932. *****
  933. ELEMENTAL CORES:
  934. >Anti Custom Triple, Faux-Natural, Inverted: an interlinked set of three 5” in diameter, clear-white spheres.
  935. Visibly having nearly the same appearance as Anti-producing Cores, these were developed en masse during the Early Dynasty’s later stages as a safeguard to prevent widespread contamination. For each Anti Core, three sets of Inverted classification were produced, typically in much higher grades.
  936. While the Faux-Natural class is widely known to be the midpoint for most of the Dynasty’s research into Elemental Cores, regardless of grade, the Inverted classification is fully capable of neutralizing both the original Class 1 Otherworld and Class 1 artificial or Primal Anti specifications. However, lesser grades take slightly longer to do so.
  937. Though the mechanisms and methods for removing Anti are functionally unclear to most, the results are not: a Class 3 infected individual or object can be fully cleansed or purged in under five minutes.
  938. *CLAIM: Astral Legacy
  939.  
  940. >Blood, Perfected: a luscious bright crimson sphere, 4” in diameter. Its shape is ever changing, constantly emitting various tastes and scent of blood in a wide radius. Appreciation varies greatly depending on how an individual perceives their dislike or enjoymarent.
  941. Properties and functions are only known by batponies capable of ancestral blood magic.
  942. *Unknown claim
  943.  
  944. >Ethereal, Flawed, Corrupted: a heavily scuffed, 5” in diameter sphere containing waveforms of dull to bright purple, red, pink, green, yellow, and blue. Rarely changing much, this conjoined Ethereal crysometal and eso-kryztlyn is partially reflective depending on light source.
  945. Properties, functions, and capabilities are purely speculative at this time, but are suspected to have relations with the first hybrid Wards.
  946. *Unknown claim
  947.  
  948. >Ice, Superior Stable: a 4” in diameter sphere, primarily dark royal blue and purple, containing a number of snowflake shapes which rotate out from time to time. Also highly reflective.
  949. One of the few truly stable artificial Elemental Cores, this one presents no difficulties to use.
  950. *Massively empowers Cold, Frost, Ice, and artificial Rime capabilities by 3/4
  951. *Only 1/2 effective for Water
  952. *Can either absorb nearly all forms of cold, Water, Frost, Ice, and artificial Rime in vast quantities, OR significantly dampen physical heat, fire, Fire, Lava, and Magma Elementals
  953. *Excludes certain Eldritch, Extra-Planar and Otherworld esoteric or energetic capabilities
  954. *2/3rd less effective against Plasma
  955. *Crystal Kingdom claim
  956.  
  957. >Moonstone Tear: a heavily scratched, mostly reflective teardrop of crystallized Lumen, 6” in length and 3” at its widest. Primarily a clear Moon coloration, it will create prismatic arrays depending on light source.
  958. [ALL INFORMATION REDACTED.]
  959. *Lunar claim
  960.  
  961. >Sphaler Core, Damaged: an 8” long, 6” at widest, odd side-by-side hexagonal shape. Visually the fourth most unusual artificial hybrid Elemental Core.
  962. Lorekeeper Temples were well known for experimarenting with various compositions of water, ice, crystallines, Gravity, and more. Settling on combining Crystal and Ice together into a thoroughly stable state, they were wholly reluctant to tinker with their limited stockpiles of successful Cores.
  963. The initial test of 10 Mystic Ice gems and an equal amount of refined crysamare resulted in a HIGHLY explosive Ice-infused crystalline bomb. (“The process is basically like how true Saddle Arabians and Eyes create a manabomb: stupidly fucking expensive, painfilly delicate, takes hours, and if you start hearing any weird sounds, RUN.” -Katyal)
  964. Revisiting the harmonics used, number of singers, Metalchemists, time allowed, and pondering overall costs to achieve success, the initial calculations were revised to compositing Mystic Ice gems and equal amounts of crysamare in multiples of four.
  965. Large numbers of lower grades were produced in this marener, but weren’t considered potent enough to function with light-medium weight ExoFrames. Eventually reaching the Faux-natural classification and stalling for close to five decades, a new idea was presented: why not use the already present artificial Crystalline, Gravity, Ice, and Rime Cores to THOROUGHLY stabilize the result?
  966. Sourcing one of each Supreme Stable Core, then increasing the number to 500 Mystic Ice gems with an equal amount of perfected crysamere would then produce a profound anomaly: a Core which was Half Crystal, half Ice, yet with an unusual one-third factor between both, acting similarly to artificial Rime. The majority of these expensive failures resulted in a Damaged grade rather than Flawed, Unstable, or much worse such as Supreme Flawed or Supreme Unstable.
  967. Regardless of other factors, they would remain highly useful without damage or flaws directly impacting performarence by significant degrees.
  968. Few Sphaler Cores, or Sphalerites as they were known outside of the Dynasty, remain to this day.
  969. This particular example was recovered from an intact Middle Dynasty transport crate somewhere north of Razorback Fortress.
  970. *Greatly empowers Crystal & Ice capabilities by 2/3
  971. *Any failures which are not IMMEDIATELY corrected will result in a BAD END.
  972. *1/2 for Frost & Water
  973. *1/6 for artificial Rime
  974. *CLAIM: Hodch, Razorback Company
  975.  
  976. ***************************************************************************************************************************************
  977. 'Anon', Human Gestalt: 20HP, 1DR
  978.  
  979. *****
  980. APPEARANCE: a green-skinned humanoid with no discernible non-human traits or features, excepting a 'face' that seems to be more of a skintight mask than flesh and bone. Approximately 7' tall with a slightly wiry, though definitively masculine build, Anon prefers to wear upper class human-styled formal suits, black pants, and an overshirt with a white undershirt, but will put on informal wear when a dismal event occurs.
  981.  
  982. Always wears a green mask with a large purple question mark over the face, the mask itself having an odd property that projects his emotions to all Operators in sight range, normally remaining unfelt by those that aren't human.
  983.  
  984. *****
  985. BIOGRAPHY: a highly intellectual and intuitive individual, Anon shows up to chide and insult the Operators for poor valor or detrimental actions after a Mission or Operation, though he rewards them well for exceptional performances.
  986. He does not appear to have been on Tallus longer than a few days before the first Operator arrived in late 29.995, but has been noticed by Naliyna and Cadence at different times in the past. (“I think he’s a part of all humans, but at the same time.. he isn’t.” -Naliyna Remostrine)
  987. Anon may be some form of shared gestalt created by human Operators, though that is merely one possibility, thus it is unknown if he is free, or merely acting in Razorback's shared interests. If that is the case, he may be their unwilling prisoner, without the Operators themselves knowing it.
  988.  
  989. Anon is quite a gambler, having made numerous deals and/or bets with the various leaders of Tallus, and prides himself on having won... SOME of those same bets.
  990. Due to winning a bet with Discord, Anon can readily identify, analyze, and instinctively understand most areas, inhabitants, materials, weapons, armor, objects, relics, enchantmarents, and more of Tallus once viewed or asked about, ranging from mineral compositions to the names of Those Better Left Unspoken. At least, for mortals that is.
  991.  
  992. Gaining the capability to freeze relative time ("Up to five minutes or so. After that.. weird things happen." -Emerald) from his first bet against Empress Silver, this allows only those of human descent to move during its effects.
  993. He has experimented with this long enough to entirely halt temporal drift during the process of requisitioning or modifying Operator equipment. It is unlikely this may have further uses.
  994.  
  995. Appearing from time to time in the Fortress, usually to deliver a number of silver discs after large scale events have taken place, and takes great pride in offering a sheet of silver trimmed vellum paper. These allow an Operator to write down and receive virtually anything they want, within logical reasoning, that existed on their world, or can be found on Tallus.
  996. The items granted from the paper will take time to be delivered, especially if they must be modified, customized, or are difficult to get ahold of.
  997.  
  998. Despite referring to another being, or perhaps beings, at times in a mildly hostile manner, he seems to consider the competition, or whatever Anon sees it as, as a nuisance more than an enemy, and while he does care for the well being of the Operators, there have been numerous statements from him of neutrality or dismissal when it comes to ponies or other Tallus native beings.
  999. (“Do you truly desire to know, Marquis? …...very well. I know this much:
  1000. The First, Second, and Fourth Gestalts were destroyed in New Canterlot. Anonymous has attempted to take up the inheritances of the first two, yet both tasks have proven exceptionally painful.
  1001. How can one reach so far back into their own past that what they discover is unknown to the modern self, barely able to utilize what was once their own until it faded beyond genetic memory?
  1002. How then could he implement those changes, safely and effectively to the uninitiated, barely known by himself?
  1003. What madnesses does he experience which most of Razorback cannot comprehend nor understand when their base and trained instincts canot rationalize each?
  1004. I only have one answer to these questions: I pray that I will not come to know them should he fall. I do not know if I can succeed in his tasks, Marquis. Should he die and I am unprepared for those consequences, ramifications, and threats, I will not be long in resisting the call of Tallus.
  1005. There are no further options available, and I am a rather poor substitute in comparison. Take my words as you will, Marquis. I gain nothing from deflection, shade, nor lies.“ -Inquisitor Flash)
  1006.  
  1007. *****
  1008. RELATIONSHIP: 'Anon' takes a great deal of interest towards loving Operator relationships with ponies.... and vice versa. There is a definite, heavily vested interest in shared well beings to those that Acclimate, more so than to other, less adjusted Operators.
  1009.  
  1010. *****
  1011. ABILITIES:
  1012. -Grandmaster Bartering+3
  1013. -Grandmaster Negotiation+3
  1014.  
  1015. *****
  1016. SPECIAL ABILITIES:
  1017. -Critical Marksman: specifically gained from carefully studying the Operators' ranged combat capabilities and philosophies, Anon is capable of utilizing his ka-slaying revolver with devastating results. This allows him to penetrate most, if not all, forms of armor and protections utilizing 2x [1d6+30] rolls.
  1018. Anon is also capable of dividing his fire between two targets, as any skilled marksman should, though he may only carry six standard shells at any point in time as each are immensely difficult to procure.
  1019.  
  1020. -Summon Silver Wish Discs: at any point in time after a lower ranked Operations has occurred, Anon may call forth a number of silver discs, exactly matching the number of humans whom have completed the specified task.
  1021.  
  1022. >Summon Gold Wish Discs: at any point in time after a Critical, Legendary, or otherwise VITAL operation has been completed, Anon must immediately bring forth a number of gold discs, exactly matching the number of humans whom have completed the specified task.
  1023. These, however, exact a toll of their own.
  1024.  
  1025. *****
  1026. UNIQUE ARCANE ITEMS:
  1027. >Forget Me Not: an ornate silver and pearl inlaid ironwood box, 6" long, 3" deep, 8" wide, with silver inlays depicting the process of a forget-me-not shedding each petal, containing a small amount of a blinding white liquid on each.
  1028. Once per day, the owner of this exceptionally prized trophy may open the box and present it to a target, but must take extreme care as any viewers are stunned senseless for anywhere from ten to sixty minutes using a [1d6] roll.
  1029. *Those under the effect can be ordered to complete any number of highly simple tasks for the duration, forget important details, or even an entire event, but only if the amount of time to be erased is equal to or less than the roll result
  1030. *5/10 uses remaining
  1031. [WARNING: ANTI CORRUPTED.]
  1032.  
  1033. >Moon Chime: a simple chime made from pure Lumen-bearing Moonstone. Taken from Luna's Citadel on the Moon and carefully shaped, this object is capable of granting certain insights to its bearer upon hearing the emitted tones with a [1d6] roll.
  1034. *The chime cannot allow its owner to predict an event if said owner has little information on a sequence of events to do so
  1035. *The lower the roll, however, the greater the chance the owner may lose their entire grasp on 'reality', and will act in extraordinarily strange manners for 24 hours
  1036. ("Last time that shit happened he went fucking whack, marching around like a damned Emperor! Crown, sandals, toga, the whole works, speaking some Mediterranean language that gave me nightmares!" -Unknown Operator)
  1037.  
  1038. >Scorched Orbs: a box of 1" in diameter glowing orange and white spheres, won from Anon's very first bet, just so happening to be against Princess Celestia. When tossed on a living being or object, an intense rip in the fabric of reality tears apart what was touched, literally 'burning' the being or object from existence entirely.
  1039. As a side effect, this leaves only Anon with the full memory of prior existences, though Discord and Silver will know an event occurred that they can neither see nor understand.
  1040. *15/20 remaining
  1041. [WARNING: ANTI CORRUPTED]
  1042.  
  1043. *****
  1044. UNIQUE WEAPON:
  1045. >Ride Ender, The: a long-barreled, silver-coated .41 Magnum revolver with an old style non-swinging 6-cartridge cylinder that must be reloaded by hand. Considered a very rare firearm on most worlds, this was first used by an Operator, then taken and reshaped for Anon's use, undergoing numerous upgrades due to the excess number of wish discs that went unused.
  1046. *When an Operator commits suicide, the "Ride Ender" replaces the firearm used shortly before the act takes place, and while it is currently unknown why this occurs, Anon suffers a large amount of Morale damage when such an event occurs.
  1047.  
  1048.  
  1049. ***************************************************************************************************************************************
  1050. Hodch (real name unknown), Starborn Nightblade: 120HP, 2DR
  1051. Age: 42
  1052. Month of birth: June
  1053.  
  1054. (Calm, Cool-Natured, Eidetic Memory, Elite: Casting/Mysticism/Necromarecy, Highly Spiritual, Inquisitive, Minor Psychosis: Constant Study, Natural Caster, Natural Speaker, [Technically] NOT SANCTIONED AT ALL, Savant, Teacher, Veterancy: Combat)
  1055.  
  1056. *****
  1057. APPEARANCE: a critically inquisitive dark purple unicorn with shallow purple eyes; unusually, the pupils are a light black tone. Carries few scars on his coat, of which those he does have are a large slash, larger from left and smaller to the right, on his upper chest, and a smaller one considerably lower. Most notably however, he has a remarkable number of permarenent damage marks on the underpads of his hooves.
  1058.  
  1059. On Septimber 38th of 29,998, Hodch made the mistake of touching Ivan's 'Sparkler' artifact after spending some time examining the underground power control and distribution room of Razorback Fortress. Despite his usual propensity to analyze everything at least ten times in a row, he believed the object was safe to hoofle as Ivan showed no ill effects.
  1060. As a result, from both hooves to his neck are covered in jagged, lightning strike pattern of bright white and blue scar lines.
  1061.  
  1062. *****
  1063. BIOGRAPHY: mostly classified. A lifelong Lunar faction member born in an unnamed Luna's Village, though has stated he spent roughly a quarter of his life in Canterlot.
  1064. One of the rare few Lunars with a sealed history, Hodch is a friendly yet still formidable teacher, garnered from dealing with cheaters and slackers in Canterlot's prestigious College of Magic.
  1065.  
  1066. While he doesn't seem to have any particularly strong traits when compared to most unicorn Nightblades, he more than makes up for his shortcomings with an unusually high amount of casting and esoteric knowledge, as well as history, archaeology, enchanting, smithing & crafting techniques.. the list is pretty much endless. It also helps that Hodch has an instinctive understanding of event manipulation and socio-political ramifications, albeit he tends to spend little time on either of those matters.
  1067. Under normal circumstances, it is quite unusual to hear him drop his even tempered teacher's persona, though does have an amiable, relaxed nature when speaking to those he understands or knows well.
  1068.  
  1069. Has an adopted, hazy purple batpony daughter that 'works' as the Moor Basin village's hostel clerk, whenever she isn't sleeping 23 hours a day. Was moderately surprised to find that Jeff may (or may not) have inspired his daughter as she has been taking her duties more seriously as of late, often leaving to visit her for several hours each day, and to catch up on news in the Basin.
  1070.  
  1071. Formerly Hodch could only be reached at night, either through the Canterlot College of Magic or the Nightblade's Den, a small floating cloud home ten miles south of Canterlot, though has decided to relocate to Razorback Fortress some time ago due to the number of historical relics that have been recovered, particularly a complete set of Duelist's Armor which he fawned over for several hours.
  1072.  
  1073. Taking note of Jeff's deepened relationship with Belltower, Hodch was admittedly reluctant to accept the pairing, though he has come to understand, and somewhat like, the mostly amiable humans of Razorback. Riding along with Jeff after Twisted Wing suggested clearing the Crag Moors, a rather nasty location in the northern section of the Deep Moors, Hodch decided that the Operators, while strange in manners and weaponry, were of (possibly) little harm to the Lunar faction. He accepted Belltower's statement that Jeff was trustworthy, though due to their intrinsic value on Tallus considers it his duty to both keep an eye on, and quietly aid, the human contingent, regardless of how.
  1074.  
  1075. Reaching a unanimous decision, Hodch, Belltower, and Twisted Wing pooled most of their favors from the Nightmare herself (not without a great deal of grumbling from Hodch, however) clearing admittance to the Lunar Citadel for both Jeff and Clemency, intending to act as a buffer between whom he saw as the most problematic Lunar Council members and his own clinical dissertions of the pair. While (somewhat) irritated that the three Starborn didn't get their chance to trash the Council Hall, he was nonetheless pleased at Jeff's acceptance into the Starborn, albeit disgruntled that Canterlot's Starborn emissary, an earth pony, chose to bow out from the meeting.
  1076.  
  1077. Along with Naliyna and Denra, Hodch has been aiding them in studying and cataloging the Enclave's contents, using his access to the Lunar Armory, the Hall of Memory for information requests, and his own lore on Tallus history, as well as overseeing the refits of numerous Enclave rooms to house some of his now-retired Starborn friends to keep guard. When not busy he warily studies and catalogues the strange items that have been pulled from the Solar Enforcer Armory, the surrounding Everfree, and elsewhere.
  1078.  
  1079. His friendly rivalry with Belltower and Twisted Wing, they, along with Lorekeeper Amerose, have remarked (with varying shades of humor, and in some cases jealousy) on his propensity to filly fool, yet his code of conduct does not allow him to mistreat or intimidate others, leaving many of the Lunar faction curious as to how marely rendezvous he's actually had over the years.
  1080.  
  1081. At current he is the only Nightblade AND member of the Starborn with the distinction of being able to enter the Lunar and Citadel Armories at will, without being stopped or questioned. ("Mostly due to the fact that he is amazingly careful when studying unknown objects. Look a thousand times, poke with an extremely long stick once at a range of I-probably-won't-die-here, and so on. Yes, really." -Lorekeeper Amerose)
  1082.  
  1083. Has confirmed that he is dying from an esoteric curse of sorts.
  1084.  
  1085. *****
  1086. STATUS: former head teacher at the Canterlot College of Magic. Now a Starborn Nightblade reservist, also aiding in cataloging the Enclave. That is, whenever he isn't being forced into taking care of the Fortress due to Tipper's 'technical' resignation.
  1087.  
  1088. *****
  1089. CUTIE MARK: never shows it off.
  1090.  
  1091. *****
  1092. OFFENSIVE ABILITIES:
  1093. Expert Assault+4
  1094. Expert Parry+5
  1095. Expert Riposte+6
  1096.  
  1097. Grandmaster Casting+13
  1098. Expert Elemental Lance+9
  1099. Basic Intimidation+5
  1100. Grandmaster Mysticism+9
  1101. Grandmaster Necromarecy+15
  1102.  
  1103. *****
  1104. DEFENSIVE ABILITIES:
  1105. Basic Block+4
  1106. Basic Evasion+5
  1107. Basic Reaction Speed+4
  1108. Basic Sprint+4
  1109.  
  1110. Master Fearless+4
  1111. Master Deflect Magic+10
  1112. Master Teleport+10
  1113.  
  1114. *****
  1115. UTILITY ABILITIES:
  1116. Expert Alchemy+7
  1117. Expert Bartering+4
  1118. Expert Crystal Alchemy+5
  1119. Master Crafting+8
  1120. Master Enchanting+10
  1121. Expert Neighgotiation+4
  1122. Master Research+8
  1123.  
  1124. *****
  1125. >GRAND SPELLS: TOO FUCKING MARELY TO LIST HERE.
  1126.  
  1127. *****
  1128. >SHARED ABILITY: Grandmaster Arcane Devotion. (“I shouldn’t have to explain what the term means. After all, a certain Fortress was built from the notion, but for the sake of giving a straight answer….
  1129. In the slightly-over-one-millennia my Order has existed, individuals of fairly normal capabilities and skills are given an offer to, fully, comprehend the knowledge of specifically devastating historical events. Perhaps a third of such you already know, though the rest are best kept quiet.
  1130. That means each individual, group, faction, country, and species. Ramifications, consequences, backlash, blowback, intentional and unintentional included.
  1131. If we do not lose our minds, or worse, we are expected to prepare against a few specific individuals and less than twenty catastrophic circumstances.
  1132. And, to put this lightly, we do not exist. Unless an incident occurs which would cause us to bond together, we do not know one pony from another.”)
  1133. *Grants a [1d6+10] <Calculated Blasphemy Anti-Elemental strike, effective against Eldritch, Elemarental, Extra-Planar, Otherworld, Planar, Spectral, and Undead, which cannot harm or interdict allies
  1134. *Grants a [1d6+6] <Arcane Severance Anti-Elemental capability which must be used against distant targets while utilizing ranged weaponry, effective against Eldritch, Elemarental, Extra-Planar, Otherworld, Planar, Spectral, and Undead, which cannot harm or interdict allies
  1135. *All remaining information is CLASSIFIED.
  1136.  
  1137. *****
  1138. TRADE SKILLS:
  1139. Graduate Alchemy
  1140. Proficient Alicorns
  1141. Adept Archaic Constructs
  1142. Graduate AstroMeteorology
  1143. Pupil Batpony-Pegasi League
  1144. Graduate Batponies
  1145. Senior Batpony History
  1146. Teacher Batpony Tactics
  1147. Proficient Biology
  1148. Teacher Blood Magic
  1149. Observer Changelings
  1150. Adept Changeling History
  1151. Apprentice Changeling Psionicism
  1152. Graduate Chemistry (Tallus)
  1153. Junior Cloud Cities
  1154. Graduate Constructs
  1155. Proficient Councilierge Forces
  1156. Senior Councilierge History
  1157. Apprentice Crystal Alchemy
  1158. Apprentice Crystal Engineering
  1159. Adept Crystal Conclaves
  1160. Adept Crystal Devices & Technologies
  1161. Observer Crystal Empire
  1162. Senior Crystal Kingdom
  1163. Graduate Day Guard
  1164. Senior Dragons
  1165. Senior Dragonspine Mountains
  1166. Senior Dragonspine Mountains History
  1167. Graduate Dominion Plane
  1168. Adept Dominion Plane History
  1169. Graduate Dominion Plane Inhabitants
  1170. Teacher Dominion Plane Tactics
  1171. Adept Dynastic City-States
  1172. Adept Dynastic Temples
  1173. Adept Early Dynasty
  1174. Senior Earth Plane
  1175. Senior Earth Plane History
  1176. Senior Earth Plane Forces
  1177. Senior Earth Ponies, Archaic-Modern
  1178. Proficient Earth Pony History
  1179. Graduate Earth Pony Tactics
  1180. Senior Ecology
  1181. Graduate Elemarentals
  1182. Graduate Empress Silver
  1183. Observer Ethereal Plane
  1184. Pupil Ethereal Plane History
  1185. Teacher Equestrian History
  1186. Teacher Equestrian Militaries
  1187. Teacher Esoteric Weaponry & Enchantmarents
  1188. Graduate Esoteric Biology
  1189. Adept Ferron
  1190. Adept Ferron History
  1191. Amateur Ferron Navarchy
  1192. Teacher Geology
  1193. Teacher Geography
  1194. Senior Gryphons
  1195. Senior Gryphon Kingdoms
  1196. Graduate Gryphon History
  1197. Graduate Gryphon Tactics
  1198. Proficient Honor Guard
  1199. Proficient Honor Guard History
  1200. Proficient Honor Guard Tactics
  1201. Apprentice Human Electronics
  1202. Observer Human Tactics
  1203. Observer Human Weaponry
  1204. Adept Late Dynasty
  1205. Teacher Luna’s Citadel
  1206. Teacher Luna’s Villages
  1207. Graduate Lunar Alchemy
  1208. Teacher Lunar Guard
  1209. Graduate Lunar Guardians
  1210. Teacher Lunar Enchantmarents
  1211. Proficient Modern Constructs
  1212. Adept Middle Dynasty
  1213. Graduate Moors Ecology
  1214. Teacher Mysticism
  1215. Junior Otherworld Dragons
  1216. Teacher Necromarecy
  1217. Proficient Pegasi
  1218. Adept Pegasi Cloud-States
  1219. Pupil Pegasi Navarchy
  1220. Junior Planar Dragons
  1221. Senior Planar Enchantmarents
  1222. Observer Pre-Modern Constructs
  1223. Graduate Princess Luna
  1224. Graduate Psionicism
  1225. Proficient Psions
  1226. Graduate Razorback Company
  1227. Graduate Research
  1228. Proficient Rift Plane
  1229. Junior Rift Plane History
  1230. Observer Saddle Arabia
  1231. Observer Saddle Arabian History
  1232. Apprentice Solar Alchemy
  1233. Senior Solar Faction
  1234. Senior Solar Guardians
  1235. Graduate Spectrals
  1236. Junior Stalliongrad
  1237. Graduate Stalliongrad History
  1238. Graduate That Which Should Not Be
  1239. Graduate The Moors
  1240. Teacher Starborn
  1241. Junior Tactician
  1242. Pupil Tallus Overdark
  1243. Graduate Tallus Planar Materials
  1244. Senior Tallus Planes
  1245. Proficient Tallus Spectrums
  1246. Teacher Tallus Void
  1247. Teacher Undead
  1248. Teacher Undead History
  1249. Senior Watch Guard
  1250. Observer Watch Guard History
  1251. Proficient Watch Guard Tactics
  1252. Graduate Weaponry
  1253. Teacher Unicorns
  1254. Teacher Unicorn History
  1255. Teacher Unicorn Tactics
  1256. Senior Vortex Plane
  1257. Senior Vortex Plane History
  1258. Senior Vortex Plane Inhabitants
  1259. Graduate Vortex Plane Tactics
  1260.  
  1261. *****
  1262. >UNIQUE SET:
  1263. >Converted Lunar Guardian Duelist's Armor (Crystal-Forged, Graven-Carved, Lunar-Forged, Unique Ancient Legendary Artifact): a unicorn only, full body plate mail composed of thin, yet flexible overlapping series of melded sapphirine-mythril plates, the interior a thick 20 layers of bonded silk weave to reduce injury from severe impacts.
  1264. The helmet’s unusual design resembles standard Lunar Guardian styles; heavier plating for unmoving locations with numerous quarter-moon overlapping segmarents to cover the entire neck. The snout mask and ear guards are made from hundreds of tiny half-Moon sections, partially bonded and able to flex or move without difficulty.
  1265. Originally created for the sole intent of providing master unicorns enough defenses to safely duel each other during their trials of mastery, or testing new theories. These sets, of which this seems to be the only one fully intact, were hastily modified at the beginning of the Lunar-Solar War, and most often pressed into service by a number of Grandmaster unicorns, records of which have been lost, or more rarely, classified.
  1266. Recovered along with the horn ring and Spikeblade from a Lunar Guardian barracks in the southern Saddle Arabian jungles, home to the (long considered lost) Arcane Atelier, where it remained until being found by a search party from Razorback.
  1267. (“Strictly speaking: I’m quite sure this one was not converted. Or used. Ever. There is no secondary OR tertiary enchantmarent, which tells me one of three possibilities: it was not directly issued, was sidelined for testing elsewhere, or is a prototype for some further variation. Equally, there are no modifications, adjustmarents, or anything else to confirm ownership. It may have been simply forgotten.” -Hodch)
  1268. -Armor Value: 3DR
  1269. -Armor Class: Full Body, Unique Light
  1270. -Enchantmarent Slots: 2/3 remaining
  1271. -Defensive Enchantmarent #1: reduces ALL harm caused by magical, Casting, and Elemarental means by 1/4
  1272. -Mechanical Enhancemarent #1: reduces all blunt trauma by 1/4
  1273.  
  1274. >Converted Lunar Guardian Duelist's Horn Ring (Lunar-Forged): an oversized kanpri horn ring, the base much thicker than any previously known designs, covered in archaic unicorn runes of energetic dispersion rituals and rites.
  1275. (“Likewise not issued. I’ve been able to examine the resonances quite clearly: four unicorns, two Crystal ponies, one batpony, one Minotaur, and another that isn’t familiar. There was an Eldritch.. well, ‘scent’, so to speak, one that is quite clearly friendly to equines. I read Jeff’s report, and the Arcane Atelier was one of the best kept Lunar Guardian kept secrets.
  1276. Yes, even long after it and over twenty entire armories disappeared, there was not a single report or statemarent to prove it existed. Amusing, isn’t it?” -Hodch )
  1277. *Allows a unicorn to utilize Casting up to 10 times consecutively or 2 Grand Spells without any negative effects
  1278. *Can be improved to provide resistance against Psionic influences, but not harm
  1279.  
  1280. >Converted Lunar Guardian Duelist's Spikeblade (Crystal-Forged, Graven-Carved, Lunar-Forged, Unique Ancient Legendary Artifact): a slim, 8" long triangular blackened kanpri spike, the mouthguard reshaped into a trio of blood-drinker batpony claws grasping the handle, created for use as a primary or backup unicorn weapon.
  1281. Originally meant for the purpose of dueling, these weapons, of which this seems to be the only one intact, was hastily modified at the beginning of the Lunar-Solar War, and pressed into service with a number of Grandmaster unicorns.
  1282. While it found little success in open combat, unicorns, batponies, and some pegasi, eventually began using the Duelist's Spikeblades as assassination weapons, greatly adding to the formidable capabilities of the few Lunar Guardian elite.
  1283. (“Now this one WAS used. I do not know how, why, or when, but I can give you a what: breaking open hard shelled objects. To be fair, when all you have is a spikeblade and a bunch of coconuts laying around, why not? There were a few other uses, primarily material related, but nothing unusual.” -Hodch)
  1284. -Melee Weapon Class: Light
  1285. -Enchantmarent Slots: 0/3 remaining
  1286. -Base Modifier: adds +3 to all Assault/Parry/Riposte rolls
  1287. -Offensive Enchantmarent #1: twice per Operation grants a [1d6+4] <Armor Crack ability which reduces the target's DR by result-2
  1288.  
  1289. >DUELIST'S SET BONUS 3/3: adds +1 to all Casting and Block/Evasion/Reaction Speed/Sprint rolls ("Why doesn't it have a helmet? ...unicorns were once far worse than pegasi about being hindered. Also it makes my ears itch, but I’ll put it together in a while." -Hodch)
  1290.  
  1291. *****
  1292. RELIC WEAPONRY:
  1293. >Form & Function (Unique Archaic Prenchian Permarenent Relics): a matching pair of 3' in length redsteel Jansin rapiers, a much larger than typical form of rapier with wide, extended, well reinforced triangular blades, capable of slashing, piercing, and blocking due to their additional mass and heavy construction.
  1294. Created by a Gozkan smith for the use of an estranged Solar faction noble during the Post Lunar-Solar War era, Form & Function were designed specifically for the unicorn duelist, whose name has been passed over by the marely misgivings of capricious Equestrian nobility. Otherwise, they are merely a curious footnote in historical documarents dating back to that era.
  1295. Considered extremely unwieldy by even Tallus weaponry standards, this otherwise strange pair of rapiers features a 1' in diameter circular 'grip' instead of a hilt, and ornamarental acid etching in numerous flower designs. (“Obviously it was made for only a unicorn to use.” -Hodch)
  1296. Outside their strange propensity to refuse being taken from their current owner, whether alive or not, Amerose has confirmed that neither rapier is sentient, but as of yet cannot be sure that both combined may not have some form of preventative anti-removal enchantmarent.
  1297. Despite Amerose's best research efforts, she has no idea if the etches contain hidden meanings.
  1298. Sent to Razorback by the Arkadian Divides, a large offshoot of the Ferron clan from before the Lunar-Solar War, as a gift for their aid in preventing the deaths of all Lower Las Pegasus defenders.
  1299. -Melee Weapon Class: One-Hooved
  1300. -Enchantmarent Slots: 0/3 remaining
  1301. -Base Modifier: adds +3 to all Assault/Parry/Riposte rolls
  1302. -Unicorn Adapted: adds +3 to all Casting rolls when not being used to strike with
  1303. -Armor Pierce: 1
  1304. -Offensive Enchantmarent #1: Form grants a [1d6+3] <Flamestrike Mystic Elemarental attack
  1305. -Defensive Enchantmarent #2: Function grants a [1d6+9] <Flameguard Mystic Elemarental shield
  1306. -Dual Wield: grants an additional Block roll if both are utilized, and are extremely difficult to separate from their owner
  1307.  
  1308. >Prestaniszcio (Archaic Legendary Prenchian Artifact): an extraordinarily finely wrought, smoothly twisted and circular hafted black iron and greensteel stave 4' in length, with one end housing a triangular ruby gem and the other a sapphire sphere, both held in place by a round silver basket and supported by numerous clear diamond studs.
  1309. Unique among ancient Prenchian artifacts, Prestaniszcio, often called 'Prestige' or 'Prancestigio' in historical documarents, was shaped by an unknown master forger some time during the latter stages of the Middle Dynasty era.
  1310. Only given to high ranking unicorn sorcerers or sorceresses that displayed exceptional loyalty to the head of the Chemontaris noble family, one of nine ruling factions during Prance's medieval era.. one lineage that failed to continue to this day and age.
  1311. While considered inane in the hooves (or mouths) of those that are neither unicorns nor nobility, Prestige has the interesting capacity to grant access to two early bound arcane spells to those of non-unicorn lineages, IF they can meet its demarending requiremarent of succeeding a 10 or higher Iron Will/Fearless roll for each attempt, and being a member of a primarily esoteric faction.
  1312. Sent to Razorback directly from Farrierse, one of several capitals of Prance.
  1313. *Amerose has stated the black iron used to produce this staff of office was the result of a Prance-Stalliongrad trade agreemarent in the late 28,900’s, one that has not been called upon since the Lunar-Solar War
  1314. (“Due to the use of reformed black iron, it can be safely assumed that this 'Prestige' is more of a staff of office than a weapon, especially considering how difficult it would have been to procure enough from the ruined city which would eventually be renamed as Stalliongrad. And no, I know little about Prench history, unfortunately.” -Hodch)
  1315. -Melee Weapon Class: One-Hooved
  1316. -Enchantmarent Slots: 0/3 remaining
  1317. -Base Modifier: adds +2 to all Assault/Parry/Riposte rolls
  1318. -Advanced Modifier: adds +4 to all Assault/Parry/Riposte rolls against Spectrals and Undead
  1319. -Unicorn Adapted: adds +2 to all Casting rolls
  1320. -Offensive Enchantmarent #1: once per Operation grants a [1d6+18] <Prestigious Frost Nova Mystic arcane spell with a 10M radius
  1321. -Offensive Enchantmarent #2: grants a [1d6+4] <Druidic Palespear ability with a maximum range of 100M that ignores DR against Planar, Spectral, and Undead targets
  1322. -Defensive Enchantmarent #2: once per Operation grants a [1d6+18] <Prestigious Flame Ring Mystic Elemarental, which creates a literal 'ring of fire', harming enemies that dare to enter
  1323. -Twin Defenses: adds +2 to and gains an additional Block roll
  1324.  
  1325. *****
  1326. UNIQUE ITEMS:
  1327. >All Shall Be One: little known outside of archaic Neighsian history, this bizarre trinket, barely the size of a large marble, hails from somewhere unknown.
  1328. A single piece of Life Weave, a composite blessed arcane metametal made by combining physically corrupted iron with large amounts of ash from the Heart of Glory tree, then quenched in the blood of a Grandmaster Spirit-Mystic on the path of Life, is shaped as two Neighsians embracing each other tightly.
  1329. *When worn by a being that has vowed Life and Death are the most important aspects of the Endless Cycle, +2 must be added to ONE esoteric skill, weapon, effect, or item each turn
  1330. *The bearer automagically regenerates 5HP each turn
  1331. *BANNED: a limited number of beings may be allowed to utilize this artifact without repercussion
  1332. *CURSED! a being that has not accepted the Endless Cycle will suffer 1 damage each turn or minute of carrying this trinket, increasing to 2 damage after 1 hour, 3 damage after 2 hours, and so on
  1333.  
  1334. >Anvil of Black Clouds: once a required item in Solar-Lunar Guardian armories, over time the aspects of magical smithing between the two would diverge greatly, leading to few original examples of these unusual anvils remaining. Comprised of solidly refined kanpri, the shape of this heavy anvil is utterly standard and plain, concealing its true purpose.
  1335. During the early to middle Lunar Guardian eras there was an intense focus on producing esoterically defensive armors and hostile, often sentient or sapient offensive weapons. Unicorns, batponies, Minotaurs, Gryphons, and others practiced their crafts freely on these, rarely if ever favoring one anvil over another.
  1336. As a result of these anvils absorbing the sometimes negative energies associated through thousands of years, they have become directly attuned to the aspects of Blood, Destruction, Moon, Night, Shadow, and Void.
  1337. Where a cursed anvil produced by Necromarecers is bad enough, these are considerably more pronounced and are never allowed for use outside of exceptional cases.
  1338. This particular example carries an eerie engraving of the Reaper, Princess Luna's wartime nickname on the bottom.
  1339. It also weighs 80 pounds.
  1340. (“More correctly, ‘Reaper’ is her.. how should I put this.. OTHER state of existence.” -Hodch),
  1341. *Adds +6 to all Enchanting and Smithing rolls
  1342. *BANNED: a limited number of beings may be allowed to utilize this artifact without repercussion
  1343. *CURSED! only a Lunar faction member, or any of the Lunar sub-factions, may use this object without consequence
  1344. *LUNAR GUARDIAN RELIC
  1345.  
  1346. >Black Ark of Three: a surviving example of one of the most hated relics throughout Early Dynasty history, this unassuming object is little more than a small ship made of magically compressed black onyx with three columns of promethine alloy, each with three large and two small triangular whitesteel plates for sails.
  1347. Initially used by Lunar unicorns in the Vigil Light Cult to resurrect the bodies of fallen ponies, minotaurs, and Gryphons, against the unrivaled numbers and varieties of enemies at the time, Dynasty forces came to ban their use as being something akin to heretical, refusing to aid the Vigil Lights in their efforts of destroying or putting to rest vast hosts of Spectrals and Undead.
  1348. During the beginning of the Middle Dynasty Era, large numbers of these items were destroyed by opposition factions. Most were only saved when the Vigil Light Cult renamed itself to the Vigilite Order and demarended the return of any that were undamaged, as well as the remains of those that were destroyed. Some complied.
  1349. When a prominent Escort General of a major city-state refused, her body was the first to be added to the Vigilite's ranks, sparking a bloody feud that lasts to this day between the Dynasty Remnants and the Vigilites.
  1350. This example was recovered from the ruins of a Middle Dynasty Escort Outpost in 29,831 by a Starborn team. Passed from Necromarecer Master to Necromarecer Disciple after Luna's acknowledgemarent was given, it has been in the hooves of at least 20 Lunar Guard and Starborn owners.
  1351. (“I would raaaather not talk about this one.” -Hodch)
  1352. *When activated by an equine Necromarecer, the Black Ark of Three adds +2 to all Necromarecy rolls, but immediately causes +1 Threat to any individual in line of sight that does not agree with the use of Necromarecy
  1353. *BANNED: a limited number of beings may be allowed to utilize this artifact without repercussion
  1354. *VIGIL LIGHT CULT RELIC
  1355.  
  1356. >Black Onyx Melari: an exquisitely carved rendition of a Moor Cat in an attacking stance, batwings folded on sides, face hissing in a tight expression, rear paws on ground, the front claws slashing at the viewer. Shaped and improved by a Cavalier clan gem-smith.
  1357. The trade of black onyx from the Moors only occurred from the 18,000's to the early 23,000's. Even then, locating more than a hooffull was an extraordinary event as locating gems, let alone metals, are considered once in a lifetime finds. (“Yep, that’s true. The lava tubes underneath most of the Moors rarely if ever burst upwards. Might find a small pocket of something in an outcropping or a giant boulder, but otherwise there’s not much available.” -Torven)
  1358. Due to the unique methods used by Neighsian gem-smiths it is nearly impossible to tell when this example was found or shaped.
  1359. Completely unknown outside of Neighsia, Hodch has stated he's only come across two mostly completely examples in his time, but heard of another.
  1360. ("That one was highly damaged, though I did hear of two being used for Lunar Guardian weapons before a certain War. Since spirit-carvers, what we call gem-smiths, rarely leave Neighsia and only a few Dusk Strider gem-smiths exist, nopony ever tried to repair it.
  1361. The one I did touch is currently in the main Memorial Village Reliquary. Yes, it survived fully intact. Unfortunately the other one is probably lost somewhere in one of the Arena Armories.. ..again." -Hodch)
  1362. *Grants a [1d6+6] <Starbolt Mystic Void Elemarental ranged spell
  1363.  
  1364. >Carry My Love: one of Princess Cadence's first artifacts created during the formation of the Crystal Kingdom, this 1' tall, 3" thick, 20 pound, calmly shifting pink, green, blue, orange, red, and purple Ethereal Crystal was dedicated to the Conclaves, free Crystal ponies, and Changelings that made her dreams a reality. Shaped in the same style as the Crystal Heart.
  1365. Etched on the front is an image of Chrysalis and Cadence in their early years, necks entwined and smiling. In the background are 9 ponies, 3 Changelings, 3 Crystal ponies, and 3 Conclavists lying down under sunlight.
  1366. Etched on the rear is an image of a Changeling, a Crystal pony, and a Conclavist sitting in front of a fanciful fire. In the distance is an image of Chrysalis and Cadence gazing upwards at the Moon.
  1367. Across the trim are small engravings of the various Ethereals that aided the Crystal Kingdom's foundation. Curiously, one on the bottom was scratched off at some point in time, and Champion Belregard added to the right side.
  1368. Hodch steadfastly refuses to explain why this artifact is in his possession, though stated this to Aiutante before leaving: "I did not ask for it. This was.. placed in my hooves against the will of those in attendance, except for a few. History has forgotten more names than we will ever know. At the bare minimum I swore to keep the memories of a glorious past alive, at best, felt by all. No matter the price."
  1369. *Each turn Carry My Love will restore [1d6+10] HP to ALL Allies and Friendly beings in 100M
  1370. *This effect does not cause Arcane Poisoning, and cannot be prevented
  1371. *BANNED: a limited number of beings may be allowed to utilize this artifact without repercussion
  1372. *CRYSTAL KINGDOM RELIC
  1373.  
  1374. >Disciple of Liora: a 12" tall, 8" wide, 3" thick book made from crisp white vellum paper, the covers and spine a material similar to the white band joining Hatred. The name is in archaic unicorn, embossed in flowing platinum.
  1375. Nopony knows what is contained within these pages. Hodch's Disciples, however, have sometimes heard him recite passages from it before going to sleep.
  1376.  
  1377. >Fair-Eyed Silverine Horn Ring: an ornately engraved, thick banded horn ring dating back to the beginnings of the Late Dynasty Era. Engraved with several names written in the Dynasty's unusual language that constantly change.
  1378. As silverine items are almost never recovered from Dynasty locations, he's unsure which ruin this example was pulled out of. Several heraldry stamps prove it was created sometime around the 28,600's, but as the resonances have faded over time it is unlikely answers will be found.
  1379. Hodch states that it was given to him by a dying Honor Guard, name withheld, and wears it as a mark of honor.
  1380. *Adds +2 to all Casting OR Teleport rolls
  1381. *BANNED: a limited number of beings may be allowed to utilize this artifact without repercussion
  1382. *DYNASTY RELIC
  1383.  
  1384. >Fallen Heart Glyph: a curious piece of Lunar Guardian history, this pendant of solid, refined kanpri is crudely shaped as an upside down heart with four spreading fractures in the shape of wings across the surface.
  1385. Originally made to defend against the despair that pegasi felt when losing their wings, either through injury, severing, or disease, the powerful enchantmarents act to lighten one's spirit.
  1386. (“I can tell you this much: there were thousands of these. Perhaps fifty exist now. Why? ..I truly wish somepony knows the answer to that question.” -Hodch)
  1387. *Negates the non-physical effects of Critical, Demoralized, Fear, Horror, Shock, and Terror
  1388. *LIMITED BAN: requires EXPLICIT permission from Princess Luna to bear
  1389. *LUNAR GUARDIAN RELIC
  1390.  
  1391. >Grand Room of the Storm King: taking the form of a simple hoofband made of electrically charged topaz, this laughably ornate relic holds a secret that would stun most into unconsciousness.
  1392. An ancient being hailing from the Elemental Plane of Lightning, the Storm King was renowned for his seemingly infinite powers (they weren't), vast knowledge (most dragons think he would have made a better diplomat than a crafter, but otherwise agree), and gentle disposition (if one must enter combat, do so with a heart clad in honor, your tears can wait).
  1393. Having given up due to age but finding none would take his title, he decided to try his luck with the unusual, some would say soft, ponies of Tallus. Arriving at a place that would, thousands of years later, become known as Tempest Isle, he settled there peacefully amongst the Extra-Planar Harpies.
  1394. To most ponies he appeared as a paradox: difficult to reach, harder to understand, and seemingly impossible to comprehend. What they did know was the incredible beauty of the endless trinkets, objects, and other items he created out of what they believed was boredom. Where ponies appreciate decorative yet rugged objects, the Extra-Planar Harpies frowned on anything more than brute force military necessities.
  1395. Often spending time trying to convince both sides that the other had good ideas, he would eventually give up, laughing at the tiny verbal conflicts erupting form time to time.
  1396. Sensing his death would occur 'soon', the Storm King spent a decade traveling across Tallus, moving with the winds and watching storms entirely unlike those from his home Plane from the highest places he could reach. As he learned to appreciate the far less refined things in his now-mortal life, he would set about creating artifacts of great utility, power, and defense, dedicated to only one of those three concepts.
  1397. Before the Storm King's death, none were told more than the basics of what each object was capable of, allowing individuals to figure out his intentions on their own. As such, few know what is in the Grand Room, except those that have visited it.
  1398. Outside Hodch, less than eight other beings know how to access the Grand Room.
  1399. *BANNED: a limited number of beings may be allowed to utilize this artifact without repercussion
  1400. *PLANAR RELIC
  1401.  
  1402. >Master of Oneself: a 1' long, 1" in diameter rod made of barely wrought, still raw black iron, weighing approximately 10 pounds. Created during the early years of Stalliongrad's renaming and countless attempts to pacify the Undead beneath the city, these rods were once regarded as a cruel teaching device. As black iron seems to be unnatural, difficult to work with, and much harder to keep in the air by a Psion than other materials, the idea behind their creation was simple: to keep one's abilities sharp.
  1403. Learning to 'fold' one's marental presence around raw black iron to lift a piece is an art in itself, but being able to 'move' the 'fold' in steady patterns ensures that all earth ponies learn to understand, and eventually share, the peculiar quirks.
  1404. Unicorns, however, have a much more difficult time as raw black iron readily negates most forms of magic, though when fully refined it simply becomes highly resistant to directed esoteric effects.
  1405. Hodch has revealed that this one was given to Nightblade Fang Killer by Stream Lark in late 29,993 for his aid in locating a number of missing Watch Guard in the Western Equestrian Highlands.
  1406. It was recovered from Fankil's room shortly after his death.
  1407. When Hodch left to Stalliongrad seeking to return this item, the aging Councilierge politely refused, stating he could think of no better friend to bear the deceased Lunar Guard's honor.
  1408. *BANNED: a limited number of beings may be allowed to carry this artifact without repercussion
  1409. *STALLIONGRAD RELIC
  1410.  
  1411. >Nullifying Seal: a black coin made of Early Dynasty Era diamondine, stamped with 'O' on the face, and a '0' on the reverse.
  1412. Long thought to be little more than outlandish myths, hundreds, if not thousands, of these puzzling 'coins' were produced during the beginning years of the Middle Dynasty. After the effects of early diamondine became understood, numerous projects were started to make use of the arcane metamaterial's esoteric-stabilizing influences.
  1413. Few results of those projects are known to the modern day and there are no records, oral or otherwise, outside of Dynasty adherents, or possibly the Remnants themselves, that state successes or failures.
  1414. Once awarded solely to Escort ranked unicorns, it is speculated that less than 10 exist today outside the Fallen Dynasty.
  1415. *Adds +1 to all Casting and Abosrb/Deflect/Resist Magic rolls
  1416. *BANNED: a limited number of beings may be allowed to carry this artifact without repercussion
  1417. *DYNASTY RELIC
  1418.  
  1419. >Of Ages Past: a series of 100 pure kanpri hoofbands crossing through each other, inscribed with names of various Lunar Guardians and Starborn throughout history.
  1420. When asked why Hodch joined the Starborn, he will show this object and state: "Them. For every name on here there are fifty thousand that may never be remembered. Don't add mine. Everypony and everyone that knows me, knows better."
  1421. *STARBORN EXEMPLAR ARTIFACT
  1422.  
  1423. >Pain, Pride: a simple red-silver locket in the shape of a hoof. When the face is opened, the bearer is allowed to see the name, face, and deeds of a random Dusk Strider.
  1424. Long before the Lunar Guardians formed, Dusk Striders roamed the Underdark's layers and Void spectrums across Tallus, risking their lives to connect living beings to each other. For ages, with each passing generation more would take up the duties and assert their dominance over the unknown, the feared, and the unnatural.
  1425. Discovering allies, objects, and sometimes each other in unexpected ways, in likewise unexpected places, the Dusk Striders covered Equestria in safe travel routes, from the Moors, to what would become the Crystal Empire, to what would become the Gryphon Kingdoms, and to the early Minotaur Warclans.
  1426. A ten day march became a five hour walk, and a five hour walk became a five minute jog. As trade flourished, so did all the various interconnected species.
  1427. Little used to 'easy' life in villages, towns, or the beginnings of cities both small and grand, the Dusk Striders shrugged their shoulders and turned to other lands. Finding routes across oceans, through vast mountains, and between the Ley Lines themselves, the pain and pride of uncounted generations continued.
  1428. When the Tunnels began collapsing at a point between the Early to Late Dynasty Eras and trapped the vast majority of Dusk Striders within, hundreds of thousands risked their lives to free them. Most efforts were unsuccessful, and as the years passed fewer and fewer could take up the calling as their collected knowledge became lost. Eventually it was presumed that no Dusk Striders remained outside of small groups spread across the Moors and Ferron territories.
  1429. Vast stone piles now lie at the entrance to each Tunnel, carried one by one, and placed by those that knew how important the Dusk Striders were, both to history and culture. (“Some understand and still continue the ritual to these days. Our numbers are low, yet hope always remains.” -Hodh)
  1430. Millennia later, this simple locket carries the hopes, dreams, and love that the Dusk Striders gave to Tallus, all without ever thinking of being repaid.
  1431. *CURSED! only a being that fully understands the values of Pain and Pride may carry this locket
  1432. *DUSK STRIDER RELIC
  1433.  
  1434. >Smoke After Dusk, The: a bright, palm-sized, partially clear aquamarine carved in the shape of a nightshade petal adorned with several berries, a small onyx sphere embedded inside the center.
  1435. Once the symbol of Princess Luna's earliest known militia, the Dusk Striders, this relic has been passed down to marely, particularly earth ponies, but has seen use by other pony species throughout its existence.
  1436. Often being used to normalize relations or declare conflicts between opposing herds and groups, the Smoke After Dusk represents a completely 'clean' table of negotiations, granting all parties an equal chance at having their voices heard.
  1437. *When presented during negotiations between two or more parties, a [1d6+4] roll is made for the number of turns that ALL modifiers that would affect Bartering or Negotiation rolls are removed, OR to equalize all modifiers to the lowest possible +X bonus
  1438. *Fully disables all Demoralize, Intimidation, and other negative vocal abilities, excepting the Canterlot Voice and related
  1439.  
  1440. >Spirit Candy: forty-five rolls of ten randomly colored, semi-transparent candy the size of a medium marble.
  1441. Created by dragon-spirits for their keepers throughout Neighsia, these unusual items are exceedingly difficult to acquire and are purchased en masse by Lunars whenever allowed to travel through.
  1442. Used solely to recover from spiritually inflicted harm, they're beloved by Moorites, Malurians, and Lunarites alike.
  1443. Various Neighsian fruit, berry, and honey flavors.
  1444. *448 remaining in resealable paper tubes
  1445. *Upon consuming regenerates [1d6+4] <S.HP
  1446.  
  1447. >Swirling Void: contained inside this tiny, simple kanpri cylinder is a friendly n'Tapi, a creature from the deeper Void spectrums. Long known as great friends to ponies for their ability to sense danger, the n'Tapi species vaguely resemble seals, except for having angular bodies and heads, thick leather-like wings instead of flippers, and smooth, wavy skin with the texture of soft down. As n'Tapi cannot stand being in sunlight, they prefer being stored somewhere warm and dark.
  1448. Hodch has kept this n'Tapi with him since his early days in the Lunar Guard, and enjoys sharing the numerous times it failed to warn him of silly incidents, such as the infamous "Hard Boiled Hoofboot" incident, both to his closest friends, and his Disciples.
  1449. *Grants a [1d6+4] <Sense Danger roll, once per Mission
  1450. *STARBORN ALLY
  1451.  
  1452. >Time's Arrow: what was once a great Hegemony Ranger arrow is now little more than shards of wood and shattered pieces of a hard steel alloy, permarenently sealed inside a clear diamond box. Working with Minotaurs quite often during his early years as a Night Guard, Divisions enchanted arrows by the tens of thousands, usually with armor piercing effects or simple Elemarents. On occasion Hodch would test new ideas and theories on how to best aid the heavily traditional Minotaur archers, asking permission first of course.
  1453. Coming from a large number enchanted with a basic pseudo-tracking spell to align itself in flight with a target, a company of Ruined Lands Ranger reportedly loosed hundreds against an unknown and unidentified attacker.
  1454. Recovering what he could of the arrowhead and shaft, then sealed into a gently crafted diamond box, an Elder Mystic sacrificed the blood of his fallen kin to the Earth before seeking out the young Night Guard.
  1455. Regaling the battle in full detail, the Mystic presented Hodch with this box. Confused, Hodch asked why would an arrow that DIDN'T kill the creature and was shattered into pieces on impact be given such care. The Mystic did not directly answer, instead stating the following: "It is rarely the individual weapon and the weapon's bearer that slays monsters. It is the guidance and companionship of all involved. Past, present, future, the Endless Cycle must continue."
  1456. *HONORED HEGEMONY RELIC
  1457.  
  1458. >The Warning Gift: one of the few purely magical objects created during the later part of the Middle Dynasty Era that remain to this day, this is less a tome of spells and more the.. *concept* of one. Taking the appearance of a 10" tall, 8" wide, and 3" thick volume, contained within the uncounted pages are prophecies related to the Dynasty's Fall, written by madmares, Cursed, Doomed, and Undead of the Vigil Light Cult alike.
  1459. As no two copies were even remotely similar, the veracity, as well as accuracy, of the prophecies contained within are highly suspect. However, a talented unicorn with some skill in Necromarecy can often extract valuable information relating to safer methods of raising, stunning, destroying, putting to rest, or even aiding Spectrals and Undead, unruly or otherwise.
  1460. *Adds +1 to all Necromarecy rolls
  1461. *BANNED: a limited number of beings may be allowed to utilize this artifact without repercussion
  1462. *CURSED! only a unicorn Necromarecer may bear this object without suffering from madness
  1463. *DYNASTY RELIC
  1464.  
  1465. >Torn Veil: a ripped, blood spattered piece of exquisitely laced Rushyan cotton, once part of a wedding veil. Sealed inside a small, clear diamond box. Affixed to the top is a clear, unknown gem, 2" in diameter, set in place with diamond gel.
  1466. Hodch has never spoken of the events that claimed the life of his only sister, but from time to time will take this out of his saddlepack to stare at.
  1467.  
  1468. >Unknown: a small, pure kanpri plate book, 6" tall, 6" wide, and 1" thick. Instead of using rings, sheared locks from the manes and tails of numerous Naghtmares allow it to open and close freely.
  1469. Etched onto the pages of this unassuming diary are the crimes, regrets, and remorseful acts Hodch has committed during his life. Rather than detailing them individually, each individual page has a phrase or short sentence, then a number of scratch marks below.
  1470. Hodch does not allow anyone, or anypony, to look inside longer than one second.
  1471.  
  1472. >Unwavering Devotion: taking the form of a small figure in archaic battle armor, this particular one is an earth pony Starborn Nightblade wearing an archaic light combat armor.
  1473. These pieces of Moonstone were once produced in the thousands by Lunars in centuries past. While later examples were gifts of service to those that spent their best years serving and protecting their fellows, as well as Luna, early examples such as this one hide a much more unusual purpose: to pass on to a worthy apprentice.
  1474. *Contained within will be, once completed, the full memories, knowledge, and skills of Hodch.
  1475. *BANNED: a limited number of beings may be allowed to utilize this artifact without repercussion
  1476. *CURSED! Only Hodch's chosen Disciple is allowed to take this relic
  1477. *LUNAR GUARD RELIC
  1478.  
  1479. *****
  1480. PHYSICAL ENCHANTMARENTS: 0/3 Slots
  1481. -?????: adds +1 to all rolls, 2-slot enchantmarent
  1482.  
  1483. -Superior Armor Charm: adds +2DR
  1484.  
  1485. ***************************************************************************************************************************************
  1486. Prima Lucis, also known as Lilamaredre
  1487. Age: presumably 13
  1488. Month of Birth: unknown
  1489. HP: 90
  1490. DR: 1
  1491.  
  1492. UNSPENT XP: 18
  1493. SPENT XP: irrelevant.
  1494.  
  1495. (Brawler, Efficient… sometimes, Hot-Tempered, Steadfast, Unlucky, Vengeful, Wrathful)
  1496.  
  1497. *****
  1498. APPEARANCE: a 4’4” tall pegasus with well defined, sleek musculature, and broad, heavy wings. The slightly elongated neck, legs, and body give her an atypical appeal compared to most Equestrian pegas.
  1499. Not quite a mare, yet physically more than a filly, especially since her teats are noticeable, Prima Lucis carries herself with an angered swagger more befitting a killer than a former noblemare.
  1500.  
  1501. Her eyes are a solid royal blue with gold pupils, each isoutlined in a bright silver ring, marking her as descended from a royal Prench lineage. A mane of lightly flowing orange wafts back and forth, while her coat alternates between an unusual silvery-white, or roiling shades of white-red-silver-blue when angered.
  1502. All four hooves are a solid, blazing neon red, leaving tiny after-images whenever she moves.
  1503.  
  1504. *****
  1505. BIOGRAPHY: unknown.
  1506.  
  1507. *****
  1508. STATUS: currently accompaneighing Amethyst Dalli-StormRose, acting as the Primus Ipotane’s guardian.
  1509.  
  1510. *****
  1511. RELATIONSHIPS:
  1512. -Amethyst Dalli-StormRose: for the most part trusts her, and is a good friend towards.
  1513.  
  1514. *****
  1515. CUTIE MARK: a constantly reshaping sigil, or perhaps insignia, most often in shades of red, orange, white, silver, and gold.
  1516.  
  1517. *****
  1518. OFFENSIVE ABILITIES:
  1519. Expert Assault+4
  1520. Expert Parry+4
  1521. Expert Riposte+4
  1522.  
  1523. Basic Flurry
  1524. Basic Rampage
  1525.  
  1526. *****
  1527. DEFENSIVE ABILITIES:
  1528. Expert Block+4
  1529. Expert Evasion+4
  1530. Expert Flight+6
  1531. Expert Reaction Speed+6
  1532. Expert Sprint+5
  1533.  
  1534. Basic Magnetic Shift+3
  1535.  
  1536. *****
  1537. UTILITY ABILITIES:
  1538. Expert Alchemy+2
  1539. Expert Bartering+1
  1540. Expert Neighgotiation+1
  1541. Expert Perception+2
  1542. Expert Smithing+5
  1543. Basic Scouting+3
  1544. Expert Solar Alchemy+6
  1545.  
  1546. *****
  1547. Apprentice Alchemy
  1548. Adept Cloud Cities
  1549. Apprentice Enchanting
  1550. Pupil Germaneigh
  1551. Apprentice Germane History
  1552. Apprentice Germane Military
  1553. Amateur Humans
  1554. Apprentice Ipotanes
  1555. Senior Lunar-Solar War
  1556. Adept Pegasi
  1557. Observer Pegasi History
  1558. Proficient Prench History
  1559. Observer Prench Military
  1560. Amateur Research
  1561. Amateur Tallus Void
  1562. Amateur Tallus Overdark
  1563.  
  1564. *****
  1565. SPECIAL ABILITIES:
  1566. >Hardened Feathers: [REDACTED].
  1567. *Grants Armor Pierce 2 and inflicts [1d6+2] <Flashburn
  1568.  
  1569. >Living Flames (60% Acclimation): [REDACTED].
  1570. *TWICE per Mission, Lilamaredre is able to throw a [1d6+4] <Swirling Flame at a target within 50M
  1571. *ONCE per Mission, Lilamaredre may sweep one or both wings to create a [1d6+6] <Flameshock Barrier, from 1-3M in diameter
  1572. *Lilamaredre MUST Refuse Death if her flames become depleted, utilizing a [1d6] roll when possible, a maximum of 2 times per Mission (“It does not hurt me, but I cannot let the flames die, otherwise it may take an hour in a fire to become enveloped again.”
  1573.  
  1574. *****
  1575. SHARED ABILITY: Basic Playing With Fire! [REDACTED]
  1576. *Each turn, Lilamaredre must grant one Ally either a [1d6+2] <Krevotic Denial, improve Fire/Magma/Lava Elemental weapon effects by +3, or add +3 to Casting and/or Druidic Fire/Magma/Lava Elementals
  1577.  
  1578. *****
  1579. UNIQUE ABILITIES:
  1580. >Frenzied Resistance: [REDACTED].
  1581. Fully ignores ALL curses AND blessings which are not exclusively Lunar, Plasma, or blood magic derived
  1582. Ignores 3/4 of ALL Lunar and Plasma harm
  1583. Ignores 1/2 of ALL Psionic harm
  1584. ABSORBS 1/2 of ALL Fire and Magma Elemental harm, whether physical, from enchantmarents, or Casting
  1585. ABSORBS 1/6 of all Fire and Magma Elemental harm from Druidic, Otherworld, Planar, Spectral, and Undead sources
  1586. Ignores 5/6 of all Mystic Fire Elemental harm
  1587. Ignores 1/2 of all Fire and Magma Elemental harm from Eldritch, Extra-Planar, Spectral, and Undead sources
  1588. Takes TRIPLE damage from Rime and blood magic
  1589.  
  1590. >Magnetic Disruption, Secuphyte: [REDACTED].
  1591. By taking commarend of localized electromagnetic wavelengths, Lilamaredre can interdict the majority of Casting and direct usage enchantmarents, whether from weapons or armor, but is only 1/2 as effective at countering Psionicism.
  1592. *Grants 2x [1d6+3] rolls; effect reduced by 50% against Psionicism and related capabilities
  1593.  
  1594. >Molecular Array, Neophyte: [REDACTED].
  1595. Capable of moving elemarents to a small point up or down the Periodic Tables, both forwards and backwards, Lilamaredre is currently able to only utilize this knowledge to damage, degrade, and destroy physical objects.
  1596. -Roll 1x [1d6], total result -2 equals the amount of direct damage caused to a weapon
  1597. -Roll 3x [1d6+2], total result -2 per roll equals the amount of Armor degraded
  1598. -Roll [1x6+3], total result -2 equals the amount of DR destroyed, and cannot be easily repaired
  1599. *May only be used FOUR times per Mission
  1600.  
  1601. >Molecular Fusion, Neophyte: [REDACTED]
  1602. By touching up to three objects at the same time, Lilamaredre is usually able to fuse said objects together, specifically to create impact or time delayed explosives.
  1603. -Grants 4x [1d6+3] rolls which function as both Engineering and Explosives
  1604. *Time delayed explosives are created with a [1d20] roll, the result indicating the amount of seconds required before the composite or mass detonates
  1605. *Impact explosives detonate when striking ANY semi-solid, liquid, or solid surface/object/being… so long as they don’t automagically explode.
  1606. *Also ignores 1/4 of all explosive harm
  1607.  
  1608. >Shun, Mediocre: grants a [1d6+4] <Krevotic Denial roll, reducing harm from Casting, Druidry, Elemarentals, Mysticism, and offensive enchantmarents
  1609. *Does NOT defend against nor counter statuses caused by Casting, Druidry, Mysticism, or non-Elemarental enchantmarents
  1610.  
  1611.  
  1612. *****
  1613. PONIAL ENCHANTMARENTS: cannot maintain.
  1614.  
  1615.  
  1616. ***************************************************************************************************************************************
  1617. Naliyna Remostrine, former 'Third Siege-Marauder': 135HP, 2DR
  1618. Age: 60
  1619. Month of birth: Panuary
  1620.  
  1621. *****
  1622. (Affectionate, Calm, Crystal-Forger, Elite: Senses, Emotional, INQUISITORIALLY SANCTIONED, Minorly Forgetful, Purposeful, Slow, Studious, Warm-Hearted)
  1623.  
  1624. *****
  1625. APPEARANCE: a slightly wavy, bright fuchsia coated, mostly transparent Crystal mare with brilliantly shimmering ruby red eyes. Has a long dark fuchsia mane that nearly reaches the ground, a slight curl present at its end, while her tail somehow marenages to curl on itself and not drag all the time. Tries to take care of her coat and mane, though finds it difficult due to the condition her body is in. Also a tad bit overweight.
  1626.  
  1627. The upper half of Naliyna's left ear is missing while under the left eye, entire head, and most of her body is covered in deep, slightly sensitive scars, remnants from Sombra's attempted domination over 1,000 years ago, though when Thrill touches them the sensation is quite soothing to her.
  1628. According to her, the right Cutie Mark was removed and eaten by the unicorn King. Several small burns from the Changeling 'incursion' in 29,978 dot her withers, saddle, upper barrel, and several on her rump, though none of them appear to have caused meaningful harm.
  1629.  
  1630. Naliyna's coat, mane, and eyes sparkle or gleam when happy, an interesting and highly noticeable effect due to the intense emotional capacity inherent in all Crystal ponies.
  1631.  
  1632. *****
  1633. BIOGRAPHY: post-imprisonmarent life poorly known. Once part of the largest trading herd in the Crystal Empire (“Uh, I might have confused that one. One of the LARGEST herds, yes, but not THE largest. Sorry!”) traveling constantly to buy, sell, trade, and appraise anything that caught her exceptionally critical eye, Naliyna is also the eldest Remostrine daughter.
  1634. Less overtly talented than most Crystal ponies, she was nonetheless a known singer around the Spire, an excellent Crystal-forger, and several other occupations, though has forgotten the majority of her skills and techniques due to memory and poninality damage via the formation of Revenge, gained the forced occupation of King Sombra's reign.
  1635.  
  1636. As a result, Naliyna's tenacity and loyalty, often barely remembered, gives her little choice but to protect her herdmates and fellows, the failed results of which caused the emotional trauma leading to memory fragmentation. In recent months, Cadence has stated her recovery process outside the Empire has done much for well being and stability.
  1637.  
  1638. Meeting the Operators arriving via train at the Crystal Empire Main Station, Naliyna's interest in the Otherworldly mercenaries was piqued by their appearance, size, and the clothing they wore, since wearing clothing is either at important or formal functions, or by by prostitutes.
  1639. Not knowing that wasn't the case, she spent some time selling and trading with the members of Razorback, with interest in the outside world rekindling.
  1640. Curious about the history of the rainbow daffodil in his possession, Thrill sought Naliyna out for information on it, leading to a misunderstanding on the Crystal mare's part, as a great deal of her personal history was invested in Princess Cadence's existence.
  1641.  
  1642. Suffering a marental breakdown and leaving to a place of safety, Thrill sought her out once more to apologize, though he had little understanding of the events that had taken place long before.
  1643. Admitting that she considered the Empire to be her tomb, Naliyna requested that Thrill execute her as she could no longer bear or cope with the disjointed, crippling, confusing memories and emotions of her past.
  1644. Upon his refusal and understanding the reasons behind it, she acknowledged that she had been, essentially, committing protracted suicide in the city-state, she chose to seek a life outside the Empire regardless of what leaving entailed, remaining quiet and withdrawn for some time.
  1645.  
  1646. Experiencing familiar emotions while traveling with Thrill and the rest of Razorback, some of which were little more than touches of deja vu, the rest vague, strongly held memories and thoughts, Naliyna's slowly developing interactions led to her accepting Thrill's attentions and affection without restraint, mostly due to his considerate, caring nature.
  1647. Seeing humans and ponies as capable of the same concerns, she began taking all opportunities to enjoy their time together, particularly when it came to exploring new places. And foods.
  1648.  
  1649. After being confronted with the knowledge of her wrongful and partly misguided hatred of Cadence, solely by Thrill, Naliyna was left puzzling over her own bitter, substantially hostile actions. Eventually decided that her former sovereign suffered as much, if not more, than she had, what remains of her distrust for the Princess of Rebirth's visible weaknesses is kept to herself, partially out of regret, and partially out of understanding.
  1650. As evidenced by Cadence's discussions with Thrill, her proclamation that she was never a warrior, only a healer whom had little idea of war's long lasting affects on the mind, the pink alicorn's promise of reconciliation with all of her ponies would be delayed though the two were, then, incapable of meeting each other's eyes.
  1651.  
  1652. No longer quiet and more affectionate than ever, Naliyna is able to speak of her known memories to Thrill and her chosen friends without reserve due to her formerly crippled marentality and willpower becoming solidified.
  1653. This gives her a high degree of autonomous flexibility when dealing with the oddities, and sometimes horrors, of Tallus. Recovering her interest in mechanical and technological applications, the specifics of Crystal engineering are still a work in progress, despite a rather large amount of time spent in experimarentation.
  1654.  
  1655. As she will speak her mind at all possible opportunities, one of her largest joys involves giving advice to other ponies on relationships, yet often ends with said advice simply being 'go have sex, then snuggle. A LOT'.
  1656. Her new favorite hobbies, besides fawning over Pella and Allys' pastries, are being brushed, hoof massages, long walks or jogs around the Fortress, and swimming lessons in the Enclave with Thrill, though she still worries over what might be lurking in the water.
  1657.  
  1658. After Spiral left the Fortress, Naliyna took the position of Itemologist ("...what th- okay, that's an actual title and a rank for ponies. I honestly believed she and Hodch were joking." -Emerald), and has retained control of the various relics for Razorback after Amerose's arrival.
  1659. Along with Hodch, Amerose, and Denra, Naliyna has been aiding the rest studying and cataloging the Enclave's contents, cracking open Crystal Empire lockboxes and using her vast (if sometimes scattered) knowledge of historical relics to identify various weapons and armor.
  1660. Though Amerose and Naliyna are reasonably friendly towards each other, Naliyna's age, force of will, and stubborn presence have made her nearly as superior as Twisted Wing in the head Lorekeeper's eyes, and as such Amerose will not divulge any specifics or favors asked by her.
  1661.  
  1662. During the second Fortress renovation, Naliyna grudgingly allowed her family to serve food and refreshmarents to Razorback, knowing that she would lose each and every argument from her daughters Quell and Starglow.
  1663. Instead, she aided (as much as possible) the new and under construction Clinic with Tipper, then spending some of her free time with Malyne and Dancing Eyes in the library, relearning some of her skills and helping the batfoal along in crafting. Also helps with plotting out Malyne's next 'targets' from time to time.
  1664.  
  1665. Outside of her other duties, Naliyna has spent nearly a thousand hours in the past two years translating human engineering principles to the Empire's bio-crystalline technologies.
  1666. Most of her experimarents have lead to successful breakthroughs, particularly when it comes to replacing batteries, hardening electronics, and even creating artificial muscles for use in armor.
  1667. Her skills in weapon and armor 'tuning', once hopelessly outdated, have been expanded through patient acquisition of various tools, devices, and crystal discs containing precise information how to create hololiths, and even full sets of Crystal Kingdom and Empire armor.
  1668.  
  1669. *****
  1670. FETISHES: voyeurism & polygamy...
  1671.  
  1672. *****
  1673. CUTIE MARK: a platinum Early Imperial coin inlaid on a brown book under a lens. The right Mark, however, is missing.
  1674.  
  1675. *****
  1676. STATUS: formerly a street vendor at the Crystal Empire Main Station, now Razorback's dedicated trader and (only) paperwork mare.
  1677.  
  1678. *****
  1679. RELATIONSHIPS:
  1680. -Dancing Eyes: absolutely does not understand, but secretly wants to.
  1681.  
  1682. -Mercy: enjoys spending what little time the two have together.
  1683.  
  1684. -Thrill Collins: desires his company, though is slightly possessive of.
  1685.  
  1686. -All other Operators: highly friendly towards.
  1687.  
  1688. *****
  1689. OFFENSIVE ABILITIES:
  1690. Expert Assault+5
  1691. Expert Parry+4
  1692. Expert Riposte+4
  1693.  
  1694. *****
  1695. DEFENSIVE ABILITIES:
  1696. Expert Block+4
  1697. Expert Evasion+3
  1698. Expert Reaction Speed+4
  1699. Expert Sprint+3
  1700.  
  1701. *****
  1702. UTILITY ABILITIES:
  1703. Basic Crystal Alchemy+2
  1704. Basic Crafting+3
  1705. Expert Crystal Engineering+4
  1706. Expert Fearless+3
  1707. Expert Bartering+4
  1708. Expert Perception+4
  1709. Expert Neighgotiation+4
  1710. Master Appraisal+5
  1711.  
  1712. *****
  1713. Expert Crystal Runes+6
  1714.  
  1715. -Learned Runes:
  1716. *Cover: creates an innate crystalline shield that may be used to defend herself or allies with, and is also capable of attacking and stunning opponents.
  1717.  
  1718. *Spring/Summer/Fall/Winter Fade: allows the user to become physically invisible on a result of 6 or higher via bending and distorting visual perception around her, but does not confer the other benefits typically associated with entering other spectrums.
  1719. -Most certainly does NOT reduce physical sound
  1720.  
  1721. *Power: adds +1 to all Crystal Rune rolls for each max critical, capping at a maximum of +3 (+4/+5 at Master/Grandmaster), and can be used with a variety of capabilities.
  1722.  
  1723. *Pull: allows use of minor Psychokinesis, limited to a maximum of 500 pounds.
  1724.  
  1725. *Refresh: allows use of a ranged, minor Recovery-like ability, though allies must be in line of sight and within 100M in order to function
  1726. -On a max critical, natural Poisons, Toxins, and Minor negative status effects will be negated
  1727.  
  1728. *****
  1729. SHARED ABILITY: Basic Crystalline Focus. Once per Operation, Naliyna and Thrill, whether separate or alone, may roll a [1d6] <Crystal Focus, the result being the number of turns +1 is added to ALL rolls, whether combat or non-combat related, with no limitations of use outside of an Operation.
  1730. *This also grants Naliyna and Thrill a passive Basic Singing+1 skill, allowing them to Entrance and stir a crowd, though they cannot move while doing so; the greater the result, the broader the possible effects
  1731. *This may also be used to sway and direct a crowd's focus, making it easier to suggest ideas and reinforce opinions with Neighgotiation
  1732.  
  1733. *****
  1734. SPECIAL ABILITIES:
  1735. -LEVELER: when attacking heavily armored opponents (those with 8DR or more) or assaulting buildings & fortifications Naliyna must roll 2x [1d6]'s, the lower result being added to all offensive rolls, the higher result being how marely turns the effect lasts
  1736. *This ability has a 5 turn cooldown and may only be used TWICE per Mission or Operations!
  1737.  
  1738. -Minor AutoRegen: regenerates +1HP each turn
  1739.  
  1740. -PAIN MEANS NOTHING! Due to overwhelming injuries Naliyna has sustained throughout her life, especially as a filly, she has become virtually inured to virtually everything Tallus has thrown at her.
  1741. *Naliyna does not suffer from the negative marental statuses inflicted by the following effects: Burned, Chilled, Crippled, Concussed, Doom, Fractured, Frostbite, Frozen, Sorched, Shock, Slowed, Sprains, and Stunned, though she will suffer of course suffer all negative roll penalties
  1742. *She is also 75% less likely to suffer from Concussions, Fractures, Stuns, and Sprains
  1743. *Additionally, Naliyna is incapable of suffering from Fear, Horror, Terror, and never needs to Rally (at least in practice)
  1744. *However, Naliyna is moderately susceptible to Demoralize
  1745. *Most Eldritch and Planar abilities will cause harm but have a 50% lower chance of inflicting status effects
  1746.  
  1747. *****
  1748. UNIQUE ABILITY: Expert Revenge. Suffering the extreme stresses of King Sombra's takeover, the resulting torture she endured, and undergoing memory fragmarentation from losing her right Mark, Naliyna's thoughts twisted into focusing solely on revenge against the Unicorn King.
  1749. While imprisoned, she sought to find weaknesses in the Empire's newly built prison complex, and those of her captors, developing intense memoriological reflexes in an effort to duplicate both the skills of Cadence and Sombra.
  1750. *Roll 3x [1d6+4]'s, on a result of 10 Naliyna gains 1 Revenge token, and may only store 3 tokens
  1751. *For each Revenge token stored, Naliyna may duplicate ANY pony related ability ONCE per turn, or other unique skills, that she has seen and is capable of performing.
  1752. *For obvious reasons this excludes pegasi skills requiring wings, Casting, Psionic abilities that are dissimilar to Crystal Runes, and non-physical Eldritch, Otherworldly, Planar, Spectral, and Undead skills, as well as those that do not have obvious physical mechanisms
  1753. *While copying the skills of Leaders, performing them in the vicinity of faction members may be seen as worthy of condemnation, personal loss of reputation, and at worst, possibly heretical
  1754. *Naliyna cannot be Confused, Paralyzed, Silenced, Stunned, in a Hold, or otherwise immobile while attempting to perform a copied skill, and copied skills may only be utilized in the sequence that they were learned
  1755. *After the first use, Naliyna becomes Moderately Fatigued, after the second she will become Severely Fatigued, while attempting a third will result in the loss of 1/2 her HP, and removal of ALL modifiers for the following day/night cycle
  1756.  
  1757. >CURRENT SKILLS COPIED IN SEQUENCE: none, yet.
  1758.  
  1759. >EXPIRED SKILLS COPIED IN SEQUENCE:
  1760. Master Execute+8
  1761. Grandmaster Diamond Reprisal+14
  1762. Grandmaster Night Reaper+16
  1763. Grandmaster Gravity Surge+20
  1764.  
  1765. *****
  1766. COMPLETED PROJECTS:
  1767. Composite Materials
  1768.  
  1769. Crystalline Alloys
  1770.  
  1771. Crystalline Circuitry
  1772.  
  1773. *****
  1774. STANDARD WEAPONRY:
  1775. >Fuchsia Ponyshoes (Custom-Fit): a quartet of basic, colored steel alloy ponyshoes that cover the entire hoof, made comfortable to wear by the addition of a soft, thick, and most importantly, warm layer of treated cotton.
  1776. Though not meant for combat, extended or otherwise, Naliyna has found they make excellent hoof protectors while skating around the Fortress during winter.
  1777. Melee Weapon Class: Light
  1778. -Enchantment Slots: 0/1 remaining
  1779. -Base Modifier: adds +1 to all Assault/Parry/Riposte rolls
  1780. -Utility Enchantmarent #1: Superior Slowfall-Float, allows Naliyna to float 1' above any solid materials, and reduces her floating weight by 1/4
  1781.  
  1782. *****
  1783. RELIC CRYSTALLINE WEAPONRY (Archaic Artifact, Conclave-Forged, Crystal-Forged, Heavily Specialized):
  1784. >Medium Twin-Beam Siege Lance: an 8' long, 3" in diameter gleaming blue lance made from a stabilized, highly resonant archaic crystalline mass, the exact composition of which is barely understood throughout the modern Crystal Empire.
  1785. A smoothly curved pair of lances split in the exact center off the rear shaft, spread apart 3" and heavily reinforced by thick bands of stabilized crystal. The 'tips' are a pair of solid impactor rods, each specialized for use against specific targets.
  1786. Patterned after archaic pegasi twin-beam lances long used by the far more militant cloud-cities within the Minotaur Hegemony, this is merely a larger version intended for Siegemares and Construct hunters.
  1787. Is latched onto the right side of the Siege Knight Underplate by a pair of heavily reinforced, triple-jawed clamps made from monoplate Imperial crystal.
  1788. Naliyna was unable to have the resonant properties switched due to the emergency situation in Basin Village.
  1789. -Base Modifier: adds +3 to all Assault/Parry/Riposte rolls
  1790. -Advanced Modifier: adds +5 to all Assault/Parry/Riposte rolls against Armored targets and Constructs
  1791. -Resonant Slots: 0/4 remaining
  1792. *Grants a [1d6+5] <Kinetic Shock resonant strike which deals double damage against structures and fortifications
  1793. *Grants a [1d6+5] <Armor Disruption resonant strike which deals double damage against Armored targets and Constructs
  1794.  
  1795. >Heavy Siege Ram (Archaic Artifact, Conclave-Forged, Crystal-Forged, Heavily Specialized): a 6' long, 6" in diameter cylindrical battering ram made from a partially destabilized archaic crystalline mass, the exact composition of which is never used in the modern Crystal Empire.
  1796. A carved, pristine Blizzard Dragon's head up front suffices for the ramming portion, though the rear is covered in activated Crystal Runes that display the bearer's status.
  1797. *Naliyna was unable to have the resonant properties switched due to the emergency situation in Basin Village.
  1798. -Base Modifier: adds +4 to all Assault/Parry/Riposte rolls
  1799. -Advanced Modifier: adds +6 to all Assault/Parry/Riposte rolls against Heavily Armored targets, structures/fortifications, and XL or greater sized enemies
  1800. -Resonant Slots: 0/4 remaining
  1801. *Grants a [1d6+8] <Armor Shear non-elemental resonant strike that ignores DR, dealing double damage against Heavily Armored and XL or greater sized enemies
  1802. *Grants a [1d6+13] <Resonating Shock resonant strike that deals double damage against structures or fortifications
  1803.  
  1804. *****
  1805. RELIC CRYSTALLINE ARMOR:
  1806. >Conclave Siege Knight Underplate, Medium Variant (Archaic Artifact, Conclave-Forged, Crystal-Forged, Heavily Specialized, Partially Custom Fit): what humans would expect to see when asked what they think powered armor for Crystal ponies might look like.. this definitely ticks all the boxes.
  1807. Somewhat resembling standard modern Warden armors on this surface, this older, full body, medium weight Conclave Knight design trades the heavy variant's rigid Kingdom-era crystal armor plating for 16 sequential layers of segmarented flexible sheets, allowing for enhanced mareneuverability with little additional weight.
  1808. Affixed to the chest and above the legs is a solid plate that protects against directly incoming strikes and weaponry, lessening the chance of a crippling or killing blow to the heart and lungs. The front and sides of the neck likewise feature additional sheeting as this set is preferred by more specialist roles, such as Chargers and Seigemares.
  1809. The external plating is bonded internally by a series of biofeedback capable crystalline strands ("I can't remember which series of exoframes started using that stuff, but it was definitely made long before I was born.") that resemble musculature, acting to empower the wearer's motions. Not only do the pseudo-muscles enhance strength and speed by a minor amount, they also functioning as multiple shared redundant power generation/storage units.
  1810. The strands are directly connected to a pair of resonance sensitive, specialized hololith units under a pair of thick plates atop the withers, allowing a Crystal pony to utilize the armor as an extension of their own body and issue commarends near-instantly to the integral InterPonies.
  1811. Further protected by an interior Tremor-series light mesh bodysuit ("The Tremor is a late Conclave Knight inner suit. It's.. really skimpy. And not in a GOOD way either!"), created by sequentially bonding semi-artificial crystalline threads used in the Frostweave medium armor with a heavily refined bio-gel composite known as Onward that functions as a tertiary layer, some much needed interior comfort was added.
  1812. Equipped with three InterPonies rather than the standard two, Naliyna requested this set's refit to focus solely on siege, anti-armor, anti-fortification, anti-Construct, and (eventually) other anti-Planar roles.
  1813. A solid state resonance detection and monitoring system was installed underneath the heavier spinal plates, allowing the wearer to (hopefilly) pinpoint weaknesses in enemy armor, maximizing the effects of brutal charges or countercharges.
  1814. Requesting an older, filly stabilized Rime Lattice anti-energy ablation-deflection skinshield system, in place of the original's broad spectrum resonance locator/emitter hololith, this custom addition greatly improves durability and survivability against energy weapons weaponry. The constantly rotating fluctuations intentionally cause significant interference and disruption from hostile Crystal Runes or Psionics, while allowing the user's own capabilities to function undeterred.
  1815. Once produced in significant numbers by larger Conclaves during the Early Dynasty Era for anti-Construct and anti-Planar duties, most surviving examples of original, and a few later, Siege armors exist throughout the Crystal Empire City-State's museums, each showcasing their individual modifications to meet custom preferences.
  1816. This improved pre-modern (Late Dynasty Era) set comes from the Tylisvine Conclave, located two weeks march of Ice Floe Fort, from a small, well taken care of stockpile they have been maintaining since the Middle Dynasty Era.
  1817. Heavily refit and drastically modified for Naliyna's service. ("Ten thousand Bits well spent! Even if it did take five months, two dozen refits, three InterPonies, an older Lattice, a detection unit.. ..sure I could have gotten some NEW junk and spent a while working on it, but this one was so NEAT in that old box I couldn't help it!")
  1818. -Armor Value: 6DR to the chest, 5DR for the neck except on the rear, 4DR elsewhere
  1819. -Resonant Slots: 1/5 remaining
  1820. -Adds +1 to all Assault/Parry/Riposte, Charging, and Sprint rolls
  1821. -Reduces all Ice damage by 1/6, whether physical, natural, magical, Mystical, or Planar in nature
  1822. -Reduces damage from all energy weapon (Grazer, Laser, Maser, Particle Projection, Particle Whip, Plasma, Projector, etc.) classes by 1/2
  1823. -Reduces damage from all Crystal Runes and Psionics by 2/3
  1824. *Functions as a Small Kingdom Hololith unit, allowing images, audio/video recordings, and resonant transmission up to 50 miles through the helmet
  1825. *May also link directly to hololiths and other Crystal Empire devices that contain an InterPony, but will only accept Micro or Small Crystalplates for information storage
  1826.  
  1827. >Conclave Siege Knight Helmet, Medium-Heavy Variant (Archaic Artifact, Conclave-Forged, Crystal-Forged, Custom Fit, Heavily Specialized): what humans would expect to see when asked what they think a powered armor helmet for Crystal ponies might look like.. this definitely ticks all the boxes.
  1828. Much like standard Warden armors, this older medium-heavy Conclave Knight design retains the Heavy Siege variant's rigid Kingdom crystal armor plates, but reinforces a 200 degree wide, 4" tall band of semi-clear diamond lattice allowing for near-optimal vision radius. The viewplate, snout mask, and ears are further covered in four layers of barely flexible plating, typically used by those intending to chase down Constructs or rarely seen Planar threats.
  1829. ("Have you ever seen a Frost Ripper, even a newly... born, or made I guess, one? Those things are the reason why exoframes were built in the first place. Anything less than medium protection like this is a death sentence if squaring off against one. And yes, that DOES mean an entire battleline of exoframes.")
  1830. Multiple layers of anti-spall crystalline-gels coat the interior and add a moderate degree of protection against loud noises.
  1831. When connected to the main armor, the three InterPonies inhabiting it can be spoken with and issued orders, though only a Crystal pony can do so. On the internal viewplate's left side is a microhololith unit, allowing the wearer to survey any resonances in their vicinity, and is specifically attuned to only function with the matching main armor.
  1832. Heavily refit and drastically modified for Naliyna's service. ("You have NO idea how uncomfortable most Warden helmets are! Even one this old is like trying to wear a damned cast iron pot without any cushioning. Good thing I spent the extra two hundred Bits for a perfect custom fit!")
  1833. -Armor Value: 6DR for the viewplate, 5DR for the snout mask and ears, 4DR elsewhere
  1834. -Resonant Slots: 1/4 remaining
  1835. -Reduces all Ice damage by 1/6, whether physical, natural, magical, Mystical, or Planar in nature, excepting Druidry and Eldritch
  1836. -Reduces damage from all energy weapon (Grazer, Laser, Maser, Particle Whip, Plasma, Projector etc.) classes by 1/2
  1837. -Reduces damage from all Crystal Runes and Psionics by 2/3
  1838. -Reduces the effects & duration of Blind and Concussions by 1/2
  1839. *Grants a [1d6+6] <Resonance Survey ability that identifies structural weaknesses against Constructs, XL or greater sized enemies, and Heavily Armored targets
  1840.  
  1841.  
  1842. *****
  1843. UNIQUE ITEMS:
  1844. >Burst Pendant, Gravity: allows a [1d6+20] <Force Shock AoE ranged non-elemental attack ONCE per Operation that deals double damage to Fragile or XL enemies
  1845.  
  1846. >Castoff Empire Crystal Pouches, 3x
  1847.  
  1848. >Custom Fit Radio+Headset: a miniaturized radio and custom earbud redesigned by Jeff, finished by Krinza
  1849.  
  1850. >Custom Saddlepack: a bright, multi-colored striped saddlepack, mostly in pink, blue, and green hues, hoofmade by Lann. Extremely large and oversized, even by earth pony standards, this pack was specifically created to to haul tremendous amounts of... actually useful stuff.
  1851. Contents: (usually) 20 small heatstones, 4 standard heatstones, 10 water trapping gems, 6 miniature Empire tents, 4 miniature XL Empire mats, 2 miniature XL Empire bedrolls, 1 cast diamond cooking pot, 1 cast diamond stew pot, 1 cast diamond tea pot, 1 cast diamond sauce pan, 1 full set of tableware for up to 6, 4 one-gallon cast diamond water tanks, 1 week's worth of sealed Crystal Empire food, 10 original Kingdom era glowstones for lighting up large areas, and more.
  1852. *She also has a second saddlepack outfit with medical supplies, enough space for a (mostly) full load of ammunition for a 5 man squad, and other items in order to set up a defensive camp or barrier as a just in case measure.
  1853. The sheer amount Naliyna is able to carry makes most ponies wonder if Krinza secretly created a float core just to offset the weight, though she seems perfectly capable of hauling around 250 pounds of equipment for half a day without tiring.
  1854.  
  1855. >Ethereal Chain-Bitten Bond [T4-D]: a trio of clear pink crystals carved into three flexible links of a chain, half-melted and covered in numerous bite or gouge marks. Oddly, recovered from the Solar Enforcer Armory in Canterlot.
  1856. These tokens of appreciation are most often awarded to Crystal ponies by Champions from the Ethereal Plane for service to the Empire (but particularly for protecting other citizens).
  1857. This example's enchantmarent has been drastically altered over time.
  1858. *When used as a rune-catalyst by a Crystal pony, or as a final addition to Empire or Ethereal crystalline armor, the sigil renders its bearer a Mortal Foe against monstrous, XL or XXL-sized beings, whether Eldritch or Otherworldly in nature
  1859. *The bearer becomes the main target of hostile Eldritch and Otherworldly beings when in line of sight
  1860. *The bearer must add +1 to all Assault & Crystal Rune rolls against hostile Eldritch and Otherworldly beings
  1861. *Adds +2 to all Demoralize/Intimidation rolls against hostile Eldritch and Otherworldly beings
  1862.  
  1863. >Fall Egg [T5X]: a 3" tall, rounded bright brown, red, and yellow hued egg, carved with a stunning number of facets representing the season of Fall, recovered from the Solar Armory in Canterlot.
  1864. One of numerous crystalline eggs carved in the Crystal Kingdom long ago, before it became the Empire, this is one of the Four Seasons set, meant to evoke a sense of purposeful progression and project completion before winter arrives.
  1865. *When carried by a Crystal pony, the Fall Egg adds +1 to all Alchemy, Crafting, and Crystal Engineering/Forging rolls
  1866. *Only ONE of the Four Seasons may be carried
  1867.  
  1868. >Hololith: an eighty pound marvel of Crystal Empire engineering and rune mastery, this is a large, rectangular, white crystalline housing unit with rounded corners, 1' long, 8" tall, and 8" wide. Capable of storing several thousand hours of voice recordings and hundreds of thousands of pictures.
  1869. This specific unit was built in the 28,400's, and is an original Late Crystal Empire example produced, tuned.... then apparently dropped several hundred feet from the Crystal Spireworks Technologist Consortium, then inhabiting one of the upper Spire levels.
  1870. ("That bunch was HALF the reason the Wardens convinced them to move into the Industrial District.")
  1871. Hololiths project a solid form of light above it, much like a hologram, able to display images in perfect clarity, yet only Crystal ponies seem to understand how to use the more esoteric functions, and communicate with the InterPony.
  1872. Usually left in the mess hall to show off the various images from Razorback's history, or buried in her saddlepack when traveling. Also ridiculously expensive ("Yeah, five thousand Bits back then was pretty rough scraping together. Even better was the fact I got it down that much from all the damage! Did take me a few weeks to repair everything though.. ..mostly. Still needs some work.")
  1873.  
  1874. >Imperial Rune Fragments: a collection of refined, 95% or better graded Empire crystal fragments, shavings, and dust in a tightly woven, waterproof canvas pouch, recovered from the Solar Armory in Canterlot.
  1875. Normally recycled by the ever mindful Crystal-Forgers and Engineers alike, this pouch was either misappropriated or lost on its journey to the Spire's workshops.
  1876. *When used to reforge a crystalline weapon adds +1 to all Assault/Parry/Riposte rolls and shortens the reforging process by 1/6
  1877. *When used to reforge crystalline armor, adds 1DR and shortens the reforging process by 1/6
  1878.  
  1879. >Marsh Stalker's Eye: a slim, almost feathery three-toned blue eye taken from a barely corporeal quadrupedal humanoid-like in the Deep Moors. ("Fun fact: Marsh Stalkers aren't native to Tallus. They also aren't Eldritch, Planar, or Otherworldly. They are neither flora nor fauna nor other as well. They are a, and this is the odd portion: dimensionally shifted creature containing both Overdark and Underdark essences in equal measures. Between the near-plasma visual toxicity of the first and the indescribably thick fog of the second, being able to see into and through both is exceptionally useful." -Hodch)
  1880. Was bought and consumed to complemarent Thrill's watery nature. She complained VERY loudly after eating it.
  1881. *After consumption grants a [1d6+4] <Stalker's Eye ability, allowing the use of a unique form of biological visual sonar capable of 'seeing' through armor, trees, or thin walls, and is especially effective underwater, but cannot gain additional modifiers
  1882.  
  1883. >Mystic Quartz Flakes: a small satchel filled with jagged shards of shimmering, rainbow hued mystic fragmented quartz, taken from the Boneyard's mine pit in the Dragonspine Mountains.
  1884. Normally given to Dragon Vigilant smiths for use in their exotic weaponry, this one was instead presented to Razorback as (partial) thanks for removing a Moss-Wisp from the newly dug mine.
  1885. ("...does anypony know a Dusk Strider gem-smith? I think it'd be a terrible waste to just.. use it like it is.")
  1886. *When properly used to forge or reforge crystalline slashing or piercing weapons, adds +1 to all Assault/Parry/Riposte rolls, and reduces modification/reforging processs by 1/3
  1887. *Also grants a [1d6+4] <Mystic Blades non-elemental attack
  1888.  
  1889. >Phase-Hat: a HIGHLY comfortable, warm, full head covering, and color-shifting floppy hat with holes for her ears, though Naliyna tends to forget she even has it. ("At least she doesn't look like Shanis wearing it." -Emerald)
  1890. *Adds +1 to all non-combat Stealth rolls
  1891.  
  1892. >Satchel of Vendor Coupons: approximately 600 large white coupons with printed, constantly changing stamps of Discord holding a Discord face mask, each holding up a sign with Discord in various poses on the rear.
  1893. 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~! Also, Naliyna, you could have left a few for others to have fun with.."
  1894.  
  1895. -Sea Egg: a 3" tall, rounded bright blue hued egg with several dark swirling currents, carved with a stunning number of facets representing the Western Crystal Ocean, recovered from the Solar Armory in Canterlot.
  1896. One of numerous crystalline eggs carved in the Crystal Kingdom, before it became the Empire long ago, this is one of the Four Lands set, meant to evoke a sense of calm, placid seas interspersed with violent ocean storms.
  1897. *When carried by a Crystal pony, the Sea Egg adds +1 to all offensive Crystal Rune OR Block/Evasion/Reaction Speed/Sprint rolls
  1898. *Only ONE of the Four Lands may be carried
  1899.  
  1900. *****
  1901. UNIQUE ARCANE ITEMS:
  1902. -Completed Rainbow Daffodil: a glowing, 10" long multi-hued and beautifully rendered carving of a simple daffodil. This ancient relic was shaped from a piece of Queen Chrysalis's own core, given to Princess Cadence as a symbol of her undying affection and sisterly loyalty as a promise of perfect cooperation between the Changelings of the Hive and the Crystal ponies of the Empire.
  1903. Long thought lost during and after King Sombra's takeover and subsequent reign of the Empire, Anon presented it to several of the Operators on the train during their approach to the city-state, offering no explanations as to how he obtained it or why it was in his possession.
  1904. The heart of the daffodil was returned by Empress Silver and given to Thrill, allowing Naliyna to embed it in the petals and complete the relic. Naliyna, unfortunately (or perhaps fortunately), has no idea what to do with it.
  1905. *When touched, it will play melodies from either the Hive and the Empire in soothing crystalline tones
  1906.  
  1907. -Northern Star of the Empire: a legendary, 1' tall, bright blue 5-pointed star shaped sapphire with five small, bright white diamond triangles making up the tips. Weighs much less than one might think it should.
  1908. The first of four Crystal Kingdom relics, the Northern Star was created by Princess Cadence with aid from Champion Belregard, one of the Ethereal Wardens' most prized and ancient Crystalline Golems, as a sign of the Crystal ponies successfully creating their own city-state in the bitterly cold, nearly uninhabitable Northern Equestria regions. ("At least when the snow and ice are falling.")
  1909. Contrary to popular belief, the Northern Star is not one of Luna's fallen stars, and instead was used as an extremely powerful light source, also fully preventing harm from cold.
  1910. *Grants a [1d6+10] <Northern Star roll that lights up a 110M to 160M cone 70 degrees in front of it
  1911. *Negates ALL Ice damage to the bearer, except for Eldritch
  1912. *May only be carried by a member of the Crystal Conclave, Crystal Kingdom, or Crystal Empire factions
  1913.  
  1914. *****
  1915. PONIAL ENCHANTMENTS: 1/3 Slots remaining.
  1916. -Stalker's Eye: grants a [1d6+4] <Stalker's Eye ability, allowing Naliyna to utilize a unique form of biological visual-sonar, capable of seeing through armor, trees, or thin walls, but is especially effective underwater.
  1917. *Cannot gain additional modifiers
  1918.  
  1919. -Softspike Leaf: an incredibly soft and extremely tasty leaf, similar to saltwater taffy, which confers its regenerative properties to the consumer. When struck, Naliyna's skin temporarily becomes rubbery, slightly reducing any physical and elemental harm dealt to her.
  1920. *Gains a permanent +1DR and recovers +1HP each turn
  1921.  
  1922.  
  1923. ***************************************************************************************************************************************
  1924. Olympa, Original Sunspot Herald: 50HP
  1925. Age: unknown
  1926. Month of Creation: unknown, presumed Middle Dynasty Era
  1927.  
  1928. (ABSOLUTELY INEFFICIENT!!!, Affectionate, Blunt, Curious, Determined, Emotional, ETERNALLY SANCTIONED!!!, Honorable, Hyper-Active, Merciful, Mischievous, Soft-Working, Spiritual, Warm-Hearted)
  1929.  
  1930. *****
  1931. APPEARANCE: a 2'5" tall pegasus filly, visually ten years of age. 'Designed' to be one of numerous near-perfect Heralds of the Sun, Olypma's coat is a single bright, constantly shifting color that changes on her mood, ranging from light pink when sleeping to an eye-searing red when enraged. Both her mane and tail are typically a spicy white-orange, reminiscent of normal solar sunspots, which shift color randomly regardless of her mood.
  1932.  
  1933. Presumably to give her a more natural, youthful appearance, Olympa's eyes are a soft blue surrounded by shining white, the pupil a reflective black which resembles the somewhat common pegasi variations, particularly those in the Ferron and most archaic cloud cities.
  1934.  
  1935. *****
  1936. BIOGRAPHY: virtually unknown. Created, along with numerous others, by Princess Celestia to act as her Herald to Rushya, Marecedonia, and likely other locations. Olympa was named for the same mountain in Marecedonia ("North of Roam, west of Haytaly. Crete is off the coastline somewhere, about all I can figure out." -Emerald), though never visited it. Individually is barely noted throughout extensive historical records and excerpts, unlike most other known Sunspots.
  1937. (“Hm? Oh, there’s a.. dozen or so that were recorded up to some point. Key word: were. Nothing in any Canterlot records state what happened to them.” -Marble Leaf)
  1938.  
  1939. While she never aged by consistently staying awake like her sisters did and thus remains a filly in maretality, she does retain a certain degree of Solar-only knowledge, showing some proficiency in sensing electromagnetic disturbances, particularly those caused by Spectrals, Plasma, and Gravity Elememarentals, but can easily locate electronics using the same means.
  1940.  
  1941. According to her, she was well known in Rushya and Maredonia which she considered her second-favorite home. Stalliongrad however was 'a bit too cold', and spent considerably less time there. For unknown reasons, from the time construction began at Twin Hill she chose to live there, partially as a result of cohabitation.
  1942.  
  1943. After the city was abandoned in the late 29,300's, or possibly early 29,400's, Olympa was informed by Princess Celestia that her services were no longer needed and she may do what she pleases. Instead of joining the world, Olympa decided to, as fillies sometimes do, sleep beneath the Overlook Depository in a tunnel that she'd melted out and collapsed. At least 600 years passed with her only waking up during the worst storms, then going back to sleep.
  1944.  
  1945. Noting a rookie squad with a veteran leader hadn't reported in for three hours after departure on what was reported to be a quick, rather simple scouting mission, Chisan Nas requested Mallia Castella and Raindrop Raspberry to accompany (and accompaneigh) him. Arriving at Twin Hill during a torrential downpour from a Wild Cloud, the city partially flooded by clay and mud that hadn't been removed for centuries. Making their way, with some difficulty and a few broken ribs for Chisan, to the team's location, they settled to make camp and hopefully wait out the storm.
  1946.  
  1947. Unknown to Mallia, her use of an Auspex, temporarily loaned by Inquisitor Flash, woke Olympa rather gently. Feeling that her nap had been quite good, she was curious to learn what the strange electromagnetic brushing had been, setting out to study the seven humans and pegasus 'intruders'. A bit concerned at their unusual weapons, Olympa spent roughly ten minutes examining them from afar, then decided to jump in hot. Literally, of course.
  1948.  
  1949. Appearing as a small plasma storm in the Depository's vault entrance room, the shock caused three humans to open fire, albeit only once, upon her. Quickly called off by the squad's leader, Sergei, threatening to banish them to the Moon, and further shut down by Chisan firing a (panicked) laspistol shot into the floor, Olympa begged for hostilities to cease. Settled by Chisan's words that she would not be harmed further and Sergei dragging off the three offenders, diplomacy was attempted.. which quickly failed at the Tempestus Scion's lack of diplomatic training and exposure.
  1950.  
  1951. Swiftly taking over negotiations from the clueless albeit well meaning Storm Trooper's efforts, Mallia wrangled the filly's tiny attention span for details. Upon being told Nasiksta, Rookie Squad 1's only female Nasiksta, was from Russia, Olympa immediately disregards everything to shake the girl's hand. Continued negotiations are immediately rescinded when Olympa spots Sergei, Raindrop, and the other three members of Rookie Squad 1 returning.
  1952.  
  1953. Declaring that she will go with them, the Sunspot has little idea what she'll find in Razorback, yet is thoroughly determined to travel with them nonetheless.
  1954.  
  1955. *****
  1956. CUTIE MARK: a tall, bright white mountain surrounded by 6 wispy golden clouds near the base. Each cloud features a tiny, whimsical orange sun in the center.
  1957.  
  1958. *****
  1959. STATUS: formerly guarding Twin Hill Overlook's Depository but awoken by Mallia Castella's Auspex sweeps. Has now forced her way into Razorback as their Herald.
  1960.  
  1961. *****
  1962. RELATIONSHIPS:
  1963. -Chisan Nas: finds him interesting
  1964. -Mallia: GREATLY ADORES.
  1965. -Nasiksta: REALLY LOVES.
  1966. -Raindrop Raspberry: REALLY LOVES.
  1967. -All of Razorback's Russian analogues: GREATLY LOVES. Even if she doesn't know their names. ESPECIALLY since she doesn’t YET know ALL OF THEIR NAMES.
  1968.  
  1969. *****
  1970. OFFENSIVE ABILITIES:
  1971. Expert Assault+2
  1972. Expert Parry+2
  1973. Expert Riposte+2
  1974.  
  1975. *****
  1976. DEFENSIVE ABILITIES:
  1977. Expert Block+3
  1978. Expert Evasion+4
  1979. Expert Flight+4
  1980. Expert Reaction Speed+4
  1981. Expert Sprint+3
  1982.  
  1983. *****
  1984. UTILITY ABILITIES:
  1985. Expert Alchemy+1
  1986. Expert Bartering+2
  1987. Basic Crafting+1
  1988. Basic Doodling+1
  1989. Basic Humming+1
  1990. Expert Neighgotiation+3
  1991. Basic Perception+2
  1992. Basic Scouting
  1993. Basic Singing+1
  1994. Expert Solar Alchemy+3
  1995. Basic Wilderness Survival
  1996.  
  1997. *****
  1998. SPECIAL ABILITIES:
  1999. Basic Macrofusion: at any point after storing 6 ounces of explosive materials within her body, Olympa may transfer said materials to her skin and detonate the 'mass' in a single broad spectrum reaction. The greater the reactive potential, the more powerful the blast, also increasing the radius significantly.
  2000. >Grants a [1d6+2] roll with an initial radius of 5M, costs 5 Bioplasma to use and WILL harm Allies/Friendlies in range
  2001. *Basic materials add +1 and increase radius by 5M
  2002. *Intermediate materials add +2 and increase radius by 10M
  2003. *Difficult materials add +3 and increase radius by 15M
  2004. *Highly Reactive materials add +4 and increases radius by 20M
  2005. *Unstable materials add +6 and increases radius by 30M
  2006. *Fissile materials add +8 and increases radius by 25M
  2007. *Highly Unstable materials add +9 and increases radius by 35M
  2008. *Extremely Unstable or Highly Fissile materials add +10 and increases radius by 50M
  2009. *Fractal materials add +15 and increases radius by 100M
  2010.  
  2011. Basic Microfusion: at any point after storing 1 pound of metals, metalloids, or crystalline materials within her body, Olympa is able to 'shift' a specific elemarent up or down the atomic (and magical-atomic) tables, for example: transmuting copper into nickel. This process requires a certain amount of Bioplasma to function, and can also be used to create a controlled climate in furnaces, forges, or other small confined spaces.
  2012. *Costs X Bioplasma to grant X turns of +X to all Crafting rolls (1 Bioplasma = 1 turn of +1)
  2013. *Costs 5 Bioplasma to inflict 5 turns of regulated temperature control on a specific item for the purpose of easing Engineering or Smithing, also adding +1 to all Crafting, Engineering, and Smithing rolls
  2014. *All elemarents can be shifted from -10 down to +10 up the table with ease, and can do so successively
  2015. *By expending 20 Bioplasma, elemerants can be shifted by -20 down to +20 up the table with some difficulty, though this will ALWAYS cause a small amount of Morale damage
  2016.  
  2017. Bioplasma Storage: technically a semi-solid state of raw, living Solar Plasma, Olympa does need to 'eat' in order to remain at full capability. Regular foods taste normal to her though they take some time to 'digest', soft elemarents are sweet, medium elemarents taste rocky, hard elemarents vary, and fissile materials range from bitter to thoroughly disgusting.
  2018. Her relatively small size limits the amount of bioplasma stored to use certain abilities, but can quickly recover even during combat. Since she isn't technically a pony in the literal or physical sense of such, it is possible for her to eat certain things that most equines find abhorrent.
  2019. *Capacity: 50/50 Storage
  2020. *Regular food recovers 1 to 3 Bioplasma each turn for 10 to 30 turns, total Bioplasma restored depends on weight and taste
  2021. *Soft elemarents recover 5 Bioplasma each turn for 2 turns, preferred above all
  2022. *Medium elemarents recover 5 Bioplasma each turn for 4 turns, usually liked
  2023. *Hard elemarents recover 10 Bioplasma each turn for 5 turns, doesn't enjoy much
  2024. *Fissile materials recover 10 Bioplasma each turn for 10 turns, but doing so will SEVERELY damage her Morale
  2025. *Olympa will NEVER willingly attempt to consume Fractal materials.
  2026. *Can recover up to 10 Bioplasma per turn
  2027.  
  2028. Heat Armor: by repurposing a variable amount of stored materials, specifically metals and crystals, to act as an exterior layer of skin, Olympa can further modify their standard attributes in several mareners.
  2029. *Costs 5 Bioplasma to use the following:
  2030. *Barrier Armor grants 3DR and a [1d6+4] <Resist Magic roll against all non-Mystical or Eldritch harm (Crystalline)
  2031. *Blast Armor grants 8DR and a causes a retaliatory [1d6+10] <Directional Plasma Lance roll against an attacker, which ignores most DR and causes Burns, but inflicts Scorched on a max critical; Olympa cannot move while this armor type is active, and a maximum of five lances may be disgorged before the armor dissipates (Crystalline OR Metallic)
  2032. *Flowing Leaf Armor grants 1DR and an additional Evasion roll (Variable)
  2033. *Hardened Armor grants 5DR, a [1d6+4] <Resist Damage roll against physical attacks, and an additional Block roll; however, Olympa will suffer a -3 penalty to all Block/Evasion/Flight/Reaction Speed/Sprint rolls (Metallic)
  2034. *Recursive Armor grants 2DR and a [1d6+4] <Reflect Ranged roll against ranged physical attacks (Crystalline)
  2035.  
  2036. Heat Control: Olympa is automagically able to modify her non-standard physical climate, without using her own Bioplasma, from a minimum of 60 degrees to a 'standard' maximum of 500 degrees. This can be highly useful in shaping materials, lighting fires, or other mischief.
  2037. *5 Bioplasma can be used to increase maximum temperature to 800 degrees
  2038. *10 Bioplasma can be used to increase maximum temperature to 1,000 degrees
  2039. *20 Bioplasma can be used to increase maximum temperature to 1,500 degrees
  2040.  
  2041. Heraldry: due partly to her plasmic existence and virtually unique physicality, Olympa cannot suffer from Concussions, Doom, Fear, Fractures, Horror, Shock, Slowed, Sprains, or Terror
  2042. *However, she is HIGHLY susceptible to Demoralize due to being woefully untrained
  2043.  
  2044. Solar Haze: by releasing 1 ounce of microfusible materials and fanning them away from herself or allowing wind to do the same, then detonating those materials through a variety of means, Olympa is able to create an artificial, dark white-orange 'mist' with a [1d6+1] roll, the result*5 being the number of meters the haze spreads.
  2045. *Costs 5 Bioplasma to use
  2046. *This ability reduces all Perception/Scouting/Wilderness survival rolls by -2, or -4 on a max critical
  2047. *This ability causes Electronics, Bioelectronics, Solid State, and other similar systems to function at a -2 penalty due to chaff-like interference and severe electromagnetic wavelength distortion
  2048. *Planar beings suffer a -4 penalty to all Perception/Scouting/Wilderness Survival rolls
  2049. *Otherworldly, Spectral, and Undead beings instead suffer a -6 penalty to ALL Perception-type rolls
  2050. *This ability WILL affect Allies as she hasn’t been trained to utilize it properly
  2051.  
  2052. SUNSPOT:
  2053. *Ignores damage from non-enchanted weaponry, whether melee or ranged
  2054. *Ignores ALL Curses and Blessings
  2055. *Ignores all Psionic damage and marental effects
  2056. *Absorbs 1/2 of all Eldritch, Planar, Otherworldly, Spectral, and Undead Fire Elemarental harm
  2057. *Absorbs all natural, magical, and Mystic Fire Elemarental harm
  2058. *Takes DOUBLE damage from Rime Elemarentals
  2059. *Takes QUADRUPLE damage from blood magic
  2060.  
  2061. Warm Rays: similar to, yet much safer than, the affects and effects of alchemical, magical, Druidic, or Mystical healing, Olympa is able to 'provoke' a living being into recovering faster than normal without causing Arcane Poisoning.
  2062. *Costs 5 Bioplasma to use
  2063. *Initiated by pointing a wing at a living being and emitting a finely tuned, natural form of near-radiation energies using a [1d6+3] roll
  2064. *May use both wings each turn but will be unable to do more than Block, remain in Flight, or utilize skills that do not require movemarent
  2065. *Costs 15 Bioplasma to overcharge the effects using a [1d6+10] roll, but only with one wing; causes significant strain and a small amount of Morale damage, may only be used once per hour
  2066.  
  2067. *****
  2068. UNIQUE ABILITIES:
  2069. Herald of the Sun: at any time she feels is necessary, or after being convinced to do so, Olympa may announce her presence and proclaim a time of peace has dawned. As one of Princess Celestia's original Heralds, foolish indeed is the pony (or other) which would attempt to refute, or at worst, ignore her words.
  2070. *All beings that are not exclusively Eldritch, Planar, Spectral, or Undead within a 1,000M radius must immediately cease hostilities or be automatically judged guilty of committing a (variable) crime or crimes
  2071. *No attempt at Bartering/Demoralize/Intimidation/Negotiation/Neighgotiation may be attempted until Olympa announces that peace has set
  2072. *Those without the capability to sense Olympa's presence are ignored
  2073.  
  2074. Sunspot's Glare: Olympa is able to 'spit' a focused stream of native fusible arcane materials, but only those stored within her body of course, at a single target within 100M using a [1d6+4] roll with an inherent Speed of 13.
  2075. *Costs 10 Bioplasma and 6 ounces of Fusible Arcane material
  2076. *This ability may only be used once per ounce of material(s) that are specifically stored and not consumed
  2077. *Planar beings also suffer a [1d6] <Rite of Refusal ability that lowers their Movement-type rolls by 3
  2078. *Otherworldly, Spectral and Undead targets take double damage and also suffer a [1d6] <Slag Armor penalty, reducing DR by the result's amount
  2079. *Eldritch beings take half damage but suffer from a [1d6+4] <Scourging Rays roll which inflicts severe entropic motion-decay
  2080.  
  2081.  
  2082. ***************************************************************************************************************************************
  2083. Raindrop Raspberry, Free Knight Marecenary
  2084. Age: presumed to be 18
  2085. Month of Birth: unknown
  2086. HP: 120
  2087. DR: 2
  2088.  
  2089. *****
  2090. (Amiable, Aware, Brawler, Cautious, Cool-Natured, Droll Wit, Dutiful, Efficient, Guardian, Hard-Working, Honorable, INQUISITORIALLY SANCTIONED, Intuitive, Level-Headed, Polite, Precise: Combat, Rational, Steadfast, Watchful)
  2091.  
  2092. *****
  2093. APPEARANCE: a neon raspberry red coated pegasus mare with a two-toned black and cherry red mane, standing 4'1" tall at the top of her head. Her wings bear an uncommon dual shading of cherry red primary feathers with black secondaries, while her eyes are a reflective red.
  2094.  
  2095. Typical of Stalliongrad descendants, Raindrop's physique is noticeably more muscular than Equestrian pegasi, though not quite heavyset, and retains the common, curvaceous appearance of her heritage. Generally unseen outside of her armor however.
  2096.  
  2097. *****
  2098. BIOGRAPHY: unknown, but is a definite former inhabitant of Stalliongrad. During the mass evacuations related to Councilierge actions, and select Watch Guard activities caused by Razorback Company, Raindrop temporarily joined the Wing Shields, a minor Free Marecenary companeigh of pegasi Knights whom chose to defend against Watch Guard units seeking to prevent numerous evacuations.
  2099. Successful in defending against the moderately organized Watch, and brute force 'convincing' a number of the younger earth ponies to ally with them, the Wing Shields chose not to join Shanis in the Southern Rushyan Plains.
  2100.  
  2101. Seeking higher priority targets, the Wing Shields returned to Stalliongrad for short, mostly successful assaults on several Councilierge officers in commarend. Capturing the officers with significant trouble due to being heavily outnumbered, the known corrupt Watch Guard that resisted were killed to the last.
  2102. Returning to Shanis with their prizes in tow, the Wing Shield's current leader chose to leave for calmer, more peaceful regions, leaving Raindrop and most of the non-affiliated Free Knights behind. Unwilling to join Shanis or her ideology, she nonetheless stayed on to provide alchemical aid and support whenever needed.
  2103.  
  2104. Later transferring temporarily to Tartarus Isle after salvaging everything possible from the ramshackle encampmarent, Raindrop would accompany earth pony traders to the Crystal Empire, mostly carrying supplies, but found little luck in Las Pegasus. Whenever groups were dispatched to Gozka, however, she went with them as an Enforcer to ensure that any potential Cloudsdale residents encountered could be swiftly dealth with.
  2105.  
  2106. Aiding in the original week long task of clearing out the region around long abandoned Lunar Guardian Barracks-Armory in Saddle Arabia, Shanis was forced to immediately recall the dispatched pegasi and earth ponies when a well loved Councilierge Associate asked for aid in stamping out several corrupt Ringleaders and their lackeys. Raindrop was mildly irritated that Razorback, accompaneighing Sweet, completed the job for them, however.
  2107.  
  2108. Once Tartarus Isle became established she left, taking short contracts throughout parts of Southern Equestria, excluding Solar and Lunar aligned regions, in order to reaccustom herself to the necessary rigors of travel. Becoming a Free Knight once more, Raindrop completed numerous high profile contracts since leaving Tartarus Isle, and was noted to spend more time than necessary in the Crystal Empire.
  2109.  
  2110. Some time in 29,998, she underwent a month's training in Cloudsdale at the prestigious Combat Flight School, gaining some appreciation for non-grounded combat.
  2111.  
  2112. Now hired to Razorback, her stoic mood and otherwise resentful poninality towards humans remains quiet. After all, a contract is a contract, and, unless broken, will be fulfilled regardless of the costs.
  2113. (“Most of ‘em, at least..” -Lonestar)
  2114.  
  2115. *****
  2116. STATUS: hired by Naliyna for one month trial contract to Razorback, specifically to accompany and protect Rookie Operators with the expectations of protecting and teaching less experienced Operators while in Equestria.
  2117. *Currently assigned to Mallia Castella
  2118.  
  2119. *****
  2120. RELATIONSHIPS:
  2121. -Chisan Nas: has an extremely strained, argumentative, and physically combative 'relationship' with. Previously assigned to protect numerous Operators under Naliyna's orders, she was directed to guard Chisan the night of his arrival on Tallus. When Chisan refused to accept her services and became physically abusive, Inquisitor Flash convinced Naliyna in reassigning Raindrop to primarily guard Mallia until her month-long trial contract ends.
  2122. -Hodch: is amiable towards given his easy going lackadaisal nature, expertise on Stalliongrad's politics, and regards him as an honored teacher. Of course, she doesn't like the way he looks at unicorn fillies.
  2123. -Mallia Castella: enjoys the Enginseers companeigh despite the species and technological barrier difference. Has taken a slightly perverse, albeit not degenerate (yet), interest in Mallia's biological capabilities.
  2124. -Naliyna: her favorite employer so far. Hired due to needing a non-faction aligned pony capable of protecting Razorback's least experienced humans from danger, Raindrop's few meetings with Naliyna have inspired a great deal of openly honored friendliness due to the trader's overwhelming number of battle-earned scars. She does quietly express a high amount of respect towards the older Crystal pony whom she regards as an exceptional role model for mares everywhere.
  2125. -Twisted Wing: distinctly hates and would like nothing more than to duel her to the death. Raindrop has openly insulted, derided, and scorned the Starborn General for every (correct) reason known to Stalliongrad, refusing to look in her direction without swearing. Twisted Wing has shown no interest in antagonizing the Free Knight, and so far has only responded with silent apathy.
  2126. -Shanis: a close friend towards. She particularly enjoys being around Shanis as both of them are close to the same age and share numerous common bonds, though she has nothing to offer save for polite, yet contemptful disdain towards the quickly deviating Stalliongrad ponies now living on Tartarus Isle.
  2127. -Sweet: BITTERLY hates for reasons unexplained. (“Does she NEED a reason?!” -Emerald)
  2128. -Zigri: profoundly despises his selfish emotional sensitivities. Avoids coming into contact with him at all costs.
  2129.  
  2130. *****
  2131. CUTIE MARK: a bright white and pale red striped cluster of raspberries floating in the middle of a puffy, ornate white cloud with 8 drops of water falling below.
  2132.  
  2133. *****
  2134. OFFENSIVE ABILITIES:
  2135. Expert Assault+3
  2136. Expert Parry+4
  2137. Expert Riposte+5
  2138.  
  2139. Expert Ambush+2
  2140. Expert Charge+4
  2141.  
  2142. *****
  2143. DEFENSIVE ABILITIES:
  2144. Expert Block+6
  2145. Expert Evasion+5
  2146. Expert Flight+4
  2147. Expert Reaction Speed+6
  2148. Expert Sprint+3
  2149.  
  2150. Basic Fearless+2
  2151.  
  2152. *****
  2153. UTILITY ABILITIES:
  2154. Basic Alchemy+3
  2155. Basic Bartering+2
  2156. Basic Cartography+1
  2157. Basic Geography+1
  2158. Basic Perception+3
  2159. Basic Research+1
  2160. Expert Scouting+4
  2161.  
  2162. *****
  2163. SPECIAL ABILITIES:
  2164. -Honor In All Our Duties: owing to a highly responsible, honorable upbringing in a herd of Stalliongrad Free Knight pegasi, Raindrop is disgusted at and will NEVER learn Stealth or Thievery, viewing those that rely upon either, or both, skills often with increasing disdain.
  2165. As a result she has chosen to focus on short-ranged tactics intended to overwhelm an opponent in order to obtain a near-earth pony level of optimal combat efficiency.
  2166. *Grants the capability to Flurry once per Operation, and may be upgraded further
  2167.  
  2168. -Quiet, But Only For Now: unlike some pegasi Free Knights from Stalliongrad, Raindrop has suffered enough injuries to warrant SOME protection against being ambushed, especially by native predators or prey, but particularly when dealing with Undead.
  2169. As a result she will stalk non-sapient or barely sapient beings with no reserve. ("The last Undead contract I took cost me a month in a clinic and eight hundred Bits, mostly from all the infections. Nearly lost a leg too. So, no, I don't mind being NATURALLY quiet.")
  2170. *This ability does NOT allow Raindrop to enter the Void spectrums; it only reduces the sound of her movemarents and marginalizes against visual sight radius
  2171. *Grants Expert Stalk+4
  2172.  
  2173. -Ritual Duelist: drawing upon her relatively strict upbringing and deep dedication to the styles of open combat preferred by Stalliongradians, Raindrop will never back down from an honorable challenge unless she is completely outmatched, and has attained the right to issue the same.
  2174. *TWICE per Mission, Raindrop Raspberry may issue a Duel to First Blood OR Duel to Victory towards an opponent that does not possess Stealth of Thievery, has an Honor rating of at least 20, and is not in possession of banned or distasteful enchantmarents, equipmarent, and abilities
  2175. *ONCE per week, Raindrop Raspberry may issue a Duel to the Death towards an opponent that does not possess Stealth or Thievery, has an Honor rating of at least 60, and is not in possession of banned or distasteful enchantmarents, equipmarent, and abilities
  2176. *Honor: 68, Uncontested
  2177. *LIMITATIONS: Raindrop will always refuse to Duel batponies, Spectrals, Eldritch-touched beings, Elemarentals, all Lunar-aligned, and those that she sees as contemptible, dishonorable, corrupt, or otherwise weak
  2178. *PREFERRED TARGETS: nobility, royalty, and leaders (particularly faction leaders)
  2179.  
  2180. *****
  2181. UNIQUE ABILITY: none.
  2182.  
  2183. *****
  2184. RELIC ARMOR:
  2185. -Ancient Stalliongrad Stormrider Knight's Helmet (Armor Traits: Custom-Fit, Archaic Stalliongrad Artifact, Blackened Steel): a highly reflective, blackened steel full head and neck one-piece helmet, specifically designed for Stalliongradian pegasi. This one is fit specifically for Raindrop Raspberry, and is highly difficult to modify without excessive redesign.
  2186. Similar to early Solar Guardian designs circa 23,400's, though with Late Dynasty 28,600's improvemarents, the snout mask features a row of vertical slits allowing for the wearer to inhale, exhale, and speak with ease.
  2187. Two 1/2" thick clear diamondine lenses fully protect the eyes, and a smoothly faced rearward-sloping design makes causing direct blows and concussions highly difficult.
  2188. Likewise common for the era are two heavily reinforced, hardened ear guards covered in roughly a thousand pinholes each which allow Raindrop to utilize her hearing capabilities unhindered, as well as the tightly overlapping, segmarented and banded neck plates granting maximum ease of movemarent.
  2189. -Armor Value: provides 3DR to the entire head and neck
  2190. -Armor Class: Medium
  2191. -Enchantmarent Slots: 1/1 remaining
  2192. -Advanced Mechanical Enhancemarent: reduces the duration & effects of Concussions by 3/4
  2193.  
  2194. -Ancient Stalliongrad Stormrider Knight's Plating (Armor Traits: Custom-Fit, Archaic Stalliongrad Artifact, Blackened Steel): a highly reflective set of tightly fitting, blackened steel plating specifically shaped for the somewhat larger Stalliongrad pegasi. One of an unknown number of unornamarented sets recovered in the late 28,600's from the upper burial vaults of a long ruined city that would eventually be claimed, then renamed Stalliongrad.
  2195. This specific set was bought in 29,994 and fit to Raindrop's specifications. Bearing only a few similarities to ancient knight armor designs, the most curious aspect is that each overlapping, smooth faced plate 'slides' on a barely visible, gel-like substance which is nearly frictionless, causing little noise to be made from even the most extreme movemarents.
  2196. As to whether or not the interior is padded, nopony knows as Raindrop is loathe to show it off.
  2197. -Armor Value: provides 3DR to all except the head and neck
  2198. -Armor Class: Medium
  2199. -Enchantmarent Slots: 2/3 remaining
  2200. -Utility Enchantmarent #1: Advanced Slowfall-Float
  2201.  
  2202. *****
  2203. RELIC WEAPONRY:
  2204. -Ancient Stalliongrad Stormrider Knight's Hoofblades (Custom-Fit, Archaic Stalliongrad Artifact, Blackened Steel): reforged from any number of damaged black iron scraps from around and underneath the city that would become known as Stalliongrad, this quartet of heavy blackened steel hoofboots were resized and lightly padded for Raindrop's comfort.
  2205. Unique among hoofblade designs, all Stormrider Knight's Hoofblade sets feature five 3" long sheepsfoot-like blades capable of being extended from the front through a minor spoken rite. While the small, odd shape is virtually unknown to most of Equestria and Tallus in general, they're quite capable at piercing armor, but are less useful when climbing trees or digging than standard designs.
  2206. ("The Late Dynasty patterned those blades on how the Western Equestria coastal sheep could dig into rough terrain and scale mountains. I am a bit confused however, the majority of examples would be at least one full hoof long." -Hodch)
  2207. -Melee Weapon Class: Medium
  2208. -Enchantmarent Slots: 1/1 remaining
  2209. -Base Modifier: adds +2 to all Assault rolls
  2210. -Advanced Modifier: adds +4 to all Parry/Riposte rolls
  2211. -Mechanical Modification #1: Claws: when extended and used in combat, the blades grant Armor Pierce 1 (negates 1DR) and will cause Bleeding on a max critical
  2212. -Utility Enhancemarent #1: adds +1 to all Wilderness Survival rolls
  2213.  
  2214. -Ancient Stalliongrad Stormrider Knight's Wingblades (Custom-Fit, Archaic Stalliongrad Artifact, Blackened Steel): reforged from any number of damaged black iron weapons or armor pieces recovered from around and underneath the city that would become known as Stalliongrad, this sturdy pair of glossy blackened steel full wingblades were thoroughly custom fit for Raindrop Raspberry's use.
  2215. Like most Late Dynasty patterned full wingblades, each features a highly sharp, durable V-shaped frontal edge with numerous gasket-like sockets and semi-rounded, flexible plating to allow for normal wing motions with minimal mechanical weaknesses.
  2216. Designed to be inflexible when locked open or closed yet highly protective, they're light enough to mareneuver in tight, complex formations with other Free Knights, or even Guardmares if need be.
  2217. -Melee Weapon Class: Heavy
  2218. -Enchantmarent Slots: 2/2 remaining
  2219. -Base Modifier: adds +2 to all Assault rolls
  2220. -Advanced Modifier: adds +4 to all Parry/Riposte rolls
  2221. -Mechanical Modification #1: Blunt Impact Resistance grants a damage reduction of 1/4 when defending or striking hooves, fists, weapons, trees, or other physical objects
  2222.  
  2223. *****
  2224. UNIQUE ITEM:
  2225. -Custom Marecenary Saddlepack: the most commonly produced and worn piece of marecenary equipmarent on Tallus. Comes in a wide variety of styles, thus ensuring that few are similar in any marecenary companeigh.
  2226. Two tightly woven and field tested pairs of small flank-slung satchels hold a pair of alchemical bottles in each, a small rump satchel to carry a day's worth of supplies, completed by a wide, thick belt strap to keep it in place, all of which is made from black dyed Rushyan Lowland cotton.
  2227. The assembly is imbued with a minor wearer-controlled Sticky enchantmarent, designed to be easy to toss off before or during combat, and keep the contents safe.
  2228. This one is ornamarented with a single white striped raspberry on each flank satchel and a large pair of crossed full wingblades on the main satchel, both done in a tastefully matte gray thread.
  2229. *Flank Satchel Contents: 1x Dampener, 1x Regeneration, 2x Restoration
  2230. *Main Satchel Contents: Advanced Empire Crystal Compass, 1x Standard Stalliongrad Armor Maintenance Kit, 1x Coldstone, Empire Field Utility Kit, 1x Heatstone, 2x Hoof Cleaning Kits, 2x Superior Empire Travel Blankets
  2231.  
  2232. *****
  2233. PHYSICAL ENCHANTMARENTS: 2/3 Slots.
  2234. -Frostwoven: an extraordinarily rare, virtually priceless, purely Psionic 'enhancemarent' dating back to the Middle Dynasty Era.
  2235. Given no physical object to inhabit like nearly all enchantmarents have, Frostwoven may only be transferred from owner to owner through an archaic earth pony ritual of gifting.
  2236. The specifics of what this enchantmarent was originally for, how it functions, and what effects occur are ferociously guarded and virtually unknown to Equestria. However, those whom possess one display an unusually high level of hostility when questioned.
  2237. *Reduces ALL Air, Ice, and Water damage by 1/2 rounded down, excluding Eldritch
  2238.  
  2239.  
  2240. ***************************************************************************************************************************************
  2241. Roust, Elite Modern Vanguard: 150HP, 1DR
  2242. Age: 20,000
  2243. Month of Rebirth: ...March
  2244.  
  2245.  
  2246. (Armored, Cautious: Minotaurs, Changeling, Curious, Distrust: Dancing Eyes, Inquisitive, INQUISITORIALLY SANCTIONED, Noble, Heavy, Purposeful, Respectful, Slow, Studious, Veterancy: Combat/Psionicism)
  2247.  
  2248. *****
  2249. APPEARANCE: a massively built, heavily armored Captain-like Changeling, slightly smaller than Queen Chrysalis, physically similar to a typical Morgan horse. ('The Morigon Horse of Saltic legends, to be more correct. Yes, they did exist but there are no surviving records of them. At least, outside a few.')
  2250. Her thick armored shell is organically streamlined with small glowing lines marking the large, flexible armor segments, having replaced her former multiple plate segmentation entirely. ('There were several weaknesses in the design. Uncomfortable ones.')
  2251.  
  2252. The joints between segments run from her smoothed out facemask to neck, neck to withers, withers to leg and side plates, and side plates to flanks. Her hooves are still thickly armored, though appear to have a large, smooth black ring around the hoof itself, possibly ornamarental.
  2253. Her back armor also greatly resembles a saddle, and is quite comfortable (for Hollow) to ride on now. When Roust walks she causes the ground to shake, either from carelessness or amusement is unknown, but weighs at least 800 pounds. ('I am 190 pounds out of my armor and 1,190 pounds in it.')
  2254. (“..just add an extra five pounds for every month she stays here.” -Lonestar)
  2255.  
  2256. Roust’s true inner body is capable of being separated from the living armor, allowing her to leave by spreading the back and neck sections apart. This lets her operate both forms independently, though controlling the heavy 'shell' takes a major toll on her mental focus, and may only attack with one or the other.
  2257.  
  2258. Roust, in her separated form, appears to be a tall, highly slender black unicorn, though the oversized cavitated horn and her clear green glass eyes, sometimes blue under low light conditions, are impossible to hide.
  2259. Interestingly enough, her internal body is entirely organic without any armoring, while the eight green bands around her chest and green highlighted black mane are the only non-black colorations present.
  2260.  
  2261. *****
  2262. BIOGRAPHY: a unique Changeling when compared to the rest of the Hive, Roust, when compared to Queen Chrysalis, lacks a great deal of her Matron's basic psychokinetic capabilities, yet makes up for it with deeper introspectives and insight on the various pony species, among other races, from reading constantly, as well as significantly heightened close combat prowess.
  2263. Inquisitive, curious, and nearly impossible to startle, she wanders or reads unless kept busy, and eats things she finds interesting.
  2264.  
  2265. The only Changeling to have her mind fracture after the Unicorn King's takeover of the Crystal Empire, this perceived personal failure to protect her Crystal pony brethren caused her mind to split in half, remaining as noble and royal fragments, the first protective, curious, and insightful; the second arrogant, haughty, and selfish.
  2266. After the takeover and before the time the Operators arrived in Equestria, Roust struggled to keep a majority hold over her fragmented, barely functioning mind over the course of more than a thousand years, spending her days wandering the Everfree. (“That’s an… interesting question. The New Everfree for sure, but some of her older armor damage that I’ve seen from human images is definitely Old Everfree.” -Hodch)
  2267.  
  2268. Seeking to drown out her misery over events, she began exploring ruins of ages long since past, utterly ignoring the requests from her Queen and eating anything she could find without care for her own well-being.
  2269. Eventually realizing that even the most poisonous of flora could be recovered from, she ceased trying to kill herself, though this has left her with an extremely sensitive stomach. (“Uh, well.. Changelings might have more than that..” -Pella)
  2270. This condition hampered her during the attempt to prevent the Empire from being enslaved once more due to the King's retaliation against the Changelings, whom had arrived to support Cadence's initial assault, and she was unable to leave the new Hive to aid the Empire.
  2271. Unfortunately, neither Chrysalis nor the Changelings warned the Crystal ponies of their intent to aid the Princess of Rebirth, suffering considerable casualties as their forces were divided between annihilating the King's forces and choosing not to defend themselves against the enraged Crystal ponies.
  2272.  
  2273. Her mind, again damaged by the losses incurred in the Crystal Empire, and the assault on Canterlot with the remaining Wardens and Nobles seeking to oust the Tyrant, saw the event as another personal failure, though this one merely left a bitter taste when it comes to dealing with Solar faction members.
  2274. The loss of nearly all Changelings when, immediately after both assaults, the Solar Tyrant began hunting down her brothers and sisters now located outside the Hive at that time, caused her mind to degenerate again as her kin were forced to enter dormancy to survive.
  2275.  
  2276. After traveling with Razorback under Hollow's tutelage for several weeks and subsequently settling down in the Fortress, Roust began to finally recover from her experiences, learning to accept the ponies she met as a much broader family to her original one, a family that she discovered didn't have to be related to by blood or sovereign.
  2277.  
  2278. Belatedly realizing that learning was fun once again, it became a vital necessity for her while under Hollow's tutelage, then Tipper's, and she began to enjoy the brand new swaths of information freely and readily available to her.
  2279. While her mind recovered slowly, her guardian instincts, having remained dormant along with her prowess in combat and the typical Changeling characteristic of immense curiosity, quickly returned, giving her a considerable boost in courage against the events that would occur later on.
  2280.  
  2281. During Razorback's first winter, Roust shed her original, never-replaced armor to fully create the Nest, and upon waking used most of it to reinforce the walls, complete with ichor nodes spanning across the interior for additional lighting.
  2282. After the addition of a small growing room, she constantly plants red, blue, and green hallucinogenic mushrooms, the original Hive mushrooms hybridized with a faster growing New Everfree variety, for Hollow and herself to trade with.
  2283. Shortly afterward she added several types of slower growing, less maintenance heavy edible shelf fungi for more variety. ('I wish sweet caps could grow here, but they do not hybridize.’)
  2284.  
  2285. The map-maker Torven, unable to enter a cavern that he suspected held a number of Changeling cores, decided to hoof it over to Hollow upon recognizing his relationship to the Vanguard, claiming that he had no idea how to safely enter and retrieve them.
  2286. Penetrating the cavern's defenses, in reality a maze of misdirections created by the remnants of a Changeling Lord, Roust brought Hollow to stand before Kavel, recognizing him as an old brother shortly after he released himself from Tallus.
  2287. In exchange for taking the cores to safety, the Lord required Hollow to carry his own damaged core, still marked with the fatal injury caused by his resistance to the Solar Tyrant.
  2288.  
  2289. Seeing that there were still Changelings to recover and bring back to Chrysalis, Hollow's continued aid and her experiences allowed the noble mind to conquer the royal fragment, which she ultimately deemed a parasite and purged entirely, considering it too weak and selfish to be 'the' Roust.
  2290. At this point in time, Roust seems to have fully recovered, taking a great deal of inspiration from her brother-Lord's long standing and honorable duties, reshaping her perceptions to be much more open to the future. ('Lord Kavel more than earned his respect. He was, and is, what most Vanguards aspire to be. Past, present, future, and current, all must know.')
  2291.  
  2292. Due to her age and knowledge, Roust can be considered the penultimate Vanguard Changeling, next to the Warden of course, as Hollow's aid has allowed her to mutate into the first modern Changeling.
  2293. Like all her kin, Roust is able to perform a powerful frontal stomp, stunning ground-borne enemies in a 180 degree arc in front of her, by combining her massive weight, a Psionic shockwave, and a short burst of speed, the effects of which are similar to a miniature earthquake.
  2294.  
  2295. *A poorly understood side effect of Psionic Changeling healing is the fact that recovering any living being, except other Changelings, can be moderately to cripplingly painful, depending on the severity of the recipient's injuries. The exact cause of this is their potent species-specific meta-acids that drift along the pathways of their modified neural-psionic abilities.
  2296.  
  2297. It is known that Roust, along with Chrysalis and the other sisters, met Cadence several times before in the Empire, though remained close to the Old Hive once her wanderlust plateaued. ('I think I was a builder.')
  2298.  
  2299. Finding it humorous to teach other ponies the vagaries of history and the Hive's vast, accumulated knowledges, Roust spends much of her time in the library patiently teaching Mercy and Malyne, or when otherwise unoccupied, spends her time in the Clinic learning from Tipper studying biology.
  2300.  
  2301. Having faced several Minotaurs in combat and suffering greatly during each encounter, Roust is openly pessimistic when dealing with one, preferring to be cautious and wary around their species.
  2302.  
  2303. *****
  2304. CUTIE MARK: 5 berries (blueberry, raspberry, blackberry, strawberry, dewberry) making a bowl, a green apple in the bowl, and a vivid red mushroom sliding down the apple. Yeap.
  2305.  
  2306. *****
  2307. STATUS: the first of the Modern Vanguards, released from the Hive to travel with Razorback freely. Now a Changeling Noble with the title of Lady.
  2308.  
  2309. *****
  2310. RELATIONSHIPS:
  2311. -Dancing Eyes: somewhat dislikes the Primal Psion on an individual level, but has been unable to come up with sufficient reasoning to dislike her professionally
  2312. -Hollow Case: desires his company
  2313. -Malyne & Mercy: older sister figure to both, greatly enjoys teaching them history. Also 'scolds' them if their plots are found out
  2314. -Tipper: enjoys the relatively ancient (by her own standards) unicorn's knowledge and history, though is morbidly obtuse when asked about the former Honor Guard Doctor's proclivities
  2315.  
  2316. *****
  2317. CHANGELING MUTATIONS:
  2318. -Quadruple Wings: a side effect of the Changelings' odd, partially insectoid biology is that random mutations may occur after each molting, this one seemingly inspired by dragonflies.
  2319. ('As interesting as having four wings may seem, in a strictly biological context that is, the only benefit is I can glide for long distances while outside of my armor. They are however a considerable hindrance to my normal flight capabilities.')
  2320. *Reduces all Flight rolls by -3
  2321.  
  2322. *****
  2323. OFFENSIVE ABILITIES:
  2324. Expert Assault+2
  2325. Expert Parry+4
  2326. Expert Riposte+2
  2327.  
  2328. *****
  2329. DEFENSIVE ABILITIES:
  2330. Expert Block+2
  2331. Basic Evasion+5
  2332. Expert Reaction Speed+4
  2333. Basic Sprint+5
  2334. Expert Flight+2
  2335.  
  2336. Resist Damage+2
  2337.  
  2338. *****
  2339. UTILITY ABILITIES:
  2340. Basic Alchemy+2
  2341. Basic Bartering+2
  2342. Basic Medical+2
  2343. Basic Night Vision+2
  2344. Basic Neighgotiation+3
  2345. Basic Research+3
  2346. Expert Shapeshifting+4
  2347.  
  2348. *****
  2349. CHANGELING PSIONICISM:
  2350. *Expert Sunken State: even though Changelings share a number of similarities with both unicorns and earth ponies, the differences are a stark contrast between all three. Changelings learn to become wary of their fellow magical users in different means, especially when it comes to infiltration and reconnaissance duties.
  2351. As a result of having spent more time around both than the average Changeling due to the necessary close proximities in Razorback, Roust is typically able to stroll past either with the bare minimums of training without being noticed.
  2352. -Grants 3x [1d6+3] rolls; may also be used to temporarily cover another living being's mind from intrusion
  2353.  
  2354. *Basic Illusionary: like most Vanguards and their associated kin, Roust has seen little need to create illusions as her ability to Shapeshift is below average, capabilities of dealing harm at most ranges are high, and the abilities focusing on absorbing punishment are phenomenal.
  2355. -Grants 2x [1d6] rolls for the purpose of creating static illusions; the longer an illusion is worked on the more realistic it will look to an observer, though such illusions are only two-dimensional
  2356.  
  2357. *Expert Mind Reading: comprises the knowledge of how to safely delve and link to, understand, and draw information from the mind of another living being. As Vanguards typically have zero use for this ability, Roust considers the idea rather distasteful in most circumstances and has only maintained the basics.
  2358. -Grants 3x [1d6] rolls that must be used on a CALM and FULLY WILLING being, otherwise Roust and her intended recipient may suffer instant temporary damage, shared psychosis, or worse effects. The intended recipient may also use Iron Will or Fearless to stabilize their mind before an attempt is made.
  2359. *Or they can get stoned, that works quite well too
  2360.  
  2361. *Expert Psychokinesis: covers the ability to and the knowledge of how to form, distort, manipulate, damage, and even drain electromagnetic fields on a sub-molecular level as a physical property. Strictly speaking, Psychokinesis can be best summarized as 'pushing' a magnetic field into a predetermined 'proper' state that the user desires, using much the same as the process for creating Psionic lances, bolts, or other weaponry.
  2362. As a peculiar benefit, any Psionic projection or weapon created by a Changeling is imbued with an minor Acid Elemarental property, causing increased harm to Fragile targets and Undead.
  2363. -Grants 3x [1d6+8] rolls
  2364.  
  2365. *Basic Recovery: similar to the process of restorative healing that unicorns are able to easily learn and master, Changelings have some knowledge of the same, though their version of Recovery range anywhere from ‘bad sunburn’ to ‘an excruciating radiation bath that you just can’t die from’ when used on non-Changelings due to an acidic elemental quality inherent to their Psionic capabilities.
  2366. -Grants 2x [1d6+4] rolls that restores the target's HP by the total result, causes a high amount of pain, and inflicts the total result in Fatigue/Morale damage
  2367. *If all rolls are max criticals then a [1d3] must be rolled immediately, the result of which determines whether the recipient will be Stunned on a 1, put in Shock on a 2, or knocked Unconscious on a 3
  2368.  
  2369. *Expert Shield: virtually the same as shielding spells created by unicorns, Changelings are lesser adepts at creating defensive barriers. Being a Vanguard, Roust typically prefers to cover her less durable friends while gleefully charging into combat.
  2370. -Grants 3x [1d6+5] rolls, Roust may maintain a maximum of two shields at a time
  2371.  
  2372. *Basic Teleport: like most Changelings, Roust has little understanding of the processes required to safely open rifts, portals, or the like, making any attempt at 'diving' into the Void spectrums of Tallus a questionable decision for her to make.
  2373. -Grants 2x [1d6+1] rolls; on critical failures Roust will be harmed from the backlash
  2374. *If ALL rolls critically fail there is a chance that she may be deposited nearby in the Underdark or Overdark
  2375. (‘It is NOT fun.’)
  2376.  
  2377. *****
  2378. SPECIAL ABILITIES:
  2379. -BOSS-class Fearless: Roust cannot be Intimidated or Demoralized normally
  2380.  
  2381. -RALLY SCREAM: recalling her early days under the guidance of the Changeling Nobles and Wardens, Roust is capable of drawing on their unshakable courage and fearlessness in battle once per Operation, bolstering ONE allies’ offensive retaliation to unprecedented levels by utilizing a unique Psionic 'scream', effectively inspiring an individual into a temporary state of controlled berserk fury.
  2382. -Grants 1x [1d6], the result is then added to all of an Ally's Assault/Parry/Riposte rolls, but only if that Ally was attacked in the previous turn
  2383. *Lasts for 1 turn, cannot be upgraded
  2384.  
  2385. *****
  2386. LIVING ARMOR, VANGUARD, MODERNIZED: a self-grown 'living' suit of armor, slightly smaller than Queen Chrysalis herself, that provides immarense protection for the otherwise physically vulnerable Vanguards, flight-capable and versatile duty Changelings with the ability to perfectly control the psychoreactive chitinous exoskeleton as a near-full extension of their bodies.
  2387. Since Vanguards typically act as as frontline shock forces, organizing themselves into optimal Formations to break through opposing lines, each one 'evolves' their armor in different mareners to complemarent others, albeit not physically.
  2388. ('For the most part, Vanguards do not alter the external appearance or functionalities. That would defeat the purpose of creating a solid, dedicated front line. I hope that my design will be extensively studied by my kin and Queen to see if it truly does warrant the title of Modern. Or, possibly, used as a baseline for future evolutions. It does not concern me either way.')
  2389. Regardless of the individual in question, their armor confers incredible survivability and fear value. When 'worn', Roust's living armor grants her significant physical abilities, though the concentration required to control it allows her to ONLY utilize one Psionicism skill per turn.
  2390.  
  2391. -Armor Value: 7DR
  2392. -Armor Durability: 600 Armor
  2393. -Armor Class: Painfilly Heavy, Full Body
  2394.  
  2395. OFFENSIVE ARMORED ABILITIES:
  2396. Expert Assault+9
  2397. Expert Parry+5
  2398. Expert Riposte+7
  2399.  
  2400. Expert Earth Smash+5
  2401.  
  2402. Expert Intimidate+3
  2403.  
  2404. DEFENSIVE ARMORED ABILITIES:
  2405. Expert Block+8
  2406. Expert Reaction Speed+4
  2407. Expert Charge+6
  2408.  
  2409. Basic Resist Damage+7
  2410.  
  2411. UTILITY ARMORED ABILITIES:
  2412. Expect Night Vision+3
  2413.  
  2414. *Self-Defense Nodules, Vanguard: when Roust's armor becomes too damaged to continue controlling, if possible she may escape from it and burst the remaining ichor nodes spread throughout, splashing all targets within a 5M radius using a [1d6] <Ichor Node roll, the result being the penalty that any affected targets, Roust included, suffer to all Assault/Parry/Riposte and Block/Evasion/Reaction Speed/Sprint/Flight rolls for 3 turns before the ichor naturally falls apart.
  2415. This process covers all physical objects and beings in an incredibly sticky, short lived layer of Psionic-Acidic film in a quick dispersing state, though will only cause minor surface burns at best. (‘Or worst.’)
  2416.  
  2417. *****
  2418. SHARED ABILITY: Basic Vanguard's Fury of the Hive. Tapping into Roust's finely honed mental processing abilities and her chaotically charged, highly active and enormous reserves of psionic energies, Hollow and Roust can combine their skills, senses, and minds, allowing them to temporarily slow down time for planning an assault against hardened enemies, and even fortifications.
  2419. Fury of the Hive may be activated by Roust or Hollow whether alone, separate, with or without Roust asleep or unconscious and has no range limitations, however, it cannot be activated if Roust is in Critical or Shock status.
  2420. *This ability adds +5 to all Psychokinesis & Evolution of Humanity rolls for two turns, while also adding a passive +1 to all Creativity and Warp Shift abilities except for Mind Read
  2421. *This ability allows Hollow to utilize Evolution of Humanity up to four times per Operation instead of the standard three, though may only be activated twice per Operation and cannot be used consecutively
  2422.  
  2423. *****
  2424. UNIQUE ABILITY: Basic Grand Horn. Once per Mission, Roust may form a close approximation of a Warlord Changeling's horn with 2x [1d6+20]'s, its size always half the total mass of her target.
  2425. *Once sunken into an opponent, the horn bursts apart in a spray of potent Changeling acid, the effects of which are highly random and impossible to predict
  2426. *The horn itself is physical, thus it can be damaged or destroyed, and is always effected by Vanguard's Fury of the Hive if activated
  2427.  
  2428. *****
  2429. ITEMS:
  2430. -10 Crystal Conclave Kits: a number of old, still working, albeit barely, kits used for shaping, harmonizing, and tuning crystalline materials. Scavenged from a Changeling-Crystal Pony Outpost in the Northern Empire Wastelands.
  2431. (‘There is a tremarendous amount of materials that my Queen has stated we, that being Razorback, have full rights to salvage. The Changeling armor plates will remain there as the majority are noble and royal strains. We.. and by that I mean the entire Hive, do not know what to do with them. Yet.’)
  2432.  
  2433. -Frost Ripper Chunks: approximately 200 pounds of the better pieces.
  2434.  
  2435. *****
  2436. PERSONAL ENCHANTMARENTS: 3/3 Slots remaining ('In general I do not find enchantmarents distasteful, however the vast majority are utterly useless when I am in my armor, which cannot accept nor be infused by enchantmarents. That is where and when I am most effective, so I do not use them.')
  2437.  
  2438. ***************************************************************************************************************************************
  2439. Sand Cutter, (Former) Lady Knight
  2440. Age: 39
  2441. Month of Birth: Jewely
  2442. HP; 280
  2443. DR: 2
  2444.  
  2445. (Anti-Authority, Aware, Cautious, Cool-Natured, Determined, Distrust: Earth Ponies, Dutiful, INQUISITORIALLY SANCTIONED, Motherly, Natural Leader, Noble, Purposeful, Quiet, Reserved, Respectful, Scarred, Slow, Steadfast, Vengeful)
  2446.  
  2447. *****
  2448. APPEARANCE: a dark chocolate coated earth pony mare with a nearly black mane and deeply set, haunted cold grey eyes, standing 4'10" at the top of her head. While in otherwise decent condition, she is underweight to a degree that it is quite noticeable.
  2449. Having suffered from a great deal of torture in the hooves of the Slaver's Guild, she bears a large number of scars across most of her body, most of which been healed over at this time, yet are not fully restored, leaving her with a number of burnt coat patches.
  2450.  
  2451. Sand Cutter walks somewhat slowly given her circumstances, and has moderate difficulty mareneuvering around obstacles, climbing up stairs or onto furniture, though will flatly deny any and all aid. Speaks with a strained, toneless regal voice, although will not do so for long as such is fairly painful.
  2452.  
  2453. *****
  2454. BIOGRAPHY: born to noble parents, Sand Cutter, like virtually all fillies before her, was quickly indoctrinated with the superiority of earth ponies and their native Stalliongrad, taught to distrust all other races regardless of their individual worth. Inducted into a training Watch Guard cadre as a Novice at the age of 10, she showed excellent leadership qualities and keen reactions in combat, even at her young age, particularly due to wanting to imitate Rua Longstresses' exceptional record.
  2455. Awarded her family's ancient halberd, one that had seen use since the Late Dynasty era, she forbade herself from taking part in sexual interactions by taking the Oath of Earthwalk, perceiving her worth as that of a leader first and an individual second, not a toy.
  2456.  
  2457. Completing her training at the age of 14, Sand Cutter was allowed to fully join the Watch Guard as a Journeyer, graduating through the ranks of Scout and Expert, ending at the rank of Moderatis at the age of 18. At this time, she underwent specialized training with uncommon weaponry, including hoofclaws and biteblades, as well as the prerequisite armor regimens, in preparation to become a Master. Before her next promotion, the First Las Pegasus-Stalliongrad Conflict occurred, and during the short lived war between both cities, Sand Cutter was nearly killed by a Rogue Elite, garnering her a great deal of both respect and animosity from her kin: respect from surviving the ordeal, disdain from those whom thought being critically wounded by a pegasi was a dishonor.
  2458.  
  2459. Accepting the promotion to Master after recovering, Sand Cutter continued her forays into exotic weaponry, becoming a target of mockery from the Light and Heavy Lancer castes, even though she utilized her family's halberd for nearly all combat operations. Unable to meet the requirements to become a Shieldmare, her strength and mental willpower being considerable nonetheless, she decided to enroll in the difficult to complete Captain's field training program, joining a cadre of nine others in training, then graduating with high marks and considerable favor from her teachers.
  2460.  
  2461. At this time, Sand was scouted by Tower Guard spies hoping to sway her over to the Empress's Faction, and though she acknowledged the Empress's rules of conduct, she could not accept due to her concerns of Stalliongrad losing significance and economic power. Choosing to remain as a Captain, she hoped that war would break out soon with Saddle Arabia or Equestria as a whole, but with her lack of combat experience she could not advance further, unless she joined the Councilierge, a move that she did not ponifically think was acceptable.
  2462.  
  2463. As the years passed and her hopes dimmed greatly, she was approached by a well known Associate of the Councilierge, offering both availability as a some-time combatant and stable, consistent pay, unlike the Watch Guard in which corruption and skimming were as commonplace as solo mares in Canterlot, Sand forced herself to accept the position.
  2464.  
  2465. Under her new employer's contract, she began entering arena fights to prove her worth, despite some self-disgust for joining the Councilierge even as a contract mercenary. Finding herself engaging other hired hooves, captured beasts from across Tallus, and even Councilierge whom had been marked for execution, Sand Cutter gave up on keeping her record honorable, taking on increasingly dangerous, and volatile, jobs for her employer, becoming close friends after several years.
  2466.  
  2467. During the Siege of Equestria, Sand Cutter and her now-Ringleader employer joined one of the eight Councilierge Excursion Regiments, deployments of approximately ten thousand earth ponies each, intended to facilitate rapid expansion, domination, and conquest of Equestria's major cities, in the hopes of receiving significant promotions, granted stock by the the Councilierge's exotic goods traders, and permanent access to the private auction halls in Stalliongrad.
  2468. During their assault on one of the many Starborn Villages in the southern regions of Equestria, Sand Cutter's employer and marely of her escorts were eviscerated by a summoned Planar creature, one capable of hypnotizing its targets from beyond the senses of psions.
  2469.  
  2470. Nearly sacrificing her heirloom weapon to destroy its material body, she was overcome with shock at the loss of her comrades and her longtime friend's mortal injuries. Accepting the Ringleader's final wish to dedicate her as an Associate, Sand carefully memorized her will for the overherd's eventual perusal, and pressed the attack along with the exhausted Excursion Regiment.
  2471. Eventually falling into a long ranged standoff, the mostly remaining Starborn biding their time in wait for allies from Gozka, the minotaurs being long allies of the Starborn and Luna, the Regiment was forced to abandon their assault at lines of Rangers translocating into the village.
  2472.  
  2473. Unwilling to leave the Ringleader's mortal remains to her enemies, Sand Cutter pulled the earth mare's ruined body nearly thirty miles through snow before reaching the Councilierge's own placed translocation matrice, returning to Stalliongrad with firm resignation in her heart.
  2474.  
  2475. After the Siege ended, Sand Cutter, along with hundreds of Watch Guard and Councilierge members, confronted the Ruling Council, demanding explanations as to why reinforcements from Gozka, Las Pegasus, and the Moors had arrived, despite the Councilierge's planned assaults to tie those forces down in protracted engagements. Unable to cover their flanks for the three Excursion Regiments having been nearly destroyed, the Ruling Council's members stated that Equestrian allies had been allowed to enter their engagement zones in the hopes of Stalliongrad forces annihilating them outright, though they had made 'minor flaws' in their plans.
  2476. Wholly displeased at this knowledge, nearly all those that had challenged the Councilierge were documented, then assigned for later capture, and either enslavement or execution depending on their loyalty to the Overherd.
  2477.  
  2478. Later brought before a tribunal of Upper Councilierge, Sand Cutter presented her right to become an Associate as per her employer's last wishes, along with possession of her manor and all belongings. After the deliberations and acceptance of her new position, several Councilierge Masters trailed her to the manor, then ambushed her before she could take ownership. Roughly woken in a dim cell lit only by a hearth fire, Sand demanded to know where she had been taken and why she had been shackled.
  2479. An earth stallion known as 'Vulture', a Psion of some note, declared Sand Cutter a traitor to the Watch Guard, Councilierge, and Stalliongrad as a whole. Stripping her of her noble title, all of her rights, possessions, and the rank of Associate, Vulture then went on to list a number of falsely edited crimes, then decreed her as property of the Councilierge. Unable to break free from her shackles, Sand was immediately given over to Stream Lark, owner of the Slaver's Guild, and escorted under guard to a location that she had never seen before.
  2480.  
  2481. Records, borrowed by Anon from the Tower Guard, state that Sand Cutter was then permanently confined under torture in one of the Slaver Guild's hardened warehouses, a particularly cruel slavemistress specifically assigned to to break her spirit. Marenaging to keep most of her self-prescience despite the physical and emotional trauma, Sand broke from the overherd's bond, and instead of losing herself in depression or shock, she chose to focus the newfound hatred towards her own species for being betrayed, swearing the Empress's ancient oath of genocide, learned from one of the Tower Guard's spies, towards earth ponies, demanding of herself to kill as many as possible should she escape.
  2482.  
  2483. Suffering through nearly a year of torture, thoroughly unable to fulfill her new oath, Sand Cutter began demonstrating carefully orchestrated compliance, knowing that it would be nearly impossible to break free on her own due to loss of musculature and health. As her conditions improved, so did her compliance, and when the highly reclusive Pear Blossom announced that she would hold an auction of her own, she was given over to the Enchained unicorn as a premier slave to be sold. Expressing concern at Sand Cutter's complete loss of the overherd's control mechanisms, Pear Blossom decided she was nothing special to be concerned about, and accepted her immediately.
  2484.  
  2485. Despite her temporary relief at being transferred to Steel Oak's ownership, a well known stallion whom Sand Cutter knew she could manipulate, she was less than enthused at seeing a number of earth ponies in what she thought was his private warehouse, and utterly dumbfounded upon arriving at Razorback.
  2486. Swiftly recognizing the Operators for what they were, she realized that there was a very peculiar disconnect between her former city of birth's ideologies and the true freedom of the individual.
  2487.  
  2488. Although disgruntled at her new state of affairs, Sand Cutter felt that Jeff and Clemency's assurances that she was no longer a slave rang true, but also knows that she would likely not survive at the hooves of most ponies in Equestria at this time.
  2489.  
  2490. *****
  2491. FETISH: none. Does not particularly like any sexual activities, though she will enjoy wrestling with her master, or mistress, for domination, whether for fun or simply whomever gets to sleep on top. She will, however, fly into a rage at the sight of torture implements, but can otherwise be placated by fruit or berry scents.
  2492.  
  2493. *****
  2494. PSYCHOSES:
  2495. -Crowd Avoidance, Major: will often avoid groups of more than eight, and if pressed will become stern, obstinate, and will immediately leave. If not allowed to exit the situation, however, she will become openly violent.
  2496.  
  2497. -Disgust, Extreme: regardless of age, the sight of other earth ponies cause a great deal of revulsion, even if they have submitted to her or are friendly. If given an order or request by an earth pony, Sand Cutter will either immediately leave, stonewall, or violently engage the offender, and will not retreat until knocked unconscious or killed at this point.
  2498.  
  2499. *****
  2500. CUTIE MARK: a large 'wave' of camel-colored sand bisected at a steep angle by a long, dark red halberd's head.
  2501.  
  2502. *****
  2503. OFFENSIVE ABILITIES:
  2504. Master Assault+4, weakened
  2505. Master Parry+4, weakened
  2506. Master Riposte+4, weakened
  2507.  
  2508. Expert Earth Shatter+4, weakened
  2509.  
  2510. Lunge+5, weakened
  2511.  
  2512. *****
  2513. DEFENSIVE ABILITIES:
  2514. Expert Block+2, weakened
  2515. Expert Parry+2, weakened
  2516. Expert Reaction Speed+2, weakened
  2517. Expert Sprint+2, weakened
  2518.  
  2519. Resist Damage+6, weakened
  2520.  
  2521. Expert Fearless+5
  2522.  
  2523. *****
  2524. UTILITY ABILITIES:
  2525. Expert Scouting+3, weakened
  2526. Expert Wilderness Survival+3, weakened
  2527. Expert Leadership+4
  2528. Expert Negotiation+4
  2529.  
  2530. *****
  2531. SPECIAL CAPABILITY: Your Armor Is All! Learning the numerous tactics of Shieldmares on how to distribute their weight properly, Sand Cutter has gained a great deal of insight as to how to function in combat with her own armors, and has exceptional proficiency in adjusting to whichever she takes in advance.
  2532. Depending on the armor Sand Cutter is wearing, she gains either additional rolls or modifiers to various skills.
  2533. -Light Armor grants an additional roll to and adds +2 to all Block/Evasion/Reaction Speed/Sprint rolls
  2534. -Medium armor grants +1 to all Assault/Parry/Riposte and Block/Evasion/Reaction Speed/Sprint rolls
  2535. -Heavy armor grants +1 to all Block/Evasion/Reaction Speed/Sprint and +2 to all Assault rolls.
  2536. NOTE: armor that provides more than 5DR, or is otherwise listed as having a reduction, will only add +2 to all Assault OR Riposte rolls.
  2537.  
  2538. ***************************************************************************************************************************************
  2539. Twisted Wing, the Starborn General, AKA ‘the Burning Pegasus’: 350HP, 8DR
  2540. True Age: unknown at the time of first Enchain, but appears to be in her late teens
  2541. Total Age: 58
  2542. Month of birth: Haypull (April)
  2543.  
  2544. *****
  2545. (Anti-Authority, Brash, Bold, Challenger, Commanding Presence, ELITE: Combat/Defense, Fearless, Heavy, Imperious, Inquisitorially Sanctioned... sort of?, LEGENDARY, Natural Leader: Nocturnal, Quick, Stern)
  2546.  
  2547. *****
  2548. APPEARANCE: a dark royal blue coated pegasus with a short, similarly dark royal purple mane, and piercing bright hyacinth blue eyes. Twisted is the same height and length, though with a much more muscular build, than Princess Cadence, and when standing straight she is 5'1" tall at the top of her head.
  2549.  
  2550. While she carries few scars, the majority can be found under her mane, mostly small and innocuous bites, nettles, and needles, from the time before her first Enchain.
  2551.  
  2552. *****
  2553. BIOGRAPHY: early life unknown and partially classified. Often referred to as Luna's Guardian or the Lunar Executioner in official documarents, and the Burning Pegasus in unofficial ones, Twisted Wing is a somewhat stern, demanding, and anti-authority driven General of Luna's Guards, the Night Guard, the Lunar Guard, and the Starborn, as her title was never revoked, nor rescinded. ("You want to know how all her quirks work out with her being a legitimate General? ...I don't know. I don't want to know. They just do." -Emerald)
  2554.  
  2555. Born to one of the main Ferron clan's maretriarchs ("I'm fourth in line and I hate it. Fuck that."), Twisted Wing, as she later came to be known, become known as a natural fighter and exotic weapon tester from the Sea's Bounty clan, a small offshoot of the main Ferron. She showed a high aptitude for close in combat, the type normally favored by earth ponies, but also demonstrated good leadership qualities.
  2556. This quickly earned her the favor of numerous former Night and Lunar Guard members, many of whom had chosen to retire and return to the Ferron's carefree ways of life, constantly moving from camp to camp year round. Despite spending most of her early years growing up in the New Everfree's borders, Twisted was able to visit Las Pegasus, Cloudsdale, the Moors, and even Imeron fairly often, giving her an appreciation for travel and meeting new ponies or other sentients.
  2557.  
  2558. During much of her training ("I had to learn everything on my own. First rule of any weapon: DON'T USE YOUR OWN DAMNED HOOF TO TEST 'EM ON. There is no second rule, except maybe don't stab friendlies, heh."), she displayed speedy aptitudes for learning how to use exotic weaponry, and understood how to modify said weapons for greater ease of use and versatility, though she professed little desire to aid in crafting, instead making herself useful by constant stress testing.
  2559. Developing close friendships with retired Guard in the Basin village and elsewhere, she eventually applied for a position in the Night Guard in order to honor their knowledge and aid.
  2560. Finding that while her physical talents were finely tuned, she still had much to learn about Equestria, and social dynamics, as a whole. ("The Ferron don't have social lives. Realistically, we don’t have cliques like humans do. You either get along with your entire clan, or else you move to one where you fit in better. There’s no ‘third option’.")
  2561.  
  2562. Rising through the ranks much slower than was originally expected of her, Twisted Wing chose to dedicate much of her time into forming partnerships between those of complemarenting poninalities and skill sets, just as she'd done in the Ferron during her youth.
  2563. Upon reaching the rank of Nightclaw, her predisposition for forming effective cadres garnered her attention as a highly valued asset to Night Guard outposts, whom normally placed members with complimarentary skills or poninalities, but not both, together in a team, and was immediately requested to undertake training as a Lieutenant, which she denied on the spot.
  2564. While this did not earn any ire from the Night Guard's commanders as they wholeheartedly approved of her continued activities, other sources that she would later on come to know saw her as a potential nuisance.
  2565.  
  2566. Reaching the rank of Brawler and further specializing in close combat with exotic weaponry, she met a young batpony Claw named Belltower, whom after several months thought Twisted would make an excellent commarender. Twisted would encourage the batmare to take a large risk: applying for the position of Lieutenant-in-training in what would be known as the Lunar faction's second largest class (post-Lunar Guardian Era, that is).
  2567. While scoring well and reaching the rank of Lieutenant on her own, Twisted had made numerous enemies amongst the class, one in particular, a light gray batpony named Vapid Call, with whom her disgust at filly-fooling while on duty was well known, leading him to be ostracized and reprimarended numerous times.
  2568.  
  2569. Disregarding problematic situations entirely, Twisted Wing immediately requested Belltower be added to her team after accepting induction into the Lunar Guard as a Nightfang, awarding the cheerful batmare her badge as a Punisher.
  2570. During her own time as a Nightfang, Twisted Wing was constantly on request for distant Lunar faction outposts across Tallus, quickly putting together excellent situational or long term cadres and teams in order to relieve pressure on field commanders that would normally be forced to induct members one by one for their skills and personalities.
  2571.  
  2572. Although much of her time was capitalized on forming outpost teams, Twisted Wing, Belltower, and her hoof picked cadre were often sent to deal with Otherworldly and Planar incursions numerous times. ("Sent? Bullshit, we were nonstop taking every chance to fly off. Half the time we disobeyed orders!")
  2573. Likewise, she never missed a chance to recruit locals whom were specialized against particular threats, garnering her even greater appreciation from marely Lunar Guard Nightblades, and sections of the Lunar Council from time to time.
  2574.  
  2575. Approached by a unicorn Nightblade by the name of Hodch whom offered her a place in the Starborn, Twisted Wing was torn by the idea of leaving her friends behind, and was unable to make a choice. Realizing her situation, Hodch immediately apologized, retracting the offer and mentioning that he was in the wrong by asking.
  2576. Making numerous personal appeals to the Lunar Council about inducting both Twisted and her specialized team, Hodch, rebuffed at each instance, grew irate, and resorting to digging into her history to find enough evidence that would point to exceptional confidence and results.
  2577.  
  2578. While visiting with many of the Ferron clan's retired Guard members, Hodch came up with a devious plan to use Twisted's successes during several encounters across Tallus, including one instance with then Dragon-Prince Velkruz, known to be excruciatingly difficult for most ponies to deal with, in order to demonstrate both her usefulness and honorable devotion.
  2579. Pulling the opinion of most Starborn members in his favor, the Council was drowned out by the Starborn, with Princess Luna and Hodch watching gleefully, calling their votes for Twisted Wing to be accepted along with her team. The Council, under the weight of votes, was forced to relent, and accepted that they had lost.
  2580.  
  2581. Once more approached by Hodch, she was stunned by his offer, complete with Princess Luna's seal of approval: immediate promotion to the Starborn as a Nightblade Captain, along with acceptance of her entire team and any others from the Night and Lunar Guards that wanted to join.
  2582. Leaving with marely wishes of luck from both Guards, Twisted Wing brought nearly a hundred members into the Starborn, all of whom immediately passed the Hall of Tartarus, a newly built training arena, in a grand display. ("Never ask Jeff or Clem 'bout what happens in there. They're probably still pissed at me, eheh.")
  2583.  
  2584. With the added benefit of swelling their ranks, the Starborn found greater legitimacy across Tallus due to the minotaurs, gryphons, Crystal ponies, Saddle Arabians, and even two Eyes that had accompanied her, fostering relations towards the various countries and city-states that once looked at the Starborn with distrust.
  2585. While her day to day duties shifted from training to recruiting new members, particularly in the Crystal Empire, the Minotaur Hegemony, and Saddle Arabia, she was still instrumental in hoofpicking teams for specific regions, outposts, Enclaves, and cities, her increasingly vaunted leadership skills garnering her no lack of appreciation and a swift promotion to Lunar Claw.
  2586.  
  2587. During a meeting with the Lunar Council over an offer from the Empire, Twisted Wing, unable to deny a long standing attraction towards the Nightmare, became far less interested about the matter at hoof, instead making subtle displays of affection towards the Princess of the Night, whom responded with a favorable smile and a note to meet her later, privately.
  2588. Realizing that she may have just doomed herself, after the meeting adjourned Twisted immediately sought out Belltower for advice, the newly promoted Nightblade Captain directing her to a shaman in Gozka whom gave her several bottles with a warning: not to use them all at once.
  2589.  
  2590. Hurrying to arrive back at the Citadel at the appointed time, she had forgotten the shaman's warning, downing all four in rapid succession and entering. While neither have spoken of what occurred, the next night Belltower discovered Twisted Wing, in critical condition, at the Citadel's hospital undergoing extensive surgery, her hooves and teeth being replaced with diamondine under the care of a sorrowful looking Luna, muttering once to her: 'worth it'.
  2591. After recovering and with her teams succeeding in more and more dangerous incidents in Equestria and abroad, several years passed before Twisted Wing was offered the position of Luna's Guardian, a position that would require her travel with the Nightmare during diplomatic visits as her sole mareguard, also allowing her to spend more time with the alicorn.. which, of course, she immediately took.
  2592.  
  2593. Remaining in Canterlot after a diplomatic envoy, a failed assassination attempt by a Royal Guard unicorn, later on found to be linked to the Councilierge by Fankil's investigations, severely injured Twisted Wing, sustaining numerous crippling wounds inflicted by a poisoned relic biteblade.
  2594. Quickly dispatching the assassin, Hodch and several closeby Nightblades immediately took her the Citadel's hospital, the first forced to summon the Lunar Council's healers to save her life.
  2595.  
  2596. Understanding the position's danger while recovering, Twisted Wing requested the Nightmare, whom had been in the Empire at the time, to Enchain her with the Guardian's Mark, albeit doing so bitterly. Acknowledging her lover's despair, Luna warned of the numerous dangers and side effects that would occur, but accepted the proposal nonetheless.
  2597. Summoning Tree Singer to perform the ritual in hospital with the Lunar Council, Belltower, and Hodch attending, Twisted Wing returned to her duties after less than a week of recuperation, finding that the side effects, while slightly irritating, were easily tolerable.
  2598. Despite her eyes now glowing, none were disturbed with her changed appearance, instead congratulating her on becoming the Nightmare's lover, though not without being the target of hundreds of jealous, but happy, snarks, jokes, and remarks.
  2599.  
  2600. Becoming the Starborn's General after another year of service, Twisted Wing again approached Luna, asking her to Enchain the General's Standard to her and pointing out the relatively minor side effects from the first, yet stated that if it were refused she would not think differently.
  2601. Thinking over the matter for some time, Princess Luna accepted, this time allowing the majority of the Starborn to view the entire process, with the results being as minor as the first Enchain. Though Twisted didn't mind seeing herself form of candy and the change in her coloration were acceptable, the slight dislike of nobility and royalty was worrisome, but put the matter out of her mind entirely afterwards.
  2602.  
  2603. When the prior Lunar Executioner, an earth pony from Detrot that had reached the age of 60, retired from his position and the Starborn entirely, Hodch openly considered the position for some time, but retracted his interest upon receiving the honor of permanent admittance to the Hall of Memory's Lorekeepers.
  2604. With none wanting the title, Twisted Wing reluctantly approached the Lunar Council with the offer to commit herself into finding a Starborn member that would accept it. Several months and no results later, Chuz`ain, the Lunar Council's sole Kra`ken member, offered the position to her, under the agreement that Twisted Wing would only perform honorable executions which did not interfere with her duties as both the Starborn's General and Luna's Guardian, and that she would relinquish it should another seek the title.
  2605. Although Twisted Wing realized she had no weaponry that would allow her to perform an execution, she accepted the agreement, leaving the Council with her thanks.
  2606.  
  2607. Immediately after being notified of her consort's decision, the Nightmare left the Citadel for parts unknown, returning two days later, heavily injured and carrying the armored wing of a creature that none had seen before. Ignoring her wounds, Luna, along with many of the Citadel's smiths and rune-forgers, created a set of three-hued wingblades over the course of a week, presenting them to the General afterwards.
  2608. Joyfully accepting the proud gift, though disturbed as to how the Nightmare had been injured, Twisted was given her first writ of execution, strangely and quietly issued by Princess Celestia no less: a minor noble in Canterlot that had been collaborating with Stalliongrad's slavery ring. Disposing of the unicorn and two bought off Royal Guards in the noble's manor without being noticed, she returned with his head and a satchel of evidence, presenting both to the Council as proof of his death and his affiliations for information discovery.
  2609. While there were no questions about her methods or tactics, some amongst the Starborn were curious, and a bit queasy, as to why she had chosen to keep the skull as a trophy.
  2610.  
  2611. In a meeting with that same peculiar Everfree druid, Tree Singer, Twisted Wing was surprised to learn that Enchaining an item to oneself would bring out its maximum effects, making it far more useful than simply enchanting it to one's body. Learning that the Nightmare herself had taught some of what the druid knew, Twisted was curious to learn what the various trophies in her possession would grant her, and was quickly shocked by the possible benefits that could result should she choose to undertake further Enchainings.
  2612. Convincing the Nightmare into further Enchaining her pegasus lover, Tree Singer offered her services should the Princess be incapable of doing so. Although pleased by the prospects of greater resilience, vitality, strength, and even lifespan, Twisted Wing was skeptical of further changes to her body or mind, yet her fears were allayed by Luna and Tree Singer, both pointing out the incredible luck she'd had.
  2613. The Lunar Executioner's Sigil, a Maze Delver's eye, and the Tempest King's Siglet, supposedly won from the elusive being itself, were Enchained to Twisted along with the set of wingblades Luna had created for her, and while performing the Enchaining process four times in a row was taxing, Twisted recovered quickly. Strangely, the wingblades themselves did not become permanently attached, but would not allow others to touch them.
  2614. Luna, surprised at her lover gaining a hoof and a half of height, was overjoyed at Twisted once again suffering from minor side effects, excepting that the smell of burnt feathers would often make her sneeze, bidding Tree Singer good luck and farewell as the two left for the Citadel.
  2615. Unfortunately, all three would later come to regret their decisions that night.
  2616.  
  2617. Returning to their daily routines, the alicorn and nearly earth pony-sized pegasus were nearly inseparable from the other unless duty called, the pair's success lauded by the Starborn and the Lunar Council, except for Belltower whom had begun eyeing the strange habits, maretality, and questionable actions Twisted had begun exhibiting.
  2618. With renewed purpose, the Starborn started an investigation into the Councilierge of Stalliongrad, spearheaded by Nightblade Fankil, but found few allies amongst the xenophobic earth ponies, despite greater support from Tallus, and in particular earth ponies from across Equestria as a whole.
  2619.  
  2620. Shortly afterwards, under suspicious circumstances a Master-General of the Tower Guard was murdered while on a diplomatic visit to the Crystal Empire. ("Ever heard of Opal Luxure? ..yeah, thought so. That'd be the next-younger sister of Jade Luxure, probably the most vaunted Master-General ever. Don’t know where Jade Luxure went, last report we got from the Tower was she’d taken a break but never returned.")
  2621. Hodch and Belltower, seeking to recruit several healers for the Starborn at the time, were called in to examine the body immediately after the Master-General's death.
  2622. Finding evidence of foul play, the most notable piece being shards of a standard issue Royal Guard Commander's armor, the Starborn's Crystal pony members were immediately requested to return to the Empire and prepare for possible provocations with Stalliongrad.
  2623.  
  2624. With a near complete lack of information from Stalliongrad, Twisted Wing's decision to expand the Starborn's intelligence teams was initially regarded as a smart move, but her orders to capture Watch Guard and even citizens for interrogation were hotly contested by Nightblade Belltower, being considered both wrongful and possibly illegal.
  2625. As the rift between Belltower and Twisted Wing continued to deepen, the Nightmare decided to send Belltower to the Requisitions Committee's chief Lunar Council Grandmaster, Oranti, one of the few remaining Tallus Harpies, in order to provide her a measure of stability and security.
  2626.  
  2627. Less than a month later, the investigation stalled completely as the Watch Guard's rapid expansion and new usage of mercenaries created a nearly impervious environment. ("We all freaked out. Nopony had the slightest idea three Councilierge would call for a hundred Free Knight companeighs to be formed that month. Imagine our shock when just under five hundred were granted rights. I refuse to blame the Council for overriding me, they did what was right.")
  2628. Forced to rescind General Twisted's orders, the Lunar Council acknowledge her chagrin, promising full support should the opportunity present itself in the future. Despite her failure of leadership, Twisted immediately revised the Starborn's induction plans, allowing recruitment to lapse for a time while focusing on improving and expanding the talents of the Guards and Starborn.
  2629.  
  2630. During the height of her Generalship, a reawakening of the Tyrant occurred at the same time as the Inter-Equestrian Conflict, in which the few remaining Lunar faction nobles in Canterlot were quickly disgraced through foul play and falsified evidence.
  2631. The Lunar Council, without knowledge of the Tyrant's plans, ordered the Starborn to collaborate with the Day, Royal, and Honor Guards against what was thought to be a Changeling incursion into Canterlot, though Nightblades Hodch and Fankil, then following leads in Stalliongrad and the Empire respectively, were absent.
  2632. ("I was with a bunch of Watch Guard in the Eastern Equestria Mountains close to Stalliongrad's border, we were investigati- nah, forget what I just said. Seriously: forget it. Right Now. They begged me not to leave. They were right, I shouldn't have gone.")
  2633.  
  2634. Upon arrival at Canterlot, Twisted Wing's assessmarent of the situation was opposite that of the Tyrant's, and refused the order as she saw no evidence that the Changelings were attacking citizens or had ill intent.
  2635. (“Some Solarcunt bitchslapped them enough to take part in the attack on the New Hive. By the time the fourth shell had been ripped apart, they were in full revolt.”)
  2636. Shortly afterwards a Starborn team ordered to remain in Canterlot and observe the Changeling forces searching the city was annihilated, supposedly by the Changelings themselves, though evidence resulting from Fankil's investigation before his death would later point towards sections of the Royal Guard.
  2637. ("Not just Royal Guard, there were a few independents too. We couldn't prove Las Pegasus was involved, but how the fuck else could I explain fifty to sixty pegasi mercs in half-plate?")
  2638.  
  2639. For months afterwards, Twisted Wing fell into a depression, barely capable of functioning at best, and utterly shell-shocked at worst. After some time she was discovered by Princess Luna, having a relationship with a Captain of the Royal Guard, a female pegasus by the name of Day Break, although Twisted Wing has refused to answer why.
  2640. In a fit of rage, the Nightmare issued a threat: she would personally, and permanently, shatter both of Twisted's wings if she did not leave her sight and Equestria, forcing the General to flee from the Garden of the Stars.
  2641.  
  2642. While fleeing, her left wing joint was crippled by a Night Guard Captain ("...yeah, that was him all right."), one of her former rivals, and was further disgraced after Day Break had lied about what took place. While her left wing is still marginally bent at a strange angle when unfolded, Twisted Wing is still capable of performing spectrum-breaching bursts of speed and outmareneuvering most pegasi in aerial combat, which is often put to lethal usage.
  2643.  
  2644. Taking little more than the trophies from her office at the Lunar Guard Armory, Twisted chose to wander Equestria and Tallus for a little under 20 years, hoping that, eventually, Luna would forgive her indiscretions.
  2645. Visiting the various Ferron tribes and clans often often, she came upon Tree Singer once more, the two becoming friends but forced to keep their distance from each other. Throughout this time, she paid Tree Singer for an additional nine Enchains to further enlarge her body beyond its natural limits, harden her skeleton, strengthen her musculature, and grant her far greater strength, vitality and resistance to harm than any Ferron pegasus could normally achieve.
  2646.  
  2647. Becoming known as the legendary Burning Pegasus, due to her mane and tail constantly set ablaze, an effect granted by a necklace from the Elemental Plane of Fire, gifted to her from a Malurian friend, Twisted's supreme leadership skills, near minotaur strength, and her constant travels ensured that few on Tallus have not heard of her exploits.
  2648. Despite being Serra's half-sister, Twisted adamarently refused all offers to become one of Ferron's Maretriarchs whenever she returned to the New Everfree or Moors, mostly due to being unsure about would occur in the future should she meet Luna again.
  2649.  
  2650. When an old friend from Canterlot, a dapper yellow unicorn by the name of Denra, made a stop in Las Pegasus, Twisted was notified of him idly waiting at Lucky's Bar (while not named for the current Lucky, the name hasn't changed in several centuries).
  2651. Surprising the diplomat with her appearance, the two settled into reminiscing about old times, Denra's amicable statement that the Nightmare had no intention of following her putting the disgraced General's mind ill at ease. With little else to do, Twisted decided to accompany Denra on his diplomatic journey around (most of) Equestria, intending to start from Las Pegasus, though requested Denra illusion change her size, then eye and coat colors so as not to spook the rest of his envoy.
  2652.  
  2653. En route through the Old Canterlot forest towards the Hive, they encountered a strange, singing Otherworldly being calling itself a Hyfalgryph, a mixture of gryphon, hippo, dragon, and various feline species.
  2654. Since neither Denra nor Twisted had any aptitude in singing, the pair turned to violence, assured that their combined mastery of close and long ranged combat would drive the being off, yet failed miserably in at least ten attempts.
  2655. Forced to return the diplomatic train to Canterlot for repairs after its near destruction, Denra received a notice from Princess Celestia about a group of Otherworldly forces she had hired, the note reading that they should be able to protect him long enough to leave the Old Canterlot Forest.
  2656. Reluctantly agreeing to give them a chance, he bade Twisted Wing to come with him quietly, just in case Celestia's new mercenaries became dangerous to him or anypony else. ("I was QUITE pissed when she chose to go in that damned car, specifically after I asked her not to. Also: how do YOU feel about trout!?" -Denra)
  2657.  
  2658. After Denra's assurance that the hu`um were simply strange and seemed to be no threat, Twisted decided to meet them herself in order to gauge their intents. Putting on a friendly demeanor and replacing the server, she attempted to take any orders of food or drinks from the human mercenaries, but had little idea that her mention of 'trout' would set off a particularly amusing chain of events.
  2659. Startled at Filth's surprise jihading and his odd explanation of where he came from (his mother's womb wasn't a satisfactory enough answer), Twisted quickly lost patience with the strange mannerisms and potentially violent movemarents from the various humans aboard.
  2660. Dumbfounded by Clemency's incredible insult of "you're no R. Lee Ermey", punched in the face by Filth, annoyed by the others in the car, insulted by Thrill, and Filth then sticking it in her ass, Twisted was sent into a blinding rage.
  2661.  
  2662. Driving an entire wingful of blades into Filth, the exiled General went on a rampage, terrifying every human, pony, and even the train itself with her voice. She then proceeded to NEARLY blend close to 20 more Operators, trampled several more, and marenaged to bite one’s arm almost in half.
  2663. Lassoing Twisted, Lont, aided by Ironclad, Jeff, and Hollow, they managed to prevent her from moving for some time, although Zoo's attempt at calming her down with 'Why Can't We Be Friends' startled her once more, sending her into another frenzy.
  2664. After Hollow threw a can of pressurized ozone into the car, making Twisted unable to use her wings effectively, the Burning Pegasus chose to make her escape, but not before Clemency took the opportunity to leap onto her back.
  2665. (“That wasn’t one I made or grabbed. Definitely something I took from Discord’s prank stash.”)
  2666.  
  2667. As Clemency managed to ride out most of Twisted's fury, she responded with an aerial dive down at the train, breaking through the sonic barrier and vaporizing a large section of the the dining cab, still still holding on. Letting him off, lightly, with an offer to fly later on (“...I’ll never forget telling him those words.”), Twisted left to visit the nearby Old Everfree Ferron in search of news.
  2668.  
  2669. Shortly after, an incident involving one of the Ferron's smaller mixed (“Younger Ferron and some of the GOOD Lishanki”) clans raiding Razorback's train while stopped at a depot brought her into conflict on Clemency's request.
  2670. Arriving only a few minutes later, her confusion as to why her sisters were acting like bandits became apparent, and began stunning as marely as possible, unwilling to allow them to act like Lishanki.
  2671.  
  2672. Although severely fatigued by the previous encounter with the Hyfalgryph and the violent physical stress of knocking out her kin, Twisted was forced to retreat for several minutes to cool down, reappearing when the Ferron's current commander had been immobilized.
  2673. Explaining (part of) her relationship with the clan, but irritated at their actions, she proposed an agreement that Razorback would furnish food and medical attention to the pegasi thieves and rogues, and in return ensured that they would never cause the Operators trouble again.
  2674. (“Any of you part of a clan? No? Shit, uh, I’ll put it like this: ALL of them disobeyed the orders of several Maretriarchs. I had to stun ‘em all, rip the feathers off several, break a few ribs, THEN stun all of ‘em again and force every last one into taking a few oaths.. to be NICER to whomever they steal from.
  2675. That ONE instance none of the Maretriarchs nor me let ‘em slide in the least. They had to agree, one and all, to repay that shared debt, or else they’d all become outcasts. That, to a Ferron, is worse than immortality.”)
  2676. Returning some time later with Serra, the two decided to join with Razorback, both intent on making sure the Operators would cause no trouble towards Lunars, pegasi, or batponies.
  2677. Eventually becoming the bandit's marentor, her relationship was constantly at odds with Serra's carefree mareners, yet the two never held any animosity towards each other regardless of the strange situations and circumstances that occurred.
  2678. (“...ain’t gonna talk about Canterlot. Didn’t have anything to do with the Empire. Ain’t talking about moving into the Fortres. All of you know what happened.”)
  2679.  
  2680. Taking the risk to visit Luna in her Village with Clemency supporting her, Twisted was forced to accept her new life without reservations, revealing the reasons as to why she had herself Enchained, as well as the circumstances behind her problems with the Nightmare.
  2681. Taking Clemency's advice to remain as both herself and the Executioner at the same time, she managed to set most of her troubled past to rest. While her ties to Luna are still strained, she has decided not to exclude the Nightmare from her life, though is reluctant to press the issue.
  2682. She has discovered, with no small amount of help, that her disgust against nobles and royals is only sight based, and once suitably unable to see them has no further problems.
  2683.  
  2684. Never seen without the long, serrated black wingblades beneath her primary feathers, used as alternate weaponry besides her hooves, skull, and teeth, she will also use her heavy wings to deal painful yet non-lethal stunning blows.
  2685. As she dislikes certain leadership figures due to what she knows as earned distrust, Twisted will nevertheless use her own extensive knowledge to guide and embolden her own allies. Rather brusque, she speaks her mind freely ("Don't EVER let her be pissed off at you or anyone else. There's much worse than being dead, and that ear drum slaughtering pegasus will let you know it!" -Unknown Operator), with a partially masculine demeanor and mannerisms, making her a master of insults and swearing.
  2686.  
  2687. To a first time observer, Twisted Wing's physical appearance is nowhere as physically imposing as a fully trained, mature, earth or Crystal pony stallion combatant, mostly due to the fact that the average pegasus barely qualifies as a nuisance in hoof-to-hoof combat, a fact that she takes great pride in.
  2688.  
  2689. *****
  2690. FETISH: domination… which she hates.
  2691.  
  2692. *****
  2693. >PHYSICAL MODIFICATIONS & PSYCHOSES:
  2694. -BURNOUT: due to the immarense strength granted by six of her Enchains, Twisted Wing's body, genetically still a baseline Ferron pegasus used to sub-tropic ocean and Southern Old/New Everfree conditions, is incapable of dissipating the immense amount of heat which rapidly builds up through her musculature, rendering her incapable of combat for more than short periods of time.
  2695. *Unless able to cool down after her 5th turn of combat, whether through flight or exiting combat to rest, she will suffer a -10% MaxHP loss per turn
  2696.  
  2697. -Burnt Feathers, Moderate: any living being within a 5M radius can smell burnt/burning feathers, or far more rarely charred pegasi flesh, though this does not normally cause any problems except for those with sensitive noses whom will sneeze often.
  2698.  
  2699. -Candy Coated, Major: Twisted always sees her own bodily parts as some form of candy, depending on the situation. This rarely affects her mental state, unless under the influence of drugs or alcohol, which will exacerbate the condition greatly.
  2700.  
  2701. -Disgust, Extreme: Nobles/Royals: Twisted Wing is unable to envision Nobles and Royals as anything other than monsters, which is somehow able to provoke a flight response upon seeing one, though for obvious reasons she does not fear them. seeing nobility and royalty as monsters trying to eat her, usually proclaiming that they're trying to take her sugary self for themselves or away from Clemency.
  2702. *She is, however, able to deal with Roust semi-normally since she rarely, if ever, spends much time around the Vanguard outside of her armor, and has learned to keep her eyes closed in situations where nobility or royalty are nearby.
  2703. (“Hm? Nah. Some nobles and royals that know me are willing to use or put up with Illusions so I can deal with ‘em normally.”)
  2704.  
  2705. -Dominator, Major: due to severe effects from three Enchains, Twisted Wing's maretality has shifted greatly, causing her to act in a dominant aspect state, marenifesting as heightened vocalization or near-controlling actions.
  2706. Unfortunately, this is one aspect of her modified self that she despises, though it is nearly impossible for her to contain or control.
  2707.  
  2708. -ENCHAINED: like all Enchained, Twisted Wing's eyes glow with a subtle marenacing cast, though the sheer number of Enchains she has had performed has given her a primal, pseudo-predatory appearance, accented by a quality that many take to be her eyes piercing into their very souls, causing her to ALWAYS suffer from a +2 Threat penalty.
  2709. *Excepted from this negative effect are mercenary or military members, younger ponies, those with the Scarred, Veteran, ELITE, or LEGENDARY Quirks, or those that have spent at least a year in proximity to her, making them typically less ill at ease near her company.
  2710.  
  2711. -Trophy Hunter, Moderate: Twisted has an irrational drive to keep proof of her victories against opponents, and will attempt to collect the heads or another identifiable item of those she has Executed.
  2712. *She will NOT, however, allow her natural instincts to protect others to be overridden, and will easily pass an opportunity for another trophy with ease, though MUST grumble about it before and after.
  2713.  
  2714. *****
  2715. (ALSO KNOWN AS General: Carpet Conqueror, Clitoris Crusher, Coochie Crusader, Cunt Cracker, Dirty Deflowerer, Filly Flanker, Juicebox Jazzer, Labia Liquidizer, Mare Mauler, Muff Muncher, Mare Mangler, Pussy Pulverizer, Rug Raider, Shrub Scout, Vaginal Violator, and sometimes Well Done. Take your pick, really.)
  2716.  
  2717. *****
  2718. CUTIE MARK: a pair of light royal blue wings crossing each other, the feathers replaced with serrated purple blades.
  2719. There is a thin self-inflicted scar in the center of each, running top to bottom, that was not healed by the natural effects of Enchaining.
  2720.  
  2721. *****
  2722. STATUS: former Commarender of the head Ferron clan's Skyraiders, still a close friend to the majority.
  2723. Oldest family member of the Sea's Bounty subclan, and is Matron Ragged Ear's eldest sister, directly in line to become Maretriarch.
  2724. (“I won’t accept it, so, no, that offer’s always going to be refused. While becoming a noble won’t kill me, I made a promise.. to NOT be one. Dumbass.”)
  2725.  
  2726. Remains with Razorback as the current General of the Night/Lunar Guards and the Starborn as she was never removed from her position, nor was the title invalidated.
  2727.  
  2728. *****
  2729. RELATIONSHIPS:
  2730. -Clemency: desires his company
  2731. -Dancing Eyes: respects the former Tower Guard's capabilities and knowledge, but professes that she could never be a close friend due to their extreme differences in maretality. (“Tell you this much: Dancing is one pony I would put in commarend of Razorback and never question her actions. Her time as a Titan is worth a good few Bits more than my time as General.”)
  2732. -Malyne: considers the batfoal her closest, and best, niece.
  2733. -Mercy: considers the Spirit Walker as her her younger sister, though debates whether or not her idol worship is a good thing.
  2734. -Pred-Elk: positively adores them, despite their not-entirely-natural nature, and is willing to commit serious crimes in order to keep them safe. (“I… ...made a few mistakes there.”)
  2735. -Roust: spends her free time debating and revising mixed unit tactics with the Modern Vanguard. (“Sharp as a unicorn, hard to dissuade like an earth pony, thinks like a pegasus, and doesn’t fuck around like a batpony in killing mode. I’m thoroughly proud calling Roust a sister. Wish her mate hadn’t met me in shitty circumstances. I.. really liked that old Canterlot train.”)
  2736.  
  2737. *****
  2738. OFFENSIVE ABILITIES:
  2739. Expert Ambush+4
  2740.  
  2741. *****
  2742. DEFENSIVE ABILITIES:
  2743. Master Block+4
  2744. Master Evasion+6
  2745. Master Reaction Speed+6
  2746. Master Sprint+6
  2747. Master Flight+6
  2748.  
  2749. Expert Stealth+4
  2750.  
  2751. *****
  2752. UTILITY ABILITIES:
  2753. Expert Bartering+3
  2754. Master Fishing+3
  2755. Expert Negotiation+3
  2756. Expert Perception+3
  2757. Expert Scouting+3
  2758. Expert Thievery+2
  2759. Expert Leadership+4
  2760.  
  2761. *****
  2762. TRADE SKILLS:
  2763. Apprentice Alchemy
  2764. Teacher Batponies
  2765. Teacher Batpony History
  2766. Pupil Cloud Cities
  2767. Junior Councilierge
  2768. Junior Councilierge Forces
  2769. Junior Councilierge History
  2770. Junior Crystal Conclaves
  2771. Junior Crystal Empire
  2772. Junior Crystal Kingdom
  2773. Pupil Crystal Ponies
  2774. Observer Crystal Devices & Technologies
  2775. Proficient Day Guard
  2776. Pupil Ethereal Plane
  2777. Proficient Equestria History
  2778. Graduate Equestrian Militaries
  2779. Graduate Esoteric Weaponry & Enchantmarents
  2780. Graduate Ferron History
  2781. Teacher Ferron Militaries
  2782. Senior Human Weaponry
  2783. Senior Humans
  2784. Senior Honor Guard
  2785. Graduate Independent Factions
  2786. Teacher Luna’s Citadel
  2787. Graduate Luna’s Villages
  2788. Proficient Lunar Alchemy
  2789. Graduate Lunar Guard
  2790. Adept Lunar Guardians
  2791. Teacher Lunar Military
  2792. Junior Lunar-Solar War
  2793. Teacher Equestrian Marecenaries
  2794. Pupil Minotaur Hegemony
  2795. Senior Modern Constructs
  2796. Teacher Pegasi
  2797. Teacher Pegasi Cloud-States
  2798. Pupil Psionicism
  2799. Graduate Post-Modern Constructs
  2800. Teacher Pre-Archaic Constructs
  2801. Junior Pre-Modern Constructs
  2802. Observer Research
  2803. Senior Rift Plane
  2804. Teacher Razorback Company
  2805. Graduate Saddle Arabia
  2806. Graduate Saddle Arabians
  2807. Graduate Saddle Arabian History
  2808. Senior Saddle Arabian Military
  2809. Teacher Sea’s Bounty
  2810. Proficient Solar Tactics
  2811. Adept Solar Guardians
  2812. Adept Spectrals
  2813. Junior Stalliongrad
  2814. Graduate Starborn
  2815. Graduate Tactician
  2816. Graduate Tallus Ocean Biology
  2817. Apprentice Tallus Overdark
  2818. Teacher Tallus Void
  2819. Senior Undead
  2820. Proficient Unicorns
  2821. Graduate Void Creatures
  2822. Teacher Weaponry
  2823. Junior Watch Guard
  2824. Pupil Vortex Plane
  2825. Pupil Vortex Plane Inhabitants
  2826.  
  2827. *****
  2828. ENCHAINED ABILITIES:
  2829. >Inspired Battlemare: due to the overwhelming strength provided by six of her Enchains, Twisted Wing's physical strength is equivalent to most earth ponies, though the possibility of physically overheating due to exertion and her body's inability to cool itself is a severe danger, making her extremely cautious not to overextend her limitations.
  2830. *Grants 4x [1d6+17] rolls that may function as Assault, Parry, or Riposte
  2831. *When Inspired through Clemency's use of Aviator, Twisted may gain up to an additional four rolls, ONE per max critical
  2832.  
  2833. *HARDENED MIND: Twisted Wing does not suffer from the standard physical, psychological, physiological, and spiritual effects from Demoralized, Intimidated, Fear, Horror, or Terror.
  2834. *She is still negatively effected by all forms of Anti, however
  2835.  
  2836. >Heart's Touch: an ability granted by Enchaining the Nightmare's hoofmade Heart Sigil to her ka, given to her when Twisted Wing and the Nightmare were lovers.
  2837. The Heart's Touch allows Twisted to send a short message to any living being within the same realm (or from Tallus to the Moon) using a [1d6+4] roll, the result indicating the number of words (in combat) or turns capable of being sent flawlessly.
  2838. *This ability also allows Twisted to absorb Clemency's wounds via contact, transferring harm directly to herself with a [1d6+4] roll, but may only be used ONCE per Mission or Operation
  2839.  
  2840. >Lunar Intimidation: a heavily modified copy of the Canterlot Voice, predominantly used to issue commands at distances over a mile, terrify armies, or simply render unworthy opponents in single combat useless.
  2841. Achieved after leadership training with Luna and voice training from several Starborn Crystal Runesingers for over 1,5 years, making Twisted Wing the third non-alicorn, and the first pegasus, to learn it properly.
  2842. Choosing to have the Guardian's Mark of Luna permanently Enchained to her by the Nightmare, Twisted is capable of using the Lunar version as standard, or specifically for Intimidating opponents which would otherwise be immune to normal methods.
  2843. *Roll [1d6+7], base result multiplies
  2844. *May be utilized a maximum of ten times per Night, however, the effect degrades by -1 per each use
  2845.  
  2846. >Non-Combat AutoRegen: regenerates +15HP per turn out of combat.
  2847. *This degraded form of regeneration does NOT function when harmed, instead activating when severely stressed, drunk, overheated, gravely injured, depressed, or under the afflictions of a particular psychoses.
  2848.  
  2849. >STRAWBERRY OVERDOSE!!!: not so much an ability, more of a (somewhat) positive side effect from one of her later Enchains. Also not an addiction, just a ("Really, really, REALLY hard to ignore!") Compulsion.
  2850. *Whenever Twisted consumes 20 or fewer strawberries, she will pass out for a period from [1d6] hours, though 2 hours more if there are ponies sleeping within 50M of her
  2851. *After consuming 21 or more strawberries, she will pass out for [1d2] hours, and immediately upon waking a [1d6] is rolled, where the result is the number of turns that she must add +1 to all rolls, and will hallucinate virtually everything, except for Nobles and Royals, to be made of (or from) strawberries
  2852. *For less than obvious reasons known only to herself, she can tell the differences between living beings, walls, doors, edibles, non-edibles, and etcetera with ease.
  2853. (“Don’t… ask. Can’t explain any of it.”)
  2854.  
  2855. *****
  2856. SHARED ABILITY: Expert Airstream. Twisted Wing has become much closer to Clemency upon giving him the opportunity to prove his status as an honorable Aviator and aiding her in sorting through her past.
  2857. Undertaking extreme stress testing, training, and experiencing the expected flight characteristics of the average Ferron has allowed Clemency to see, feel, and utilize the Airstreams of Tallus. In doing so,
  2858. *Due to Twisted Wing’s intensive physical training and fine instructions in the artfully scientific methods of close combat, Clemency is granted a [1d6+3] <Airstream Strike ability that functions as an additional Assault, Parry, or Riposte roll
  2859. *Also grants 2x [1d6+2] <Airstream rolls that function as Block, Evasion, or Sprint
  2860. *Due to Clemency's excellent air-to-air combat training, teachings, and experience in aerial maneuverability, Twisted Wing is also granted a [1d6+X] <Airstream Flow roll which functions as an additional Evasion roll, where X is the number of trophies Clemency and Twisted have combined
  2861. *Current Trophies: 6
  2862.  
  2863. *****
  2864. UNIQUE ABILITIES:
  2865. *Basic Imperial Sky Cracker. The Nightmare's personalized flight training given to Twisted Wing upon reaching the rank of General, combined with the effect of her fifth Enchain, known as the Tempest King's Siglet, and research into several subjects that she refuses to divulge, has resulted in the ability to effortlessly move or fly with no loss of inertia, velocity, or change in direction, leaving a solid afterimage that can last up to half a mile at maximum, often confusing slower opponents as to where she is currently.
  2866. ("I've been asked this a lot. No, I cannot tell you. No, I will not tell you. No, I must not tell you. It's a secret, and it'll stay that way.")
  2867. *Once every other Operation, upon reaching a cumulative Speed of 20 or more Twisted Wing may orient herself on a single large target, or several smaller targets in close proximity to each other, and roll 2x [1d6+24] to create a null pressure vacuum in her wake or around her entire body, effectively shattering the physical spectrum to cause massive inertial feedback in a 5 meter radius around her, or create a tunnel up to 100M in length.
  2868. *This ability does not allow her to pass through composite materials such as silverine or sapphirine, nor extremely thick matter or living beings.
  2869. *Causes double damage to Fragile beings or Undead, but oddly does not cause much harm to otherwise normal living beings.
  2870.  
  2871. *GRANDMASTER EXECUTIONER. The Seal of Execution granted by Luna, then Enchained to herself, grants Twisted Wing the ability to execute an opponent utilizing her custom wingblades, or any other specialized weapon she may possess.
  2872. This allows the use of Grandmaster Executioner ONCE per Operation or Mission, but due to the stipulations and restrictions she MUST exit combat for 2 turns afterwards to recover.
  2873. *Roll 4x [1d6+20] to initiate, the higher the result the more likely the target will be Executed, while an enemy under 20% HP will usually be Executed with little issue
  2874. *If she is Inspired through the use of Expert Aviator, Twisted Wing may add +5 to all Grandmaster Executioner rolls for each critical, up to a cumulative of +15, though performing an Execution at this stage will cause her body to instantly overheat
  2875. *If used immediately after being summoned, Twisted must Intimidate another enemy and leave to cool down, then return if possible once recovered
  2876.  
  2877. *****
  2878. PONIAL ITEMS:
  2879. -Custom Fit Radio+Headset: finished and miniaturized, as well as made invisible, by Spiral's Shadow form.
  2880.  
  2881. >EVERYTHING ELSE: (“Clem, there is NO fuckin’ way I could move a fiftieth of ‘my’ stuff here. I’d need an underground suite at least the original Armory’s size to store half of it. Also, uh... I forget where some of all that’s been stashed. Ain’t bird brained either. That’s a matter of memory, never got Enchained to be better at remembering every word I’ve listened to. I’m still a Ferron, we collect stones and twigs like batponies acquire puns.
  2882. In total: I basically own five battleline’s worth of equipmarent.
  2883. Problem is damn near everything I’ve claimed, bought, traded for, stolen, borrowed indefinitely, been loaned, ownership is banned, restricted, under limited access protocols, or worse.
  2884. Most of it won’t probably ever see Daylight or Moonlight again. There’s been a lot of times I remember that’s a GOOD problem.
  2885. I’ll ask Bren though, see what she can do for some of the nifty and cool stuff though.”)
  2886.  
  2887. *****
  2888. UNIQUE ITEMS:
  2889. >Champion Belregard's Shield: a 5' tall triangular shield that resembles a flattened out fang, the facing a brilliant blue. Much too heavy to be used or carried, even by earth ponies.
  2890. After realizing the danger posed by possessing it, Twisted decided to keep hold of the Ethereal Golem's shield, placing it in her Tower for safe keeping.
  2891.  
  2892. *****
  2893. UNIQUE ELDRITCH WEAPONRY:
  2894. *Wingblades of the Perfect Moon (Custom-Fit, Lunar-Forged, Unique Legendary Enchained Eldritch Artifact): sixty massively enchanted and seemingly invulnerable thin black blades, over 3' in length with a hook to anchor around the base of her primary feathers. This set is meant for use in direct combat and as a shield to protect her when grounded or otherwise unable to fly.
  2895. Purportedly unable to be used by any other living being as they are Enchained to Twisted Wing with a vastly greater Sticky enchantment, why they aren't permarenently attached to her feathers is unknown.
  2896. ("Most Enchained can't remove their weapons, ever. There's a few that can. Stone Drake, pegasus. Reaver Claws, batpony, she can. There's.. three to five more that I'm aware of who can, but I’ve never ponifally met them.
  2897. Uh, duh? Nearly all Enchained are Lunars. About.. maybe ten aren’t, out of around four hundred. Don’t quote me on that though, I do NOT know about non-Lunar Enchained. We don’t exactly advertise ourselves, and I don’t like sharing what shouldn’t be known.")
  2898. Naturally imbued with a powerful Slowfall-Float effect, it counteracts enough weight of her improved body to allow excellent flight characteristics while wearing the full set.
  2899. Combined with her immarense strength, they have little trouble piercing most armors, though there's far more to them than Twisted lets on. The wingblades respond to her will with extreme ease, changing color depending on her mood. The blades remain black normally, turn aquamarine in flight, and become a bright red when angered or in combat.
  2900. Luna stated to Clemency that she retrieved the material from an Eldritch being on her own, though was severely injured doing so, and granted them as a gift afterwards.
  2901. Due to the powerful Sticky enchantment, it takes Twisted roughly two hours to remove and clean them all each week. ("What I do is take 'em off, set 'em on the biggest heatstone around, tell that sucker to get HOT, then let 'em cook! Easiest way is usually the best way.")
  2902. -Melee Weapon Class: Light-Eldritch
  2903. -Enchantment Slots: 1/4 remaining
  2904. -Base Modifier: adds +3 to all Assault/Parry/Riposte rolls
  2905. -Defensive Enhancement #1: adds +3 to all Block or Cover rolls
  2906. -Utility Enchantmarent #1: Eldritch Slowfall-Float
  2907. -Utility Enchantmarent #2: Eldritch Hold, cannot be removed except at-will
  2908. -Utility Enchantmarent #3: Indestructible
  2909.  
  2910. *****
  2911. >TROPHIES:
  2912. -Alpha Dredger's Head
  2913. -Cloth Fragments from numerous Human Zombies
  2914. -Stalliongrad Watch Guard Skull
  2915. -Vitriole Drake Skull
  2916.  
  2917. *****
  2918. ENCHAINS:
  2919. -Blackspine Devourer Core: adds +1DR & +1 to all Assault/Parry/Riposte rolls, increased her physical size (weakened)
  2920.  
  2921. -Circle of the Unbroken Mind: a later Crystal Empire Era circle engraved on a color distorting coin which resonates a nearly impenetrable background hum and distortion, preventing mental intrusion from Psions, Eldritch, Otherworldly, Planar, or Spectral beings, as well as other methods of mental contact.. or at least against those that she cares to tune out.
  2922. (“Doesn’t work against Anti though, this one was tuned for everything else. The Crystal Empire was officially formed and announced during the Late Dynasty’s later stages. Let’s say about 28,560 or so, at least I think that’s about when. Outside the City-State itself there weren’t and still aren’t any Imperial-born, which makes the one I used a priceless historical relic. Probably should have waited to locate or trade for an older variant.”)
  2923.  
  2924. -Central Path Dusk Strider's Seal: adds +1 to all Assault/Parry/Riposte rolls & gains +5HP/turn out of combat (weakened)
  2925.  
  2926. -Grand Cragwurm's Core: adds +1DR & gains +10 MaxHP, increased her physical size (weakened)
  2927.  
  2928. -Luna's Heart Sigil: adds +2DR & gains +50 MaxHP, and grants the Heart's Touch skill (weakened)
  2929.  
  2930. -Luna's Executioner: adds +1 to all Assault/Parry/Riposte rolls & grants the Grandmaster Executioner skill (weakened)
  2931.  
  2932. -Luna's Guardian: adds +1 to all Assault/Parry/Riposte rolls, adds +50 MaxHP, and grants Lunar Intimidation (weakened)
  2933.  
  2934. -Maze Delver's Eye: (“Nope. Not sayin’ a word.”)
  2935. Allows Twisted Wing's body to regenerate from death, the length of time solely depending on the severity of injuries and the remainder of her physical body in proximity.
  2936. ("You might be asking me why I specifically Enchained that to me since Enchained can't die when away from Tallus anyhow. Easy answer: I couldn’t let it be misused.")
  2937. *Increased her physical size, reduces the time to fully regenerate by 1/3rd
  2938.  
  2939. -Riftseeker's Core: adds +1 to all Perception/Scouting rolls and grants the 1d6 <Rift Eye skill, though for obvious reasons is SEVERELY degraded and untrained. (weakened)
  2940.  
  2941. -Seal of the First Lunar Guardians: adds +1 to all Assault/Parry/Ripsote rolls & +20 MaxHP (weakened)
  2942.  
  2943. -Softspine Lord Core: adds 1DR & gains +5HP/turn out of combat, increased her physical size (weakened)
  2944.  
  2945. -Starborn General: adds +1 to all Leadership rolls, adds +20 MaxHP, and gains permarenent BOSS-class Fearless (weakened)
  2946.  
  2947. -Tempest King's Siglet: adds +1 to all Assault/Parry/Riposte & Block/Evasion/Reaction Speed/Sprint/Flight rolls, and grants the [1d6] <Tempest Strike skill, though for obvious reasons is untrained (weakened)
  2948.  
  2949. -Void-Warped Circle: adds +1 to all non-combat Stealth rolls and gains +5HP each turn while out of combat (weakened)
  2950.  
  2951. -Wingblades of the Perfect Moon: cannot be removed or properly used by any being, excepting Clemency, or those she allows.
  2952.  
  2953.  
  2954. ***************************************************************************************************************************************
  2955. Velasi "Flash" Aguina, Ordo Chronos Inquisitor
  2956. Age: unknown, probably irrelevant
  2957. Month of Birth: unknown, definitively irrelevant
  2958. HP: 50
  2959. DR: 1
  2960.  
  2961. (Careful, Cautious, Droll Wit, Razorback 100, Temporal Agent, Two-Faced, Watchful)
  2962.  
  2963. ("I have no concern telling you who I am as an individual, Marquis. What, however, is more important.")
  2964.  
  2965. *****
  2966. KNOWN LANGUAGES:
  2967. Holy Imperial Binary: has perfected the most common one hundred or so varieties of Administratus Mechanicum binary languages, and is able to easily sub-vocalize hidden messages when speaking to Machine Spirits, machines, or non-Abominable Intelligences that process and understand binary machine coding ("One-one-zero-one-one-zero-zero-one is the start to my ninetieth most favorite song!")
  2968.  
  2969. Low Gothic: can read, speak, and write fluently in over 30 dialects. Also includes Common Human/Common Equestrian
  2970.  
  2971. High Gothic: can read, speak, and write fluently in the main 8 dialects
  2972.  
  2973. Xenos, Crystal Pony: has moderate fluency in the modern dialect
  2974.  
  2975. Xenos, Earth Pony: has basic fluency in the modern dialect
  2976.  
  2977. Xenos, Unicorn: has basic fluency in the modern dialect. Her knowledge is (of course) particularly focused on epithets, insults, the names of bodily parts, and other unusual swears.
  2978.  
  2979. *****
  2980. APPEARANCE: originally a Pan-EuroTerran Pacifica styled human female, 5'8" tall with a semi-wiry build and constantly devious (but mostly arrogant) light yellow eyes. Since she never removed her Witch Hunter armor or hat long enough for other humans to observe her further, it is unknown if she bore any scars.
  2981.  
  2982. Currently, Inquisitor Flash is an ever-grim faced, dull white coated unicorn mare of slender build with a two-toned silver-gold mane and tail, carrying no visible scars. Now exactly 3'11" in height, an inch shorter than most Equestrian unicorns.
  2983. Her most distinguishing features are two accusatory, piercing light yellow eyes, a completely flat, straight, rigorously washed free flowing mane trimmed to mid-shoulder height or kept in a triple braid, and either a straight or wide two-braided or free-flowing tail.
  2984. Last is a small, simple golden loop pierced into the highest tip of her left ear, though she tends to switch jewelry fairly often.
  2985. *These 'changes' occurred due to a series of deliberately hostile encounters with Discord, the Tallus God of Chaos.
  2986. (“I would not classify that one as a technical deity. Rather, his power is that which eludes, confounds, confuses, and tricks the viewer into making either the most incorrect decision, or the most profoundly correct. An existential living anachronism, to be precise.
  2987. In the off chance that one becomes foolish enough to engage his wrath.. I would suggest either playing along, or playing against, while stating specific stipulations and rules which are not to be chided nor breached. Discord’s candor relies upon willfulness and amusement, or amusemarent, therefore he does not, and positively can not, cheat in the manners or mareners that you might think. To him, the spirit of such is equally as important as the lettering and wording.
  2988. In a sense, there is no Great Game to be found when dealing with Discord, but to the uninformed mind only a disconcerting sense of untimely shenanigans may, or will, occur, which, to certain preconceived notions of generalist relations, appear coincidental. Do be warned, however, that ‘time’ holds no meaning to a living concept.”)
  2989.  
  2990. Due to shenanigans not entirely of her own making, Flash is usually covered in several layers of (almost) permarenently BRIGHT orange paint on her coat, though certain Operators have left her mane and tail alone.
  2991. (“Hm? Ah, this is of no consequence. Anonymous, the Third Human Gestalt as he is best known by, happens to be responsible for such a coloration. We delight in devising ever more curious pranks against each other. For fun, not out of malice, scorn, revenge, or other trite means. That may be a lie, but it also may not be.
  2992. He has not yet discovered the vagaries of his own technological reach and prowess being turned against him. While acceptable for the most part, I do not particularly enjoy the vast majority of... repercussions which occur.
  2993. Except for the [ULTRA REDACTED] pictures, audio recordings, and videos. Now THOSE.. those are the most amusing..”)
  2994.  
  2995. In short: she's tall enough to be booped, but short enough to be a significant danger, especially since she tends to aim for the crotch of humans that annoy her, both male or female.
  2996.  
  2997. *****
  2998. BIOGRAPHY: arriving with the majority of Razorback Company, Velasi, calling herself Inquisitor Flash, made herself known and hated early on with an arrogant, overly loathing, and insufferable demeanor to those that spoke to her. This, of course, immediately brought her great ruin from the gathered humans in New Canterlot.
  2999. After being knocked out and choked unconscious several times on the train, she resigned herself to living in the deep shadow of Razorback, calling as little attention to herself as possible, unless the needs of the many outweighed the wants of herself.
  3000.  
  3001. Ignoring all goings on, she preferred to stay as far away from others, especially ponies whom she continually labeled with the term 'xenos', and numerous slurs otherwise, until the confrontation with the Solar Tyrant occurred, where she was forced to flee along with the rest of Razorback.
  3002. Even if she professed a certain rather gentrified form of speciesism, the Solar Tyrant's appearance shook her openly and deeply, falling into a state of morbid depression, which all saw as a welcome relief. This, however, belies her true feelings and thoughts, none of which she has yet dared to speak of.
  3003.  
  3004. During the construction of Razorback Fortress and throughout its second year, Inq. Flash was seen little, spending the vast majority of her time in difficult to reach or uncomfortable locations, occupying herself with whatever books she could get her hands on, and generally being out of the way. This did not last for long. (“One could easily state that I care little for current temporal matters. The past is to be learned from, yet the future.. is not to be derided, nor ignored. Would you not express the same concerns I have, Hodch?”)
  3005. Before Stalliongrad's Siege, Velasi ran afoul of Discord, engaging him while in an unusually violent and highly enraged state. Throwing the Inquisitor's otherwise potent pseudo-Psionic ability back in her face, the Draconequis, showing anger for once, 'merely' decided to punish Velasi by performing a complete, binding transformation upon her.
  3006.  
  3007. Shocked at her body now that of a dull gold unicorn, Velasi has been seen far less than in previous days, even if her research takes an interesting turn. Even now she rarely ventures into the Mess Hall for something to eat, but she is most often heard in the attics, rafters, and crawl spaces throughout the Fortress.
  3008. Several of the less apprehensive Operators have even come across tunnels dug throughout the northern section of the fortress, all leading to the Mess Hall, presumably being one of the few activities she still takes some form of joy in.
  3009. (“To those of us born in the Void, that of Between All Else Is, there is a comfort which we cannot express. Small and confined spaces are a gift; to know where one is, to know what protects us, and what does not.
  3010. Digging tunnels in such utterly agreeable, pure soil would be, for most, a coping mechanism. That is not the case for myself. I enjoy the exercise for what it is, which is experiencing that which my ancestors for hundreds of generations could not, condemned into seclusion as they were. There is a much deeper connection: between those whom should have been born on soil and those deprived of the same.
  3011. Also, it is quite fun.”)
  3012.  
  3013. Though she may still be a loyal, honorable Inquisitor of the Ordo Chronos, Velasi's near-entirely unmotivated and sometimes catatonic state continues to damage her future prospects.
  3014. It remains to be seen what she will do with her life, though the tacit acceptance of this second chance, whether as a curse or a blessing, is likely the end of the line for her.
  3015.  
  3016. ("Or so Razorback, including myself, thought." -Krinza)
  3017.  
  3018. *****
  3019. PHYSICAL MODIFICATIONS:
  3020. -Unicorn. 'nuff said.
  3021.  
  3022. *****
  3023. PSYCHOSES:
  3024. -Agoraphobia, Extreme. Having grown up and lived aboard voidships for the vast majority of her life, confined or otherwise spaces are, for her at least, comforting. The sense of knowing where one can be assaulted or ambushed from is a rare constant in an Inquisitor's life, and even more so for a member of the Ordo Chronos, whom are often called upon to act in four and even five dimensions in combat.
  3025. *For every 10 turns or 10 minutes in a non-enclosed space, Inq. Flash gains 1 (Temporary) Insanity
  3026. *For every 100 turns or 100 minutes in non-enclosed spaces, Inq. Flash gains 1 (Hard) Insanity
  3027.  
  3028. *****
  3029. OFFENSIVE SKILLS:
  3030. Expert Assault
  3031. Expert Parry
  3032. Expert Riposte
  3033.  
  3034. Expert Forced Casting
  3035. Expert Intimidation
  3036. Expert Light Energy Weapons
  3037.  
  3038. *****
  3039. DEFENSIVE SKILLS:
  3040. Expert Block
  3041. Expert Evasion
  3042. Expert Reaction Speed
  3043. Expert Sprint
  3044.  
  3045. *****
  3046. UTILITY SKILLS:
  3047. Expert Engineering+1
  3048. Expert Leadership
  3049. Expert Explosives
  3050. Expert Medicae+1
  3051. Expert Negotiation
  3052. Expert Perception
  3053. Expert Research
  3054. Expert Scouting
  3055. Expert Tech-Use+1
  3056. Expert Wilderness Survival
  3057.  
  3058. *****
  3059. UNIQUE SKILLS:
  3060. *Master Ordo Hereticus Teachings: Smite. Like all Sanctioned Inquisitorial Psykers before her, Velasi was required to kneel before the Golden Throne in order to directly learn teachings from the living-corpse of the God-Emperor himself.
  3061. In her case, she only acquired a single fragment of knowledge, though this does not imply that her mastery of the sole divine ability the Emperor taught her is due to a weak inherent nature. Few others can demonstrate that they have been granted the honor and right to call upon the Emperor's Right Hand of Wrath, which manifests in the material world as a golden armored human fist the height and twice the width of a Sentinel.
  3062. At most times this appears as a 15M in diameter cloud of bright white and gold lightning, much the same as Astartes Librarians are capable of utilizing, which may stun virtually any foe that suffers a direct impact. Her mastery of this ability led some of Flash's fellows in the Ordo Chronos to believe that she was either destined for great deeds, or that she is merely less pretentious than she appeared to be.
  3063. Amusingly, on Tallus this sometimes becomes a giant earth mare’s hoof clad in silver, gold, or platinum. Rarely, there is no manifestation whatsoever.
  3064. (“Did you know Alpha level Psykers do exist in profuse numbers? They are largely classified as Beta under an archaic system which the Inquisition stupidly relies upon. The differences are slight yet important; specialization, control, lessened degrees of backlash, and stability. Fortunately I was mistaken as a Beta-class… that is a tale for another time, however.”)
  3065. *Up to four times per Mission/Operation, grants 4x [1d6+2] rolls that function as an Anti-Elemental which stuns for 1 turn on a max critical, able to target from one to four combatants; may also use to cause harm against one OR two targets utilizing 4x [1d6+4] rolls
  3066. *ONCE per Mission/Operation allows 4x [1d6+8] rolls with two alternate uses: the first being the Hoof of Wrath, a purely damage causing ability; the second being Smite, which removes all modifiers from the target and stuns for 1 turn per each max critical
  3067.  
  3068. *Basic Temporal Castigation: each member of the Ordo Chronos is required to undergo thorough, vigorous hands-on training in temporal alignment, shifts, causality, breaks, line splitting, castigation, and other less understood effects.
  3069. This knowledge manifests in a seemingly genetic understanding of how time itself can be bent, twisted, woven together, broken, or fractured from involved strands. Of course, many in the Inquisition are both frightened and intrigued as to why members of the Ordo Chronos alone are granted this knowledge.
  3070. Despite her reluctance to engage in, as she calls it, "grox-shit temporal fuckery the likes of which Tzeentch only WISHES he could take part in, that dickless space-mollusk!", Inquisitor Flash often has eerie (and not entirely accurate) premonitions of future events, along with numerous and unsettling facts about the history of Tallus, though her deeply strained relationship with other humans almost always prevents her from sharing information.
  3071. *Grants Inq. Flash the Temporal Leap and Temporal Strain abilities using 2x [1d6] rolls, allowing her to either slow or increase the flow of temporal relativity in a 5M-25 sphere around her, which may affect a maximum of two living beings or items each turn
  3072.  
  3073. *****
  3074. TERTIARY SKILLS:
  3075. -Basic Engraving+2
  3076.  
  3077. *****
  3078. TRADE SKILLS:
  3079. Amateur Biologist
  3080. Amateur Chymist
  3081. Amateur Researcher
  3082.  
  3083. *****
  3084. TRAIT: Basic Aguina Family Rogue Trader. Bribery. Frontier world expansion. Archaeotech searches. Sudden Astartes arrivals. Extortion. Xenos artifacts. Implicit assassinations. Unnamed Guard company drops. Crusade-era technology. Currency manipulation. Antiquities trades and thefts. Xenotech acquisition. Imperial missives. Ecclesiarchal dispatches.
  3085. All these and more define the life of a Rogue Trader, which in many cases boils down to: "whatever we do, we do in the service of the Emperor, even if it means getting our hands bloody from time to time. Our actions must always benefit the Imperium, and from time to time, ourselves!"
  3086. *Adds +1 to all Barter, Leadership, and Ranged rolls
  3087.  
  3088. *****
  3089. SKILL SPECIALIZATIONS:
  3090. -Bren, Long Term Heavy Construction Training: adds +1 to all Assault/Parry/Riposte rolls
  3091.  
  3092. -Engrammatic Linguistic Fundamarentals: adds +1 to all rolls when studying languages
  3093.  
  3094. -Moderated Biologis Engrams: adds +1 to all Research rolls when studying biological features, classifications, and properties
  3095.  
  3096. -Provisional Tallus Research, Sapiens-Equine Studies: adds +1 to all Research rolls when studying ponies
  3097.  
  3098. *****
  3099. SUPPLIES: 2x Canteens, 4x Field Officer's Rations, 6x Razorback "Vodka"
  3100.  
  3101. *****
  3102. COMMON ITEMS: 6x Chemlights, Compass, Map, Multitool, 2x Roll of Rope, 2x Rolls of Steel Wire, Shovel, Wire Cutters
  3103.  
  3104. *****
  3105. EXPLOSIVES: 155MM Bombshell, 2x Bouncing Betty, 2x C4, 2x Claymore, 3x Krak Grenades
  3106.  
  3107. *****
  3108. MEDICAL ITEMS: 2x Bandages, 2x Wound Dressings
  3109.  
  3110. *****
  3111. UNIQUE ITEMS:
  3112. -Blessed Rosarius: a faded, silver embossed rosarius bearing the Inquisition's standard symbol, significantly heavier than it looks. Over her time on Tallus, Inq. Flash has modified this heavy relic significantly to house a major temporal refraction field, one Chronon Wave Calculator, a rare and valuable relic of the Dark Age of Technology used in Astartes Legiones Auspex scanners, and a Temporal Harmonization Strand, one of the Ordo Chronos' most guarded tools, likely Necron in origin.
  3113. When used, Inq. Flash is able to fully exit the timestream of material and immaterial worlds, spectrums, dimensions, and Planes in order to selectively modify the events which she desires most to- (“Yes, I WILL call it ‘mucking about’, and you will NOT state otherwise!”)
  3114. *Adds +4 to all Temporal Strain and Temporal Leap rolls
  3115.  
  3116. *****
  3117. UNIQUE ARMOR:
  3118. >Hardened Ordo Hereticus Outfit (Custom Fit, Unique): a simple, ubiquitous outfit commonly favored by Witch-Hunters. Comprised of a comfortable woven mesh bodysuit, a brown synthleather overcoat, and a wide brimmed hat (also made of synthleather), perfect for keeping rain and snow off.
  3119. Flash has taken the time to improve this normally fashion-only set with the addition of cured, thin basilisk hide inserted into the overcoat at strategic locations, glued in place by one of the more permanent compounds available on Tallus.
  3120. Why such a basic, almost worthless armor set is her go-to is unknown, especially since both humans and ponies seem to hate her more when wearing it.
  3121. -Armor Value: 1DR
  3122. -Armor Class: Light
  3123. -Enchantment Slots: 1/1 remaining
  3124. *Appearance Effect: causes either +1 Threat to Humans, or +2 Threat to Equines
  3125.  
  3126. *****
  3127. PHYSICAL ENCHANTMENTS: 2/3 slots remaining
  3128.  
  3129. -Armor Charm: provides a natural +1DR
  3130.  
  3131.  
  3132. ***************************************************************************************************************************************
  3133. COMBAT ONLY COMPANIONS:
  3134.  
  3135. *****
  3136. Prototype Guard Golem: 350 Armor, 6DR
  3137. Age: irrelevant
  3138. Month of Creation: irrelevant
  3139.  
  3140. *****
  3141. (Ancient, Armored, Barely-Functional Sentience, Crystal-Forged, Golem, Glyph-Forged, Heavy, RELIC, Slow, TEMPORAL SUPPRESSOR, UNIQUE)
  3142.  
  3143. *****
  3144. APPEARANCE: a heavily experimental and (still) unfinished 7' tall stone bipedal golem with two thick arms ending in three fingers used for gripping or punching, a pair of heavy legs its only means of locomotion, due to its abnormal weight it is rather slow. Much like its sibling which resided in the basement of Harlon's mansion, this once was created from heavily enchanted stone of an unrecognizable form.
  3145.  
  3146. Covered in gryphon glyphs and Crystal pony runes, it is animated by a large power crystal embedded in its chest, and displays a large number of flowing crystalline 'veins' running throughout the body, gifting it with a great deal of strength and utility at the expense of rarely functioning longer than a few minutes. A host of external power crystals and enchanted gems jut from various locations across its body which grant it the use of several basic Elemental Lance attacks; due to Denra's paranoia he has covered each one with an ablative diamond casing.
  3147.  
  3148. The head is a basic oval shaped stone with an unknown enchanted gem of some form embedded within that functions as a basic command processing and elemental control center, though Denra has noted that it retains a large amount of information that he has been so far unable to access.
  3149.  
  3150. Weighing approximately 1,100 pounds, the Golem has been significantly modified by Denra, relocating the central power crystal on its chest deeper within the body frame, reinforced the exterior shell with an ablative coating of white diamondine, and has (barely) managed to improve the semi-liquid crystalline matrix by copying the same modern techniques used by Naliyna to a degree, decreasing the overall energy consumption.
  3151.  
  3152. *****
  3153. HISTORY: recovered from a temporally displaced mansion in the New Everfree, this Golem was designed, and built, to be a versatile blend of both guard and soldier by Harlon and his herd. Mostly due to its size and unique construction, it is a potent opponent from close to medium range combat, having been carefully improved Denra over the past year, mostly to minimize its weaknesses.
  3154.  
  3155. At current stage of completion and undergoing marely bouts of late night fine tuning, the temporal power crystals have been enabled to utilize a low energy movement-only protocol for the Golem while also granting it a moderate amount of arcane siphoning, replenishing its energy reserves when not in combat.
  3156.  
  3157. While the Golem is unable to communicate with speech and only has a limited sentience, it instead uses glyphs and runes, much like those produced by Vindicator, to confirm commands, identify known beings, warn nearby Razorback members of intruders, whether suspected or spotted, and acknowledge performance details when tasked with minor duties.
  3158.  
  3159. *****
  3160. STATUS: still undergoing extensive improvemarents by Denra at the Fortress
  3161.  
  3162. *****
  3163. OFFENSIVE ABILITIES:
  3164. Expert Assault+10
  3165. Expert Parry+6
  3166. Expert Riposte+4
  3167.  
  3168. Expert Elemental Lance+10
  3169.  
  3170. Basic Intimidate+3
  3171.  
  3172. *****
  3173. DEFENSIVE ABILITIES:
  3174. Basic Resist Damage+6
  3175.  
  3176. *****
  3177. SPECIAL ATTRIBUTES:
  3178. >Anima Reserve Matrix: capable of functioning for a maximum of 5 turns in combat before entering Defensive Protocol Alpha.
  3179.  
  3180. >Defensive Protocol Alpha: once the Golem's energy reserves are mostly depleted, it will automatically enter a defensive state by kneeling and placing both arms around its chest, serving to protect the temporal power crystal within.
  3181. *After 3 turns the Golem will be returned to full combat capability once more, although in areas of lower arcane energies this process will take longer
  3182. *While this Protocol is active, it grants an additional Resist Damage roll equal to the original
  3183.  
  3184. >Inherent Immunities: due to their nature, Golems cannot be affected by Poison, Venom, mental control, Psionic suggestions, nearly all forms of Eldritch, Otherworldly, and Spectral diseases, along with a wide variety of tampering, since their 'mind' is essentially an arcane program
  3185.  
  3186. >Temporal Suppression: a peculiar addition during a late stage modification, this Golem actively suppresses temporal clutter, chaff, distortions, bubbles, foam, and all others within a 220M radius due to the majority of its power crystals coming from the same stock used to create the Time Manipulator.
  3187. Notably, Krinza and Hodch have refused to research this function.

Bulletin Board

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Companions

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Items & Equipment

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NPC's, Friends, and Others

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Operator Handbook

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