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Items & Equipment

By PonyStrangler
Created: 2022-08-05 05:39:59
Updated: 2024-05-14 06:00:14
Expiry: Never

  1. ***************************************************************************************************************************************
  2.  
  3. ENCLAVE CURRENCY STORAGE:
  4. Argenta Patsos: 5,195 (2 to 1 Bit)
  5.  
  6. Crystal Gemcoins (Archaic): 8,752, unknown value
  7.  
  8. Equestrian Bits: 2,698,300
  9.  
  10. Dragonspine Mountain Fangs: 34,455 (0.6 to 1 Bit)
  11.  
  12. Germaneighan Ear-Marks: 13,176 (0.8 to 1 Bit)
  13.  
  14. Gryphon Kingdom Claws (Modern) and Talons (Archaic): 1,469 & 2,591 (unknown trade value)
  15.  
  16. Minotaur Hegemony Hoofstamps: 4,124 (1.1 to 1 Bit)
  17.  
  18. Rushyan Snootles: 149,751 (10 to 1 Bit)
  19.  
  20. Saddle Arabian Saddles: 2,518 (3 to 1 bit)
  21.  
  22. *****
  23. Gem stocks: 2,036,030 Bits worth at current Crystal Empire exchange rate
  24.  
  25.  
  26. ***************************************************************************************************************************************
  27. SILVER WISH DISCS:
  28. When an Operator receives a Silver Wish Disc they may use it with 2x [1d6] rolls; both rolls may be used for either a single item or an attempt at two different items, though only the highest roll will be delivered.
  29. -ONLY an Operator may write a wish, and ONLY a physical item that existed on that particular Operator's homeworld, or on Tallus if applicable, may be requested.
  30. -Requests to be fulfilled by those that inhabit Tallus may be requested as well, yet care must be taken as the receiver's intentions may be quite fickle, or possibly detrimarental.
  31. -Attempted use by those that are not Operators will only result in the disc being destroyed.
  32. -On a result of 6 the item requested will arrive in perfect condition with ALL requested modifications;
  33. -On a result of 5 the item requested will arrive in excellent condition with only 3/4 the requested modifications;
  34. -On a result of 4, the item requested will arrive with only 1/2 the requested modifications;
  35. -A result of 3 may yield a (possibly) useful curio or a damaged, similar item of questionable value;
  36. -A result of result of 2 is a failure and will likely provide only scrap materials;
  37. -A 1 results in a useless, albeit well made curio.
  38.  
  39. *****
  40. 1 owned by Bubba
  41. 2 owned by Clemency
  42. 1 owned by Cheto
  43. 1 owned by Dante
  44. 1 owned by Indurian
  45. 1 owned by Jeff
  46. 1 owned by Lont
  47. 2 owned by Natilda
  48. 1 owned by Snakebite
  49. 1 owned by Zhun
  50. *****
  51.  
  52. *BASIC GUIDELINES:
  53. -ANY item that currently exists which an Operator wishes to be improved CANNOT be lost or damaged in any way, NOR will any damage be caused to a currently existing item whether intentional or unintentional.
  54. -ANY item that one wishes to be improved MUST BE IMPROVED IF AT ALL POSSIBLE; this improvement is based on the MAGNITUDE of the result. For example: a result of 2 will cause the first 2 possible improvements to be committed WITHOUT THE POTENTIAL FOR FAILURE.
  55. -ANY item that one wishes to be improved will, if that specific item can ONLY be replaced with a superior version, result in the original existing copy remaining and a superior version being retrieved (if necessary) or created.
  56. -ANY item can also be wished for to be repaired, the repair of which is based on the MAGNITUDE of the result (from a 10% to a 60% repair). NOTE that this guideline directly implies that the item's original materials WILL LIKELY BE replaced with superior materials and the weight MUST remain close to the same.
  57. -ANY item that currently exists can be repaired multiple times until reaching that item's base capacity, and thereafter upgraded 2 to 3 times depending on technological capability.
  58. -ANY item that cannot be repaired (an almost impossible occurrence) will not be damaged or changed. Attempting to do so WILL NOT destroy the wish disc, however, IF SPECIFICALLY REQUESTED then an equal or superior copy may be produced ONLY if that item is not Unique.
  59.  
  60. *ADVANCED GUIDELINES:
  61. -ANY item requested is able to have period specific modifications, improvements, enhancements, additions, add-ons, customization, AND material changes, including those only found on Tallus, one’s homeworld, or one’s knowledge. Examples:
  62. -utilizing quartzine or diamondine lenses on a scope instead of glass or other composites,
  63. -replacing a chrome-molybdenum sleeved barrel with non-standard metals or materials (when applicable),
  64. -replacing stainless steel with hi-alloys only found on Tallus, or those from an Operator's home world,
  65. -modifying a common scope to utilize period specific Infrared, NVG, Thermal, starlight, or other technological functions that would fit the casing and technological levels,
  66. -adding electronic devices or components in known, prototype, likely existing, or theoretically proven stages to the intended item.
  67.  
  68. *****
  69. TIER 2 ADVANCED EQUIPMENT UNLOCKED.
  70. -All Operators now have access to heavy non-portable weaponry: missile launchers, rocket launchers, mounted turrets, towed artillery, two-man & squad based weaponry are acceptable.
  71. However, advanced weaponry will still be Era Locked, and weaponry must weigh a total of 8 tons of less.
  72.  
  73. -Access unlocked for small mechanized or engine based mechanical implements, utility devices, or vehicles below 8 tons maximum weight.
  74. Examples include: chainsaws, augurs, light cranes, vehicle lifts, etc.
  75.  
  76. -Access unlocked for working & functional weapon prototypes, or modern-era based technologies for those not from a highly advanced world.
  77.  
  78. -Access unlocked for modern generation armored fighting vehicles, armored personnel carriers, light tanks, aircraft, blue water vessels, spaceborne vessels, and etc.; all such must be under the 8 ton capacity limit.
  79.  
  80. -All instances of exoskeletons & powered armor are now unlocked. Their stats and capabilities will be dependent upon what they are based on, and, for the most part, may be improved beyond their base capabilities, up to a maximum of 3 to 6 upgrades depending on the roll used to acquire them.
  81.  
  82.  
  83. TOO LONG, DIDN'T READ? Wish Discs are not meant to solely provide basic acquisitions. If a "thing" can fit, seems like it SHOULD fit, does exist, COULD exist, or someone COULD make an alteration to make said "thing" fit, then it will fit.
  84. Except you. IN the box. YOU cannot fit inside that box. Or this box, don't try it unless you want to get stuck.
  85.  
  86.  
  87. ***************************************************************************************************************************************
  88. BLACK CANDLES:
  89. The rarest, and certainly one of the five most coveted gifts throughout the known Imperium, the appearance of a Black Candle has three purposes: honoring the greatest services of an Astartes on Terra during which the Bell of Heroes is rung, appearing during times of the foulest heresies to act as both light and shield against Chaos, or given as a sign of true favor from the highest ranking members of the Inquisition to their loyal subordinates.
  90. In this case, the first two do not, and will never, apply. (“Double and extra heresy do not count... or so I have been told. ” -Chisan Nas)
  91.  
  92. When acquired by an Imperial subject, a Black Candle is to be taken to a secure, safe location where the user must seat themselves, light the candle, and focus their thoughts upon a specific piece of wargear, an STC readout or printer, or any other object known to them that they desire to possess.
  93. Make a [1d6] <Black Candle roll, the result of which will determine whether or not the object of desire is translated from the Imperium to Tallus.
  94. *Should an Imperial be given the right to do so, they may attempt to summon Armory wargear directly from Inquisitor Velasi's personal flagship (Post-Dark Age of Technology Haephestus-class Custom Heavy Battlecruiser ‘Nine Strokes’) . IF the wargear in question is NOT Unique and can be produced to a higher standard, said wargear will be produced TO THE HIGHER STANDARD, which will take an equivalent amount of time to deliver onto Tallus.
  95. **Due to the unstable (and sometimes volatile) translation system, and the fact that much of her possessions procured through the past ten (“Or more.” -Chisan Nas) millennia are either extremely rare, difficult to reproduce, or near-unique examples hailing from the Dark Age of Technology, such an attempt will require the usage of at minimum 2 Black Candles for Rare wargear, 3 Black Candles for Artificer-grade, and 4 Black Candles for Ultra Rare.
  96.  
  97. 1 owned by Chisan Nas
  98. 1 owned by Mallia Castella
  99. 3 owned by Inq. Flash
  100.  
  101. *BASIC GUIDELINES:
  102. -ANY wargear that exists in the Imperium (and elsewhere) that an Imperial wishes to be improved CANNOT be lost or damaged in any way, NOR will any damage be caused to a currently existing item whether intentional or unintentional.
  103. -ANY wargear that one wishes to be improved MUST BE IMPROVED IF AT ALL POSSIBLE; this improvement is based on the MAGNITUDE of the result. For example: a result of 2 will cause the first 2 possible improvements to be committed WITHOUT THE POTENTIAL FOR FAILURE.
  104. -ANY wargear that one wishes to be improved will, if that specific item can ONLY be replaced with a superior version, result in the original existing copy remaining and a superior version being retrieved (if necessary) or created.
  105. -ANY wargear can also be wished for to be repaired, the repair of which is based on the MAGNITUDE of the result (from a 10% to a 60% repair). NOTE that this guideline directly implies that the item's original materials WILL LIKELY BE replaced with superior materials and the weight MUST remain close to the same, unless the user specifies otherwise.
  106. -ANY wargear that currently exists can be repaired multiple times until reaching that item's base capacity, and thereafter upgraded 3 to 6 times depending on technological capability.
  107. -ANY wargear that cannot be repaired (an almost impossible occurrence) will not be damaged or changed. Attempting to do so WILL NOT destroy the Black Candle, however, IF SPECIFICALLY REQUESTED, an equal or superior copy may be produced, but ONLY if that item is not Unique.
  108.  
  109. *ADVANCED GUIDELINES:
  110. -ANY wargear requested is able to have period specific modifications, improvements, enhancements, additions, add-ons, customization, AND material changes, including those only found on Tallus. Examples are as follows:
  111. -utilizing quartzine or diamondine lenses on a scope instead of glass or other composites,
  112. -replacing a particle synthesis derived barrel with Tallus-only materials (if applicable),
  113. -replacing common or stainless steel with composite elemarental steels or composites,
  114. -modifying a common scope to utilize period specific Infrared, NVG, Thermal, starlight, or other technological functions that would fit the casing and technological levels,
  115. -adding electronic devices or components in known, likely existing, or prototype stages to the intended item.
  116.  
  117. *****
  118. TIER 2 ADVANCED EQUIPMENT UNLOCKED.
  119. -All Imperials now have access to heavy non-portable weaponry: missile launchers, rocket launchers, mounted turrets, towed artillery, two-man & squad based weaponry are acceptable. However, advanced weaponry will still be Era-locked, and weaponry must weigh a total of 8 tons of less.
  120.  
  121. -Access unlocked for small mechanized or engine based mechanical implements, utility devices, or vehicles below 8 tons maximum weight. Examples include: chainsaws, augurs, light cranes, vehicle lifts, powerloaders, etc.
  122.  
  123. -Access unlocked for working & functional weapon prototypes, or modern-era based technologies for those not from a highly advanced world.
  124.  
  125. -Access unlocked for current M41 generation armored fighting vehicles or armored personnel carriers; all IFV's & APC's must be under the 8 ton cap.
  126.  
  127. -All instances of Imperial exoskeletons & powered armor are now unlocked. Their stats and capabilities will be dependent upon what they are based on, and, for the most part, may be improved beyond their base capabilities, up to a maximum of 2 or 3 upgrades depending on the roll used to acquire them.
  128.  
  129.  
  130. ***************************************************************************************************************************************
  131. GREEN CARDS:
  132. When a Certain Type of Pony, hereafter referred to as a CTP, receives a Green card they may use it with a [1d6] roll.
  133. -ONLY an CTP may write a wish, and only a physical item that exists may be requested.
  134. -Requests to be fulfilled by those that inhabit spectrums, dimensions, and Planes allied to Tallus may be requested as well, yet care must be taken as the receiver's intentions may be quite fickle or possibly detrimental.
  135. -Attempted use by those that are not CTP''s will only result in the card being destroyed.
  136. -The higher the result, the greater the chance of the item requested appearing in 100% condition and in perfect shape, whereas results of 3 or lower may yield a (possibly) useless curio.
  137.  
  138. 0 owned.
  139.  
  140. *BASIC GUIDELINES:
  141. -ANY item that currently exists which one wishes to be improved CANNOT be lost or damaged in any way, NOR will any damage be caused to a currently existing item whether intentional or unintentional.
  142. -ANY item that one wishes to be improved MUST BE IMPROVED IF AT ALL POSSIBLE; this improvement is based on the MAGNITUDE of the result. For example: a result of 2 will cause the first 2 possible improvements to be committed WITHOUT THE POTENTIAL FOR FAILURE.
  143. -ANY item that one wishes to be improved will, if that specific item can ONLY be replaced with a superior version, result in the original existing copy remaining and a superior version being retrieved (if necessary) or created.
  144. -ANY item can also be wished for to be repaired, the repair of which is based on the MAGNITUDE of the result (from a 10% to a 60% repair). NOTE that this guideline directly implies that the item's original materials WILL LIKELY BE replaced with superior materials and the weight MUST remain close to the same.
  145. -ANY item that currently exists can be repaired multiple times until reaching that item's base capacity, and thereafter upgraded 2 to 3 times depending on technological capability.
  146. -ANY item that cannot be repaired (an almost impossible occurrence) will not be damaged or changed. Attempting to do so WILL NOT destroy the Card, however, IF SPECIFICALLY REQUESTED then an equal or superior copy may be produced ONLY if that item is not Unique.
  147.  
  148. *ADVANCED GUIDELINES:
  149. -ANY item requested is able to have period specific modifications, improvements, enhancements, additions, add-ons, customization, AND material changes, including those only found on Tallus. *Examples are as follows:
  150. -utilizing quartzine or diamondine lenses on ocular sights instead of glass or other materials.
  151. -replacing a weapon, armor, or object material with diamondine or non-standard metals/materials (if applicable),
  152. -replacing common or stainless steel with materials only found on Tallus, or those from a CTP'S home world,
  153. -modifying common items to utilize period specific Infrared, NVG, Thermal, starlight, or other technological functions that would fit the casing and technological levels,
  154. -adding electronic devices or components in known, prototype, likely existing, or theoretically proven stages to the intended item.
  155.  
  156. *****
  157. TIER 2 ADVANCED EQUIPMENT UNLOCKED.
  158. -All CTP'S have access to their respective world's end date functional systems, weapons, armors, and other errata.
  159.  
  160. ***************************************************************************************************************************************
  161. RANGED WEAPON ERRATA:
  162.  
  163. Small Arms: Armor Pierce 0-1, deals an additional 1 damage per roll
  164.  
  165. Magnum Small Arms: Armor Pierce 1-2, deals an additional 2 damage per roll
  166.  
  167. Combat Rifles: Armor Pierce 1, deals an additional 2 damage per roll
  168.  
  169. Shotguns: Armor Pierce 2 for slugs, Armor Pierce 4 for darts, Armor Pierce 5 for finned darts, deals an additional 2 damage per roll
  170.  
  171. Heavy Shotguns: Armor Pierce 3 for slugs, Armor Pierce 5 for darts, Armor Pierce 6 for finned darts, deals an additional 3 damage per roll
  172.  
  173. Battle Rifles: Armor Pierce 3, deals an additional 4 damage per roll
  174.  
  175. Specialized AP Calibers: Armor Pierce 4, deals an additional 4 damage per roll
  176.  
  177. Specialized AA Calibers: Armor Pierce 4, deals an additional 4 damage per roll
  178.  
  179. Light AT Cannon Calibers: Armor Pierce 5, deals an additional 5 damage per roll
  180.  
  181. Medium AT Cannon Calibers: Armor Pierce 6, deals an additional 6 damage per roll
  182.  
  183. Heavy AT Cannon Calibers: Armor Pierce 8, deals an additional 8 damage per roll
  184.  
  185.  
  186. ***************************************************************************************************************************************
  187.  
  188. ARCANE ARTIFACTS:
  189.  
  190. *****
  191. Negative Onyx, The.
  192.  
  193. APPEARANCE: the Negative Onyx is a piece of enchanted black onyx, masterfully cut into a perfect teardrop shape and enchanted with powerful, arcane magics. There are absolutely no imperfections on its surface, and it seems to be indestructible by normal means.
  194.  
  195. HISTORY: the Negative Onyx is a magical artifact which possesses no sense of being, merely having been programmed with a set of actions and directives. It possesses the ability to absorb all marener of negative thoughts and energies, effectively being an endless source of positive thinking and power.
  196. While there appears to be no immediate side effects, little has been explicitly documarented, though the short term side effects are generally mild negative thought draining, rendering a person incapable of being in a bad mood.
  197. The Negative Onyx was created at least one thousand years ago, and is speculated to be a Late Dynasty Era relic, but was lost shortly after through unknown events. It resurfaced when it was discovered by Filth in snow, encased in a block of ice. There does not appear to be any way to extract the negative power from the Onyx, further research is required to understand more.
  198. There are limits to the amount of energy it can absorb, however, a significantly traumatic event may produce more negative energy than the Onyx could absorb at once. Beings that possess large amounts of negative energy within them are also unaffected by the Onyx. It is possible that lesser negative beings could be absorbed by the Onyx.
  199. It is known only by those who have done extensive research on old and lost magical artifacts, even then by those who know where to look as it has long since been forgotten by the world. So few mentions of it are made that most are skeptical it exists, but there is evidence of having been used in several events during recently known history.
  200. Those that do know of it have little idea of its true potential. However, any being, with or without a connection to magic is able to feel the power of the Onyx: simply being around it makes living beings, especially ponies, much happier, the atmosphere becomes lighter and more serene in general.
  201.  
  202. CURRENT LOCATION: inhabiting a large fountain in Northern Canterlot, where some.. strange incidents have occurred.
  203.  
  204.  
  205. *****
  206. Vindicator (Elemarental Scourge, Indestructible, Unique Legendary Eldritch Artifact): a 15' long Basilisk Lord (right) fang, forged into a perfectly tapered, smooth, Elemarentally imbued lance.
  207. The rear of the weapon where it was carved off the Basilisk Lord is engraved with Spiral's name in gryphon runes. Further runes and glyphs of strength, power, and vindication have been extensively carved into this weapon by Krinza, as well as a gryphon translation of Spiral's few (those that he will state at least) achievemarents.
  208. The tip was shaped into a triangular piercing head, one side with the inscription 'Vindicator', the second with 'Hunter', but the third was left blank for unknown reasons.
  209. Too heavy to be used as a normal weapon, Vindicator can only be controlled by Spiral's immarense bond with his weapon, owed to imbuing it with his own elemarentally-charged blood which grants Vindicator several basic psychokinetic capabilities.
  210. Long since confirmed to contain an entirely new form of sapience, Krinza has reasoned that it is a micro-example of demi-sapience with most of Razorback Fortress' capabilities.
  211. While Vindicator's intended purpose is to combat Elemarental beings, it strangely has no animosity towards it's master; whether this is due to Spiral's intense focus, or Vindicator's crippling boredom, apathy, and mere carelessness is unknown.
  212. *On its own Vindicator may only utilize two of three abilities per turn, but must rotate between Psychokinesis and Elemarental Lance in order to prevent from overheating.
  213.  
  214. QUIRK: Boredom, Major syndrome. Vindicator will poke holes in the ground, psychokinetically toy with nearby objects, inscribe glyphs and runes on buildings (or anything left in the open), flatten out piles of snow/dirt, spin in the air for hours on end, randomly change the Elemarents covering itself, form Elemarental specific shields, wander the Fortress whenever not busy, and generally help out ponies if it is capable of doing so
  215.  
  216. ABILITIES:
  217. Basic Psychokinesis+4
  218. Expert Assault+10
  219. Expert Elemarental Lance+10
  220.  
  221. ELDRITCH ABILITIES:
  222. -Basilisk Killer: ignores Basilisk DR
  223. -Elemarental Corrections: adds +10 to ONE Elemarental Form skill each turn, limited ONLY to Spiral's Elemarental forms
  224. -Psionic Adapted: when linked to a psion or Changeling, Vindicator adds +2 to ONE type of Psionic roll each turn
  225. -Overwhelming Power: when linked to a unicorn, Vindicator adds +2 to ALL Elemarental Lance rolls
  226.  
  227. ELDRITCH RESONATION:
  228. -Elemarental Scourge: grants an Eldritch [1d6+20] <Scourgebane against enemy Elemarentals, able to cause a 1 turn stun on a max critical but only every 3rd turn
  229.  
  230. *****
  231. STATUS: spends most of its time powered down in the Lab, though may sometimes leave to search for Spiral.
  232.  
  233.  
  234. ***************************************************************************************************************************************
  235.  
  236. TROPHIES:
  237.  
  238. *****
  239. Clemency:
  240. -Argus Command Dominator Fragment: a piece of an Argus model's missile casing. Considered a token and not a 'true' trophy by Twisted Wing as that particular Argus was not destroyed in the Lunar Citadel.
  241.  
  242. -Bellepheron's Head: the entire head of Bellepheron, former Empire Crystal pony stallion, a singer-turned-assassin, separated in the center of his neck. The flesh and blood has become a purple diamond-like crystalline substance. Both eyes still shine brightly in focus, his lips still carrying the hint of a death's rictus smile.
  243.  
  244. -Ethereal Crystalline Fragment. A piece of Champion Belregard's arm, fractured off by the Executioner Blade before evacuating itself and the Moss-Wisp. It's strangely light in comparison to his shield. Considered a token and not a 'true' trophy by Twisted Wing as Belregard still exists.
  245.  
  246. *****
  247. Hollow:
  248. -Marrowgrin's... Dick. A 20" long and 4" diameter severed Minotaur slaver's bovine dong, long since dried out and remarkably well preserved. Unsurprisingly, it's roughly a foot shorter than most Minotaur penises. Not even Mercy wants to touch it, nor has she tried.
  249.  
  250. *****
  251. Jeff:
  252. -Deep Forest Boar Horns & Tusks. A pair of blunt, cone-shaped blackened horns, 1' in length and twice the width at the base, as well as two pairs of 7" and 9" long curved tusks, the curve itself being a smoothly transitioned blade.
  253.  
  254. *****
  255. [REDACTED] (DECEASED):
  256. -Sevrit's Wings. These 8' long dusky silver wings, mounted on an Anfang shield as tribute by Huntsmaster Cu'Nir, are all that remain of the cannibal gryphon Sevrit, former Warlord of the Vale.
  257.  
  258.  
  259. ***************************************************************************************************************************************
  260.  
  261. ELEMENTAL CORES:
  262.  
  263. *****
  264. The Ice Core, Elemental Being: 1000HP, 20DR
  265.  
  266. (Blunt, Curious, Direct, Dry Wit, Intellectual, Knowledgeable, Logical, PRIMAL ELEMENTAL, Powerful, Savant, Watchful)
  267.  
  268. APPEARANCE: a small, palm-sized blue orb with a tiny pulsing light in the center, weighing about a pound.
  269.  
  270. BIOGRAPHY: prior history unknown. It travels either by rolling around inside a snowball shield, or floating. Immarenselely powerful, the Ice Core is a curious little being on a constant quest for knowledge.
  271. After finding the Operators, and consequently getting into a scrap with them, it has chosen to remain and observe them. And observe them it does!
  272.  
  273. STATUS: formerly created a walk-in freezer behind the split-oval cooking stations, granting itself a suitable location to watch the interesting beings and events going on in the Fortress.
  274. Now however, the Ice Core is missing after stating it had "duties" to perform elsewhere on Tallus.
  275.  
  276. ABILITIES:
  277. Basic Stealth+3
  278. Expert Core Perception+10
  279. Master Casting+10
  280. Master Research+15
  281.  
  282. SPECIAL ABILITIES:
  283. -Grandmaster Flash Freeze: the Ice Core is capable of charging and directing a controlled blast of negative temperatures that can only be called absolute zero, flash freezing anything unlucky enough to take the full brunt of its rage using 4x [1d6+10] rolls.
  284.  
  285. -Snowball Shield: after creating a snowball around itself, of whichever size is preferred at the time, the Ice Core uses this to roll through wintery landscapes unseen, or to plow through whatever decides to be foolish enough to get in front of it.
  286. This also allows the Ice Core the ability to marenipulate snow and ice within a wide area, letting it crush virtually anything it catches inside using 4x [1d6+10] rolls.
  287.  
  288. CORE ABILITIES:
  289. -Core Link. When in direct contact, two or more Cores may join forces and energies to directly empower one Core in particular, gaining +10 to ALL rolls for each Core linked in this marener.
  290.  
  291. -Primal Substance: due to its nature as one of the Foundational Aspects of Tallus, the Ice Core immediately absorbs and regenerates its physical form when subjected to most forms of Ice damage, excluding purely Eldritch.
  292. It may also utilize the Snowball Shield to perform such regeneration.
  293.  
  294. CORE WEAKNESS: Physical Fire attacks cause double damage, Elemarental and Mystical Fire attacks cause triple damage, though Eldritch fire causes quadruple damage.
  295. This same penalty also applies to each Core in a Core Link as they share their weaknesses with each other, unless of course opposing Primal Elemarental Cores do (somehow) Link with each other.
  296.  
  297. ***************************************************************************************************************************************
  298.  
  299.  
  300. PERSONAL SUMMON ARTIFACTS:
  301.  
  302. -Princess Cadence's Primary Feather: owned by Lont. Roll [1d6+3] to summon, result is number of turns Cadence may aid in combat.
  303.  
  304. -Princess Luna's Primary Feather: 1 owned by Clemency & Jeff. Roll [1d6+3] to summon, result is number of turns Luna may aid in combat.
  305.  
  306. -Princess Luna's Primary Feather, TEMPORARY: 1 owned by Lont, (9 uses remaining). Roll [1d6] to summon, result is number of turns Luna may aid in combat.
  307.  
  308. -Queen Chrysalis's Wing Scale: 1 owned by Hollow. Roll [1d6] to summon, result is number of turns Chrysalis may aid in combat.
  309.  
  310. -Queen Chrysalis's Wing Scale, TEMPORARY: 1 owned by Lont, (8 uses remaining). Roll [1d6] to summon, result is number of turns Chrysalis may aid in combat.
  311.  
  312. -Twisted Wing's Primary Feather, TEMPORARY: 1 owned by Lont (1 use remaining). Roll [1d6] to summon, result is number of turns Twisted Wing may aid in combat.
  313.  
  314. -Twisted Wing's Primary Feather: 1 owned by Clemency. Roll [1d6+3] to summon, result is number of turns Twisted Wing will aid in combat.
  315.  
  316.  
  317. ***************************************************************************************************************************************
  318.  
  319. LUNAR NAGHTMARES:
  320.  
  321. *****
  322. RED NAGHTMARE CORE #2/4, Flowing Spark: 240HP, 4DR
  323.  
  324. *****
  325. APPEARANCE: this particular Naghtmare is a voiceless, long deceased Crystal pony mare, the coat a bright red while her eyes, mane, and tail are solely composed of living flame.
  326. Her features are well rounded with few hints of musculature giving a highly feminine cast, which makes her appearance even more sultry than most Crystal mares.
  327.  
  328. Though she cannot speak, her marenerisms and facial expressions are rarely anything more than cruel hostility, causing innate fear to nearly all ponies that witness her.
  329. Her Cutie Marks are a trio of cartoonish purple flames in a triangle, rounded at the bottom with five squiggles of flame trailing upwards.
  330.  
  331. *****
  332. BIOGRAPHY: Naghtmares are half-living, half-dead ponies, given a transient and partially Elemarental existence via Princess Luna's early experimarents with conjuration, mysticism, and Necromarecy.
  333.  
  334. This particular Naghtmare is a relentless, fearless, sadistic, and highly opportunistic combat support Naghtmare.
  335. Whether due to intense military training or her natural poninality, Flowing Spark is constantly calculating the simplest methods to incinerate enemies in her line of sight, typically terrifying them into leaving to hunt down later, or simply forcing her opponents into amusing her until she becomes tired of their existence.
  336.  
  337. Infused with numerous flame capabilities, mainly meant for incinerating foes and making armor or weaponry impossible to use, Flowing Spark is one of the few Naghtmares capable of taking on entire squads with little fear of reprisal, partially due to the innate fear most sapient beings have for fire, and specialized training in the proper means of intimidating otherwise hardened opponents.
  338. Has an inherent Slowfall-Float function due to said infusions, appearing as a swirling cloud of eternal flame connected to her hooves, though is much more powerful than most Naghtmares have.
  339.  
  340. Luna has stated that Flowing Spark is one of the few Naghtmares that should not be woken lightly as she makes little distinction between friend and foe, unless otherwise ordered by one with a sufficiently commarending voice and great willpower. *Currently in Princess Luna's possession.
  341.  
  342. *Roll [1d6] to summon her, the result is the number of turns she may last in reality each Operation, though a roll of 9 or higher on Intimidation, Iron Will, or Negotiation is required EACH TURN to prevent Flowing Spark from turning on 'potential' allies.
  343.  
  344. *****
  345. OFFENSIVE ABILITIES:
  346. Expert Assault+8
  347. Expert Parry+8
  348. Expert Riposte+8
  349.  
  350. *****
  351. DEFENSIVE ABILITIES:
  352. Expert Block+4
  353. Expert Evasion+4
  354. Expert Reaction Speed+4
  355. Expert Sprint+4
  356.  
  357. Resist Damage+4
  358.  
  359. *****
  360. Expert Crystal Runes+8
  361.  
  362. -Learned Runes:
  363. *Power: adds +1 to all Crystal Rune rolls for each max critical, capping at a maximum of +3.
  364.  
  365. *Pull: allows use of minor Psychokinesis, limited to a maximum of 500 pounds.
  366.  
  367. *****
  368. FLAME NAGHTMARE ABILITIES:
  369. -Firecall: a skill unique to Flowing Spark, she is able to drain minor portions of the Eternal Flame from within her unnatural core, shaping such expulsions to her thoughts and will, whether they be projectiles, literal walls of flame, or caricatures of living beings with 3x [1d6+10] rolls.
  370.  
  371. -Fireheart: by drawing the essence of Eternal Flame from her core, Flowing Spark is able to temporarily increase the power, width, speed, and extent of her Elemarental abilities. Roll [1d6] at the start of each turn, the result adds +X to all Fire Elemarental abilities and Assault/Parry/Riposte attacks the next turn.
  372.  
  373. -Fireheart's Fear: by displaying the eternal flames imbued to her core though her eyes and body, Flowing Spark can Demoralize even the bravest of living beings with a [1d6+4] roll, and has the capacity to terrify some Otherworldly and even Undead beings. Functions as Demoralize and can be affected by Fireheart.
  374.  
  375. -Flamesight: an unusual capability unique to the flame Naghtmares, Flamesight grants them the ability to 'see' the physical strengths and weaknesses of living and certain Otherworldly and Spectral beings, allowing them to pinpoint weaknesses to cause even greater harm than simply using their eternal core's inherent abilities. Roll [1d6+4], the result is then added to all Fire Elemarental abilities the following turn, but may only be used TWICE per Operation.
  376.  
  377. -Firestorm: the standard opening offense for flame Naghtmares, Firestorm allows Flowing Spark to encompass an area, varying from 1-50M in diameter at her whim, creating a brief surge of the Eternal Flame composing her core with 2x [1d6+10] rolls, though may only be used up to four times per Operation.
  378.  
  379. -Scorch: common to all flame Naghtmares is a perpetual, although minor, marenifestation of the Eternal Flame, granting a [1d6+4] Scorch offensive attack, most often used as an addition to their physical combat capabilities.
  380.  
  381. *****
  382. UNIQUE NAGHTMARE OFFENSE: Master Molten Reign. Once per Operation, Flowing Spark is able to combine her core's immarense energies with a silent, endless song of crystalline flame, opening a rift to the Plane of Fire and allowing a veritable rain of bonfire sized, napalm-like fire Elemarental projectiles to rain from the sky with 4x [1d6+12] rolls over a 50M area for two turns. While the projectiles cannot track a target, they can splash an opponent on even a near-miss, burning them for 8 Flame damage each turn for two turns until the Elemarental essence is expended. Once the rift fades from reality, Flowing Spark's current body will disintegrate and she will return to her core.
  383.  
  384. *****
  385. STATUS: deployed to guard Luna's Citadel on the Moon. Most often found patrolling the Labyrinth (tunnel networks) directly underneath the Atrium when not sleeping in her core.
  386.  
  387.  
  388. ***************************************************************************************************************************************
  389. YELLOW NAGHTMARE CORE #3/4, Rosan (real name: unknown): 350HP, 4DR
  390. Age: unknown
  391. Month of Birth: unknown
  392. Month of Rebirth: unknown
  393.  
  394. *****
  395. APPEARANCE: this particular Naghtmare is a long deceased, solidly built and soft yellow coated earth pony mare, her eyes a flickering yellow and constantly emitting traces of acidic-like smog.
  396. Naghtmares are half-living, half-dead ponies, given a transient and partially Elemarental existence via Princess Luna's early experimarents in combining the least volatile aspects of conjuration, mysticism, and Necromarecy.
  397.  
  398. Rosan features an inherent Elemarental Slowfall-Float function due to said infusions, appearing as a swirling cloud of noxious yellow fumes connected to her hooves.
  399.  
  400. *****
  401. BIOGRAPHY: mostly unknown. Rosan has stated she lived, and died, during a span of time before the Lunar-Solar War. Her allegiance from that era is unknown, though she lived in a place called 'Canterlot Village'.
  402.  
  403. Originally found trapped in one of Marquis du Spiral's tomes in Canterlot Underground, Rosan was released by Bill in a zombie-like state, her (long since) temporary body and mind having degenerated to the point of complete hostility.
  404. Taking over and commarending Bill's physical body for a short period of time, she was brought down by a number of Operators afterwards, along with Twisted Wing's aid.
  405. Bill carried Rosan's core with him for some time, though the two were unable to function interdependently, leaving Rosan stuck and unable to think freely.
  406.  
  407. Eventually freed by Discord, realizing the two needed to be separated, Rosan was able to recover.
  408. A depression stemming from Bill's unorthodox and wholly retarded suicide in Canterlot has grievously shaken Rosan, diminishing much of her resilience and abilities, and she refuses to speak for long, whether due to fear of contact or self-imposed isolation is unknown.
  409.  
  410. When freshly brought forth from her core into the physical realm, Rosan is easily capable of holding her own against multiple living targets as she does not feel pain, and is technically immortal.
  411. Heavily infused with several acidic capabilities mainly meant for defeating armor, although her skills are exceptional Rosan has little real combat experience.
  412.  
  413. *At any time Rosan's bearer may roll [1d6] to summon her, the result being the number of turns she may last in reality once every other Operation; out of Operation, the result is the number of hours Rosan may last in reality once per day/night cycle, though she will not need to regenerate or recuperate otherwise.
  414.  
  415. *****
  416. OFFENSIVE ABILITIES:
  417. Expert Assault+10
  418. Expert Parry+6
  419. Expert Riposte+8
  420.  
  421. Taunt+4
  422.  
  423. *****
  424. DEFENSIVE ABILITIES:
  425. Expert Block+8
  426. Expert Parry+11
  427. Expert Riposte+9
  428.  
  429. Basic Resist Damage+1
  430.  
  431. *****
  432. UTILITY ABILITIES:
  433. Basic Bartering+2
  434. Basic Neighgotiation+2
  435. -Unknown
  436. -Unknown
  437. -Unknown
  438. -Unknown
  439. -Unknown
  440.  
  441. *****
  442. ACID NAGHTMARE ABILITIES:
  443. -Acid Storm: a unique capability among the Yellow Naghtmares, Rosan is capable of expelling a 70' cone of Elemarental acid to damage physical opponents or weaken hardened targets with a [1d6+20] roll.
  444. *If the target is heavily armored or has a weapon, the performarence and durability will be severely degraded
  445.  
  446. -Death Sight: the sustained state of her existence has given Rosan enough time to understand the often subtle forces and powers of life and death that nearly all miss in their day to day lives, and as such she has learned to use this talent to gauge the remaining life force of living beings, estimate the durability of undead creatures, or notice key weaknesses of physical enemies with a [1d6+4] <Death Sight roll
  447. *This ability does not work on non-physical Otherworldly or Planar creatures, and cannot work on mechanical, Spectral, or purely mystical beings and creations
  448.  
  449. -Living Conduit: like the rest of the Yellow Naghtmares, Rosan is granted a [1d6+6] <Corrosive Acid ability, able to coat virtually any part of her body for offensive or defensive purposes with a resilient, long lasting compound that can easily eat through most metals and even meta-materials.
  450.  
  451. -Unknown
  452.  
  453. -Unknown
  454.  
  455. *****
  456. UNIQUE NAGHTMARE DEFENSE: Acid Manabomb. Designed during the beginning of the Lunar-Solar War based off the designs of Extra-Planar Harpy weapons of the same name, this is a highly unstable, experimarental, and powerful self-regenerating manabomb placed inside Rosan's body.
  457. When her current physical body is nearly destroyed or cannot be maintained any longer, allows her to forcefully detonate, sending a powerful shockwave followed by a spray of lethal acid and bone in all directions using a [1d6+50] roll with a 15M radius.
  458. *After the use of this ability Rosan's current body will be destroyed and her consciousness will return to her core, remaining there for 2 days until fully regenerating a 'new' body
  459.  
  460. *****
  461. STATUS: currently in Dante's possession
  462.  
  463. ***************************************************************************************************************************************
  464.  
  465. PERSONAL SUMMONING ITEMS, RELICS, & DEVICES:
  466.  
  467. -Miniature Translocation Disc, mass produced: a small granite disc inscribed with the same precise runes used on a translocation stone, also being the same shape.
  468. These discs allow a single item or living being to be sent to any available translocation point by the Vortex Remnant, and can also be used to transport items or living beings into the field, but can only be used once as the containmarent field holding the required energy is absorbed and dispersed when doing so.
  469. Due to the limitations of bonding Vortex enchantmarents to physical materials, only ONE translocation disc may be active and carried in a group, as two in touching proximity may cause a planar rift, or worse, draw the attention of certain beings.
  470. Studying the mystic-based enchantmarent and its bound energies for several months, Krinza created several copies to experimarent with, and upon noting there was little else that could be done, began carefully storing one to three in each building in the Fortress, warning everypony (and everyone) to NOT bring two, or more, into contact, under threat of an angry Mercy and possibly Tipper.
  471. *LIMITATIONS: may only return one being, item, or multiple beings and items that are in direct contact, up to a maximum of 5 beings, with a limit of 5 tons additional cargo or objects.
  472. Upon use, all beings are sent to the Waiting Room, where they may choose to return to where they've translocated from, or be sent directly to the Pagoda in Razorback Fortress.
  473.  
  474.  
  475. ***************************************************************************************************************************************
  476. EXPLOSIVES LISTING: all Explosives gain +1 when thrown via Assault or detonated via the Explosives skill, SPECIFICALLY EXCLUDING managel (unless contained, currently inaccessible) AND manabombs.
  477.  
  478. >155MM Bombshell: a large military grade artillery warhead removed from the casing. Artillery shells such as these are rigged to a remote detonator, usually an old or cheap cellular phone, then the casing is scored in such a manner that, upon detonation, a cloud of razor-edged shrapnel is further propelled by a disorienting, deafening shockwave.
  479. Easily potent enough to stun passengers in all but the heaviest APC's and tanks.
  480. -DAMAGE: causes an additional +18 damage per roll & inflicts a -6 penalty to all Perception/Scouting/Wilderness Survival rolls for 6 turns afterwards
  481. -RADIUS: 30M
  482. -ADDITIONAL EFFECTS: always inflicts Bleeding and Stun for 2 turns, but inflicts Severe Bleeding and Shock for 2 turns on a max critical
  483.  
  484. >40MM Airburst Grenade/VOG-25 Airburst: a specialty flak shell intended for area denial against small squads, though is much more adept in the typical anti-air role, especially helicopters and low flying prop/jet aircraft.
  485. Designed with a double layered self-fragmenting casing that also incorporates a number of fine shrapnel pieces.
  486. -DAMAGE: causes an additional +6 damage per roll
  487. -RADIUS: 15M
  488. -ADDITIONAL EFFECTS: Armor Pierce 1 (negates 1DR), inflicts Bleeding on a max critical
  489.  
  490. >AGM-114 Hellfire Missile: a 7th Generation fire-and-forget finned 'smart' missile with a length of 64" and a total weight of 49 kilograms.
  491. Intended to be deployed against tanks, ships, helicopters, and medium-level hardened structures, the Hellfire uses either the Kiowa's electronic commarend & control systems to lock onto technologically based targets using a semi-active signature seeking guidance system, or the Kiowa's M.M.S. (Mast Mounted Sight, affectionately called a peekball) mounted laser target designator.
  492. Due to the integral electronic identification and guidance package, Hellfire missiles can even acquire their own targets after being fired without a lock on using a modern IFF (IDENTITY: FRIEND or FOE) electronic signal interception routine that picks the closest target.
  493. With the 'Romeo' package can even target the most technologically advanced FOE signal, such as choosing a 6th Generation helicopter over a 5th Generation tank.
  494. -DAMAGE: causes an additional +13 damage per roll
  495. -RADIUS: 15M
  496. -ADDITIONAL EFFECTS: inflicts Bleeding and causes a 1 turn Stun on organic targets, but inflicts Severe Bleeding and Shock for 2 turns on a max critical
  497.  
  498. >C-4: a powerful, easily molded, difficult to set off plastic compound with a high degree of flexibility allowing charges to be hidden and deployed in any number of mareners.
  499. The composition of C-4 is so stable that neither fire nor chemicals set it off, instead specifically requiring electrical ignition.
  500. -DAMAGE: causes an additional +8 damage per roll
  501. -RADIUS: 3M base, adds 1M per brick utilized
  502. -ADDITIONAL EFFECTS: always inflicts Stun for 2 turns, but inflicts Shock on a max critical
  503.  
  504. >Claymore: a uniquely shaped plastic-hulled explosive, designed as an anti-personnel device containing 700 steel BB's.
  505. When detonated, a small, directed C4 charge expels the pellets in a tightly controlled cone pattern, though due to the use of steel pellets this device lacks range and penetration beyond a short distance.
  506. -DAMAGE: causes an additional +5 damage per roll
  507. -RADIUS: 70 degrees in a 15M cone
  508. -ADDITIONAL EFFECTS: doubles the target's DR, always inflicts Bleeding on unarmored targets, but causes Severe Bleeding on a max critical to unarmored targets
  509.  
  510. >Flash Bang: a timed or impact based grenade which produces a blinding white flash and disorienting, high pitched explosive sound wave.
  511. -DAMAGE: causes an additional +1 damage per roll & inflicts a -3 penalty to all Perception/Scouting/Wilderness Survival rolls for 5 turns
  512. -STUN: causes a 1 turn Stun on a max critical
  513. -RADIUS: 10M
  514. -ADDITIONAL EFFECTS: on a critical, WILL set fire to flammable objects in radius
  515.  
  516. >Firebomb: simply put, this is a double-sized Molotov, either a 1.5L or half-gallon fragile glass whether in a bottle or canister. Often made to take out APC’s and heavy tanks alike, en masse Firebombs are also well suited to damaging and killing tightly packed formations.
  517. Often produced in a more professional manner using a short rope, typically attached or glued to the neck of a bottle, container, or canister, this modification increases the throwable range by an appreciable amount.
  518. -DAMAGE: cause an additional +4 damage and +4 Fire damage per roll, sets the target on Fire, then causes 6 Fire damage for the following 3 turns
  519. -RADIUS: 30M
  520. -ADDITIONAL EFFECTS: has a 100% chance of causing Burns against unarmored targets on a critical
  521.  
  522. >Fuel Canister Bomb, Small: a 3.78-4 Liter or 1 gallon fuel canister with an explosive device, incendiary charge, or possibly both, taped to one side. Upon detonation a spray of burning fuel is sent out in a wide area.
  523. Considered the most cost effective means of dealing with enemy light tanks, APC's, and large hostile squads.
  524. -DAMAGE: causes an additional +6 Fire damage per roll, then incurs 6 Fire damage for the following 5 turns
  525. -RADIUS: 50M
  526. -ADDITIONAL EFFECTS: has a 100% chance of causing Burns to unarmored targets on a critical
  527.  
  528. >Fuel Canister Bomb, Medium: a 7.56L or 2 gallon fuel canister with an explosive device, incendiary charge, or possible both, taped to one side. Upon detonation a spray of burning fuel is sent out in a wide area.
  529. Considered the most cost effective means of dealing with enemy medium tanks, medium armored APC's, and large hostile squads.
  530. -DAMAGE: causes an additional +9 Fire damage per roll, then incurs 9 Fire damage for the following 4 turns
  531. -RADIUS: 10M
  532. -ADDITIONAL EFFECTS: has a 100% chance of causing Burns to unarmored/light/medium armored targets on a max critical
  533.  
  534. >Fuel Canister Bomb, Large: an 11.34L or 3 gallon fuel canister with an explosive device, incendiary charge, or possible both, taped to one side. Upon detonation a spray of burning fuel is sent out in a wide area.
  535. Considered the most cost effective means of dealing with heavy enemy tanks and armored APC's, or half-platoons of infantry.
  536. -DAMAGE: causes an additional +12 Fire damage per roll, then incurs 12 Fire damage for the following 4 turns
  537. -RADIUS: 15M
  538. -ADDITIONAL EFFECTS: has a 100% chance of causing Burns to unarmored/light/medium armored targets on a max critical
  539.  
  540. >Fuel Canister Bomb, XL: an 15.12L or 4 gallon fuel canister with an explosive device, incendiary charge, or possible both, taped to one side. Upon detonation a spray of burning fuel is sent out in a wide area.
  541. Considered the most cost effective means of dealing with heavy enemy tanks and armored APC's, or platoons of infantry.
  542. -DAMAGE: causes an additional +15 Fire damage per roll, then incurs 15 Fire damage for the following 3 turns
  543. -RADIUS: 20M
  544. -ADDITIONAL EFFECTS: has a 100% chance of causing Burns to unarmored/light/medium armored targets on a max critical
  545.  
  546. >Fuel Canister Bomb, XXL: an 18.9L or 5 gallon fuel canister with an explosive device, incendiary charge, or possible both, taped to one side. Upon detonation a spray of burning fuel is sent out in a wide area.
  547. Considered the most cost effective means of dealing with heavy enemy tanks and armored APC's, or platoons of infantry.
  548. -DAMAGE: causes an additional +20 Fire damage per roll, then incurs 20 Fire damage for the following 2 turns
  549. -RADIUS: 25M
  550. -ADDITIONAL EFFECTS: has a 100% chance of causing Burns to unarmored/light/medium armored targets on a max critical
  551.  
  552. >GBU-12 Paveway IV: a guided version of the Mark 82 500-pound general purpose bomb, equipped with a nose-mounted laser seeking/guidance and stabilizing fins.
  553. Highly accurate out to 20KM given sufficient altitude.
  554. -DAMAGE: causes an additional +25 damage per roll
  555. -RADIUS: 80M
  556. -ADDITIONAL EFFECTS: inflicts Shock and causes TRIPLE damage against hardened targets
  557.  
  558. >GBU-37 JDAM: an advanced version of the earlier GBU's that feature more extensive (and costlier) targeting packages. Bolted on to a Mark 82 500-pound bomb is a central hull body that contains both a GPS and inertial guidance system, and a 4-fin stabilizing tail.
  559. Highly accurate out to 60KM with sufficient altitude.
  560. -DAMAGE: causes an additional +30 damage per roll
  561. -RADIUS: 80M
  562. -ADDITIONAL EFFECTS: inflicts Shock and causes QUADRUPLE damage against buildings such as fortifications, bunkers, and XXL or larger targets
  563.  
  564. >High Explosive (Grenade/Canister): a modern grenade or large canister with a large yield of either C4 or other similarly specialized explosive compounds.
  565. Typically used to destroy walls, knock out fighting vehicles or APC's, and can even deal considerable damage to light and medium tanks.
  566. Comes in placed, thrown, and 40MM/60MMvariants.
  567. -DAMAGE: causes an additional +8/11 damage per roll depending on size
  568. -RADIUS: 10M/15M/20M
  569. -ADDITIONAL EFFECTS: always inflicts Stun for 2 turns, but inflicts Shock on a max critical
  570.  
  571. >Large Bag Bomb: a professionally designed chain of explosive materials, typically with grenades, incendiary devices, and pipe bombs, rigged to detonate in sync with a large number of effective shrapnel components, typically knife blades, spikes, caltrops, steel ball bearings, and more.
  572. Due to the complexity, simplicity, and cheapness of even the most basic designs, these are considered the most effective non-military anti-personnel bombs.
  573. -DAMAGE: causes an additional +12 damage per roll
  574. -RADIUS: 25M
  575. -ADDITIONAL EFFECTS: always inflicts Bleeding and a 1 turn Stun, but inflicts Severe Bleeding and Shock for 2 turns on a max critical
  576.  
  577. >Large Manabomb: a much larger, far more potent form of manabomb only produced in Saddle Arabia, typically stored in a Vortex-rune sealed cloth bag or pouch.
  578. Essentially a 10 pound block of multi-hued, highly stable crystalline lattice infused with unstable arcane energies. When exposed to Tallus, these energies become much more erratic and volatile than their smaller variant.
  579. Typically sealed in white, woven cotton satchels marked with the bright red Saddle Arabian word for 'manabomb', these are used for heavy demolition and large scale intensive mining operations, as well as being used to quickly seal tunnels if water pockets are mined into, or assaulting large targets.
  580. Whenever possible, Councilierge affiliates capture large manabombs for use by Sentinel teams, groups of fast, fleet-hoofed earth pony sprinters that act as suicide troopers during large scale assaults, or teleported in by Support Strikers.
  581. *Large manabombs MUST handled/hoofled carefully as any roll under a result of 4 when placing or throwing will cause one to detonate immediately.
  582. -DAMAGE: causes an additional +20 damage per roll
  583. -RADIUS: 20M
  584. -ADDITIONAL EFFECTS: always inflicts a 2 turn Stun, but inflicts Shock for 2 turns on a max critical
  585.  
  586. >Large Manabomb, Iron/Steel Cased: a much larger, far more potent form of manabomb only produced in Saddle Arabia, fully sealed from exposure.
  587. Essentially a molded 10 pound block of multi-hued, highly stable crystalline lattice infused with unstable arcane energies. When the casing top is exposed to Tallus, these energies become much more erratic and volatile than their smaller variant.
  588. Contained in a cast or molded iron/steel casing, marked with the bright red Saddle Arabian word for 'manabomb', these are used for heavy demolition and large scale intensive mining operations, as well as being used to quickly seal tunnels if water pockets are mined into, or assaulting large targets.
  589. Whenever possible, Councilierge affiliates capture large manabombs for use by Sentinel teams, groups of fast, fleet-hoofed earth pony sprinters that act as suicide troopers during large scale assaults, or teleported in by Support Strikers.
  590. *Large manabombs MUST handled/hoofled carefully as any roll under a result of 4 when placing or throwing will cause one to detonate immediately.
  591. -DAMAGE: causes an additional +20 damage per roll
  592. -RADIUS: 20M
  593. -ADDITIONAL EFFECTS: always inflicts a 2 turn Stun, but inflicts Shock for 2 turns on a max critical
  594. -ALWAYS inflicts Severe Bleeding
  595.  
  596. >Large Manabomb, Diamond Cased: a much larger, far more potent form of manabomb only produced in Saddle Arabia, fully sealed from exposure.
  597. Essentially a molded 10 pound block of multi-hued, highly stable crystalline lattice infused with unstable arcane energies. When the casing top is exposed to Tallus, these energies become much more erratic and volatile than their smaller variant.
  598. Contained in a precision cast or molded diamond casing, marked with the bright red Saddle Arabian word for 'manabomb', these are used for heavy demolition and large scale intensive mining operations, as well as being used to quickly seal tunnels if water pockets are mined into, or assaulting large targets.
  599. Whenever possible, Councilierge affiliates capture large manabombs for use by Sentinel teams, groups of fast, fleet-hoofed earth pony sprinters that act as suicide troopers during large scale assaults, or teleported in by Support Strikers.
  600. *Large manabombs MUST handled/hoofled carefully as any roll under a result of 4 when placing or throwing will cause one to detonate immediately.
  601. -DAMAGE: causes an additional +20 damage per roll
  602. -RADIUS: 20M
  603. -ADDITIONAL EFFECTS: always inflicts a 2 turn Stun, but inflicts Shock for 2 turns on a max critical
  604. -ALWAYS inflicts Critical Bleeding
  605.  
  606. >M18 Smoke Grenade (or equivalent): a cylindrical grenade that deploys a large cloud of colored smoke in a 5-40M area. Lasts from 1-10 turns, depending on environmarental conditions.
  607. -DAMAGE: none unless choking on smoke
  608. -EFFECTS: causes a -4 penalty to all Perception/Scouting/Wilderness Survival rolls, including the use of NVG or Starlight vision modes, but not Thermal/other technological means or esoteric effects
  609. -RADIUS: 10M cloud in moderate wind for 1 turn, 20M cloud in light wind for 2 turns, 30M cloud in bare wind for 3 turns, 50M cloud when used inside a confined area.
  610. -ADDITIONAL EFFECTS: none.
  611.  
  612. >M252 81MM Mortar High Explosive Shell: an efficiently designed anti-personnel and anti-vehicle mortar round intended to provide cheap, accurate support fire.
  613. In most systems this has an indirect firing range of 3,000M, and an indirect shelling range of up to 5,500 meters.
  614. -DAMAGE: causes an additional +15 damage per roll
  615. -RADIUS: 20M
  616. -ADDITIONAL EFFECTS: inflicts a 3 turn Stun against unarmored targets, but inflicts Severe Bleeding and Shock on a max critical
  617.  
  618. >M260 Pod 2.5" Hydra 70 Rocket High Explosive: a single-stage engine fire-and-forget rocket, each is 42" long and weighs between 4 to 7.7 kilograms.
  619. An advanced variation of the workhorse Vietnam Era M40 Rocket, the Hydra 70 has a maximum optimal range of 4,000M and a shelling range of roughly 8,000M using the Kiowa's targeting systems.
  620. Can be found mounted with numerous other warhead types, including but not limited to: incendiary, armor piercing, white phosphorous, flechettes, shrapnel, and smoke, though this is none of the above.
  621. The standard High Explosive variant is typically used for destroying armored convoys, mass formations, or suppressing defenders in fortified buildings.
  622. -DAMAGE: causes an additional +18 damage per roll
  623. -RADIUS: 15M
  624. -ADDITIONAL EFFECTS: ALWAYS inflicts Bleeding & Stun for 3 turns, OR inflicts Severe Bleeding and Shock on a max critical for 5 Turns
  625.  
  626. >M67 Pineapple Grenade: a common grenade with an unpopular reputation due to its easily spotted profile, which has led to thousands of instances of being tossed back to the thrower over the years it has been in use.
  627. -DAMAGE: causes an additional +5 damage per roll
  628. -RADIUS: 5M
  629. -ADDITIONAL EFFECTS: inflicts Stun on a max critical
  630.  
  631. >Managel: a highly experimarental, multi-gray toned explosive gel originally devised in the Old Canterlot explosives research station by the unusual herd of Harlon, Rhoda, and Suisan. After the damage sustained by a vicious attack of Solar-aligned deserters, they relocated to a specially funded laboratory located in the New Everfree.
  632. Intended to be an equal replacemarent for the (still) outrageously expensive (and routinely unstable) manabombs, managel was initially developed from research after coming into contact with the, then, poorly understood Lava Leech species. Subsequent research and stress testing revealed a number of slight Elemarental faults, but at the time was accepted by Princess Celestia for further modifications.
  633. While considered a marginal success during testing as it was found to be highly adaptable, the ability to infuse moderate amounts of specific Elemarental or arcane energies made usage much more appealing. However, the disaster that occurred did prevent it from seeing use for nearly 1,500 years.
  634. The Elemarental infusion process dramatically increases managel's potential, though as one can imagine attempting to combine managel with a manabomb would be an awfully poor idea. (“And it was. I…. ….honestly can’t even try to explain. The resources and standards they utilized are far beyond my own standards of explosives mareufacture. If you gave me ten years to produce one of them using purely unicorn methodology, I wouldn’t be able to replicate it.” -Hodch)
  635. Despite the potentially higher maximum stability of managel, the recipe is TECHNICALLY unfinished, and must still be handled with care, as any Explosives or Assault roll under 4 causes ALL managel compounds to detonate almost immediately.
  636. -DAMAGE: causes +8 damage per roll; if infused by a specific Elemarent causes +8 of the intended Elemarental damage per roll; if infused with non-elemarental energies causes +8 Anti-Elemarental OR Mystic damage per roll
  637. -RADIUS: 3M to 15M
  638. -ADDITIONAL EFFECTS: if NOT infused will inflict Shock on a max critical; IF infused inflicts the advanced status effect matching Elemarental infusion; if infused with non-elemarental energies ignores 1/2 of the target's DR
  639.  
  640. >Messenger Bag Bomb: any form of small sling bag loaded with multiple forms of low grade gunpowder and/or explosives, and given ‘teeth’ by the inclusion of various highly cheap in bulk components used as shrapnel.
  641. Due to the sheer amount of mixed charges, usually large amounts of fertilizer compounds, high grade fuels, black powder, and other ersatz mixtures, bombs such as these create a high pressure shockwave that greatly increases the effective shrapnel radius.
  642. Often used by saboteurs, revolutionaries, and guerrillas due to being economical and causing a great deal of terror.
  643. -DAMAGE: causes an additional +5 damage per roll
  644. -RADIUS: 20M
  645. -ADDITIONAL EFFECTS: ALWAYS causes Severe Bleeding on unarmored or lightly armored targets, does not inflict Bleeding on Armored targets, and inflicts Stun for 3 turns on a max critical
  646.  
  647. >Molotov: a favorite of tank hunters, arsonists, guerrilla fighters, and poor revolutionaries to disrupt tightly packed formations, vehicles, and armored units that have insufficient heat protection.
  648. Can be easily and cheaply made by combining any combination of flammable liquids in a small, fragile glass bottle (or jar), sticking a length of cloth in the neck, lighting said cloth, and throwing at a target.
  649. -DAMAGE: causes an additional +3 damage and +3 Fire damage per roll, sets the target on Fire, then causes 3 Fire damage for the following 3/6/9/12 turns (depends upon Basic/Expert/Master/Grandmaster Engineering skill)
  650. -RADIUS: variable 2 to 15M spread depending on base chemicals
  651. -ADDITIONAL EFFECTS: has an increasing chance of causing Burns to unarmored/lightly armored/medium armored targets on max criticals
  652.  
  653. >Spray Can+Lighter: an extremely close range petrol-based flammable concoction in a canister propelled by compressed gasses. A lighter taped to the front provides an ignition source.
  654. Fairly useless unless one is facing a cloud of wasps, hornets, mosquitoes, or spiders.
  655. -DAMAGE: causes an additional +2 damage and +2 Fire per roll
  656. -RADIUS: 1M to 2M
  657. -ADDITIONAL EFFECTS: observers WILL mock you… unless they are also under attack.
  658.  
  659. >Shrapnel Grenade: a specialty grenade design, either an actual Mk. II Pineapple grenade or a more modern derivative. Incorporates a self-fragmenting casing which breaks apart upon detonation, delivering a hail of hardened metal shards in all directions.
  660. -DAMAGE: causes an additional +3 damage per roll
  661. -RADIUS: 8M
  662. -ADDITIONAL EFFECTS: Armor Pierce 2 (negates 2DR), always inflicts Bleeding to unarmored targets, but causes Severe Bleeding on a max critical to unarmored/lightly armored targets
  663.  
  664. >Taffilon: a fibrous, bright pink substance, similar in appearance to a cross between taffy and cotton candy. Taffilon was originally developed by Councilierge Associates by combining a debased, fine grained Lava Leech substrate (or similar) with several other common, or rare, alchemical components to diminish and contain the primary explosive reaction. ("They were usin' it inside cast iron cases instead of manabombs, mostly for cost." -Twisted Wing)
  665. Finally redeveloped for precision use in Bigmaw's weapon, the Ganet Croix, either Serra or Twisted Wing stole the research book containing instructions on how to replicate it, also containing several other recipes.
  666. Taking note of Taffilon's mild, easily contained explosive properties, Spiral chose to utilize it as a gunpowder alternative for cartridge-based kinetic weaponry by decreasing the joule output with fine grade cellulose and other bufferents to lower the amount of charge necessary.
  667. The compound was tested extensively for several weeks, Spiral constantly adapting and modifying the compound, though one subsequent ‘test’ by Jeff revealed the need for a greater amount of bufferant via destroying a common, albeit rather weak, semiautomatic pistol. Spiral finally achieved a near-perfect 1:1 ratio of weight and density for complete replacemarent of various gunpowders.
  668. When used in its native state, Taffilon is a low grade explosive compound that requires either an electrical, chemical, or high-thermal based ignition source, rendering it quite useful in heightening the damage potential and lowering the weight of standard human explosives, whether in grenades or improvised munitions.
  669. -DAMAGE: causes an additional +3/6/9/12 damage per roll
  670. -RADIUS: 1M/2M/3M/4M
  671. -ADDITIONAL EFFECTS: causes a 1 turn Stun on a max critical
  672.  
  673. >Tear Gas: a cylindrical canister that deploys a severe chemical irritant affecting everything living via stinging to the eyes and a burning/biting sensation on skin. Tear gas can last without degrading for up to two weeks, making it difficult to wash out and must be carefully removed when settled.
  674. -DAMAGE: causes 1 damage per turn to biological targets while in the cloud, triples Fatigue while inhaled, and inflicts a -5 penalty to all Perception/Scouting/Wilderness Survival rolls.
  675. -RADIUS: 10M cloud in moderate wind for 1 turn, 15M cloud in light wind for 2 turns, 20M cloud in bare wind for 2 turns, and 30M cloud in no wind for 3 turns.
  676. -ADDITIONAL EFFECTS: can Stun on a critical, depending on conditions
  677.  
  678. >Toxic Gas: a glass container or other fragile canister that contains an aerosol poison or toxic gas specifically designed to incapacitate, and eventually kill, living beings.
  679. *NOTE: ALL forms of aerosol Poisons and Toxins are considered illegal in Equestria and across most of Tallus!
  680. -DAMAGE: initially causes +2 damage per roll, increasing to +4 on the second turn, +6 on the third turn, +8 on the fourth turn, +10 on the fifth turn, +15 on the sixth turn, +20 on seventh turn, +25 on the eighth turn, and so on
  681. -RADIUS: 5M cloud in moderate wind for 1 turn, 10M cloud in light wind for 2 turns, 15M cloud in bare wind for 2 turns, 20M cloud in no wind for 3 turns, 25M cloud when used inside a confined area.
  682. -ADDITIONAL EFFECTS: prison time. A lot of it. Don't drop the soap. Or do
  683.  
  684. >RPG-7 Single Stage PG-7V Warhead: a simple, single stage squash-type fuzed warhead that packs the rough equivalent of two frag grenades with a larger radius and triple the shrapnel potential.
  685. Contrary to popular belief, the Russian acronym "RPG" actually stands for "rocket-assisted grenade", NOT "rocket-propelled grenade". Shut the fuck up, dumbass.
  686. -DAMAGE: causes an additional +10 damage per roll
  687. -RADIUS: 10M
  688. -ADDITIONAL EFFECTS: ALWAYS inflicts Bleeding and causes Stun for 2 turns, unless a target has Heavy/Custom armor
  689.  
  690. >RPG-7 2-Stage Warhead: a much heavier and more powerful version of the PG-7V warhead. Designed to fuze upon contact with solid walls such as concrete or reinforced steel, or the heavy armor of tanks, naval vessels, wyverns, and the like.
  691. This warhead's shaped explosive charge delivers a lethal stream of super-heated, 4,000 degree copper-plasma through plating to incapacitate and kill tank crews.
  692. For obvious reasons it has a narrow direct kill radius, instead relying on over pressurization and heat generation inside a confined space to cause secondary lethal effects.
  693. -DAMAGE: causes an additional +30 Plasma damage per roll with variable penetration against armor (1” inch of advanced composite ceramics to 10M against concrete)
  694. -ADDITIONAL EFFECTS: will only fuze on Armored or Heavily Armored targets, ignores all DR, and inflicts Scorched
  695.  
  696. >Small Manabomb: produced only in Saddle Arabia, small manabombs are multi-hued, highly stable crystalline lattices infused with arcane energies, also sealed from contact with air.
  697. When manabombs are exposed to Tallus air, they become extremely unstable and volatile, able to detonate seemingly at will.
  698. Some suspect manabombs CAN detonate just by looking at one harshly enough. (“Technically true. …...I will neither confirm nor deny what your stare is asking me.” -Hodch)
  699. *Small manabombs must be handled/hoofled with extreme care as any Explosives or Assault roll under a result of 3 will cause one to immediately detonate.
  700. -DAMAGE: causes an additional +10 damage per roll
  701. -RADIUS: 10M
  702. -ADDITIONAL EFFECTS: inflicts a 1 turn Stun on unarmored or lightly armored targets, but inflicts Stun for 2 turns on a max critical against Armored targets
  703.  
  704. >Small Manabomb, Iron/Steel Cased: produced only in Saddle Arabia, small manabombs are multi-hued, highly stable crystalline lattices infused with arcane energies, fully sealed from contact with air.
  705. When the case's lid is removed and the manabomb inside is exposed to Tallus air, they become extremely unstable and volatile, able to detonate seemingly at will.
  706. Some suspect manabombs CAN detonate just by looking at one harshly enough.
  707. *Small manabombs must be handled/hoofled with extreme care as any Explosives or Assault roll under a result of 3 will cause one to immediately detonate.
  708. -DAMAGE: causes an additional +12 damage per roll
  709. -RADIUS: 10M
  710. -ADDITIONAL EFFECTS: inflicts a 1 turn Stun on unarmored or lightly armored targets, but inflicts Stun for 2 turns on a max critical against Armored targets
  711. -ALWAYS inflicts Bleeding
  712.  
  713. >Small Manabomb, Diamond Cased: produced only in Saddle Arabia, small manabombs are multi-hued, highly stable crystalline lattices infused with arcane energies, fully sealed from contact with air.
  714. When the case's lid is removed and the manabomb inside is exposed to Tallus air, they become extremely unstable and volatile, able to detonate seemingly at will.
  715. Some suspect manabombs CAN detonate just by looking at one harshly enough.
  716. *Small manabombs must be handled/hoofled with extreme care as any Explosives or Assault roll under a result of 3 will cause one to immediately detonate.
  717. -DAMAGE: causes an additional +15 damage per roll
  718. -RADIUS: 10M
  719. -ADDITIONAL EFFECTS: inflicts a 1 turn Stun on unarmored or lightly armored targets, but inflicts Stun for 2 turns on a max critical against Armored targets
  720. -ALWAYS inflicts Severe Bleeding
  721.  
  722. >White Phosphorous: disaffectionately called Willy Pete by certain criminal instigators among the MIC, this is a clearly labeled, bright white painted canister. Upon being thrown and detonated, the canister produces a small spread of 4,000+ degree white phosphorous, causing excruciating chemical burns in a small radius while emitting eye searing white-hot light.
  723. *Using this is a CRITICAL war crime against sapients. You have been warned.
  724. -DAMAGE: causes +6 Chemical/Fire damage per roll, then incurs 6 Chemical/Fire damage for the following 3 turns, also inflicting a -6 penalty to all Perception/Scouting/Wilderness Survival rolls to those afflicted.
  725. -RADIUS: 5M
  726. -ADDITIONAL EFFECTS: always inflicts Burns on a light/medium armored target, but inflicts Scorched on an unarmored target.
  727.  
  728.  
  729. *****
  730. NOTE: THE COMPARATIVE ARMAMARENT REDUCTION of LIFE TEST, also to be known as "The CARL Test":
  731. Using Carl the Useless [a Tallus Eldritch-Flora Abomination created by Kraut throwing a vegetarian burrito into the Magitek Furnace one night] as a base, this rule is intended to give a formative, highly simplified means to calculate the damage of odd or highly esoteric weaponry.
  732. #1: THESE calculations require that a Carl the Useless target dummy, for testing purposes, is a Heavily Armored target with 0DR (as 2-Stage Warheads require a certain physical density & mass to properly fuze). thus for the purposes of this test Carl would not have any DR whatsoever to create a 'clean' & realistic damage scale result.
  733. #2: presupposing that Carl the Useless is a Heavily Armored target dummy with infinite HP & 0DR, the average calculated median damage range of a PG-7V Single-Stage Warhead would cause from 60-100 damage to Carl given the use of 4 rolls with standard improvemarents, or 5-6 rolls without said improvemarents.
  734. #2: FURTHER supposing that if Carl the Useless was a Heavily Armored AND Fragile target then the median damage range would be from 120-200, given the same rolls & improvemarents as stated in the above paragraph.
  735. #3: SINCE the PG-7V Warhead does not function in the same manner as the 1-Stage Warhead, the pencil thin stream of of plasma-copper (to be referred to as Plasma for simplicity's sake) will instead bore through the following:
  736. -solid ceramic plating or reinforced concrete up to 2' thick,
  737. -steel spaced armor configurations up to 12" thick (from edge of exterior plate to edge of interior plate), while also counting the SPACING MATERIAL itself, usually either concrete or ceramic though both were historically used in conjunction with each other,
  738. -4" of steel RHA, also known as rolled homogeneous armor, though this thickness was only historically used on battleships and ultra heavy tanks,
  739. -2" of soft tungsten RHA spaced armor configurations,
  740. -1" of hard tungsten alloy RHA,
  741. -approximately 1/2" of Early Dynasty diamondine.
  742. #4: AS the plasma-copper stream would be able to bore through a PAIR of Carl the Useless target dummies which would still have infinite HP & 0DR, this would cause near-instantaneous charring of tissue to ash in a 4" diameter, 10M long outward-tapering cylinder.
  743.  
  744. FINAL TEST CONCLUSION: taking all of the above factors into account, the MAXIMUM POTENTIAL DAMAGE OUTPUT of the 2-Stage Warhead can be SAFELY calculated to be 300% more so than the maximum potential damage output of the PG-7V Single-Stage Warhead which does not include the effects of Plasma.
  745. *****
  746.  
  747. ***************************************************************************************************************************************
  748. OPERATOR MEDICAL SUPPLIES:
  749.  
  750. -Bandage Roll: an easily acquired, stabilized cloth packet containing two Tallus mareufactured spider-silk bandage rolls, each 3" wide and 4' long, infused with a light alchemical clotting agent.
  751. Mostly used for staunching minor to moderate wounds, stabilizing a limb, and splinting fractures with an appropriate object.
  752. *Grants a [1d6+3] roll and stops Severe Bleeding, may cover multiple wounds on a single limb
  753. *2 uses per pack
  754.  
  755. -Blood Pack: a single use IV (intravenous) packet of safely stabilized human blood. Reduces the effects of Bleeding and Shock during the recovery process.
  756. For obvious reasons, keeping any in stock is nearly impossible unless in Razorback Fortress.
  757. *Grants a [1d6+4] roll, reduces Fatigue by 2 levels, and restores 2HP/turn for 4 turns
  758. *1 use only
  759.  
  760. -Disaster Trauma Pack: a fully refit, human style frame backpack weighing 65 pounds and covered in a fluorescent purple and blue flashing metallic alchemical-paint.
  761. Specifically designed by Nova Flicker from various medical source outlets across Tallus, these purpose built, painfully expensive packs are put together piece by piece, taking advantage of the most advanced Alchemical, medical, and surgical components available to Razorback Company's allies.
  762. Intended to rapidly treat an entire company, compony, or companeigh's worth of critically injured humans and ponies, though the cost of a SINGLE one is roughly double that of the standard contract, it sure as fuck will not let even the most strict, demanding (or demarending) medical professional down.
  763. CONTENTS: 800x advanced rapid-absorbing compression rolls, dressings, bandages, wound pads, for both human and pony, sizes ranging from 2"x2" to 16"x16", precut rolls of a newly released alchemical-infused silk 'tape' that more resembles superglue gel than anything else, 10x titanium protective chest wound plates padded with a 3MM layer of bio-ablative rubber, 80x rapid setting glue-suture kits made from the silk of a hostile, silk spinning worm-like creature found in the outer reaches of the Crystal Empire, along with dozens of liquid, pill, and powder disinfectants, styptics, painkillers, antibiotics, antifungals, antiparasitics, antivirals, burn gels, frostbite treatmarent gels, and much more.
  764. 40x small vials each of low grade Dampener, Detox, Restoration, Regeneration, and Waker. The dosages for these are too low to cause Arcane Poisoning, or be used on their own.
  765. For creating splints or internal fracture stabilizing systems should a unicorn or Crystal pony be around (or rich enough) to have their hooves on one of these, 10x rolls of 12"x120" quartzine sheets come with a reverse U-hooked diamondine blade for cutting the same.
  766. 20x medium sheet-paper titanium tubes of an advanced Alchemical glue compound are likewise included, capable of rapidly sealing over critically bleeding wounds.. which even works underwater.
  767. 5 complete sets of diamondine surgical tools, including the standard 8 types of forceps
  768. TWO doses of a dull, constantly swirling pink fluid marked 'Antallusine'. Created from an experimarental process by Princess Cadence, each will remove 10 points of Arcane Poisoning. Doctor Tipper has refused to answer any question as to how much, exactly, these cost.
  769. *Grants:
  770. 1x [1d6+10] roll at Untrained Medical and can treat 1 affliction
  771. 2x [1d6+20] roll at Basic Medical and can treat 2 afflictions
  772. 3x [1d6+30] rolls at Expert Medical and can treat 3 afflictions
  773. 4x [1d6+40] rolls at Master Medical and can treat 4 afflictions
  774. 5x [1d6+50] rolls at Grandmaster Medical and can treat 5 afflictions
  775. *The EMSB-B may be used a maximum of 120 times before the general stocks are depleted; afterwards may be used with a [1d6+20] roll for the following 10 turns
  776.  
  777. -Emergency Medical Support Bag, Basic: a small sling bag weighing 15 pounds, emblazoned with multiple human and Equestrian medical trauma symbols.
  778. Meant to rapidly and efficiently deal with a large squad of moderately wounded patients infield, it contains a good number of Tallus mareufactured bandages, wound dressings, large dressings, gauze rolls, wound pads, triangular bandages, eye pads, adhesive silk tape, splint components, hardened rubber protective chest wound plates, and suture kits.
  779. Other medical items including a wide assortmarent of painkillers, tranquilizers, stimulants, burn gels, 2x coldstones, 2x heatstones, antibiotics, antibacterials, antifungals, antiparasitics, antivirals, styptics, wound disinfectants, 2 complete sets of diamondine surgical tools, and 15x small sheetpaper titanium tubes of an advanced Alchemical glue compound, capable of rapidly sealing large wounds.. which even works underwater.
  780. *Grants:
  781. 1x [1d6+4] roll at Untrained Medical and can treat 1 affliction
  782. 2x [1d6+8] roll at Basic Medical and can treat 2 afflictions
  783. 3x [1d6+12] rolls at Expert Medical and can treat 3 afflictions
  784. 4x [1d6+16] rolls at Master Medical and can treat 4 afflictions
  785. 5x [1d6+20] rolls at Grandmaster Medical and can treat 5 afflictions
  786. *The EMSB-B may be used a maximum of 25 times before the general stocks are depleted; afterwards may be used with a [1d6+5] roll for the following 5 turns
  787.  
  788. -Emergency Medical Support Bag, Intermediate: a moderate sling bag weighing 25 pounds, emblazoned with large human and Equestrian trauma symbols. Specifically designed for a trauma team to rapidly and efficiently stabilize a small platoon's worth of severely injured patients infield.
  789. Contains an impressive number of Tallus mareufactured silk bandages, silk wound dressings, large silk dressings, silk gauze rolls, silk wound pads, triangular bandages, eye pads, adhesive silk tape, splint components, multiple hardened rubber protective chest wound plates, suture kits, and accompanying surgical tools.
  790. Other medical items including a wide assortmarent of painkillers, tranquilizers, stimulants, burn gels, 5x coldstones, 5x heatstones, antibiotics, antibacterials, antifungals, antiparasitics, antivirals, styptics, wound disinfectants, 3 complete sets of diamondine surgical tools, and 25x small sheetpaper titanium tubes of an advanced Alchemical glue compound, capable of rapidly sealing large wounds.. which even works underwater.
  791. *Grants:
  792. 1x [1d6+4] roll at Untrained Medical and can treat 1 affliction
  793. 2x [1d6+8] roll at Basic Medical and can treat 2 afflictions
  794. 3x [1d6+12] rolls at Expert Medical and can treat 3 afflictions
  795. 4x [1d6+16] rolls at Master Medical and can treat 4 afflictions
  796. 5x [1d6+20] rolls at Grandmaster Medical and can treat 5 afflictions
  797. *The EMSB-I may be used a maximum of 60 times before the general stocks are depleted; afterwards may be used with a [1d6+5] roll for the following 10 turns
  798.  
  799. -Emergency Medical Support Bag, Major: a full sized sling bag weighing 40 pounds, emblazoned with reflective red human and Equestrian trauma and hazard symbols. Specifically designed for a trauma team to rapidly and efficiently stabilize an entire company's worth of critically injured patients infield.
  800. Fully packed with a massive number of Tallus mareufactured silk bandages, silk wound dressings, large silk dressings, silk gauze rolls, silk wound pads, triangular bandages, eye pads, adhesive silk tape, splint components, multiple hardened rubber protective chest wound plates, suture kits, and accompanying surgical tools.
  801. Other medical items including a wide assortmarent of painkillers, tranquilizers, stimulants, burn gels, 5x coldstones, 5x heatstones, antibiotics, antibacterials, antifungals, antiparasitics, antivirals, styptics, wound disinfectants, 5 complete sets of diamondine surgical tools, and 50x small sheetpaper titanium tubes of an advanced Alchemical glue compound, capable of rapidly sealing large wounds.. which even works underwater.
  802. *Grants:
  803. 1x [1d6+5] roll at Untrained Medical and can treat 1 affliction
  804. 2x [1d6+10] roll at Basic Medical and can treat 2 afflictions
  805. 3x [1d6+15] rolls at Expert Medical and can treat 3 afflictions
  806. 4x [1d6+20] rolls at Master Medical and can treat 4 afflictions
  807. 5x [1d6+25] rolls at Grandmaster Medical and can treat 5 afflictions
  808. *The EMSB-M may be used a maximum of 80 times before the general stocks are depleted, but afterwards may be used with a [1d6+10] roll for the following 15 turns
  809.  
  810. -Large Self-Adhesive Bandage: an easily acquired, stablilized cloth packet containing two Tallus mareufactured spider-silk bandages, each 4"x6" and 1/4", treated by a thin layer of alchemically neutral, easily removed adhesive, further protected by a hard yet flexible layer of alchemically treated natural rubber.
  811. Mostly used to suppress bleeding and prevent further wound contamination in field.
  812. *Grants a [1d6+4] roll and stops Severe Bleeding
  813. *2 uses per pack
  814.  
  815. -Ringer's Solution (I.V.): a nutrient-rich saline solution used to support injured and wounded during evacuation or recovery.
  816. The chemical specifications have been (mostly) copied by Tipper, then enhanced to include a light painkiller along with several non-Arcane Poison causing alchemical clotting and regenerative agents.
  817. *Grants a [1d6+4] roll, reduces Fatigue by 2 levels, stops Bleeding, and restores +2HP/turn for 4 turns.
  818. *1 use only
  819.  
  820. -Small Self-Adhesive Bandage: an easily acquired, stablilized cloth packet containing four Tallus mareufactured spider-silk bandages with a thin layer of alchemically neutral, easily removed adhesive, further protected by a hard yet flexible layer of alchemically treated natural rubber. 4" wide and 6" long.
  821. Mostly used to cover small wounds in field and prevent infection.
  822. *Grants a [1d6+2] roll and stops Bleeding
  823. *4 uses per pack
  824.  
  825. -Suture Kit: a small, 4"x4"x1" sealed wooden kit containing 10 curved, nearly painless diamondine surgical needles treated with a tiny amount of high grade painkiller, each attached with 3' of alchemically infused spider-silk thread.
  826. Also included is a small diamondine scalpel and a set of hi-alloy steel scissors for human usage.
  827. *Grants a [1d6+4] <Suture roll and stops Bleeding
  828. *10 uses per kit
  829.  
  830. -Wound Dressing: a 6"x8", 1/2" thick spider-silk bandage of Tallus mareufacture used for staunching major to critical wounds, infused by alchemists with a heavy clotting agent to halt even near fatal bleeding when applied.
  831. *Grants a single [1d6+6] roll and stops Bleeding or Severe Bleeding on contact.
  832. *1 use only
  833.  
  834. *****
  835. LIMITED TO IVAN'S USE ONLY:
  836. -Stalker Army Medkit: a small, thoroughly developed kit that most Stalkers wish they could have on hand at all times.
  837. Contains sealed packets of wound clotting gauze, flexible bandages, compression tape, 1 tube each of chemical and burn ointment, a powerful painkiller, a large packet of mixed granulated styptics, and a tiny syringe containing an antiradioactive drug. Highly useful, but often in short supply.
  838. *Grants a [1d6+6] roll and stops Severe Bleeding, cures Burns from Flame/Poison/Acid, and removes 20 Radiation per use
  839. *1 use per kit
  840. *Cost: 650 rubles
  841.  
  842. -Stalker Medkit: a small, simple, and rather cheap medical kit that is widely available throughout the Zone.
  843. Contains several pads of treated gauze, bandages, compression tape, 1 tube each of chemical and burn ointment, a moderate painkiller, a large packet of mixed granulated stypics, and a tiny syringe containing an anti-radioactive drug make it decently useful no matter where one goes.
  844. *Grants a [1d6+2] roll and stops Bleeding, cures Burns from Flame/Poison/Acid, and removes 10 Radiaton per use
  845. *1 use per kit
  846. *Cost: 300 rubles (3 Bits)
  847.  
  848. -Stalker Scientific Medkit: a small, highly advanced medkit comprised of the best possible medical components from across the Zone.
  849. Contains sealed packets of gauze, flexible bandages, compression tape, 1 tube each of potent chemical and burn ointment, a powerful painkiller, a medium packet of mixed granulated styptics, and a small syringe containing a powerful antiradioactive drug.
  850. Extremely useful, and as a result equally rare.
  851. *Grants a [1d6+10] roll and stops Bleeding over 2 turns, cures Severe Burns from Flame/Poison/Acid, and removes 50 Radiation per use
  852. *1 use per kit
  853. *Cost: 1,000 rubles
  854.  
  855. *****
  856. SUBSTANCE ITEMS: except for Morphine, all items listed below last 10 turns, though consumers have a chance to become addicted.
  857.  
  858. -Marijuana: adds +1 to all Iron Will & Meditation rolls, but suffers a -1 penalty to all Negotiation rolls. Also causes increased hunger for 4-8 hours.
  859.  
  860. -Morphine: consumer gains +1DR and negates Critical status for 5 turns
  861. *Suffers a -1 penalty to all Block/Evasion/Reaction Speed/Sprint/Flight rolls for the duration.
  862.  
  863. -Painkillers: consumer gains +1DR
  864. *suffers a -1 penalty to all Block/Evasion/Reaction Speed/Sprint/Flight rolls for the duration.
  865.  
  866.  
  867. ***************************************************************************************************************************************
  868. ALCHEMY LAB: takes up the west side of the Library's second floor. Has a large, wide half-circular work table with a comfortable swiveling chair in an inset, giving one the ability to remain stationary while working. Some of Doctor Harlon's recovered tools and equipmarent were used to furnish the lab, with the remainder stored in Spiral's lab.
  869. The table itself is partially automated through the Fortress's demi-sentient, and when activated provides a small hololith menu with a list of all currently known recipes, allowing an Operator or pony to request specific ingredients to be: ground, heated, burned, calcinated, condensed, cooled, or dried, continuing with their own project or projects in the meantime.
  870.  
  871. >ALCHEMICAL CREATION: all items must be created with a minimum number of points before utilizing, or the user risks the possibility of the item being incomplete, becoming poisonous, toxic, or dangerous in any number of mareners.
  872. Non-offensive compounds and fluids that are similar in nature can become Permarenent, allowing the contents of a container to regenerate each night, while further improvemarents can grant the contents of a single container from two to three abilities in one.
  873.  
  874. >ALCHEMY POINT LISTING:
  875. 50: Base Alchemy Item or Reagent: 1 use, highly weak effect
  876. 100: Minor Alchemy Item or Reagent: 1 use, weak effect
  877. 150: Common Alchemy Item: 1 use, standard effect
  878. 200: Uncommon Alchemy Item: 1 use, high effect
  879. 250: Rare Alchemy Item: 1 use, exceptionally high effect
  880. 400: Unique Alchemy Item: 1 use, can be combined, extraordinary effect
  881. 800: LEGENDARY Alchemy Item: 2 uses, can be combined. May make an Alchemy item PERMARENENT at this stage.
  882. 999+: UNIQUE LEGENDARY Alchemy item: 3 uses, may not be combined further. At this stage, 3 individual Alchemy items that have become Permarenent may be combined into a single elixir.
  883.  
  884. -RULES FOR PERMARENENT ALCHEMY ITEMS:
  885. #1: an alchemy item must FIRST reach the creation point count before being considered completed.
  886. #2: after being completed, if the item then qualifies for permarenency, the PC/NPC may then begin attempting to make it permarenent; HOWEVER, ALL base result rolls of 1 WILL cause a 50% loss of all points accumulated on that turn.
  887. #3: when attempting to combine permarenent items, ALL base result rolls of 1 WILL cause a 50% loss of all points accumulated on that turn.
  888.  
  889. *****
  890. >ALCHEMY LAB ABILITIES & ITEMS:
  891. Alchemy Lab: [1d6+6]
  892. Harlon's Archaic Diamond Alembic: [1d6+4]
  893. Harlon's Archaic Granite Condenser: [1d6+4]
  894. Harlon's Archaic Kanpri Calcinator: [1d6+4]
  895. Harlon's Archaic Steel Dry-Press: [1d6+4]
  896. Harlon's Archaic White Marble Retort: [1d6+4]
  897. Harlon's Archaic Whitesteel Mortar & Pestle: [1d6+4]
  898.  
  899. *****
  900. ALCHEMICAL ITEMS:
  901.  
  902. -Adrenaline Surge: available in powder, tablet, or liquid forms, this powerful concoction of rare natural chemicals causes a brief surge of adrenaline while also forcing the body to temporarily harden its musculature and skeleton, though not without causing several drawbacks.
  903. Available from the clinic by Tipper and is exclusive to ponies unless circumstances dictate otherwise.
  904. -May become Permarenent
  905. -Points required: 200
  906. *All Alchemy ranks: the consumer gains +1DR and must add +1 to all Assault/Parry/Riposte & Block/Evasion/Reaction Speed/Sprint/Flight rolls for 3 turns.
  907. *Negative Effects: the consumer suffers -5HP after the effect fades, each further use incurring an additional, stacking -5HP loss.
  908. *Addiction Chance: high.
  909.  
  910. -Antidote: a tiny vial of a thin, bright green fluid that can be consumed or thrown onto an ally, where it will rapidly seep through skin and hide.
  911. -May carry a maximum of 5
  912. -May become Permarenent
  913. -Points required: 100
  914. *All Alchemy ranks: when consumed or directly applied, this substance will rapidly counteract and negate all naturally occurring Poisons and Toxins.
  915. *NOTE: an Expert Alchemist or better is required to counteract Eldritch, Elemarental, Mystical, Othwerworldly, Planar, Spectral, and Undead styles or forms of Poisons and Toxins; roll Alchemy, the total results reduce the damage caused by the previously marentioned types.
  916.  
  917. -Black Fog: a black, murky mass that creates a thick, extremely difficult to clear black fog with a 50M radius that lasts for 3 turns. Infrared, Thermal, and other distortion-negating optics are not affected by this affect.
  918. -May become Permarenent
  919. -Points required: 100
  920. *Basic Alchemy: incurs a -1 penalty to all Perception-type and Ranged rolls.
  921. *Expert Alchemy: incurs a -2 penalty to all Perception-type and Ranged rolls.
  922. *Master Alchemy: incurs a -3 penalty to all Perception-type and Ranged rolls.
  923. *Grandmaster Alchemy: incurs a -4 penalty to all Perception-type and Ranged rolls.
  924.  
  925. -Cryptus: a thick, syrupy black liquid that tastes like overripe blackberries, grudgingly given to the demi-sentient by Naliyna. Since both the recipe and ingredients used are both highly guarded secrets, the demi-sentient will refuse any and all requests for information on it.
  926. Normally used by Crystal ponies to ignore the extreme cold in the Outer Empire regions, and used defensively against marely of the ice-based creatures that inhabit that region, this concoction can also be used by living beings to enter a form of suspended animation if they are severely injured, or to survive hostile environmarents until being recovered, by consuming two in quick succession.
  927. May become Permarenent
  928. -Points required: 250
  929. *Roll Alchemy; the total results reduce all physical, Elemarental, and Mystical Ice damage caused by 1/2 the total results.
  930.  
  931. >Dampener: a small, apple sized glass bottle, in the shape of an apple of course. This translucent, light green, and most importantly, flavorful glowing concoction is made up of numerous components: a powerful painkiller, a marental stimulant, a light muscle relaxer, vitamins, trace minerals, and several alchemical substances which promote rapid, temporary healing, substantial enough to externally close most severe wounds.
  932. Operators MAY use this particular item, however, humans have a vastly higher addiction chance than ponies do.
  933. Available only from the clinic by Tipper, exclusive to ponies unless circumstances dictate otherwise.
  934. -May become Permarenent
  935. -Points required: 250
  936. *All Alchemy ranks: the consumer gains +1DR, negates the effects of Critical and/or Shock status, regenerates +3HP per turn for 6 turns, and stops Bleeding/Severe Bleeding
  937. *Addiction Chance: high.
  938.  
  939. >Detox: a packet of bright white powder substrates and reagents, refined from three rare plants harvested only from the Deep Everfree (both New and Old). Rapidly purges chemical substances from a living being's body, both internally and externally.
  940. -May become Permarenent
  941. -Points required: 400
  942. *Roll Alchemy/Chemistry, if the total results are above 10 this will negate artificial Enrage & Poison status effects; if total results above 16 this will negate Gloss and Toxins; if total results above 22 this will negate Marker and Protoform; if total results above 28 this will negate ALL artificial status effects, both positive and negative.
  943.  
  944. -Dragon's Bile: a recipe long held by the Dragonspine Mountains Mining Company; bought by Naliyna and retrieved by Sunny.
  945. A small, fragile glass canister containing a liquid composed of Lava Leech gel (or similar), several concentrated gastric byproducts from drakes or dragons, one bile gland from any of the Dragonspines' flammable pests, magnesite powder (a naturally occurring composite of iron and magnesium oxides), a tiny amount of promethine, several activation components, and a hardening agent.
  946. When exposed to oxygen, Dragon's Bile becomes a difficult to remove gel, clinging to the target and igniting upon impact which causes an intense boiling heat that most have likened to being the target of a Volfiurge Drake's high pressure steam exhalation.
  947. -Points required: 400
  948. *Adds +1 to all Alchemy rolls, the total results-2 per roll indicate the amount of physical Fire elemarental damage caused to the target
  949. *Furthermore incurs 10 Elemarental Fire damage EACH turn with a [1d2] <Burning roll, where a result of 1 causes the Burn status effect and a result of 2 causes the Scorched status effect
  950.  
  951. -Elemarental Ward: a bright, rainbow hued fluid that creates an invisible shell around the consumer or target, decreasing the effects of damaging Elemarental attacks, both physical and esoteric, and mystical, which either lasts for 3 turns or until sustaining damage.
  952. -May become Permarenent
  953. -Points required: 150
  954. *Basic Alchemy: grants +5 fragile DR
  955. *Basic Alchemy: grants +10 fragile DR
  956. *Expert Alchemy: grants +15 fragile DR
  957. *Master Alchemy: grants +20 fragile DR
  958. *Grandmaster Alchemy: grants +25 fragile DR
  959.  
  960. -Frostcover: a bright blue cold-infused gel that covers a target in physical ice, the byproduct of a rare Empire plant only found in the Permafrost Regions and several strengthening reagents common to the Empire Wastelands.
  961. -Points required: 100.
  962. *Roll Alchemy, total results-2 for each roll indicate physical Ice damage dealt to the target
  963.  
  964. -Gloss: a packet of dark blue powder composed of several reagents, usually stolen from the Ethereal plane, meant to be held in the mouth and spat at a physical being, or may be delivered via other liquids and means.
  965. Upon contact, a bright pink film envelops the target and crystallizes, forcing the opponent to devote its attention to breaking free from the layer of unwanted armor, also brightly illuminating said target for all to see.
  966. -Points required: 400
  967. *Roll Alchemy, total results indicate the amount of temporary Armor the crystal layer produces which may be destroyed by any means except for Spectral harm.
  968.  
  969. -Hardening: a rusty red colored fluid that creates a fragile layer of glass-like armor plating that dissipates immediately when damaged, covering the user's body, armor, weapons, and equipmarent which lasts for 3 turns or until destroyed.
  970. This faux-material is rather brittle and evaporates when subjected to kinetic force, though does nothing to protect against Spectral harm.
  971. -May become Permarenent
  972. -Points required: 200
  973. *Untrained Alchemy: grants 10 temporary Armor
  974. *Basic Alchemy: grants 20 temporary Armor
  975. *Expert Alchemy: grants 30 temporary Armor
  976. *Master Alchemy: grants 40 temporary Armor
  977. *Grandmaster Alchemy: grants 60 temporary Armor
  978.  
  979. -Marker: a thick, dull rainbow colored substance that, when thrown onto an enemy, creates a diffused cloud of antagonistic Otherworldly essences, causing the target to suffer the effects of dimarensional disjointmaret, increasing the damage of non-physical, offensive esoteric skills and abilities.
  980. -May become Permarenent
  981. -Points required: 250
  982. *Basic Alchemy: adds +1 to all Casting, Druid, Mystic, Psion, Sorcery, and offensive Elemarental rolls for 3 turns
  983. *Expert Alchemy: adds +2 to all Casting, Druid, Mystic, Psion, Sorcery, and offensive Elemarental rolls for 3 turns
  984. *Master Alchemy: adds +3 to all Casting, Druid, Mystic, Psion, Sorcery, and offensive Elemarental rolls for 3 turns
  985. *Grandmaster Alchemy: adds +4 to all Casting, Druid, Mystic, Psion, Sorcery, and offensive Elemarental rolls for 3 turns
  986.  
  987. -Moonlight: a pulsing, dark blue liquid that covers the consumer's body, weapons, armor, and equipmarent in a diffused, pale white glow, disrupting the harm caused by Otherworldly and Undead beings, while also increasing the physical harm caused to the same.
  988. May become Permarenent
  989. -Points required: 250
  990. *Basic Alchemy: the user or recipient gains 1DR and must add +1 to all Assault rolls against Otherworldly and Undead beings for 3 turns
  991. *Expert Alchemy: the user or recipient gains 2DR and must add +1 to all Assault rolls against Otherworldly and Undead beings for 3 turns
  992. *Master Alchemy: the user or recipient gains 3DR and must add +1 to all Assault rolls against Otherworldly and Undead beings for 3 turns
  993. *Grandmaster Alchemy: the user or recipient gains 4DR and must add +1 to all Assault rolls against Otherworldly and Undead beings for 3 turns
  994.  
  995. -Restoration: a thick, bright red blood-like substance that rapidly closes physical wounds, though does nothing to restore one's stamina and has no other effects. Points required: 100.
  996. *Whether applied to an injured target or consumed, the user rolls Alchemy; the total results indicate the amount of HP restored to the intended target and stops Bleeding on contact.
  997.  
  998. -Poison: a bubbly, dim green fluid that seeps through a target's skin, poisoning them over time with a number of low-grade toxins and venoms taken from easy to obtain or capture Everfree flora and fauna.
  999. -Points required: 50
  1000. *Roll Alchemy, the total results-2 from each roll cause that amount of Poison damage the NEXT turn; after that use the target becomes immune for 3 turns
  1001. *Considered illegal to use against sapients in Equestria and across most of Tallus
  1002.  
  1003. -Protoform: a bubbly, thin yellow-gray liquid that rapidly expands, congeals, then hardens upon contact with a physical being, slowing down their movemarents and reducing their capabilities significantly. ("Some ponies actually like the smell, ech." -Naliyna)
  1004. -Points required: 150
  1005. *Basic Alchemy: incurs a -1 penalty to all of the target's Offensive and Defensive skills for 3 turns
  1006. *Expert Alchemy: incurs a -2 penalty to all of the target's Offensive and Defensive skills for 3 turns
  1007. *Master Alchemy: incurs a -3 penalty to all of the target's Offensive and Defensive skills for 3 turns
  1008. *Grandmaster Alchemy: incurs a -4 penalty to all of the target's Offensive and Defensive skills for 3 turns
  1009.  
  1010. -Regeneration: a dark green mixture of spiritual herbs and trace essences that causes a physical being to rapidly heal its wounds for a short period of time.
  1011. -May become Permarenent
  1012. -Points required: 250
  1013. *Untrained Alchemy: the user or recipient regenerates +1HP each turn for 3 turns, also stops Bleeding upon use or contact
  1014. *Basic Alchemy: the user or recipient regenerates +2HP each turn for 3 turns, also stops Bleeding upon use or contact
  1015. *Expert Alchemy: the user or recipient regenerates +4HP each turn for 3 turns, also stops Severe Bleeding upon use or contact
  1016. *Master Alchemy: the user or recipient regenerates +6HP each turn for 3 turns, also stops Major Bleeding upon use or contact
  1017. *Grandmaster Alchemy: the user or recipient regenerates +8HP each turn for 3 turns, also stops Critical Bleeding upon use or contact
  1018.  
  1019. -Refresh: a bright pink fluid composed of numerous powerful smelling ingredients, mostly magical and a few mystical in nature. Much more effective than smelling salts, and does not cause problems for the consumer.
  1020. The majority of ponies find the scent and taste pleasant, although few have been able to state what the smell or taste reminds them of.
  1021. -May become Permarenent
  1022. -Points required: 400
  1023. *Roll Alchemy, total results*5 indicate the percentage of conscious awareness returned to the target on the 1st turn, doubling on the second turn, tripling on the third turn.
  1024. *Side Effects: revives an Unconscious target that is Sleeping, removes and prevents Confusion & Charm for an awake user/recipient for 3 turns
  1025.  
  1026. -Shadow: a swirling, dim black and gray fluid that covers the user's body, armor, weapons, and equipmarent, shielding the user from sight and shields them from the effects of most Fire-based harm.
  1027. -May become Permarenent
  1028. -Points required: 150
  1029. *Basic Alchemy: adds +1 to all non-combat Stealth rolls and gains +2DR against all natural, Casting, Druidry, Elemarental, Mystical, or Sorcery-caused forms of Fire damage for 3 turns
  1030. *Expert Alchemy: adds +1 to all non-combat Stealth rolls and gains +4DR against all natural, Casting, Druidry, Elemarental, Mystical, or Sorcery-caused forms of Fire damage for 3 turns
  1031. *Master Alchemy: adds +1 to all non-combat Stealth rolls and gains +6DR against all natural, Casting, Druidry, Elemarental, Mystical, or Sorcery-caused forms of Fire damage for 3 turns
  1032. *Grandmaster Alchemy: adds +1 to all non-combat Stealth rolls and gains +8DR against all natural, Casting, Druidry, Elemarental, Mystical, or Sorcery-caused forms of Fire damage for 3 turns
  1033.  
  1034. -Sunlight: a powerful, bright white body-altering fluid that causes the consumer's skin to glow white, reducing the harm done by Spectral beings and causing the consumer to become a living light source for 3 turns.
  1035. Is also used as a light source for growing plants indoors.
  1036. -May become Permarenent
  1037. -Points required: 400
  1038. *Basic Alchemy: produces a 50M radius of light and gains +2DR against all Spectral attacks for 3 turns
  1039. *Expert Alchemy: produces a 100M radius of light and gains +3DR against all Spectral attacks for 3 turns
  1040. *Master Alchemy: produces a 150M radius of light and gains +4DR against all Spectral attacks for 3 turns
  1041. *Grandmaster Alchemy: produces a 200M radius of light and gains +6DR against all Spectral attacks for 3 turns
  1042.  
  1043. -Torch: a small, fast burning napalm-like red gel that can be created from any number of flammable substances, predominantly Lava Leech gel, that clings to and scorches a target once exposed to oxygen.
  1044. -Points required: 50
  1045. *Roll Alchemy, the total results-2 per roll cause that amount of of physical Fire Elemarental damage done to the target, afterwards causing 4 physical Fire damage for the following 2 turns.
  1046.  
  1047. -Toxin: a murky, dim green fluid composed of several volatile anaphylactic agents, both organic and inorganic, that rapidly seep through a living being's skin, or through wounds caused by weaponry, quickly weakening the target's physical capabilities.
  1048. -Points required: 200
  1049. *Basic Alchemy: incurs a -1 penalty to ALL rolls for 3 turns, afterwards the target becomes immune for 3 turns
  1050. *Expert Alchemy: incurs a -2 penalty to ALL rolls for 3 turns, afterwards the target becomes immune for 3 turns
  1051. *Master Alchemy: incurs a -3 penalty to ALL rolls for 3 turns, afterwards the target becomes immune for 3 turns
  1052. *Grandmaster Alchemy: incurs a -4 penalty to ALL rolls for 3 turns, afterwards the target becomes immune for 3 turns
  1053. *Considered illegal to use against sapients in Equestria and across most of Tallus
  1054.  
  1055. -Transcendental Explorer: available only in liquid form, this is a dark red substance that was once secretly created by Dancing Eyes.
  1056. While the exact specifications of the compounds used in its creation are unknown, and likely will be as its virtually impossible to interrogate her for information, this substance enhances the psionic capabilities of both Changelings and psionic earth ponies, allowing them to use their abilities with slightly greater effects resulting from ignoring the constant pressure of reality, though not without some danger.
  1057. ("Tastes fucking horrible!" -Hodch)
  1058. -May become Permarenent
  1059. -Points required: 900
  1060. *All Alchemy ranks: the consumer MUST add +1 to all Psionicism and related abilities for 6 turns
  1061. *Side Effects: the consumer takes DOUBLE damage from Ethereal or Void harm for 6 turns, and is incapable of creating a Mind's Eye during this time, though may still control one if such was created before using
  1062.  
  1063. -Waker: a dim, bubbly pink fluid composed of numerous powerful smelling ingredients, both physical and mystical in nature. While moderately less effective than smelling salts, it does provide more benefits, although some ponies have grudgingly admitted to LIKING the scent.
  1064. -May become Permarenent
  1065. -Points required: 200
  1066. *Roll Alchemy, total results*2 indicate the percentage of conscious awareness returned to the target on the 1st turn, doubling on the second turn, tripling on the third turn
  1067. *Side Effects: revives an Unconscious target that is Sleeping, or removes and prevents Confusion & Charm for an awake user/recipient for 3 turns
  1068.  
  1069. -Wormwood: a tiny vial of a thick, strong tasting, murky yellow fluid created from the concentrated saps of three particular wormwood plant species, treated with a small amount of an Otherworldly chemical from the Vortex plane.
  1070. -May carry a maximum of 5
  1071. -May become Permarenent
  1072. -Points required: 200
  1073. *All Alchemy ranks: when consumed, injected, or applied to physical wounds, the concoction rapidly scours through a living being's bloodstream, organs, eventually reaching deep musculature, skeleton, and organs while targeting and killing parasites, both insectoid and others, for 3 turns, also destroying their remains before dispersing.
  1074.  
  1075.  
  1076. *****
  1077. SOAP CUBES: Rune Soap Cubes are single use items, created by Gryphon scribes in either Anfang or the Vale, each having a singular effect that instantly takes place upon use. Soap cubes, normally, can only be used by those that speak the Gryphon language, although the cubes covered with a band can be used by anyone in possession of one.
  1078.  
  1079. >NOTE: Soap Cubes are considered an alternative Alchemy item, and as such only 1 may be carried at Untrained or Basic Alchemy, 2 at Expert, and 3 at Master. Roll Assault to throw, then the item's effect if applicable.
  1080.  
  1081. -Elemarental Combustion: an expensive cube that, depending on the location or natural elemarent its thrown at, will detonate with a [1d6+20] <Elemarental Combustion roll.
  1082. *If thrown into the Air, becomes an Air elemarental, if thrown at the ground, becomes an Earth elemarental, Fire if in an inferno, and so on.
  1083.  
  1084. -Green Soap Cube: when rubbed into the wounds of an ally, this cube allows a [1d6+10] <Heal ability, also stopping Bleeding on contact.
  1085.  
  1086. -Golden Soap Cube: requires two Golden Cubes, one to be used as a waypoint, the other to be used as instant and direct translocation to its opposite, wherever it was placed.
  1087.  
  1088. -Purple Soap Cubes: A lesser version of the Rune Forgers/Rune Mages technique of Contain.
  1089. *Roll [1d6+20] <Contain, the result being the total amount of physical force the target must use to break free
  1090.  
  1091. -Runic Shield Cube: a cube that produces a moderate barrier of white runes, encircling the user and absorbing some of the physical harm dealt to them with a [1d6+10] <Runic Shield roll, also shielding the user against all weapon enchantmarents except for Spectral.
  1092.  
  1093. -Silver Soap Cube: an anti-psionic soap that grants a [1d6] <Psionic Pain ability, inflicting the roll result's amount of damage, and can potentially disable psionic abilities.
  1094.  
  1095. -Tracking Soap Cube: writing a name on the cube allows a [1d6+2] <Tracking ability, where the cube will attempt to find its target via emitting noise and light.
  1096. *The pitch and intensity of light increases the closer the proximity to the target, and will indicate the target's relative direction
  1097.  
  1098. -Yellow Soap Cube: used to send messages. Once a short message has been written onto the surface, along with the name of the intended recipient, it will attempt to find the target and relay the message.
  1099.  
  1100.  
  1101. ***************************************************************************************************************************************
  1102. >BLACKSMITHING ITEMS:
  1103.  
  1104. -Aiutante's Advanced Furnace: a heatstone layered and fired clay brick furnace developed similar to Krinza's modified one.
  1105. Due to its hefty specifications and attuning, Aiutante is capable of performing the same precision heating, forging, and melding techniques taught to her by Hodch, though it hasn't been fully customized yet.
  1106. *Grants a [1d6+10] roll when forging, reforging, or melding
  1107.  
  1108. -Blacksmith's Hammer, Basic: a plain ironwood handled steel hammer weighing 4 pounds, cast in hi-alloy carbon steel with a flattening surface on the forward face and a triangular head on the reverse.
  1109. Can be used for shaping small weapons, performing maintenance on armor, when engraving or removing material with a chisel, and for making other small adjustmarents.
  1110. *Adds +2 to all Blacksmithing rolls when in use
  1111.  
  1112. -Forging Tongs, Journeymare: approximately 60 tongs of various shapes and facings are scattered throughout the Workshop, used to hold projects while heating or undergoing shaping, lengthening, twisting, heat treating, quenching, and so on.
  1113. *Adds +1 to all Blacksmithing rolls when in use
  1114.  
  1115. -Heavy Blacksmith's Hammer, Basic: a much larger version of a blacksmith's hammer cast in hi-alloy steel, intended for shaping greatswords, heavy armor, tower shields, or other large projects.
  1116. For obvious reasons, its rather tiring to use.
  1117. *Adds +3 to all Blacksmithing rolls when in use
  1118.  
  1119. -Krinza's Advanced Furnace: a heatstone layered and fired clay brick furnace developed from 6 years of research into the finer points of esoteric smithing.
  1120. While it has been carefully attuned to his thoughts, Krinza often allows use of it, but only when asked.
  1121. *Grants a [1d6+15] roll when forging, reforging, melding
  1122.  
  1123. -Smithing Chisels, Basic: approximately 50 hard cast steel chisels spread around the Workshop for use in removing material, forming edges, shaping an object, and etcetera, but cannot be used for melding.
  1124. *Adds +1 to all Blacksmithing rolls when in use.
  1125.  
  1126. -Smithing Files, Basic: 10 rather simple files with varying edges and patterns spread around the workshop for anyone's use.
  1127. *Adds +1 to all Blacksmithing rolls when used, but cannot be used for melding
  1128.  
  1129. -Steel Anvil, Basic: ten common, standard double ended anvils for working metals on.
  1130. *Grants a [1d6+4] roll for Blacksmithing when used
  1131.  
  1132. *****
  1133. >STANDARD ENGINEERING TOOLS & WORKSHOP FUNCTIONS:
  1134.  
  1135. -ADVANCED Tool Box: grants an extra roll to and adds +2 to all Engineering rolls at Untrained, +4 at Basic, +6 at Expert, and +8 at Master, but cannot be used for Blacksmithing.
  1136. *The Advanced Tool Box can be used two turns in a row, but the Operator MUST skip their 3rd turn after use
  1137. -LIMITED EDITION ITEM: 3 remaining in Workshop
  1138.  
  1139. -BASIC Tool Box: grants an extra roll to and adds +2 to all Engineering rolls at Untrained, +3 at Basic, +5 at Expert, and +6 at Master, but cannot be used for Blacksmithing.
  1140. *After using, the Operator MUST skip their next turn
  1141.  
  1142. -Duct Tape: grants a [1d6+1] roll for Engineering or Explosive applications, but cannot be used when blacksmithing, forging, reforging, melding, or welding.
  1143.  
  1144. -Multitool: adds +1 to all Engineering or Explosive rolls at Untrained, +2 at Basic, +3 at Expert, and +4 at Master.
  1145. *Cannot be used when blacksmithing, forging, melding, or welding, or in conjunction with a Tool Box of any form
  1146.  
  1147. -Shovel: grants a [1d6+2] roll for fortification-based Engineering, whether temporary or permarennent, but cannot be used as a tool for upgrading.
  1148.  
  1149. -Swiss Army Knife: grants an [1d6+1] roll for Engineering or Wilderness Survival applications, but cannot be used when blacksmithing, forging, melding, or welding.
  1150.  
  1151. -Superglue: grants a [1d6+1] roll for Engineering or Explosive applications, but cannot be used when blacksmithing, forging, melding, or welding.
  1152.  
  1153. -Wire Cutter: grants a [1d6+1] roll for Engineering or Explosive applications, but cannot be used when blacksmithing, forging, melding, or welding.
  1154.  
  1155. -FINE TOOLS: grants an additional [1d6+10] roll for Engineering applications, but cannot be used when blacksmithing, forging, melding, or welding. May be used for: etching, engraving, heatstone assisted soldering, electronics repair, etc.
  1156.  
  1157. -WORKSHOP TOOLS: grants an additional [1d6+20] for Engineering applications, cannot be used for Blacksmithing.
  1158.  
  1159. *****
  1160. >MAGITEK ENGINEERING TOOLS:
  1161.  
  1162. -MAGITEK FURNACE: an alchemically formed clay brick furnace with a 4'x4' opening, the cavity 6'x6' wide and tall, 10' deep, taking up the entirety of the central rearmost work table in the workshop close to the Armory dividing wall.
  1163. The Core itself may be removed for transport and use elsewhere.
  1164. *May ONLY be used by Kraut
  1165. *Grants an additional [1d6+10] roll when forging, reforging, melding, and/or shaping when used in conjunction with Engineering and the Magitek Core.
  1166.  
  1167. -Magitek Hammer: one of Spiral's earliest, yet most complex designs, this hammer was created to interact with Kraut's thoughts and phase itself to form most head shapes depending on his needs.
  1168. *May only be used by Kraut
  1169. *Grants an additional [1d6+8] roll only when forging or shaping in conjunction with the Magitek Core.
  1170.  
  1171. -Shaping Gloves: a pair of custom fitted, alchemically formed and heat-shielded diamond gloves designed by Spiral.
  1172. *May only be used by Kraut
  1173. *Grants an additional [1d6+2] roll only when forging, reforging, shaping, or melding in conjunction with the Magitek Core.
  1174.  
  1175. -Unicorn Horn Copy: a basic, simple copy of Spiral's own horn.
  1176. *May only be used by Kraut
  1177. *Grants an additional [1d6+2] only when welding or melding in conjunction with the Magitek Core.
  1178.  
  1179.  
  1180. ***************************************************************************************************************************************
  1181. MATERIALS & SPECIAL MATERIALS: an Operator must have either the proper knowledge or be trained to work with, forge, or reforge, any and all special materials.
  1182.  
  1183. METALLURGY NOTES: redsteel, blacksteel, pinksteel, and greensteel cannot be combined or touch;
  1184. mythril and kanpri cannot mix;
  1185. blacksteel and pinksteel cannot mix with kanpri;
  1186. redsteel and greensteel cannot mix with mythril.
  1187.  
  1188. *****
  1189. BASIC PROFICIENCY REQUIRED:
  1190. -Aluminum: not in stock. Moderately toxic to humans, high neurotoxicity
  1191. -Copper: in stock
  1192. -Brass: in stock
  1193. -Bronze: in stock
  1194. -Manganese: in stock. Moderately toxic to humans
  1195. -Nickel: in stock
  1196. -Zinc: in stock
  1197. -Zirconium: in stock
  1198.  
  1199. EXPERT PROFICIENCY REQUIRED:
  1200. Carbon Steel: in stock
  1201. Chromium: in stock
  1202. Cobalt: in stock
  1203. Iron: in stock
  1204. High Carbon Steel: in stock
  1205. Magnesium: in stock. Dangerously flammable
  1206. Stainless Steel: limited stock
  1207.  
  1208. MASTER PROFICIENCY REQUIRED:
  1209. -Blacksteel: 2x 3 pound ingots in stock.
  1210.  
  1211. -Bluesteel: 2x 3 pound ingots in stock.
  1212.  
  1213. -Empire Crystal: obscene amounts in stock. Can be molded, shaped, and used like plexiglass.
  1214. *Requires a skilled Crystal pony to create weapons or armor from
  1215.  
  1216. -Greensteel: 2x 3 pound ingots in stock.
  1217.  
  1218. -Kanpri: not in stock. An extremely rare red, blue, and purple glowing metal only found in volcanic regions with abnormally high tensile strength and wear resistance, mostly used for weaponry.
  1219. *When properly refined the pattern becomes wavy
  1220.  
  1221. -Lithium: small amount in stock. Found mainly in metallic or liquid states, though much more rarely in a crystallized form. Used to create both manabombs and power crystals by Saddle Arabians.
  1222. Was used during the Late Dynasty Era to create elemarentally absorbent armors, however that process has since been lost.
  1223.  
  1224. -Mythraline: not in stock. A secret alloy of mythril and unknown elemarents that may only be created by Sorcerers.
  1225. Easier to repair than mythril for less weight, though costs twice as much and takes three times longer to produce.
  1226.  
  1227. -Mythril: not in stock. An extremely rare white metal only found in ancient forests. Has abnormally high durability and ductility, mostly used for armor.
  1228.  
  1229. -Palladius/Paladine: not in stock. Essentially the same as palladium except it isn't radioactive and more often used as an alloy in specialized Solar faction armor or weaponry.
  1230.  
  1231. -Promethite: tiny amount in stock. A partially magical composite of magneighsium, iron, lithium, silicon, and minor, binding traces of Elemarental flame. HIGHLY dangerous to use in enclosed locations, though is favored by dragonsmiths over compressed charcoal or magma drake aid.
  1232. Most often used to create Spark Lamps which operate by shaving small amounts off an internal cylinder, then lighting the shavings under extreme oxygen deprivation.
  1233.  
  1234. -Redsteel: 2x 3 pound ingots in stock.
  1235.  
  1236. -Tungsten Basilisk scales: obscene amounts in stock. Can be carved into shape or heat molded, though takes a great deal of time to do either.
  1237.  
  1238. -Titanium-Steel Alloy Plates: vast amounts in stock.
  1239.  
  1240. -Whitesteel: 2x 5 pound ingots in stock.
  1241.  
  1242. -Yttrium: tiny amount stock. Doesn't have any radioactive qualities; is only used for runic scribing or as a catalyst in sorcerous rituals.
  1243.  
  1244. -Golden Regal Drake scales: several pounds in stock.
  1245.  
  1246.  
  1247. GRANDMASTER PROFICIENCY REQUIRED:
  1248. -Diamondine: slightly less than 4 tons in stock. A tightly guarded alchemical initial blend of 60% diamond and 40% silver fused with either kanpri or mythril, created through a month long alchemical process. (“Both variations have downsides. No. Explaining would take months.” -Krinza)
  1249. One of the top five strongest materials available on Tallus, yet the second heaviest known: a 1CMx1CMx1CM cube weighs over double that of an equivalent sized tungsten cube.
  1250.  
  1251. -Iridine: not in stock. Essentially the same as iridium except it isn't radioactive; used as a catalyst for high level Alchemy or Grandmaster armor smiths, and as such is rarely sold in large amounts.
  1252.  
  1253. -Lumin/Lumen: 5 pounds in stock. A rare, Lunar Elemarental-metal only found on the Moon that is, equally rarely, used as a catalyst in Grandmaster Alchemy or sorcerous rituals.
  1254. Can be used to create highly specialized, yet dismally hard to produce reflective and deflecting armors.
  1255. Essentially a form of magical aluminum, except without all the drawbacks, toxicity, and mutagenic problems.
  1256. *Cannot be legally owned or used by a non-Lunar faction member
  1257.  
  1258. -Promithene: not in stock. Often called fire-rock in its natural, highly stable state throughout the Dragonspine Mountains, Promethine is typically used as a replacemarent for wood and charcoal due to cheapness, ease of access, and widespread abundance. Also makes a great campfire.
  1259. When consumed by certain drakes and wyrms it allows them to temporarily breathe flame.
  1260. *Can be purified and used as an alloy in heat resistant composite metals, unlike promethite.
  1261.  
  1262. -Promkrynake: NOT in stock. One of the more unusual finds in the Dragonspine Mountains numerous volcano chains, this unstable metacomposite is only used by dragon-smiths whom love to live dangerously while happily working in their forges.
  1263. It is, effectively, a semiliquid lava rock that absorbed a promethite and promythene composite, was blasted with steroids, dosed with enough hallucinogens to kill a Wasteland Moose, slammed with hyperamphetamine, and then was able to slowly cool, WITHOUT exploding, into a partially metastable matrix.
  1264. Is also sometimes used by the truly desperate, the astoundingly stupid, the clinically insane, but mostly those with a fiery-explosive kink.
  1265.  
  1266. -Titanium: >10 pounds in stock.
  1267.  
  1268. *****
  1269. -Diamond Hyfalgryph Scales: 12 in stock. A blocky, 4' tall and 3' wide rainbow hued diamond scale, somewhat resembling dragon scales, belonging to an Eldritch being widely known across Tallus, hundreds of other worlds, and even the various Planes themselves.
  1270. Deemed the Singing Abomination for its incessant, and to some ponies, utterly ridiculous, tendency to initiate musical duels against unsuspecting beings, the Hyfalgryph will, to those that win, grant that small number a sliver of his vast library of musical and instrumarental knowledge and tricks, often catapulting those lucky few to great stardom.
  1271. *When used to create armor or a shield, a portion of the Hyfalgryph's Eldritch resilience remains, reducing all Casting, Elemarental, Psionic, and other esoteric harm by 1/4
  1272. *1 owned by Hollow & Lont
  1273. *2 owned by Dante
  1274. *6 unowned
  1275. *1 USED by Lont, Pareidolia
  1276.  
  1277. -Flawless Gems: 68 in stock ("At least, in the Workshop. There are probably a few thousand in the Enclave but I do not have time to check." -Krinza)
  1278.  
  1279. -Small Poison Dragon scales: a set of 6 rounded, small buckler sized, misshapen scales with near-perfect Poison and Acid resistance.
  1280.  
  1281. ***************************************************************************************************************************************
  1282. WEAPON, ARMOR, & ITEM CREATION RULES:
  1283. #1: when creating or improving a weapon, armor, or other items, the total number of points required to increase it's rank, base modifiers, and number of enchantmarent slots is cumulative and may not skip ranks
  1284. *An item CANNOT be taken from +1 to +3 in a single attempt, or from 1DR to 3DR
  1285.  
  1286. #2: items may only gain additional effects when utilizing esoteric skills such as: Casting, Crystal-Forging/Crystal Runes, Druidry, Enchanting, Mysticism, Sorcery, Runic Scribing, or other esoteric abilities.
  1287. *Furthermore, the number and strength of effects are limited solely to the knowledge and skills of that PC/NPC
  1288.  
  1289. #3: if a armor or weapon qualifies for an attempt to become Permarenent, a PC or NPC may then begin the process of improving an item to LEGENDARY status.
  1290. From this point on, any base result of 1 will cause a 50% loss of all points accumulated on that turn, essentially fixing their slip ups, screw ups, and the minor damage involved.
  1291. *This condition applies to traditional blacksmithing, engraving, hand milling, computerized shaping, or esoteric procedures.
  1292.  
  1293. #4: before working on a weapon, armor, or other item, the maximum potential modifiers and extra abilities will be discussed with the main GM first.
  1294. *If an item is listed as Unique, it may not be entirely copied
  1295.  
  1296. *****
  1297. MATERIAL BONUSES: materials add to the total number of crafting points when creating a weapon, armor, or item. The amount is cumulative per EACH different material, not per each USE of a material, thus if Steel is used once the item will gain +100 to it's total crafting count, though a second use of Steel will not gain another +100.
  1298.  
  1299. Raw materials add: +50 points. Examples include raw ore, raw gems, untreated wood, and other base materials that have not undergone any form of processing or refinemarent.
  1300.  
  1301. Refined materials add: +100 points. Examples include processed metals and materials, basic alloys, shaped gems, sealed or hardened wood, and other refined materials.
  1302.  
  1303. Quality materials add: +150 points. Examples include metallic alloys, specialized inorganic materials, exquisite gems, enchanted wood, and other specialized materials.
  1304.  
  1305. Arcane materials add: +300 points. Examples include specialty or enchanted alloys, Otherworldly or Planar wood, flawless enchanted gems, and unrefined Otherworldly materials. Also includes the unique elemarental steels and the various alchemically produced metallic gem materials.
  1306.  
  1307. Quality Arcane materials add: +400 points. Examples include bodily parts from Mystical beings, refined Otherworldly or Planar metals and materials, and Planar gems.
  1308.  
  1309. Exceptional Arcane materials add: +500 points. Examples include raw Eldritch bodily parts, metals, materials, and Spectral bodily parts.
  1310.  
  1311. Unique Arcane materials add: +750 points. Examples include refined Eldritch metals or materials, Dragon scales, exceptionally well preserved Eldritch bodily parts, and other suitably unique materials.
  1312.  
  1313. *****
  1314. >ARMOR CRAFTING GUIDE: may only be performed by those with Blacksmithing or Engineering, also including Casting, Crafting (if applicable), Crystal Forging/Runes, Druidry, Enchanting, Mysticism, Necromarecy, Runic Scribing, and Sorcery.
  1315. *The user MUST have one esoteric skill to create a weapon above Journeymare rank item or higher
  1316.  
  1317. 400: Basic Armor: is limited to a cap of 1DR and is not resistant to damage. May reforge or improve.
  1318.  
  1319. 800: Journeymare Armor is limited to a cap of 2DR and is somewhat resistant to damage. May reforge or improve.
  1320.  
  1321. 1,200: Expert Armor is limited to a cap of 3DR and is hard to damage. May reforge or improve.
  1322.  
  1323. 1,600: Master Armor is limited to a cap of 4DR and becomes an Artifact: capable of self-repairing. May reforge or improve.
  1324.  
  1325. 2,500: LEGENDARY Armor is limited to a cap of 5DR and becomes a Permarenent Legendary Artifact, both extremely hard to damage and able to self-repair quickly.
  1326. *An armor at this stage can no longer be modified easily without extensive effort
  1327.  
  1328. *****
  1329. >WEAPONRY CRAFTING GUIDE:
  1330. 400: Basic Weapon add +1 to all rolls & does not have an enchantmarent slot, can be damaged easily. May reforge or improve.
  1331.  
  1332. 800: Journeymare Weapons add +1 to all rolls & has 1 enchantmarent slots, somewhat difficult to damage. May reforge or improve.
  1333.  
  1334. 1,200: Expert Weapons add +2 to all rolls & has 2 enchantmarent slots, moderately difficult to damage. May reforge or improve.
  1335.  
  1336. 1,600: Master Weapons adds +3 to all rolls & has 3 enchantmarent slots, becoming an Artifact: capable of self-repairing over time. May reforge or improve.
  1337.  
  1338. 2,500: LEGENDARY Weapons add +4 to all rolls & retains 3 enchantmarent slots, becoming a Permarenent Legendary Artifact: capable of self-repairing quickly.
  1339. *A weapon at this stage can no longer be modified easily, they may ONLY be Reforged, or shifted to become a different weapon.
  1340.  
  1341. *****
  1342. >ITEM CRAFTING GUIDE:
  1343. 300: a Basic item adds +1 to a specific skill or item's rolls, though has questionable durability and will likely fall apart after a couple days.
  1344.  
  1345. 600: a Common Item adds +1 to a specific skill or item's rolls, and can be considered durable enough to use for a few weeks.
  1346.  
  1347. 900: an Uncommon Item adds +2 to a specific skill or item's rolls, and is somewhat difficult to damage if used daily for a year.
  1348.  
  1349. 1,200: a Rare Item adds +3 to a specific skill or item's rolls, and is rather difficult to destroy.
  1350.  
  1351. 1,500: a Peerless Item adds +4 to a specific skill or item's rolls, and takes a determined effort to damage, let alone destroy.
  1352.  
  1353. 1,800: an Ultra Rare Item adds +5 to a specific skill or item's rolls, baffling most as to how it can be destroyed while it slowly self-repairs.
  1354.  
  1355. 2,500: a LEGENDARY Item adds +6 to a specific still or item's rolls, and unless completely destroyed in a short amount of time the item will self-repair quickly.
  1356. *An item at this stage will require an additional 2,500 points PER improvemarent
  1357.  
  1358.  
  1359. ***************************************************************************************************************************************
  1360. COOKING ITEMS:
  1361.  
  1362. -Gas Stove: grants a [1d6+2] roll
  1363.  
  1364. -Ice Cream Maker: grants a [1d6+4] roll. Squeaks like a batpony being mercilessly tickled, however.
  1365.  
  1366. -Iron Magitek Grill: grants a [1d6+8] roll, may only be used by Kraut
  1367.  
  1368. -Large Heatstones: grants a [1d6+4] roll
  1369.  
  1370. -Mess Kit: grants a [1d6+1] roll
  1371.  
  1372. -Skillet: grants a [1d6+2] roll
  1373.  
  1374. -Personal Heatstone: grants a [1d6+2] roll
  1375.  
  1376. *****
  1377. COOKING GUIDE:
  1378. Result of 5 = INEDIBLE! You really, REALLY don't want to try and eat this.
  1379.  
  1380. Result of 10 = it's either burnt or undercooked. Throw it out, really.
  1381.  
  1382. A result of 15 = rare, or well overdone. Unless you like blue steak or rubber, toss it in the garbage.
  1383.  
  1384. A result of 20 = just about right or well done, 3-star chef. What you'd expect from most restaurants, really.
  1385.  
  1386. A result of 25 = excellent, 4-star chef. Looks good, tastes great, but might have an errant lemon slice in there just to fuck with you.
  1387.  
  1388. A result of 30 = not quite perfect, 4.5-star chef. Takes quite a while to get to this point, but there's no lemons here.
  1389.  
  1390. A result of 40 = near perfect, beginner 5-star chef. At least that's the way it tastes, but probably looks a bit funny.
  1391.  
  1392. A result of 50 = pretty much perfect, true 5-star chef.
  1393.  
  1394. A result of 60 = literally perfect. There's nothing more than can be done to make this food any more visually appealing, or taste any better. Be lucky if you get something like this.
  1395.  
  1396. A result of 70 = STOP RIGHT THERE CRIMINAL SCUM THIS IS AS FAR AS YOU GO YOU'VE BROKEN THE LAW
  1397.  
  1398. ***************************************************************************************************************************************
  1399. FISHING ITEMS:
  1400.  
  1401. -Fishing Pole: grants a [1d6] roll
  1402.  
  1403. -Fishing Net: grants a [1d6+1] roll
  1404.  
  1405. -Fishing Cable: grants a [1d6+2] roll
  1406.  
  1407. -Fishing Kit: grants a [1d6+4] roll
  1408.  
  1409. ***************************************************************************************************************************************
  1410. NAVIGATION ITEMS: all 3 items, if owned, may be used to determine one's position on Tallus.
  1411.  
  1412. -Compass: grants a [1d6+1] roll
  1413.  
  1414. -Empire Compass: grants a [1d6+2] roll, but will not function if damaged
  1415.  
  1416. -GPS: grants a [1d6+4] roll
  1417.  
  1418. -Map: grants a [1d6+2] roll.. but only if it's kept up to date.
  1419.  
  1420.  
  1421. ***************************************************************************************************************************************
  1422. PERCEPTION ITEMS: ONLY 1 of these item may be used per turn unless combined: Binoculars, Infrared, Night Vision, Scope, Thermal.
  1423. *Flashlights MAY be used in conjunction with all other rolls, but doing so will alert sight based enemies
  1424. *Snake Cams cannot be used with any other Perception items
  1425.  
  1426. -Snake Cam: grants a single [1d6+2] roll. A flexible telescoping tube with a small camera on the tip, controlled by a handheld viewing unit
  1427.  
  1428. -Binoculars: adds +2 to a SINGLE Perception roll
  1429.  
  1430. -Flashlight: grants a [1d6+2] roll, result*20 equals the number of meters that can clearly be seen, but on a critical failure something WILL go wrong
  1431.  
  1432. -Infrared: adds +2 to a SINGLE Perception roll and allows the user to see the infrared spectrum
  1433.  
  1434. -Lantern Gem: grants a [1d6+3] roll, result*10 equals the number of meters that can clearly be seen, but on a critical failure it will need to be recharged or has suffered a catastrophic break down
  1435.  
  1436. -LED Flashlight: grants a [1d6+4] roll, result*20 equals the number of meters that can clearly be seen, but after achieving a total of 4 critical failures in a row something WILL go wrong.
  1437.  
  1438. -Night Vision: adds +2 to a SINGLE Perception roll and allows the user to see in the dark, obviously
  1439.  
  1440. -Scope: adds +2 to a SINGLE Perception roll
  1441.  
  1442. -Thermal Scope: adds +2 to a SINGLE Perception roll and allows the user to see heat signatures
  1443.  
  1444. *COMBINED PERCEPTION ITEMS: dual Infrared, Thermal, or Night Vision optics will add +X to two different Perception rolls, or allows an additional roll if they do not have Basic Perception, for 2 of 3 types: <Infrared, <NVG, <Thermal, <Starlight, or other.
  1445. Combining a scope with Infrared, Night Vision, or Thermal will cause the scope to become: <Infrared/NVG/Thermal Scope, and will gain differing modifiers depending on whom creates it, what materials are used, and other factors.
  1446.  
  1447.  
  1448. ***************************************************************************************************************************************
  1449. BASE USE VEHICLES:
  1450.  
  1451.  
  1452. ***************************************************************************************************************************************
  1453. >2015 Polaris Defense Dagor in high desert camo: a military rebuild of either a Polaris RZR or Ranger, the Dagor, as it's code name is known, is a heavily redesigned, side-by-side utility terrain vehicle (UTV), designed primarily as a reconnaissance vehicle and equipment or personnel transport. Although fairly new, it has earned a reputation for being a tough, trustworthy long ranged vehicle, capable of being configured to perform most mission specifications.
  1454.  
  1455. By replacing the original engine with a turbo-diesel JP8 for additional range, and to give it enough power to carry it's further modifications, this allowed the original interior and exterior paneling to be removed, which was then replaced with formed steel armor plating for additional longevity.
  1456.  
  1457. Due to it's redesign as a patrol vehicle, the original suspension was removed and replaced by a vastly superior dune buggy version in order to ensure the passengers weren't nauseous at all times. A roll cage & roof rack with a ring mount for an attached M2 Browning MG was installed, along with standard linkages to allow it to be carried by helicopters.
  1458.  
  1459. While the original seats were replaced by spring-bolted, shock absorbent ones, the Dagor's ability to seat three passengers rather comfortably and allow them to scope out a region or fire upon enemies with an exceptionally wide field of view renders it invaluable, although it does not have any doors to speak of.
  1460.  
  1461. The bed in the rear was replaced by an all-steel, downsized version of a pickup bed with two large heavy steel locking containers, able to be used as seats though rather uncomfortable, giving it a great amount of storage space and transport ability. Due to this it can, in a pinch, be utilized as an adhoc medical transport.
  1462.  
  1463. The front driver's compartment is semi-armored and considerably more comfortable than nearly all military vehicles prior to it, also featuring a simple, robust steering assembly, while the windshield is a thick composite plexiglass which, by most definitions, is considered in the upper bulletproof class, capable of absorbing heavy calibers up to the .300 WinMag, though anything more will easily punch through it, giving a good amount of protection to the driver and passenger.
  1464.  
  1465. While the Dagor has an average maximum range of 500 miles with the standard load of 4 passengers, their personal equipment, and the ring mount's gunner, it's maximum range when fully loaded with 9 passengers and their total loadout is still 380 miles, giving it a considerable edge against most light military vehicles of it's era.
  1466.  
  1467. *****
  1468. >ARMOR CHARACTERISTICS:
  1469. -Armor Durability: 250 Armor
  1470. -Armor Class: Grade 5 Paneling
  1471. -Armor Value: 4DR
  1472.  
  1473. *****
  1474. >PILOTING CHARACTERISTICS:
  1475. -Safe Cruising Speed: grants Expert Driving+4
  1476. -High Manual Control: grants Master Driving+6
  1477. -Maximum Speed: grants Master Driving+8
  1478.  
  1479. *****
  1480. >MOUNTED WEAPON CHARACTERISTICS:
  1481. -Rear Weapon Ring: grants 2x [1d6+4] <M2 Browning HMG rolls, in addition to the Operator's Heavy Weapon's skill
  1482.  
  1483. *****
  1484. STORAGE:
  1485. >COMMON ITEMS: 2x Jerry Cans
  1486.  
  1487. ***************************************************************************************************************************************
  1488. >1990 Panhard VBL Recon in olive drab: a rugged all terrain sport utility vehicle built by French (or similar analogue) militaries, designed solely for tactical reconnaissance and battlefield command/control, though if absolutely required it can also perform direct infantry support.
  1489.  
  1490. Decently armored with variable rolled homogeneous steel sheeting to protect against small arms fire and light artillery shrapnel from virtually all angles, the Recon model comes equipped with a high end analog-electronic radio system, easily capable of taking care of an entire company's needs, and a 250 mile VHF transmitter-receiver unit for extending friendly reconnaissance duties.
  1491.  
  1492. Common in nearly all modern military vehicles, the Panhard's driver, front spotter/radio operator, and a single rear passenger make use of relatively comfortable shock absorbing crash seats installed into the hull via suspension springs, each of which is reinforced by milled steel brackets to minimize shock from striking a mine, direct hits from man-portable rocket-assisted grenades, and even light battery rockets.
  1493. As a standard feature all Panhard VBL's are mounted with numerous heavy duty brackets allowing for transport by helicopter or towing, as well as having roof hatches for both driver and passenger.
  1494.  
  1495. The driver's dashboard features a bank of digital notification lights to notify various problems such as drivetrain failure, overheating of the transmission, engine, or radiator, air conditioning failure, and low tire inflation/damage among others, while the spotter/radio operator makes use of the centrally mounted radio control and command systems, as well as having access to one of two manual fire extinguishers, the second placed underneath the gunner's hatch.
  1496.  
  1497. Typical for it's era, the VBL Recon is fully Nuclear-Biological-Chemical protected by several layers of semi-hard synthetic rubber sealing systems, and the interior can be underpressurized or overpressured at will by the driver, whom also controls a highly efficient NBC filtration system.
  1498.  
  1499. When fully sealed with the driver's hatch locked and a 2M snorkel equipped for the engine intake, the VBL Recon becomes amphibious, propelled along by a common 10" steel screw-type propeller, though it can only achieve a paltry 5.5KPH due to it's boxy hull and 4.2 ton weight.
  1500.  
  1501. Despite it's relatively bland and unimpressive armor characteristics, the VBL Recon is well defended by a heavily armored cupola in the center of the roof, accessible by an internal hatch. 360 degree traversal allows the gunner to stand comfortably upright and remain well protected, except from overhead targets or precision fire.
  1502. A modified Browning M2A1 .50BMG that uses standard 200-round belts is installed in the cupola's front, allowing for effective fire support against infantry, light vehicles, and helicopters out to 800M.
  1503. Fitted with a unique, rigid quick change mounting system, the gunner can make use of infrared, thermal, and night vision optics, as well as heavy 8x12 or better 40MM rated scopes, increasing effective engagement range to 1,500M.
  1504.  
  1505. The rear passenger seat is often used solely by the gunner as there is little space for much else other than the VBL's occupant equipment, ammunition tins, and two fuel cans.
  1506.  
  1507. When acquired, this particular VBL had seen a great amount of action, bearing dents from hooves, large claw marks, acid burns, holes probably made by lances, and the other assorted forms of damage considered "normal" on Tallus.
  1508.  
  1509. Krinza was able to fully restore the VBL to stock specifications with ease, including the addition of much more comfortable seats. Considering giving it a paint job or something else potentially useful, he decided to... do something else entirely:
  1510. Using an experimental power crystal retrieved from Harlon's lab, the intervening temporal charge allowed him several hours in which to fortunately (or unfortunately depending on how Flash will interpret his violation of causal, NOT casual, temporal states) perform a number of selective modifications.
  1511.  
  1512. Starting by greatly improving the external armor using his vast knowledge of alloys, infusion processes, and enchantmarents, Krinza moved on to similarly harden and induce flexibility throughout the entire frame, then every other component he could reach.
  1513. Unsatisfied with those 'little' (to him at least) improvements, the windows were entirely replaced with quadruple-layered diamond sheets that sandwich transparent, flexible plexiglass sheets. THEN he gave it a color-phasing camouflague paint job.
  1514.  
  1515. *****
  1516. >ARMOR CHARACTERISTICS:
  1517. -Armor Durability: 450 Armor
  1518. -Armor Class: Modified Grade 5 Composite Panels
  1519. -Armor Value: 5DR
  1520.  
  1521. *****
  1522. >PILOTING CHARACTERISTICS:
  1523. -Grants Expert Driving+5 for Cruising Speed
  1524. -Grants Expert Driving+6 for Optimal Speed
  1525. -Grants Expert Driving+8 for Maximum Speed
  1526.  
  1527. -Grants Basic Stealth+3
  1528.  
  1529. *****
  1530. >MOUNTED WEAPON CHARACTERISTICS:
  1531. -Central Cupola: grants 2x [1d6+4] <M2 Browning HMG rolls, in addition to the Operator's Heavy Weapon's skill
  1532.  
  1533. *****
  1534. >STORAGE: 2x 5 Gallon Fuel Cans
  1535.  
  1536. *****
  1537. >STOCK EQUIPMENT:
  1538. -Armored Paneling: Modified Grade 5
  1539. -Attachment Hooks: numerous external hardpoints for transport
  1540. -Chopin 4S-1 Troop Radio Control
  1541. -Fully Amphibious
  1542. -NBC Protected
  1543. -VHF Battlefield Commarend/Control Transmitter-Receiver with a 50 mile radius
  1544.  
  1545.  
  1546. ***************************************************************************************************************************************
  1547. >OH-58X Kiowa Stealth Warrior: a highly advanced, pre-current generation hybrid attack helicopter. Smaller than the original, this Kiowa is vastly improved over it's previous generations with a lightweight titanium composite skin that reduces air friction and radar signature.
  1548. Further modified with a number of physical and electronic features to improve it's flight stability, responsiveness, electronics command & control, information gathering capabilities, offensive armaments, also granting electronic semi-stealth functionalities.
  1549.  
  1550. Equipped with a unique combined thermal, night vision, and camera suite located directly above the main rotors in a semi-protected sphere pod, the Kiowa Stealth Warrior is much quieter than it's predecessors. This gives it relative safety in allowing a pilot to 'peek' over terrain in order to identify and mark tanks or other targets for ground, sea, or air attack runs, if the Kiowa itself is unable to perform the job or it's munitions are depleted, and even land to deposit it's passengers if absolutely required.
  1551.  
  1552. While a co-pilot isn't required for standard operation, the pilot is unable to take advantage of the Mast Mounted Sight's features for the most part, and is entirely unable to utilize an integrated electronic warfare operation suite.
  1553. Due to the added equipment, the rear seating arrangement is unfortunately small, able to seat two people, or one pony, on a somewhat narrow padded bench, though the rear doors are small and fairly cramped to get in or out from.
  1554.  
  1555. This particular Kiowa arrived at the Fortress with a significant amount of external damage from what appeared to be an attack jet's strafing run, judging by the remains of a Skyfish missile's casing still embedded in the pilot's chair.
  1556. Partially repaired by Lann and Krinza, the remaining damage was caused from crashing into the workshop besides the holes in the cockpit.
  1557.  
  1558. Amazingly, the electronic suites, command & control systems, and most of the instrument panels were intact upon arrival. The original glass was replaced with a heavily reinforced plexigrade sandwiched between thin sapphirine sheets for additional protection, and the Kiowa's skin has been fully restored, and even partially reinforced, using the last reserves of purified kanpri in the workshop.
  1559. Thanks to the efforts by Jeff, Joe, and Kraut repairing enough damage for Spiral and Krinza to complete it's exterior restoration, the Kiowa is now air worthy ready for further service once more.
  1560.  
  1561. During the harvest of Khahlani Island and subsequently the Fortress's renovations, Hollow, on numerous whims and with the help of a number of suspicious alcohols, painted the Kiowa's body a red, brown, and light yellow plaid, all four blades then expertly painted to look like chainsaws, both landing struts as logs, each Hellfire missile as a flaming log, the Hydra rocket pod as a thermos, as well as painting the XM296 with a pine cone motif.
  1562.  
  1563. Two pylons on opposite sides of the OH-58X are capable of being loaded with three different weapon systems: an M3P or M296 .50 BMG heavy machine gun mounted on the left pylon, an LAU-68 or M260 launcher pod with seven 2.75" Hydra 70 rockets mounted on the right pylon, or a pair of AGM-114 Hellfire missiles mounted on the right pylon.
  1564. For obvious reasons Hellfire missiles have little use on Tallus, except possibly against Mechano-Planar Constructs.
  1565.  
  1566.  
  1567. *****
  1568. >ARMOR CHARACTERISTICS:
  1569. Armor Durability: 650 Armor
  1570. Armor Class: Grade 4 Paneling
  1571. Armor Value: 4DR
  1572.  
  1573. *****
  1574. >PILOTING CHARACTERISTICS:
  1575. -Grants Expert Flight Dynamics+8 during Combat Speed
  1576. -Grants Expert Flight Dynamics+10 during Cruising Speed
  1577. -Grants Expert Flight Dynamics+13 during Optimal Speed
  1578. -Grants Expert Flight Dynamics+16 at Maximum Speed
  1579.  
  1580. *****
  1581. >ELECTRONIC CAPABILITIES:
  1582. -Advanced Electronic Warfare Array: grants a [1d6+4] <Electronic Warfare Platform, in addition to the Operator's own Electronic Warfare skill, that may be used either for jamming electronic communications or countering the same.
  1583.  
  1584. -Mast Mounted Sight: grants either a [1d6+6] <Night Vision, <L.Aperture Lens, or <Thermal Optic capability, either via a liquid-plasma screen at the lower section of the the pilot's vision, or when connected to a standard flight helmet.
  1585. *The MMS's keypanel and tracking array may also be used to automatically designate technological targets and upload targeting information directly to Jeff's Tacpad or the Master Radio in Razorback Fortress
  1586.  
  1587. *****
  1588. >PYLON MOUNTED WEAPON CHARACTERISTICS:
  1589. -Right Pylon: grants 2x [1d6+4] <XM296 Heavy Machinegun rolls, in addition to the Operator's Heavy Weapons skill. 5 full belts remaining.
  1590.  
  1591. -Left Pylon: allows from 1 to 7 [1d6+6] <Hydra 70 Rocket Pod rolls, depending on the user's discretion. 35 rockets remaining.
  1592.  
  1593. -Left Pylon: allows 2x [1d6+10] <AGM-114 Hellfire Missile rolls per missile fired, may fire up to 2 missiles per turn. 10 missiles remaining.
  1594.  
  1595. *****
  1596. >STORAGE: Basic How To Fly for Dummies Manual, Basic Electronic Warfare for Dummies manual, Love Your Kiowa Maintenance manual, Intermediate Helicopter Operations manual
  1597.  
  1598.  
  1599. ***************************************************************************************************************************************
  1600. >Project OL-3 “Overlander, now renamed as the OT-4 “Landbarge”: originally an overbuilt IFV from the Nine Lands Coalition, constructed in orbit of Ocean World 5. Designed with the sole intention of cheaply, yet safely, transporting up to 12 Mechanized Assault Infantry, or 4 Assault Diver Exoframes, from coastal incursion vessels to shore.
  1601. Extensively redesigned based off the ("Fuckin' useless!" -Lonestar) Overshore Lander 1 and 2 APC's, the original production models received several upgrades to act as both anti-drone and anti-Exoframe leader, culminating in the OL-3. Which is no longer relevant.
  1602. Powered by a large, severely classified fusion-core reactor that accepts most physical materials as fuel.
  1603. *Larger than the original by six tons, it has been GREATLY overhauled, upgraded, and extensively modified with… damned near everything.
  1604.  
  1605. An orbitally produced high specification dititanium flex-alloy frame, previously classified but now known as an 8th stage particle-alloy, set atop a five-layered polyaramid hull, is rigid-bolted to the modified base structure.
  1606. Declassified titanium alloy panels are spaced by sheets of woven monofilament meta-polyaramids, monoplated graphene, and two panes of Rerculon metamaterial OC9S. (“No, I don’t know what what stuff is. It was their wonder material. They knew how to make it, we simply couldn’t analyze it. Still can’t either.” -Lonestar)
  1607. All act as a floatation assistant and provide excellent protection against conventional energy weapons, explosives, and esoteric weapons or effects. Now, however, the OT-4 can reasonably withstand medium ballistic weapons.
  1608. Externally protected by overlapping dititanium hard plating, each section has been externally coated by eight layers of nanoceramic ablative coatings between fusion-spec quartzine for maximum protection.
  1609. Multiple high compression air tanks allow the OT-4's operator to control the vehicle's height in water, either remaining under the surface down to a maximum of 1.5KM, or floating high enough to utilize the forward plasma cannons. (“Limited firin’ arcs on ‘em was due to lackin’ magnetics. Ain’t no one found rare earths, an’the rocks floatin’ in space was drier n’a damn desert.” -Lonestar)
  1610. [“….BUT NOT ANY MORE! FUCK YOU EXOTECH BASTARDS!” -Lonestar, Septimber 39th, 29,998, around Dawn]
  1611.  
  1612. Modified equipment includes four NitrOx filtration units, also capable of filling most air tanks using a variety of adaptive fittings. Eight hyper-compressed air storage tanks provide up to 30 hours of subsurface operation time (depending on depth and number of occupants).
  1613. The integral fire suppression system throughout the OL-4’s interior has been redesigned to utilize either a nitrogen-foam, a fast setting liquid bio-ceramic spray, or a minimalist ceramic-carbon dioxide monoblend.
  1614. 400 refurbished (and slightly modified) Nine Ship ExoTech Facility solid-state octoquantum electronic skin packages located throughout the hull allow both the gunner-operator and technician to monitor local conditions using six hybrid particle scanning arrays, which were significantly improved to nearly match corvette designs.
  1615. (“Don’t much know any systems in’is thang. Barely had clearance ta do a few simulations, never got inna real one. Wouldn’ be s’prised if there’s shit locked e’rywhere, ExoTech was a buncha paranoid fuckers; half th’tech they produced wasn’t fit ta run a toaster. An’ not the RIGHT paranoid fuckers either.” -Lonestar)
  1616. [“AND THEY ALL SUCK NOW COMPARED TO THIS!” -Lonestar]
  1617. *The base capabilities and systems are classified far above Lonestar's Ocean World 5 access grades, and would require serious reverse-engineering to copy
  1618.  
  1619. *****
  1620. CABIN:
  1621. The cabin is accessible through either a pair of large, command-pressurized NBCN sealed hatches on top, or from a sliding access door in the crew cabin's front-central dititanium monoplate, operated by two hydraulic rams, one on the floor, one in the roof. A simple disconnect lever can be switched, allowing the door to be opened by (marginal) force.
  1622. Seating for a driver, gunner-operator, and technician has been greatly improved. Using inspiration from smaller gunboats and limited aerial assets, three highly comfortable, incredibly durable meta-aramic crash seats are equipped with a full suite of reinforced land-sea piloting controls, including a pair of joysticks for precision targeting.
  1623. There is enough space between each to comfortably seat a human or equine on two small, folding crash chairs, though neither have controls and are limited to individual observation.
  1624.  
  1625. Two large displays take up the entire front cabin’s monoplate interior:
  1626. *The left side features a variable sized, tactical view of the local battlefield, able to designate biological, mechanical, magical, hybrid, and pretty much everything else.
  1627. Before the first upgrade, this option could only be enabled by a satellite or unit with the proper command codes, though is now capable of managing its own duties due to a complete reconsolidation of a Rerculon AEHI (Artificial Enhanced Hyper-Intelligence) core.
  1628. *The right side details the OT-4's weaponry, whether in reload, recharge, preheat, or overheat statuses, fusion-core conditions, damage (or lack thereof) for the armor and nearly every component, and a broad overlay to track the repulsor system’s operational statistics, conditions, and interferences.
  1629.  
  1630. *****
  1631. PILOT:
  1632. A full wraparound screen surrounds the pilot's crash chair, which displays a 360 degree view at all times of the 5KM (or 10,000 meters) surrounding the OT-4, granted by numerous overlapping sensors, arrays, and particle scanners embedded throughout the interior and hull.
  1633. External and internal atmospheric pressures or densities, weapon conditions and recharge rates, armor estimations, calculations, and damage, advanced electronic system functions, failures, and interferences, repulsorlift or track-based drive train functions, and virtually every aspect of the OT-4 is accessible by the pilot.
  1634. However, the sheer amount of data is impossible for a non-bionically enhanced individual to take in every second, and would easily cause a catastrophic information overload within minutes.
  1635. *While the pilot COULD take control of all OT-4 systems, it is specifically recommended to leave all non-piloting functions for the gunner-operator and technician so that the pilot is able to solely concentrate on battlefield conditions and vehicular movement.
  1636.  
  1637. *All systems receive information directly from the Optronic scanning modules, or will default to standard realtime AEHI assisted views.
  1638.  
  1639.  
  1640. *****
  1641. GUNNER-OPERATOR:
  1642. *The gunner-operator sits inside an enclosed, 360-degree wraparound cockpit with access to 15th generation thermal, infrared, night vision, particle recognition, sonar, LIDAR, electromagnetic, and multiple hybrid systems, granting unfettered information access out to 5KM.
  1643. An Optronic scanning mode surveys the local battlefield at a 1/60th per second rate, and is best used in conjunction with the prior systems.
  1644. Two smaller overlays above left and right detail the IFF of assets: the left displays a realistic model view of a targeted asset or assets, including indicators of 'Friendly', 'Allied', 'Hostile', 'Enemy', or 'Unknown'.
  1645. The right screen is a 1/60th per second updating tactical simulated view of the local area that can scale out to 10,000M (5 kilometer), or directly onto the OT-4’s armor.
  1646. *The left joystick control operates both forward cannons, each with a 200 degree left to right operational window, but may only raise 90 degrees, and depress to -30 degrees. When targeting assets, a notation will display the target's range and possibility of armor penetration.
  1647. *The right joystick controls target acquisitions to four Independent Anti-Drone Laser Systems, able to confirm or deny prioritizing select targets for destruction, dismiss the same, acquire new targets, or switching to a defensive firing mode that selects and attempts to destroy incoming munitions or flagged hostiles.
  1648. *Each system is able to fire at a danger-close maximum of 2 degrees and 1M from the IFV's hull.
  1649. *The gunner may also use an at-will firing mode if the systems are unable to tag an enemy asset
  1650. *All systems receive information directly from the Optronic scanning modules, or will default to standard realtime AEHI assisted views.
  1651.  
  1652. GUNNER-OPERATOR CAPABILITIES:
  1653. *Modified ExoTech Warfare Array: grants 3x [1d6+10] <Electronic Warfare Platform rolls, in addition to the Operator's own Electronic Warfare skill, that may be used either for jamming electronic communications, countering the same, or clarifying data resulting from the Modified ExoTech Optronic Particle Scanner system.
  1654. Greatly assisted by the Rerculon AEHI Interface, the gunner-operator has full access to the advanced transmission/receiver unit along with the Warfare Array. Able to assign, designate, switch, change, mark, and unmark targets through electronic means when, or if, applicable, the gunner-operator positions carries a great deal of necessary respect.
  1655. The majority of Tallus-native biological, mechanical, magical, some hybrid, and a moderate number of Spectrum or Planar beings are capable of being analyzed through this system.
  1656. *Functions as a lossless radio transmitter/receiver unit with a range of 300 miles, though can only transmit out to 1,000 miles
  1657.  
  1658. *Modified ExoTech Optronic Particle Scanner: performs an area sweep from the hull out to a nominal range of 10,000M, utilizing 3x [1d6+8] rolls each turn, either for broad purpose and/or individual target scans, though the FIRST roll will always scan the OT-4’s local area within 100M.
  1659. Drastically improved from Late Interstellar Era specifications, this system is able to display relevant information of mechanical targets in radius, including limited Tallus-native Spectrum or Planar analyses.
  1660. *The gunner-operator may also select an individual target for precision analysis.
  1661.  
  1662. *****
  1663. TECHNICIAN:
  1664. *The technician sits inside an enclosed, 360 degree wraparound cockpit, which features a large amount of telemetry, self-diagnostic systems, and scanning modules, specifically dedicated to identifying damage, whether to weaponry, armor, hull, electronics, or other internals.
  1665. From their well protected position, the OT-4’s technician is able to enact mechanical and structural repairs throughout the structures, especially when an armor or hull breach occurs.
  1666. Best when assisted by the Rerculon AEHI, the technician can also default to performing specific repairs using majorly customized systems. The primary deploys a carbide-ceramic-metallic composite to seal armor breaches, the second a meta-polyaramid foam for internal or hull breaches, while the third incorporates a series of programmable nanofilament cables capable of restoring electronic connections, at least until proper repairs are made.
  1667.  
  1668. *All systems receive information directly from the Optronic scanning modules, or will default to standard realtime AEHI assisted views.
  1669.  
  1670. TECHNICIAN CAPABILITIES:
  1671. *Custom Armor Patching: grants a [1d6+30] roll, 10 available
  1672. *Modified Hull Patching: grants a [1d6+50 roll], 16 available
  1673. *Advanced Electronic Reconnection Patching: grants a [1d6+4] roll, 8 available
  1674.  
  1675.  
  1676. *****
  1677. RERCULON AEHI INTERFACE: an 8-limbed octopodal android shell composed mostly of 8th generation dititanium, ‘installed’ into the cabin’s frontal monoplating. Designed solely to interface augment the OT-4 by performing the most tedious or boring tasks.
  1678. Features some improvements over the base model, including considerably improved armor, six 10’ long repair tendrils equipped with a variety of tools, and two 13’ long interface/scanning multitask tendrils. Unlike the original, this one runs off a direct connection to the OT-4, though has a microfusion-core to allow it some autonomous capability if need be.
  1679. Due to the Rerculon AEHI’s inbuilt limitations it has precisely zero personality, relying on brute force octodecimal logic solutions for problem solving and completing tasks.
  1680.  
  1681. *In the event that no pilot, gunner-operator, technician, or advisor is available, the AEHI will take full command of the OT-4. In such a case, the Rerculon AEHI will detach from its internal front compartment bulkhead, then attempt a best effort rescue to retrieve all verified sapients with minimal harm.
  1682. Whether the attempt(s) fail or succeed, the AEHI will then assume independent control of the OT-4 and rely on previous orders, whether to exfiltrate, infiltrate, evade, enter combat, counter, negate, destroy, or negotiate when applicable. Best used when all other options fail.
  1683.  
  1684. -Rerculon AEHI External Armor Class: 6
  1685. -Rerculon AEHI External Hull: 120
  1686. -Rerculon AEHI Internal Armor: 4
  1687. -Rerculon AEHI Internal Hull: 80
  1688.  
  1689. *****
  1690. CREW COMPARTMENT: extended, customized, spacious, but most importantly comfortable.
  1691. At 8’ tall, 10’ wide, and 16' long, this meta-titanium rectangle is internally coated in numerous layers of heavyweight polyaramids, and features four rapid cycling air conditioning units, two in the roof, two in the floor.
  1692. Added due to Lonestar’s specifications are two mirrored holographic viewscreens in the center, allowing the driver and passenger sides to view what the pilot does.
  1693. Six pairs of bulky, one-person or pony crash chairs face inwards at equidistant intervals. Each is fitted with the most common human-styled electronic ports, allowing access to a limited number of external sensors and fast recharging.
  1694. A single NitrOx air mask is featured on the side headrest of each chair in case of emergency situations, and can be folded rearwards to act as a sufficient, though minimalist, medical bed.
  1695.  
  1696. Significant cargo space is supplied by a large storage locker underneath each crash chair, opening either via voice command (when programmed), but can be unlocked by either the pilot, gunner-operator, or technician upfront.
  1697. A floor-to-ceiling hardcast dititanium alloy locker next to each crash chair allows enough space for a double load of weaponry, including an extra set of armor, ammunition boxes, canisters, and other large items sufficient to have a secondary loadout.
  1698. Even the most loaded down human could easily place five times their standard equipment in each locker, yet still have enough room to fit six cases of MRE’s, 4x 5 gallon water jugs, and a full Crystal Empire travel & cooking suite with ease.
  1699.  
  1700. *Numerous hardpoints spaced throughout the interior are intended to allow Marine Diver Exosuits ("Or… similar enough systems. Dunno about charging and connection cables if they have batteries or capacitors though." -Lonestar) to anchor themselves inside, preventing rollover issues and other consequences.
  1701.  
  1702. A pair of heavily armored floor-to-ceiling drop hatches in the rear allow for rapid deployment and recovery, but can also allow small vehicles, exoskeletons, exoframes, and similar to board or exit with great ease.
  1703.  
  1704. No longer merely an APC protected by basic point defense capabilities and minimal forward weaponry, the newly refurbished OT-4 has had its weapons greatly improved, armor and internals massively upgraded, and now features an exceptionally well tuned repulsorlift system.
  1705. (“I don’t know how it works, why it works, or what it is. All I know is when you hear that nice little hum... this thing floats real fast.” -Lonestar)
  1706. It still retains an expanded, extreme torque derived tank tread system as a backup, however.
  1707.  
  1708. *ERA: Modified Early Interstellar Era
  1709.  
  1710. *****
  1711. >ARMOR CHARACTERISTICS:
  1712. Armor Durability: 1,800 Armor
  1713. Armor Class: Custom Grade Polyaramid-Dititanium Shell Plating
  1714. Armor Value: 13DR against energy weaponry, 11DR against explosives, 8DR against everything else
  1715.  
  1716. *****
  1717. >PILOTING CHARACTERISTICS:
  1718. -Grants Expert Piloting+10 when in OR under liquid surfaces
  1719. -Grants Expert Driving+13 at Combat Speed (+6 when using treads)
  1720. -Grants Expert Driving+15 at Cruising Speed (+8 when using treads)
  1721. -Grants Expert Driving+18 at Optimal Speed (+11 when using treads)
  1722. -Grants Expert Driving+20 at Maximum Speed (+13 when using treads)
  1723.  
  1724.  
  1725. *****
  1726. >INTEGRAL WEAPON CHARACTERISTICS:
  1727. -Two-Star Gunworks OL-3PX Submersible Plasma cannons (Experimental Modifications): each has been partially decoupled from the hull and placed slightly forwards inside an armored chassis. The base weapons are connected to a heavily magnetized sphere, allowing for near-instant targeting and refiring solutions, while the barrels were extended slightly to allow better electromagnetic containment for each bolt of plasma.
  1728. *Each grant a [1d6+20] <XPR-Plasma Cannon roll, in addition to the Operator's Suppression Fire skill
  1729. -Optimal Range: 2,000 Meters with a -1 penalty per 500M beyond this range
  1730. -Maximum Theoretical Range: 6,000 Meters
  1731.  
  1732. -Quad Two-Star Gunworks Independent Anti-Drone Laser Systems (Hyper Optimized): little improved other than exchanging the focusing arrays to increase penetration and an inbuilt hypercapacitor for each, allowing for a followup shot in the event a large projectile is not destroyed by the first.
  1733. *Grants a 2x [1d6+10] <EHO-PD Macrolaser for each, and may select two targets
  1734. -Armor Pierce: 2
  1735. -Optimal Range: 600M, with a -1 penalty per 200M beyond this range
  1736. -Maximum Range: 1,200 Meters
  1737.  
  1738. *****
  1739. >STORAGE: 6 Rigdiver Bodysuits with Light Diving Helmet & SCUBA Tank (Era Safe), 95 Omnifuel Pellets
  1740.  
  1741. *****
  1742. >STOCK EQUIPMENT:
  1743. -Customized Nine Ship Titanium-Aramid Plating
  1744. -Custom Repulsorlift Unit (Semi-Experimental)
  1745. -Modified ExoTech Commsat Transceiver Array
  1746. -Modified ExoTech Planetary Scanning Array
  1747. *Optimized Medium Vehicle Fusion-Core Reactor, Late Interstellar Era
  1748. -Custom Independent Hypercapacitor-Battery Units
  1749. -Thoroughly Amphibious Operational Systems
  1750. -Basic Antigravity Float Core
  1751. -Fully NBCN Protected
  1752.  
  1753.  
  1754. ***************************************************************************************************************************************
  1755. COMMON USE ARMORY EQUIPMENT: any item that grants additional offensive rolls, whether Elemarental, physical, or otherwise, do not count towards the maximum cap of 8 offensive rolls.
  1756.  
  1757. NOTES: an Operator may only carry or wear 1 item that adds to, or grants additional rolls, to a standard skill, NOT including binoculars, scopes, or other visual devices.
  1758. *This rule is in effect to prevent stacking multiple bonuses of the same type
  1759.  
  1760. *****
  1761. -Anon's Ash Box: 47/50 Iron Spheres left. A number of oddly heavy, 1/2" iron orbs with a note stating: "Toss it out and I'll see what I can do for you - Anon."
  1762. Only Operators may have this item, and may only carry ONE at a time.
  1763. *Currently in possession of: EVERYONE.
  1764.  
  1765. -Antique Dildo of Possible Time Marenipulation: created by either Doctor Harlon, Runemaster Rhoda, or Glyphmaster Suisan (nopony knows whom, and the few record keepers in Canterlot are MUCH too terrified to even speculate which) on one of those rainy days where you just can't figure out what to do with yourself.
  1766. Coming in at a decently hefty 11" long and 3" in diameter, this rubber horse phallus possesses the incredibly dangerous ability to rewind time on a living being's sexual pleasure, essentially depriving them of orgasm until they either stop the effect themselves, if they're the one using it, or the one using it on them ends the process. Frightening!
  1767. Nopony's sure where its current location is, as it seems to move around on it's own... either that or it gets used often.
  1768. ("Mercy has it in her little pocket universe thing along with some other stuff.. ...why are you looking at me like that? I'm serious, that's where she keeps it, otherwise she'd let somepony in from time to time." -Pella)
  1769.  
  1770. -Advanced Combi-Goggles (Night Vision + Thermal): adds a +3 <NVG and/or a <Thermal modifier to one or two Perception-type rolls.
  1771. *LIMITED EDITION ITEM: only 1 remaining in the Workshop!
  1772. *ERA LOCK: Late Information Age
  1773.  
  1774. -Advanced Lockpicks: 4 sets of human-sized lockpicks made from a tungsten-titanium composite on a titanium ring, featuring 12 specific tools for defeating tumbler, wire, and snare type locks.
  1775. -Adds +2 to all Lockpicking rolls
  1776. *LIMITED EDITION ITEM: 3 unowned
  1777.  
  1778. -Crate of Soap Cubes: contains 5 each of Elemental Combustion, Green, Golden, Purple, Runic, Silver, Tracking, and Yellow
  1779.  
  1780. -Diving Gear: five sets of one-size-fits all adaptable deep water diving gear. There are three sets for humans and two for ponies, though earth ponies and larger will suffer from considerable discomfort.
  1781. Comes with a water-breathing enchantmarent imbued into a large bubble helmet, underwater radios modified by Spiral, and wide flippers for the humans, which were replaced with flippered hoofboots for the pony version.
  1782. *Created by Lann's master hoofwork, with aid from Jeff and Krinza.
  1783. *MUST be trained in order to utilize
  1784. *One is owned by Jeff, other four are kept in the Armory for general use
  1785.  
  1786. -H.A.L.O Parachutes: five sets of high altitude primary and secondary chutes in a secured backpack with full rigging. Created with mythril-infused spider silk by Lann's master hoofwork, the titanium components were forged by Krinza, thus making each set light, highly difficult to damage, and quite sturdy.
  1787. Slowfall and float enchanted by Spiral to allow a standard cruising speed of 60MPH when gliding, though can be controlled by the user to descend quicker or slower at will.
  1788. *3 are kept in the Armory for general use, though both Clemency and Jeff own one.
  1789. *MUST be trained in order to utilize
  1790. *Currently trained for use: Clemency, Dante, Jeff, and Spruce
  1791.  
  1792. -Shoe Spikes: a set of lightweight steel chain links meant to fit over most sizes of shoes or boots, bearing roughly 40 spikes on the lower surface. Currently in possession of: all Operators.
  1793. *Adds +1 to all Assault rolls when kicking
  1794. *Each one is currently unenchanted, cannot harm Spectral or otherwise nonphysical beings
  1795. *Negates all penalties when moving on ice or negative terrains
  1796.  
  1797.  
  1798. -Stealth Boots/Shoes: custom pairs of replacemarent boots or shoes, made by either Kraut, Spiral, or Krinza, imbued with small traces of the Underdark's notorious 'quiet' influence.
  1799. -Adds +1 to all non-combat Stealth rolls
  1800. *NONE REMAINING
  1801.  
  1802. -Thermal Masking Ghillie Suits: five custom-made, human-only ghillie suits meant for use in most terrain, though Lann must know what area an Operator is going into in order to retrofit it.
  1803. Featuring extensive hoofwork from Lann's master weaving skills, the base layers were produced from a composite of numerous spider silks, including several Spectral-types from the Moors, and one Planar-type bolt that Lann is unable to recall where she bought it from.
  1804. Further augmarented and finalized with an extremely rare and expensive dampening material, rendering the wearer invisible to detection castings, glyphs, runes, and sigils.
  1805. *Must choose between: desert, snow, forest, and jungle patterns
  1806. *Adds +1 to all in-combat Stealth rolls if moving, and +2 to all non-combat Stealth rolls if unmoving
  1807. *Cannot be detected by Arcane Awareness as well as those methods listed above or similar, but once detected the user is unable to enter Combat Stealth again until combat ends
  1808. *One is owned by Jeff, the other four are kept in the Armory for general use
  1809.  
  1810.  
  1811. ***************************************************************************************************************************************
  1812.  
  1813. ITEMOLOGY NOTES:
  1814.  
  1815. #1: Artifact refers to a weapon or armor that cannot be damaged easily, and requires immense amounts of harm done to be destroyed.
  1816. *If left alone, the largest piece of an Artifact will repair itself completely over the course of 12 hours.
  1817.  
  1818. #2: Custom-Fit refers to a weapon or armor being difficult for those that are not the current user to utilize.
  1819.  
  1820. #3: Eldritch refers to the 'weapon' or 'armor' actually coming from a being in pseudo, semi, mostly, or fully physical form, hailing from other dimarensions, realms, and spectrums.
  1821.  
  1822. #4: Permarenent denotes a weapon or armor that cannot be permarenently damaged or destroyed by most means, whether physical or otherwise.
  1823.  
  1824. #5: Two-Handed refers to a weapon, whether ranged or melee, that is generally too long or heavy to be used in one hand, though those with far greater than normal strength suffer no ill effects from using such a weapon with one hand.
  1825.  
  1826. #6: Unique simply means that the weapon cannot be truly copied, as any copies would lack certain knowledges of it's creation or peculiarities, and can be easily identified as forgeries.
  1827.  
  1828. #7: The various -Forged designations denote a specific material, means of creation, or an item used in the weapon's construction, some of which are viewed as highly positive by certain factions, others of which may be seen negatively.
  1829.  
  1830. #8: Personal refers to a weapon that has been well used by an individual, and due to wear and personalization would be extremely difficult to NOT distinguish from other copies of the same model.
  1831.  
  1832. #9: ALL ROLLS GRANTED BY ITEMS ARE NOT SUBJECT TO GAINING ADDITIONAL MODIFIERS UNLESS OTHERWISE NOTED!
  1833. *This does not include offensive Elemarental enchantmarents that can gain additional bonuses from Dante's Unique: 'Fire On My Target', or the alchemical item Marker
  1834.  
  1835.  
  1836. ***************************************************************************************************************************************
  1837. Adon:
  1838. *****
  1839. PERSONAL ARMOR:
  1840. >Wolf School Armor (Armor Traits: Artifact, Custom-Fit, Rune-Forged, Witcher-Forged, Unique Era Locked): made in the Forges of the Overkings' domain out of favor for helping the Endling, this set of armor was made with the direction of Adon himself wanting his new equipmarent to be like his own back home.
  1841. Incorporating rune-scribed chainmail, tough tanned leather and Berylline squares, this gives the set highly desirable protection against physical harm, and, with some additional alterations from the Forgers, is resistant to most poisons. http://imgur.com/i6SjBUO (Far right set) -INCOMPLETE.
  1842. -Armor Value: 4DR
  1843. -Armor Class: Improved Light, Full Body
  1844. -Enchantmarent Slots Remaining: 2/3
  1845. -Berylline Enhancemarent: reduces damage from natural, unnatural, Elemental, Otherworldly, and Spectral Poisons by 1/2
  1846.  
  1847. *****
  1848. >CLOSE COMBAT WEAPONRY:
  1849. >Trophy Knife (Weapon Traits: Unique Era): a single-edged, eight-inch steel skinning knife, primarily used to remove the heads of slain monsters for Witchers to show their contract holders necessary proof that a job has been completed.
  1850. Kept finely honed at all times.
  1851. -Melee Weapon Class: Light
  1852. -Enchantmarent Slots Remaining: 1/1
  1853. -Base Modifier: adds +1 to all Assault/Parry/Riposte rolls
  1854.  
  1855. >Wolf School Steel Sword (Weapon Traits: Witcher-Forged, Two-Handed, Unique Era Locked): a common steel longsword made to combat other beings wishing to clash steel to steel.
  1856. The handle is wrapped in black leather with straight steel hand guards, and features a cylindrical pommel etched with a wolf on both sides.
  1857. -Melee Weapon Class: One-Handed OR Two-Handed
  1858. -Base Modifier: adds +1 to all Assault/Parry/Riposte rolls
  1859. -Enchantmarent Slots Remaining: 1/1
  1860. -Modification: Two-Handed Block: gains an additional Block roll ONLY when using both hands to wield
  1861. -Sword and Board: can be used in tandem with Small Arms or other 1-handed weapons, but may not use with 2-Handed weapons
  1862.  
  1863. >Wolf School Silver Sword (Weapon Traits: Witcher-Forged, Two-Handed, Unique Era Locked): not to be confused by the name, the main material composing the sword is actually a rare meteoric iron which is then coated in pure silver.
  1864. The handle is wrapped in black leather, hand guards at a 45 degree angle, with a single basic wolf's head sculpted as the pommel.
  1865. Used specifically to fight monsters that are weak to silver, obviously.
  1866. -Melee Weapon Class: One-Handed OR Two-Handed
  1867. -Base Modifier: adds +1 to all Assault/Parry/Riposte rolls
  1868. -Enchantmarent Slots Remaining: 1/1
  1869. -Mystical Enhancemarent #1: grants a [1d6+1] <Silver Harm non-Elemarental effect against Abominations, Eldritch & Monstrous beings, and Undead
  1870. -Modification: Two-Handed Block: gains an additional Block roll ONLY when using both hands to wield
  1871. -Sword and Board: can be used in tandem with Small Arms or other 1-handed weapons, but may not use with 2-Handed weapons
  1872.  
  1873. *****
  1874. >SUPPLIES: none.
  1875.  
  1876. *****
  1877. >ALCHEMICAL ITEMS:
  1878. -Swallow: a standard Witcher potion brewed from Celandine, strong alcohol, and... drowner brains. When consumed, the user gains +2HP/turn for 3 turns
  1879.  
  1880. *****
  1881. MEDICAL ITEMS:
  1882. -Basic Medical Kit: contains 3x Bandage Rolls, 3x Antiseptic Doses, and a pouch of effective herbal painkillers
  1883.  
  1884. *****
  1885. >UNIQUE ITEMS:
  1886. >Pocket Beastiary: a small hand-written journal containing comprehensive information on every known monster, specter, and draconid, including several subspecies.
  1887. Gives descriptions, usual forms of habitation, and most importantly: weaknesses and how to kill them.
  1888.  
  1889. >3x Vendor Coupons: a large white coupon with a printed, constantly changing stamp of Discord holding a Discord face mask, which is holding up a sign with Discord.
  1890. 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~!"
  1891.  
  1892. >Witcher's Guide to Alchemy: an updated copy given to all Witchers upon beginning on their Path.
  1893. *Includes recipes on all known Witcher potions, decoctions, sword oils, and bombs.
  1894.  
  1895. -Wolf Medallion: earned during the Trial of the Grasses, this silver medallion is shaped to resemble a fierce wolf baring its fangs.
  1896. *Sensitive to magic, it will vibrate and tug in the direction of curses, charms, and spells.
  1897.  
  1898.  
  1899. ***************************************************************************************************************************************
  1900. Bubba:
  1901.  
  1902. *****
  1903. Currency: 130 Silver US Dollars
  1904.  
  1905. *****
  1906. >PERSONAL ARMOR:
  1907. >Kevlar Helmet
  1908. -Armor Value: provides 1DR to most of the head
  1909. -Armor Class: Light Helmet
  1910. -Mechanical Enhancemarent: reduces the duration & effects of Concussions by 1/2
  1911.  
  1912. >Plate Carrier Vest
  1913. -Armor Value: provides 2DR to the chest
  1914. -Armor Class: Light
  1915.  
  1916. >Island Drakehide Bodysuit (Custom-Fit, Personal, Sea's Bounty Made): a highly durable, overlapping suit comprised of a heavy, form fit coat with six pockets, 8-pocket cargo pants (how?), heavy gloves with thin fingertips, and even heavier boots. Made from nine entire Island Drakehides, custom fit to one filly's exacting specifications for comfortable and fairly protective extended wear.
  1917. Except for the gloves and soles on the boots, the exterior is covered in small half-triangular, half-oval scales that are an equal mixture of light gray and dark blue, providing excellent neutral colorations that aren't out of place in the Underdark or Void.
  1918. The bizarre color-shifting threads used to stitch each hide together constantly roil in dark blue and red colorations, yet are durable enough to resist a diamond-honed edge.
  1919. All in all, this is one of the best armor sets created by a certain filly of the Sea's Bounty sub-clan.
  1920. ("He didn't even ask her name. What the hay Bubba?" -Naliyna)
  1921. -Armor Value: provides 3DR to the entire body except the head
  1922. -Natural Enhancemarent #1: the wearer's sounds are decreased by 50% at all times
  1923. -Natural Enhancemarent #2: ignores 3/4 of all Fire damage, whether natural, physical, or magical, EXCEPT Eldritch and some forms of armor-bypassing incorporeal harm
  1924. -Natural Enhancemarent #3: ignores 1/2 of ALL Plasma damage
  1925. -Utility Enchantmarent #1: adds +2 to all non-combat Stealth rolls
  1926.  
  1927. *****
  1928. >CLOSE COMBAT WEAPONRY:
  1929. >Permafrost Hookblade (Weapon Traits: Artifact, Gryphon-Made, Rune-Forged, Unique-Paired): a 30" long bluesteel layered tunsgten billhook, a type of reinforced rectangular sword with a forward, upswept curved tip leading to a 3" long armor piercing spike.
  1930. A 9" long ironwood hilt is wrapped with antique frost drake hide to provide an excellent grip, and two short runic steel guards grant the wielder fairly good defense for their hand.
  1931. One of two formerly owned by Lord Sevrit of Anfang before his timely execution, it's unknown as to which gryphon smith created these several centuries ago, but it's fairly likely that their descendant really doesn't want to admit as much.
  1932. *Performance SEVERELY degraded due to combat damage
  1933. -Melee Weapon Class: One-Handed
  1934. -Base Modifier: adds +1 to all Assault/Parry/Riposte rolls
  1935. -Enchantmarent Slots Remaining: 2/3
  1936. -Offensive Enchantmarent #1: grants a [1d6+1] <Permafrost Ice Elemarental attack
  1937. -Sword and Board: can be used in tandem with Small Arms or other 1-handed weapons, but may not use with 2-Handed weapons
  1938.  
  1939. *****
  1940. >RANGED WEAPONRY:
  1941. >M1 Garand (Weapon Traits: Personal): a classic semi-automatic G.I. battle rifle used during World War 2 eras on most human worlds, fed from a uniquely shaped, 8 round En Bloc compression clip. Comes with a preinstalled bipod and a hard-to-remove bayonet.
  1942. *Affectionately named Gilda.
  1943. -Base Modifier: adds +2 to all Battle Rifle rolls
  1944. -Ammunition Class: .30-06 Springfield, Battle Rifle
  1945. -Armor Pierce: 2
  1946. -Magazine Capacity: 8/8 cartridges, comes with 6x 8-round En Bloc clips
  1947. -Maximum Optimal Range: 500M with a -1 penalty per 300M beyond this range
  1948. -Maximum Effective Range: 1,100M
  1949. -Attachment #1: Bipod: adds +1 to Battle Rifle rolls only when in use
  1950. -Attachment #2: Bayonet: adds +1 to all Assault/Parry/Riposte rolls only when in use
  1951. -Modification #1: Anti-Recoil Adjustmarents, negates all recoil penalties
  1952.  
  1953. >Heckler & Koch USP (Weapon Traits: Personal): a full sized frame, newer generation alternative to the venerable 1911 chambered in .45ACP.
  1954. Intended to replace the venerable Colt M1911, it was never able to do so, mostly in part caused by political interference and perceived cost issues.
  1955. -Base Modifier: adds +2 to all Small Arms rolls
  1956. -Ammunition Class: .45ACP, Magnum Small Arm
  1957. -Armor Pierce: 0
  1958. -Magazine Capacity: 12/12 cartridges. Comes with 3x magazines
  1959. -Maximum Optimal Range: 50M with a -1 penalty per 50M beyond this range
  1960. -Maximum Effective Range: 150M
  1961.  
  1962. *****
  1963. >UNIQUE ITEMS:
  1964. >Advanced Lockpicks (Unique-Copy): 4 sets of human-sized lockpicks made from a tungsten-titanium composite on a titanium ring, featuring 12 specific tools for defeating tumbler, wire, and snare type locks.
  1965. -Adds +2 to all Lockpicking rolls
  1966.  
  1967. >Covil Gray Granite Script Slab, Small: a sheet of dull gray granite, 10" tall, 8" wide, 1/4" thick, the center covered in an obscure, jagged and virtually illegible script known as 'Covil'.
  1968. The land mass known as Coville was once a large continent far south of Neighsia and far west of Sydneigh, inhabited solely by earth ponies roughly 3,200 years prior to the current era before disappearing from records.
  1969. Only a few hooffulls of ponies in Equestria understand some of the peculiar language due to the depressingly low numbers of such slabs in existence, which makes relics such as these highly valuable in the eyes of researchers.
  1970.  
  1971. >Frostame Chunk, Small: a roughly fist-sized piece of dull white-blue crystalline material that absorbs, negates, and transmutes thermal energies, whether physical, magical, or Elemarental, into a small bubble of direct Ice magic, considered fully extinct.
  1972. One of numerous materials lost throughout Tallus history, Frostame is a crystalline semi-biometal that is roughly as dense as bronze, more ductile than zero-gravity hi-alloy steels, and nearly as difficult to damage as sapphirine, though it fractures like quartz when subjected to specific acute angled blunt force in its raw state.
  1973. Thousands of years before the Dynasty formed, the Crystal Kingdom sent thousands of advisors, researchers, and experimarentors to study the strange materials found throughout Equestria as a whole.
  1974. Large amounts of Frostame were recovered from what is now the Lower Crystal Empire Plains, and was used in the same mareners as modern coldstones, though Frostame itself is considered a primal Elemarent distantly related to Rime deposits and thus never needs to be reharmonized.
  1975. *This particular specimaren was found inside a small amber chunk after being recovered by Sea's Bounty denizens of Cairn Wharf
  1976. At a current value of 1,000 Bits, proper treatmarent and polishing would easily double the market value, though the extreme rarity of a raw piece makes it considerably more valuable than first appearances would suggest.
  1977.  
  1978. >Stealth Boots: a custom pair of replacement boots made by either Kraut, Spiral, or both, imbued with small traces of the Underdark's notorious 'quiet' influence.
  1979. -Adds +1 to all non-combat Stealth rolls
  1980.  
  1981. >Unknown Formicidae Specimaren: an impressively large example consisting of a 1' long, 8" tall, 5.8" wide bright yellow ant from an undetermined Formicidae order. Speculated to be from the lost Coville landmass of Tallus, it's well preserved in a large fossilized chunk of questionable amber.
  1982. An unusually sturdy stinger approximately 2" long and serrated snapping mandibles indicate this to be most likely from a 'soldier' caste, or perhaps a specialized species as a whole.
  1983. This particular one is definitely extinct so far as Equestrian researchers know due to a number of preserved examples, and hasn't been noted elsewhere on Tallus.
  1984.  
  1985. >Unknown Planar Driftwood: a large, twisted chunk of water-worn, dull orange driftwood from a partial root section. Where this piece came from and what causes it to emit a painful, stinging jolt when touched is equally questionable as to how it arrived on Tallus.
  1986. From direct observation, it may have links to the Mechano-Planar Rift, home of the Constructs.
  1987.  
  1988. *****
  1989. >SUPPLIES: none?
  1990.  
  1991. *****
  1992. >COMMON ITEMS: Gas Mask, Night Vision Goggles, Playing Cards, Remote Detonator, Skillet, Thermal Goggles
  1993.  
  1994. *****
  1995. >EXPLOSIVES: 2x of each M67 Frag & C4 Brick
  1996.  
  1997. *****
  1998. >MEDICAL ITEMS: 1x Antibiotics, 2x Bandage Rolls, 2x Emergency Medical Pouches, 1x Morphine Syrettes, 1x Painkillers, 1x Wound Dressing
  1999.  
  2000. *****
  2001. >UNIQUE ITEMS:
  2002. >Island's Grace: a small, 2" in diameter and 3" in length, light brown ovoid coconut suspended on a simple silk necklace. Reportedly produced from either a Planar or Extra-Dimarensional tree that only grows on a number of highly dangerous, volcanic archipelagoes southeast and south from Cairn Wharf in the Lower Equestrian Moors.
  2003. Island's Grace coconuts are a rarity amongst the Ferron and jealously guarded, particularly due to being found drifting in the hazardous sea washes from the Crag Moors all the way to the Mareixican coastline.
  2004. When a living being pinches the three "eyes", in reality seed-pores, this tiny coconut's top can be cleanly torn off to expose a thick, delicious smelling and tasting milk, though curiously without any flesh inside.
  2005. Upon drinking the substance, living beings experience a rapid, long lasting healing effect that rivals the best of modern regeneration elixirs.
  2006. *The consumer MUST roll [1d6+1] <Island's Grace Restoration each turn until a maximum of 10 turns have passed
  2007. *IF the consumer has not regenerated at least 40HP, on the 11th turn they will then automagically, and PAINFULLY, regenerate an additional 20HP or 25% of their HP, whichever is less
  2008.  
  2009. -Nautilus Pearl: while not round, at all, this squiggly rainbow colored 'leaf' is actually the pearl formed from a Nautilus, and when infused to armor grants some of the previous owner's protective qualities.
  2010. *Adds 1DR and reduces all Elemental damage by 1/4
  2011.  
  2012. -3x Vendor Coupons: a large white coupon with a printed, constantly changing stamp of Discord holding a Discord face mask, which is holding up a sign with Discord.
  2013. 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~!"
  2014.  
  2015. ***************************************************************************************************************************************
  2016. Clemency:
  2017.  
  2018. *****
  2019. >PERSONAL ARMOR:
  2020. >Armored Ribbon's Flight Suit (Armor Traits: Advanced, Crystal-Forged, Unique Era Locked): an advanced, thinly armored, lightweight full body aviator's suit, with a Ribbon marking on both the chest and red stripes on the legs, signifying Clemency as a true Ace of the skies.
  2021. *Touched by the Empress
  2022. -Armor Value: provides 3DR, full body
  2023. -Armor Class: Unarmored Modified
  2024. -Enchantmarent Slots Remaining: 0/3
  2025. -Minor Auto-Regen: restores +1HP/turn and prevents Bleeding
  2026. -Defensive Enchantmarent #1: reduces the harm caused by ALL Eldritch, Otherworldly, Planar, Spectral, and Undead attacks, whether physical, marental, or spiritual, by 1/4
  2027. -Reactive Enchantmarent #1: when struck by any non-physical attack (such as offensive weapon Elemarental enchantmarents, Casting, Druidry, Necromarecy, Psionicism, or any other non-physical forms of harm) grants an AUTOMATIC defensive [1d6+X] <Dissonant Gravity ability that ignores DR and is virtually impossible to Block or Evade, returning harm to the FIRST attacker during the previous turn, where +X is the highest modifier from any attacker's rolls that successfully struck Clemency during the previous turn
  2028.  
  2029. >Reinforced Ribbon's Flight Helmet (Armor Traits: Advanced Orbital Era Technology, Custom, Personal, Unique Era Locked): a unique low-visibility, armored head's up display helmet that allows Clemency to Mark and identify enemies, allies, and neutral targets to other Operators once the Radar function has been used.
  2030. Comes with a fully integrated, highly advanced radio command & control suite, a self-contained air filtration system, and paired internal liquid plasma display screens, one of which is usually displaying images from the M-S.O.L.G.
  2031. -Armor Value: provides 2DR to the entire head
  2032. -Armor Class: Light Helmet, Modified
  2033. -Enchantmarent Slots Remaining: 2/2
  2034. -Electronic Enhancement #1: grants a +3 <Night Vision modification to a single Perception type roll
  2035. -Electronic Enhancement #2: grants a [1d6] <Radar capability, able to search for active and inactive targets out to a 3 mile radius, also able to function well under light weather conditions. Makes a highly acceptable 'ping' sound when activated
  2036. -Mechanical Enhancement: reduces the duration & effects of Concussions by ½
  2037. -Functions as an Advanced Radio & Transceiver with a range of 25M
  2038.  
  2039. *****
  2040. >UNIQUE CLOSE COMBAT WEAPONRY:
  2041. >Crystal Executioner's Kukri (Weapon Traits: Crystal-Forged, Unique Legendary Permarenent Artifact): a 1.8x larger version of a traditional kukri, this weapon was forged by Spiral from a pair of Imperial crystalline blades, purposefully created to meet Twisted Wing's exacting Starborn weaponry standards.
  2042. Pegasi inscriptions cover the diamondine coated handle, with a caricature of Twisted Wing in the standard Lunar Guardian General armor emblazoned on each facing, smirking on one side of the blade, and her younger, much smaller, unarmored self smiling cheerfully on the other.
  2043. Enhanced by Naliyna with a minor Imperial rune of the Ethereal plane, this weapon deals full damage to incorporeal beings, even those outside the physical spectrums. (“I really need to remake it since Spiral was utterly clueless on Empire crystal.” -Naliyna)
  2044. -Melee Weapon Class: Light One-Handed
  2045. -Base Modifier: adds +2 to all Assault/Parry/Riposte rolls
  2046. -Enchantmarent Slots Remaining: 2/3
  2047. -Resonant Slots: 0/0 remaining
  2048. -Offensive Enchantmarent #1: grants a [1d6+1] <Ethereal Strike anti-Elemental that causes double damage to ALL Otherworldly, Spectral, and Undead beings
  2049. -Custom Resonant Marenipulation: ALL partial or fully Incorporeal beings can be harmed as per normal by this weapon!
  2050. -Blade and Board: can be used in tandem with Small Arms or other 1-handed weapons, but may not use with 2-Handed weapons
  2051.  
  2052. *****
  2053. >RANGED WEAPONRY:
  2054. -Colt M1911 (Weapon Traits: Personal): a modern upgrade of the venerable 1911 .45ACP, with tighter tolerances, slightly better handling, range, and ergonomics.
  2055. -Base Modifier: adds +2 to all Small Arms rolls
  2056. -Ammunition Class: .45 ACP, Magnum Small Arm
  2057. -Armor Pierce: 0
  2058. -Magazine Capacity: 7/7 cartridges. Comes with 2x magazines
  2059. -Maximum Optimal Range: 50M with a -1 penalty per 50M beyond this range
  2060. -Maximum Effective Range: 150M
  2061.  
  2062. -SPAS-12 (Weapon Traits: Personal): a modern improvemarent on previous military styled pump-action designs such as the venerable M37 and the more recent SPAS-10.
  2063. This French-built (or equivalent) shotgun was thoroughly redesigned from its predecessor, given select improvements, and was also engineered to function as a semi-automatic through the use of a selector switch, allowing enhanced flexibility in either breaching or assault roles.
  2064. -Base Modifier: adds +2 to all Shotgun rolls
  2065. -Ammunition Capacity: 6/6 shells, comes with 12 buckshot & 6 slug
  2066. -Armor Pierce: 2 for slugs, 4 for darts, 5 for finned darts
  2067. -Ammunition Type #1: buckshot and flechettes have an optimal range of 50M with a -1 penalty to all Shotgun rolls per 10M beyond this range, and a maximum range of 80M. Comes with 8x Buckshot
  2068. -Ammunition Type #2: standard darts and slugs have an optimal range of 80M with a -1 penalty to all Shotgun rolls per 20M beyond this range, and a maximum range of 140M. Comes with 4x Slugs
  2069. -Ammunition Type #3: finned darts have an optimal range of 120M with a -1 penalty to all Shotgun rolls per 20M beyond this range, and a maximum range of 160M
  2070. *UTILIZED to construct the Blackhorn
  2071.  
  2072. *****
  2073. RELICTED CONSTRUCT WEAPON:
  2074. >Blackhorn (Special Weapon Traits: Anti-Gravity Counterbalance System, Heavy, Unique Legendary Construct Nanolathed Weapon): a severe modification of human styled weaponry originating from the Construct that it originally came from, combined with the best features of Clemency’s SPAS-12 that was utilized to nanolathe itself.
  2075. Visually, Blackhorn is an imposing, heavily overbuilt, squat, and technically perfect ‘shotgun’. Features green body paint with black trim, the ergonomics balancing brutal military design and comfortable civil shooting standards.
  2076. A ridiculously thick, partial sound suppressing barrel with an adjustable venting dial ahead of the chamber which prevents overheating seems to have been explicitly designed for extended engagements. Currently features a standard picatinny rail, occupied by a set of basic iron sights front and rear.
  2077. Similar to those found on other Construct weapons, a curiously named rectangular optic with target analysis and identification systems is mounted off right at a 45 degree angle, allowing either the irons or optic to be used without scope creep.
  2078. While it IS chambered for 12 gauge shells, and can still accept them, the Planar Construct biotechnology used to approximate human specific shells has taken an entirely different route: a fully automated regenerative matrix produces a select number of shells each turn, randomly, via unknown means.
  2079. A frictionless drum magazine complete with a proto-steel interlinked shell clip system allows Blackhorn to (theoretically) feed infinitely, while an integral Construct anti-gravity system negates over 90% of the weight and recoil. In theory, Blackhorn could be fired with one hand, but doing so requires both exceptional motor skills and excellent balance.
  2080. Due to the previous limitations, Clemency must tell or manually operate Blackhorn to accept which type of shell he desires each turn, indicated by one of three icons in the optic's rear plate: three finned flechettes, a solid rod, or a finned dart.
  2081. No further data is known at the current time.
  2082. *Takes double damage from Lightning Elements which will also shut it down for 1 turn while the system reboots, and can be temporarily knocked out of commission by EMP weapons
  2083. *Though attuned to Clemency, Blackhorn will, with his permission, allow other Operators to take it into the field, though must be returned IMMEDIATELY after an Operation is completed
  2084. -Armor Value: 90 Armor
  2085. -Armor Durability: 2DR
  2086. -Base Modifier: adds +4 to all Shotgun rolls
  2087. -Ammunition Capacity: 30/30 Variable Shells, regenerates [1d6] shells each turn
  2088. -NeuroOptic P1 Targeting Scope: adds +1 to all Shotgun rolls & +3 to a SINGLE Perception roll only when in use
  2089. -Mechanical Enhancemarent #1: Integrally Suppressed Barrel: this weapon is 50% Suppressed, requiring a Perception roll of 5 or higher in order to identify direction fired from
  2090. -Mechanical Enhancemarent #2: Gravitronic Anti-Recoil Adjustment: negates ALL recoil penalties
  2091. *When targeting Armored/Heavily Armored, Electronic, or Mechanical targets, Clemency MUST add +2 to all Shotgun rolls
  2092. *Rank 1 Progress: 0/999
  2093.  
  2094. >Ammunition Type #1: Stabilized Macro-Core Flechettes
  2095. -Armor Pierce: 3
  2096. *Grants an additional [1d6+8] <Shred roll PER SHELL FIRED which deals double damage against Electronic, and Mechanical targets
  2097. -Optimal Range: 60M with a -1 penalty to all rolls per 30M beyond this range
  2098. -Maximum Range: 120M
  2099.  
  2100. >Ammunition Type #2: Kinetic Iso-Magnetic Rods
  2101. -Armor Pierce: 4
  2102. *Grants an additional [1d6+8] <Kinetic Rod roll PER SHELL FIRED that deals double damage against Fragile and Electronic targets, also causing result-2*5% in EMP damage
  2103. -Optimal Range: 100M with a -1 penalty to all rolls per 50M beyond this range
  2104. -Maximum Range: 250M
  2105.  
  2106. >Ammunition Type #3: Recalibrated Finned Darts
  2107. -Armor Pierce: 6
  2108. *Grants an additional [1d6+8] <Solid State Puncture roll PER SHELL FIRED that deals double damage against Armored and Heavily Armored targets
  2109. -Optimal Range: 100M with a -1 penalty to all Shotgun rolls per 100M beyond this range
  2110. -Maximum Range: 500M
  2111.  
  2112. *****
  2113. >SUPPLIES: none
  2114.  
  2115. *****
  2116. >COMMON ITEMS: L-Flashlight, Map, Multi-tool, Radio
  2117.  
  2118. *****
  2119. >EXPLOSIVES: none
  2120.  
  2121. *****
  2122. >MEDICAL ITEMS: 1x Emergency Medical Pouch, EMS Bag
  2123.  
  2124. *****
  2125. >UNIQUE ITEMS:
  2126. >Ambusher's Return Flight Seal: an ancient, small white and blue coin the same size as a 100 Bit gold piece, with a pair of white-iron pegasi wings melded on the opposite sides.
  2127. The white face depicts a pegasi ambusher with a twin-beamed lance diving downwards, the blue face displaying the same ambusher covered in bandages and returning without her lance.
  2128. When enchanted to a living being, this archaic seal imbues the owner with an exceptional Slowfall-Float enchantmarent.
  2129. -If Clemency does not attack during a turn he MUST add +2 all Sprint rolls and utilize a Float enchantmarent
  2130. -At any time he may also utilize a limited form of Flight up to 10 feet above any solid object, at any time, doing so converts ALL Sprint rolls to Flight, and must add +2 to all Flight rolls
  2131. -Permarenently enchanted to him
  2132.  
  2133. >Bloodstone: a small teardrop shaped bloodstone with an infused regenerative enchantmarent, created by a Grandmaster Crystal Singer from either the Kingdom Wardens, or one of the exceptionally rare few in the Starborn.
  2134. Most are created in the Empire, making them exclusive and virtually impossible to acquire outside of specialized staff or occupations.
  2135. *When enchanted to a living being or armor, the owner gains +1HP/turn and prevents up to Major Bleeding from occurring
  2136. -Currently enchanted to his armor
  2137.  
  2138. >Circle of the Unbroken Mind: a circle engraved on a crystalline coin that 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 contact.
  2139. *Adds +1 to all Iron Will rolls
  2140. -Permarenently enchanted to him
  2141.  
  2142. >Defencer's Rune Shield: somewhat smaller than a buckler, this is a three-pronged crystalline shield meant to be attached as a frontal chest plate on Imperial Warden armor.
  2143. Covered in multiple runes, the descriptions of each are precisely tuned to provide additional protection against beings unnatural to Tallus.
  2144. *Reduces ALL damage from Eldritch, Extra-Planar, Otherworldly, Planar, Spectral, and Undead beings by 1/4, including ranged and esoteric capabilities
  2145. -Currently enchanted to his armor
  2146.  
  2147. >Flawless Moon Orb: a flawless sphere cut from the Hall of Tartarus, one of the enormous sub-structures within Luna's Citadel on the Moon, once typically given to Lunar Guardians, now necessary for all Lunar Guard officers, Starborn, and other Lunar Elites.
  2148. These are a requiremarent for all Starborn to carry as a means to contact and directly speak with the Nightmare or any other Lunars during missions.
  2149. -Currently owned by him.
  2150.  
  2151. >Luna's Vintage Moor Wines: a collection of uniquely flavored vintage Moor wines, brewed by Luna herself once per year.
  2152. -Year suspected to be 29,981
  2153. *10/12 remaining
  2154.  
  2155. >Lunar Shard: a 5" long triangular fragmarent from the Moon, a remnant from the Citadel's construction. Unlike the other pieces of the Moon, these hold no special powers, and are given by Luna as a token of appreciation to those whom have served her children honorably.
  2156. -Currently owned by him
  2157.  
  2158. >Riftseeker Armor Plate: a 2'x2' bright orange plate taken from a Riftseeker, the second largest known Rift construct to have been encountered on Tallus.
  2159. While the alloyed armor used to create the physical forms of Rift constructs is impossible to replicate, they provide exceptional protection against casters and others skilled in directed esoteric abilities, returning a portion of said harm done using a unique electromagnetic gravitational effect that is capable of bypassing shielding, striking most attackers unerringly.
  2160. -When enchanted to armor, if Clemency is struck by an offensive weapon Elemarental enchantmarents, Casting, Druidry, Necromarecy, Psionicism, Shamareism, or any other non-physical forms of harm, he is granted an AUTOMATIC defensive [1d6+X] <Dissonant Gravity ability
  2161. *This ability ignores DR and is virtually impossible to Block or Evade, returning harm to the FIRST attacker during the previous turn, where +X is the highest physical modifier from any attacker's rolls that successfully struck Clemency
  2162.  
  2163. >3x Vendor Coupons: a large white coupon with a printed, constantly changing stamp of Discord holding a Discord face mask, which is holding up a sign with Discord.
  2164. 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~!"
  2165.  
  2166. >Vitriole Drake Phase-Blood: a small amount of a unique drake's blood that was capable of phasing in and out of reality at will, the irregularities and possible toxins removed by Spiral.
  2167. *Adds +1 to all Evasion rolls
  2168. -Permarenently enchanted to him
  2169.  
  2170. *****
  2171. >The M-S.O.L.G., short for "Strategic Orbital Linear Gun", is a miniature version of the Osean Federation's space-borne satellite weapons platform built in secret for use against the Principality of Belka.
  2172. Partially completed by the end of hostilities, after it's abandonmarent the original S.O.L.G. was seized by the Grey Men, repurposed for use to coincide with the Belkan Federation's attempted continental takeover of Osea.
  2173. Unlike Stonehenge, which was intended to protect against the remnants of asteroid Ulysses 1994XF04, the original S.O.L.G. was purely designed to attack ground targets, particularly cities and heavily fortified military installations which would otherwise require penetrating nuclear weaponry, and it's predecessor, the M-S.O.L.G., is equipped for the same purposes.
  2174. Again unlike the original, this variant is armed with an array of three consecutive mass driver cannons, six racks of anti-spacecraft missiles, and a small TLS (Tactical Laser System) capable of wiping out a single squadron of aircraft, although it needs time to recharge between uses.
  2175. This version, far smaller than the original designs, retains exceptional electronics, communications, and signal intelligence packages, a semi-autonomous matrix that will defend itself if attacked, electromagnetic and radar scanning capabilities, and a 40MM ground-sight aperture lens for sighting targets.
  2176. For it's size, it is capable of deploying an impressive amount of firepower.
  2177. *STATUS: extent of damage unknown
  2178.  
  2179. >M-S.O.L.G. ABILITIES:
  2180. -Small Mass Driver: an electromagnetic mass driver that delivers a 5-pound tungsten rod at approximately 2,400MPH, capable of outright annihilating a superheavy tank or even the hardiest of super-bombers.
  2181. *Ammunition remaining: 20/20
  2182. *Utilizes a [1d6+40] roll, up to twice per Operation.
  2183.  
  2184. -Medium Mass Driver: an EM mass driver that delivers a 10-pound tungsten rod at approximately 2,200MPH, capable of flattening an underground bunker or destroying the majority of a large mansion.
  2185. *Ammunition remaining: 8/10
  2186. *Utilizes a [1d6+60] roll, and can be deployed once per Operation
  2187.  
  2188. -Large Mass Driver: an EM mass driver that delivers a 20-pound tungsten rod at approximately 2,000MPH, capable of flattening a colossal marension or collapsing all but the largest naval ships.
  2189. *Ammunition remaining: 4/5
  2190. *Utilizes a [1d6+100] roll, and can be deployed once every other Operation.
  2191.  
  2192. -Space-borne Missile Racks: two fire-and-forget micro-QAAM missile racks, and two guided heavy micro-SAAM missile racks remaining in reserve, located on Sunside and Moonside rack arrays.
  2193. These missiles have no targeting solutions and are only used to defend the M-S.O.L.G. against close to medium ranged space-borne threats.
  2194.  
  2195. -Tactical Laser System: a large component of the M-S.O.L.G.'s weapons array, this TLS is virtually the same used by the highly experimarental prototype FALKEN, one of the few superiority aerofighters still capable of being built on Strangereal.
  2196. Featuring a second-of-angle firing solution guided by either the 40MM aperture lens or a pilot helmet's built in targeting software.
  2197. The M-S.O.L.G.'s thorium reactor, along with its solar collecting sails, are required to unleash this fearsome weapon, though the smaller size means it cannot effectively target and destroy the same number of targets that the original was capable of.
  2198. *When deploying the TLS, from one to five targets may be isolated and registered as hostile, whereupon the M-S.O.L.G. will delegate 5x [1d6+20] <Orbital Tactical Laser strikes upon it's targets, though this can only be used ONCE every other Operation
  2199.  
  2200.  
  2201. ***************************************************************************************************************************************
  2202. Corsen:
  2203.  
  2204. *****
  2205. >PERSONAL ARMOR: none
  2206.  
  2207. *****
  2208. >CLOSE COMBAT WEAPONRY:
  2209. >Folding Knife: unenchanted
  2210. -Melee Weapon Class: Light
  2211.  
  2212. -Hatchet: unenchanted
  2213. -Melee Weapon Class: Medium
  2214.  
  2215. *****
  2216. >RANGED WEAPONRY:
  2217. -Makarov PB-1 (Weapon Traits: Personal): an ancient, aging, small framed semi-automatic pistol using the 9x39MM cartridge.
  2218. Designed specifically to use an advanced (for the time) suppressor for assassinations, although its range greatly suffers due to using low velocity ammunition.
  2219. *STC produced
  2220. -Base Modifier: adds +2 to all Small Arms rolls
  2221. -Ammunition Class: 9x19MM, Small Arms
  2222. -Armor Pierce: 0
  2223. -Magazine Capacity: 8/8 cartridges, comes with 3x magazines
  2224. -Maximum Optimal Range: 30M with a -1 penalty per 20M beyond this range
  2225. -Maximum Effective Range: 70M
  2226. -Attachment #1: External Suppressor: this weapon is 60% suppressed, requiring a roll of 7 or higher on Perception to determine the direction fired from
  2227.  
  2228. -RPG-7 (Weapon Traits: Bulky, Heavy, Personal): an old, mostly maintained rocket-assisted grenade launching system, heavily worn and greatly showing the effects of such archaic manufacture.
  2229. *STC produced
  2230. -Base Modifier: adds +1 to all Heavy Weapon rolls
  2231. -Ammunition Class: Explosive, no Warheads remaining
  2232. -Maximum Optimal Range: 200M with a penalty of -1 per 100M beyond this range
  2233. -Maximum Effective Range: 800M
  2234.  
  2235. *****
  2236. >SUPPLIES: 2x Canteens, 2x Vodka, 2-Liter Water Canister
  2237.  
  2238. *****
  2239. >COMMON ITEMS: Basic Tool Box, Canterlot Map, 4x Chemlights, Gas Mask, L-Flashlight, Multitool, Plutonium Core, 2x Road Flares, 3x Rolls of Rope, Thermal Monocular
  2240.  
  2241. *****
  2242. >EXPLOSIVES: 1x Poison Gas
  2243.  
  2244. *****
  2245. >ALCHEMY ITEMS: 2x Dampener, 2x slices of Blue Changeling Mushroom (Severe Hallucinogen), 2x slices of Green Changeling Mushroom (Moderate Hallucinogen), 2x slices of Red Changeling Mushroom (Light Hallucinogen)
  2246.  
  2247. >Drug Pellets: 9/10 remaining. Capable of warping one's perception, a single pellets’ effects can last for 10 minutes.
  2248. Common symptoms are dissolution of shapes or colors, with rare consumers being able to see colors that are beyond the normal spectrums.
  2249. *All Alchemy ranks: adds +1 to all Reaction Speed rolls, but incurs a -1 penalty to all Perception-type rolls
  2250.  
  2251. >Lightning Powder: 21 grams/25 grams total. A smooth, unremarkable yellow powder. Increases one's reflexes drastically from anywhere between 4-6 minutes per 4 grams ingested, though the consumer becomes incredibly twitchy and prone to drooling.
  2252. *All Alchemy ranks: adds +1 to all Block/Flight/Parry/Reaction Speed/Sprint rolls, but incurs a -1 penalty to all Barter/Demoralize/Intimidation/Leadership/Negotiation rolls
  2253. *Side Effect #1: if more than 6 grams are consumed, the consumer still adds +1 to all Block/Flight/Parry/Reaction Speed/Sprint rolls, suffers a -2 penalty to all Barter/Demoralize/Intimidation/Leadership/Negotiation rolls, and suffers 1/2 less harm from Lightning Elemarental damage
  2254. *Side Effect #2: if more than 10 grams are consumed, the consumer still adds +1 to all Block/Flight/Parry/Reaction Speed/Sprint rolls, suffers a -3 penalty to all Barter/Demoralize/Intimidation/Leadership/Negotiation rolls, suffers 1/2 less harm from Lightning Elemarental damage, and gains a [1d6] <Lightning Elemarental attack; however, this amount of Powder has been known to cause near-permarenent damage to living beings
  2255.  
  2256. >1 Liter of Refined Rainbow Rum: a tall crystal vial glowing filled with an illuminating rainbow liquid that is warm to the touch, a thick wax layer enveloping the glass cork containing the multi-colored contents.
  2257. Taken in small doses, this alcoholic beverage is fantastic for orgies, or for remaining awake during fancy parties, but taken in higher doses it has been known to be used as a substitute for common Elixirs.
  2258. Rumors suggest this colored liquid is made from rainbows created in Cloudsdale, but nopony really knows for sure
  2259. *All Alchemy ranks: when consumed, grants a [1d6+2] <Healing effect immediately after use
  2260. *All Alchemy ranks: when consumed, grants a [1d6] <Cure: All, the effect of which reduces the harm caused by all non-physical attacks, including harm caused by Eldritch and Spectral beings.
  2261. *May also have other uses, though it hasn't been tested enough to determine the potential effects
  2262.  
  2263. *****
  2264. >MEDICAL ITEMS: EMS Bag
  2265.  
  2266. *****
  2267. UNIQUE PERSONAL ITEMS:
  2268. -Knit Wool Bag: comprised of tightly knitted white wool with a silk noose to open and close it at will, wide enough for even an Earth Pony to access.
  2269. *Currently being used to transport all of Corsen's.. probably (definitely) less than legal drugs
  2270.  
  2271.  
  2272. ***************************************************************************************************************************************
  2273. Dante:
  2274.  
  2275. *****
  2276. >PERSONAL ARMOR:
  2277. >Blackened Regal Heart's Fear Armor (Armor Traits: Custom-Fit, Eldritch-Forged, Magitek-Forged, Unique Legendary Eldritch Artifact): a standard production armor developed by Spiral, devised by melding together multiple sets of kevlar armor into a single bodysuit.
  2278. Was later modified by the addition of large semi-flexible titanium inserts atop Regent plates to protect non-joint regions, then further reinforced by the addition of an armor charm.
  2279. *Touched by the Empress
  2280. -Armor Value: provides 4DR, full body
  2281. -Armor Class: Enhanced Light
  2282. -Enchantmarent Slots Remaining: 0/3
  2283. -Mechanical Enhancemarent #1: adds +1 to all non-combat Stealth rolls in dark conditions
  2284. -Defensive Enchantmarent #1: grants 2x [1d6+6] <Deflect Magic defensive rolls
  2285. -Utility Enchantmarent #1: Heart's Fear, adds +2 to all Intimidation rolls
  2286.  
  2287. >Titanium Poison-Jet Shield (Armor Traits: Artifact, Magitek-Forged, Unique Permarenent Legendary Void Artifact): a defensively based titanium kite shield of standard shape, stored in the Void.
  2288. At any time, Dante may summon it to his current location at will, either to be carried with him, worn, or placed to act as a stationary shield.
  2289. -Armor Value: provides +2DR when worn on the back or when used to Bash or Shield Charge with
  2290. -Armor Class: Light Shield
  2291. -Enchantmarent Slots Remaining: 1/2
  2292. -Mechanical Enhancemarent #1: adds +2 to and grants an additional Block roll
  2293. -Defensive Enchantmarent #1: when the shield is struck, Dante has the choice of inflicting a [1d3] <Paralyze effect on the attacker, where a result of 1 has no effect, a result of 2 paralyzes the target by 50% for 1 turn, and a result of 3 completely incapacitates the target for 1 turn, OR a [1d3] <Poison Fatigue effect, where a result of 1 will have no effect, a result of 2 causes a -3 penalty to all the target's rolls for 1 turn, and a result of 3 causes a -6 penalty to all of the target's rolls for 1 turn.
  2294. *Both of these abilities may ONLY be used against living opponents, and the target will become immune for 3 turns afterwards
  2295. -Sword and Board: can be used in tandem with Small Arms or other 1-handed weapons, but may not use with 2-Handed weapons
  2296.  
  2297. *****
  2298. >CLOSE COMBAT WEAPONRY:
  2299. >Cretalva Twinblade (Weapon Traits: Cretalva-Forged, Glyph-Carved, Magitek-Forced, Unique Legendary Permarenent Artifact): a 4'8" long shaft of mixed kanpri and lightweight Gozkan steel attached to a pair of partially serrated 2' blades, a single large spike protruding from the rear of each in order to balance out this weapon's weight and unique shape.
  2300. While dual-bladed weaponry such as this example are typically difficult to perform effective attacks with, Krinza introduced a number of engineering principles to control the sweep and arc by thinning and lightening the blades slightly, allowing a perfect center of balance in the exact center of the haft.
  2301. Later splitting the haft near-center, then removing 1 hoof length due to an error, Krinza carved a deep V-notch into each new hilt and imbued a Grifter Claw, allowing Dante to disconnect the twinblade and use each as a long handled blade, despite their awkward length.
  2302. *Grandmaster reforged by Krinza
  2303. *Protected by the Empress
  2304. -Melee Weapon Class: Two-Handed OR Dual One-Handed
  2305. -Base Modifier: adds +4 to all Assault/Parry/Riposte rolls
  2306. -Enchantmarent Slots Remaining: 0/3
  2307. -Armor Pierce: 2 (negates 2DR)
  2308. -Offensive Enchantmarent #1: grants a [1d6+3] <Cretalva Poison Mystic Elemarental strike
  2309. -Offensive Enchantmarent #2: grants a [1d2] <Shatter ability: a result of 1 disables weapon enchantmarents, and a result of 2 disables armor enchantmarents for 1 turn, though this effect may ONLY occur once every 3rd turn
  2310. -Utility Enchantmarent #1: Sticky, nearly impossible to disarm
  2311. -Dual-Wield Defense: Grants an additional Block roll ONLY when separated into two weapons
  2312.  
  2313. >Enchanted Kukri
  2314. -Base Modifier: adds +1 to all Assault/Parry/Riposte rolls
  2315. -Offensive Enchantmarent: [1d6] <Shadow Elemarental attack
  2316.  
  2317. *****
  2318. >RANGED WEAPONRY:
  2319. >Mk. I Magnum Research Desert Eagle (Weapon Traits: Personal): a heavy, worn, well maintained semi-automatic pistol in .44 Magnum from the previous generation, Dante's personal sidearm.
  2320. Once known for it's terribly cheap and short-lived springs, Anon replaced said springs with high grade "spares" from somewhere.
  2321. -Base Modifier: adds +2 to all Small Arms rolls
  2322. -Ammunition Class: .44 Magnum, Magnum Small Arms
  2323. -Armor Pierce: 1
  2324. -Magazine Capacity: 8/8 cartridges, comes with 3x magazines
  2325. -Maximum Optimal Range: 100M with a -1 penalty per 50M beyond this range
  2326. -Maximum Effective Range: 200M
  2327.  
  2328. >MG3 (Weapon Traits: Personal): a post-WW2 heavy machine gun designed to both replace the MG42 and introduce standardized ammunition in the form of the 7.62x51MM NATO cartridge, although most all MG3 variants share an 80% parts interchangeability with the M42. Also equipped with a flashlight.
  2329. -Base Modifier: adds +2 to all Heavy Weapon rolls
  2330. -Armor Pierce: 2
  2331. -Ammunition Class: 7.62x51MM NATO, Battle Rifle
  2332. -Ammunition Belt Size: 100 cartridges. Comes with 3x belt-fed cans
  2333. -Maximum Optimal Range: 500M with a -1 penalty per 300M beyond this range
  2334. -Maximum Effective Range: 1,400M
  2335. -Attachmarent #1: Scope: adds +1 to Heavy Weapons rolls & adds +2 to a SINGLE Perception roll only when in use
  2336. -Attachmarent #2: Bipod: adds +1 to Heavy Weapon rolls only when in use
  2337. -Attachmarent #3: Flashlight: adds +2 to a SINGLE Perception roll only when in use
  2338.  
  2339. *****
  2340. >SUPPLIES: Canteen
  2341.  
  2342. *****
  2343. >COMMON ITEMS: Binoculars, Cleaning Kit, Compass, Gas Mask, Flint & Steel, Ham Radio, Lighter, Lighter Fluid, Map, Multi-tool, 4x Rope, 2x Rum, Shovel, Wire Cutters
  2344.  
  2345. *****
  2346. >EXPLOSIVES: 2x Smoke
  2347.  
  2348. *****
  2349. >UNIQUE ITEMS:
  2350. >Burst Pendant, Lightning: ONCE per Operation allows a [1d6+20] <Lightning Strike Area of Effect (AoE) ranged magic attack with a 1,000M range and a 10M radius that deals double damage to large enemies.
  2351.  
  2352. >Cat's Eye Agate Headband: adds +1 to all Perception/Scouting/Wilderness Survival rolls when in adverse conditions, ie: night, snow, sand, etc.
  2353.  
  2354. >Cloudwalk Pendant: a white pendant formed from compressed and woven cloud material. While worn it allows Dante to move normally on, and even climb, clouds and cloud materials.
  2355.  
  2356. >Cragbreaker Heart: adds +1 to all Assault/Parry/Riposte rolls.
  2357. *Permarenently enchanted to him
  2358.  
  2359. >Cragburrower Tongue: grants immunity to all naturally occurring Poisons and Toxins, whether native to Tallus or not.
  2360. *Reduces the harm from alchemical, Casting, and Mystical Poisons and Toxins by 1/2.
  2361. *Permarenently enchanted to him
  2362.  
  2363. >Daykiller Artifact: a 4" in diameter jet black sphere, the interior a constantly shifty mass of contained Void essences. An archaically produced artifact created by the Nightmare, an unknown, but likely small, number of Daykillers were created in an effort to provide exceptional concealmarent for Lunar Guardian, then much later, Starborn, members during high risk missions.
  2364. How Lucky got ahold of this one, nopony seems to know. ("Nope, it was stolen. I can even tell you which Starborn was closest when her Rogues hit that Lunar Armory." -Naliyna)
  2365. *If Dante does not take part in an Operation, an Operator may retrieve it from him for use, but the Daykiller MUST be returned to him after the Operation is completed.
  2366. *ONCE per Operation roll [1d6], the result is the number of turns a temporary bubble of the Underdark's notorious 'quiet' influence covers a 150M radius, preventing all forms of light (except for magical ones) from being seen
  2367. *The user is unaffected, as are those with a deep connection to the Underdark (Jeff & Mercy for example), psions with an active Mind's Eye, or casters with Arcane Perception or similar, though Casters and Psions will suffer a -2 penalty to ALL esoteric abilities
  2368. *Night Vision/Thermal/Infrared abilities can be used to view through the Underdark bubble
  2369. *Causes a -4 penalty to all Perception/Scouting/Wilderness Survival for 2 turns after the effect fades
  2370.  
  2371. >Diamond Studded Titanium MP3 Player: contains a vast library of music, and seems to have varying effects on fashion oriented mares
  2372.  
  2373. >Heart's Fear: a highly intelligent, cunning, and utterly remorseless, shape-shifting near-Eldtritch being that takes random forms, usually those of nearby hostile creatures. Can also mimic the shape of powerful enchantmarents in proximity.
  2374. Long known as one of the greatest Planar menaces, Heart's Fear are reviled opponents that require godlike willpower to combat due to their capability of creating and inducing the precise mental imagery, sounds, and of what the target fears most.
  2375. ("Another stolen one..." -Naliyna)
  2376. *Adds +2 to all Intimidation rolls
  2377. *Currently enchanted to his armor
  2378.  
  2379. >Lunar Seal: grants Armor Pierce 2 (negates 2DR) to a weapon and allows a [1d2] <Shatter ability; a result of 1 disables weapon enchantmarents, while a result of of 2 disables armor enchantmarents.
  2380. (“NOPE. Not going to talk about how marely Treaties this one breaks. If we weren’t Lunars, we’d be royally fucked.” -Naliyna)
  2381. *This effect lasts one turn and may only be used every 3rd turn
  2382. *Currently enchanted to his weapon.
  2383.  
  2384. >Mimicry Locket: a simple copper locket, incapable of being opened, that lets Dante mimic the voices of ponies he has heard before.
  2385. Originally created by Spiral after his disastrous attempt to utilize the Elemarental cores recovered from a Dynasty era city-state. The sole purpose was to allow him to to speak normally, just in case his body becomes overtaken by a single Elemarent.
  2386. *Allows a [1d6+1] <Voice Mimicry roll, and is capable of being upgraded
  2387. *Currently owned by him
  2388.  
  2389. >Regal Sphere: a purple 'ring' that seems to be able to flow through dimarensions, itself appearing as flat disc, though it has no reverse and looks to be entirely one dimarensional.
  2390. *Grants a [1d6+2] <Deflect Magic ability to armor
  2391. *Currently enchanted to his armor
  2392.  
  2393. >Relentless Escort Sigil: an ancient, moderately tarnished and faded bronze crest with an inscribed relief of an earth pony in blocky, archaic armor that bears a triangular headed lance, facing 90 degrees away from the viewer.
  2394. Only three (now four, however) known functional sigils of this type, dating back to the Middle and Late Dynasty eras, remain in use across Tallus, and due to their extreme rarity the Empire Lorekeepers and historians of Germaneigh consider them the second rarest of all known Dynasty relics.
  2395. Once awarded solely to veteran Escort wayfarers, heavily armed and armored psionic earth ponies responsible for keeping the physical roads of Equestria safe for all travelers.
  2396. The fact that certain variations are known as the 'Relentless' variants prove Empress Silver herself oversaw their creation, seeming to imply that the bearers must have been awe inspiring indeed.
  2397. (“Oh… fffffuck. That was stolen from the Vigilites.” -Naliyna)
  2398. *When added to armor or enchanted to a living being, adds +1 to all Assault, Block, and Ranged rolls per each active enemy opponent, up to a maximum of +3 to all rolls
  2399. *Permarenently enchanted to him
  2400.  
  2401. >3x Vendor Coupons: a large white coupon with a printed, constantly changing stamp of Discord holding a Discord face mask, which is holding up a sign with Discord.
  2402. 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~!"
  2403.  
  2404.  
  2405. ***************************************************************************************************************************************
  2406. Indurian:
  2407.  
  2408. *****
  2409. >PERSONAL ARMOR:
  2410. >DeFloure (Armor Traits: Custom-Fit, Personal, Unique): Indurian had this shield custom built after his recruit's shield, which he used well into his late twenties, shattered in the heat of battle, nearly killing him; this one being much more advanced and pleasing to the eye, or eyes.
  2411. It is forged of mythril, making it both lightweight and sturdy, and was constructed in the shape of a lotus flower. Specifically, the petals were made to bend inwards towards the wielder ever so slightly, and the edges of the petals, which stuck out almost an inch from the outer frame, had been reinforced so as to not be chopped off in battle.
  2412. Still, despite this, the thing was missing two petals. Much to the knight's annoyance.
  2413. -Armor Value: provides +2DR when used to Bash or Shield Charge with, or when worn on the back
  2414. -Armor Class: Medium Shield
  2415. -Enchantmarent Slots Remaining: 2/2
  2416. -Mechanical Enhancemarent #1: adds +1 to and grants an additional Block roll
  2417.  
  2418. >Knight's Mythriline Platemail (Armor Traits: Artifact, Custom-Fit, Unique): this is Indurian's original armor, completely refurbished and custom fit by the Grandmaster Armorer Krinza.
  2419. Significantly lightened by replicating the original steel plates, instead using mythriline to keep it's structural integrity intact partial reinforcement, each additional component was replicated down to exacting details.
  2420. Krinza has retained it's structure by analyzing and researching human smithing and fitting processes, allowing him to easily modify it further for additional protection and enchantmarents once requested.
  2421. -Armor Value: provides 3DR, full body
  2422. -Armor Class: Light
  2423. -Enchantmarent Slots Remaining: 2/2
  2424.  
  2425. >Mythraline Platemail Helmet (Armor Traits: Artifact, Custom-Fit, Unique): A custom fit copy of his original helmet, composed entirely of a refined lightweight whitesteel and mythril alloy, although this one weighs roughly the same as the original anyhow.
  2426. -Armor Value: provides 2DR to the entire head
  2427. -Armor Class: Light Helmet
  2428. -Enchantmarent Slots Remaining: 1/1
  2429. -Mechanical Enhancemarent: reduces the duration & effects of Concussions by 1/2
  2430.  
  2431. *****
  2432. >CLOSE COMBAT WEAPONRY:
  2433. >Celene (Weapon Traits: Custom, Unique): once a standard-issue Knight's longsword, over his years of service in Ivalice, Indurian personalized his weapon, having it reforged several times, sometimes to add things, other times because it was broken in battle.
  2434. Clocking in at a total of 51" and 4 pounds, this blade is made of hand-forged steel, with gold leaf accents and a large silver-blue gem in the pommel. It features a vertically split crossguard and an orange-leather-wrapped handle, inlaid with simple designs, almost appearing to be some kind of strange tattoo.
  2435. Indurian himself etched two names into the wide section of steel just above the crossguard: "Celene," and below this, in smaller script, "Lillianne."
  2436. -Melee Weapon Class: One-handed OR Two-Handed
  2437. -Base Modifier: adds +1 to all Assault/Parry/Riposte rolls
  2438. -Enchantmarent Slots Remaining: 3/3
  2439. -Modification: Two-Handed Block: gains an additional Block roll ONLY when using both hands to wield
  2440.  
  2441. >Xiphos (Weapon Traits: Custom-Forged, Personal, Unique): approximately 55cm of high-carbon steel, hand-forged by the knight Indurian, bearing his makers mark just above the crossguard in the shape of a tattoo-like bull's head, this blade of Hellenic design is made primarily for slashing or chopping, as opposed to thrusting or more pinpoint methods of swordplay.
  2442. The raised central spine of the leaf-shaped blade is etched with a thin strip of floral patterns, with a simple high-carbon steel hilt, featuring a minimalistic crossguard, a handle wrapped in plain black leather, and a bare, rounded pommel.
  2443. A simple, yet tried and true design, this is the first work of the burgeoning smith's career.
  2444. -Melee Weapon Class: One-Handed
  2445. -Base Modifier: adds +1 to all Assault/Parry/Riposte rolls
  2446. -Enchantmarent Slots Remaining: 2/2
  2447. -Sword and Board: can be used in tandem with Small Arms or other 1-handed weapons, but may not use with 2-Handed weapons
  2448.  
  2449. *****
  2450. >RANGED WEAPONRY:
  2451. >Hegemony Short Crossbow (Weapon Traits: Custom): a traditional Hegemony crossbow specifically used to train young minotaurs, ones approximately the height of a regular human, in the art of marksbullship.
  2452. Built similar to medieval human crossbows, this one is functionally equivalent, featuring a rounded steel hoof/boot loop for recocking, a single long steel arm, a plainly grooved ironwood body, a long steel mesh cable, a cocking lever and cable pinch, and a wide bronze-plated trigger with a simple steel guard.
  2453. Compared to standard human crossbows, this one is considerably easier to reload due to an unusually flexible hi-alloy steel cable which tensions only during specific pressure.
  2454. Comes with a leather sling bag capable of holding 20x bolts.
  2455. -Base Modifier: none
  2456. -Ammunition Class: Archery
  2457. -Maximum Optimal Range: 100M with a -1 penalty to all Archery rolls per 75M beyond this range
  2458. -Maximum Effective Range: 400M
  2459. >Ammunition Type #1: Steel Tipped Bolts, unenchanted and otherwise plain 3' long maple shafted bolts with a standard triangular piercing tip; grants Armor Pierce 1 (negates 1DR)
  2460.  
  2461. *****
  2462. >SUPPLIES: Water Canister
  2463.  
  2464. *****
  2465. >COMMON ITEMS: Blanket, Book, Box of Matches, Fishing Kit, HMA Headset, Mess Kit, Pot, 2x Rope, Sewing Kit, Sleeping Bag
  2466.  
  2467. *****
  2468. >MEDICAL ITEMS: 4x each of Bandage Boxes & Wound Dressings
  2469.  
  2470. *****
  2471. >UNIQUE ITEMS:
  2472. -Cavallade Hoofband #2 of 2. Forged by Krinza using three triangular silver, platinum, and gold rods twisted into a perfect circle, the inside flattened and inscribed with 'Bren', symbolizing the union between himself and Bren.
  2473.  
  2474. -Chisel Set: a basic set of 24 ash handled steel chisels, of various sizes, shapes, and lengths.
  2475. -Adds +1 to and grants an additional Sculpting roll
  2476.  
  2477. -Chisel Hammer: a rather bland looking maple handled hammer with a small steel head, one side a flat striking surface slightly larger than the chisel set it comes with, the other a rounded head for fine work.
  2478. Typically called a ballpeen hammer by modern humans, however.
  2479. -Adds +1 to all Sculpting rolls
  2480.  
  2481. -Sculpting Knife: a basic, recurved steel blade with a notched tip for engraving, mounted on an ironwood handle.
  2482. -Adds +1 to all Sculpting rolls
  2483.  
  2484. -3x Vendor Coupons: a large white coupon with a printed, constantly changing stamp of Discord holding a Discord face mask, which is holding up a sign with Discord.
  2485. 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~!"
  2486.  
  2487. *****
  2488. ZODIAC RELIC:
  2489. >Capricorn Stone: a large, glowing dark green emerald of incalculable value. In reality this is an original piece of auracite, one of the Twelve Zodiac Stones in Ivalice legends.
  2490. This particular one contains the full metaphysical essence of Andrammalech the Wroth, also known as the Ghost of Fury, one of twelve legendary Lucavi Daemons that served under Altima, the High Seraph's command.
  2491. With the Capricorn Stone's possession, either Indurian and Andrammalech can make use of its powers, depending on whichever one is dominant at the time.
  2492. With Indurian conscious, he is able to breach the spectrums of Tallus and infuse their shared body with greatly improved vigor and strength, or allow Andrammalech the ability to separate himself from Indurian into a somewhat degraded copy of his original body using Tallus' seemingly inexhaustible arcane energies.
  2493.  
  2494.  
  2495. ***************************************************************************************************************************************
  2496. Ivan the Stalker:
  2497.  
  2498. *****
  2499. >PERSONAL ARMOR:
  2500. >Kevlar Helmet
  2501. -Armor Value: provides 1DR to the head
  2502. -Armor Class: Light Helmet
  2503. -Mechanical Enhancement: reduces the duration & effects of Concussions by 1/2
  2504.  
  2505. >Plate Carrier Vest
  2506. -Armor Value: provides 1DR to the chest
  2507. -Armor Class: Light
  2508.  
  2509. *****
  2510. >CLOSE COMBAT WEAPONRY:
  2511. -Wood Axe: a common brand of wood cutting and chopping axe, often made with a maple haft and an excellent steel alloy head. Suitable for most uses, although a bit unwieldy for combat purposes.
  2512. -Base Modifier: adds +1 to all Assault/Parry/Riposte rolls
  2513.  
  2514. *****
  2515. >UNIQUE ARMOR:
  2516. -Modified Stalker Exoskeleton (Crystal-Forged, Custom-Fit, Experimental Tallus Crystal-Tech, Tallus-made, Personal, Unique Reproduction): recovered from what was obviously a bad situation, in an even worse state, Ivan’s summoned Duty Exoskeleton WAS restored to basic functionality by the combined efforts of Naliyna, Helping Hoof, Lann, Krinza, and Aiutante. Before recycling almost everything except for the few pieces of a Flash artifact, of course. ("We had to build it and take it apart, otherwise Krinza wouldn't be satisfied." -Naliyna)
  2517. Fully gutting the wires, electronics, servos, and virtually everything else, including the bodysuit, the five set about copying the design using Tallus-only native materials and meta-materials, which subsequently ignores the Era Lock entirely.
  2518. Krinza chose to ignore the original's basic protection, instead utilizing woven hi-alloy Gozkan steel meshing underneath overlapping, partially flexible steel plates, enhancing mobility without burdening the frame. This removes the notorious habit of Zone exoskeletons having numerous bullet traps, and grants it a marginal level of flexibility.
  2519. Helping Hoof's technical knowledge on scribing multiple runic, arcane, and Elemarental sigils, mostly gained from Spiral’s tutelage, across complex interconnected mechanisms allowed him to further reinforce the armor’s base characteristics. Not only do these partially protect against magic, no weight is added.
  2520. Lann's expertise in human styled clothing allowed her to replace the internal jumpsuit entirely using a (relatively safe) Planar bright green leather-like substance retrieved from the Moors, and was able to integrate Naliyna's unusual requests to interweave hundreds of flexible gel-like Empire crystalline fibers throughout it.
  2521. Using a great deal of her (definitely banned, though not actually illegal to utilize) knowledge from Hodch's teachings, Aiutante went the route of imbuing the connected metallic, pseudo-metallic, and crystalline components with greater flexibility, despite the fact that hi-alloy Gozkan steel and Empire crystalline materials normally resist such.
  2522. Further modifying the external armor and internal components with (highly banned, yet not TECHNICALLY illegal) micro-enchantmarents to give all components a high degree of latent magical malleability, also making the entire exoskeleton simpler to improve upon in the future, Aiutante finished off her work by inscribing a a confoundingly difficult to translate anti-shock enchantmarent. As a result, only the heaviest weapons would produce recoil adverse enough to effect Ivan's accuracy.
  2523. Stumped for a while on how to make the armor 'move' when Ivan needs to, Naliyna's quiet studies on adapting human technologies to Crystal technologies gave her an idea:
  2524. Devising a bio-crystalline locomotive feedback system, essentially a personalized, miniature crystal hololith (without an InterPony) that imprints Ivan's movements, then translates said motions into degrees, fractions, and force of motion. Building off Lann’s work, Naliyna wove the thousands of Empire crystal strands together and flex-programmed the entire jumpsuit to, as a whole, act as an outer layer of musculature.
  2525. Despite the process being a bit flawed, this allows Ivan to utilize the exoskeleton as if it were an external, albeit heavy, layer of skin; as such he is able to ‘feel’ pressure and temperature as per normal. In short, the crystalworks system translates enough data through the crystalline bio-mesh that Ivan is able to physically feel objects at an almost-normal state while being fully protected.
  2526. Satisfied that she was able to modify the system with little more than a hum, Naliyna went on to integrate a complex series of interlinked heatstones and coldstones throughout the frame's interior, giving it a highly advanced air-conditioning system in the process.
  2527. Lastly, the five debated what color to paint it, and settled for giving it a coat of 'everything' using a mixture of most every metal in the Workshop using a flawless diamond as a base.
  2528. -Armor Value: provides 5DR to the entire body, except the neck
  2529. -Armor Class: Heavy Exosuit, Minorly Modified
  2530. -Enchantmarent Slots: 0/2 remaining
  2531. -Resonant Slots: 0/2 remaining
  2532. -Bio-Crystalline Enhancement #1: the Undercharged Crystalline Mesh-Fiber Weave greatly increase Ivan's own physical strength, adding +2 to all Assault/Parry/Riposte rolls; furthermore it is incredibly difficult to disarm weapons, shields, and tools
  2533. -Bio-Crystalline Enhancemarent #2: Temperature Regulation System allows Ivan to control the exterior heat and cold levels with little more than telling it what he desires, internally he may modify the humidity and temperature with nothing more than a direct order
  2534. *Magical Enhancemarent #1: 4 Kanpri-Diamondine Artifact Containers (+1 in the Workshop currently containing pieces of a Flash artifact)
  2535. -Mechanical Enhancement #1: Moderately Tuned Tallus-made Servos allow Ivan to walk and jog at normal speeds; as such Ivan cannot roll higher than [1d6+1] when attempting to move although he is able to utilize Block/Evasion/Reaction Speed normally
  2536. -Mechanical Enhancemarent #2: Phase-Shifting Paint adds +1 to all non-combat Stealth rolls
  2537. -Mechanical Enhancement #3: Solidified Bio-Crystalline Fibers allow Ivan to utilize Heavy Weapons WITHOUT penalties, except for weapons that are either too heavy or unwieldy (or both) to use
  2538. -Mechanical Enhancement #4: this Exoskeleton may be dropped (or thrown) up to 50M and land without suffering any damage, regardless of angle
  2539. -Utility Enchantmarent #1: Basic Anomalous Protection Suite grants a [1d6+5] <Elemental Resistance roll that protects against all forms of exclusively non-penetrating magic, including Druidry, Elemarental effects, Mystical, and Sorcery
  2540. *Ignores 1/2 of ALL Radiation and similar effects, can be modified further
  2541.  
  2542. -Modified Stalker Exohelmet (Crystal-Forged, Custom-Fit, Experimental Tech, Personal, Tallus-made): copied and built from scratch due to the original's damage, this Stalker Exohelmet’s functionality has been greatly expanded through the combined efforts of Naliyna, Helping Hoof, Lann, Auitante, and Krinza.
  2543. Helping Hoof, with some assistance from Krinza, redesigned the entire blueprint, expanding the interior several times to accommodate a complete Temperature Regulation System for Naliyna, additional space for Lann's custom work, and one of the last remaining enhanced radio suites developed by Spiral.
  2544. Improving upon the original's heavy weight by adding more, Helping Hoof cast five pieces together from a newly acquired block of Gozkan hi-alloy steel. Fit, then melded together by Krinza, the pair inscribed an extensive set of runes and sigils that would protect it from shattering, even against a minotaur’s weaponry.
  2545. Aiutante's contributions were twofold: first runing over the melded seams using micro-sigils which allow the helmet to absorb and delocalize damage while reducing all but the most extreme of concussions to virtually nothing (INCREDIBLY banned though not illegal).
  2546. The second of Auitante’s inclusions came in the form of a heavy sound dampening sigil (possibly not banned, but miserably time consuming) that wouldn't interfere with the electronic systems, and can dampen exterior sounds down to approximately 5%.
  2547. Passed over to Lann, she layered a large amount of purified Tallus-native rubber across most the interior as an anti-spalling feature, then covered by ten layers of comfortable, sweat-wicking cotton and silk blends.
  2548. Seeing the chance to put his Grandmaster Smith skills to the test, Krinza was able to incorporate two large visor lenses, comprised of a multi-layered diamondine and rubynine meta-composite. This allows the lenses to dim, refract, and enhance light at Ivan's command, providing a (mostly) magical thermal or night vision system.
  2549. -Armor Value: provides 4DR to the entire head
  2550. -Armor Class: Modified-Heavy
  2551. -Enchantmarent Slots: 0/2 remaining
  2552. -Resonant Slots: 1/1 remaining
  2553. -Bio-Crystalline Enhancemarent #1: Temperature Regulation System allows Ivan to control the interior's heat, cold, and humidity levels with little more than telling it what he desires
  2554. -Electronic Enhancement #1: a fully integrated Enhanced Squad-Command Radio System, one of the few remaining from before Spiral's disappearance, allows Ivan to communicate and sync with nearby Operators up to a range of 10 miles, also functioning as a transmitter up to 25 miles
  2555. -Magical Enhancemarent #1: cannot be Blinded or Deafened without extreme measures
  2556. -Magical Enhancemarent #2: grants a [1d6+3] <Night Vision OR <Thermal roll
  2557. -Mechanical Enhancemarent #1: negates the duration & effects of Concussions unless caused by excessively powerful blows or force
  2558. -Mechanical Enhancemarent #2: a brand new, Tallus-made micro-flashlight created by Helping Hoof and Krinza, grants a [1d6+4] <M.Flashlight roll
  2559. -Mechanical Enhancemarent #3: an integral closed-circuit micro/macro air filtration system, based on Helping Hoof's understanding of Spiral's late technical knowledge, grants an absurd degree of protection from airborne particulates. Nearly all toxins, chemicals, elements, and even magic based pseudo-particles, including those analogous or vaguely similar to radiation, have an extremely difficult time penetrating the helmet's severely overbuilt rear-facing design
  2560.  
  2561. *****
  2562. >CLOSE COMBAT WEAPONRY: none
  2563.  
  2564. *****
  2565. >RANGED WEAPONRY:
  2566. >Custom M134 (Special Heavy Weapon Traits: Advanced, Bulky, Heavy, Modified, Two-Handed, Unique-Copied): a custom ordered, extensively refit, 70-pound 7.62x51MM NATO chaingun.
  2567. Capable of firing continuously for up to 5 minutes on end before barrel overheating becomes an issue due to Anon replacing the original barrel with a rapid heat exchanging Lumen-kanpri-tungsten composite alloy.
  2568. ["Hopefully Princess Luna won't be too angry at me. Why might she be furious? Using her preferred metal for anything other than armor is.. honestly? A severe waste. I needed it at the time and she still owes me two games of strip poker. Nah, not that kind. You know how Sea's Bounty mares fear taking off their socks? We were going to hit their Beach Fort, play cards with a bunch and see just how many socks we could win off them. What a- I'd give them back after the rounds are done, the fuck you think I'd be doing!?" -Anonymous, Third Human Gestalt]
  2569. The helicopter electrical plugin system was replaced by a single unprotected medium-sized power crystal, tuned for precise voltage and amperage by Spiral, which was later shunted into an armored kanpri compartment and tuned once more via Anon's newish expertise in electrical systems.
  2570. Originally requested by one of Razorback's First 100, Anonymous has spent considerable time salvaging electronics throughout the Third Era, and recently begun developing new variants of laser targeting systems. Primarily focused on extending functional range and improving durability, also looking into methods to reduce shock from heavy rifles and the like, most of his efforts have been rewarded with high quality sidegrade variants such as this one.
  2571. 'Attached' between the barrels is a semi-Float core improved laser targeting system, with greatly extended range and a pseudo-gel anti-shock compound to keep it stable during firing.
  2572. Came with roughly a hundred boxed and paired 250-round cartridge belts, a manual, and an impressively large cleaning kit with instructions. Formerly left on a heavy pintle mount on the south side of Razorback Fortress' main Western Gate overlooking the clearing, when otherwise not lugged around by Hollow.
  2573. Was placed in the Armory by Hodch due to more than a few Tartarus Air Corps. pegasi using it as a springboard. He's still quite angry at their shenanigans.
  2574. *Is most definitely possessed by a certain Gundere from an archaic anime called ‘Gunsmith Cats’.
  2575. *Is ALSO a Moon Chime ‘Copy’.. which means there’s ANOTHER of these somewhere in Razorback Fortress.
  2576. -Base Modifier: adds +5 to all Heavy Weapons rolls
  2577. -Ammunition Class: Special Heavy Weapon, 7.62x51MM NATO
  2578. -Armor Pierce: 4
  2579. -Ammunition Belt Size: 250/250 cartridge belt. Comes with... a lot of fucking ammo. Seriously, don't shatter your spine(s) trying to carry all the belts
  2580. -Maximum Optimal Range: 600M with a penalty of -1 per 300M beyond this range
  2581. -Maximum Effective Range: 1,500M.. theoretically.
  2582. -Pseudo-Crystalline Enhancement #1: Reinforced Solid-Crystalstate Laser System adds +1 to all Heavy Weapon rolls, maximum range of 1,000M
  2583. *ERA: Modified-Enhanced Late Information Age
  2584.  
  2585. >Dragunov (Weapon Traits: Personal): a stock squad-support rifle for use by designated marksmen, designed by many Soviet countries or their analogues, specifically for long range anti-personnel or light anti-vehicle applications, and, sometimes, assassination.
  2586. While an older design, the Dragunov, using the ubiquitous 7.62x54mmR cartridge, is still a rather common combloc/Warsaw Pact rifle to find, owing to it's ease of maintenance and excellent accuracy.
  2587. A cleverly redesigned PSO-1 scope with numerous internal chevron markings for bullet drop & elevation, windage (wind speed), and even a Generation 1 infrared system for use at night or low light conditions.
  2588. -Base Modifier: adds +2 to all Battle Rifle rolls
  2589. -Ammunition Class: 7.62x54mmR, Battle Rifle
  2590. -Armor Pierce: 2
  2591. -Magazine Capacity: 10/10 cartridges, comes with 4x magazines
  2592. -Maximum Optimal Range: 500M with a -1 penalty per 300M beyond this range
  2593. -Maximum Effective Range: 1,400M
  2594. -Attachmarent #1: PSO-1 Scope: adds +1 to all Battle Rifle & +2 to a SINGLE Perception roll only when in use
  2595. -Modification #1: Anti-Recoil Adjustmarents: negates all recoil penalties
  2596.  
  2597. >G36A (Weapon Traits: Personal): a Heckler & Koch made combat rifle with an integrated scope, using the 5.56x43MM NATO cartridge, and intended to replace the earlier, heavier H&K G3.
  2598. Although the G36 often suffered from overheating after several magazines and rather poor magazine while overheated, the A-variant corrected this issue with a slower firing rate, a thicker barrel, and aluminum parts rather than polymer or plastic.
  2599. -Base Modifier: adds +2 to all Combat Rifle rolls
  2600. -Ammunition: 5.56x43MM NATO, Combat Rifle
  2601. -Armor Pierce: 1
  2602. -Magazine Capacity: 30/30 cartridges. Comes with 6x magazines
  2603. -Maximum Optimal Range: 300M with a -1 penalty per 100M beyond this range
  2604. -Maximum Effective Range: 800M
  2605. -Attachmarent #1: Integrated Scope: adds +1 to Combat Rifle rolls & +2 to a SINGLE Perception roll only when in use
  2606.  
  2607. >M9 Beretta (Weapon Traits: Personal): a common, rather ordinary semi-automatic pistol in 9MM.
  2608. -Base Modifier: adds +2 to all Small Arms rolls
  2609. -Ammunition Class: 9x19MM, Small Arms
  2610. -Magazine Capacity: 16/16 cartridges. Comes with 6x magazines
  2611. -Maximum Optimal Range: 50M with a -1 penalty per 25M beyond this range
  2612. -Maximum Effective Range: 100M
  2613. -Attachmarent #1: External Suppressor: this weapon is 60% Suppressed, requiring a Perception roll of 7 or higher in order to identify the direction fired from
  2614.  
  2615. *****
  2616. >SUPPLIES: none
  2617.  
  2618. *****
  2619. >COMMON ITEMS: Binoculars, Compass, Guitar, Goggles
  2620.  
  2621. *****
  2622. >EXPLOSIVES: 4x Shrapnel Grenade
  2623.  
  2624. *****
  2625. >MEDICAL ITEMS: 8x Emergency Medical Pouches
  2626.  
  2627. *****
  2628. UNIQUE ITEMS:
  2629. >3x Vendor Coupons: a large white coupon with a printed, constantly changing stamp of Discord holding a Discord face mask, which is holding up a sign with Discord.
  2630. 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~!"
  2631.  
  2632. >[REDACTED] [REDACTED] PDA: a heavily modified (but probably Samsung brand) Personal Data Assistant with all of the unnecessary components and software stripped out to allow for extensive modifications and protection.
  2633. Due to the Zone's intense background radiation, interference from anomalies, propensity for bizarre damage, and other problems, all PDA's transferred, sold, or smuggled in have received extensive tinkering, either by Ecologists, the Military, internal, or external factions.
  2634. Hardened against both EMP and radiation by a clear lead-quartz armored plate atop a full color LED screen, the casing is replaced by a steel or titanium alloy, then further protected by layering various artifacts, given internal microbattery produced by tuning a Flash chunk, and lastly an integral pseudo-GPS regional mapping system completes the ensemble.
  2635. *Functions as a [1d6+4] <Map so long as regional data is acquired
  2636. *Functions as a [16+2] <Mapping System
  2637. *Functions as a radio and transceiver with a 25KM radius
  2638.  
  2639. *****
  2640. >ZONE ARTIFACTS, CLEAR SKY ERA:
  2641. >Slug: a palm sized chunk of what looks like a plasticized, brown semi-clear glass, weighing one pound (or 2.2KG).
  2642. One of the more common artifacts found through the Zone, Slugs are noteworthy due to the fact that they only form in a Fruit Punch anomaly.
  2643. These pools of post-radioactive acids have exceptionally corrosive properties and can injure Stalkers within a 3M radius, which lead scientists to question how the restorative capability even functions.
  2644. *When worn Ivan may not suffer from Bleeding
  2645. *Grants a [1d6+4] <Recovery roll that heals and stops up to Moderate Bleeding, also giving +2HP per turn for [1d6] turns
  2646. *Increases the damage Ivan takes from Fire, Poison/Acid, and chemicals by 1/4; causes +1 Radiation per turn
  2647. -Price: 2,500 rubles (2,500 Rushyan Snootles)
  2648.  
  2649. >Sparkler: a rather strange piece of vulcanized crystal, eerily and accurately shaped like a human vertebrae, weighing one pound. Taking the form of a double-fist sized sphere, Sparklers are a roiling mass of electricity contained inside a white, blue, and yellow colored sphere, somewhat resembling a Tesla Ball.
  2650. Another highly common Zone artifact, the Sparkler is well known for increasing the wearer's physical endurance and stamina regeneration, making them highly appreciated on long treks so long as a source of anti-radiation is available.
  2651. Formed exclusively in the highly volatile and extremely widespread Electro anomaly, one with a 10M electrical hazard radius that is progressively more lethal towards the center, Sparklers are more curious to the Ecologist faction than Flash artifacts due to their unusual creation and the bizarre, wholly unknown elemental makeup.
  2652. While distinctly related to the Flash artifact, Sparklers are incapable of electrocuting the bearer: instead, a Sparkler is able to actively ‘smooth’ out fluctuations in electric field densities. One proposed use (which was rarely been deployed or in use throughout the Zone during Clear Sky’s time) was as a power converter for electrical devices, particularly sensitive electronics, but WAS definitely used in solderers, welders, and other necessary equipment.
  2653. Lastly, and perhaps the most bizarre fact, the Sparkler is only visible from Midnight to 5AM in the Zone. If dropped or lost, a Sparkler becomes completely invisible, and cannot even be located using a Detector.
  2654. *Adds +1 to all Block/Evasion/Reaction Speed/Sprint rolls to either himself or ONE ally each turn, but Ivan must be able to touch said ally
  2655. *Grants a [1d6+4] <Psionic-Block defensive ability, effective only against Psionic damage and abilities
  2656. *Causes Fatigue to occur 30% slower
  2657. *Increases Lightning Damage by 1/4 and causes +1 Radiation each turn
  2658. -Price: 2,500 rubles (2,500 Rushyan Snootles)
  2659.  
  2660.  
  2661.  
  2662. ***************************************************************************************************************************************
  2663. Jeff:
  2664.  
  2665. *****
  2666. >PERSONAL ARMOR:
  2667. >Blood Drinker's Terror Half-Mask (Armor Traits: Custom-Fit, Lunar-Forged, Magitek-Forged, Unique): A custom fit and shaped, gunmetal gray colored titanium plate protector with a sealed custom made integrated gas mask along with one of Spiral's original miniature radio systems.
  2668. The image of Belltower snarling across the bottom half in black platinum covers the mouth section, giving it a particularly intimidating appearance, especially to ponies.
  2669. -Armor Value: provides 1DR across the lower face
  2670. -Armor Class: Medium Half Mask
  2671. -Enchantmarent Slots Remaining: 0/2
  2672. -Utility Enchantmarent #1: grants permarenent water-breathing
  2673. -Utility Enchantmarent #2: adds +2 to all Intimidation rolls, improved to +3 when used against ponies, excepting batponies, certain Night & Lunar Guard, Starborn, Honor Guard, or those that are Fearless
  2674.  
  2675. >Completed Ranger's Armor (Armor Traits: Custom-Fit, Magitek-Forged, Unique Legendary Permarenent Artifact): A unique black and cobalt blue striped armored suit, resembling the advanced combat armor of his home world, grandmaster refit by Spiral and Krinza.
  2676. Empress Silver, building off Krinza's prototype work, completed his armor with the addition of two etched titanium alloy 75th Ranger pauldrons, one for each shoulder.
  2677. *Touched by the Empress
  2678. -Armor Value: provides 5DR, full body
  2679. -Armor Value: Enhanced Light
  2680. -Enchantmarent Slots Remaining: 0/5
  2681. -Defensive Enchantmarent #1: reduces all Elemarental damage by 1/4, whether physical or Mystical in nature
  2682. -Mechanical Enhancemarent #1: adds +1 to all non-combat Stealth rolls
  2683. -Reactive Enchantmarent #1: grants an AUTOMATIC defensive [1d6+X] <Piercing Mist Blackspike ability that ignores DR and is virtually impossible to Block or Evade, returning harm to the FIRST attacker during the previous turn, where +X is the highest physical modifier from any attacker's rolls that successfully struck Jeff during the previous turn
  2684. -Utility Enchantmarent #1: adds +2 to all Iron Will & Leadership rolls
  2685. -Utility Enchantmarent #2: adds +2 to a SINGLE standard skill during an Operation
  2686.  
  2687. >FAST Tac-Helmet (Armor Traits: Advanced, Composite, Custom-Fit, Unique-Copied): A slightly post-modern ballistic helmet from Jeff's world, widely used by many countries' armed forces.
  2688. Composed of high-modulus polyethylene interspersed with thin titanium-carbide plating, allowing it to resist great amounts of impact and reducing overall weight compared to the more traditional, thickly layered kevlar helmets.
  2689. Comes with a front mount for NVG systems and ARC side rails; the right rail is occupied by a low-profile LED flashlight, and the left by Jeff's live-feed camera.
  2690. The shell is colored and styled to match his armor, as well as modified to accommodate his half-mask.
  2691. -Armor Value: provides 2DR to most of the head
  2692. -Armor Class: Light Helmet
  2693. -Enchantmarent Slots Remaining: 1/1
  2694. -Electronic Enhancemarent #1: allows Jeff to share his TacPad's video feed
  2695. -Mechanical Enhancemarent #1: reduces the duration & effects of Concussions by 1/2
  2696. -Mechanical Enhancemarent #2: grants a [1d6+4] <S.Flashlight roll
  2697.  
  2698. *****
  2699. >CLOSE COMBAT WEAPONRY:
  2700. >[Name Unknown] (Weapon Traits: unknown): when compared to a 'normal' biteblade, this verifiably archaic Lunar Guardian example is magnitudes above and beyond, created to the exacting specifications of Princess Luna during the troubled period between the Early and Middle Dynasty Eras.
  2701. The blade, hoofle/handle, and short blocky guards are all made from excellent stock diamondine layered atop kanpri, giving it a steadily shifting blue-red-purple, though tinges of white across the blade's edge can be viewed at uncommon intervals.
  2702. Like most specialized weapons from that era, this one contains a vaguely sentient batpony assassin thoughtform that functions as an 'assistant' of sorts. Though it has no sapience and is unable to do more than guide the user, a small amount of caution is still advised.
  2703. Unlike most diamondine weapons this one is relatively light, so to speak, only weighing a full pound.
  2704. *Acquired by Jeff from a Lunar Collective crypt north of Basin Village in the Moors.
  2705. -Melee Weapon Class: Light, Modified
  2706. -Base Modifier: adds +5 to all Assault/Parry/Riposte rolls
  2707. -Enchantmarent Slots Remaining: unknown
  2708. -Offensive Enchantmarent #2: grants a [1d6+6] <Nightfang non-Elemarental attack that ignores DR and inflicts Bleeding against living targets; also causing double damage to Fragile AND Armored/Heavily Armored targets
  2709. -Offensive Enchantmarent #1: grants a [1d6+6] <Sacred Thirst non-Elemarental attack that drains either the life force of living targets, known as Anima, OR the non-life force of deceased targets, known as Animus, restoring the user's HP or S.HP by the result-2. This ability does not function against most Eldritch beings, or specific Planar beings that are neither alive, dead, or a combination of the two; furthermore it cannot be resisted nor the harm reduced.
  2710. *SHOULD a single target contain both Anima & Animus energies, the damage is instead TRIPLED and the target will then suffer a -4 penalty to all rolls for the next 6 turns
  2711. -Offensive Enchantmarent #3: grants a [1d6+6] <Void-Flux Bite strike that ignores DR, furthermore causing any wounds inflicted by this weapon to be difficult to heal from
  2712. -Utility Enchantmarent #1: when used by a living being, this weapon grants a [1d6+6] <Assassin's Senses ability which subtly guides the user's strikes towards the weak points of a specific target, indicated by the weapon itself 'pulling' towards the most viable one to exploit; this ability may only be used a maximum of two times per unique target
  2713. -Sword and Board: can be used in tandem with Small Arms or other 1-handed weapons, but may not use with 2-Handed weapons
  2714.  
  2715. >Enchanted Combat Knife
  2716. -Melee Weapon Class: Light
  2717. -Base Modifier: adds +1 to all Assault/Parry/Riposte rolls
  2718. -Offensive Enchantmarent: grants a [1d6] <Shadow Elemarental attack
  2719.  
  2720. >Perfected Impact-Dispersion Gauntlets (Weapon Traits: Lunar-Forged, Magitek-Forged, Unique Legendary Permarenent Artifact): a pair of exceptional leather gloves covered by woven mythril mesh fit overs.
  2721. Several sets of segmarented plates extend from the knuckles up to the elbow, with a series of batpony runes scrawled across each arm: Honorable, Leader, Chivalrous, Pathfinder, Negotiator, Wingplayer, and Mango Carrier, the last one coming from a shared pegasi-batpony story involving Veterans carrying around young fliers, teaching them to fly properly.
  2722. Each knuckle features a metacrystallized black platinum oval, emblazoned and inscribed with powerful alternating unicorn runes and gryphon sub-glyphs that signify the Elemarent of Lightning.
  2723. Ten short claws are embedded atop the finger guards, and can be locked into place for constant use, allowing Jeff a slight piercing capability with them.
  2724. *Grandmaster reforged by Krinza, Perfected by Luna
  2725. *Touched by the Empress
  2726. -Melee Weapon Class: One-Handed
  2727. -Base Modifier: adds +4 to all Assault/Parry/Riposte rolls
  2728. -Enchantmarent Slots Remaining: 0/4
  2729. -Passive Enchantmarent: adds +1 to all Evasion rolls
  2730. -Offensive Enchantmarent #1: grants a [1d6+2] <Lightning Elemarental attack
  2731. -Offensive Enchantmarent #3: THREE times per Operation, Jeff may utilize a <Dispersion effect, causing 50% of the total damage inflicted to jump to the closest enemy target as an arcane beam of non-elemarental energies; if an opponent Blocks the weapon this crystal is enchanted to, that damage will automatically strike them instead. Unless fully Evaded, this effect MUST always occur
  2732. -Offensive Enchantmarent #3: TWICE per Operation, Jeff may use the Impact Seal imbued within both to Stun any targets in close range using all Assault rolls as normal, or use against heavily armored opponents or fortifications to deal double damage
  2733. -Mechanical Modification #1: Armored Gauntlet Block: adds 2DR and grants an additional <Block roll when defending in close combat
  2734. -Mechanical Modification #2: Claws: when extended and used in combat, these armored claws have Armor Pierce 1 (negates 1DR) and automatically cause Bleeding
  2735. -Utility Modification #3: Sticky: any items held cannot be disarmed
  2736.  
  2737. >Void Diver's Transfused Tomahawk (Weapon Traits: Lunar-Forged, Otherworld-Forged, Unique Legendary Void Artifact): created from a single long Void Diver's claw, it was formerly a single-edged 14" blade, though Krinza has recently reforged it into a 6" long tomahawk blade with a 3" spike on the rear, considerably thicker and as a result numerous magnitudes more durable than 'tactical' styled variants.
  2738. The entire lower section of the claw, an otherwise brittle and rather useless material, has been removed and replaced with a 14" long handle of softened, enchanted ironwood further reinforced via woven steel wire, the human styled improvemarents adding greater durability and reducing shock on impact.
  2739. The handle was then rewrapped entirely using four carefully molded regal drake scales as they provide exceptional gripping qualities, which were then overtaken by purple and black Void tendrils, giving the weapon a distorted, constantly moving appearance.
  2740. Krinza was careful enough not to disturb the weapon's transfusion by Princess Luna, though like all weapons created using Void materials, this one is best kept in the hands of of those that are not easily affected by strange phenomarena.
  2741. *Grandmaster transfused by Princess Luna
  2742. -Melee Weapon Class: Light-Modified
  2743. -Base Modifier: adds +3 to all Assault/Parry/Riposte rolls
  2744. -Enchantmarent Slots Remaining: 1/3
  2745. -Armor Pierce: 2 (negates 2DR)
  2746. -Offensive Enchantmarent #1: grants a [1d6+2] <Voidrend Elemarental attack
  2747. -Offensive Enchantmarent #2: grants a [1d6+2] <Planar Raze non-Elemarental attack that ignores DR and always causes Bleeding on organic targets, OR causes double Armor damage against non-living targets
  2748. -Axe and Board: can be used in tandem with Small Arms or other 1-handed weapons, but may not use with 2-Handed weapons
  2749.  
  2750. *****
  2751. >RANGED WEAPONRY:
  2752. -A.A.C. Honeybadger (Special Weapon Traits: Advanced, Custom, Unique-Copied): an improved, fairly advanced semi-automatic, 3-round burst, and fully automatic firing mode capable Personal Defense Weapon (PDW), specialty chambered in the proprietary subsonic armor-penetrating .300 Blackout round. Based off a modified, well tuned M4X-platform.
  2753. This compact weapon features a suppressor that takes up almost the entire barrel making it practically silent, while the slow subsonic round punches through most standard armor. Unfortunately the range and significant dropoff leaves much to be desired.
  2754. -Base Modifier: adds +4 to all Small Arms rolls
  2755. -Ammunition: .300 Blackout, Specialized Anti-Personnel
  2756. -Armor Pierce: 3
  2757. -Magazine Capacity: 30/30 cartridges, comes with 3x magazines
  2758. -Maximum Optimal Range: 150M with a -1 penalty per 150M beyond this range
  2759. -Maximum Effective Range: 600M
  2760. -Attachmarent #1: Holosight: adds +1 to Small Arms rolls, only when in use
  2761. -Modification #1: Integral Suppressor, this weapon is 90% Suppressed, requires a Perception roll of 10 or higher in order to identify direction fired from
  2762.  
  2763. -Cheytac M300 Intervention (Special Weapon Traits: Advanced, Composite, Custom, Unique-Copied): a matte black, precision engineered bolt-action sniping rifle, specifically designed to utilize the powerful .408 Cheytac cartridge.
  2764. Created to engage a wide range of targets, everything from individuals to heavily armored medium tanks, at ranges up to 2,500M (and possibly further). Tthe massively overengineered .408 delivers nearly the same punch as the .50 BMG with significantly increased accuracy, and virtually the same penetration.
  2765. Comes with three 7-round magazines, a reinforced bipod, a high quality thermal scope with the ability to switch the thermal function off, and a Spiral-made, internally baffled one piece suppressor to replace the original muzzle brake that came with it.
  2766. After some experimentation with human technology, Krinza improved the thermal scope's clarification and magnification by etching a number of archaic unicorn rune-scripts across each lens, afterwards sealing the markings with extremely thin layers of clear diamondine.
  2767. -Base Modifier: adds +4 to all Battle Rifle rolls
  2768. -Ammunition Class: .408 Cheytac, Specialized Anti-Armor
  2769. -Armor Pierce: 4
  2770. -Magazine Capacity: 7/7 cartridges, comes with 3x 7-round magazines
  2771. -Maximum Optimal Range: 600M with a -1 penalty per 600M beyond this range
  2772. -Maximum Effective Range: 2,400M
  2773. -Attachmarent #1: 12x Thermal Scope: adds +1 to all Battle Rifle rolls & +4 to a SINGLE Perception roll only when in use
  2774. -Attachment #2: Bipod: adds +1 to Batle Rifle rolls only when in use
  2775. -Modification #1: Custom External Suppressor: this weapon is 80% Suppressed, requiring a Perception roll of 9 or higher in order to identify direction fired from
  2776. -Modification #2: Recoil Absorbing Stock: negates all recoil penalties
  2777.  
  2778. -Colt M1911 (Weapon Traits: Personal): a modern upgrade of the venerable 1911 .45ACP, with tighter tolerances, slightly better handling, range, and ergonomics.
  2779. -Base Modifier: adds +2 to all Small Arms rolls
  2780. -Ammunition Class: .45 ACP, Magnum Small Arms
  2781. -Armor Pierce: 0
  2782. -Magazine Capacity: 7/7 cartridges, comes with 3x magazines.
  2783. -Maximum Optimal Range: 50M with a -1 penalty per 50M beyond this range
  2784. -Maximum Effective Range: 150M
  2785.  
  2786. -Glock 17 (Weapon Traits: Personal): a (mostly) polymer 9x30MM semi-automatic pistol, noted for it's expense, high cost of replacemarent parts, and tendency to become a miniature grenade.
  2787. -Base Modifier: adds +2 to all Small Arms rolls
  2788. -Ammunition Class: 9x19MM, Small Arms
  2789. -Armor Pierce: 0
  2790. -Magazine Capacity: 16/16 cartridges, comes with 3x magazines
  2791. -Maximum Optimal Range: 50M with a -1 penalty per 25M beyond this range
  2792. -Maximum Effective Range: 100M
  2793.  
  2794. -Kriss Vector Super V (Weapon Traits: Personal): a technological upgrade & enhancemarent designed off the venerable 1928 Thompson platform, intended to be used as a much more powerful alternative PDW (Personal Defense Weapon) to the MP5 and MP7.
  2795. -Base Modifier: adds +2 to all Small Arms rolls
  2796. -Ammunition Cass: .45 ACP, Magnum Small Arms
  2797. -Armor Pierce; 0
  2798. -Magazine Capacity: 30/30 cartridges, comes with 3x magazines
  2799. -Maximum Optimal Range: 75M with a -1 penalty per 25M beyond this range
  2800. -Maximum Effective Range: 150M
  2801. -Attachmarent #1: Holosight: adds +1 to Small Arms rolls when in use, cannot be used in conjunction with Laser Sight
  2802. -Attachmarent #2: Laser Sight: adds +1 to Small Arms rolls when in use & has a maximum effective range of 200M, cannot be used in conjunction with Laser Sight
  2803.  
  2804. -M9 Beretta (Weapon Traits: Personal): a common, rather ordinary semi-automatic pistol in 9MM.
  2805. -Base Modifier: adds +2 to all Small Arms rolls
  2806. -Ammunition Class: 9x19MM, Small Arms
  2807. -Armor Pierce: 0
  2808. -Magazine Capacity: 16/16 cartridges, comes with 3x magazines
  2809. -Maximum Optimal Range: 50M with a -1 penalty per 25M beyond this range
  2810. -Maximum Effective Range: 100M
  2811. -Attachmarent #1: External Suppressor: this weapon is 60% Suppressed, requiring a Perception roll of 7 or higher in order to identify the direction fired from
  2812.  
  2813. -Mk. VII Magnum Research Desert Eagle (Weapon Traits: Bulky, Heavy, Personal): a heavy, expensive, and fairly bulky semi-automatic pistol designed by Magnum Research, then revised by IMI.
  2814. This particular model, the Mark VII, is chambered in the powerful .50 Action Express cartridge, and was explicitly marketed as a big game defense & hunting pistol, particularly for wild boar and bear.
  2815. Despite it's nearly overwhelming recoil and stiff, easily damaged springs, helpfully replaced by Anon at some point in time, the Mk. VII is quite lethal against most targets.
  2816. -Base Modifier: adds +2 to all Small Arms rolls
  2817. -Ammunition Class: .50AE, Magnum Small Arms
  2818. -Armor Pierce: 1
  2819. -Magazine Capacity: 7/7 cartridges, comes with 3x magazines
  2820. -Maximum Optimal Range: 100M with a -1 penalty per 50M beyond this range
  2821. -Maximum Effective Range: 200M
  2822.  
  2823. -Model 29 Colt Python (Weapon Traits: Personal): an older, but still quite capable, 6-cartridge cylinder revolver in .357 Magnum, one of the first production line swinging cylinder models, adding to a reputation that would last well over 50 years.
  2824. *Stored in the Sportsman's rear cargo compartmarent.
  2825. -Base Modifier: adds +2 to all Small Arms rolls
  2826. -Ammunition Class: .357 Magnum, Magnum Small Arms
  2827. -Armor Pierce: 1
  2828. -Cylinder Size: 6/6 cartridges, comes with 3x speed loaders
  2829. -Maximum Optimal Range: 100M with a -1 penalty per 50M beyond this range
  2830. -Maximum Effective Range: 200M
  2831.  
  2832. -Spellslinger's Revolver (Special Weapon Traits: Magitek-Forged, Unique-Copied Permarenent Legendary Artifact): a custom Magitek-made copy of a Taurus Judge revolver, the cylinder modified to utilize six elemarentally-imbued cylindrical power crystals in place of traditional ammunition.
  2833. The rest of the weapon was strengthened and imbued with warding properties to combat physical degradation from constant use.
  2834. -Base Modifier: adds +2 to all Small Arms rolls
  2835. -Ammunition Class: Elemarental. May fire either an <Anti-Elemarental Bolt OR <Elemarental Bolt of the following Elemarents: Air, Fire, Ice, Lightning, Poison, or Void; though cannot use the SAME Elemarent consecutively or negative effects will begin occurring.
  2836. -Maximum Optimal Range: 100M with a -1 penalty per 50M beyond this range
  2837. -Maximum Effective Range: 200M
  2838.  
  2839. *****
  2840. >SUPPLIES: none
  2841.  
  2842. *****
  2843. >COMMON ITEMS:
  2844. -Binoculars, 3x Chemlights, Compass, Duct Tape, Goggles, Flint & Steel, Multi-Tool, 3x Road Flares, Map, Mess Kit, Remote Detonator, 2x Rope, Shovel, Sunglasses, Wrist Watch, 4x Zip Ties, Zippo Lighte
  2845.  
  2846. *****
  2847. >EXPLOSIVES: 1x Smoke
  2848.  
  2849. *****
  2850. >MEDICAL ITEMS: 1x Emergency Medical Pouch, 1x Morphine Syrettes
  2851.  
  2852. *****
  2853. UNIQUE ITEMS:
  2854. -Advanced Combi-Goggles: adds a +3 <NVG and/or a +3 <Thermal modifier to one or two Perception-type rolls.
  2855.  
  2856. -Advanced Lockpicks: 4 sets of human-sized lockpicks made from a tungsten-titanium composite on a titanium ring, featuring 12 specific tools for defeating tumbler, wire, and snare type locks.
  2857. -Adds +2 to all Lockpicking rolls
  2858.  
  2859. -Blackspine Devourer Plate: a damaged piece of spiked armor from a Blackspine Devourer, an Otherworldly creature sometimes found near the Scars of the Moors, appearing as literal living mist.
  2860. *When infused to armor the fragment's essence copies and returns physical harm done with an AUTOMATIC defensive [1d6+X] <Piercing Mist Blackspike ability that ignores DR and is virtually impossible to Block or Evade, returning harm to the FIRST attacker during the previous turn, where +X is the highest physical modifier from any attacker's rolls that successfully struck Jeff
  2861.  
  2862. -Black Sand: a woven pouch of black sand, given to Shadow Wings by the Overking as a reward for completing the task of entering and exiting a copy of the Overking's Palace without being detected. Recovered from Cluda after having narrowly escaped the Fortress's defenses and Ethereal Remnant's iron grip. Entirely benign. Sits on Jeff's desk in his master bedroom on a custom-built display stand.
  2863. *Currently missing.
  2864.  
  2865. >Bushnell Elite Spotting Scope: an incredibly high quality, rubberized armor-coated spotting scope with power adjustment up to 60x, and three matte black coated extruded aluminum legs.
  2866. The internal lenses are covered in specialized coatings which deliver flawless color fidelity and optimal light transmission for ultra-crisp images at long range.
  2867. Comes standard with a targeting reticle and scale to calculate distance and windage out to 2 miles. Virtually weather-proof.
  2868. *Replaces all Scouting rolls with a single [1d6+12]
  2869.  
  2870. >Captain's Sigil: a small, ornately engraved shield bearing the symbolic crest of a mercenary pegasi Captain in an aggressive pose that infuses the bearer with an inspiring voice and aura, giving them a greater presence of commarend.
  2871. -Adds +2 to all Leadership rolls
  2872. *Currently enchanted to his armor
  2873.  
  2874. >Exquisite Carved Emerald Apple: a 1" tall, 95% grade emerald carved in the shape of an Empire Lowland apple. One of the few examples of Crystal Kingdom era carvings.
  2875. Discovered in a long abandoned Conclave on the far western edge of the Empire by the Extra-Planar (though Tallus-adapted) Harpy Oranti before she became the Requisition Committee's leader, and LONG before becoming a Lunar Council Grandmaster.
  2876. She prized this as her most valuable item recovered, even more so after the Imperial Historical Museum allowed her to keep it.
  2877. *It was, however, taken hostage by Belltower, then given to Jeff
  2878.  
  2879. >Dusk Film: an incredibly disgusting film that tastes like sour ashes, supposedly collected from the dew of decaying tears of reality in the Moors.
  2880. -Adds +1 to all non-combat Stealth rolls
  2881. -Gains +1HP each turn in dark areas
  2882. *Permarenently enchanted to him
  2883.  
  2884. >Epson WorkForce WF-3520: A wireless multi-functional printer pre-synced with Jeff's tacpad to print any picture he has stored on it while in the Fortress.
  2885. Can copy and scan as well as duplex-print. Powered by a micro power crystal, it comes with a self-replenishing box of stock AND high-gloss paper, while the ink.. simply never seems to run out.
  2886.  
  2887. >Flawless Moon Orb: a flawless sphere cut from the Hall of Tartarus, one of the enormous sub-structures within Luna's Citadel on the Moon, once typically given to Lunar Guardians, now necessary for all Lunar Guard officers, Starborn, and other Lunar Elites.
  2888. These are a requiremarent for all Starborn to carry as a means to contact and directly speak with the Nightmare or any other Lunars during missions.
  2889. -Currently owned by him.
  2890.  
  2891. >Gozkan Trade Stamp: a double-sized 'business card' made from a medium quality Minotaur Hegemony hi-steel alloy.
  2892. On the front, four hard stamped half-moon symbols face the center with the word 'Gozka' also stamped in five languages; Common Equestrian, Gryphon, Minotaur, earth pony, and archaic pegasus.
  2893. On the reverse are five lines that state: 'Gozka Fresh Ores, Metals and Gems - Show stamp when buying, selling, or trading', in the same languages.
  2894. *Allows the bearer to initiate free trade in Gozka: no taxes, tariffs, or other charges can apply
  2895. *Allows the bearer to requisition difficult access to special alloys and materials without a waiting period
  2896.  
  2897. >Impact Seal: an older, yellow-stained diamond plate engraved by Tower Guard Master-Generals , bearing reliefs of Psionic force.
  2898. *When imbued to a weapon, the Seal grants the ability to utilize an Impact Smash to ground/flooring, stunning the legs of nearby enemies, and when used on living opponents may Stun or cause additional crushing harm
  2899. *Permarenently enchanted to his gauntlets
  2900.  
  2901. >Lunar Shard: a 5" long triangular fragmarent from the Moon, a remnant from the Citadel's construction. Unlike the other pieces of the Moon, these hold no special powers, and are given by Luna as a token of appreciation to those whom have served her children honorably.
  2902. *Sits on Jeff's desk in his master bedroom on a custom-built display stand.
  2903.  
  2904. >Nautilus Pearl: while not round, at all, this squiggly rainbow colored 'leaf' is actually the pearl formed from a Nautilus, and when infused to armor grants some of the previous owner's protective qualities.
  2905. *Adds 1DR and reduces all Elemarental damage by 1/4
  2906. *Permanently enchanted to his armor
  2907.  
  2908. >Planar Snapwire: a long coil of orange tinged steel-like barbed wire coming from another plane of existence. No matter how one tries to unroll it, they can never find the beginning nor the end.
  2909. *Adds +1 to all Assault/Parry/Riposte rolls
  2910. *Grants a [1d6+2] <Planar Raze non-elemental attack that ignores DR and always inflicts Bleeding on living enemies
  2911. *Currently infused to the Tomahawk
  2912.  
  2913. >Rainbow Dispersion Crystal:
  2914. *Adds +1 to all Assault/Parry/Riposte rolls when infused to a weapon
  2915. *THREE times per Operation the user may call upon a <Dispersion effect, causing 50% of the total damage inflicted to jump to the closest enemy target as an arcane beam of non-elemarental energies
  2916. *If an opponent Blocks the weapon this crystal is enchanted to, that damage will automatically strike through the shield instead
  2917. *Unless fully Evaded, this effect MUST always occur
  2918. *Permanently enchanted to his Gauntlets
  2919.  
  2920. >Shadow-Step Pendant:
  2921. *Adds +1 to all Evasion rolls due to the bearer partially slipping into the Underdark and leaving a faded afterimage
  2922. *Permarenently enchanted to his Gauntlets
  2923.  
  2924. >Sticky Enchantmarent (unknown Moors Grifter subspecies): a powerful, full body enchantmarent that allows its owner to stick to nearly any surface, including cloud material, without fear of being removed.
  2925. *Grants a [1d6+X] <Perfect Grip roll, where X is the highest applicable Assault/Riposte/Parry modifier Jeff has available, and can be used with Adrenaline Rush to rapidly scale surfaces
  2926. *Can be used to rapidly scale surfaces through gauntlets, clothing, and armor without diminishing effects; also renders held weapons nearly impossible to be disarmed
  2927. *Permarenently enchanted to him
  2928.  
  2929. >Superior Negation Charm: any number of common lockets covered in runes of negation. Primarily created by batponies, gryphons, Minotaurs, unicorns, and sometimes Psions.
  2930. *Adds +2 to all Iron Will rolls
  2931. *Currently enchanted to his armor
  2932.  
  2933. >Tactical Data Pad. A miniature isoline-reactive computer interface with a flexible screen, integrated audio/video recorder, camera, and GPS/compass functionalities. Difficult to damage and fully waterproof.
  2934. All common and generally accessible knowledge has been uploaded for instant access, from The Complete Equestrian Encyclopedia on Flora & Fauna, to the vast majority of all known ponies, gryphons, minotaurs, and all other species by name.
  2935. Can translate most Tallus languages and dialects, though it does have exceptional difficulties translating Planar Construct language.
  2936. Contains a topographical map of Equestria, added by unknown parties, granting a [1d6+4] roll for navigation purposes
  2937. *Comes with the experimarental ability to Analyze targets, whether a living being or not. Roll [1d6], a result of:
  2938. *1 = target's HP can be viewed
  2939. *2 = target's HP & DR can be viewed
  2940. *3 = target's HP, DR, and 1 random passive skill can be viewed
  2941. *4 = target's, HP, DR, and 1 random passive & active skill can be viewed
  2942. *5 = target's HP, DR, 1 random passive & active skill can be viewed, and gains situation-specific information on the target
  2943. *6 = target's HP, DR, 1 random passive & active skill can be viewed, and reveals a target's major weakness, whether it be physical, psychological,
  2944. -The Analyze ability does not work on Otherworldly (excluding Humans) or Spectrals, and has limited usage on Planar beings
  2945.  
  2946. -Terror Fang: an unassuming, dull white fang, 3” long and sharply serrated on the rear, that could have come from a large number of Moors predator species. Known mostly for the eerie sense of self preservation presenting one with hostile intent will cause.
  2947. Once created in large numbers by batpony crafters, but have waned as the knowledge and capability needed to produce them has dwindled.
  2948. *Adds +2 to all Intimidation rolls
  2949. -Currently enchanted to his mask
  2950.  
  2951. -3x Vendor Coupons: a large white coupon with a printed, constantly changing stamp of Discord holding a Discord face mask, which is holding up a sign with Discord.
  2952. 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~!"
  2953.  
  2954. -Vitriole Drake Orb: a 4" in diameter sphere that constantly diffuses a sickly green glow. The literal core of a drake's inherent mystical abilities.
  2955. Contains an extraordinarily powerful poison-based acid, capable of killing nearly any living being should the contents make their way onto skin, or worse yet, be ingested.
  2956. This one was taken from the chest of a uniquely mutated Emerald Drake (once considered Extinct) living within the ruins of an archaic Moors Arena, one unlike any historically recorded variant.
  2957.  
  2958. -Void Eye: an unassuming, dark multi-hued (mostly black and gray) ‘eye’ composed of jellied material. Can range in taste from absolutely nothing to causing intense suicidal thoughts upon consumption.
  2959. One of the few Moors trade goods always in extreme demarend by Lunar military poninel, these incredibly fragile ‘items’ are carefully pried from fully intact and undamaged pseudo-material skulls of any number of Void spectrum beings.
  2960. *At any point during a turn, Jeff may replace all Perception/Scouting/Wilderness Survival rolls with a [1d6+4] <Void Sight ability, allowing him to view Otherworldly, Spectral, and other incorporeal forces and beings through the Underdark, though this ability cannot gain additional modifiers.
  2961. *Permarenently enchanted to him
  2962.  
  2963. ***********
  2964. >PERSONAL TRANSPORTATION:
  2965. >Sportsman WV850 H.O: a specialty rebuilt Polaris Sportsman four-wheeled ATV, built for use by the Army Rangers of his world. Designed specifically for night use, the WV850 comes equipped with a large number of custom modifications and additions that Rangers found to be extremely useful for their covert operations.
  2966.  
  2967. Standard features include: matte shaded black plastic paneling for concealment, TerrainArmor NPT honeycomb tires which entirely eliminate the possibility of one going flat or being destroyed via normal means, a rear storage unit with enough room for a couple of emergency kits and a tool box, tall front and rear racks for gear or equipmarent storage, and a large quick-access pistol/SMG housing unit on the backside of the front right fender.
  2968.  
  2969. The Advanced Dynamics lithium-ion-polymer battery system was replaced with a large single-stage power crystal by Anon, providing extended range and a nominal self-recharging capability at the cost of an additional 80 pound weight.
  2970.  
  2971. *****
  2972. >ARMOR CHARACTERISTICS:
  2973. Armor Durability: 150 Armor
  2974. Armor Class: Grade 3 Paneling
  2975. Armor Value: 3DR
  2976.  
  2977. *****
  2978. >PILOTING CHARACTERISTICS:
  2979. -Grants Expert Driving+6 for Cruising Speed
  2980. -Grants Expert Driving+9 for Maximum Speed
  2981.  
  2982. *****
  2983. >STORAGE: 1x EMS Bag, Colt Python + 3 speedloaders
  2984.  
  2985. -ADVANCED Tool Box: grants an extra roll to and adds +3 to all Engineering rolls at Untrained, +5 at Basic, +8 at Expert, and +10 at Master, but cannot be used for Blacksmithing.
  2986. *The Advanced Tool Box can be used two turns in a row, but the Operator MUST skip their 3rd turn after use
  2987.  
  2988. ***********
  2989. >PERSONAL STRIKE DRONE:
  2990. >General Atomics MQ-9U Block 5 'Reaper': a high end hunter-killer UAV (Unmarend Aerial Vehicle) variant of the MQ-1 Predator capable of remote control or autonomous flight. Fitted with a single turboprop engine, it can reach a max speed of 300MPH and has a flight ceiling of 50 kilometers.
  2991.  
  2992. An onboard array of sensors, thermografic cameras, laser designation and GPS targeting systems allow for a range of offensive capabilities and ISR roles. Multiple internal fuel cells ensure a reasonable 1,800 mile range, and external pylons along the fuselage and wings can store a variety of unguided, guided, and smart munitions.
  2993.  
  2994. This Block-5 variant was designed for increased electrical power, VHF/UHF secure communications, automatic landing, simultaneous communications between multiple air-to-air and air-to-ground parties, secure data links, and an increased data transmission capacity topped off by streamlined payload integration capabilities.
  2995. *The U designation stands for 'Ultra' as this example was drastically upscaled from a base model, though it retains all damage inflicted to the original.
  2996.  
  2997. *Reaper Uplink Guidance & Communication Laptop: a single-person operator module in an armored hardcase, a purpose built [REDACTED] laptop that has been designed solely for the advanced command and control functions of a specific drone model.
  2998. The internals comprise a high definition display along with input keyboard and rudimentary aviation controls for manual flight.
  2999. ISR and engagement setting are macro'd, as well as laser designating and GPS marking systems allowed through the Reaper's Ultra High-Def live feed cameras; including IR and FLIR.
  3000.  
  3001. *****
  3002. >ARMOR CHARACTERISTICS:
  3003. Armor Durability: 240/300 Armor
  3004. Armor Class: Grade 3 Paneling
  3005. Armor Value: 3DR
  3006.  
  3007. *****
  3008. >ELECTRONIC ABILITIES:
  3009. -Advanced Electronic Warfare Array: grants a [1d6+5] <Electronic Warfare Platform, in addition to the Operator's own Electronic Warfare skill, that may be used either for jamming electronic communications or countering the same.
  3010.  
  3011. -UHD Aperture Camera: a technologically mature variant of high definition recording systems that allows for exceptional tracking of targets at short to medium distances. Functions alongside laser designation and GPS marking. Grants a [1d6+5] <UHD Aperture Camera roll that can utilize standard video feed, <Infrared, and <FLIR modes.
  3012.  
  3013. *****
  3014. >FLIGHT CHARACTERISTICS:
  3015. -Grants 4x [1x6+9] rolls for Combat Speed
  3016. -Grants 4x [1d6+11] rolls for Cruising Speed
  3017. -Grants 4x [1d6+15] rolls for Maximum Speed
  3018.  
  3019. *****
  3020. >MOUNTED WEAPON CHARACTERISTICS:
  3021. -12x AGM Hellfire Pylons: allows 2x [1d6+10] <AGM-114 Hellfire Missile rolls per missile fired, may fire up to 4 missiles per turn. 10 missiles remaining.
  3022.  
  3023. -8x GBU-12 Paveway IV Pylons: allows 2x [1d6+18] <GBU-12 Paveway IV Bomb rolls per bomb released, may drop up to 2 bombs per turn. 6 bombs remaining.
  3024.  
  3025. -3x GBU-38 JDAM Pylons: allows 1x [1d6+20] <GBU-38 Guided JDAM. 3 bombs remaining.
  3026.  
  3027. ***************************************************************************************************************************************
  3028. JOSE 'CHETO' GALLO:
  3029. >CLOSE COMBAT WEAPONRY:
  3030. -Baton: unenchanted.
  3031.  
  3032. *****
  3033. >RANGED WEAPONRY:
  3034. >Steyr TMP (Weapon Traits: Personal): produced by the Steyr-Mannlicher Corporation of Germany on most human worlds in response to the widespread use of the CZ Skorpion, chambered in the ubiquitous 9x19MM Parabellum round.
  3035. Overall, the TMP is a simple, short barreled blowback-operated submachine gun using high impact resistant polymer for a minimum life expectancy of 30 years.
  3036. Designed for excellent concealmarent and portability, it is quite easy to maintain even by a novice operator. Unlike most SMG's, the TMP comes with an integral forward grip with a select-fire switch, allowing it to be used in either semi-automatic or automatic modes depending on user preference.
  3037. Although most 1st Generation TMP's were not issued a stock, later versions and variants did, greatly increasing accuracy at ranges beyond 50M.
  3038. Not as widespread as the H&K MP5 and later models, the Steyr TMP is nonetheless highly effective in close quarters, and even more so when used by skilled hands.
  3039. -Base Modifier: adds +2 to all Small Arms rolls
  3040. -Ammunition Class: 9x19MM, Small Arms
  3041. -Armor Pierce: 0
  3042. -Magazine Capacity: 30/30 cartridge, comes with 3x magazines
  3043. -Maximum Optimal Range: 100M with a -1 penalty per 25M beyond this range
  3044. -Maximum Effective Range: 200M
  3045. -Attachment#1: External Suppressor: this weapon is 60% Suppressed, requiring a Perception roll of 7 or higher in order to determine the direction fired from
  3046.  
  3047. -Glock 19 Compact (Weapon Traits: Personal): a mostly polymer 9x19MM semi-automatic pistol, noted for it's expense, high cost of replacemarent parts, and tendency to become a miniature grenade.
  3048. Slightly smaller than the base model, this version is better suited for concealed carry.
  3049. -Base Modifier: adds +2 to all Small Arms rolls
  3050. -Ammunition Class: 9x19MM, Small Arms
  3051. -Armor Pierce: 0
  3052. -Magazine Capacity: 16/16 cartridges, comes with 3x magazines
  3053. -Maximum Optimal Range: 50M with a -1 penalty per 25M beyond this range
  3054. -Maximum Effective Range: 100M
  3055. -Attachment #1: External Suppressor: this weapon is 60% Suppressed, requiring a Perception roll of 7 or higher in order to determine the direction fired from
  3056.  
  3057. *****
  3058. >SUPPLIES: 2 Liter Water Canister, 2x Beef Jerky, 2x Dried Fruit, 2x Fruit Juice, Water Bottle
  3059.  
  3060. *****
  3061. >MEDICAL ITEMS: 1x Bandage Box, 1x Painkillers
  3062.  
  3063. *****
  3064. >COMMON ITEMS : 2x Air Filters, Bluetooth Headset, Digital Camera, Gas Mask, Goggles, Guitar, Flashlight, Lighter, Multitool, Playing Cards, Toothbrush & Paste, Wallet, 4x Zip Ties
  3065.  
  3066. *****
  3067. >EXPLOSIVES: 4x Flashbang, 3x Molotov, 4x Smoke Grenade, 3x Tear Gas
  3068.  
  3069. *****
  3070. >UNIQUE ITEMS:
  3071. >Cloud-Walking Trinket: an actual cloud on a soft cotton string in the shape of a hoof. Produced in Neighsia.
  3072. *Allows the wearer to walk on all cloud surfaces
  3073. *Will reduce the wearer's speed when falling by 1/2
  3074. *Creates a cushion against impacts, negating 1/2 the effects from Nausea
  3075.  
  3076. >Campfire Trinket: a series of small, carefully placed, enchanted bamboo sections around a brightly glowing red ruby in the shape of a flame.
  3077. Unknown outside of Neighsia.
  3078. -Unknown other effects.
  3079. *Adds +1 to all positive Faction and Personal Reputation adjustmarents
  3080.  
  3081. >Home Is Here: a carefully shaped sapphire disc, 3" in diamater, that shows a comfortable looking Neighsian cottage, to the right a pond, to the left a field that leads into a forest.
  3082. *Adds +1 to all Iron Will rolls
  3083. *Negates the mental effects of Critical, Depression, Doomed, Fatigue, Fear, Horror, Terror, Torment, and Shock
  3084. *Adds +1 to all Negotiation rolls when attempting to calm down a Friend or Ally
  3085.  
  3086. >Jade Carved Earth Pony Trinket: an incredibly detailed, exquistively carved piece of bright green jade displaying an pre-Modern earth pony in mid-trot.
  3087. Presumably meant to represent earth pony hardiness, how and why it works is attributed solely to spirit-dragon magic.
  3088. *Reduces damage from all Poison/Acid and Toxins by 1/2, whether natural, magical, Elemental, Mystical, or Planar
  3089. *Reduces the duration Poison/Acid and Toxins by 1/3
  3090. *Adds +1 to a single roll each turn but may not improve the same roll twice in a row
  3091.  
  3092. >Spirit Candy: five rolls of ten randomly colored, semi-transparent candy the size of a medium marble. Created by dragon-spirits for their keepers throughout Neighsia, these unusual items are exceedingly difficult to acquire and are purchased en mass by Lunars when traveling through.
  3093. Used to recover from spiritually inflicted harm, they're beloved by Moorites, Malurians, and Lunarites alike.
  3094. Various Neighsian fruit, berry, and honey flavors.
  3095. *50 remaining in resealable paper tubes
  3096. *Upon consuming regenerates [1d6+4] <S.HP
  3097.  
  3098. >3x Vendor Coupons: a large white coupon with a printed, constantly changing stamp of Discord holding a Discord face mask, which is holding up a sign with Discord.
  3099. 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~!"
  3100.  
  3101. *****
  3102. DIPLOMATIC ITEMS:
  3103. >Solar Diplomatic Badge, First Hoof: a heavy golden badge in the shape of a standard kite shield, the surface bearing Princess Celestia's Cutie Mark in pink.
  3104. Bearing or presenting this badge proves Cheto's status as a confirmed Equestrian-Aligned Diplomat, at the rank of First Hoof. Besides the lack of additional ornamarentation and wear, this badge was definitely created before Cheto's arrival.
  3105. *CONDITIONS: as a First Hoof diplomat, Cheto is granted the following diplomatic laws, rights, and privileges:
  3106. -the lawful treatmarent expected of an Equestrian diplomat across Tallus, excluding Stalliongrad, Rushya, and their aligned territories. For obvious reasons this does not apply to batpony controlled regions and those Ferron clans that do not accept diplomats from any factions.
  3107. -the lawful treatmarent of an Equestrian diplomat whom is not to be detained, abducted, subjected to illegitimate laws, rules, regulations, or codes of conduct.
  3108. -the right to be protected by a Mareguard consisting of two equines of his choosing according to status as a First Hoof diplomat, regardless of their weaponry or armor selections.
  3109. -the right to move unhindered throughout Tallus, excluding Stalliongrad, Rushya, and their aligned territories, whether by hoof, carriage, train, or translocation matrice without fee or paymarent, including Mareguards and Razorback Company members, according to the Treaty of Canterlot circa 28,940. Cheto is granted the right to pay for transit if he so chooses regardless of diplomatic status.
  3110. -the right to sign documarents, treaties, pacts, and enact trade deals to any factions across Tallus, excluding Stalliongrad, Rushya, and their aligned territories, for the benefit of the Solar and Lunar factions or their allies. The same rights are accorded to Razorback Company through Cheto's efforts, but must exclude sole allies of Razorback Company with no diplomatic status of their own.
  3111. -the right to gain access to noble and royal courts upon request, barring wartime, economic, or social conflicts of interest.
  3112. -the lawful right to trade and barter with all factions, excluding Stalliongrad, Rushya, and their aligned territories, for the benefit of Razorback Company. This does not extend to banned weaponry, item, enchantmarents, services, or information.
  3113. -the right to bear any armor of his discretion during solely diplomatic functions, though he is not allowed to carry any weaponry whatsoever during solely diplomatic functions.
  3114. -the privilege to demarend a Trial of Objection in the Canterlot Silver Court of Nobles against all accusers regardless of faction should he or his actions be slandered or considered invalid.
  3115. -the privilege to purchase property and items outside of Razorback Company's purview, excluding those from Stalliongrad, Rushya, and their aligned territories.
  3116. -the privilege of acquiring diplomatic commarend and functions under the When Needs Must clause relating to the Canterlot Treaty, circa 29,940.
  3117.  
  3118. >Solar Diplomatic Contract: a rolled platinum-coated, high quality vellum scroll containing a contract between Princess Celestia and Jose Gallo, otherwise known by his codename ‘Cheto’.
  3119. Within contains a set of basic contractual obligations on how, when, and why Cheto is to provide diplomatic services for Razorback Company, a short list of Equestrian diplomatic rules he must abide by in doing so, what conditions and obligations he is subject to, brief stipulations on actions taken during diplomatic functions, and furthermore explains the conditions that he is expected to adhere to.
  3120. *As proof of its authenticity, the contract is officially stamped, sealed, signed, and lastly enchanted by Princess Celestia herself.
  3121.  
  3122. >Solar Diplomat, Regional Access Listing #1: a high quality vellum page, the edges trimmed in gold, detailing a number of locations that Cheto has unrestricted access to, including a stipulation of two Mareguards at maximum, six sapients, whether human, pony, or other, and 20 tons or less of equipmarent.
  3123. -Unrestricted Access:
  3124. Black Wood Marenor: the Arkadian Divides, Ferron-aligned Moderate Anarchy Traders
  3125. Bright Stone Castle: Solar Allied, Meritocratic Military Republic
  3126. Dew Crest Hills: Solar Allied, Pure Meritocracy
  3127. Domarenican Republic, The: Ferron, Moderated Anarchy Traders
  3128. Fallow Moon’s Glade: Malurian-Ferron, Independent-Anarchy Traders
  3129. Gozka: Minotaur Hegemony aligned, Independent Material Trader
  3130. Marequipa: Argenta’s Lands, Interspecies Communalism Anarchy
  3131. Neighmara: Saddle Arabia aligned, Ally-Dependent Traders
  3132. Pangshi: The Eight-Hundred and Eighty-Eight of Neighsia, Dependent Oceanic Traders
  3133. Reefblood Cloud City: Second Independent Pegasi League, Limited Military-Meritocratic Absolute Anarchy
  3134. Skull-Glaive Fortress: Minotaur Hegemony, Absolute Military Meritocracy
  3135. Southwatch, The: Crystal Empire & former Changeling Hive, Militarist-Diarchic Explorers
  3136. Tidelock Bog: Absolute Communalist Batpony Anarchy
  3137. Yakurata’s Twin Doors: The Eight-Hundred and Eighty-Eight of Neighsia, Strict Meritocracy
  3138. Yurikay: Neighsian-Argenta’s Lands Allied Coalition, Limited Republic-Anarchy
  3139. Zaturnay’s Oasis: Saddle Arabia aligned Oasis in Purrsia, Independent Meritocratic Traders
  3140. *As proof of its authenticity, the contract is officially stamped, sealed, signed, and lastly enchanted by Princess Celestia herself.
  3141. *A further 8 locations await translation.
  3142.  
  3143.  
  3144. ***************************************************************************************************************************************
  3145. LONT:
  3146.  
  3147. >PERSONAL ARMOR:
  3148. >Lightweight Leaf-Scale Armor (Armor Traits: Custom-Fit, Eldritch-Otherworld Touched, Magitek-Forged, Unique Permarenent Legendary Artifact): originally a standardized pattern created by Spiral, these full body kevlar suits were produced in small batches during his experimarents to free space in Razorback’s Armory.
  3149. This specific one was fit specifically for Lont during a redesign. On request, Krinza added tightly overlapping tungsten-steel composite leaf scales to provide a good balance of protection with little need to reduce weight. At that time however, he could not improve the suit’s difficult resonance-maintaining capabilities, leaving it in the Heavy classification.
  3150. On a later request from Lont, Krinza would experimarent with exclusively shaped micro-manabomb charges to produce an effect similar to a unique armor worn by Bellepheron, a renowned Empire singer, crystal-forger, and engineer. Adding three sheets of the fully sealed manabomb material to the stomach, chest, and a half-sheet on each upper arm, it allowed for a surprisingly effective offensive capacity against unwary targets.
  3151. Much later, Krinza removed the micro-manabomb charges, then replaced the outer composite scales with exacting segmarents, painstakingly cutting replacemarents, one by one, from a Hyfalgyph scale, to match the originals.
  3152. During the slow process of adapting, translating, redirecting, and stabilizing the Eldritch-Otherworld Hyfalgryph’s still vital essences, Krinza removed most of Spiral’s modifications to better fit Lont. This allows for maximum movement potential and future modifications.
  3153. Further reinforcing the interior kevlar layers by the additions of numerous thin, inflexible, flexible, interlocking, and overlapping smaller internal plates, the current design matches the original’s Heavy classification with less than 30% the original’s weight.
  3154. As an aftereffect, it seems to sing in tune whenever Lont performs an action or speaks in a marener that ponies find agreeable.
  3155. *Enhanced by Princess Cadence with a fragmarent from an original Imperial Shield emblem
  3156. -Armor Value: provides 4DR to the entire body
  3157. -Armor Class: Modified Light
  3158. -Enchantmarent Slots Remaining: 0/3
  3159. -Mechanical Enhancemarent #1: adds +1 to all non-combat Stealth rolls
  3160. -Defensive Enchantmarent #1: reduces ALL damage from primarily or purely esoteric Casting, Druidic, Elemarental, Planar, Psionic, Otherworldly, Spectral, and Undead by 1/4, EXCLUDING Eldritch, Mysticism, and Necromancy/Necromarecy
  3161. -Defensive Enchantmarent #2: grants 2x [1d6+6] <Crystalline Shield rolls that do NOT prevent harm from penetrating Elemarents, notably Lightning or Void Otherworldly, Spectral, or certain Planar weapons and capabilities
  3162. -Reactive Enchantmarent #1: Revenge Seal. ONCE every third turn, Lont may activate his armor's Revenge Seal against a single attacker, reflecting ALL physical damage caused by melee or ranged weapons to the attacker as a thin, lightless beam of crushing force that bypasses DR; this causes double damage to Fragile targets, ignores Shields, and CANNOT be avoided regardless of range
  3163. *Should the opponent try to evade, fly, run, or Teleport, this effect will bypass those attempts with perfect tracking at an inherent Speed of 20
  3164. *It can readily be assumed that the Revenge Seal's effects are proto-sentient, and may not be Equestrian in nature
  3165.  
  3166. >Thermal-Integrated Barbute (Armor Traits: Artifact, Custom-Fit, Magitek-Forged, Unique): a closed-face, full head helmet, the original Salade design's interior copied and completely replaced using refined mythril by Krinza.
  3167. Spiral made numerous modifications to the miniaturized thermal optic system, allowing for greater clarity in adverse weather conditions.
  3168. Instead of leaving the face exposed, Krinza forged a mythril faceplate to match the rest of the helmet's design, using a thin, clear diamondine circle for the right eye opening to protect against debris and shrapnel.
  3169. -Armor Value: provides 3DR to entire head
  3170. -Armor Class: Modified-Medium Helmet
  3171. -Enchantmarent Slots Remaining: 2/2
  3172. -Electronic Enhancemarent #1: adds a +3 <Thermal modifier to ONE Perception-type roll
  3173. -Mechanical Enhancemarent: reduces the duration & effects of Concussions by 1/2
  3174.  
  3175. *****
  3176. >CLOSE COMBAT WEAPONRY:
  3177. >Sharonel's Engraved Mural Greatsword (Weapon Traits: Destroyer-Forged, Two-Handed, Unique Legendary Permarenent Artifact): a mythril and kanpri faced 46" long greatsword, a 14" handle, wrapped in black and white Planar spider silk by Lann, two 10" long guards jutting out and angled 20 degrees downwards from each side, weighing 5 kilograms.
  3178. The left side is a stark white mythril, from the tip to the base of the handle; the right a mixed purple and black from highly refined kanpri, both faces infused and strengthened with a thin, crystallized diamondine layering.
  3179. Lengthened by Krinza, a scene of numerous prominent Solar Guardians surrounding General Sharonel the Lancer facing the Solar Tyrant is featured on the mythril facing, the kanpri facing displaying a fully armored Sharonel and Queen Chrysalis with numerous Vanguards behind her, side by side towards the hilt facing an armored Nightmare on the tip, all smiling competitively towards each other.
  3180. *Grandmaster reforged by Krinza
  3181. *Touched by the Empress
  3182. -Melee Weapon Class: One-Handed OR Two-Handed
  3183. -Base Modifier: adds +4 to all Assault/Parry/Riposte rolls
  3184. -Enchantmarent Slots Remaining: 2/3
  3185. -Offensive Enchantmarent #1: grants a [1d6+3] <Flameshock Mystic Fire Elemarental attack
  3186. -Modification: Two-Handed Block: gains an additional Block roll ONLY when using both hands to wield
  3187.  
  3188. *****
  3189. >RANGED WEAPONRY
  3190. >Custom Gunblade (Special Weapon Traits: Custom, Magitek-Forged, Personal, Unique): a personalized Smith & Wesson 29 revolver with an improved, balanced 6" long mythril blade protruding from under the barrel.
  3191. The cylinder was modified to accommodate six power crystals, three of each aligned to Lightning and Void elemarents respectively, as well as replacing the hammer with a moderately dense rubber to prevent any feedback from occurring, also making it impossible to use standard ammunition.
  3192. -Melee Weapon Class: One-Handed
  3193. -Base Modifier: adds +2 to all Assault/Parry/Riposte & +2 to all Small Arms rolls
  3194. -Ammunition Class: Elemarental, fires either <Lightning or <Void Elemarental bolts, though cannot use the SAME Elemarent more than 8 times consecutively or negative effects will begin occurring
  3195. -Maximum Optimal Range: 100M with a -1 penalty to Small Arms rolls per 50M beyond this range
  3196. -Maximum Effective Range: 250M
  3197.  
  3198. >Ferrundus Spiker (Special Weapon Traits: Advanced, Custom, Heavy, Post Orbital Era, Two-Handed, Unique): in appearance a larger, and heavier, version of a highly advanced UTS-15, this 4-gauge Spiker is the mainstay weapon used by basic infantry in most Ferrundii armies with a wide number of production variants, this example being a shorter barreled pump-action/semi-auto hybrid normally in use by Outriders, which, along with their Snarling Lances, gave them a powerful ranged weapon when the arsenals of their warbikes either had no use, or would be ineffective.
  3199. Like all military grade weaponry during Ferrundi's sub-current and current era, one would traditionally require a standard Semi-Exosuit in order to operate one properly as it uses a highly advanced 4 gauge titanium shotshell, instead of standard 30MM cannon shells as cost, recoil, and weight saving measures.
  3200. The Spiker, aptly named by Walker pilots, is able to utilize standard ammunition, such as flechettes and buckshot, but is also capable of firing APFSDS (Armor-Piercing Fin-Stabilized Discarding-Sabot rounds) slugs and finned darts employed with a stabilized Livermorium penetrator, an element similar to iridium, specially designed to punch through multiple layers of metal and composite plating, as well as the thick hide, muscle, and bones of common predators.
  3201. This Spiker, once owned by Lont before leaving the military, was thoroughly modified and overhauled by Anon, implementing a series of shock absorbing compass springs in the buttstock, porting the barrel, and adding a muzzle brake to reduce recoil to manageable (for human) levels.
  3202. On it's own, a single Spiker does little against the average giant war machines and monsters that roam Ferrundus's open plains, save for an experienced veteran specialized in the mass produced weapon. This instead limits use to massed volley fire against weak points, essentially giving human squads the power to cut down or delimb enemies from 20 to 100 times their own size.
  3203. Due to the size of the Spiker's ammunition, the paired underbarrel tubular magazines are only capable of holding 3 shells apiece, along with one in the chamber of course, for a maximum of 6+1.
  3204. -Base Modifier: considered a Heavy Shotgun, adds +4 to all Shotgun rolls
  3205. -Ammunition Capacity: 7/7 shells, may carry 28 additional shells with a maximum of 14 Livermorium slugs or darts in reserve
  3206. -Ammunition Type #1: buckshot & flechettes have a maximum optimal range of 100M with a -1 penalty to all Heavy Shotgun rolls per 50M beyond this range, and a maximum range of 200M. *Flechettes ignore 4DR
  3207. -Ammunition Type #2: darts & slugs have a maximum optimal range of 150M with a -1 penalty to all Heavy Shotgun rolls per 50M beyond this range, and a maximum range of 250M.
  3208. *Slugs have Armor Pierce 2, darts have Armor Pierce 4
  3209. -Ammunition Type #3: finned darts have a maximum optimal range of 200M with a -1 penalty to all Heavy Shotgun rolls per 50M beyond this range, and a maximum range of 350M
  3210. *Finned darts have Armor Pierce 5
  3211. -Ammunition Type #4: Livermorium slugs & darts have a maximum optimal range of 250M with a -1 penalty to all Heavy Shotgun rolls per 50M beyond this range, and a maximum range of 400M
  3212. *Livermorium slugs ignore 1/2 DR and cause extensive trauma, darts ignore 10DR
  3213.  
  3214. >SPAS-12 (Weapon Traits: Personal): a modern improvemarent on previous military type pump-action designs, the SPAS was also developed with a semi-automatic function in mind to allow flexibility in it's usage.
  3215. -Base Modifier: adds +2 to all Shotgun rolls
  3216. -Ammunition Capacity: 6/6 shells, comes with 12x buckshot & 6x slug
  3217. -Ammunition Type #1: buckshot and flechettes have an optimal range of 50M with a -1 penalty to all Shotgun rolls per 10M beyond this range, and a maximum range of 80M. Comes with 29x Buckshot. Flechettes have Armor Pierce 4
  3218. -Ammunition Type #2: darts and slugs have an optimal range of 80M with a -1 penalty to all Shotgun rolls per 20M beyond this range, and a maximum range of 140M. Comes with 32x Slugs. Slugs have Armor Pierce 2, darts have Armor Pierce 4
  3219. -Ammunition Type #3: finned darts have an optimal range of 120M with a -1 penalty to all Shotgun rolls per 20M beyond this range, and a maximum range of 160M. Finned Darts have Armor Pierce 5
  3220.  
  3221. *****
  3222. >SUPPLIES: Tea Box (Ferrundus)
  3223.  
  3224. *****
  3225. >COMMON ITEMS: Binoculars, Driving Goggles, Fishing Pole, Flask, Heatstone, Multi-Tool, 1x Rope, 1x Roll of Steel Fishing Wire, Shovel
  3226.  
  3227. *****
  3228. >EXPLOSIVES: 2x Smoke
  3229.  
  3230. *****
  3231. >MEDICAL ITEMS: 2x Emergency Medical Pouches, EMS Bag (Depleted)
  3232.  
  3233. *****
  3234. >UNIQUE ITEMS:
  3235. >Alchemical Tablet, Advanced (Onyx): a black tablet, both sides covered in Common Equestrian text, with instructions on advanced alchemical preparations and usage.
  3236. *Grants an additional Alchemy roll
  3237. *ONCE per Operation allows a [1d6] <Heal ability to self or others
  3238.  
  3239. >Alchemical Tablet, Expert (Citrine): an orange tablet, both sides covered in Common Equestrian text, with instructions on expert level alchemical compounding.
  3240. *Adds +2 to all Alchemy rolls
  3241. *ONCE per Operation allows a [1d6+2] <Heal ability to self or others
  3242.  
  3243. >Alchemical Tablet, Intermediate (Ruby): a red tablet, both sides covered in Common Equestrian text, with instructions on intermediate alchemical research applications.
  3244. *Adds +1 to all Alchemy rolls
  3245. *ONCE per Operation allows a [1d6+1] <Heal ability to self or others
  3246.  
  3247. >Burst Pendant: ONCE per Operation allows a [1d6+20] <Firestorm Area of Effect (AoE) ranged magic attack with a 1,000M range and a 10M radius that deals double damage to large enemies.
  3248.  
  3249. >Cadence's Reading Glasses, Refit: a pair of scribed crystal lenses mounted on flowing lily-trimmed steel wires, given to Lont after being refit for his facial features.
  3250. *Cannot be used with any other Perception items
  3251. *Adds +2 to all Research & Perception rolls when examining up close
  3252. *Translates all known written languages upon reading
  3253.  
  3254. >Crystalline Flask: a plain and undecorated Imperial crystal flask given to Lont by Cadence, containing four ounces of a lightly pink colored, sweet tasting, and highly secretive liquid.
  3255. A single drop prevents a living being from being affected by excessive cold for eight hours, and will also counteract nightmares.
  3256. *Consuming 1/4 of the contents negates the effects of Reviviscence Trauma and Shock, but does nothing to prevent mental or marental trauma
  3257.  
  3258. >Gryphon Runesage & Runemage Bowls: a twin pair of otherwise plain looking red and white clay bowls infused with gryphon glyphs of ancestral regeneration and vigor.
  3259. *When infused to a living being, both act in tandem with each other, causing the owner's body to recover slightly after being harmed.
  3260. *Bearer gains 2HP each turn
  3261.  
  3262. >Revenge Seal: for every 1 damage Lont takes from a melee weapon, this Seal returns 1 damage to the attacker with a narrow beam of force that bypasses DR and cannot be avoided or otherwise interrupted, and if the opponent tries to teleport or run, the Revenge Seal's effect will strike it's target regardless of range, though this effect may only occur ONCE every third turn.
  3263. *Currently enchanted to his armor
  3264.  
  3265. >Tempest Orb: a palm-sized sphere with constantly shifting 'winds' of various white colors contained inside.
  3266. *When infused to a living being, grants vastly increased speed and the ability to slightly tap into the Airstreams of Tallus, also adding +1 to all Assault/Parry/Riposte and Reaction Speed rolls.
  3267. *When infused to a weapon, also grants a [1d6+2] <Airstrike Elemarental attack.
  3268. *Currently owned by him
  3269.  
  3270. >3x Vendor Coupons: a large white coupon with a printed, constantly changing stamp of Discord holding a Discord face mask, which is holding up a sign with Discord.
  3271. 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~!"
  3272.  
  3273. *****
  3274. >PERSONAL TRANSPORTATION:
  3275. >ST-M12 Outrider Variant: a formerly decommissioned, now rearmed and partially armored Outrider, a type of 2-wheeled motorcycle intended for use as a fast attack vehicle. Lont's own personal machine, brought from his world before the momarent of his death.
  3276. Sharing a great deal of similarities with most modern motorcycles, the Outrider's low profile can be compared to traditional racing motorcycles due to it's heavy duty single-wheel suspensions and it's large ground-gripping tires, further reinforced with plexigrade spikes for additional traction. The rear storage compartments, though small, give the rider somewhat more mission flexibility than one would expect.
  3277. Armed with a single M249 mounted to the front and right of the driver, the majority of it's civil grade fiberglass panels were replaced with a semi-lightweight steel alloy, increasing it's weight to a somewhat dismal level.
  3278. If one gripe could be made of it, the additional strain on it's engine is a bit more than than Lont would have preferred, though alternatives are currently being researched by Krinza.
  3279.  
  3280. STATUS: badly wrecked.
  3281.  
  3282. *****
  3283. >ARMOR CHARACTERISTICS:
  3284. Armor Durability: 150 Armor
  3285. Armor Class: Grade 2 Paneling
  3286. Armor Value: 2DR
  3287.  
  3288. *****
  3289. >ABILITIES:
  3290. -While piloting, all Assault rolls are replaced by <Charging, furthermore adding +2 to all Charging rolls
  3291.  
  3292. *****
  3293. >PILOTING CHARACTERISTICS:
  3294. -Grants Expert Driving+4
  3295.  
  3296. *****
  3297. >MOUNTED WEAPON CHARACTERISTICS:
  3298. -Forward Weapon Mount: grants 1x [1d6+4] <M249 LMG rolls, in addition to the Operator's Heavy Weapons skill
  3299.  
  3300. *****
  3301. >STORAGE: Blue Tarpaulin, Bolts x10, Cross Wrench, Flaregun, Hex Nuts x10, 2x M249 Ammunition Boxes, Oil Lantern
  3302.  
  3303.