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Razorback Support Staff

By PonyStrangler
Created: 2022-08-05 05:44:30
Updated: 2024-04-07 09:28:43
Expiry: Never

  1. ***************************************************************************************************************************************
  2. LIAISONS:
  3.  
  4. ***************************************************************************************************************************
  5. Name: Dr. Juan Carlos, M.D.
  6. Position: Fortress Physician and Surgeon
  7. Theme: Mexican Cartel Medical Genius
  8. Rank: Unknown
  9. HP: 20/20
  10. Armor: 2DR
  11.  
  12. (Original 100)
  13. *****
  14. Known Languages:
  15. Equestrian Common:can read, speak, and write fluently in the modern language
  16.  
  17. Spanish/Spaneigh: can read, speak, and write fluently in the modern language
  18.  
  19. *****
  20. LORE:
  21. Human Physiology, Teacher
  22.  
  23. Pony Physiology: Adept
  24.  
  25. *****
  26. OFFENSIVE SKILLS:
  27. Basic Assault
  28. Basic Parry
  29. Basic Riposte
  30.  
  31. Expert Intimidation
  32. Basic Small Arms
  33.  
  34. *****
  35. DEFENSIVE SKILLS:
  36. Basic Block
  37. Basic Evasion
  38. Basic Reaction Speed
  39. Basic Sprint
  40.  
  41. *****
  42. UTILITY SKILLS:
  43. Expert Cooking
  44. Expert Negotiation
  45. Master Research
  46. Master Perception
  47. Master Physician
  48.  
  49. *****
  50. SPECIAL SKILLS:
  51. Human Physiology Researcher: gains +1 to all rolls when dealing with humans
  52.  
  53. Cartel Life: adds +1 to all Assault/Parry/Riposte, Small Arms, Intimidation, Block/Evasion/Reaction Speed/, Perception/Scouting/Wilderness, and Negotiation rolls
  54.  
  55. Well Traveled Equestrian: adds +1 to all standard rolls
  56.  
  57. *****
  58. UNIQUE SKILLS:
  59. >Expert Neurologist: the study of disorders dealing with the nervous system. and their treatments.
  60. *Adds +2 to Research and Physician rolls when the nervous system is involved
  61.  
  62. >Master Pathologist: the study of diseases, in general, and their treatments.
  63. *Adds +2 to and grants an additional Research roll
  64. *When diseases are involved also adds +1 to all Research rolls, and a further +1 to all Physician rolls when treating
  65.  
  66. >Master Surgeon: grants an additional 2 rolls to Physician and Research
  67. *Physician gains an additional roll while performing surgery
  68. *Also gains an additional Research roll when consulting treatment, surgical or otherwise
  69.  
  70. *****
  71. TRADE SKILLS:
  72. Biology: Teacher
  73.  
  74. *****
  75. TRAIT: Master Medical Maniac. An undisclosed amount of years in the best medicine schools drug money can buy, years in back alleys and abandoned animal clinics living off yet even more drug money, and finally taking many courses in the prestigious Canterlot College of Magic, Doctor Juan Carlos has seen it all, fixed it all, cured it all, and done it all. Usually at gun point, but a few times he's been the one holding the gun.
  76. *Grants a permanent +2 to all rolls and an extra Medical roll
  77. *By both trade and necessity, Doctor Carlos is also FEARLESS
  78.  
  79. *****
  80. PERSONAL EQUIPMENT:
  81. -Doctor's Bag: a custom pieced-together home doctor's bag, perfectly portable for those non-life-threatening doctor visits. Features the regular fare of non-evasive examination equipment, a selection of mild (safe) drugs, and a few that unicorns from the Canterlot College usually don't talk about much.
  82. *Grants a [1d6+10] <Doctor's Bag roll and adds +1 to all Medical-Perception rolls when in use
  83.  
  84. *****
  85. PERSONAL WEAPONRY:
  86. -Colt M1911 (Weapon Traits: Personal): a modern upgrade of the venerable 1911 .45ACP, with tighter tolerances, slightly better handling, range, and ergonomics.
  87. -Base Modifier: adds +2 to all Small Arms rolls.
  88. -Ammunition Class: Magnum Small Arms, .45 ACP.
  89. -Magazine Capacity: 7/7 cartridges. Comes with 3x magazines.
  90. -Maximum Optimal Range: 50M with a -1 penalty per 50M beyond this range.
  91. -Maximum Effective Range: 150M.
  92.  
  93. *****
  94. PERSONAL TRANSPORTATION:
  95. >Taco Loco Truck: A V8 Chevy P30 food truck, painted white with a large cartoon taco man on top in a sombrero and shaking maracas on both sides of the van; the name 'TACO LOCO' is displayed overhead. Inside this stereotypically dressed truck is an 18' cargo bay, split vertically to accommodate two professions:
  96. On the right is a fully stocked medical suite, containing an ambulance's worth of tabletop medical equipment, a surgical operating/transport bed, and tightly-packed supplies.
  97. On the left side is a furnished stainless steel mobile kitchen, including: flat-top griddle, 4-burner range, double basket fryer, coolers, sink, and dedicated refrigerator/freezer combo (which might store human body parts from time to time).
  98. -Grants 3x [1d6+6] Driving rolls
  99.  
  100. >Mobile Kitchen: grants a [1d6+10] <Mobile Kitchen roll and adds +2 to all Cooking rolls when in use
  101.  
  102. >Surgical Suite: grants a [1d6+30] roll using the following equipment:
  103. -Anesthesia Monitor: a module that can continuously dispense constant doses of anesthesia into a patient at controlled amounts.
  104.  
  105. -Blood Culture Suite: Includes a centrifuge, incubator, analyzer. Analyzes blood for all base factors (immune system, red blood cells, vitamins, minerals, etc) and adverse readings, including bacteria and fungal infections.
  106.  
  107. -Colonoscope: a digital camera connected to a fiber-optic cable and monitor. Used to 'scope' out the large and small bowels. Includes an internally attached biopsy needle for tissue sampling.
  108.  
  109. -Esophascope: much like the colonoscope, scaled down to fit into the human esophagus.
  110.  
  111. -Fully Loaded Surgical Tool Set: everything needed, and doubles of those just to be sure. A fully stocked stainless steel set, perpetually kept stain free, sterile, and razor sharp. Grants a [1d6+3] <Surgical Tools when performing surgery... duh.
  112.  
  113. -Microscope: can analyze single-celled organisms through an extremely powerful lenses. Used to visually examine cells for counting or pathology metrics.
  114.  
  115. -Patient Vital Signs Monitor: monitors heart rate, pulse, blood pressure, and blood oxygen level.
  116.  
  117. -Ultrasound: Used to see internal body structures such as tendons, muscles, joints, vessels and internal organs through the use of sound waves find a source of a disease or to exclude any pathology. Mostly used when monitoring pregnant women.
  118.  
  119. >Original Trauma Kit: a large trauma duffel bag meant to rapidly and efficiently stabilize a patient in-field, containing a host of state-of-the-art bandages, wound dressings, surgical tools, and other medical items including a wide assortment of painkillers, tranquilizers, stimulants, antibiotics, styptics, anti-bacterials, anti-virals, wound disinfectants, etc. etc.
  120. *Contains enough supplies for 10 uses before restock is required
  121. *Grants a [1d6+15] <Trauma Kit roll when treating a patient
  122.  
  123. >Lifepak 12: a manual external defibrillator designed to restart a patient's heart in the event of a cardiac arrest. The included monitor system is able to read a patients heart rhythm and other vital signs.
  124. *Roll a single [1d3] <Defibrillator per turn for up to 4 consecutive turns; on a 3, the defibrillator will successfully restart a patient's heart and revive them for 3 turns in a state of REVIVISCENCE TRAUMA as well as being CRITICALLY INJURED
  125. *However, if a 2 or 3 is not rolled by the 4th turn the attempt is a failure and the patient is declared deceased.
  126. *NOT USABLE IN EVENT OF CATASTROPHIC DESTRUCTION OF BODY!
  127.  
  128. *****
  129. PHYSICAL ENCHANTMENTS (2/3 remaining):
  130. -Superior Armor Charm: provides a natural +2DR
  131.  
  132.  
  133. *************************************************************************************************************************************
  134. Nao, Seal Colonies Liaison: 50HP, 1DR
  135. Age: 9
  136. Month of Birth: unknown
  137.  
  138. (Affectionate, Amiable, Calm, Chatty, Cheerful, Curious, EXTRA INQUISITORIALLY SANCTIONED!, Hatred: The Dynasty & 'Empress' Silver, Humorous, Lazy, Polite, Spiritual, Warm-Hearted)
  139.  
  140. *****
  141. KNOWN LANGUAGES:
  142. Batpony: has moderate fluency in the modern dialect
  143.  
  144. Common Equestrian: has flawless fluency in the modern dialect
  145.  
  146. Common Porpoise: has flawless fluency in the ancient and modern dialects
  147.  
  148. Crystal Pony, Kingdom & Imperial phonetics: has moderate fluency in both dialects
  149.  
  150. Draconic: has moderate fluency in the modern dialect
  151.  
  152. Earth Pony: can speak in the modern dialect fluently
  153.  
  154. Germaneighse: has moderate fluency in the modern dialect
  155.  
  156. Gryphon: has moderate fluency in the modern dialect
  157.  
  158. Minotaur: has moderate fluency in the modern dialect
  159.  
  160. Pegasi: can speak in the modern dialect fluently
  161.  
  162. Polar Porpoise: has flawless fluency in the ancient dialect
  163.  
  164. Prench: has moderate fluency in the modern dialect
  165.  
  166. Saddle Arabian: has moderate fluency in the modern dialect
  167.  
  168. Unicorn: has moderate fluency in the modern dialect
  169.  
  170. *****
  171. APPEARANCE: a slim, young, bright white Polar Seal covered in a thick, silky smooth fur coat, invisible to the infrared spectrums. 2'2" tall when standing on her flippers, 1'5" when lying flat, and 3'2" in length when lying down, Nao's appearance is virtually the same as non-sapient seals, except for her intelligent, merry dark gray eyes, and a perpetually content smile.
  172.  
  173. Common to her species she has 6" long whiskers protruding from her shiny black snout, matte black fore and rear flippers, and sharp spade-like teeth, well suited to consuming ocean catch.
  174.  
  175. As she is quite young and has virtually no motivation or aggression typical in dedicated combatants, Nao bears no combat scars, save for a few tiny bite marks from equally tiny squid on her neck and flippers.
  176.  
  177. *****
  178. BIOGRAPHY: mostly unknown. The second of Tallus' native archaic species to reappear, Polar Seals are what most would call a typically normal sub-species, at least compared to the rest of the Seal Colonies.
  179.  
  180. Historically, the Polar Seals were devoted friends of the Hegemony, Germaneigh, the various Tallus harpies, the Prench, the Japoneighse, the Kra`ken, and the Sea's Bounty clan of antiquity (before spreading out from the Main Ferron Clan).
  181. As the upstart Dynasty and its highly annoying tenets would cause the Colonies to become isolated from the rest of Tallus, they would remain on happy terms with the Dragons due to shared enjoyments for equal parts seafood, snow, warmth, and ancient knowledge. Whether or not the average Seal even has enough motivation to put said knowledge to use is questionable, however.
  182.  
  183. Due to her finely honed linguistic capabilities and higher than average porpoisity, Nao has been selected to be one of the Seal Colonies' liaisons to the whole of Tallus, after a bit of nudging from the prominent Dragon-Emperor, Velkruz.
  184. Readily dispatched to most of the major cities across Tallus since Razorback's arrival, Nao, well aware of the Dynasty's repercussions in the past, has porpoisefully avoided visiting politically aligned cities, especially those that would necessitate her having to travel on bare ground such as Canterlot, Stalliongrad, and Las Pegasus. At least, not without a comfortable ponyback ride!
  185.  
  186. Though she has only made two trade agreements, the first being shipmarents of rare polar materials to the Empire for an equal weight of heatstones, the second a deal to trade a consistent amount of catch to the lower D.M.M.C. outposts in exchange for language trainers to be provided to the Colonies, her reputation for being honest, fair, and likable due to her agreeably calm, youthful demeanor is well known.
  187.  
  188. Since the circumstance leading her to take interest in Razorback's location are easily noticeable, Nao has been given the right to appoint herself Razorback's liaison to the Colonies, being a rather merry to work with diplomat unless, or until, a more suitable candidate takes her place.
  189.  
  190. Owing to her bright coloration and propensity for lazing about in warm locations where she can watch goings on, Nao is always easy to find, especially since she enjoys perching on the highest locations possible, aided by an ever-amusing Sticky enchantment.
  191.  
  192. *****
  193. OFFENSIVE SKILLS
  194. Basic Flipper-to-Flipper
  195.  
  196. *****
  197. DEFENSIVE SKILLS:
  198. Basic Bouncing (flippers aren't exactly conducive to high speed)
  199. Basic Rolling+1 (for when speed is necessary)
  200. Expert Swimming+3
  201.  
  202. *****
  203. UTILITY SKILLS:
  204. Basic Alchemy
  205. Basic Bartering+1
  206. Basic Flipper Painting
  207. Basic Humming
  208. Basic Negotiation+1
  209. Basic Perception+2
  210. Basic Ocean Survival+3
  211.  
  212. *****
  213. SPECIAL ABILITIES:
  214. -Polar Bite: like all Seals, Nao takes GREAT pride in catching her own food, whether swimming under polar ice shelves, nosing out shorelines, diving into deep water, or merrily sliding through Moors swamps in search of something new to taste.
  215. *Grants 2x [1d6+3] <Bite rolls that inflicts Major Bleeding on a base critical
  216.  
  217. -Expert Linguist: among the Seals, the ability to speak in multiple languages is highly valued due to their heavily isolated, spread out Colonies. Most Seals know, at minimum, three languages: their own sub-species, Common Porpoise, and whichever ancient dialect they find most appealing.
  218. As a member of the second-most recent generation, Nao's intellect has been porpoisefully honed through intensive schooling in order to more easily interact with most of Tallus. This also helps in determining the meanings of local words and slang, particularly when it comes to the Ferron clans, batponies, and the myriad intricacies of Saddle Arabian dialects.
  219. *Grants 3x [1d6+1] rolls that function as Research when researching or attempting to translate languages similar to those she has fluency in
  220.  
  221. -Sub-Sonar: an ability inherent to all Seal species, Nao is capable of utilizing limited underwater echolocation to find edibles, objects, or to simply navigate her way through water whenever necessary, particularly in areas where visibility is highly limited.
  222. *Grants 2x [1d6+3] rolls that function as Perception and is capable of locating some stealthy creatures, but for obvious reasons cannot be used to track tastes or scents
  223.  
  224. -Polarborn: like the rest of her species, Nao's physiology is utterly resistant to the negative effects of subzero temperatures down to -60 degrees, due in part to a mystical connection to snow and ice, similar to that of Crystal ponies, and also a thin layer of warm, protective fat.
  225. *Reduces damage caused by Planar, Spectral, and Undead Ice and Water Elemarentals by 1/4
  226. *Reduces all damage caused by Ice and Water Elemarentals by 1/2, whether natural, magical, or Mystical in nature
  227.  
  228. -Snow Dive: an ability inherent to all Polar Seals, Nao is capable of rapidly diving through tightly packed snow and loose ice if need be, utilizing 3x [1d6+3] rolls, whether searching for something to eat, evading enemies, or simply finding a nice snowy den to snooze inside of.
  229.  
  230. *****
  231. TRADE SKILLS:
  232. Fishing, Observer
  233.  
  234. Trading, Amateur
  235.  
  236. *****
  237. ALL PORPOISE ENCHANTMENTS: 0/2 Slots remaining
  238. -Anti Guard: an archaic creation devised in Germaneigh sometime during the 22,000's era, rendering Nao's mind and body protected against all forms of Anti.
  239. Unlike similar Mystic-class wards, this one was also tuned to interdict and deflect mental contact, negating Anti's hostile nature, also providing exceptional resistance against both overtly intrusive and subtle Psionic methods as well.
  240.  
  241. -Superior Sticky: a powerful full body enchantment that allows it's owner to stick to nearly any surface, including cloud material, without fear of being removed.
  242. *May also attach items to oneself for a near-permanent hold
  243.  
  244.  
  245. *************************************************************************************************************************************
  246.  
  247. RAZORBACK SUPPORT STAFF:
  248.  
  249. ***************************************************************************************************************************************
  250. Aiutante (real name: unknown): 90HP, 1DR
  251. Age: 26
  252. Month of Birth: August
  253.  
  254. (Amiable, Cheerful, Efficient, Focused, INQUISITORIALLY SANCTIONED, Multitasker, Talkative, Veteran: Casting/Crafting/Enchanting)
  255.  
  256. *****
  257. APPEARANCE: a wiry-framed pastel pink unicorn mare, with a medium length flowing auburn mane, tail, and matching eyes. She has some tone to her body, especially her rear.
  258.  
  259. *****
  260. BIOGRAPHY: a cheery, upbeat, and lavish styled unicorn from Manehattan's more 'ritzy' district, Aiutante was the child of wealthy business moguls who wanted nothing but the best of their first daughter, sending her to Canterlot's College of Magic to further her means in life.
  261.  
  262. On her way to one of the more 'refined' magic classes, she accidentally stumbled into a 'practical applications' course which was working on general crafting and enchanting. She found the hooves-on magic to be more suited to her interest, despite looking completely apart from such line of work.
  263. Also one of Hodch's most successful and adept students to date, greatly enjoying his 'extra credit' and 'private teaching sessions'.
  264.  
  265. Although she comes off somewhat haughty and, to humans, preppy, she has the utmost respect for those in the similar field, especially those far more experienced than her. Loves to multitask, and is deeply focused when crafting or enchanting in any sort.
  266.  
  267. While she has a rather noticeable Valley-girl accent, Aiutante can be a bit of a flirt, and tends to unconsciously complain whenever she gets dirty.
  268.  
  269. *****
  270. CUTIE MARK: a large purple cog interconnected with a smaller green cog, between them an apparently jammed wrench.
  271.  
  272. *****
  273. STATUS: an assistant craftspony and enchanter for Razorback Fortress, under contract.
  274.  
  275. *****
  276. OFFENSIVE ABILITIES
  277. Basic Assault+3
  278. Basic Parry+3
  279. Basic Riposte+3
  280.  
  281. Expert Casting+9
  282.  
  283. *****
  284. DEFENSIVE ABILITIES:
  285. Basic Block+2
  286. Basic Evasion+2
  287. Basic Reaction Speed+2
  288. Basic Sprint+2
  289.  
  290. *****
  291. UTILITY ABILITIES:
  292. Basic Bartering+2
  293. Basic Research+4
  294. Master Crafting+8
  295. Master Enchanting+8
  296. Master Smithing+9
  297.  
  298. ******
  299. SPECIAL ABILITY: Disciple of Hodch. After many years of esoteric instruction and... uh, 'simpler' lessons by her well known teacher, Aiutante is capable of calling on much of Hodch's knowledge at will.
  300. *Adds +1 to and grants an additional roll to any of the following skills: Casting, Crafting, Enchanting, and Research Smithing
  301. *Doubles ALL Reputation gain by Lunars and sub-factions
  302.  
  303. *****
  304. >UNIQUE ITEMS:
  305. >Chromed Blacksmith and Crafter Tool Set: a generous collection of enchanted and runed tools to aid Aiutante in her trade. Includes chisels, engraving blades, hammers, and other tools; the effects and processes of each controlled by mental willpower.
  306. *Grants a [1d6+7] <Blacksmith/Craft Tools roll when forging, reforging, or engraving items
  307.  
  308. >Chromed Runic Horn Ring: a chromed steel horn ring specifically made by, and for, Aiutante's personal use.
  309. *Adds +2 to all Casting rolls
  310.  
  311. >Chromed Runic Anvil: a custom-made chromed steel anvil inscribed with unicorn runes, allowing her to add elemental effects and strengthen items.
  312. *Grants a [1d6+10] <Runic Anvil roll when forging, reforging, or engraving items
  313.  
  314. >Chromed Runic Hammer: a small, enchanted and runed chromed steel hammer with both flat and round heads, used specifically during the forging process or to precisely manipulate engraving blades, chisels, and other tools.
  315. *Grants a [1d6+7] <Runic Hammer roll when forging, reforging, or engraving items
  316.  
  317. >Custom Blacksmith Apron: a black cover-all, adorned in pony skulls with pink bows. Aiutante normally wears this when working near a furnace, or with metals and other potentially dirty materials. Unnaturally resistant to heat and grime.
  318.  
  319. >Personal Notebook: A thick, roughed-up, hot pink binder; almost exploding with papers, notes, and research on crafting and enchanting. Not a Diary, but contains a lot of funny doodles, as well. Her penmareship is impeccable.
  320. *Grants an additional Research roll
  321.  
  322. >Runic Engraving Blade: Krinza's older, meticulously cared for, runed triangular 8" long engraving blade with a flat rear surface, used for scribing and shaping materials with, the effects and process controlled by mental willpower.
  323. Brought with him from Anfang & the Vale, its composed of tungsten layered in sequential runic alignmarents to produce highly precise glyphs, sigils, letters, numbers, and more.
  324. *Grants a [1d6+9] <Runic Engraving Blade roll when forging, reforging, or engraving items
  325.  
  326. >Thousand-Rings-Of-Metal: not actually 1,000. 200 oval links of the most well known rare, magical, arcane, and safe Planar metals strung in a 9 hoof (3 foot) band, intended to be worn around the hoof, neck, or anywhere else, really.
  327. Allows the wearer to sense the precise atomic and magical alignmarents of metals, also decreasing the resistance of modifying the same into optimal patterns.
  328. *Adds +1 to all Enchanting, Research, and Smithing rolls, only when dealing with metals
  329.  
  330. *****
  331. PONIAL ENCHANTMARENTS: 3/3 Slots
  332.  
  333.  
  334. ***************************************************************************************************************************************
  335. Allys (real name: suspected to be 'Always Seasoned'), 100HP, 1DR
  336. Age: 20
  337. Month of birth: Nay (May)
  338.  
  339. *****
  340. (Amiable, Blunt, Calm, Hostess, Intuitive, Minor Dislike: Annoying Sounds, INQUISITORIALLY SANCTIONED, Listener, Purposeful, Quick, Thoughtful)
  341.  
  342. *****
  343. APPEARANCE: an average sized, dim green pegasus mare with a large, straight mane and solid pale green eyes, entirely dissimilar to Mercy's unusual condition. Somewhat stockier than most pegasi, but pleasantly curved with a thicker, more cold resistant than normal coat.
  344.  
  345. *****
  346. BIOGRAPHY: unknown, but likely good. An intuitive and easy-going mare, though with a bland, always tired sounding voice, Allys is neither hyperactive nor lazy, having the typical earth pony attitude combined with the speed and agility of a pegasi.
  347. These, unfortunately, make her a somewhat poor conversationalist when it comes something other than giving advice, cooking, or the few subjects she knows well.
  348.  
  349. Despite her overall nice qualities, Allys has a raging temper when sorely pressed or irritated, and would often challenge the strongest or fastest for a night spent with her, IF they survived her intimidating voice, developed from years of shouting at customers from all across Tallus, many of which could easily have taken her down, yet didn't, a fact that she (incorrectly) attributes to her muscular figure and (correctly) the ability to quell riots by refusing to serve alcohol.
  350.  
  351. At Thrill's request, Allys was hired from Lucky's list of potential employees as the need for day and night cooks became apparent. Making the transition to the Fortress was quite easy, mostly as she had few belongings and prefers to travel light regardless.
  352. Shortly after arriving, Pella was also hired, giving Allys the choice of taking day or night shift, to which she chose day as nearly all the Operators were night-dwellers. Despite their constant joking, the two are close friends from being employed at Lucky's Bar. As Allys has stated before, her friend's nickname is 'Mella Pella' due to a rather profound baking session after a stressful night.
  353.  
  354. Meeting Caliya during one of his off days, the two struck up conversation, curious as to each other's experiences with the strange humans of Razorback. Intrigued by the awkwardly off-colored earth pony, Allys continued to meet with him constantly the next several months, steadily coming to like his blunt, quick spoken demeanor, though was concerned at his lack of Marks and the burn scars he refused to show.
  355. The two became virtually inseparable when not on duty, spending most of their time together in the Fortress, occasionally taking trips to the Moors or Las Pegasus to relax.
  356.  
  357. Sometime in late March of Razorback's second year during the Fortress's renovation, Caliya, as he told Tipper, was approached by Allys during a day where most of the mares were acting 'very, very predatory'. Facing the possibility of what punishment he could not guess, he was far less than happy at Allys's demand to give her a foal, but on a stroke of humor, decided to give her exactly what she wanted.
  358. So far, neither seem displeased at this new stage in their relationship, though Twisted and Tipper continue to commarent, with varying shades of humor and inappropriateness, at Allys' increased hunger and propensity to walk stiffly.
  359.  
  360. *****
  361. CUTIE MARK: a blue and red bottle with the corks lying between them
  362.  
  363. *****
  364. STATUS: nighttime server and cook for the Fortress, under permanent contract via Tipper.
  365.  
  366. *****
  367. RELATIONSHIPS:
  368. -Caliya: very, VERY close friend.. and is expected to have his foal (or foals) in late February of next year
  369. -Pella: a close friend to
  370.  
  371. *****
  372. OFFENSIVE ABILITIES:
  373. Basic Assault+4
  374. Basic Parry+5
  375. Basic Riposte+3
  376.  
  377. Expert Intimidation+6
  378.  
  379. *****
  380. DEFENSIVE ABILITIES:
  381. Expert Block+2
  382. Expert Evasion+5
  383. Expert Flight+3
  384. Expert Reaction Speed+4
  385. Expert Sprint+2
  386.  
  387. *****
  388. UTILITY ABILITIES:
  389. Expert Bartering+4
  390. Expert Chef+6
  391. Expert Neighgotiation+2
  392.  
  393. *****
  394. PONIAL ENCHANTMARENTS: 3/3 Slots
  395.  
  396.  
  397. ***************************************************************************************************************************************
  398. Amerose (real name: Amethyst Frost-Rose), Starborn Lorekeeper: 120HP, 2DR
  399. Age: 26
  400. Month of Birth: March
  401.  
  402.  
  403. (Amiable, Calm, Chatty, Dutiful, Efficient, Eidetic Memory, Focused, Humorous, Inquisitive, INQUISITORIALLY SANCTIONED, Intellectual, Knowledgeable, Logical, Natural Charmer, Precise, Savant, Studious, Veteran: Alchemy/Crystal-Forging/Crystal Runes)
  404.  
  405. *****
  406. APPEARANCE: a dusky silver coated, sapphire and emerald maned Crystal mare with pale blue eyes, noticeably a bit smaller than most around her age.
  407.  
  408. Due to a strict diet and exercise routine, Amerose is stronger and more finely toned than most Crystal ponies, yet still retains most of her race's curvy, sultry appearance. Almost never takes off her robes, however.
  409.  
  410. *****
  411. BIOGRAPHY: early life unknown.
  412.  
  413. When an offer by both Princess Luna and Princess Cadence, both taking their advisers seriously for once, came for somepony to accept the role of acting as a liaison between the Imperial Wardens and the Starborn, few of the Lorekeepers considered it worthwhile to respond to either. Dissatisfied with the younger Imperial Wardens and their refusal to take history seriously, Amerose eagerly responded to the summons, then at the age of 17.
  414.  
  415. Granted the twin ranks of Rune Knight and Citadel Mage, even though the latter is technically a position meant only for unicorns, Amerose forced herself to ignore the meteoric increases in rank, but did accept several items and enchantments from both factions.
  416. Diving deeply into the archives of both factions, she spent the vast majority of her time seeking information on the many historical relics that were as of yet uncatalogued or unknown, typically buried under a pile of scripts and tomes in search of a single line that could tell her what she desired to know, or where else to search for further clues.
  417.  
  418. Although relatively young at the time, her heightened focus, noteworthy skills, unorthodox methodologies, and greatly enjoyable company (in more ways than two) endeared her to both factions, allowing her access to possessions that had passed down through many generations, taking advantage of the temporary study and subsequently lighthearted flings whenever possible.
  419. While her lack of caring about the conflicts between factions made many younger Imperial Wardens consider Amerose dangerously close to an enemy, there was little open complaint against her, especially with Lunar Council member Chuz`Ain and numerous retiring Imperial Keepers backing her position as mediator and liaison.
  420.  
  421. In contact with Hodch as he began full time courses at the Canterlot College of Magic, and Belltower under Lunar Council member Oranti's orders, after a year at her position Amerose came to enjoy their humorous, easy going natures enough to proposition forming a herd between the three.
  422. While heartened by the Lorekeeper's sentimarents, the pair gently declined the offer, stating their valid, but serious, reasons for why they could not accept. Understanding the oftentimes volatile events that the Starborn were forced to deal with, she bowed out from her proposition gracefully, deciding that forming a herd with non-military members would likely easier be and less stressful.
  423. She still maintains a professional friendship with the two, but was privately and severely disappointed at the poor timing, and began spending more time with the new friends (and lovers) her increasingly large number of faction contacts allowed.
  424.  
  425. Traveling all over Equestria, Saddle Arabia, and Germaneigh to study recovered pieces from the Dynasty, Amerose ran across Twisted Wing in the black markets of major cities often, and took an interest in the General-in-exile selling relics she'd come across in her own travels.
  426. Taking an, admittedly, significant risk to develop a working relationship without revealing her status in the Starborn, and knowing that she could both learn more of Tallus history while making a friend of the awe-inspiring pegasus, Amerose wisely kept her dealings from others silent.
  427. Unfortunately, Amerose quickly found that she was one of the very rare few whom would suffer negatively from Twisted Wing's Enchains in close contact, forcing her to keep a distance or else sneeze constantly.
  428. Despite the minor setback of having to keep from breathing in through her nose when dealing with the oversized mare, Amerose enjoyed the General's company, extending her official visits whenever possible and safeguarding the knowledge of her affairs.
  429.  
  430. During a visit to the Canterlot College of Magic after classes had finished, Amerose was startled at a sudden off colored remark from Hodch, whom was peculiarly happy at the knowledge she had befriended the Burning Pegasus.
  431. Making a humored rebuttal by stating 'a room filled with flexible succulent fillies will never be as good as her, you know', she was amazed at his agreement, even though the two knew well of her particular tastes.
  432. Recognizing his status as the Starborn's ersatz Lorekeeper, she questioned the circumstances that had driven Princess Luna and the General apart, curious at his mood immediately souring. Afterwards, she quietly thanked him for the explanation, yet was curious to understand Hodch's admissions of personal and professional distrust towards the Nightmare.
  433. Concluding that this line of thought was unlikely to lead in any positive directions, Amerose returned to her normal routine, subtly keeping an eye on Luna in the hope of aiding reconciliation should the alicorn express a desire to.
  434.  
  435. Keeping herself fully active for the next several years, Amerose's naturally amused personality exploded exponentially upon learning of Twisted Wing's newfound relationship with a human male from the Razorback mercenaries, swiftly becoming notorious for collapsing in the Citadel and laughing until she passed out in tears.
  436. Learning more of humans while ensuring that information on Twisted's travels remained suppressed, she considered the Nightmare's eventual reconciliation a sign of improved judgemarent, still choosing to say nothing of her own encounters regardless of the positive shift in mentality.
  437.  
  438. A personal request from Twisted Wing, returned to full Generalship during Razorback Fortress's renovation, caught Amerose off guard while relaxing in the Council Chambers. Frowning at the thought of abandoning her own research, the Burning General's brief explanation of Razorback's unusual (and highly volatile) circumstances intrigued her.
  439. Along with fifteen retired, yet still combat capable, former Starborn that would take residence in the Enclave, she bemusedly accepted the offer.. then in front of the entire Lunar Council promptly forgave Twisted for not having one last fling before becoming a 'proper mare'.
  440. Undaunted by Twisted Wing's (wholly expected) stunning display of fury, Amerose pointedly wrote her own request for another Lorekeeper from the Empire to continue her work at the Citadel, nonchalantly assembling her possessions and leaving the Citadel, all the while smiling at the near-endless stream of obscenities.
  441.  
  442. Arriving at the decommissioned Enclave, and dumbfounded at the collected weaponry, armor, and miscellaneous items from all over Tallus, Amerose, with Naliyna and Denra's aid, has seen fit to shift its layout entirely, ensuring numerous rooms are both serviceable and livable once more, including the command post on the 'roof' of the dome.
  443. Conning Hodch into allowing her to consolidate the more dangerous items into vastly easier to manage buildings, she then convinced him to improve his already heavy-hoofed security measures, cheerfully providing numerous defensive wards for additional protection.
  444.  
  445. When not identifying relics or otherwise occupied, Amerose tends to stroll through sections marked solely for the Dynasty eras, closely examining the works and artistry of her ancestors in thorough detail, though politely refuses to take any for her own research.
  446.  
  447. *****
  448. CUTIE MARK: unknown.
  449.  
  450. *****
  451. STATUS: former Lorekeeper at the Imperial Armory, then Head Lorekeeper in liaison to the Citadel. Now commarends and marenages the Starborn at Razorback's Enclave, seeking to catalogue and study the entirety of it's contents.
  452.  
  453. *****
  454. RELATIONSHIPS:
  455. -Hodch: has a friendly rivalry towards, and takes every chance to (jealously) dig at him for his well known expertise in fillyfooling.
  456. -Twisted Wing: although the two are on friendly terms due to their close contact, Amerose prefers not to deal with the Burning Pegasus much as she sneezes constantly in close contact. Still harbors a burning (pun intended) passion for her, however.
  457.  
  458. *****
  459. OFFENSIVE ABILITIES
  460. Master Assault+6
  461. Expert Parry+3
  462. Master Riposte+5
  463.  
  464. *****
  465. DEFENSIVE ABILITIES:
  466. Expert Block+4
  467. Expert Evasion+3
  468. Expert Reaction Speed+3
  469. Expert Sprint+3
  470.  
  471. Expert Fearless+3
  472.  
  473. *****
  474. UTILITY ABILITIES:
  475. Master Alchemy+8
  476. Master Bartering+5
  477. Master Crystal-Alchemy+6
  478. Master Crystal-Forging+8
  479. Expert Neighgotiation+3
  480. Expert Perception+5
  481. Master Research+8
  482. Expert Scouting+3
  483. Expert Wilderness Survival+3
  484.  
  485. *****
  486. Master Crystal Runes+9
  487.  
  488. -Learned Runes:
  489. *Cover: creates an innate crystalline shield that may be used to defend herself or allies with, and is also capable of attacking and stunning opponents.
  490.  
  491. *Spring/Summer/Fall/Winter Fade: allows the user to become invisible on a result of 6 or higher, but does not confer the other benefits typically associated with Stealth.
  492.  
  493. *Power: adds +1 to all Crystal Rune rolls for each max critical, capping at a maximum of +4, and can be used with Crafting
  494.  
  495. *Pull: allows use of minor Psychokinesis, limited to a maximum of 500 pounds
  496.  
  497. *Refresh: allows use of a ranged, minor Recovery-like ability, though allies must be in line of sight and within 100M in order to function
  498. *On a max critical, natural Poisons, Toxins, and other minor status effects will be negated
  499.  
  500. *****
  501. SPECIAL ABILITIES:
  502. -Charming Presence. Amerose's youthful voice, intellect, and mannerisms, combined with training received from both the Wardens and Starborn, grants her the ability to Charm living beings, particularly mares, whenever she desires their attention, company, or affections.
  503. *Twice per day/night allows a [1d6+3] <Charm ability when dealing with males, or a [1d6+5] <Enhanced Charm to females
  504.  
  505. -Germaneighan Suplex: ONCE per night, Amerose may perform this mareneuver by fully replacing her Assault rolls.
  506. *Obviously ponies aren't intended to wrestle in human-like fashions, though she insists on keeping up with the rigorous flexibility training that some of Razorback tend to perform in the Enclave.
  507.  
  508. *****
  509. UNIQUE ARMOR:
  510. -Lorekeeper's Robes (Archaic Legendary Relic, Original Middle Dynasty Robe): a bright white, full body covering woven silk robe, several fluffy rings of cotton trim featured around the entire hem. Due to her enchantmarents the outer surface takes on a crystalline appearance, though.
  511. Dating back to the Middle Dynasty Era, Empress Silver was in need of experienced Crystal ponies to undertake experiments in alchemy and the inner workings of Elemarentalism, knowledge that would lead to creating the numerous, and puzzling, Elemental cores created during the Late Dynasty Era.
  512. Holding a hoof out to the Conclaves on the edges of the Crystal Kingdom, long before it was known as the Crystal Empire, a large number of Crystal ponies accepted the Empress's offer and shortly formed the Lorekeepers, commissioning these robes solely for their members.
  513. After the fall of the Dynasty, the Lorekeepers returned to their homeland, bringing back vast wealths of information and materials which would dramatically improve the Kingdom's standing, allowing it to rapidly become the Empire under their care and tutelage.
  514. This particular one was given to Amerose by the Crystal Lorekeepers shortly after being accepted to their Order. Since there are no markings, heraldry, or symbols, it is a definite original.
  515. -Armor Value: 1DR
  516. -Armor Class: Unarmored
  517. -Enchantment Slots: 0/3 remaining
  518. >Defensive Enchantment #1: reduces all Elemental damage by 1/4
  519. >Utility Enchantment #1: adds +1 to all Alchemy & Research rolls
  520. >Utility Enchantment #2: adds +1 to all Crystal-Forging and Crystal Runes rolls
  521.  
  522. *****
  523. UNIQUE ITEMS:
  524. -Insight's Gift: a recently devised resonant ward, similar to those created by psions, this is a small, nearly invisible Empire crystal molded into a tiny ponyshoe on a silk string, the phrase for 'Focus From Within' carved on both sides in archaic rune script.
  525. A result of numerous experiments and intensive research from her time spent in the archives of the Citadel and studying select objects from the Imperial Armory, Amerose developed this during her efforts to improve the outer and inner workings of the highly emotional Crystal pony mind.
  526. Upon realizing the potential benefits of her research, she created this rather simple ward to aid her, keeping her other as-of-yet untested designs safe. For now.
  527. *Grants an additional roll to and adds +1 to all Crystal Rune rolls
  528. *FRAGILE!
  529.  
  530. -Lorekeeper's Alchemy Set: an original set of alchemical tools from the Crystal Kingdom era, all made of finely tuned Empire crystal.
  531. Includes an alembic, a heatstone powered calcinator, dry & wet presses, an oloscope, a condenser, a retort, mortar & pestle, coldstone and heatstone bowls for maintaining precise temperatures.
  532. Several highly specialized, strange looking newer tools that only Amerose seems to understand the use and meanings of are included, contained in an Empire crystal hardcase.
  533. *Adds +6 to and grants an additional Alchemy roll
  534.  
  535. -Lorekeeper's Tome, Modernized, Updated: a weathered book bound in valo bark, the thick sheaf pages penned in black beryl, artistically in the Crystal Kingdom era style of rune script.
  536. A copy of the original comprehensive book on Crystal-Forging techniques and the various Crystal Rune abilities from the early Crystal Empire era, greatly updated to current standards and teachings. She has made several notations on each page written in ‘lorescript’, essentially condensing Crystal Kingdom language to a complex, easily readable font.
  537. There is enough information on precision sonic/vocal control and emotional paradoxes contained within that most unicorns are driven mad attempting to understand it, so she refuses to loan it out.
  538. *Grants either an additional Crystal-Forging or Crystal Rune roll, but cannot be used for combat purposes
  539.  
  540. -Mountain Egg: a 3" tall, unnaturally heavy dark brown and red swirling egg with small green highlights, carved to represent the tenacity of the Northern Wasteland Mountains.
  541. One of numerous crystalline eggs carved in the Crystal Kingdom, before it became the Empire long ago, this is one of the Four Lands set, meant to evoke a sense of solid, predictable resistance in any weather condition imaginable. Recieved as a gift from the Imperial Armory.
  542. *When carried by a Crystal pony, the Mountain Egg adds +1DR and +2 to all Assault/Parry/Riposte rolls, but the bearer suffers a -2 penalty to all Block/Evasion/Reaction Speed/Sprint rolls
  543. *Only ONE of the Four Lands may be carried at a time
  544.  
  545. -Reverse Paired Bond: a hoofband composed of pale blue, black, and purple kanpri threads, woven together by a master batpony crafter of the Starborn and given to a minotaur shaman in order to enact rites of exploration and knowledge.
  546. *Adds +1 to all Crystal Rune and Perception/Scouting/Wilderness Survival rolls
  547.  
  548. *****
  549. PONIAL ENCHANTMARENTS: 1/3 Slots
  550. -????
  551.  
  552. -Ice-Forged Shield: a 1' tall, clear Imperial crystal shield with a carved relief in bright blue of a small crystal-forging work shop, the coloration created by using the juice of a young bluesteel mushroom.
  553. Designed by Lorekeepers after the fall of the Dynasty, these shields were intended to be slotted onto the chest of nearly all armors, both standard and exoframes, in order to complimarent the expanded abilities of Crystal ponies.
  554. Unfortunately, most fell out of service since few Wardens specialized in crystal-forging, and were relegated back to the Lorekeepers. Though she carries the enchantment, the shield itself seems to have hidden elsewhere, likely for ponifal reasons. 2-slot Enchantment.
  555. *Adds +1 to all Crystal-Forging and Research Rolls, requires consistent research in order to unlock the remaining abilities
  556. *Current research: 981/5,000
  557.  
  558. ***************************************************************************************************************************************
  559. Aster (real name: unknown), Lunar Guard Nightfang: 240HP, 2DR
  560. Age: 37
  561. Month of Birth: March
  562.  
  563. (Armored, Cautious, Fearless, Guardian, INQUISITORIALLY SANCTIONED, Level-Headed, Veterancy: Combat/Senses, Watchful)
  564.  
  565. *****
  566. APPEARANCE: a bluish-grey coated earth pony with a dark yellow mane and matching eyes, has a small jagged scar under her left eye. Rarely seen out of her armor, so little else is known.
  567.  
  568. *****
  569. BIOGRAPHY: a down-to-earth... earth pony Nightfang who helps patrol the walls of Razorback Fortress.
  570.  
  571. Born and raised in Stalliongrad, Aster and her parents moved to Manehatten at the age of ten to escape the growing number of foalnappings and the Councilerge's corrupt system, becoming a local Enforcer for large popular shops and businesses before joining the Night Guard.
  572.  
  573. On a routine detail for a high-profile noble in Canterlot, she was ambushed by a gryphon assassin and stunned, left helpless. Before the gryphon could continue its assault, Steel Blitz, only a Night Guard recruit at the time, witnessed the display and tackled the assassin.
  574. The recruit, however, was no match for the gryphon, suffering mortal wounds to his side. While the assassin attempted to finish Blitz off, Aster recovered, utilizing her Gravity Lance to knock back the gryphon and proceeding to pulverize it's head into oblivion with her hoofboots. Since then, Aster has taken an oath to watching over Steel Blitz as a mentor, as well as paying off her debt of gratitude.
  575.  
  576. Exceptionally level-headed, Aster is usually unphased by the local oddities of the Everfree.. especially those that reside within the Fortress. Like most other earth ponies that have separated from Stalliongrad, Aster sees all ponies and species as equals.. although she can find her Nightclaw partner a little dimwitted, she still watches over the younger Guard fiercely.
  577.  
  578. *****
  579. CUTIE MARK: a green tower shield outlined with cyan blue, a fuchsia flower with a yellow center in the middle, usually covered by her armor.
  580.  
  581. *****
  582. STATUS: a Lunar Guard at Razorback Fortress, part of the wall patrol.
  583.  
  584. *****
  585. RELATIONSHIPS: in a herd with Steel Blitz, lead stallion, and Natilda, lead mare.
  586.  
  587. *****
  588. OFFENSIVE ABILITIES:
  589. Master Assault+8
  590. Master Parry+6
  591. Master Riposte+7
  592.  
  593. Expert Earth Smash+3
  594. Basic Intimidation+2
  595. Lunge+10
  596.  
  597. *****
  598. DEFENSIVE ABILITIES:
  599. Basic Block+3
  600. Basic Evasion+3
  601. Basic Reaction Speed+3
  602. Basic Sprint+3
  603.  
  604. Resist Damage+4
  605.  
  606. *****
  607. UTILITY ABILITIES:
  608. Basic Bartering+2
  609. Expert Perception+5
  610. Basic Negotiation+2
  611.  
  612. *****
  613. SPECIAL ABILITIES:
  614. -BOSS-class Fearless: cannot be Intimidated or Demoralized normally.
  615.  
  616. *****
  617. PONIAL ARMOR:
  618. -Nightfang Heavy Armor (Custom-Fit, Lunar-Forged): a personalized and custom fit set of heavy Lunar Guard armor, worn by those whom have specialized in defensive tactics. Still painfilly vanilla and unadorned.
  619. -Armor Value: provides 3DR
  620. -Armor Class: Improved Medium
  621. -Enchantment Slots: 3/3 remaining
  622.  
  623. ******
  624. UNIQUE ITEM:
  625. -S-Rank Travel Futon: in all respects, this is a bright white, 3' wide, 5' long, and 1' deep travel futon, weighing approximately 120 pounds.
  626. Bought from Rasera, one of the rare traveling Cavalier Clan merchants from Japoneighsia (mostly known as Neighpon), it bears exceptional comfort qualities despite an unusually spartan appearance, and seems to retain more warmth than silk mattresses.
  627. After some examination, Naliyna has concluded that it could only have been designed and hoof-sewn by a grandmaster clothier, particularly due to the unusually heavy, rare strain of a cotton-like, safe Planar material almost solely used for the covering.
  628. Impressive construction along with the impeccably perfect stitching make it difficult to wear out.
  629. *When a living being sleeps on this futon for a minimum of 6 hours, they will wake with greater vigor than normal, granting +1 to ONE physical, ONE secondary, and ONE tertiary roll for the rest of their Day OR Night cycle
  630.  
  631. *****
  632. PONIAL WEAPONRY:
  633. -Gravity Lance (Weapon Traits: Custom, Lunar-Forged): a standard Lunar Guard issue 6' lance attached to the left side of her armor, for use 'only when needed'.
  634. Instead of the traditional piercing spike, the tip is a thick, blunted tungsten cylinder with a flat striking surface that houses a powerful Force elemental burst rune, meant for stunning and knocking back heavy targets, damaging hardened targets, or causing extensive structural damage to buildings and fortifications.
  635. Barely customized as is.
  636. -Melee Weapon Class: Two-Hooved
  637. -Enchantmarents: 1/2 Slots remaining
  638. -Base Modifier: adds +2 to all Assault/Parry/Riposte rolls
  639. -Offensive Enchantmarent #1: grants a [1d6+20] <Gravity Shock non-elemental attack once per Operation that deals double damage to structures, Large or bigger enemies, and Fragile targets
  640.  
  641. -Nightfang Lightning Hoofboots (Weapon Traits: Custom-Fit, Lunar-Forged): a somewhat customized quartet of otherwise standard Lunar Guard armored hoofboots.
  642. Enchanted with a specialized, moderately effective lightning Elemarental for softer targets, or stunning.
  643. -Melee Weapon Class: Light
  644. -Enchantment Slots: 0/1 remaining
  645. -Base Modifier: adds +2 to all Assault/Parry/Riposte rolls
  646. -Offensive Enchantment #1: grants a [1d6+1] <Lightning elemental attack
  647.  
  648. *****
  649. PONIAL ENCHANTMARENTS: 3/3 Slots
  650.  
  651.  
  652. ***************************************************************************************************************************************
  653. Bren (real name: Tenbren [Translated as Ten-Strikes in Modern Unicorn] Anvil): 200HP, 2DR. Age: 34. Month of birth: November.
  654.  
  655.  
  656. *****
  657. (Blunt, Brazen, Bold, Dedicated: Indurian, Determined, Efficient, Hard-Working, Humorous, INQUISITORIALLY SANCTIONED, Intuitive, Thoughtful, Watchful)
  658.  
  659. *****
  660. APPEARANCE: a muscular, slightly larger than average full body ochre unicorn with salmon eyes, a straight, mid-body length rust colored mane that's left half-tangled and half-curled at all times, and an amusingly double twisted tail thanks to Mist Dancer's styling. Somehow, she manages to keep both clean.
  661.  
  662. Bren's soft, highly feminine features combined with her uncharacteristic Western accent are an odd contrast, though the years of constant shouting and hard drinking have given her both a rough, commanding voice and the appearance of a rabble rouser.
  663.  
  664. As of late, Bren has taken on a number of mareish touches to her personal look, and at least tries to keep herself from being covered in sawdust, rock chips, or slag whenever possible, though she often forgets to do so when a job is on the line.
  665.  
  666. *****
  667. BIOGRAPHY: Bren, real name Tenbren, happens to be a hard-edged and somewhat stern unicorn, but is an excellent manager and work boss, treating her workers fairly and completing projects on time without fail. Knows the ins and outs of the construction business extraordinarily well, having created several hundred pro tem patents, such as they can be called on Tallus, mostly in design and structural engineering.
  668. Originally based in Canterlot, her team, a collection of certified expert and master craftsponies, is one of the best in Equestria, as they've been known to set up fully furnished houses in less than a day, with much larger and more complex structures, such as Razorback Fortress, taking a mere month to design, lay the groundwork for, build, and place.
  669. (“This’un? Razorback’s? Th’one we’s in now? Nah, she’s a prototype Watch Guard, some sorta prebuilt they tested ‘round 29,989. Decided they didn’t like th’features, wasn’t ‘nuff room fer ten Companeighs. Heard they almost scrapped ‘em but ‘stead got sent inta th’mountain storage. This’un got sent ta us in parts, took a whole month ta put ‘er together an’refit everythang fer human needs.”)
  670.  
  671. As an old friend's favor, Denra recommended her to Princess Luna as Razorback's building manager, and has become considerably more involved in the Fortress's decision making processes as time has passed.
  672. Most notably, Bren had refused all requests from Spiral to set up permanent housing for the Guards and mercenaries, and is in the process of designing a small hospital, with a clinic addition of course, closer to the pagoda. Mostly due to the number of injuries that the Operators and their allies have sustained over the course of their three years on Tallus...
  673.  
  674. An incident involving Lont casually mentioning to Indurian that arranged marriage was normal on Tallus, and that Bren was to be his designated wife, has led to something much, MUCH more. Taking an active interested in the knight, Bren's eventual awareness of his dual existence barely perturbs her usually distrustful nature of unnatural beings, part in thanks to a certain (not) deity, as she recognizes him for much more than a killing machine or a mindless servant of one.
  675. Combined with their deepening knowledge of each other, Bren's outlook on Indurian has given her some insight into the strange, often dumbfounding lessons she received at the Canterlot College of Magic, particularly those on shared existences and, far more concerning, those detailing the summoning of unnatural beings.
  676.  
  677. While Bren's formerly large mass orgies were always a point of contention amongst Razorback's more modest ponies, particularly to the combined horror and rage from Mercy, they are now far more shocked that she has ceased throwing them. Mercy excluded, of course, instead devoting her thoughts and time whenever not working to Indurian more than anything else.
  678.  
  679. *****
  680. FETISHES: too marely to name. Or number.
  681.  
  682. *****
  683. CUTIE MARK: an iron hammer striking three bent nails atop a steel anvil, the first pointed downwards at 180 degrees, the second pointing at 225 degrees, the third pointed at 270 degrees.
  684. "Y'ave any 'dea 'ow 'ard it is ta hit three nails straight down'n hurry? Ah hit mah hooves a buncha times afore succeedin' an'BAM, there's mah Cutie Mark!"
  685.  
  686. *****
  687. STATUS: crew and work boss for Razorback Fortress, in charge of construction, modification, and building materials.
  688.  
  689. *****
  690. RELATIONSHIP: engaged to Indurian.
  691.  
  692. *****
  693. OFFENSIVE ABILITIES:
  694. Expert Assault+5
  695. Expert Parry+4
  696. Expert Riposte+3
  697.  
  698. Master Casting+7
  699.  
  700. *****
  701. DEFENSIVE ABILITIES:
  702. Expert Block+4
  703. Expert Parry+5
  704. Expert Reaction Speed+3
  705. Expert Sprint+5
  706.  
  707. Expert Fearless+4
  708. Master Teleport+6
  709.  
  710. *****
  711. UTILITY ABILITIES:
  712. Master Bartering+4
  713. Master Crafting+10
  714. Master Enchanting+7
  715. Master Engineering+10
  716. Basic Recovery+7
  717. Master Translocation+6
  718.  
  719. *****
  720. UNIQUE PAIRED ITEM: Cavallade Hoofband #1 of 2. Forged by Krinza using three triangular silver, platinum, and gold rods twisted into a perfect circle, the inside flattened and inscribed with 'Indurian', symbolizing the (highly unorthodox) union between herself and Indurian.
  721.  
  722. *****
  723. PONIAL ENCHANTMENTS: 3/3 Slots (mostly due to "You ain't fittin' me wit'some crazy hornhead nonsense! Ah've gotta reputation t'keep!")
  724.  
  725.  
  726. ***************************************************************************************************************************************
  727. Bright Amber: 75HP, 1DR
  728. Age: unknown
  729. Month of Birth: unknown
  730.  
  731. (Dislike: Unnatural/Efirates, Easily Confused, Nature Lover, Simple Minded)
  732.  
  733. *****
  734. APPEARANCE: a male Pred-Elk with a thin brown coat, the Amber giving off a yellow sheen against it. Has the same exact mystic blue eyes as Sparking Fleur, also roughly the same height as Sparky.
  735.  
  736. From his hooves to the top of his head, Bright is 4'1" tall, not counting antlers; with antlers he is exactly 5'4" tall.
  737.  
  738. *****
  739. BIOGRAPHY: one of a small number of Predator Elks given sentience, and eventual sapience, by Old Horn in a backfired plan to exterminate a spreading Efirate infestation. Unlike his eldest sister, Sparking Fleur, Bright Amber and the rest of his family do not have her innate desire to discover and learn.
  740. The next few months after their rebirth, Bright and the rest of the herd learned new, comfortable routines under Father Old Horn's guidance.
  741.  
  742. Sent to find out where Sparking Fleur had gone to, Bright Amber finally came into contact with Razorback, and through interactions with Ivan the Stalker and Soviet Comrade, Bright began to feel the need to understand more, just like his older sister, even though these feelings go against everything he has built up in the past. Now, however, he is torn between reverting to the safety of his predictable life of pre-Razorback contact, or to indulge in that small humble spark of humanity that has granted him a real life.
  743.  
  744. Roping Aster, Ivan and Comrade to help with exterminating a Grass Stalk flock so as to save the surrounding forestry from dying out and killing only one of the surprisingly giant flora birds did the Operators and their pony ally decide to leave the rest to Bright, who did not hold their decision against them, Amber himself using another Stalk breaking free from the ground to deal with the rest.
  745. Using the Amberine Armor's Attune capabilities, the Pred-Elk stunned the flying giants, crashing through the canopy of the Everfree and returning their excessive stored energy to the forest.
  746.  
  747. Sustaining a broken leg and antler, Bright found that one of the Grass Stalks had survived, and on closer inspection noticed a pair of unique stone collars circling around its elongated neck. Inspecting the stone collars and their precious gems, Bright was caught off guard as the odd Grass Stalk flew into the air, bringing him to a facility that was hidden within a tight cordon thicket of secoya trees, and after a cursory investigation used the same Grass Stalk to return to Razorback Fortress for further aid.
  748.  
  749. Taking Ivan and Bubba to the facility, the three explored it as thoroughly as possible.. albeit with clumsily results. Traversing a courtyard overflowing with caustic waters, Bright, Ivan and Bubba entered a ruined dome chamber where an amalgamation of smooth stone and ceramic pieces held together by vines rested, the 'thing' awakening, yet oddly placid towards the three, which went on to display territorial hostility to another 'thing' lurking in wait outside under the courtyards flooded surface, much as two predators meeting in the wild would fight.
  750.  
  751. During the ensuing row, what little the courtyard had for solid ground collapsed, stranding everyone in the vine & ceramic golem-likes lair, with all three suffering acid burns. Showing a surprising mark of intelligence, the first being allowed itself to be used as a ramp so the three could escape through a hole in the dome's ceiling, where they crossed the roof of the facility to return to the Grass Stalk, flying back to base, afterwards Bubba strongly 'suggesting' for Bright to rest in the clinic. The Pred-Elk followed suit.
  752.  
  753. The experience has left Bright enamored to discover more about the facility, though has decided to stay within the Fortress for the next few months and it's surrounding forest, occasionally going off to visit Father Old Horn. His reasons for staying were that he could catch up to Sparking Fleur, and observe, with increasing interest, the expansion of the Fortress and how everyelk was involved in some way, making his chest fill with rising warmth at witnessing construction taking place in real time.
  754.  
  755. *****
  756. OFFENSIVE ABILITIES
  757. Expert Assault+6
  758. Expert Parry+6
  759. Expert Riposte+6
  760.  
  761. *****
  762. DEFENSIVE ABILITIES:
  763. Expert Block+2
  764. Expert Evasion+2
  765. Expert Reaction Speed+2
  766. Expert Sprint+2
  767.  
  768. Expert Stealth+4
  769.  
  770. *****
  771. UTILITY ABILITIES:
  772. Expert Perception+4
  773.  
  774. *****
  775. SPECIES ABILITY: Expert Lightning Strike. An ability inherent to all pred-elks that allows them to absorb and store electrical discharges in their antlers, then release at an enemy with 3x [1d6+2] rolls. Predelks may charge this ability by +2 each turn, capping at +10.
  776.  
  777. *****
  778. UNIQUE ABILITIES:
  779. -Attune: grants the capacity to study an enemy in line of sight through Druidry with a [1d6+3] roll that functions as Research, allowing Bright to attune his skills against specific creatures, gaining additional benefits when in combat after 100 points of Research are achieved.
  780. *While using Attune Bright Amber is unable to utilize the other two abilities granted by his armor
  781. *Currently attuned to: Efirates & Grass Stalks
  782.  
  783. -Golden Break: a golden burst of light emitted from the Amberine Armor that washes over an opponent, sapping them of their vitality for a short period of time. Once per Operation, roll [1d6] and [1d6+3], the first result lasting that number of turns, the second result being the amount of HP drained each turn.
  784.  
  785. -Golden Resilience: a bright amber pulse produced from the Amberine Armor, protecting the wearer for a short period of time.
  786. *Once per Operation roll [1d6] and [1d6+3], the first result lasting that number of turns, the second result being the amount of additional DR gained
  787.  
  788. *****
  789. UNIQUE ARMOR:
  790. -Condensed Amberine Armour: a set of full body plate armor made from condensed amber, held together by naturally elastic materials.. it obviously doesn't offer much protection.
  791. The amber itself is imbued with Druidic abilities, allowing Bright the abilities to weaken enemies, and to protect it's wearer from specific enemy species, once attuned to.
  792. -Armor Value: provides 1DR
  793. -Armor Class: Light
  794. -Enchantment Slots: 0/3 remaining
  795. -Druidic Enchantments: grants the Attune, Golden Break, and Golden Resilience abilities
  796.  
  797.  
  798. ***************************************************************************************************************************************
  799. Broken Hoof, Light Lancer Master-Captain: 300HP, 3DR
  800. Age: 44
  801. Month of Birth: December
  802.  
  803. *****
  804. APPEARANCE: unknown, as she never takes off her armor, though she has mentioned that her mane is a patchwork of three colors, same for her eyes, while her coat is made up of eight different shades.
  805.  
  806. *****
  807. BIOGRAPHY: pre-Razorback records mostly classified.
  808.  
  809. During the Siege against Razorback Fortress, Broken Hoof sought to, first and foremost, enact vengeance against one of her mother's killers amongst the Councilierge forces, and secondly punish the Solar Tyrant for removing the sunglobes from Stalliongrad. Finding an enemy of her enemy and a potential neutral party in the elemental unicorn Marquis du Spiral, Broken Hoof accepted the offer of a temporary truce.
  810. The pair drew up plans to manipulate Vapid Call, the batpony leader of the siege into sending her mother's killer and whichever unit her target was leading into the fron battle lines during combat against the Fortress' prepared defenses.
  811.  
  812. Deciding that their best bet would be to first inflict the maximum amount of grief and morale damage on the Watch Guard forces would lead to his fall, Broken Hoof used her rank's prominence and battle honors to remain in a position where she could direct the flow of battle.
  813. Following the second assault, Spiral commented that enough unease had been created amongst the all-mare force, prompting Broken Hoof's second action to be separating Vapid Call away from the rest of the Councilierge, yet as Spiral is missing and Broken Hoof refuses to speak, how this was accomplished is still unknown.
  814.  
  815. Following Razorback Fortress' temporary occupation, Broken Hoof, satisfied that her mother's killer and Vapid Call were both dead, declared her honor restored and duty to her family completed to the besiegers, immediately leading her 200 strong, mixed Light Lancer and Heavy Lancer unit into the Councilierge's encampment, barely taking them by surprise.
  816. Emerging victorious from the fierce 3:1 slaughter, Broken Hoof's unit had been reduced to less than thirty, most of whom were fatally injured or would be permarenently crippled. Giving her sisters the Empress' peace, she ordered the hooffull of her unit's survivors to depart into the Everfree for a translocation stone placed by Spiral, bidding each one to leave to wherever they most wished to.
  817.  
  818. Upon going over a partially incomplete diagram Spiral made of the Fortress, Hodch believes the Marquis sent Broken Hoof to take refuge inside an as of yet undiscovered hideout, further stating he believes that the Master-Captain must have been sealed inside with powerful wards that prevented her from being found when the Tyrant arrived at the Fortress to take revenge for the Siege's failure.
  819. Though Hodch, Roust, and Tipper have undertaken numerous close examinations and psionic searches of the entire Fortress, each has been met with failure due to the degrading state of the demi-sentient and Spiral's unknowable thought processes, there is no evidence as to where this location might be.
  820.  
  821. After the Siege, Spiral's attempts at negotiating with Broken Hoof further to secure the aid of the Tower Guard were met with a great deal of annoyance. Pointing out the near-treasonous cowardice of the High-Generals to take part in open revolution against select Councilierge, the Master-Captain proclaimed open disdain for her superiors, protected by the heavily fortified fortress of Old Stalliongrad City which itself was defended by hundreds of elite, all psion cadres. Roust, Hodch, Twisted Wing, and Denra have remained silent on how Broken Hoof and Spiral convinced the Tower Guard to back them against further aggression from Stalliongrad, though the allowance of a High-General into Razorback Fortress without any resistance seems, at least to most ponies, quite strange indeed.
  822.  
  823. Shortly after the Fortress had been fully reclaimed from the Tyrant and all bodies of Tartarus Isle pegasi returned to Shanis for proper burial, Hodch quietly claimed to some that Spiral may have manipulated Broken Hoof into her current position.
  824. Keeping the humans of Razorback at the Enclave for some time, the Marquis introduced Broken Hoof to an surprise informal meeting composed of Mercenary Captain Shanis with 10 of her Arcane Blades, Commander Zigri and 10 of his Tartarus Corp. mercenaries, 20 each of Day, Royal, Honor, Night, and Honor Guard, hoof-picked by unnamed parties, and several unnamed others.
  825.  
  826. Although most primal psions are looked upon with intense suspicion, the Master-Captain's lethal cunning, sharp intellect, willingness to forge an inconvenient truce with Spiral, and her utter brutality commanded considerable admiration, with all due respect. And, according to a couple of the more chatty Honor Guard, more than a little fear from those gathered. In return for freedom to act as she wishes, Broken Hoof accepted her position as commander of the defense forces stationed at Razorback Fortress, offering to share information on Councilierge activities if possible.
  827.  
  828. Despite Dante burying the Watch and Tower Guard forces whom she led to their deaths, Broken Hoof maintains a stiff, barely approachable distance from the Guards, mercenaries, and humans. Even Twisted Wing remains silent when she leaves every dusk without fail to take solace in visiting their graves.
  829.  
  830. Answering a question from Jeff, the new Eleventh Councilierge, a primal psion with deep knowledge of Stalliongrad's history, revealed much of Broken Hoof's past. Approximately 77 years prior to Razorback's arrival, Broken Hoof's grandfather willingly accepted an invitation by Empress Silver to mate in secret. The location of this event and his reasons for doing so are unknown.
  831. Years later, Broken Hoof's mother, one Safflower Trot by name, reportedly shared this information in a public place, and was then brought before several members of Stalliongrad's Ruling Council to judge whether or not his actions constituted a violation of the overherd's trust. The Councilierge in attendance ruled that 'the impure sisters' were to torture Safflower Trot using Bane-enchanted weapons until the moment her daughter was born.
  832. According to the Eleventh, this act permarenently scarred Broken Hoof's body, particularly marring her hooves, though did not speak on the effects, if any, to her psyche. At Broken Hoof's moment of birth her mother was executed, permanently scarring Safflower Trot's scream into her mind. It can be concluded that Broken Hoof's refusal to remove even a single piece of her armor is at least in part due to an immense amount of grief, shame, and anger towards her home city.
  833.  
  834. *****
  835. STATUS: the highest ranking military member dedicated to protecting the Fortress and it's inhabitants. Also the de facto, if neutral and evasive, commander of the Guards stationed at Razorback Fortress.
  836. *UPDATE: Missing After Action.
  837.  
  838. *****
  839. RELATIONSHIPS:
  840. -Neutral to the Operators
  841. -Neutral to the rest of the Fortress's inhabitants
  842.  
  843. *****
  844. OFFENSIVE ABILITIES
  845. Master Assault+11
  846. Master Parry+9
  847. Master Riposte+11
  848.  
  849. Master Earth Shatter+6
  850. Lunge+12
  851. Mind's Eye+6
  852. Master Psionicism+9
  853.  
  854. *****
  855. DEFENSIVE ABILITIES:
  856. Expert Block+5
  857. Expert Evasion+2
  858. Expert Reaction Speed+4
  859. Expert Sprint+4
  860.  
  861. Expert Resist Damage+10
  862. Master Sunken State+9
  863. Mind's Vortex+6
  864.  
  865. *****
  866. UTILITY ABILITIES:
  867. Expert Alchemy+6
  868. Expert Crafting+8
  869. Basic Knock+3
  870. Expert Negotiation+3
  871. Basic Perception+4
  872. Basic Scouting+3
  873. Expert Smithing+8
  874.  
  875. *****
  876. UNIQUE ARMOR:
  877. -Master-Captain's Silverine Lancer Armor (Artifact, Custom-Fit, Psion-Forged): a rounded, full body segmented plate armor made from a hardened alloy of silver and mythril, allowing it to remain lighter than most armors of it's class, though for obvious reasons it does not fare well against certain dangers.
  878. Fitted with fifteen layers of silk padding and custom segmented for nearly perfect stages of rapid movemarent, this armor is created for, and only issued to, Tower Guard Master-Captains that have proven their worth and dedication.
  879. -Armor Value: 5DR
  880. -Armor Class: Heavy
  881. -Enchantment Slots: 2/3 remaining
  882. -Defensive Enchantment #1: Snowbreak, reduces damage from Ice elemental harm, whether physical, magical, or Mystical in nature by 1/4
  883.  
  884. *****
  885. UNIQUE WEAPONRY:
  886. -Captain's Silverine Lance (Artifact, Custom-Fit, Psion-Forged): a custom made 9' long silverine lance, the traditional piercing tip replaced with a tiny emeraldine eye, the rest of its impressive and beautiful washed length measuring only 3" in diameter.
  887. The grandmaster psion crafters of the Tower Guard hollow-forge these lances, one at a time, in order to identify and correct any and all unwanted structural flaws. Once satisfied that the weapon is perfect, an inner core of a barely substantial yet heavy material, created during a secretive process, is used to fill the lance, rendering it oddly impervious to damage.
  888. The emeraldine eye is actually a powerful Impact Seal created by the master Tower Guard Soulsmiths, the process of creating one usually taking a month.
  889. -Melee Weapon Class: Two-Hooved
  890. -Enchantment Slots: 2/3 remaining
  891. -Base Modifier: adds +3 to all Assault/Parry/Riposte rolls
  892. -Offensive Enchantment #1: grants a [1d6+20] <Impact Seal non-elemental attack that deals double damage against Armored targets and structures
  893.  
  894. *****
  895. UNIQUE RELICS:
  896. -Honor Standard of the Watch: a 4' tall blackened and sealed ironwood pole bearing the Watch Guard's standard: a silver eye with a black pupil gazing downwards, three blue water drops suspended above the eye, emblazoned on a green shield composed of a thick, sealed, and psion-warded cotton.
  897. Taken from Stalliongrad's Industrial District by Twisted Wing during an Operation to recover human weaponry, it was formerly kept in Spiral's lab for safekeeping, but was turned over to Broken Hoof during the Fortress's expansion in the second year of spring.
  898. Although this standard is definitely not an original from the Dynasty era, Dancing Eyes has confirmed it was created by a famed Tower Guard Master-General some time after Stalliongrad was founded.
  899. *When borne by a living descendant of the Empress, an oath of of "VICTORY OR DEATH FOR OUR HONOR" is made using a [1d6] roll, the result being the number of turns any Ally within sight of the Standard must add +1 to all skills
  900.  
  901. *****
  902. PONIAL ENCHANTMENTS: 3/3 Slots
  903.  
  904.  
  905. ***************************************************************************************************************************************
  906. Boris the Belligerent, Potato Golem: 40HP, 3DR
  907. Age: >2 years
  908. Month of creation: [REDACTED]
  909.  
  910. *****
  911. APPEARANCE: a 1-foot tall, rounded, dirty white marble and light brown golem, featuring two glowing light blue eyes set in his head and a blue core in the center of his chest.
  912.  
  913. As Golems go, Boris is fairly basic, except for the improvement of three-fingered hands and Denra's use of a prototype sapphirine power crystal, which he refuses to speak of how, why, or when he acquired it.
  914.  
  915. *****
  916. BIOGRAPHY: a simple Golem created by Zoo from a potato, two knives, and some 'clothing'. He was reshaped, given a basic mind and programming by Spiral to be loyal only to Zoo.
  917. Formerly in an exhaustive testing phase, Denra has been highly eager to improve Boris to a new level of existence. Even though Zoo rarely leaves his cavern, Boris makes do with a rope and a large stone whenever he feels the newfound urge to wander.
  918.  
  919. After hundreds of improvemarents to both physical and intellectual capabilities, Denra has reached a peak of experimarentation and is unable to improve upon Boris. Until Boris has experienced enough of the outside world to best decide how to self-evolve beyond his current limitations, he will remain in this current state.
  920.  
  921. *****
  922. OFFENSIVE SKILLS:
  923. Basic Assault+1
  924. Basic Parry+1
  925. Basic Riposte+1
  926.  
  927. *****
  928. DEFENSIVE SKILLS:
  929. Basic Block+1
  930. Basic Evasion+1
  931. Basic Reaction Speed+1
  932. Basic Sprint+1
  933.  
  934. *****
  935. UTILITY SKILLS:
  936. Basic Alchemy
  937. Basic Lockpicking
  938. Basic Explosives
  939. Basic Medical
  940. Basic Negotiation+1
  941. Basic Stealth
  942.  
  943. *****
  944. SPECIAL ATTRIBUTES:
  945. -Inherent Immunities: due to their nature, Golems do not Bleed, cannot be affected by Poison, Venom, mental control, psionic suggestions, and most forms of Eldritch, Otherworldly, Planar, and Spectral diseases or tampering do not work since their 'mind' is essentially an arcane program
  946. *Likewise, giving an order to a Golem without being recognized as their master, an ally, or a friend either results in being ignored, or punched into oblivion (so long as the offender is the same size as Boris
  947. *Spectral and Undead abilities do virtually nothing against Golems
  948.  
  949.  
  950. ***************************************************************************************************************************************
  951. Caliya (real name unknown): 180HP, 3DR
  952. Age: 39
  953. Month of birth: Nay
  954.  
  955. *****
  956. (Ambusher, Calm, Efficient, Flesh Eater, Hunter, Quick, Scarred, Stealthy, Veteran: Stealth/Wilderness Survival)
  957.  
  958. *****
  959. APPEARANCE: a ragged, wiry, minorly insane earth pony with a shaggy, long charcoal grey coat, having been thoroughly burnt during a prairie fire a year before the Operators arrived. From the years he spent carrying Risk, Caliya's teeth underwent minor reconstruction, elongating and becoming much sharper.
  960. While his physiology was artificially mutated to the point of becoming a true omnivore, giving him a more predatorial appearance and allowing him to eat flesh without ill effects, those modifications haven't changed much of his attitude.
  961.  
  962. Due to the separation from the Eldritch weapon Caliya has regained the ability to consume normal foods.
  963.  
  964. *****
  965. BIOGRAPHY: unknown. A highly capable and stealthy ambusher, Caliya tracks his enemies through scent and sound, keeping his eyes closed unless attacking. Caliya's eyes are weak to light, as he does not travel during the day, nor can he.
  966.  
  967. The first attempt to recover a trio of power crystals from the Crystal Empire Waypoint Station by Razorback was met with complete disaster, as Clemency, leading three rookies, returned unscathed after drawing his attention, while the other three bore the brunt of Caliya's Night Blade assaults, mostly due to little teamwork.
  968.  
  969. The Operators returned a week later on the first day of winter to recover the crystals, necessary for warming and lighting their in-progress Fortress. Zoo managed to calm Caliya with the Games (and a number of potatoes) long enough to allow his awareness to return, though barely enough to let the Operators trade two heat stones for the power crystals and his unique blade for one of Clemency's kukri's.
  970. Recovering most of his former vitality after both challenges, and since left alone he followed the train to the Fortress over the course of several weeks, regaining significant pieces of his sanity while hunting for food and taking shelter where he could.
  971.  
  972. Deciding to attempt a trade with a silver-coated rabbit in an attempt to gain access to, and apologize to those he's harmed, Zoo, after some deliberation, accepted the trade and indicated Boris as Caliya's guide to the Fortress and it's inhabitants.
  973. With his outlook on the future dim concerning his actions from before, Caliya accepted the role of a hunter in the Everfree, silently accepting that his best option was removing dangers before they had a chance to develop, much like his actions from before.
  974.  
  975. Becoming a close friend to Allys during their time off periods, the two found each other agreeably companionable due to their twinned lack of socialization, and since then began spending more time together, though Caliya's awkwardness about his physical appearance and scars meant he showed off as little as possible.
  976. As Caliya has already explained to Tipper, the newfound interest from Allys became much more than friendship, and while he's quite happy to be with her, he does have several doubts as to his mutations possibly being passed on to their foal (or foals).
  977.  
  978. Taking his duties much more seriously during Razorback's second winter, Caliya was less than enthused to discover Spiral's absence meant vastly more time spent patrolling around the Everfree, and has come to both severely dislike the unnatural fauna, also enjoying the benefits of having luxurious furs to sleep on. Allys, however, steadfastly continues making predatory puns, much to his great annoyance and indignation.
  979.  
  980. *****
  981. CUTIE MARK: burnt away.
  982.  
  983. *****
  984. STATUS: formerly lurked the clearing of the Fortress. Invited in by Zoo and relearning how to interact with others. Now patrols outside the Fortress constantly, clearing out any unwanted creatures.. doing so MUCH more carefully these days, however, as he didn't enjoy being under Tipper's constant watch for half a month while recovering from a shattered rear leg.
  985. *UPDATE: Killed In Action.
  986.  
  987. *****
  988. RELATIONSHIPS:
  989. -Allys: lover and closest friend
  990. -Operators: hesitant towards due to his less-than-friendly actions
  991.  
  992. *****
  993. OFFENSIVE ABILITIES:
  994. Expert Ambush+4
  995. Master Assault+8
  996. Master Parry+8
  997. Master Riposte+8
  998.  
  999. *****
  1000. DEFENSIVE ABILITIES:
  1001. Expert Block+5
  1002. Expert Evasion+5
  1003. Basic Fearless+3
  1004. Expert Stealth+4
  1005. Expert Sprint+5
  1006.  
  1007. Resist Damage+4
  1008. *****
  1009. UTILITY ABILITIES:
  1010. Basic Neighgotiation+1
  1011. Expert Perception+4
  1012. Expert Tracking+4
  1013. Expert Wilderness Survival+4 (ESC)
  1014.  
  1015. *****
  1016. SPECIAL ABILITIES:
  1017. -Instinctual Terror: recovering his mental prowess during his extended stay with Razorback, Caliya has thought upon his actions since losing his Marks, and has acknowledged that using his learned ability to scare living beings is more useful than simply trying to forget his changed nature.
  1018. *Twice per Operation Caliya may attempt to Terrify a living being smaller than a minotaur with 2x [1d6+1] rolls, and upon achieving a 6 or higher, his target may become immobilized in fear, flee in panic, or even pass out from sheer fright
  1019. *Against ponies or humans however, Caliya must add +1 to all Terrify rolls due to his rather unique, close knowledge
  1020.  
  1021. -Tempered Rage. Caliya's years spent surviving the Imperial plains around the Crystal Waypoint Station forced him to persevere against vastly stronger opponents, the travels during this period of insanity strengthening his physical abilities and mental willpower immensely.
  1022. *As a result of his close friendship with Allys, Caliya has learned to redirect and channel his once frustrating emotions properly, allowing him to tap into his resolve, temporarily bypassing his physical and mental limitations with a [1d6+1] roll, though Caliya must have taken a minimum of 40HP damage in order to activate.
  1023. *When activated, adds +1 to all Fearless and Assault/Parry/Riposte rolls on a 6 or higher result
  1024.  
  1025. *****
  1026. UNIQUE WEAPONRY:
  1027. -Clemency's Kukri. Once owned by Clemency, it was traded for the Night Blade formerly in Caliya's possession. The blade is well worn and keenly sharpened at all times, while the handle was modified by Caliya, then Krinza, to firmly bite and hold on to.
  1028. *Adds +2 to all Assault/Parry/Riposte rolls
  1029. -Melee Weapon Class: Light
  1030. -Enchantment Slots: 1/1 remaining
  1031. -Base Modifier: adds +2 to all Assault/Parry/Riposte rolls
  1032.  
  1033. *****
  1034. PONIAL ENCHANTMENTS: 3/3 Slots
  1035.  
  1036.  
  1037. *************************************************************************************************************************************
  1038. Name: Chisan Nas
  1039. Position: Sanctioned Inquisitorial Shocktrooper
  1040. Theme: a Storm Trooper, meant to assault the enemies of Mankind as quickly as possible, tactically throwing grenades before engaging opponents with ranged weaponry
  1041. Rank: Agent
  1042. HP: 18/18
  1043. Total XP: 23
  1044. Unspent XP: 3
  1045.  
  1046. (Aggressive, Annoyance: Puns, Careful, Cold-Blooded, Distrust: Planar, Dry Wit, Dutiful, DOUBLE SANCTIONED, Efficient, Hard-Working, Hatred: Lewdity, Honorable, Mind Wiped, Purposeful, Rational, Reserved, Steadfast, Stern, Watchful)
  1047.  
  1048. *****
  1049. APPEARANCE: young Terran Asiatic
  1050.  
  1051. *****
  1052. BIOGRAPHY: a graduate of the Schola Progenium based on the planet of Spectre VI, one of many Verdant Worlds in the Imperium, Chisan Nas was, according to Imperial records, considered unremarkable for a Stormtrooper, performing well enough in training to become accepted, but did not demonstrate any exceptional skills.
  1053.  
  1054. His first deployment was in the defense of the Imperial world of Lazulus III from an Ork invasion fleet. There, his squad took part in numerous operations against the Ork threat, being instrumental in breaking the backs of several Ork pushes.
  1055. However, after a brutal battle in defense of a city, the attacking Orks ceased their attacks. Their hesitance were made apparent when the skies began to darken, as Roks began to rain into the city en masse, the city falling soon after.
  1056.  
  1057. Surviving eye witnesses reported one of the Roks landed directly on Nas and his squad, reacting too late to the sudden orbital landing. An older Imperial Guard veteran was overheard commenting to his Commissar: 'Looks like he got DeffRok'd, sir.'
  1058.  
  1059. Witnesses were unable to verify if the Commissar will ever recover.
  1060.  
  1061. Since arriving on Tallus, Chisan has been seen little in the Fortress, spending most of his time away on solo missions acquiring materials and information for Inquisitor Velasi. He'll aid Razorback when requested, but will drop everything to undertake rescue or recovery missions. Like most Storm Troopers he ppends little time talking, greatly preferring action.
  1062.  
  1063. *****
  1064. KNOWN LANGUAGES:
  1065. -Low Gothic: can speak, read, and write in the 5 most common dialects with perfect fluency
  1066.  
  1067. -High Gothic: can speak and understand the most common dialect with moderate proficiency
  1068.  
  1069. *****
  1070. PHYSICAL MODIFICATIONS: none, yet
  1071.  
  1072. *****
  1073. EVOLVING ABILITY: none, yet
  1074.  
  1075. DUTY: 0.
  1076. USES: 0.
  1077.  
  1078. *****
  1079. PHYSICAL MODIFICATIONS: none, yet
  1080.  
  1081. *****
  1082. EVOLVING ABILITY: none, yet
  1083.  
  1084. *****
  1085. PHYSICAL MODIFICATIONS: none, yet
  1086.  
  1087. *****
  1088. OFFENSIVE SKILLS:
  1089. Expert Assault
  1090. Basic Parry
  1091. Expert Riposte
  1092.  
  1093. Expert Light Energy Weapons
  1094.  
  1095. *****
  1096. DEFENSIVE SKILLS:
  1097. Expert Block
  1098. Basic Evasion
  1099. Basic Reaction Speed
  1100. Expert Sprint
  1101.  
  1102. *****
  1103. UTILITY SKILLS:
  1104. Basic Medicae
  1105. Basic Scouting
  1106. Basic Tech-Use
  1107.  
  1108. *****
  1109. UNIQUE SKILLS:
  1110. -Basic Imperium's Finest: undergoing years of careful physical training regimens, hypnodoctrinated in tactics, experiencing many forms of Imperial weaponry, and studying field maneuvers, Chisan Nas demonstrates the standard loyalty and obedience that the Tempestus Scions require and demand.
  1111. Undergoing cross-training to work with all Imperial forces when needs must, except for Astartes and Psykers, Chisan's life is dedicated solely to serving the needs of his superiors. (“Wait, does this mean he has to be cross-trained with ponies too?” -Naliyna)
  1112. *Adds +1 to all Light Energy Weapons, Parry, and Reaction Speed rolls
  1113. *Whenever engaged in combat alongside Enginseer Mallia Castella or Ordo Chronos Inquisitor Velasi 'Flash' Aguina, Chisan gains an additional Block roll when directly defending either one
  1114.  
  1115. -Basic PRAISE THE SOLAR EMPRESS AND STRIKE DOWN HER FOES! After arriving on Tallus, Chisan's first order by the Ordo Chronos Inquisitor was to meet with the true Princess Celestia in Canterlot, alone.
  1116. Learning a few of the many horrors Tallus has faced, including a host of potential grisly fates on this new world, he was given the chance to remove the worst hypnodoctrination programming and engrams by Flash. When questioned between performing duty and giving service, Chisan stated that duty and service are essentially the same.. especially if it keeps his Inquisitor safer.
  1117. *Adds +1 to all Assault and Energy Weapon rolls
  1118.  
  1119. *****
  1120. SPECIAL ABILITIES: none, yay
  1121.  
  1122. *****
  1123. TERTIARY SKILLS: none, yet
  1124.  
  1125. *****
  1126. SKILL SPECIALIZATIONS:
  1127. -Enhanced Target Selection Training: adds +1 to all Light Energy Weapon rolls
  1128.  
  1129. -Improvised Calisthenics: adds +1 to all Block/Evasion/Reaction Speed/Sprint rolls
  1130.  
  1131. -Proper Machine Spirit Maintenance Rites: adds +1 to all Tech-Use rolls
  1132.  
  1133. -Sanctioned Imperial Diplomat: adds +1 to all Negotiation rolls. ("It was honestly a joke at first, then I remembered how clueless most Stormtroopers are. Maybe he'll learn from these experiences. Or those ones. It's up to him what he does." -Inquisitor Velasi)
  1134.  
  1135. -Storm Trooper Close Combat Tactics: adds +1 to all Assault/Parry/Riposte rolls
  1136.  
  1137.  
  1138. *****
  1139. PHYSICAL ENCHANTMENTS: 1/1 slots remaining
  1140.  
  1141. *****
  1142. >PERSONAL ARMOR:
  1143. >Storm Trooper Carapace Plate (Armor Traits: Poor Quality, Cadian Pattern): one of the more well known designs across the Imperium, Stormtrooper Carapace Plate is composed of rigid plates of layered armaplas, a heat-absorbent plastic and metal composite, protecting the entire torso, legs, arms, and groin.
  1144. While the gaps between each plate are somewhat larger than those found in flak armor, carapace armor is considerably more protective, though this one was shoddily produced when compared to most Stormtrooper patterns.
  1145. -Armor Value: 2DR
  1146. -Armor Class: Medium
  1147. -Electronic Enhancement#1: Poor Quality Auspex Unit. Grants a [1d6+1] <PQ. Auspex roll that can detect motion, living beings, and lethal levels of radiation and gasses within a 100M radius. It's machine spirit is quite weak and prone to seizing on critical failures, though. *DESTROYED
  1148. -Mechanical Enhancemaret #2: Grav-Chute Attachmaret Slot, empty
  1149.  
  1150. -Stormtrooper Carapace Helmet (Armor Traits: Poor Quality, Standard Pattern): an armaplas, full head covering helmet based on the most common (of around 200) Mars Patterns.
  1151. Standard issue for most Stormtroopers, excepting Catachans, this one has numerous integrated devices, though as the quality is quite low it isn't as effective as one would expect.
  1152. -Armor Value: 1DR
  1153. -Armor Class: Medium Helmet
  1154. -Electronic Enhancemaret #1: Common Quality Commbead, allows the receiving of unecrypted and encrypted messages on standard channels
  1155. -Electronic Enhancemaret #2: Common Quality Voxcaster, allows the sending of unencryped and encrypted messages on standard channels
  1156. -Electronic Enhancemaret #3: Common Quality Rebreather, allows the filtration of most gases and chemicals, excepting Mystical poisons, toxins, or corrosives
  1157. -Electronic Enhancemaret #4: Common Quality Photo-Visor, prevents being Blinded from flash grenades and most forms of bright or dazzling lights
  1158. -Electronic Enhancemaret #5: Poor Quality Integrated Preyvision Goggles, functions as Thermals and adds +1 to a SINGLE Perception roll
  1159.  
  1160.  
  1161. *****
  1162. >MELEE WEAPONRY:
  1163. >Armored Gauntlet (Weapon Traits: Armored, Common Quality, Personal, Standard Pattern): a semi-professionally made, full hand covering armored left gauntlet. A little difficult to use with most ranged weapons, it's still effective when defending against non-powered weaponry.
  1164. -Base Modifier: none
  1165. -Adds 1DR and grants an additional <Block roll when defending in Melee
  1166.  
  1167. >Hatchet (Weapon Traits: Common Quality, Personal, Standard Pattern): a common utility found across most of the Imperium, made from a decently high quality steel alloy and locally sourced wood. Can be used as a weapon if needs must.
  1168. -Base Modifier: none
  1169. -Grants an additional <Block roll when defending in Melee
  1170.  
  1171. *****
  1172. >RANGED WEAPONRY:
  1173. >Hotshot Lasrifle (Weapon Traits: Laser, Poor Quality, Standard Pattern): much like its younger brother, the standard M36 Lasrifle, the Hotshot Lasrifle is built to slightly higher, generally more exacting Mechanicus standards, allowing for the use of Hotshot charge packs.
  1174. As this one is (somehow) rather cheaply made, the Machine Spirit detests its current housing and has become rather fickle, jamming at inopportune times.
  1175. -Base Modifier: adds +1 to all Light Energy Weapons rolls
  1176. -Armor Pierce: 1
  1177. -OVERCHARGE: adds +2 to all Light Energy Weapon rolls and ignores 2DR, uses 2 charges per shot.
  1178. -Ammunition Class: Rifle Laser, comes with 3x Hotshot Power Packs
  1179. -Magazine Capacity: 12/12 shots
  1180. -Optimal Range: 300M, with a -1 penalty to all Light Energy Weapon rolls per 100M beyond this range
  1181. -Maximum Range: 600M
  1182.  
  1183. >Hotshot Laspistol (Weapon Traits: Laser, Poor Quality, Standard Pattern): the third most mass produced weapon in the Imperium, laspistols are little more than plastic pistol frames embedded with an electro-circuit board, a firing stud or trigger, a ceramite or armaplas barrel, a focusing array, a power cell, and given a tiny Machine Spirit.
  1184. This variant is the common modified 'Hotshot' pattern that increases focus gain by a significant margin at the cost of doubled energy usage. As this one is of rather cheap make, the Machine Spirit is prone to fits and may jam often.
  1185. -Base Modifier: adds +1 to all Light Energy Weapons rolls
  1186. -Armor Pierce 1
  1187. -OVERCHARGE: adds +2 to all Light Energy Weapon rolls & ignores 2DR, uses 2 charges per shot
  1188. -Ammunition Class: Pistol Laser, comes with 3x Light Power Packs
  1189. -Magazine Capacity: 20/20 shots
  1190. -Optimal Range: 50M, with a -1 penalty to all Light Energy Weapon rolls per 30M beyond this range
  1191. -Maximum Range: 110M
  1192.  
  1193. *****
  1194. >COMMON ITEMS: Basic Imperial Lasweapon Maintenance Kit, Compass, Flint & Steel, Journal, Mess Kit, Multitool, 1x Roll of Rope, Shovel, Tarp, Watch
  1195.  
  1196. *Approved Administratum Mechanicus PQ Dataslate: a 10” tall, 8” wide, 1/2“ thick carbon plate installed with a self-recharging power cell, a miniature cogitator, and several small data cores. Capable of text, video, and schematic storage, though is considerably less limited as programming is far advanced in the 41st Millenium’s mass produced wargear.
  1197. As this one is of rather cheap make, it doesn’t work well.
  1198.  
  1199. *****
  1200. >CONSUMABLES: 1x Canteen, 2x Storm Trooper Rations, 2x Canteens
  1201.  
  1202. *****
  1203. >EXPLOSIVES: 2x Explosive Frag, 2x High Explosive, 1x Tear Gas, 1x Smoke
  1204.  
  1205. *****
  1206. >MEDICAL ITEMS: 1x Emergency Medicae Kit, 1x Morphia Box
  1207.  
  1208. *****
  1209. >UNIQUE ITEMS:
  1210. >Sanctioned Tallus-Artificer Medicae Set: a small, carapace armored compartment box capable of being affixed to the various hooks, clasps, chains, and other fasteners on standard Imperial wargear. Filled with a variety of colored pen injectors.
  1211. Spending a moderate amount of her time on studying Tallus flora, Inquisitor Flash noted a heightened number contain trace amounts of unusually beneficial non-radioactive compounds. The majority, well known in the practice of Alchemy, were extensively combed through to come up with alternatives to standard Medicae and Chymystry solutions, liquids, edibles, and other medical necessities.
  1212. Theorizing that ponies and other natives were semi-aware of this fact on a genetic level, the Xenarite Machine-Spirit aided greatly in proving this theory, leading to an instrumental breakthrough. Assessing the improved health and lessened recovery times of native sapients in order to apply that knowledge proved moderately difficult, though eventually led to this full set of general injectors.
  1213. Thoroughly detailed in her first onworld datastack.
  1214. Currently on loan from Flash.
  1215. *4/6 Painkiller Solutions: a set of light blue injectors filled with a non-addictive Light Morphia
  1216. *3/6 Painstopper Solutions: a set of dark blue injectors filled with a non-addictive Morphia that notably doesn’t cause hallucinations
  1217. *2/4 Slow Healing/Regeneration Solutions: a set of light red injectors that grant a [1d6+4] roll for restoring light injuries and stops Bleeding
  1218. *3/4 Rapid Healing/Regeneration Solutions: a set of dark red injectors that grant a [1d6+4] roll for restoring moderate injuries and stops Major Bleeding
  1219. *3/4x Sanctified Alchemical Drugs: a set of bright red grants a [1d6+4] roll for restoring severe or traumatic injuries, stops Severe and Critical Bleeding
  1220. *3/4 GQ.Autosanguine Injectors: a set of metallic white injectors that grant a [1d6+4] roll that restores the result’s amount of HP on the NEXT turn, also stops up to Major Bleeding
  1221. *BQ.Biologis Electromagnetic Reassembly Wand: a large, Mechanicus rust red ‘pen’ of sorts that grants a [1d6+4] roll, used to set (or create) small to medium fractures, though causes significant pain
  1222.  
  1223. *****
  1224. PERSONAL ENCHANTMENTS: 1/1 remaining
  1225.  
  1226. *****
  1227. STATUS: currently attached to Flash's retinue.
  1228.  
  1229.  
  1230. ***************************************************************************************************************************************
  1231. Denra (real name: Sharpened Words): 120HP, 2DR
  1232. Age: unknown
  1233. Month of Birth: Septimber
  1234.  
  1235. (Aggressive, Blunt, Distrust: Rogue's Circle, Diplomat, Hyper-Efficient, INQUISITORIALLY SANCTIONED, Mercenary, Natural Speaker, Playcolt, Savant, Scarred, Smooth Talker, Veterancy: Casting/Combat/Diplomacy)
  1236.  
  1237. *****
  1238. APPEARANCE: a dapper, well groomed and perpetually wavy coated unicorn with light yellow eyes and a bright citrine mane, possibly in his late 40's or early 50's.
  1239.  
  1240. Carries a clean, thin scar above and below his left eye, caused by a gryphon mercenary. Also wears a bronze horn ring that does not disintegrate under extensive use of casting.
  1241.  
  1242. *****
  1243. BIOGRAPHY: from his early years, Denra was talkative, knowledgeable, and always curious, eager to learn more about the world, developing a repertoire of social skills that would serve him well later on.
  1244. Entering the Young Service League, an Equestrian organization dedicated to training diplomats, at the age of 14, Denra became prominent for his easy going nature and remarkable consistency in developing mutually beneficial agreements, training that would serve him very well throughout his life.
  1245. Around this period he became something of a playcolt due to his silver-tongue (in more ways than one, most likely), soliciting the attentions of numerous mares. Later on, Denra would state that he has at least 12 mares in his herd, most of a prestigious nature, though several he stated to be purely political.
  1246.  
  1247. While most of Denra's diplomatic life and assignments have been kept quiet, or sealed by royal edict, he was Princess Celestia's premier VIP for at least 25 years, considering his knowledge of and history with Twisted Wing. Maintaining much of his standing amongst Canterlot, Las Pegasus, the Empire, Saddle Arabia, the Gryphon Kingdoms, and the Minotaur Hegemony, he preferred to keep favors on hoof rather than use them as bargaining chips or collateral, realizing that he may need them later should the Tyrant emerge in his lifetime.
  1248. At some point, he developed a great disdain towards both Stalliongrad and Las Pegasus; the latter, however, he eventually settled with after working for Lucky, yet keeps the former in mind at all times.
  1249.  
  1250. Right before Razorback Company arrived, Denra happily accepted Princess Celestia's assignment to renew relations with Equestrian cities and towns, yet was disturbed by a sudden request to reach Old Canterlot while 'relaxing' in Las Pegasus.
  1251. Reading the diplomatic record over, he was morbidly curious, and considerably distressed, as to why two smaller Ferron clan offshoots had taken to raiding villages near that section of the Old Everfree Forest. Shrugging off the request, he was soon surprised by Twisted Wing, alive and mostly well, waltzing into his room with her trademark, sarcastically pleased grin. (“If you know who to boop it’s pretty easy to find where diplomats are headed to.” -Naliyna)
  1252. Reminiscing for the next several days, Denra made the offer to the former General of traveling along with him, knowing that her Lunar faction heritage would likely calm tensions, to which she accepted, setting out from Las Pegasus back to Canterlot for supplies and fuel, the pair enjoying each other's renewed company.
  1253.  
  1254. Nearing the halfway station of Old Canterlot, an encounter with an annoying, loudly singing creature calling itself a Hyfalgryph, a blend of dragon, gryphon, hippo, and other known species, occurred. Confused, but most importantly irritated, at the Otherworldly being's request for a musical duel, Denra's normally well kept temper flared, and with Twisted Wing's bloodymindedness to back him up, they decided to, at the minimum, tear the Hyfalgryph's tongue out, and at best, kill it. Slowly. Their efforts, unfortunately for them and fortunately for the Hyfalgryph, were completely futile.
  1255.  
  1256. Beaten down the first day by the creature's powerful, snark-laden sonic attacks, the duo limped back to the train, sore and vengeful at their failure to get rid of the nuisance. After five morale crushing ambushes, and two of their own, the first involving using pieces of the train as projectiles, the last attempting to shove a tree down the Hyfalgryph's throat, the pair were forced to concede utter defeat at its proclamation: their six chances were long gone, and it would not allow them to pass for any reason.
  1257. Sending a message to Celestia about the situation, Denra ordered the train back to Canterlot for repairs, himself departing to Manehattan to recuperate.
  1258.  
  1259. Three days later, Denra, jolted awake by a package sent directly from Princess Celestia while at one of his more lavish herdmate's homes, puzzled at his sovereign's mentions of a group of bipedal, Otherworldly mercenaries. Wanting little more than to prevent the possibility of inter-clan conflict in the Everfree potentially spreading elsewhere, he studied her notes on the hu`um thoroughly, then delivered a diplomatic message of assent to the Sun Princess, afterwards calling on Twisted Wing to go along just in case this first meeting turned out poorly.
  1260.  
  1261. Translocating Twisted to the buffet car, then himself to the main, Denra's meeting and greeting the members of Razorback on the newly repaired VIP train during an immediate approach by the Hyfalgryph further exacerbated his glum mood. Reluctant to offer a hoof to help, in part due to his injuries, he was both dumbfounded and concerned at the Operators' weaponry, unsure why Celestia had hired such strange beings.
  1262.  
  1263. Despite Gas Man's encouraging on the situation and the Hyfalgryph being driven off, some part of him felt that Celestia had made the wrong decision, but chose to allow Razorback to accompany him to Old Canterlot, seeing the odd lot as mostly harmless enough that he wouldn't have to become directly involved.
  1264. When Twisted Wing decided to meet the Operators herself, even though he'd stated for her to remain hidden away, Denra chose to keep quiet on their shared history, brushing off their questions with practiced ease from years of political gambling. Even though he was forced to trap her momentarily in order to keep the illusion, he's quite glad she hasn't shoved a hoof in his ass for his admitted mistake.
  1265.  
  1266. Unable to find the hostile Ferron clan upon arriving at Old Canterlot, and after studying the castle, Denra's dim, mostly underused arcane senses warned him of danger, stoically refusing to enter the decrepit former capital and sending Twisted a short message for her to stay far away.
  1267. Thoroughly disheartened and angry at the events that occurred, Denra became bitter towards Celestia's orders, realizing that the Tyrant's actions, while subdued for marely generations, continued to tear at his people. Knowing that the Solar alicorn would be politically crippled without his services, he would later pen a short diplomatic message to whom he saw as his corrupt former sovereign, stating his immediate resignation.
  1268.  
  1269. Traveling with Razorback to New Canterlot, it was quite apparent to all that Denra was prone to offering overwhelming amounts of advice and details of Tallus when questioned, enjoying and hoofing out fine Empire cigars along the way, though none had any inkling of his newfound agenda. At the time even small amounts of alcohol would cause him to become hostile and intimidating, as well as violently ill, one fact that didn't escape Filth. Later on, however, he would gain a taste for gryphon black ales and beers, especially during drinking contests.
  1270.  
  1271. Offering diplomatic 'assignments' (technically outside of his official authority) when it suited him, Denra instructed Razorback to visit the Hive, home of the Changelings and their leader, Queen Chrysalis, and present his diplomatic badge of office as proof of honorable conduct.
  1272. Pleased at the meeting's highly positive outcome and potential ramifications, he then stated a group should visit the reclusive Marquis du Spiral, well known for his knowledge and disgust at the majority of the Solar faction's activities.
  1273.  
  1274. Overhearing Razorback's encounter with the acid Naghtmare, the now-former diplomat considered his options coolly, knowing that he could easily convince the elemental unicorn into pulling nobles across Tallus to his cause. Realizing an alliance between at least two of the three sisters could easily disrupt and counter a resurgence of the Tyrant, before arriving at Canterlot Denra requested the Operators take on a highly specific mission: meet Princess Cadence in the Empire, and ask for a cessation of hostilities between her and the Hive.
  1275.  
  1276. Returning to Canterlot, Denra opted to make an unofficial visit to Princess Luna, intent on gaining her favor by bargaining one of the less presentable mercenaries Operators to serve as a go-between for Razorback and Canterlot. Satisfied that the Nightmare had partially agreed to the proposition, he left the Lunar Sanctum, heading to Celestia's private meeting room.
  1277. Discovering the Solar Tyrant's resurgence in full swing, he could do little except watch on, terrified. Dive-bombed out of the room by Serra, he recognized his only course of action was to leave, unwillingly giving the Night Princess space to contain her sister's aftermath.
  1278.  
  1279. Shocked, unable, and unwilling to reconcile or attempt to process what he had witnessed, the former diplomat stumbled through the streets of Canterlot for the rest of the night. As dawn broke, he realized that even the best laid plans never survive contact with the enemy, no matter whom it was. Immediately leaving Equestria for the Gryphon Kingdoms by using one of his favors and requesting service as a mercenary from the Overking, he became a free agent while waiting out possible repercussions.
  1280.  
  1281. Adapting well to his new mercenary life in the employ of Warlords and the Overking, when not visiting his herdmates Denra began developing an aggressive, effective, and most importantly, efficient form of ranged combat based around long range, large scale elemental lance area-denial tactics, followed up by teleport-assisted melee charges and counters were his opposition, as he puts it, 'unreceptive to negotiation'.
  1282. Completing well over two hundred contracts, he mostly relied on survival and medical information from his time in the League, as well as what had been learned from the many diplomats and leaders he had spoken with, amassing a fairly large war chest of his own.
  1283. Realizing he'd spent long enough in the hard, cold lands, Denra decided to temporarily halt his marecenary work, and planned for a leisurely trip to Razorback Fortress, not before giving the Overking his deepest thanks and gratitude for his allowances.
  1284.  
  1285. Upon his arrival, the ponies and factions that had gathered to support Razorback were similar enough to his estimates on possible interspecies alliances that he determined his presence wasn't really necessary, nonetheless remaining for some time to help out around the base, occasionally sending Operators off to complete vital tasks, or simply to keep them busy at whim.
  1286.  
  1287. At some point, an odd letter stamped with Luna's Mark and delivered by translocation instructed him to send a small team to the Starborn's Memorial Village, a large town that had been built on the northern edge of the Old Canterlot Forest, to find and deal with a Revenant.
  1288. Annoyed that the team was unable to find their target, he was still quite pleased at their handling of the situation, and even more so upon learning of the Flame Naghtmare that was discovered, then returned to Princess Luna's ownership.
  1289.  
  1290. Having co-opted most of the ponies to aid him in transporting the entirety of Skykeep's armor, weapons, and miscellanea after Mercy returned to spread the news of it's existence, Denra has chosen to spend more time at the Fortress, leaving for two or three days each week to keep his wide flung (and ranging) relationships... somewhat stable.
  1291. Whenever he's not busy otherwise, Denra has been aiding Naliyna and Hodch in studying and cataloging the Enclave's contents, cracking open lockboxes, filing requests for information across Tallus, as well as taking Behemoth around Equestria, returning relics to their owners, though he has sworn the train has a mind of it's own. And that it does NOT like him.
  1292.  
  1293. *****
  1294. CUTIE MARK: an iron sword and quill crossed over a sheaf of white parchment, the top and bottom rolled once.
  1295.  
  1296. *****
  1297. STATUS: former VIP diplomat to Princess Celestia. Resigned neutrally before the Resurgence, then became a mercenary for the Overking, using his diplomatic and offensive skills around the Gryphon Kingdoms.
  1298. Currently: taking refuge in the Enclave, identifying personal and faction possessions, returning them whenever able.
  1299.  
  1300. *****
  1301. RELATIONSHIPS:
  1302. -Mareried to numerous mares, but to whom is unknown. (“Not quite. Several are most certainly Canterlot mares, though I suspect one, possibly two, are outside Equestria.” -Hodch)
  1303. -Was friends with an Operator, though carries the stigma of that death with him.
  1304.  
  1305. *****
  1306. OFFENSIVE ABILITIES:
  1307. Expert Assault+3
  1308. Expert Parry+4
  1309. Expert Riposte+7
  1310.  
  1311. Master Elemental Lance+8
  1312. Basic Intimidation+4
  1313. Master Split-Casting+9
  1314.  
  1315. *****
  1316. DEFENSIVE ABILITIES:
  1317. Expert Block+1
  1318. Expert Evasion+2
  1319. Expert Reaction Speed+3
  1320. Expert Sprint+3
  1321.  
  1322. Master Teleport+6
  1323.  
  1324. *****
  1325. UTILITY ABILITIES:
  1326. Expert Appraisal+4
  1327. Expert Alchemy+4
  1328. Expert Bartering+3
  1329. Master Negotiation+5
  1330. Expert Perception+2
  1331. Expert Research+4
  1332. Master Translocation+6
  1333. Expert Wilderness Survival+4
  1334.  
  1335. *****
  1336. SPECIAL ABILITIES:
  1337. -Enhanced Golem Mastery: many years of study in private libraries allows Denra to create, or enhance, a golem's inherent programmable intellect to form higher thought processes, eventually capable of developing tactics, autonomy, and potentially true sentience, with 2x [1d6+21] rolls.
  1338.  
  1339. -Master Golem Shaping: allows Denra to shape and modify a golem's body, allowing for additional combat, supportive, or proprietary functions with 4x [1d6+12] rolls.
  1340.  
  1341. *****
  1342. UNIQUE ABILITY: Master Frost King's Blades. Twice per Operation, Denra is able to cast an ancient Grand Spell, forming from one to four ice blades and selectively varying the length, shape, density, and fragility of each one as he sees fit with 4x [1d6+20] rolls.
  1343. *The blades are able to track designated targets, albeit somewhat slowly, even without line of sight, and while controlling them Denra is incapable of taking any other actions
  1344. *After striking a target or missing their performance degrades rapidly, each suffers a -5 reduction per turn, and will last 3 turns or until being destroyed
  1345.  
  1346. *****
  1347. PONIAL ENCHANTMENTS: 3/3 Slots
  1348.  
  1349.  
  1350. ***************************************************************************************************************************************
  1351. Helping Hoof, 80HP, 2DR
  1352. Age: 23
  1353. Month of Birth: October
  1354.  
  1355. (Calm, Eidetic Memory, INQUISITORIALLY SANCTIONED, Logical, Talkative, Teacher, Thoughtful, Savant, Studious)
  1356.  
  1357. *****
  1358. Appearance: a unicorn of truly large proportions, bigger than the average earth pony. A pale green coat and bright, inquisitive green eyes show out from under a barely kempt straw colored mullet-mane, tail the same color.
  1359.  
  1360. He’s not fat, but for his size appears a little awkward, and due to his generally sedentary nature is a bit doughy around the middle.
  1361.  
  1362. *****
  1363. STATUS: unknown. Not long ago, Helping Hoof was a student at the Canterlot College of Magic. Always inquisitive and experimental, the unicorn constantly had his nose in a book, and as such has an exceedingly vast array of knowledge and principles to work with. At school he found that being over-prepared with knowledge simply made life easier, and as such, he always thinks he has an answer. While it might not be THE answer, it will, at least, be one.
  1364.  
  1365. In some circles, he’s thought of as a know-it-all and awkward, but his aptitude and generally enthusiastic attitude made him stand out. Spiral requested his presence at Razorback to continue his education, and give him practical experience working in the field. His generally helpful attitude and aptitude for completing tasks likely influenced Spiral's decision, choosing Helping Hoof out of all his prior students.
  1366.  
  1367. Currently attempting to figure out Spiral's descent into madness while aiding Razorback's weaponry and armor concerns. Although he's tried to speak with the Marquis' semi-sentient (or possibly proto-sapient lance) Helping Hoof hasn't yet been able to translate the bizarre engrammatic 'speech' it utilizes.
  1368.  
  1369. *****
  1370. CUTIE MARK: a spiraling horn pointed straight up, crossed with a wrench and an Alembic.
  1371.  
  1372. *****
  1373. STATUS: a research and engineering intern at Razorback Fortress in charge of handling routine Operator complaints, under permarenent contract.
  1374.  
  1375. *****
  1376. OFFENSIVE ABILITIES:
  1377. Basic Assault+3
  1378. Basic Parry+3
  1379. Basic Riposte+3
  1380.  
  1381. Expert Casting+7
  1382.  
  1383. *****
  1384. DEFENSIVE ABILITIES:
  1385. Basic Block+2
  1386. Basic Evasion+2
  1387. Basic Reaction Speed+2
  1388. Basic Sprint+2
  1389.  
  1390. *****
  1391. UTILITY ABILITIES:
  1392. Expert Alchemy+7
  1393. Basic Chemistry+4
  1394. Expert Crafting+5
  1395. Expert Enchanting+5
  1396. Expert Research+6
  1397. Expert Smith+5
  1398.  
  1399. *****
  1400. SPECIAL ABILITY:
  1401. -Disciple of Spiral Disclosure: Spiral’s only known student at the Canterlot College of Magic, Helping Hoof has undergone a great deal of instruction in such a wide variety of topics that most ponies are incapable of following their thought processes.
  1402. Most suited to Alchemy, Archaeology, Enchanting, Imbuing, and certain forms of crafting.
  1403. *Requires 1/3rd less Research when attempting to understand one of Spiral’s own Projects or Studies
  1404.  
  1405. *****
  1406. UNIQUE ITEMS:
  1407. -College Notebooks: a transcribed copy in shorthoof of Spiral’s works on Alchemy and transmutable processes, along with Helping Hoof’s own independent research. Only readable by Helping Hoof, or those who have spent considerable time learning to read his unique writing style.
  1408. *Grants either a [1d6+8] <Alchemical Compendium roll for Alchemy or a [1d6+8] <Eidetic Fundamentals roll for Crafting
  1409.  
  1410. -Crystal Empire Chemistry Kit: a series of eccentric, high grade tools and devices from the Crystal Empire, inscribed with transient runes that grants a [1d6+8] <Crystal Alchemy roll when used in an alchemy lab.
  1411.  
  1412. -Greensteel Horn-Ring: a custom fit horn-ring that grants +2 to all Alchemy rolls when worn
  1413.  
  1414. -Tryptarch Tonics: a meticulously labeled case of vials that contain regenerating stores of common and uncommon chemical and alchemical reagents.
  1415. *Grants a [1d6+6] <Prepared Reagents roll, and adds +2 to all rolls when attempting to identify unknown substances and their uses.
  1416.  
  1417. *****
  1418. PONIAL ENCHANTMENTS: 3/3 Slots
  1419.  
  1420. ***************************************************************************************************************************************
  1421. Kiwi Salad, aka ‘Finny’, Sea’s Bounty Raider: 60HP, 0DR
  1422. Age: 13
  1423. Month of Birth: September
  1424.  
  1425. (Affectionate, Ambusher, Carefree, Chatty, Cheerful, Curious, Dutiful, Humorous, Inquisitive, Knowledgeable, Mildly Efficient, Mischievous, Resourceful, Spiritual, Veteran: Scavenger/Treasure Hunter)
  1426.  
  1427. *****
  1428. APPEARANCE: a neon sea green colored pegasus barely-a-mare, nearly 2’6” tall at the top of her head. Like most of the Sea’s Bounty clan, Finny has a two-toned mane, the majority a light red with three streaks of ocean blue, though her tail only has two streaks.
  1429.  
  1430. Virtually untouched in combat, only a small number of bite marks are spread across her forelegs and chest. Three particularly nasty jagged scars run from below her right shoulder up and a quarter across her withers, the result of diving into a shallow coral reef while a young water drake waited in ambush.
  1431.  
  1432. Speaks with an amusing Caribbean accent that tends to crack when excited or scared. Unlike most of the Sea’s Bounty, Finny usually doesn’t neigh when frightened, instead shrieking. Loudly.
  1433.  
  1434. *****
  1435. BIOGRAPHY: mostly unknown at the present. Shortly after Razorback’s Fortress had finally been completed with the addition of walls, Lonestar, during his numerous trips to oceanic Equestria regions, sought out potential allies. Goaded by Twisted Wing on a dare, he would hesitantly explore the large number of Moorite batponies, Ferron clan representatives, and sub-clan faction members in Cairn Wharf.
  1436.  
  1437. In a chance meeting between a number of smaller clans, he was invited by Matron Ragged Ear, Twisted Wing’s fourth youngest half-sister, to the Sea’s Bounty Beach Fortress.
  1438. Accepting her advice to be friendly with all Ferron pegasi regardless of their (to humans) negative actions and behaviors, he sought Ragged’s wisdom out numerous times during trade deals with the rest of the Ferron clans, Cairn Wharf, and batponies of the Moors.
  1439.  
  1440. Throughout dozens of excursions he would come across numerous Sea’s Bounty fillies and mares, most of whom were present during their ill-timed robbery of Razorback’s original Canterlot train.
  1441. Understanding the difficulties they had faced in the Old Everfree, yet still holding a grudge against their lack of diplomacy (“I understand now a pegasus will only take what they need for their family, but no more. Back then? I was real pissed.”) he would, for the most part, dismiss any diplomatic ties due to Twisted Wing’s standoffish distance towards them.
  1442.  
  1443. Late fall of 29,996 would change Lonestar’s opinion on most Ferron, but particularly the Sea’s Bounty. As Emerald, himself, and several Operators became increasingly hard pressed to secure food for Razorback’s first winter, the task fell to the oldest of problems: performing work in exchange for necessities.
  1444. He (grudgingly) accepted offers by several Matrons to aid in clearing out problematic locations near smaller Ferron clan forts and villages in return for ocean catch and nightly tropical food deliveries. One such filly assigned to help him out was Finny, always taking a supporting role, though functioned.. sometimes.. as a secretary.
  1445. Requiring that an equal number of Operators with allied Ferron and batponies would take part in the efforts, his (fairly) good leadership and tactical advice ensured the safety of most locations. (“Gettin’ a freshly made meal with cold drinks is one’a the best perks ‘bout dealin’ wit’Sea’s Bounty.)
  1446. The worst failure was an attempt at recovering a Pre-Lunar-Solar War Era village, close to a decrepit Lunar Guardian Armory southwest of Tidelock Bog. Infested by hundreds of armored batponies, among MUCH worse, the teams were unable to fully destroy the constantly recovering Undead, and were unable to prevent local creatures from joining in.
  1447. Giving up for the time being, Lonestar made a promise that he would attempt another recovery effort in the future, but only when enough Razorback teams had acquired sufficient skill, weaponry, armor, and experience.
  1448.  
  1449. Since that time Finny has been a semi-consistent traveling friend during his visits throughout the Moors and Ferron regions, mostly due to her interests in exploring and scavenging, rather than stealing or making lewd jokes.
  1450.  
  1451. In Septimber of 29,998, Finny announced that she intended to honorably leave the Sea’s Bounty Raiders after contributing the required 10,000 Bits, even though doing so wasn’t necessary since joining Razorback is considered an equal-at-hoof trade.
  1452.  
  1453. Spending time with allied salvage teams in the safer Ferron Coast and Moors regions has broadened her awareness, given her a deep appreciation for learning, balanced her previously gloomy attitude when dealing with things she didn’t like, and refined her physical capabilities.. to a small extent on that last one.
  1454.  
  1455. *****
  1456. CUTIE MARK: six kiwi, one bright green, one neon orange, one a flashy red, one a hot yellow, one a pearlescent pink, and the last a glazed blue, sliced into quarters. The slices are arranged to look like a common kiwi flower, contained in a polished and fancifully pegasi rune covered brown coconut bowl.
  1457.  
  1458. *****
  1459. OFFENSIVE ABILITIES:
  1460. Basic Assault+3
  1461. Basic Parry+2
  1462. Basic Riposte+3
  1463.  
  1464. Basic Ambush+1
  1465.  
  1466. *****
  1467. DEFENSIVE ABILITIES:
  1468. Basic Block
  1469. Expert Evasion+4
  1470. Expert Flight+5
  1471. Expert Sprint+4
  1472. Expert Swimming+6
  1473. Expert Reaction Speed+3
  1474.  
  1475. Basic Cover+1
  1476. Basic Stealth+2
  1477.  
  1478. *****
  1479. UTILITY ABILITIES:
  1480. Basic Appraisal+1
  1481. Basic Bartering+2
  1482. Basic Crafting+1
  1483. Basic Cooking+2
  1484. Basic Neighgotiation+1
  1485. Master Scavenger+5
  1486. Basic Snickering+2
  1487.  
  1488. *****
  1489. SPECIAL ABILITIES:
  1490. Diet Preference: Tropical Fruit. Not a fan of any particular grasses, vegetables, tubers, nuts, berries, or seafood, Finny’s diet is fairly simple yet reasonably healthy owing to her lineage.
  1491. Preferring ripe, fresh fruits over most everything else, this allows her sisters and friends to be less selective in their cooking choices.
  1492. *Adds +1 to all Cooking rolls, only when the majority of food is fruit
  1493. *Consuming a gifted kiwi automagically restores 5 Morale and Stability, but only three times per Night
  1494. *Eating fruit restores 1 Morale and Stability per meal, up to a maximum of 8 different fruits, three times per Night
  1495. *Twice per Night, eating a well made fruit dish restores 15 Morale and Stability, but restores 30 Morale and Stability if ranked at 4.5 stars or higher
  1496.  
  1497. Central Moors & Ferron Ocean Scavenger (Young): one of the best younger scavengers among the clan, Finny is well known for her propensity to fly off with nothing, only to return with her saddlepack and several bags stuffed full of whatever she thought would be useful at the time.
  1498. *Adds +1 to all Scavenging rolls
  1499. *Adds +1 to all Thievery rolls ONLY when stealing from non-sapients or hostile non-Tallus natives
  1500.  
  1501. Windsweeper (Young): undertaking the specialized training required to become a Windsweeper by Matron Ragged Ear and several of the older Sea’s Bounty Raiders, Finny is (mostly) aware of the myriad creatures that lurk throughout the ocean, swamp, and bog regions that her clan often travels to.
  1502. A good amount of information, ranging from firsthoof accounts, lore from oral retellings, eight years of necessary schooling, depth training, and a number of books she’s purchased over the years, has helped her a great deal in aiding both her kin and Lonestar of Razorback Company.
  1503. *Adds +1 to all Diving and Swimming rolls
  1504. *Also adds +1 to all Trade Skills when identifying known objects, food, and creatures of the Central Moors and Ferron Ocean-claimed regions
  1505.  
  1506. *****
  1507. PONIAL ARMOR:
  1508. >Silk-Weave Half-Plated (Armor Traits: Custom-Fit): the most common ‘armor’ produced in the Moors, little more than ten layers of various tough, color-blending native silks. Has been expanded and refit numerous times since she was 8.
  1509. During her much earlier years, one of her sisters added a (copied) Common Nettlebone Shark’s fin as both decoration and warning to those creatures that would attempt to bite her. The ‘fin’ is piece of soft driftwood colored in hard white which sticks up two hooves in the center of her saddle, and has been glued on.
  1510. Improved with an Armor Charm and nothing else. (“Improvemarents are EXPENSIVE! I don’t have much of a treasure chest.. ..um, I mean, I HAVE a treasure chest, but it’s empty right now!”)
  1511. -Armor Value: 2DR
  1512. -Armor Class: Ultra Light
  1513. -Enchantmarents: 0/1 Slots remaining
  1514.  
  1515. *****
  1516. PONIAL WEAPONRY:
  1517. >Sea’s Bounty Windsweeper Blades (Weapon Traits: Custom-Fit, Freshly Made, Sea’s Bounty-Forged): a set of 46 wide, dull blue pearlescent, off white, foamy gray/black, and dark sea green streaked wingblades that extend half a hoof, or 2”, past the tips of her primary feathers.
  1518. Made the same way as most Ferron wingblades are, that being grinding down the multitudes of shells, carapace segmarents, husks, claws, teeth, bones, pearls, and more from various sea creatures, then combined with a series of alchemical glues, formed into blocky shapes, and left to dry in the coastal sun for a year.
  1519. These sets, however, are considerably more difficult to produce as maintaining a uniform material coloration is necessary.
  1520. Once the stock is suitably tempered, each individual piece is ground down, then sharpened, on compressed plates of black granite that act as grindstones. Windsweeper sets are wider, longer, thicker, and more resilient than standard wingblades. This set is serrated from tip to center mass.
  1521. One of the least common pegasi weapons produced by the Sea’s Bounty craftsmares, this highly specialized design are solely in use by high speed divers and scavengers whom often leave long trails of air behind them, the dual streaks of bubbles underwater giving the design’s name of ‘Windsweeper’.
  1522. -Weapon Class: Light
  1523. -Base Modifier: adds +2 to all Assault/Parry/Riposte rolls
  1524. -Enchantmarents: 0/0 Slots remaining
  1525. -Grants a <Sea’s Fury ability that functions as either an additional Parry OR Riposte roll
  1526. -Always inflicts Bleeding against unarmored opponents
  1527. *Adds +1 to all non-combat Stealth rolls in wet conditions
  1528.  
  1529. *****
  1530. UNIQUE ITEMS:
  1531. >Small Painted Saddlepack: a fairly standard, tough, well treated cotton saddlepack that has been soaked in a binding alchemical liquid to turn the entirety a dark royal blue. Virtually the same as the common marecenary saddlepack, though about 1/2 the size. Both sides feature Luna’s Mark.
  1532. *Contents: 1x Bronzine Compass, 1x Central Moors Map, 2x Coldstones, 1x Crag Moors Map, 1x Crystal Empire Tent, 1x Crystal Empire Pillow, 1x Crystal Empire Mattress, 1x Crystal Empire Travel Bed, 1x Crystal Moors Map, 1x Deep Moors Map, 2x Heatstones, 1x Ferron Coastline Map,
  1533.  
  1534. *****
  1535. STATUS: formerly a scavenger at the Sea’s Bounty beach-fort, now willing to help out Razorback for all the aid given to her clan.
  1536.  
  1537. *****
  1538. RELATIONSHIPS:
  1539. -Lonestar: occasionally helped him make trade deals in Cairn Wharf and throughout the Moors.
  1540.  
  1541. -Twisted Wing: the second youngest of the Enchained’s 5 full-blooded sisters (of 9 total siblings). Also just as incorrigible since they share the same enjoymarent of puns.
  1542.  
  1543. *****
  1544. PONIAL ENCHANTMARENTS: 1/1 Slots remaining
  1545.  
  1546. ***************************************************************************************************************************************
  1547. Krinza (real name: unknown), Grandmaster Armorer & Weaponsmith: 120HP, 2DR
  1548. Age: 27
  1549. Month of birth: February
  1550.  
  1551. (Aware, Dry Wit, Dutiful, INQUISITORIALLY SANCTIONED, Hyper-Efficient, ELITE: Blacksmithing/Crafting/Enchanting, Moderately Single-Tracked, Rational, Savant, Studious, Watchful)
  1552.  
  1553. *****
  1554. APPEARANCE: a slightly chunky and perpetually sleepy looking unicorn, though atypically in good shape underneath his extra weight, standing at 3'11" to the top of his head, not including his horn.
  1555.  
  1556. Has a deep black coat with a bright yellow mane, his eyes always half-lidded in focus, and while normally a swirling mixture of white, yellow, and black due to the constant enchantments he experiments with, his true eye color is bright lapis lazuli.
  1557.  
  1558. While neither weak nor fit, Krinza takes little pride in physical appearance, uncaring for burns, oil, or debris covering him, as his resistance to heat seems to be entirely innate.
  1559. *Dul has confirmed as much.
  1560.  
  1561. *****
  1562. BIOGRAPHY: unknown. Formerly of Gryphon Vale during its low period of 29,996, he left due to the Gryphons reviving their own smithing & crafting trades, as well as their mild xenophobia of unicorns due to magic and its sometimes wanton ill effects.
  1563. An exceptional, placidly slow paced master armorer, enchanter, and craftspony, Krinza is typically uninterested in conversation not regarding his duties, though he does have a measurably friendly and laid back attitude.
  1564.  
  1565. Despite his dry attitude, strange upbringing, and mild social awkwardness, Krinza has taken an interest in Lann as the two are consummate professionals of their respective trades, also having been ostracized by their own cultures.
  1566. While dealing with mostly batponies, Lann's own upbringing in the Moors taught her much about breaching traditions and customs, particularly those of unicorns.
  1567. Though it remains to be seen what'll happen with the pair, Belltower and Roust have secretly been pushing the two together in social situations, looking on in amusement at their half-hearted attempts to keep their burgeoning relationship quiet.
  1568.  
  1569. Curious about his coloration, when the point was brought up by Jeff, Krinza stated that he was indeed one of Kroza's brothers, though he had a great deal of disdain for his masochist brother while he was alive, citing that his mentality made him 'far more a monster than a pony'.
  1570.  
  1571. When otherwise unoccupied, Krinza formerly studied and slept on a pile of rugs under the back wall length table in the Workshop, unwilling to be far from his anvil, tools, and especially Lann.
  1572.  
  1573. Continuing his studies despite Spiral's absence, Krinza has entered the lofty realm of Grandmastery in the fields of enchanting and smithing, with all of the ponies throwing him an immense, luxurious dinner party as a reward, though remains nonplussed at his new title.
  1574.  
  1575. It remains to be seen when he'll ask Lann out on a date, or even hold her hoof longer than a few seconds. (“She’s taken him to the Basin Village restaurant and damned near every time Hodch somehow kept us ‘busy’ so we couldn’t watch. The nerve!” -Naliyna)
  1576.  
  1577. In early Septimber of 29,998, the two were 'forced' to take a room in the Pony Housing building by Bren, whom was paid off by Iquisitor Flash (subsequently confusing the crew boss), to allow for additional material stockpiles.
  1578. Although further from his tools than he feels comfortable, the pair have come to enjoy the quiet together.
  1579.  
  1580. *****
  1581. CUTIE MARK: a gold hammer laid atop a yellow-outlined, black anvil.
  1582.  
  1583. *****
  1584. STATUS: grandmaster armorer, smith, crafter, and main enchanter for Razorback, under permanent contract via Tipper.
  1585.  
  1586. *****
  1587. OFFENSIVE ABILITIES:
  1588. Expert Assault+4
  1589. Expert Parry+4
  1590. Expert Riposte+4
  1591.  
  1592. Master Casting+9
  1593. Expert Elemarental Lance+7
  1594.  
  1595. *****
  1596. DEFENSIVE ABILITIES:
  1597. Expert Block+4
  1598. Basic Evasion+2
  1599. Expert Reaction Speed+4
  1600. Basic Sprint+3
  1601.  
  1602. Basic Auto-Fire Resist+10
  1603.  
  1604. *****
  1605. UTILITY ABILITIES:
  1606. Expert Alchemy+4
  1607. Expert Bartering+3
  1608. Master Elemarental Chemistry+6
  1609. Master Research+6
  1610. Basic Neighgotiation+3
  1611.  
  1612. *****
  1613. SPECIAL ABILITIES:
  1614. -Disciple of Spiral: although his time spent learning under the Canterlotlian Marquis was cut short, Krinza has integrated much of his mentor's esoteric knowledge with his own training in Anfang and Gryphon Vale, granting him the knowledge to work with nearly all materials, except for most crystallines and nearly all semi-crystalloids.
  1615.  
  1616. -Grandmaster Crafter: Krinza's studies and work on advanced metallic applications allow him to design, improvise, implement, and create advanced mechanical functions, ranging from advanced weapon or armor customization to building highly complex clockwork systems. Still doesn't know much about human technology, though.
  1617. *Grants a [1d6+11] roll
  1618.  
  1619. -Grandmaster Enchanter: combining his experience in Rune Forging & Smithing from Anfang, performing his own studies between, taking lessons from Spiral and Hodch, then intensively studying Spiral's notes on the various arcane forces and capacities of elementalism for over a year.. Krinza is easily in the top 100 of Enchanters across Tallus.
  1620. Now capable of performing improvements and enhancements to nearly all standard enchantments, Krinza of course has little capability with Empire crystal except to produce basic shapes and modifications, such as replacing batteries.
  1621. *Grants a [1d6+10] roll
  1622. *Allows Krinza to enhance and refine standard esoteric enchantmarents up to +4
  1623. *Allows Krinza to refine Lesser-ranked Eldritch, Planar, and Otherworldly enchantmarents up to +2
  1624. *PATH FOCUS: Late Dynasty Weaponry Enchanting, Grandmastery. Krinza is capable of imbuing and infusing a maximum of 3 offensive enchantmarents on weapons, but requires 300% more work to do so. (“No, I have not surpassed Princess Luna. She is able to imbue and infuse flawlessly. I have to be exceptionally careful.”)
  1625.  
  1626. -Grandmaster Smith: originally an apprentice to the Rune Smiths and Forgers of Anfang for at least eight years, as well as spending nearly a year learning under Spiral's tutelage, studying notes from the same, and experimarenting on his own time, has allowed Krinza to develop numerous modified forms of imbuing and forging, including the skills needed to shape Changeling chitin.
  1627. Krinza has, for all intents and purposes, greatly surpassed the Marquis by several margins.
  1628. He does, however, still have MUCH to learn.
  1629. *Grants a [1d6+11] roll
  1630. *PATH FOCUS: can shape Changeling chitin with only 1/6th more work required
  1631.  
  1632. *****
  1633. COMPLETED PROJECTS (4/10 acquired):
  1634. -Human Alloys
  1635.  
  1636. -Human Composites
  1637.  
  1638. -Human Firearms
  1639.  
  1640. -Scaling
  1641.  
  1642. *****
  1643. UNIQUE ITEMS:
  1644. >Custom Runic Blackened Anvil: a custom-made blackened steel anvil inscribed with a mixture of gryphon glyphs and unicorn runes, allowing him to add Elemarental effects or strengthen items with ease.
  1645. Most likely acquired from dubious sources considering blackened steel only comes from Stalliongrad.
  1646. *Grants a [1d6+15] <Runic Anvil roll when forging, reforging, or engraving items
  1647.  
  1648. >Custom Runic Engraving Blade: a heavy, enchanted, and meticulously runed triangular 8" long engraving blade with a flat rear surface, used for scribing and shaping materials with, the effects and process controlled by mental willpower.
  1649. A nine-tenths composite of tungsten and diamondine layered in sequential atomic alignmarents to produce exacting glyphs, sigils, symbols, letters, numbers, and more.
  1650. The effects produced in this marener bear some similarities to Middle and Late Dynasty engravings.
  1651. *Grants a [1d6+11] <Runic Engraving Blade roll when forging, reforging, or engraving items
  1652.  
  1653. >Custom Blackened Runic Hammer: a small, heavily enchanted and ornately runed blackened steel hammer with both flat and round heads, used specifically during the forging process or to precisely manipulate the engraving blade.
  1654. Most likely acquired from dubious sources considered blackened steel only comes from Stalliongrad.
  1655. *Grants a [1d6+12] <Runic Hammer roll when forging, reforging, or engraving items
  1656.  
  1657. *****
  1658. PHYSICAL ENCHANTMARENTS: 3/3 Slots (“It is the find of a lifetime to find even a severely damaged crafting-related enchantmarent. It is even more difficult to produce one that does not produce significant drawbacks or requires the expenditure of fifty years. Therefore I have no need of anything else.”)
  1659.  
  1660.  
  1661. ***************************************************************************************************************************************
  1662. Lann (real name: unknown), Master Seamstress: 220HP, 3DR
  1663. Age: 24
  1664. Month of Birth: Panuary
  1665.  
  1666. *****
  1667. (Amiable, Blunt, Cheerful, Direct, Friendly, Hard-Working, Honorable, INQUISITORIALLY SANCTIONED, Talkative, Thoughtful, Warm-Hearted)
  1668.  
  1669. *****
  1670. APPEARANCE: a fairly chunky, somewhat larger than average, full body bright yellow earth pony mare with brassy yellow eyes and solid colored hooves, standing at 4'7" tall.
  1671.  
  1672. Normally left long and straight, Lann's slightly darker yellow mane is naturally composed of numerous curls, and her tail is considerably thicker than most, though cut off straight above her hooves so as not to drag on the ground.
  1673.  
  1674. While she doesn't have any combat scars, her front hooves and nose are pockmarked with small dark yellow dots, the results of more misses with sharp, unicorn enchanted and Psionic-patterned needles than she cares to remember.
  1675.  
  1676. *****
  1677. BIOGRAPHY: unknown. A master clothier and seamstress of the Moors, the only one really, Lann professes a great deal of enjoymarent for the proximity to the hosts of rare commodities coming from the swamps, bogs, and wetlands, as the best silks (“And fruits!”) in Equestria are only found in the Moors.
  1678.  
  1679. Her mood is never less, nor more, than cheerfully friendly, having spent most of her life living in the Basin Village, coming to adore the batponies as true equals in all manners.
  1680.  
  1681. Lann is one of a growing number of earth ponies to shed their seemingly inherent dislike for other pony species, and as of late has been taking a great deal of interest in Krinza, seeing him as both a professional crafter, and rather intriguing.
  1682.  
  1683. Has been tentatively confirmed to be one of the Starborn’s exclusive seamstresses.
  1684.  
  1685. *****
  1686. CUTIE MARK: a spool of red thread atop a stylish square purple blanket, two green needles sticking out of the spool, one pointing upwards, the other downwards.
  1687.  
  1688. *****
  1689. STATUS: alternating between the Moors and spending time in the Fortress outfitting Razorback, and their allies of course, under permanent contract via Tipper.
  1690.  
  1691. *****
  1692. OFFENSIVE ABILITIES:
  1693. Master Assault+9
  1694. Master Parry+7
  1695. Master Riposte+6
  1696.  
  1697. *****
  1698. DEFENSIVE ABILITIES:
  1699. Expert Block+5
  1700. Expert Evasion+4
  1701. Expert Reaction Speed+5
  1702. Expert Sprint+6
  1703.  
  1704. Resist Damage+5
  1705.  
  1706. *****
  1707. UTILITY ABILITIES:
  1708. Basic Alchemy+4
  1709. Expert Appraisal+4
  1710. Expert Bartering+3
  1711. Master Crafting+9
  1712. Expert Neighgotiation+2
  1713. Master Seamstress+9
  1714.  
  1715. *****
  1716. SPECIAL ABILITY:
  1717. -Shattered Earth: combining her physical weight with the inherent earth pony knowledge of producing concussive strikes, Lann is capable of performing a powerful area of effect stomp using 3x [1d6+4] rolls, damaging and stunning opponents in a 180 degree forward facing radius.
  1718. *Due to the strain she may only use this ability ONCE every third turn
  1719.  
  1720. *****
  1721. UNIQUE ITEMS:
  1722. >Custom Crafting Kit: a small box containing fifteen highly attuned psychokinesis pendants that act in semi-sentient conjunction with each other under Lann’s direction to blend, shape, and weather together thread from cotton, silk, and most fibers, into specific bolts or patterns.
  1723. Greatly aids in her sewing with seamless interactions due to an enhanced form of marental diagram creation.
  1724. *Partially modified by Krinza
  1725. *Adds +1 to all Crafting rolls and grants an additional [1d6+9] <Crafting Kit roll
  1726.  
  1727. >Custom Sewing Kit: a medium sized box of roughly sixty needles, ten large interconnection hoops, nine multiple twist-thread spools, and ten psychokinesis pendants that act in semi-sentient conjunction with the rest of the kit and Lann to rapidly create exceptionally durable clothing from specialized materials, most often from woven silk thread, with rapid, seamless, and lossless interactions.
  1728. Heavily modified by Krinza.
  1729. *Adds +2 to all Seamstress rolls and grants an additional [1d6+10] <Sewing Kit roll
  1730.  
  1731. *****
  1732. PONIAL ENCHANTMARENTS: 3/3 Slots
  1733.  
  1734.  
  1735. *************************************************************************************************************************************
  1736. Lonestar: 30HP, 1DR
  1737. Rank: Elite
  1738.  
  1739. (Bitter, Distrust: Multiple, Hardened, Hatred: Las Pegasus/Lishanki, Honorable, Hot Tempered, Morbid, Original 100, Rational, Sea Legs, Withdrawn)
  1740.  
  1741. *****
  1742. KNOWN LANGUAGES:
  1743. Batpony: can full understand the modern dialect. Can't speak it. At all.
  1744.  
  1745. Earth Pony: has moderate fluency in the modern dialect
  1746.  
  1747. Germaneighan: has moderate fluency in the modern dialect
  1748.  
  1749. Kingdom Crystal Pony: has moderate fluency in the modern dialect
  1750.  
  1751. Pegasus: can read and speak fluently in the modern dialect
  1752.  
  1753. Unicorn: can read and speak fluently in the modern dialect
  1754.  
  1755.  
  1756. *****
  1757. PHYSICAL MODIFICATIONS: none, yet.
  1758.  
  1759. *****
  1760. EVOLVING ABILITY:
  1761. #116 Rend the Shell's Weakness: Granted by Empress Silver, TWICE per Night Lonestar may inflict one of the following against an enemy: Awe, Paralyze, Terror, or Shock using a [1d6+1] roll.
  1762. Roll result-2 indicates the number of turns the target suffers from the indicated affliction.
  1763. *ONLY living beings and native, non-mindless Undead may be targeted
  1764. *Effectiveness is greatly reduced if the target is Otherworldly or Planar
  1765. *Cannot effect Eldritch or Spectral beings
  1766.  
  1767. NEW DUTY: 0
  1768. NEW USE: 2
  1769.  
  1770. RECORDED DUTY: 1
  1771. RECORDED USE: 0
  1772.  
  1773. *****
  1774. PHYSICAL MODIFICATIONS: none, yet.
  1775.  
  1776. *****
  1777. OFFENSIVE SKILLS:
  1778. Master Assault
  1779. Expert Parry
  1780. Master Riposte
  1781.  
  1782. Master Battle Rifles
  1783. Master Combat Rifles/Shotguns
  1784. Master Heavy Weapons
  1785. Master Small Arms
  1786. Expert Suppression Fire
  1787.  
  1788. *****
  1789. DEFENSIVE SKILLS:
  1790. Master Block
  1791. Expert Evasion
  1792. Master Reaction Speed
  1793. Master Sprint
  1794. Master Swimmer
  1795.  
  1796. *****
  1797. UTILITY SKILLS:
  1798. Expert Ambush
  1799. Expert Engineering
  1800. Expert Explosives
  1801. Expert Leadership
  1802. Expert Interrogation
  1803. Expert Perception
  1804. Expert Scouting
  1805. Expert Stealth
  1806. Expert Wilderness Survival
  1807.  
  1808.  
  1809. *****
  1810. UNIQUE SKILLS:
  1811. >Superior Duty Before Death: "We failed reachin' a relief flotilla, was bringin' food, fuel, medical bots, androids, everythin' from our land bases. Assholes dropped fifty micronukes on 'em cross th’invisible enemy border. Admiral ordered us launch a thousand back. Ah said no, don't have that many, he says ripple fire what we got then told me ta open up wit' every spare rod we had. Shelled their whole fuckin' fleet.
  1812. By th'time we reached 'em there was none left alive. Fuckers sent gunboats wit'orders ta kill our people and take what little they could. Yeah, we salvaged for a while but... y'never get over seein' four thousan' people floating in th'water. People y'knew. Needed. Loved."
  1813. *Adds +2 to all BlockEvasion/Sprint/Swimming/Reaction Speed, Small Arms, and Iron Will rolls
  1814. *When defending a Friend/Ally adds +2 to and grants an additional Block roll
  1815. *Grants an additional Heavy Weapon roll in or on water
  1816.  
  1817. >Superior Honor Before Disgrace: won't talk about it.
  1818. *Adds +2 to all Assault/Parry/Riposte, Small Arms, Combat Rifle/Shotgun, and Heavy Weapons rolls
  1819. *Grants an additional Heavy Weapon roll
  1820. *Honor: 88
  1821.  
  1822. >Superior Five-Star Naval Doctrines: won't talk about it.
  1823. *Adds +2 to all Leadership, Electronic Warfare, and Reaction Speed/Swimming rolls
  1824. *Grants an additional Heavy Weapon roll in or on water
  1825. *When near, in, or around water, adds +3 to all Perception/Scouting/Wilderness Survival rolls
  1826.  
  1827. *****
  1828. SPECIAL ABILITIES: none, yet.
  1829.  
  1830. *****
  1831. TERTIARY SKILLS:
  1832. Expert Electronic Warfare Operator+3
  1833.  
  1834. Expert Gambler+1
  1835.  
  1836. Expert Instrument: Guitar+3
  1837.  
  1838. Master Naval Electronics+4
  1839.  
  1840. Master Naval Engineering+3
  1841.  
  1842. Master Naval Propulsion+4
  1843.  
  1844. Master Naval Tactics+3
  1845.  
  1846. Master Naval Weaponry+5
  1847.  
  1848. *****
  1849. TRADE SKILLS:
  1850. Apprentice Batponies
  1851. Apprentice Chemist
  1852. Junior Crystal Empire
  1853. Observer Engineer
  1854. Observer Electronic Fabrication
  1855. Junior Equestrian Arcane Magic
  1856. Apprentice Germaneigh
  1857. Graduate Human Navies
  1858. Graduate Lunar Military
  1859. Observer Minotaur Hegemony
  1860. Graduate Oceanic Biologist
  1861. Junior Naval Engineer
  1862. Graduate Naval Tactician
  1863. Teacher Razorback Company
  1864. Junior Tartarus Isle
  1865. Graduate The Ferron Clans
  1866. Junior Unicorns
  1867.  
  1868. *****
  1869. SKILL SPECIALIZATIONS:
  1870. Bren, Long Term Heavy Construction Training: adds +1 to all Assault/Parry/Riposte rolls
  1871.  
  1872. Hodch's Anti-Undead Studies & Field Demonstrations: adds +1 to all offensive rolls against Undead
  1873.  
  1874. I Had To Kick Every Lishanki In The Face: adds +1 to all Block/Evasion/Sprint/Reaction Speed rolls
  1875.  
  1876. Jeff, Master Ranger Firearm Training: adds +1 to all Ranged rolls
  1877.  
  1878. Krinza, Razorback Hooves-And-Hands-On Manual Instruction, Basic Engineering, Smithing, and Explosives Proficiency: adds +1 to all Engineering & Explosive rolls
  1879.  
  1880. *****
  1881. CLOSE COMBAT WEAPONRY:
  1882. >Impact Stun Baton (Weapon Traits: Custom, Magitek-Forged, Personalized, Unique Legendary Artifact): created by Spiral to replace his original issue, it has been extensively modified by Krinza to the point where it might as well be a different weapon altogether.
  1883. In appearance an otherwise plain 20" military baton made from 6MM of hollow-forged Basilisk tungsten-steel composite, painted a standard gun metal gray.
  1884. -Base Modifier: adds +4 to all Assault/Parry/Riposte rolls
  1885. -Enchantment Slots: 1/3 remaining
  1886. *Grants a [1d6+3] <Crasher non-elemental attack that deals double damage to Armor and stuns on a max critical
  1887. *Grants a [1d6+4] <Stoneblow Earth Mystic Elemental attack that ignores DR and stuns for 1 turn on a max critical
  1888. *Higher chance to stun than standard weaponry
  1889. -Baton and Board: can be used with a shield or Small Arms
  1890.  
  1891. >Reach Out And Touch SomeTHING (Weapon Traits: Custom, Magitek-Forged, Personalized, Unique Legendary Living Artifact): a 5' in length baseball bat made from a living mythril-oak branch. Originally harvested by Spiral, once finished with studying the unusual specimaren, he decided to make a sporting implement from it, one both functional and useful.
  1892. Making several more out of common wood species for Operators to use on their off time, this one was selected by Red Team Leader. Pitting himself against Blue Team Leader using a kanpri-infused coconut wood variant.. neither won. Tipper is still a bit sore about the injuries they inflicted, but neither cared.
  1893. As more Operators became interested in taking contracts from Shanis, Lonestar kept this one for his infield excursions in the (relatively) safer Central and Northern Moors, also sometimes the recently claimed Ferron regions.
  1894. Some time before Spiral disappeared, he asked the Marquis to infuse a Dusk Strider Mystic-class Earth Elemarental gem he'd purchased from an Arkadian Divides tradepony.
  1895. Later, Krinza imbued a strange anti-Undead charm recovered from an old Ferron cache. Specifically, Lonestar wanted it solidified for use against Undead, which he hates dealing with, and to shred the armor some still retain.
  1896. He has admitted to 'slightly cheating' a few times by using one or the other elemental while at the Sea's Bounty beach fort, launching baseballs much further over the ocean than normal. Matron Ragged Ear laughs every time.
  1897. -Base Modifier: adds +3 to all Assault/Parry/Riposte rolls
  1898. -Advanced Modifier: adds +5 to all Assault/Parry/Riposte rolls against Undead
  1899. -Enchantment Slots: 1/3 remaining
  1900. *Natural Hatred: allows full harm to occur when dealing with Spectrals, Revenants, Wraiths, and similar beings
  1901. *Grants a [1d6+4] <Dead Strike Mystic-class non-Elemental attack that deals triple damage against Armored & Heavily Armored Undead
  1902. *Grants a [1d6+4] <Crushing Force Mystic-class Earth Elemental attack that causes double damage to Undead, ignores DR, and causes Heavy Stun for 1 turn on a max critical
  1903. -Two Handed: grants an additional Block roll when used with both hands
  1904.  
  1905. *****
  1906. RANGED WEAPONRY:
  1907. >Two-Star Gunworks Mk11 P3 Semicoil: an SMG sized coilgun, vaguely patterned like the MP series of weapons.
  1908. Aside from a bulky self-contained nuclear cell, a large bull barrel with 11 coils across the length, and an advanced holo-optic sight, the appearance is one of a standard issue weapon with good ergonomics, high durability, and equal weight distribution to maximize stability.
  1909. Presumably developed for boarding actions.
  1910. -Base Modifier: adds +4 to all Small Arms rolls
  1911. -Magazine Capacity: 90/90 5MM Fragmenting T-Rods, comes with 3x 90-rod magazines in reserve
  1912. -Armor Pierce: 4
  1913. -Optimal Range: 100M with a -1 penalty per 50M after this range
  1914. -Maximum Range: 300M
  1915. -TS8 Optical: adds +1 to all Small Arms rolls & +4 to a SINGLE Perception roll only when in use
  1916. *Grants a [1d6+4] <Armor Shred that deals double damage against Armor
  1917. *ERA: Post-Information Age
  1918.  
  1919. >Two-Star Gunworks FN FAL Model 40: physically the same as later FN FAL models, this one is a highly modernized variant that features only minor differences are of note: a heavy bull barrel, an overbuilt receiver chambering an unusual 11MM straight wall cartridge, and a compensating recoil system in the buttstock.
  1920. Specifically intended for use on blue water vessels.
  1921. -Base Modifier: adds +3 to all Combat Rifle OR Battle Rifle rolls
  1922. -Armor Pierce: 3
  1923. -Magazine Capacity: 30/30 11x82MM FN40 Magnum
  1924. -Optimal Range: 400M with a -1 penalty per 200M after this range
  1925. -Maximum Range: 1000M
  1926. -Attachment #1: 4x12 Scope: adds +1 to Combat Rifle OR Battle Rifle rolls & adds +2 to a SINGLE Perception roll only when in use
  1927. *ERA: Post Orbital Age
  1928.  
  1929.  
  1930. *****
  1931. PERSONAL ENCHANTMENTS: 2/3 remaining
  1932. -Armor Charm: provides a natural +1DR
  1933.  
  1934. *****
  1935. APPEARANCE: a haggard, drawn, and half-dead-to-life Texan-analogue. Except for a wide variety of western styled clothing sourced from Neighvada and a pair of stylized anchor tattoos on the palm of each hand, Lonestar appears to be otherwise normal, if somewhat more wiry than the average caucasian descendent.
  1936.  
  1937. *****
  1938. AGE: late 50's.
  1939.  
  1940. *****
  1941. BIOGRAPHY: one of the original 100 Razorback Operators to arrive on Tallus. Has remained with the Company, providing intelligence and making contacts wherever, and whenever, possible.
  1942. Leaving Emerald, another original, to handle Equestria and other ponies, he's mostly worked with the main Ferron Clan, Cairn Wharf sometimes, and Sea's Bounty when possible.
  1943.  
  1944. Extensive records of deals, mostly food related, in Naliyna's archives detail a wide spread network of Razorback loving pegasi and batpony fishermares and foragers. Most of them have been convinced to NOT be lewd in the Fortress whether delivering or visiting, although he once explained that 'taking care of a mare' should be done politely with no strings attached.
  1945.  
  1946. Outside a masters degree in electronics, information gathering expertise, a clearly naval background, his appreciation for unicorns and pegasi, Lonestar hates talking about himself. Will gladly spend hours sharing information, particularly tactical.
  1947.  
  1948. "Ain't dealin' with your shit on who had th'worse world again. Ya don't know what the fuck livin' through an 'End of Days' is like. Think a few dropped nukes on civil centers is bad? Try launchin' ten ta two hundred at every damn ship in yer radar, sonar, satellite, whatever range ya got, on an ocean planet fer two an' a half centuries straight. We never got another colony ship either.
  1949. Now, YOU, don't come back with that ever again or I'll let Dancing in yer room. YOU, get outta here before Emerald comes back, don't need you two buttin' heads. HEY! You put two shots in in both'a HIS knees if they start that shit again!"
  1950.  
  1951.  
  1952. ***************************************************************************************************************************************
  1953. Malyne: 40HP, 0DR
  1954. Age: 9
  1955. Month of birth: Panuary
  1956.  
  1957. (Affectionate, Calm, Cheerful, Distrust: Magic, EXTRA INQUISITORIALLY SANCTIONED!!!, Humorous, Inquisitive, Kind, Level-Headed, Mischievous, Paranoid: Eldritch, Rational, Reserved, Thoughtful, Warm-Hearted)
  1958.  
  1959. *****
  1960. APPEARANCE: a vaguely typical looking orange batfilly, though her coat, tail, and mane are incredibly fuzzy and refuse to be straightened out for long.
  1961.  
  1962. With her deep orange-slitted eyes and light orange hooves, Malyne is (somehow) Belltower's daughter, and is almost never seen without her mildly amused, always curious smile.
  1963.  
  1964. *****
  1965. BIOGRAPHY: early life unknown. Both Belltower's daughter and sometime protege, Malyne has a more serious and apparently stoic personality on the outside than her mother does. Internally however, she is continuously revising, revamping, learning and relearning new puns and jokes, making her sense of humor far more refined than the majority of batponies.
  1966. Externally, this batfoal enjoys all aspects of learning, whether history, new and interesting skills, the marentalities of other ponies, and how to deal with humans and their weird clothing.
  1967. Despite her normally happy-go-lucky maretality and appearance, Malyne is somewhat skittish when it comes to magic and the various side-effects, having gone to see several Scars of the Moors with both her mother and the Basin Village's Matron.
  1968.  
  1969. Although her mother's relationship is highly strained with Twisted Wing, she considers the Enchained General her aunt, despite being confused as to why neither speaks of the circumstances between them, but enjoys being in Twisted's company nonetheless.
  1970. Constantly curious, as all batponies are, meeting Dancing Eyes (in a good mood for once) and learning of her legendary skills in alchemy and crafting, Malyne decided to learn carving. While Malyne is usually huffy about Roust's cool treatment of the primal psion, she would prefer not to press the issue until fully understanding why.
  1971.  
  1972. As Malyne has grown a bit and learned from those living in the Fortress, she has begun developing her relationships and skills with Mercy and several ponies of Tartarus Isle, understanding that, given Razorback's current situation, the ability to defend herself may become required if not vital in the near future.
  1973.  
  1974. Due to her young age, the creatures of the Everfree, the known and potential enemies of Razorback, the ponies of the Fortress have, quietly amongst themselves, sworn to defend Malyne at all costs.
  1975.  
  1976. *****
  1977. CUTIE MARK: blank flank, and doesn't mind it at all.
  1978.  
  1979. *****
  1980. RELATIONSHIPS:
  1981. -Dancing Eyes: is highly friendly towards, but doesn't understand why she's a prisoner
  1982. -Jeff: completely disregards the fact that he's a different species, and enjoys his company whenever around
  1983. -Mercy: spends time with the Spirit Walker, mostly learning about the unusual threats she deals with often
  1984. -Roust: thinks of the Vanguard as her second aunt. Especially loves hearing stories of the Crystal Kingdom/Empire and the Old Hive
  1985. -Tipper: considers Tipper an older, much wiser sister, but knows enough not to ask about certain topics
  1986. -Twisted Wing: considers the General her first aunt. Likes leaving mangoes on the Enchained’s head when asleep, and napping on her warm, unnaturally soft (but nonetheless pleasing) flanks
  1987.  
  1988. *****
  1989. OFFENSIVE ABILITIES:
  1990. Basic Assault+2
  1991. Basic Parry+2
  1992. Basic Riposte+2
  1993.  
  1994. *****
  1995. DEFENSIVE ABILITIES:
  1996. Basic Block+1
  1997. Basic Evasion+2
  1998. Basic Flight+2
  1999. Basic Reaction Speed+1
  2000. Basic Sprint+1
  2001.  
  2002. Basic Counter
  2003. Basic Screech+3
  2004. Basic Stealth+1
  2005.  
  2006. *****
  2007. UTILITY ABILITIES:
  2008. Basic Bartering+1
  2009. Basic Carving+1
  2010. Basic Crafting
  2011. Basic Neighgotiation
  2012. Basic Sleight of Claw+1
  2013.  
  2014. *****
  2015. UNIQUE ITEMS:
  2016. -Doll Hoard: has a MASSIVE collection of stuffed dolls, mostly from Lann's hoofwork, that fills two corners of the Library's playroom.
  2017. Nearly all of them were bought by Belltower, though she's begun receiving new ones from Razorback's mare (and male human) contingent.
  2018. Shows zero hesitation or remorse when deploying one onto somepony or someone.
  2019.  
  2020. -Gem Carving Blades, Basic: a set of ten long, thin diamondine blades with large, flat hoofles made from seqoyya wood (“It is funny because the sequoia are an entirely different subset of species native to specific forests. The New Everfree seqoyya acts more like a maple crossed with a hard wood species. Like rock oak, but not as heavy or durable.”)
  2021. Each one is specialized to produce specific cuts and allows Malyne a great deal of flexibility in trying to figure out optimal shapes.
  2022. Made by Krinza after Dancing Eyes threatened to leave the Trouble Twins in the Workshop. Which she did. ("The joke is on her, Lann kicked both out. Yes, with her hooves. I was already in the process of shaping the first one since both of them seem to enjoy the activity a great deal." -Krinza)
  2023. *Grants a [1d6+4] <Gem Carving roll
  2024.  
  2025. -Steel Carving Blades, Basic: twenty small, easily marenipulated wood carving blades custom fit to her wingclaws, created by Krinza from scraps of a partially used Gozkan hi-alloy bar.
  2026. Simple, effective, and kept well honed, Malyne spends at least ten minutes each night ensuring their sharpness.
  2027. *Grants a [1d6+4] <Wood Carving roll
  2028.  
  2029. *****
  2030. TRADE SKILLS:
  2031. Adept Batponies
  2032. Amateur Batpony-Earth Pony Relations
  2033. Amateur Batpony-Pegasi Relations
  2034. Amateur Fishing
  2035. Graduate Basin Village
  2036. Adept The Moors
  2037.  
  2038. *****
  2039. UNIQUE ITEMS:
  2040. -Sapphire-Inset Hoofband. A size 8.5 hoofband made from six rolled sheaves of kanpri melded together in a spiral pattern, inset with an Anti-infused sapphire tracking gem cut into a pear shape by Krinza, allowing Jeff to track where she is at all times through the TacPad.
  2041. Also quite fashionable.
  2042.  
  2043. -Sportsman ATV: a 1:40 miniature scaled copy of Jeff's personal ATV. Features a real steel frame, hard PVC body, honeycomb rubber tires, and the handlebars move, too!
  2044. Kept with her at all times on base, or left in Dancing Eyes' possession when visiting the Moors. Greatly treasured.
  2045.  
  2046. *****
  2047. PONIAL ENCHANTMARENTS: 1/2 Enchantment Slots
  2048. -Sticky: a powerful full body enchantment that allows it's owner to stick to nearly any surface, including cloud material, without fear of being removed.
  2049. *May also attach items to oneself for a near-permanent hold
  2050.  
  2051.  
  2052. ***************************************************************************************************************************************
  2053. Mercy (first/last? name unknown), Spirit Walker. 120HP, 2DR
  2054. Age: 21
  2055. Month of birth: December
  2056.  
  2057. *****
  2058. (Anti-Otherworldly/Planar/Spectral/Undead, Careful, Distaste: Sunny Feathers, Emotional, INQUISITORIALLY SANCTIONED….?, Precise, Quiet, Reserved, Scarred, Spectrum Diver, Spiritual, Semi-Traditionalist, Stealthy, Veterancy: Combat/Defense/Stealth, VOLATILE)
  2059.  
  2060. *****
  2061. APPEARANCE: a slightly larger than normal, well toned bright white pegasus mare with solid white eyes, no pupils present. While normally a sign of blindness, Mercy is able to see normally, or so she states.
  2062.  
  2063. Carries a long, jagged scar across the right side of her throat that makes speaking highly difficult. Also has a 1/2" wide, 5" long deep scar on her front left shoulder, caused by a Scout/Sentry Hybrid Construct.
  2064.  
  2065. Speaks with a somewhat halting, raspy voice due to the damage of her vocal cords, part of which has been restored by Nova Flicker, although she can speak much clearer and for longer periods of time when sunken into the Underdark, when taking Dampener under Tipper's advice to alleviate the aggravation, or simply drunk enough to ignore the pain and aggravation.
  2066.  
  2067. *****
  2068. BIOGRAPHY: mostly unknown. born and raised in Cloudsdale, a highly traditional and somewhat old fashioned cloud city of roughly 5,000 pegasi, Mercy moved to Las Pegasus for as of yet unspoken reasons.
  2069.  
  2070. Unable to find work and somewhat skittish of the fast-paced city, particularly its hedonistic night life, she began working for Linara, unknowing of her status as Lucky's rival from Stalliongrad, as her personal Enforcer, tracking down 'lost' Bits, intimidating ponies into paying their debts or giving information, and so on.
  2071.  
  2072. Finally becoming fed up from Linara's increasingly severe attitude towards ponies in general, Mercy, at the wrong time and place, made the unfortunate choice of attempting to assault the Associate in her mansion, only to be caught off guard from a savage attack to the right side of her neck when several members of Razorback, under Denra's employ, were going to do much the same.
  2073.  
  2074. Trying to flee afterwards, she was brutally knocked out by Jeff and Clemency, then treated for injuries sustained by Jeff and Oingo afterwards before she could bleed out, later identifying Jeff as one of two calming voices from when she was fading in and out of consciousness.
  2075. Her Bits were left with her after being assaulted, something she considered extremely unusual, though the loss of her mother's passed down wingblades contributed to her mental and physical decline, (she later chose to leave her blades in someone’s possession later on, returning now and then for one).
  2076.  
  2077. Somewhat recovering after spending most of her time drinking at Lucky's Bar, she eventually met Pella, befriending her during many nights of hard drinking, usually with the other patrons staring at her from afar.
  2078. Once stabilized enough to place her on trial, the Judge of Las Pegasus made short work of her case, ordering the secondary covert feathers of both wings branded and covered in official silver and gold pegasi runes detailing each and every one of her crimes. These rang efrom: theft, grave robbery, intimidation, slander, destruction of property, racketeering, violent intimidation, grand theft, lying under oath, destruction of evidence, and much more.
  2079. Despite her willingness to commit criminal acts, Mercy refused to murder or rape under Linara's orders, which is the only reason she was not placed in permanent confinement or executed.
  2080.  
  2081. Having little choice but to take another job, and to prevent herself from returning to Cloudsdale in disgrace, Mercy put her name on Lucky's list of hires as an enforcer, despite Pella urging her not to.
  2082. Upon arriving at her destination, she became disheartened that she had been contracted to humans, and began lurking the Fortress's outside perimeter, always under stealth, utterly unwilling to break her contract regardless of the circumstance.
  2083. Alcohol and food disappeared from the mess hall at regular intervals, when combined with spiked ponyshoe tracks making rounds in and outside the Fortress, those were the only three clues as to her continued existence at Razorback. Yet, no spiked tracks have been seen for some time now.
  2084.  
  2085. She returned, alone, from setting Skullcracker, the sole former Lunar Guardian turned Starborn General, free from his deathless state in Stalliongrad. Thanks to his tutelage, Mercy learnt his wisdom and the teachings of other spectrums, dimensions, and worlds, also showing her a means to safely access the Overdark, Underdark, and other realms without endangering herself or others.
  2086. Pleased with her interested nature, Skullcracker even gave her the ability to easily communicate with Otherworldly and Spectral beings, regardless of species.
  2087.  
  2088. Often sharing time with Naliyna and Belltower, due to the pair wanting to make her more feel at ease around humans, Mercy became slightly more outgoing when it comes to social situations, though was not any more talkative for obvious reasons.
  2089. Noting a number of seemingly innocuous emotional sensations and awkward, to her, thoughts, she brought them to the attention of Tipper, whom stated to Mercy that she was simply lonely, and advised her to attempt to befriend Jeff and Thrill, seeing as how she was close friends with both of their mares.
  2090.  
  2091. Accepting her advice (with some misgivings), she chose to approach Jeff first, knowing that he had her mother's wingblades in his possession. Angered at his explanation of the mistake that nearly took her life, and his admittance that not all of Razorback were, in her jaded eyes, as honorable as he seemed to be, she instead chose to return now and again for one of her blades, completely refusing to answer the others when asked why.
  2092.  
  2093. Months later, Mercy approached Jeff with the proposition of becoming his and Belltower's herd-second, a term that means secondary mate, usually for those that are injured, incapacitated, or afflicted with long term disease, despite her knowledge of batponies being monogamous. Seeing his acknowledgement to speak to Belltower on the matter, she was satisfied that she had, at the very least, acted on Tipper's words.
  2094. Unable to contain her joy after hearing she had been accepted by the pair, Mercy immediately requested Pella's hardest drink, only to wake up painfully hungover, and sprawled across Twisted on her heatstone in a very compromising position. Disregarding her screaming notions of indecency, she allowed herself a half-day of celebration, only this time in moderation.
  2095.  
  2096. During Stalliongrad's Siege, Mercy approached Thrill in the Enclave, Naliyna continuing to swim in the Enclave's secluded pool without a shred of concern. Feeling extremely awkward at the single contact, she steeled herself to remain as formal as possible, convinced that her manners with Jeff were both distasteful and wrongful.
  2097. Cautiously approaching the subject with Thrill of becoming their herd-second, Naliyna's appearance after tiring of her swim, and her amused, uncritical handling of the situation continued to deepen Mercy's awkwardness, though she refused to allow herself to be frustrated.
  2098. Unwilling to explain the embarrassing term of herd-second, a rather difficult task to accomplish for anypony, she left Naliyna to the task, trying to ignore the thoughts of leaving quietly the two to discuss the matter.
  2099. Awed by Thrill and Naliyna accepting the proposition after some thought, Mercy thanked the pair as gracefully as she could.. and found herself in much the same position as before, only this time with less of a hangover.
  2100.  
  2101. While attempting to uncover relics of the Spirit Walker's legacy in Skykeep, an armory formerly attached to Skybrook, once a major pegasi city, Mercy, along with Dante, Jeff, Natalia, and Paredolia, found the set of hoofboots, along with a number of refined pinksteel fragments and debris, guarded by a pair of Constructs on the third level of the crumbling structure.
  2102. Overconfident in her skills and abilities, she chose the western unit for herself and ambushed it, marenaging to scrape past its defenses several times until the eastern linked Construct was destroyed, which then added its consciousness (“Or programming?” -Lonestar) to the western Construct, empowering it greatly.
  2103. Unable to hold off the western Construct due to her lack of combat knowledge and rapidly increasing fatigue, she grudgingly forced herself to back off. Showing annoyance and disbelief at Dante leaving Skykeep in a hurry, Mercy refused to become bitter, resolving herself to become ever more proficient in combat.
  2104. Waiting for the others to leave, once alone with Jeff in the armory, she gave him a hug as her personal thanks, seeking to, at the very least, show that she appreciated his company.
  2105. While the incident taught her much, she is looking into a possible connection between the Lunar Guardians and the pegasi Spirit Walkers descended from that time. Considering the event for some time afterwards, Mercy has conceded the point that not all beings can share the same knowledge or, to her, proper protocols of action, yet still sees Dante as unmanageable.
  2106.  
  2107. During Razorback Fortress's renovation, Mercy was almost never seen. Professing a newfound enjoymarent for being on her own in the New Everfree, any creature that didn't need to be killed were studied, any she couldn't kill were avoided, and those that reached the clearing would be immediately targeted.
  2108.  
  2109. After Spiral's departure, the Spirit Walker remains in a constant battle between duty and succumbing to her increasingly rampant emotions. Spending more time meditating than ever before, she has, mostly, tried to keep herself in check, and has no idea what is wrong with her or why.
  2110.  
  2111. As Mercy has remained honest in her duties, found company in her new home, and managed to (partially) forgive herself, the wingblades have marked her as a true Spirit Walker, thus she can no longer rely on its abilities to find unnatural beings for her, instead allowing her learn the search function as a form of constantly heightened combat meditation, and has also reduced its inherent enhancements that formerly augmented her ambush capabilities.
  2112. While she puts on a brave face to most, most ponies continue to notice mild signs of PTSD, though Twisted has been carefully coaching her on how to deal with stress resulting from both social interaction and conflict. As thanks for her continued support, she still has flings with Pella (all of them one-sided, however) whenever she feels like it.
  2113.  
  2114. An expert in stealth and potential master of anti-Otherworldly, Planar, Spectral, and Undead combat techniques, Mercy carries a deeply spiritual connection to the Underdark, and possibly several other spectrums of (or related to) Tallus. She is capable of teaching her specialized skills to others of a spiritual nature, though this is most often temporary and rather difficult to keep in practice.
  2115.  
  2116. Can usually be found on Twisted's heatstone atop the Pegasi Tower when she isn't there, often found idolizing the General and Belltower both greatly, though she has little interest in the Night Guard or other military services.
  2117. While Mercy dislikes being tracked down or looked for, she'll typically follow an Operator or pony around if for no other reason than to keep them quiet and let her do her job in peace. She's come to like the ponies at Razorback Fortress, thinking of them as her extended, but still close, family.
  2118.  
  2119. *****
  2120. STATUS: formerly stuck in Las Pegasus with nowhere to go after being branded as a criminal. Now working for Razorback and adapting to her new life as one of the Fortress's Mareguards. Under permarenent contract via Tipper.
  2121.  
  2122. *****
  2123. RELATIONSHIPS:
  2124. -Belltower: enjoys her presence, and feels less of an incast/outcast when speaking with
  2125. -Jeff: considers redeemable and is quite friendly towards him
  2126. -Malyne: protects the batfilly as close family, and has sworn to defend her at all costs
  2127. -Pareidolia: agreeable towards. Pareidolia’s Marecenary-like attitude and rather complex nature are comfortable for Mercy to deal with, and while she does not not find him difficult to converse with, she does wish he was less focused on formality.
  2128. -Pella & Twisted Wing: highly friendly towards, considers both of them her sisters even if they don't outwardly reciprocate
  2129. -Roust: looks up to the Vanguard as an older sister, and enjoys learning Changeling history
  2130. -Thrill & Naliyna: quite friendly towards, and considers herself honored that they accepted her as a herd second
  2131. *ALL other Operators: slightly poor
  2132.  
  2133. *****
  2134. CUTIE MARK: a pair of white, spiked ponyshoes, nearly invisible against her coat.
  2135.  
  2136. *****
  2137. OFFENSIVE ABILITIES
  2138. Expert Assault+5
  2139. Expert Parry+4
  2140. Expert Riposte+6
  2141.  
  2142. Basic Auto-Ambush+4
  2143.  
  2144. *****
  2145. DEFENSIVE ABILITIES:
  2146. Expert Block+2
  2147. Expert Evasion+5
  2148. Expert Flight+3
  2149. Expert Reaction Speed+5
  2150. Expert Sprint+3
  2151.  
  2152. Basic Auto-Stealth+4
  2153.  
  2154. Basic Heavy Weapons
  2155.  
  2156. *****
  2157. UTILITY ABILITIES:
  2158. Basic Alchemy+5
  2159. Basic Bartering+3
  2160. Basic Meditation+3
  2161. Basic Perception+4
  2162.  
  2163. *****
  2164. LOST ABILITIES:
  2165. Basic Intimidation+4
  2166.  
  2167. *****
  2168. TRADE SKILLS:
  2169. Graduate Archaic Pegasi
  2170. Junior Armor & Weaponry Studies
  2171. Teacher Cloudsdale
  2172. Graduate Gozka
  2173. Senior Late Lunar Armor & Weaponry
  2174. Proficient Lunar-Solar War
  2175. Graduate Minotaur Hegemony
  2176. Observer Researcher
  2177. ?????
  2178. ?????
  2179. ?????
  2180. ?????
  2181.  
  2182. *****
  2183. SPECIAL ABILITIES:
  2184. -Auto-Resist: a standard ability of spiritists that allows Mercy to reduce some of the harm and trauma that inevitably results from combat with Otherworldly, Planar, and Spectral beings, using a [1d6+5] roll.
  2185.  
  2186. -Basic Fearless: under Twisted Wing and Tipper's tutelage, Mercy has been learning the proper methods to mask and temporarily hold her often, and highly, conflicting emotions, this flaw resulting from her fairly strict, highly traditional upbringing.
  2187. *Grants 2x [1d6] <Fearless rolls for use in social situations where her emotional and traditional nature would be compromised, or in combat against unruly and intimidating opponents
  2188.  
  2189. -Spirit Walk. During her time spent delving into other planes and spectrums, Mercy has learned to create a small, ponial pocket dimarension, often using it as a quiet place to meditate, store interesting items in, or to simply get away from others for a while.
  2190. At times she may also allow other living beings to enter it, with her permission of course.
  2191. *Once per Operation Mercy may roll [1d6], the result being the number of turns that Mercy and 2 other ponies or humans may enter the pocket dimarension, remaining safely sheltered from all harm
  2192. *While in this pocket dimarension time still 'flows' normally, both in the dimarension and on Tallus. Once that number of turns has concluded the pocket dimarension will release Mercy and her allies placing them in the exact locations they were
  2193. *While this ability allows Mercy to safely move herself into the Underdark, Overdark, or other spectrums TWICE per Operation, she is often reluctant to do so (as several ponies, notably Pella, have noted, Mercy keeps 'certain items' there, ones which she's loathe to allow being seen)
  2194. *Outside of an Operation, Mercy can enter and exit freely, but any objects or beings MUST be directly touching her
  2195.  
  2196. *****
  2197. PLANAR SPECIALIZATION: Extremophile Rift Plane Exposure (Pure, Controlled, Accepted, Pair-Moderated). Caused during an impossible to believe, accept, and comprehend encounter with a pair of Argus Behemoth-Destroyers on Septimber 38th of 29,998.
  2198. Between the biometal-flora, the wide models and types Constructs themselves, their distant proto-deity, the highly infective Planar corruption itself, and the bizarre pseudo-physics involved with all the above, what the Rift represents, was, is, may be, how it formed, and why the inhabitants act as they do, Mercy has.. started to understand.
  2199. Even to the most open minded, widely studied, and accepted ponies, what the Spirit Walker now presumably knows… can only be assumed to be catastrophic and world damaging.
  2200. >Adds +2 to ANY roll involving the Rift Plane, whether in combat, out of combat, Lore/Trade Skill, or OTHERWISE related!
  2201. >Mercy is now ALWAYS perceived at +3 Threat to any being that directly oppose Constructs, in part or sum, AND is always at +5 Threat to those that oppose the Rift Plane as a whole!
  2202. *There are NO exclusions to these requiremarents and MUST always be accounted for!
  2203.  
  2204. *****
  2205. UNIQUE ABILITY: Basic Spectral Shatter. Before leaving Cloudsdale, Mercy trained with both her mother and numerous Minotaur shamans of Gozka, learning to draw upon deeply imbued knowledge sealed within the Spirit Walker's Wingblades.
  2206. This has granted her the extraordinary capability to unleash physical expulsions of crippling energies against Otherworldy, Planar, Spectral, and Undead enemies with a [1d6+10] <Expulse or <Shatter attack, depending on the nature of her opponent, that may stun every 3rd turn on a MAX critical.
  2207. *As an additional effect of Mercy's emerging spiritual nature, combined with constant marental conditioning due to commarending her wingblades' barely contained, highly volatile energies, she has learned the ability to search for, and potentially recognize, Otherworldly, Planar, Spectral, and Undead beings using a [1d6+4] <Reveal Unnatural ability each turn
  2208.  
  2209. *****
  2210. UNIQUE ARMOR:
  2211. >White Pegasi Spiritist's Armor (Custom-Fit, Unique): a tightly woven silk and soft cotton armor formerly owned by Serra, now heavily customized and modified by Lann, the same flat white as her coat.
  2212. The exterior has been hardened by infusing a Nautilus Pearl, yet it is still flexible enough to move around in easily, further improved by Lann's careful hoofwork.
  2213. While it covers all but her hooves and head, Mercy doesn't like being hindered during flight or movemarent and, typical of most pegasi, would rather not wear the armor at all, but will use it if convinced otherwise or she sees the need for it's protection.
  2214. -Armor Value: 2DR
  2215. -Armor Class: Medium
  2216. -Enchantment Slots: 1/1 remaining
  2217. -Defensive Enchantment #1: reduces all Elemarental damage by 1/4
  2218.  
  2219. *****
  2220. ????? RELIC WEAPONRY:
  2221. >Spirit Walker Hoofboots (Graven-Carved, Lunar-Forged, Archaic Legendary Artifact, Pale Destroyer Unique): a quartet of fluorescent, partially transluscent pinksteel hoofboots imbued with numerous arcane enchantments.
  2222. The first of these is a powerful Sticky enchantmarent that well outperforms the versions that batponies prefer; the second an inordinately potent Slowfall-Float; the third an incomparably rare Silence effect.
  2223. According to what little information Mercy has been able to piece together or recover, only a few sets of Spirit Walker wingblades, hoofboots, and armors were created by General Skullcracker of the Lunar Guardians, less than a century before the Lunar-Solar War began.
  2224. While she has a few suspicions as to what may have necessitated the breeding of pegasi which would eventually result in her lineage, none of her research has resulted in truth.
  2225. -Melee Weapon Class: Light
  2226. -Enchantmarent Slots: 0/3
  2227. -Base Modifier: adds +1 to all Assault/Parry/Riposte rolls
  2228. -Offensive Enchantmarent #1: once per Operation grants a [1d6] <Silence Curse that disables Bartering, Casting, Charm, Demoralize, Intimidation, Leadership, Negotiation, and Seduction, also rendering the target unable to speak for the result's number of turns
  2229. -Utility Enchantmarent #1: Grandmaster Slowfall-Float, adds +1 to all non-combat Flight & Stealth rolls
  2230. -Utility Enchantmarent #1: Grandmaster Sticky
  2231.  
  2232. >Spirit Walker Wingblades (Graven-Carved, Lunar-Forged, Archaic Legendary Artifacts): a set of large, virtually indestructible pinksteel pegasi wingblades ranging from 15” to 30” in length.
  2233. A cool, translucent pink in color, these wingblades are strictly meant for use in open combat or as a shield when grounded or otherwise incapable of flight. These arcane weapons, given to Mercy by her mother as a rite of passage, are bound by numerous enchantmarents created before the Lunar-Solar War.
  2234. Not only do they allow her the ability to slip into stealth whenever she wishes against white backgrounds (“I’ve notice it fail at times, though I’ve zero experience with pinksteel.” -Denra), and imbues her with (seemingly) natural Ambush heightening capabilities, they also allow her safe access to the Underdark, Overdark, and the various Void spectrums of Equestria.
  2235. They also grant her the capacity to sense the normally hidden beings of those realms with relative ease.
  2236. Unlike most sets of equipmarent dating back to that era, Spirit Walker weapons and armor were never cited in records.
  2237. *1 wingblade remaining in Jeff's possession.
  2238. -Melee Weapon Class: Light
  2239. -Enchantment Slots: 0/4
  2240. -Base Modifier: adds +2 to all Assault/Parry/Riposte rolls only against Otherworldly, Planar, Spectral, and Undead beings
  2241. -Defensive Enchantmarent #1: adds +2 to all Block rolls
  2242. -?????: grants Auto-Ambush and Auto-Stealth
  2243. -Utility Enchantmarent #1: Safe Passage; allows Mercy and up to 2 ponies or humans to enter the Underdark, Overdark, and the Void as an Ally
  2244. -Utility Enchantmarent #2: Grandmaster Sticky
  2245.  
  2246. *****
  2247. RELICTED CONSTRUCT SYMBIOTE:
  2248. >????? (Heavy, Unique Legendary Construct Nanolathed Weapon): the first known instance, to Razorback at least, of a paired Construct weapon bonded to a pegasus. A RANGED weapon at that.
  2249. On her saddle is a compact, partially amorphous 'unit' that will move and modify itself to fit under or over armor, secured in place by what is presumed to be a technological equivalent of the Sticky enchantmarent. It also contains the sole energy generating system. Attached to the unit are three-quarter sized batpony wings with six 'power' leads running to each cannons' rear, which are used to shield her wings as well.
  2250. The wings act as weapon stabilizers on both sides of her barrel, the triple claws carrying a 2" Particle Whip Cannon rear of center one hoof (four inches). As neither display visible shock absorbing components, it can be assumed that the internal processes that produce and launch Partile Whips generate little recoil.
  2251. All 'components' are a dark orange in color, though the surface of each barrel tip is a pearly white and the claws heavily resemble pinksteel.
  2252. Each half-sized Particle Whip Cannons retain the same armor shredding and anti-biological features, except at 50% of the original's standard capabilities and only 40% the range. Due to her spiritual yet aggressive nature, Mercy can 'order' each cannon to track a specific target using simple marental contact methods.
  2253. Due to the unique 'mounts', each cannon is able to independently track individual targets, capable of firing at targets up to 80 degrees above or below, 40 degrees to either side, or focus on a single forward target with equal ease.
  2254. The entire system's unusually sophisticated, bizarrely inspired, and specifically anti-organic features are either a represenatation of Mercy's normally tumultuous marental state, or, potentially, indicate much darker sections of the Spirit Walker's heritage.
  2255. *Ignores 1/2 of all blood magic effects
  2256. *Ignores 2/3 of all blood magic
  2257. *Negates ALL Ethereal damage and effects
  2258. *Takes 1/3 more damage from Lightning Elemarentals, a max critical will shut down for 1 turn and becomes immune to that specific source afterwards
  2259. *This system does not seem to care if others touch it so long as Mercy gives her permission to do so. However, in the event Mercy is rendered unconscious or incapable of thought, the weapons will automatically fire at the closest confirmed enemies, and will detach to do so, defending her to the death
  2260. -Armor Value: 60 Armor
  2261. -Armor Durability: 4DR
  2262. -Base Modifier: adds +4 to all Heavy Weapons rolls, but only for this weapon system!
  2263. -Armor Pierce: 4
  2264. -Optimal Range: 50M with a -1 penalty to all rolls per 50M beyond this range
  2265. -Maximum Range: 150M
  2266. *Grants a [1d6+6] <Tech-Scorn roll for each cannon that ignores DR and deals double damage to Ethereals, Spectrals, and Undead, but deal only 1/2 damage to Eldritch and Otherworldly targets
  2267. *Particle Whips DO NOT cause harm to Friendly or Allied beings!
  2268. *Research For Grade 1 Integration: 320/999
  2269. *Symbiosis Stage 1
  2270. *Auto-Repair Logistics: UNKNOWN
  2271. *????: FUNCTION UNKNOWN
  2272. *????: FUNCTION UNKNOWN
  2273. *????: FUNCTION UNKNOWN
  2274.  
  2275. *****
  2276. UNIQUE ITEMS:
  2277. -Chiller, Permarenent (UNFINISHED!): developed in secret during the first renovation of Razorback Fortress, Mercy spent a small amount of her admittedly (for a pegasus) large new fortune acquiring the exotic, expensive, and, in some cases, dangerous reagents to create a personalized, adaptive elixir in case of severe injury or injuries.
  2278. Cool, savory Crystal Empire blueberries blends well with sweet red raspberries, and the tang of frost-green apple juice lends this elixir a difficult to forget taste.
  2279. Combines the effects of Cryptus, Restoration, and Regen, though due to being unfinished is considerably weaker than most elixirs.
  2280. *Mercy must add +1 to all Alchemy rolls when dosing or treating an unconscious ally or those otherwise incapable of drinking on their own.
  2281. *When dosed, this elixir functions as a Restoration potion but provides total Alchemy result +1/4 more HP restored
  2282. *The consumer or treated ally will regenerate +6HP/turn for the next 3 turns, also stopping Bleeding & Severe Bleeding upon consumption or contact
  2283. *Has a maximum of 3 charges per Day/Night cycle, which automatically refill at Dusk
  2284. *Negates ALL effects of: Estrus, Polyestrus, Anaestrus, Oestrus, and Cyclo-Estrus
  2285.  
  2286. -Custom Fit Radio+Headset: finished and miniaturized, as well as made invisible, by Spiral.
  2287.  
  2288. -Spectral Transformation Potions. After consuming, adds +2 to all in-combat and non-combat Stealth rolls for 3 turns. Rumored to taste like.. something?
  2289.  
  2290. *****
  2291. PHYSICAL ENCHANTMARENTS: 3/3 Slots remaining
  2292.  
  2293.  
  2294. ***************************************************************************************************************************************
  2295. Nova Flicker, Ward Selephyte: 90HP, 1DR
  2296. Age: 20
  2297. Month of Birth: Haypull
  2298.  
  2299. (Asexual, Calming Presence, Compulsion: Recovery, Gentle, Guardian, Healer, Introspective, EXTRA INQUISITORIALLY SANCTIONED, Merciful, Polite, Rational, Studious, Tender-Hearted, Veteran: Recovery, Ward, Warm-Hearted)
  2300.  
  2301. *****
  2302. APPEARANCE: a young, luxuriously soft carnelian coated unicorn mare with a half garnet, half aquamarine mane. Her pupils are soft edged five-pointed stars, a slight glowing carnelian in color, though it's obvious that she isn't Enchained.
  2303. Her body is exceptionally curved and her facial features more feminine than most mares in comparison, giving her an always aroused or sensual expression, though she professes no interest in lovers or her own looks.
  2304.  
  2305. Unfortunately, she bears a number of small, virtually unhealing scars across her flanks, face, and front shoulders, the results of her compulsion to aid any injured or ill being, regardless of consequences, keeping them as reminders of her sworn duties.
  2306.  
  2307. *****
  2308. BIOGRAPHY: Nova Flicker is a Ward, a form of extremely rare and dedicated hybrid of a unicorn and Crystal ponies. Natural healers all, Wards are capable of recovering living beings from volatile enchantments such as Bane or Void based effects, as well as curing or eliminating afflictions that run beyond the knowledge of traditional healers, doctors, and alchemists.
  2309. While her skills are not as directly effective compared to Meridian Veil, Nova Flicker's tender nature and warm personality make her exceedingly well liked by all that have come into contact with her, though her merciful mentality hides a sharp intellect and voracious appetite for knowledge. Also mildly narcoleptic.
  2310.  
  2311. A well-known traveler and trader across Equestria, Nova is always in search of fresh herbs and has quite a few contacts amongst numerous healer circles. She is, however, highly unwilling to watch others be harmed, regardless of their species or temperamarent, and will directly intervene in open hostilities, using herself as a lure in order to hold an opponent at bay while teleporting bystanders from danger.
  2312.  
  2313. *****
  2314. STATUS: Razorback Fortress's dedicated Ward, hired by Jeff under a 2 year contract.
  2315.  
  2316. *****
  2317. CUTIE MARK: a dim white sphere, the outer edge covered in long wavy platinum triangles, the inside taken up by four small novae, blue, red, orange, and black, each connected in series by a green barbed chain.
  2318.  
  2319. *****
  2320. OFFENSIVE ABILITIES:
  2321. Expert Assault+3
  2322. Expert Parry+4
  2323. Expert Riposte+3
  2324.  
  2325. Master Casting+6
  2326. Taunt+3
  2327.  
  2328. *****
  2329. DEFENSIVE ABILITIES:
  2330. Expert Block+3
  2331. Expert Evasion+4
  2332. Expert Reaction Speed+3
  2333. Expert Sprint+2
  2334.  
  2335. Basic Deflect Magic+1
  2336. Basic Deflect Projectiles
  2337. Master Teleport+6
  2338. Resist Damage+1
  2339.  
  2340. *****
  2341. UTILITY ABILITIES:
  2342. Expert Alchemy+5
  2343. Basic Bartering+3
  2344. Basic Cooking+2
  2345. Expert Crafting+3
  2346. Basic Crystal Alchemy+2
  2347. Basic Neighgotiation+3
  2348. Expert Perception+3
  2349. Expert Research+5
  2350. Expert Recovery+5
  2351. Basic Scouting+1
  2352. Basic Wilderness Survival+1
  2353.  
  2354. *****
  2355. TRADE SKILLS:
  2356. Adept Alchemist
  2357. Observer Biologist
  2358. Apprentice Changeling Hive, Modern
  2359. Amateur Changeling Biology & Physiology
  2360. Apprentice Crystal Conclaves
  2361. Senior Crystal Empire
  2362. Pupil Crystal Kingdom
  2363. Proficient Crystal Ponies
  2364. Senior Crystal Pony Biology & Physiology
  2365. Junior Earth Pony Biology & Physiology
  2366. Graduate Hybrid Unicorn-Crystal Pony Wards (Subspecies, Limited)
  2367. Pupil Pegasi
  2368. Junior Pegasi Biology & Physiology
  2369. Observer Razorback Company
  2370. Amateur Saddle Arabians
  2371. Apprentice Saddle Arabian Biology & Physiology
  2372. Proficient Tallus Void
  2373. Amateur Tallus
  2374. Senior Unicorn Biology & Physiology
  2375. Senior Unicorns
  2376.  
  2377. *****
  2378. SPECIAL ABILITY: Calming Presence. Nova Flicker's guardian maretality and calming presence can be focused into a state of heightened combat meditation, increasing her concentration and allowing her to bring a hostile being's attention to bear solely on her, or enter a heavily emotional trance, giving her another opportunity to defuse situations before they become violent.
  2379. *In combat: roll 2x [1d6], the higher result adds +X to all Recovery rolls, the lower result lasts that number of turns while also adding +3 to all Taunt rolls, and changes Taunt to Vile Taunt
  2380. *Out of combat: roll 2x [1d6], the higher result lasts that number of turns, the lower result adds +X to all Negotiation rolls while also adding +3 to all Recovery rolls
  2381.  
  2382. *****
  2383. UNIQUE ABILITY: Auto-Field Regen. Nova Flicker's immarense devotion to the warmth of life itself exudes from her very being, restoring the wounds of all friendly and neutral living beings nearby with a [1d6+4] roll.
  2384. *This skill is always active, even when asleep, unconscious, or in Critical status, and does NOT cause Arcane Poisoning
  2385. *Slowly restores Permarenent injuries at a 1,000% cost for Minor, 2,500% for Moderate, 5,000% for Major, 8,000% for Severe, and 13,000% for Critical/Crippling
  2386. *ONCE per Night, PER individual, Nova Flicker is able to reduce the harm from Bane-class or other Permarenent damage enchantmarents using her Auto-Field Regen, where roll result*10 times 1 equals the % of restoration that occurs
  2387.  
  2388. *****
  2389. UNIQUE ITEMS:
  2390. -Healer's Saddlepack. A stock white, woven cotton pack that she keeps with her at all times. Filled with a collection of sealed jars, the contents, a host of alchemical fluids, ranging from antiparasitics to painkillers, styptics, antibacterials, wound cleaning agents, and sedatives, all herbal in nature and capable of being used on virtually any living being.
  2391. A number of large wound dressings made from particularly sticky spider silk are contained between sheets of alocara bark, used to rapidly stabilize injured patients and stop Bleeding on contact, also infused with small amounts of styptic, anti-bacterial agents, a wound cleaning agent, and a heavy painkiller.
  2392. *Grants a [1d6+10] <Healer's Pack roll
  2393.  
  2394. *****
  2395. PONIAL ENCHANTMARENTS: 3/3 Slots
  2396.  
  2397.  
  2398. ***************************************************************************************************************************************
  2399. Sparking Fleur, the Antleriest: 80HP, 0DR
  2400. Age: unknown
  2401. Month of Birth: unknown
  2402.  
  2403. *****
  2404. (Calm, Cautious, Cheerful: Twisted Wing, Devoted, Fearless unless Instinctive, Inquisitive, Oblivious, Sharp: Lin, Understanding: Old Horn, Uneducated)
  2405.  
  2406. *****
  2407. APPEARANCE: a milky-brown coated female Pred-Elk, usually hidden under a layer of living wood, a pair of bright, mystic-blue eyes being the only exposed part of her face. Slightly taller then an average Earth pony with a slim frame due to her species' proportions.
  2408.  
  2409. *****
  2410. BIOGRAPHY: during an attempted extermination of Efirates in the Everfree Forest, Old Horn, desperate to end the struggle, fractured and split Dr. Novus's Ka, his decision giving Sparking Fleur, an otherwise unnotable Predator Elk, along with the herd she belonged to, true sentience.
  2411. Adjusting to having to think on her own for the first few days, they were under strict supervision by Old Horn, teaching them the basics of their new existence such as speech and simple manners, shortly afterwards exercising great devotion during the extermination of Efirates.
  2412. For these actions, Sparking Fleur and her kin see Old Horn as a father figure, becoming extremely dedicated to him and his cause.
  2413.  
  2414. After spending an Operation with a few humans from Razorback, Sparky took it upon herself to return a human weapon to their Fortress, given to her by Old Horn for unknown and seemingly out of character reasons.
  2415. Upon entering the Fortress, she found herself more intrigued than disgusted by the artificial environment, and during her visit she met Twisted Wing. Talking to and quickly befriending the Burning General, Fleur has decided to stay for an extended period of time.
  2416. Through Twisted, she has learned not to use her armor's wooden tendrils on others without their strict consent, much to the Pred-Elk's confusion of course. Eventually becoming fond of Executioner, the Enchained pegasi's wholly unnatural spiritual flames have, somehow, kept the whispering darkness in her dreams at bay.
  2417.  
  2418. Returning to the Fortress for a brief amount of time, Sparking Fleur sensed another being in line with nature, much like Father Old Horn, but more deeply rooted in natural cycles.
  2419. Discovering Lin, with a quick (and scrunchy face inducing) exchange later, the Pred-Elk was led into the Everfree by the literal featherbrain, where she spent the next several months under the Legendary Druid's wing.
  2420. During this time her obliviousness has given way to a much sharper attitude, developed from having to concentrate and interpret Lin's constant procrastination, typical airheadedness, and highly dubious (at least, from a Copper Predelk's standpoint) 'peace-through-superior-I-don't-know-what-I'm-doing-but-I-think-it's-working!' nature.
  2421.  
  2422. Exploring a bizarre, artificially created plane in the outermost regions of Razorback’s claimed section in the New Everfree, she was DESC
  2423.  
  2424. *****
  2425. OFFENSIVE ABILITIES:
  2426. Master Assault+1
  2427. Master Parry+1
  2428. Master Riposte+1
  2429.  
  2430. Expert Druidry+4
  2431.  
  2432. *****
  2433. DEFENSIVE ABILITIES:
  2434. Expert Block+2
  2435. Expert Evasion+2
  2436. Expert Reaction Speed+2
  2437. Expert Sprint+2
  2438.  
  2439. Expert Stealth+4
  2440.  
  2441. *****
  2442. UTILITY ABILITIES:
  2443. Basic Dancing
  2444. Druidic Sight+2
  2445. Basic Singing
  2446. Expert Perception+5
  2447.  
  2448. *****
  2449. SPECIES ABILITY: Expert Lightning Strike. An ability inherent to all Copper Pred-Elk that allows them to absorb and store electrical discharges in their antlers, then release at an enemy with 3x [1d6+2] rolls.
  2450. *Copper Pred-Elk may charge this ability by +2 each turn, capping at +10
  2451.  
  2452. *****
  2453. UNIQUE ARMOR:
  2454. -Druidic Wooden Tendril Armor (Custom-Fit, Druid-Grown, Unique): this wooden armor, guided and shaped by Old Horn, was allowed to grow naturally, and was further shaped by old traditional Druid craft.
  2455. It has the ability to sprout highly flexible tendrils, used to manipulate objects, and may also be used for offensive purposes. The tendrils themselves are linked to her mind, allowing total command and control over them, and with enough concentration Sparky can extend her mind along the length of the tendrils to see ahead.
  2456. After the time spent under Lin, Sparky has taken the liberty in reforming her armor to cover her entire body, giving the appearance that she is completely made from winding gnarled wood and tendrils.
  2457. -Armor Value: 5DR
  2458. -Armor Class: Improved Medium
  2459. -Druidic Growth #1: Hardened Tendrils, adds +4 to all Assault/Parry/Riposte rolls when utilized
  2460.  
  2461.  
  2462. ***************************************************************************************************************************************
  2463. Steel Blitz, Nightclaw: 130HP, 1DR
  2464. Age: 23
  2465. Month of Birth: Septimber
  2466.  
  2467. (Amiable, Ambusher, Bold, Chatty, Cheerful, Curious, INQUISITORIALLY SANCTIONED, Quick, Talkative, Veterancy: Senses/Speed)
  2468.  
  2469. *****
  2470. APPEARANCE: a dark red coated pegasus with a steel gray mane and blue eyes, a lighter red coloration on his wing tips.. though he will vehemently argue otherwise if it's called pink. Has an expansive three-clawed scar on his right side across most ribs.
  2471.  
  2472. *****
  2473. BIOGRAPHY: partially unknown. a Las Pegasus native, Steel Blitz comes from a long line of Lunar Guardians, then Lunar Guard and Starborn. It has been confirmed his genealogy dates all the way back to the founding Lunar Guardians. Interestingly, his family has been noted for the exceptional 'size' of their stallions, while the mares are considerably more difficult to satisfy.
  2474.  
  2475. Blitz has a natural affinity for the occasionally-used wing darts, despite them being considered an assassin's weapon in some circles, not that this fact deters him from using them.
  2476.  
  2477. An incident years ago in Canterlot has left him heavily scarred on his right side due to a gryphon assassin attacking a noble and his guard, Aster. Only a recruit at the time, he diverted the assassins's attention long enough for Aster to kill the gryphon.
  2478. Although he appreciates her life debt, he's not going to stop the earth mare from watching over him.
  2479.  
  2480. Now a newly promoted Nightclaw, he has been assigned to Razorback, with Aster in tow of course. Upbeat and ready to meet new and interesting beings, the predictable and boring wall patrol has made him hyper-vigilant of anything that might go on beyond the Fortress walls, and is always eager to do something exciting.
  2481.  
  2482. Eldest son of Gale Ironmane, one of the Lunar Council's foremost mares, Steel is often looked at oddly by some Lunars. Some consider him to be drifting further from his dam's strict military inclinations, while others wonder if he has the motivation to become an officer. (“They can all shut the fuck up. Blitz gets to choose what he wants to do.” -Twisted Wing)
  2483.  
  2484. *****
  2485. CUTIE MARK: three steel daggers fanned out aiming forward with streaks behind them, usually covered by his armor.
  2486.  
  2487. *****
  2488. STATUS: a Night Guard at Razorback Fortress, part of the overwatch crew.
  2489.  
  2490. *****
  2491. RELATIONSHIPS:
  2492. -Aster: partner on wall patrol, and second mare in their herd with Natilda
  2493. -Natilda: lead mare
  2494. -Vanil: good friends with, and is usually the first to receive his scouting reports
  2495.  
  2496. *****
  2497. OFFENSIVE ABILITIES:
  2498. Expert Assault+5
  2499. Expert Parry+5
  2500. Expert Riposte+5
  2501.  
  2502. Expert Ambush+3
  2503.  
  2504. *****
  2505. DEFENSIVE ABILITIES:
  2506. Expert Block+3
  2507. Expert Evasion+5
  2508. Expert Flight+5
  2509. Expert Reaction Speed+5
  2510. Expert Sprint+5
  2511.  
  2512. Basic Stealth+4
  2513.  
  2514. *****
  2515. UTILITY ABILITIES:
  2516. Basic Bartering+2
  2517. Basic Negotiation+2
  2518. Expert Perception+4
  2519.  
  2520. *****
  2521. PONIAL ARMOR:
  2522. >Nightclaw Light Armor (Custom-Fit, Lunar-Forged, Unique): a personalized, custom fit overcoat made of woven silk and kanpri strands, offering more than enough movemarent, protection, and warmth or cooling for weight-hating pegasi during patrols and combat.
  2523. Unmodified.
  2524. -Armor Value: 2DR
  2525. -Armor Class: Light-Modified
  2526. -Enchantmarents: 1/1 Slots remaining
  2527.  
  2528. *****
  2529. PONIAL WEAPONRY:
  2530. >Lunar Wing Blades (Weapon Traits:Custom-Fit, Lunar-Forged): a set of standarized, dark purple wingblades issued to all Night Guard pegasi upon initiation.
  2531. Exceptionally bland and unmodified.
  2532. -Melee Weapon Class: Light
  2533. -Base Modifier: adds +2 to all Assault/Parry/Riposte rolls
  2534. -Enchantmarents: 2/2 Slots remaining
  2535.  
  2536. >Wing Darts: a set of six extremely sharp, small barbed metal darts, three on each wing attached to Blitz's outermost secondary feathers. Once Blitz has expended all six he must either retrieve them or affix the extra six he keeps on him, though he must skip a turn to do so.
  2537. -Weapon Class: Light
  2538. -Mechanical Enhancemarent: may use up to 2 per turn, each granting a [1d6+8] <Wing Dart roll
  2539. -Armor Pierce: 2 (negates 2DR)
  2540. -Secondary Mechanical Enhancement: attempting to remove an embedded dart incorrectly will result in an unavoidable [1d6] <Barbed Misery roll that bypasses External DR and causes Bleeding
  2541.  
  2542. *****
  2543. PONIAL ENCHANTMARENTS: 3/3 Slots remaining
  2544.  
  2545.  
  2546. ***************************************************************************************************************************************
  2547. Pella AKA Mella Pella (real name: unknown), 90HP, 1DR
  2548. Age: 19
  2549. Month of Birth: Panuary
  2550.  
  2551. (Amiable, Cheery, Defuser, Hostess, Kind, Natural Speaker, Smooth Talker, Quick)
  2552.  
  2553. *****
  2554. APPEARANCE: a slender, average sized, constantly cheery pegasus with a soft blue coat, her pink wings and mane accentuating her friendly appearance, and is never seen wearing anything less than a friendly smile.
  2555.  
  2556. Pella has become considerably more concerned with her personal fitness during her time with Razorback, taking time to work out with the mercenaries unless otherwise occupied, developing a decent amount of musculature while keeping her cute, curvy nature.
  2557.  
  2558. *****
  2559. BIOGRAPHY: unknown, but presumably good.
  2560.  
  2561. Formerly a barmare at Lucky's Tavern, she was hired into Razorback's employ when Lucky's significant expansion of Las Pegasus occurred, and despite wanting to explore the world and the various beings she acknowledges the necessity that nearly all other races have highly subpar service, food wise.
  2562.  
  2563. An exceptional and visually appealing hostess, Pella knows how to handle drunks, food, and beverages with a cheery, slightly coy attitude, mostly belying her kind, but quick-witted nature. Fleet of mind and hoof, she's capable of memorizing 20 orders at a time, and is able to deliver them with unerring accuracy, though her memory of social situations or anything military related is far less than phenomenal.
  2564. Has admitted that she wants to run a business of her own, but considers the probability of such an undertaking out of league.
  2565.  
  2566. After a rocky but highly interesting start with Esera, Pella began to enjoy Dante's time and affection, finding him strong of character, enjoying his willingness to speak honestly and bluntly. After Esera left she has been somewhat solemn, moderately joy deprived from the initiate Necromarecer's lack of presence.
  2567.  
  2568. A newfound herd relationship with Mist Dancer, and subsequently sharing Dante again, has left her wondering whether or not his character is, as the former Chief suspects, flawed enough to warrant direct intervention.
  2569.  
  2570. As of Mist Dancer's disappearance she's been noted to be angry fairly often, even while serving others in the Mess Hall.
  2571.  
  2572. *****
  2573. CUTIE MARK: a blue stone mug topped with pink foam, slightly tilted forwards.
  2574.  
  2575. *****
  2576. STATUS: night time hostess & cook/server in Razorback's Mess Hall, under permanent contract via Tipper.
  2577.  
  2578. *****
  2579. RELATIONSHIPS:
  2580. -Dante: in a herd with, lead stallion
  2581. -Mercy: slightly strained relations with, but greatly enjoys her company.. whenever she's not being flank flustered from the Spirit Walker's stealthy assaults
  2582.  
  2583. *****
  2584. OFFENSIVE ABILITIES:
  2585. Expert Assault+4
  2586. Expert Parry+3
  2587. Expert Riposte+4
  2588.  
  2589. Basic Intimidate+4
  2590.  
  2591. *****
  2592. DEFENSIVE ABILITIES:
  2593. Expert Block+2
  2594. Expert Evasion+4
  2595. Expert Flight+4
  2596. Expert Reaction Speed+3
  2597. Expert Sprint+3
  2598.  
  2599. *****
  2600. UTILITY ABILITIES:
  2601. Expert Bartering+4
  2602. Expert Cook+6
  2603. Expert Negotiation+4
  2604.  
  2605. *****
  2606. NON-COMBAT SHARED ABILITY: Smooth Talker. Dante has spent enough time with Pella and picked up some of her easy-going nature, as well as understanding how she deals with stressful situations and pain-in-the-ass ponies.
  2607. *Whenever speaking to a pony Dante gains +1 to all Negotiation rolls, or +2 if attempting to calm a pony down
  2608.  
  2609. *****
  2610. PONIAL ENCHANTMARENTS: 3/3 Slots
  2611.  
  2612.  
  2613. *************************************************************************************************************************************
  2614. Name: Sergei Vergunov
  2615. Position: Free Agent
  2616. Theme: Post-Apocalyptic Metro Engineer
  2617. HP: 10/10
  2618. Total XP: 11
  2619. Unspent XP: 0
  2620.  
  2621. *****
  2622. OFFENSIVE SKILLS:
  2623. Basic Assault
  2624. Basic Parry
  2625. Basic Riposte
  2626.  
  2627. Basic Combat Rifles/Shotguns
  2628.  
  2629. *****
  2630. DEFENSIVE SKILLS:
  2631. Basic Block
  2632. Basic Evasion
  2633. Basic Reaction Speed
  2634. Basic Sprint
  2635.  
  2636. *****
  2637. UTILITY SKILLS:
  2638. Expert Engineering
  2639.  
  2640. *****
  2641. UNIQUE SKILLS:
  2642. >Apocalyptic Survivor (Expert): all custom weapons created by Sergei grant 2 additional Ranged rolls.
  2643. Due to the necessities of defensive elimination and hunting down potential or known violent species, especially firing at them while in the process of rapid on-foot area extrication, he also gains +2 against all non-human monsters, native or otherwise.
  2644.  
  2645. >Metro Engineer (Expert): using any of of Sergei's scavenged, premade, or custom parts and tools adds +2 to all Engineering rolls, as well as granting him an additional Engineering roll.
  2646.  
  2647. *****
  2648. TRADE SKILLS:
  2649. Pupil Engineer
  2650.  
  2651. Pupil Human Weaponry
  2652.  
  2653. Amateur Researcher
  2654.  
  2655. *****
  2656. TERTIARY SKILLS: none, yet
  2657.  
  2658. *****
  2659. SKILL SPECIALIZATIONS:
  2660. Engineering Mastery: Continued Application, Theory, & Experience: adds +1 to all Engineering rolls.
  2661.  
  2662. *****
  2663. BIOGRAPHY: born and raised in the time before the war that sent man underground, Vergunov was a promising young mechanical engineer, often commissioned by many decorated officers of the Russian military to design customized and unique weapons for showpieces and decorations, many of which employed highly unusual and complex actions simply for the sake of being so, such as strange toggle actions and oddly placed but efficient feeding mechanisms.
  2664.  
  2665. After humanity took refuge in the Metro systems, Vergunov's designs switched from sophisticated to primitive and robust, as the tools to manufacture weapons with precision were unavailable. Even so, his machinations were highly sought after for their exceptional quality, especially for Metro-born weapons.
  2666. During one night, he decided to scavenge for more materials to build with, but was attacked by a pair of Demons. Fleeing as fast as he could, he wound up too close to the hives of the Dark Ones, and was caught in the flash of radiation.
  2667.  
  2668. Now working in the Fortress's Workshop with real, functioning modern tools, Sergei has eagerly taken the role of Razorback's gunsmith and opportunistic tinkerer.
  2669. Whenever not sighting in rifles at the range, creating or adding modifications to Operator weapons, Sergei is often found maintaining the Armory's stockpile of unused firearms, all the while taking meticulous notes on their designs, and has built an impressive schematic portfolio for future weapon designs should he dive into gunsmithing full time.
  2670.  
  2671. *****
  2672. PHYSICAL ENCHANTMENTS: 1/1 slots remaining
  2673.  
  2674.  
  2675. ***************************************************************************************************************************************
  2676. Torven (real name: Torn Vaults), Veteran Treasure Hunter: 200HP, 2DR
  2677. Age: 33
  2678. Month of birth: Haypull (April)
  2679.  
  2680. (Careful, Cautious, Cheerful, Curious, Efficient, Inquisitive, INQUISITORIALLY SANCTIONED, Lazy, Lucky, Mischievous, Paranoid: Magic, Pessimist, Rational, Rogue, Stealthy, Veteran: Defense/Thievery)
  2681.  
  2682. *****
  2683. APPEARANCE: an average sized, well toned batpony stallion with a dark cobalt coat and mane, his hooves and wingclaws much lighter shaded, and bright, cherry red diamond-slitted eyes. Doesn't seem to have marely scars overall, except for a number of thin, weblike lines on his wings.
  2684.  
  2685. *****
  2686. BIOGRAPHY: unknown. A natural born citizen of the Moors, Torven is considered one of the few true veteran treasure hunters in Equestria, having acquired a personal treasury rivaling that of the Basin's yearly "income" in the past 15 years alone.
  2687. Though he spends most of his ‘fortune’ trading for information, locations, and equipment to keep him alive during his travels, his own home in the Basin, the northwest most building next to the market, is sparsely furnished and almost never used, instead preferring to keep it as a location for the traders to store most of their goods.
  2688.  
  2689. Less than a year after Razorback's arrival, Torven, on a long term mapping trip through the Equestria, found himself, for once, lost. Losing his saddlepack to an unknown creature, probably a young wyre drake, he spent the next two days searching it, but luckily kept his neck pouch.
  2690. Succumbing to a minor yet highly resistant viral infection from drinking contaminated water, he chose a tree branch well above the ground, unknowingly several miles from the Fortress, deciding to wait it out, melting snow for water to drink and happily napping the time away.
  2691.  
  2692. Early one night, Torven was awoken by a Changeling and a human wandering about about, making no attempt to contact them, mostly from amusement at the strange beings. Roust, asking a few questions in her own language, was forced to switch to Common Equestrian, although her basic fluency caused Torven to inform Hollow that he couldn't read Changeling runes, both puzzled by him making no effort to leave.
  2693. Later on, Jeff took Belltower, still in the Nightblade doll at that time, to search for his unmistakable eyes, easily convincing him to accept treatment at the Fortress, though not without Torven promising to hoof over a couple of his maps as repayment.
  2694.  
  2695. Quickly learning to accept Tipper's 'advice', and making a friend of Simon at the time, he chose to stick around in the hopes of mapping the surrounding forest, curious about it's location and vicinity to several ruins he'd noted before but had been unable to enter.
  2696. Heavily reluctant to visit Tipper during this time, his on and off battle with the uncommon virus, one that several ponies have noticed as similar to influenza and thought to be incapable of cross species contamination, hampered him from returning to the Moors, instead giving him plenty of time to continue his second favorite activity: sleep in random places. Upside down, of course.
  2697.  
  2698. Eventually consolidating his notes and journal logs, Torven, on a visit from Hollow, gave him the location of a long abandoned Changeling outpost some distance from the Fortress, mentioning his difficulty in entering.
  2699. Shortly afterwards, Torven gave Jeff a map with the location of a possible geode cache, and a second mark where he'd noticed a bright orange light, but had been too concerned over his personal safety to enter.
  2700.  
  2701. For a time Torven took to.. simply hanging around Razorback, lounging in the Workshop's warm rafters, generally doing nothing of importance while spending as much time comfortably asleep as possible.
  2702. Since Vanil's disappearance however, Torven's once easygoing mapmaking talents have been put to the test by Emerald, whom he now bitterly dislikes. (“At some point quite soon he is going to snap and make her regret everything all over again.” -Hodch)
  2703.  
  2704. *****
  2705. STATUS: finished mapping the surrounding Everfree forest from Razorback Fortress, now looking for treasure nearby.
  2706.  
  2707. *****
  2708. OFFENSIVE ABILITIES:
  2709. Master Assault+5
  2710. Master Parry+4
  2711. Master Riposte+5
  2712.  
  2713. Basic Ambush+3
  2714.  
  2715. *****
  2716. DEFENSIVE ABILITIES:
  2717. Master Block+6
  2718. Master Counter+6
  2719. Master Flight+3
  2720. Master Reaction Speed+4
  2721. Master Sprint+4
  2722.  
  2723. Basic Screech+3
  2724. Expert Stealth+4
  2725.  
  2726. *****
  2727. UTILITY ABILITIES:
  2728. Basic Alchemy+2
  2729. Expert Cartography+3
  2730. Expert Geography+3
  2731. Expert Perception+4
  2732. Expert Scouting+6
  2733. Master Sleight of Claw+8
  2734.  
  2735. *****
  2736. TRADE SKILLS:
  2737. A lot.
  2738.  
  2739. *****
  2740. SPECIAL ABILITIES:
  2741. -FE.Venom: a strong, fast acting and spreading painkiller combined with a powerful euphoric element and a strong muscle relaxant, injected from his upper maxillary fangs into pinned or stunned targets with a [1d6+2] roll, result-2 is the number of turns the target suffers a -4 penalty to all rolls.
  2742. *This ability can only be used on living beings ONCE per Operation, although Torven greatly dislikes the fact that he's one of the few with this mutation
  2743.  
  2744. -Natural Weaponry: Torven's stubby fangs and claws are quite tough, allowing him to pierce (or hammer through) 1DR with each attack when in use.
  2745.  
  2746. *****
  2747. UNIQUE ITEMS:
  2748. -Cartography Journal: a small, newer hardcover book containing notations, all in batpony script, detailing information related to his geographic journal.
  2749. Grants an additional Cartography roll for determining position
  2750. *Also grants ONE AstroMeteorology roll when studying esoteric locations
  2751.  
  2752. -Crystal Compass, Common: made from Imperial crystal, this is a small water-filled compass with a pure iron needle, protected by a heavy lid, made specifically to keep perfect track of one's direction.
  2753. For obvious reasons, it doesn't work at all at higher elevations, in regions of high electromagnetic or gravitational distortion, and if damaged is completely useless.
  2754. *Grants a [1d6+3] <Compass roll for determining position
  2755.  
  2756. -Geography Journal: two small, well worn journals filled with custom maps of the Everfree and the Moors, including cities, structures, ruins, and natural oddities of note, with numerous marks in batpony script.
  2757. *Grants a [1d6+3] <Geography roll for determining position
  2758.  
  2759. -Neck Pouch: a brown, woven cotton pouch containing several vials and packets of alchemical supplies. What supplies Torven carries with him entirely depends on the area he's exploring, but he almost always carries one Dampener and one Regeneration.
  2760.  
  2761. -External Fortress Map: a 20 hoof by 20 hoof, cured, sealed, and massively enchanted canvas map that details the Fortress' surroundings within a 50 mile radius.
  2762. Since he never shows it to others it can be presumed Torven knows much more about the region than he cares to share.. solely out of laziness.
  2763.  
  2764. -Underwing Satchels: two small satchels, each no larger than the average pocket, containing his journals and compass. Rather worn and heavily patched from his travels.
  2765. Much to Lann's chagrin he refuses to have them 'repaired' by anypony but himself.
  2766.  
  2767. *****
  2768. UNIQUE WEAPONRY:
  2769. >Reinforced Blackened Steel Hoofclaws (Weapon Traits: 1/1 Enchantment Slots remaining, Custom-Fit): a quartet of snugly fitting, blackened steel hoofboots with four short, sharp claws melded to the front, used to dig holes in trees, packed ground, or enemies if need be.
  2770. Likely acquired from dubious sources, as blackened steel only comes from Stalliongrad.
  2771. -Weapon Class: Light
  2772. -Adds +2 to all Assault/Parry/Riposte rolls when used
  2773. -Armor Pierce 1 (negates 1DR)
  2774. -Grants a [1d6+4] <Blacksteel Repulse
  2775.  
  2776. *****
  2777. PONIAL ENCHANTMARENTS: 1/3 Slots remaining
  2778. -Pure Void Drop: one of the two known material essences from the Scars of the Moors, this is a teardrop shaped, physical representation of the Void on Tallus, incapable of being subjected to touch for long, or it may disappear from reality.
  2779. When consumed, a sliver of the Void's notorious 'quiet' influence is imparted, granting the consumer the ability to safely travel through the Underdark now and then, as if they were a being originating from there.
  2780. This effect becomes permanent afterwards and retains its negative qualities under use of Stealth, though is highly prized by batpony hunters nonetheless.
  2781. *Adds +1 to all Stealth rolls, may safely travel through the Underdark once per Mission, with one more use at Master rank Stealth, and is always considered an Ally to the Void
  2782. *ALL Ranged capabilities are removed while under Stealth, and the consumer loses all DR for the turn after dropping Stealth as the transition from incorporeal to material spectrums is a jarring event
  2783.  
  2784. -Sticky: a powerful, full body enchantment that allows it's owner to stick to nearly any surface, including cloud material, without fear of being removed.
  2785. *May also attach items to oneself for a near-permanent hold
  2786.  
  2787.  
  2788. ***************************************************************************************************************************************
  2789. Tipper (real name: unknown), Clinic Doctor: 140HP, 2DR
  2790. Age: 63
  2791. Month of Birth: Nay
  2792.  
  2793. (Brash, Healer, INQUISITORIALLY SANCTIONED, Intellectual, Kind, Motherly, Natural Healer, Stern, Veterancy: Alchemy/Casting/Recovery)
  2794.  
  2795. *****
  2796. APPEARANCE: an aged, motherly, and kind yet sometimes stern faded pink unicorn mare with swirling metallic silver eyes. While Tipper carries no visible scars of any note, she has a great number of stress lines around her eyes and cheeks, signifying her advanced age.
  2797.  
  2798. As Twisted has stated, Tipper's coat was once a bright, cheerful bubblegum pink, but has dimmed significantly throughout her later years of serving the Honor Guard.
  2799.  
  2800. *****
  2801. BIOGRAPHY: little is known of her ponial life before working for the Day, Royal, and Honor Guards as their main Doctor, battlefield healer... and broodmare of numerous stallions, mostly unicorns. Most objectionately, 6 of those stallions were from the Crystal Conclaves. ("She's had 29 foals to be exact. I'm.. I don't even know what to say." -Emerald).
  2802.  
  2803. Once a consumate professional, Tipsy, as she was known by many of the Guard for having extremely heavy drinking habits in her early years at the Canterlot College of Magic, when she wasn't pregnant at least, took a severe, no-nonsense approach to all of her patients, whether in field, clinic, or hospital.
  2804. Enforcing strict rules of fast, prompt, proper treatment, plenty of relaxation, short and friendly visits, and NO riling up or otherwise exciting a patient for any reason, especially lewdity, she became known as 'Iron-Red Hoof', though that name is barely known in current days.
  2805. Her tenacity during that period did create several enemies in the Honor Guard, though they've remained respectful to Tipper's history given her impressive number of fully recovered patients combined with a cheerful lack of bias towards opposition.
  2806.  
  2807. On an early winter morning of 29,994, Tipper announced she could no longer hoofle the physical stresses of caring for the hundreds of Solar Guard in Canterlot due to her advancing age, and, according to her rank, was granted the right to honorably self-discharge under a clause specifically created for highly active unicorns.
  2808. Refusing to simply shut down and enjoy her life as an 'old mare', Tipsy took on numerous clinic duties, for free of course, around Canterlot, all the while teaching her self-devised blend of combining science, magic, and Alchemy in a uniquely gentle, patient-focused marener.
  2809.  
  2810. Reaching a consensus with numerous College friends that the majority of Canterlot's healers, medics, and doctors were more than capable of performing excellent recoveries without her assistance, partly due to a few of the advancemarents she helped to create in conjunction with work to the Canterlot Underground, Tipper placed her name in one of numerous Equestria wide marecenary contract papers, advertising the (tiny) amount of 3,000 Bits per month for her services.
  2811. Spending her next few years researching new methods of treatmarent which had only been hypothetical in her youth, she paid little attention to greater events occurring outside of Canterlot, and was virtually oblivious to the existence of humans.
  2812.  
  2813. In early 29,997, while recovering from an all night outing in the Crystal Empire City-State, Tipsy received a letter addressed from the notorious and infamous leader of Las Pegasus, Lucky, that she had bought the contract and delivered it to one Razorback Company, formerly of Princess Celestia's employ.
  2814. Finding the name unusual yet willing to honor the contract, she wrote back an agreemarent of service for the next Tallus year.
  2815.  
  2816. Upon being introduced to the humans of Razorback, Doctor Tipper's immediate assumption was that they were all young minotaurs and thus deserved the best medical care that their own kind barely had any idea of.
  2817. Quickly disproven from this assumption, she became further intrigued about human biology, psyches, and their unusual Otherworldly natures during the hundreds of routine ("Ah'm tellin' ya Em, them weren't routine in ANY sense o'th'word! Y'ave any 'dea 'ow many of us stood 'roun' fer hours while she was starin'!?" -Lonestar) physical and magical examinations she enforced over the next two years.
  2818.  
  2819. Despite the dozen or more journals that she's written, Tipper has neither published nor allowed other ponies to read her findings, excluding the reservist Nightblade Hodch, the former Canterlot diplomat Denra AKA Sharpened Words, Belltower or her filly Malyne, Roust from the Changeling Hive, and Marquis du Spiral Disclosure.
  2820. Specifically however, she has refused all humans access to her works, claiming that they would violate interspecies conduct and contact. ("I'm not disagreeing, but the only time she asked me to take my clothes off wasn't out of routine. Got covered in some kind of plant poison and broke out in hives. She even asked if I'd rather be treated by Nova." -Emerald)
  2821.  
  2822. Maintaining status as official Doctor and den dam for Razorback, Tipsy often returned to her broodmare mindset of never refusing a patient, whether mental, physical, or spiritual, and took on increasingly stressful attempts to improve human lives regardless of her own problems.
  2823. While content to be of service to the odd, yet likeable humans of Razorback, her inability to notice disconnects between humans and equines began to wear on her psyche with unintended results.
  2824.  
  2825. When one of her own progeny was hired to Razorback during an inopportune time, Tipper had zero inclination to be nice, or even respect, Nova Flicker's unique take on how best to treat patients. Whether due to familial trauma or a severe disagreemarent in the past, she remains frankly cold and aloof towards Nova Flicker, though has been vocally cited as having nothing except approval of her treasured-filly-turned-dam's explicitly helpful attitude.
  2826. While Tipper isn't hostile to her half-unicorn, half-Crystal pony daughter, she retains an unspoken distance that has become severely exacerbated throughout the past year, though has not once prevented Nova from pursuing shared, or different, goals and pursuits.
  2827.  
  2828. When Spiral left the day before the second set of Fortress renovations began, he explicitly turned over command of the Fortress to Tipper, stating that she should do as she saw fit but mainly to keep an eye on the Operators.
  2829. Disgruntled at the sudden onslaught of extra work thrown at her, she remains bitter at the former Marquis' actions, seeing him as an unreasonably abject coward for abandoning his own duties.
  2830. Regarding the numerous times Spiral's own equine instabilities have been brought up, all Tipsy has offered so far is an excruciating silence and derogatory expression.
  2831.  
  2832. Putting off the concerns by bringing Hodch and Denra in, and subsequently sharing her duties with the two unicorn stallions, Tipper's maretality eventually buckled under the stress of trying to act as both commarender and intermediary for Razorback.
  2833. While this event was not the first time she gave in, Tipsy felt it was the worst example, and has turned to giving other ponies advice rather than being in charge, though she retains some of Spiral's less (and far less stressful) official duties.
  2834.  
  2835. After Dancing Eyes was (illegally) captured and brought to the Fortress, Tipsy was secretly pleased at Dancing Eyes both testing the limit's of the Fortress's psionic interdiction capabilities, albeit only to determine whether Razorback would be safe from retribution by the Watch and Tower Guards of Stalliongrad.
  2836. Bored out of her mind and with nopony in the earth pony overherd, Tipper watched as Dancing came across Malyne in the Library's then-storage room, whom was sitting alone and struggling to read a basic guide on archaic batpony written language.
  2837.  
  2838. As the Primal became a close, older sister to Malyne, Tipper realized that Dancing fully needed a friend to prevent her from becoming a danger, and, even though Belltower would have disapproved of an earth pony and a batpony being friends no matter the circumstances.
  2839. Tipsy was careful in asserting that Malyne needed to be taught a wide variety of valuable non-military skills that few ponies in Razorback had, including gem crafting, how to deal with ponies outside of the Moors or Lunar faction, learning new languages, and, eventually, potential combat affinities.
  2840.  
  2841. Accepting Belltower's insistence to watch the Primal Psion's every mareneuver and movemarent in the Fortress, just in case Dancing Eyes intended to use her own, and only filly, should she attempt to subvert Razorback, Tipper accepted with no reservation.
  2842. Staying well ahead of Dancing's boredom by utilizing Mercy's resilient taskmare attitude to keep her in conflict with the earth mare has, so far, resulted in a grudging respect between the two (younger than her) mares.
  2843. Whether or not either suspects Tipper's interference, Mercy and Dancing Eyes have become Malyne's older yet ideologically separate sisters, and all the while the former Honor Guard, now Razorback's official matron, smiles.
  2844.  
  2845. While Tipper had been increasingly concerned about what to do with (or possibly to) Roust should the Vanguard learn of Dancing's virtually unhindered psionics, especially by keeping Dancing Eyes at odds with Mercy, she has ensured the conflict (even should they turn hostile to each other) would be minimal and thus capable of being mediated easily.
  2846. The same cannot be seen for the events that occurred following Denra's 'party' in the Enclave.
  2847. Since that time, Tipper has been seen drinking from a faded white flask quite often, to some surprise. Mist Dancer has warned every human and pony to avoid the Doctor, stating only to never seek her out during those periods and that she will "NOT TALK ABOUT IT, NO MATTER WHAT!"
  2848.  
  2849. Typical of mares her age, Tipper enjoys hot tea immensely, especially to keep her hooves warm, and hosts a tea party in the Mess Hall every evening after dusk as a way to unwind and relax amongst fellow mares base, notwithstanding Lont's presence.
  2850. Refusing to acknowledge the slowly increasing number of physical aches, she sometimes travels to the Vale & Anfang, Gozka, Cloudsdale, the Zebra lands, Eyeraq, and Canterlot, in that order, to trade her knowledge for fresh tea pouches and new recipes.
  2851.  
  2852. Besides Cadence and Countess Folunasi, Doctor Tipper is one of a few ponies that know how to properly AND correctly treat Arcane Poisoning. A side-effect of her extensive knowledge on unicorn physiology is a latent regeneration ability, though it does nothing to quell the soreness she experiences quite often.
  2853.  
  2854. While unable to socialize much due to her aches, Tipsy often spends her waking hours reading medical guides and books, sorting through and rotating Clinic supplies constantly, alongside teaching Mercy, Roust, and Malyne about Equestria and the histories of other countries.
  2855. Unfortunately, her physical condition slows her down greatly, preventing her from aiding her newfound (and expansive) human family on the battlefields of Equestria, MUCH to her distaste.
  2856.  
  2857. *****
  2858. CUTIE MARK: a neatly folded white blanket topped by a shiny brown bandage, a syringe laid atop the latter.
  2859.  
  2860. *****
  2861. STATUS: main Doctor at the Fortress clinic, under permarenent contract.
  2862. *UPDATE: missing.
  2863.  
  2864. *****
  2865. OFFENSIVE ABILITIES:
  2866. Basic Assault+1
  2867. Basic Parry+2
  2868. Basic Riposte+2
  2869.  
  2870. Expert Casting+7
  2871. Expert Elemarental Lance+2
  2872.  
  2873. *****
  2874. DEFENSIVE ABILITIES:
  2875. Basic Block+1
  2876. Basic Evasion+1
  2877. Basic Reaction Speed+1
  2878. Basic Sprint+1
  2879.  
  2880. Auto-Regen+5
  2881. Medic's Intimidation+20
  2882.  
  2883. *****
  2884. UTILITY ABILITIES:
  2885. Expert Alchemy+4
  2886. Basic Bartering+4
  2887. Basic Negotiation+4
  2888. Expert Research+4
  2889. Expert Recovery+8
  2890.  
  2891. *****
  2892. UNIQUE ABILITY: Grandmaster Diagnosis. By combining her experience, wisdom, immense knowledge of medical practices, theories, and facts along with her natural affinity for casting and recovery abilities, this allows her to diagnose nearly any form of injury, whether physical or not, using a [1d6+4] roll.
  2893. This allows her the unusual ability to visibly explore a physical body for two hours with an advanced form of non-damaging, non-invasive, Psionic-like ultrasound augury.
  2894. *The higher the result, the more likely Tipper can immediately identify causes of injury and explore immediate or potential treatment options
  2895.  
  2896. *****
  2897. UNIQUE ITEM:
  2898. -Field Medic Saddlepack: a well-worn and faded gold saddlepack, issued only to Honor Guard medics after their completion of surgical training.. though all the Solar symbols have been torn off for unknown reasons.
  2899. Tipper has stocked her saddlepack with a number of alchemical concoctions, spider-silk bandages, and several secretive items that she refuses to divulge the purpose of (though Mercy claims she has nothing special or exceptional).
  2900. *Grants a [1d6+12] <Doctor's Pack roll
  2901.  
  2902. *****
  2903. PONIAL ENCHANTMARENTS: 2/3 Slots
  2904.  
  2905. -Armor Charm: provides a natural +1DR
  2906.  
  2907.  
  2908. ***************************************************************************************************************************************
  2909. Vanil (real name: Vanilla Cloud-Strings), Scout: 60HP, 0DR
  2910. Age: approximately 11
  2911. Month of birth: unknown
  2912.  
  2913. (Brash, Careless, Cheerful, Elite: Speed, Hyperactive, Inquisitive, INQUISITORIALLY SANCTIONED, Natural Enemy: Unicorns, Veteran: Scouting, Vigilant)
  2914.  
  2915. *****
  2916. APPEARANCE: a squeaky voiced, quick-witted, athletic, and verifiably nuts multi-hued pegasus barely into stallion-hood.
  2917.  
  2918. Multiple stripes of shaded black and grey across his body allow him to blend in easily during the night, or in shadows during the day, and give him an advantage when it comes to avoiding possible enemies. ("Doesn't seem to work on unicorns, though." -Hodch)
  2919.  
  2920. *****
  2921. BIOGRAPHY: unknown, but likely good. On Lucky's recommendation (and payments) of his new job as a Scout for Las Pegasus, Vanil had himself enchanted to move much faster than normal, as well as increasing his senses somewhat to compensate for the likelihood of danger.
  2922. Vanil would prefer to avoid combat utterly, instead preferring to obtain information and return as quickly as possible. Successful on most of his missions, Lucky was contemptful of his attitude of newfound invincibility, and hired him out to Razorback, secretly hoping that he would, at the very least, be brought down several pegs on the chart.
  2923.  
  2924. Incredibly cheerful and bright, though with a smarmy, all-knowing attitude if he believes a tactical error will be committed, Vanil refuses to shirk his duties without reason, unless his favorite food is offered: baked shrimp-stuffed bread rolls topped with cheddar cheese.
  2925.  
  2926. *****
  2927. CUTIE MARK: a small red cloud with several lines of dim white string trailing after it.
  2928.  
  2929. *****
  2930. STATUS: primary Scout for Razorback Fortress and a member of Spiral's bachelor herd, under semi-permanent contract via Tipper. UPDATE: Missing In Action.
  2931.  
  2932. *****
  2933. OFFENSIVE ABILITIES
  2934. Basic Assault+2
  2935. Basic Parry+2
  2936. Basic Riposte+2
  2937.  
  2938. *****
  2939. DEFENSIVE ABILITIES:
  2940. Expert Stealth+4
  2941. Master Movement+8 (ESC)
  2942.  
  2943. *****
  2944. UTILITY ABILITIES:
  2945. Basic Bartering+2
  2946. Expert Cartography+4
  2947. Expert Mapping+4
  2948. Basic Neighgotiation+2
  2949. Basic Perception+5
  2950. Expert Scouting+5
  2951. Expert Wilderness Survival+3
  2952.  
  2953. *****
  2954. SPECIAL ABILITY:
  2955. -Master Scout: due to intensive mnemonic retention training under the threat of severe flank beatings, Vanil may be called upon to scout a known location for the layout, information on local forces, notable features, as well as find likely contacts.
  2956. *He may also be sent out to find resources and new locations TWICE per Night, using 4x [1d6+5] rolls
  2957.  
  2958. *****
  2959. PONIAL ENCHANTMARENTS: 0/3 Slots
  2960.  
  2961. -Alpha Shade Drake's Core:
  2962. *Adds +1 to all Perception/Scouting/Wilderness Survival and +2 to all non-combat Stealth rolls
  2963. *Loses 1DR and suffers a -1 penalty to all Bartering/Neighgotiation rolls
  2964.  
  2965. -Flawed Tempest's Sigil:
  2966. *Adds +2 to all Block/Evasion/Flight/Reaction Speed/Sprint rolls
  2967. *Suffers a -2 penalty to ALL Assault/Parry/Riposte rolls
  2968.  
  2969. -Shade Bearer's Core: adds +1 to all Perception/Scouting/Stealth and non-combat Stealth rolls
  2970. *?????
  2971.  
  2972. *****
  2973. STATUS: Missing In Action.
  2974.  
  2975.  
  2976. ***************************************************************************************************************************************

Bulletin Board

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Companions

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Items & Equipment

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NPC's, Friends, and Others

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Operator Handbook

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