*************************************************************************************************************************************** LIAISONS: *************************************************************************************************************************** Name: Dr. Juan Carlos, M.D. Position: Fortress Physician and Surgeon Theme: Mexican Cartel Medical Genius Rank: Unknown HP: 20/20 Armor: 2DR (Original 100) ***** Known Languages: Equestrian Common:can read, speak, and write fluently in the modern language Spanish/Spaneigh: can read, speak, and write fluently in the modern language ***** LORE: Human Physiology, Teacher Pony Physiology: Adept ***** OFFENSIVE SKILLS: Basic Assault Basic Parry Basic Riposte Expert Intimidation Basic Small Arms ***** DEFENSIVE SKILLS: Basic Block Basic Evasion Basic Reaction Speed Basic Sprint ***** UTILITY SKILLS: Expert Cooking Expert Negotiation Master Research Master Perception Master Physician ***** SPECIAL SKILLS: Human Physiology Researcher: gains +1 to all rolls when dealing with humans Cartel Life: adds +1 to all Assault/Parry/Riposte, Small Arms, Intimidation, Block/Evasion/Reaction Speed/, Perception/Scouting/Wilderness, and Negotiation rolls Well Traveled Equestrian: adds +1 to all standard rolls ***** UNIQUE SKILLS: >Expert Neurologist: the study of disorders dealing with the nervous system. and their treatments. *Adds +2 to Research and Physician rolls when the nervous system is involved >Master Pathologist: the study of diseases, in general, and their treatments. *Adds +2 to and grants an additional Research roll *When diseases are involved also adds +1 to all Research rolls, and a further +1 to all Physician rolls when treating >Master Surgeon: grants an additional 2 rolls to Physician and Research *Physician gains an additional roll while performing surgery *Also gains an additional Research roll when consulting treatment, surgical or otherwise ***** TRADE SKILLS: Biology: Teacher ***** 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. *Grants a permanent +2 to all rolls and an extra Medical roll *By both trade and necessity, Doctor Carlos is also FEARLESS ***** PERSONAL EQUIPMENT: -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. *Grants a [1d6+10] 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: 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. 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). -Grants 3x [1d6+6] Driving rolls >Mobile Kitchen: grants a [1d6+10] Surgical Suite: grants a [1d6+30] roll using the following equipment: -Anesthesia Monitor: a module that can continuously dispense constant doses of anesthesia into a patient at controlled amounts. -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. -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. -Esophascope: much like the colonoscope, scaled down to fit into the human esophagus. -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] 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. *Contains enough supplies for 10 uses before restock is required *Grants a [1d6+15] 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. *Roll a single [1d3] UNIQUE ITEMS: >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. *Grants a [1d6+7] Chromed Runic Horn Ring: a chromed steel horn ring specifically made by, and for, Aiutante's personal use. *Adds +2 to all Casting rolls >Chromed Runic Anvil: a custom-made chromed steel anvil inscribed with unicorn runes, allowing her to add elemental effects and strengthen items. *Grants a [1d6+10] 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. *Grants a [1d6+7] 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. >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. *Grants an additional Research roll >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. 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. *Grants a [1d6+9] 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. Allows the wearer to sense the precise atomic and magical alignmarents of metals, also decreasing the resistance of modifying the same into optimal patterns. *Adds +1 to all Enchanting, Research, and Smithing rolls, only when dealing with metals ***** PONIAL ENCHANTMARENTS: 3/3 Slots *************************************************************************************************************************************** Allys (real name: suspected to be 'Always Seasoned'), 100HP, 1DR Age: 20 Month of birth: Nay (May) ***** (Amiable, Blunt, Calm, Hostess, Intuitive, Minor Dislike: Annoying Sounds, INQUISITORIALLY SANCTIONED, Listener, Purposeful, Quick, Thoughtful) ***** 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. ***** 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. These, unfortunately, make her a somewhat poor conversationalist when it comes something other than giving advice, cooking, or the few subjects she knows well. 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. 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. 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. 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. 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. 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. 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. ***** CUTIE MARK: a blue and red bottle with the corks lying between them ***** STATUS: nighttime server and cook for the Fortress, under permanent contract via Tipper. ***** RELATIONSHIPS: -Caliya: very, VERY close friend.. and is expected to have his foal (or foals) in late February of next year -Pella: a close friend to ***** OFFENSIVE ABILITIES: Basic Assault+4 Basic Parry+5 Basic Riposte+3 Expert Intimidation+6 ***** DEFENSIVE ABILITIES: Expert Block+2 Expert Evasion+5 Expert Flight+3 Expert Reaction Speed+4 Expert Sprint+2 ***** UTILITY ABILITIES: Expert Bartering+4 Expert Chef+6 Expert Neighgotiation+2 ***** PONIAL ENCHANTMARENTS: 3/3 Slots *************************************************************************************************************************************** Amerose (real name: Amethyst Frost-Rose), Starborn Lorekeeper: 120HP, 2DR Age: 26 Month of Birth: March >> http://i.imgur.com/OGJzCvn.png (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) ***** APPEARANCE: a dusky silver coated, sapphire and emerald maned Crystal mare with pale blue eyes, noticeably a bit smaller than most around her age. 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. ***** BIOGRAPHY: early life unknown. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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'. 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. 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. 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. 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. ***** CUTIE MARK: unknown. ***** 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. ***** RELATIONSHIPS: -Hodch: has a friendly rivalry towards, and takes every chance to (jealously) dig at him for his well known expertise in fillyfooling. -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. ***** OFFENSIVE ABILITIES Master Assault+6 Expert Parry+3 Master Riposte+5 ***** DEFENSIVE ABILITIES: Expert Block+4 Expert Evasion+3 Expert Reaction Speed+3 Expert Sprint+3 Expert Fearless+3 ***** UTILITY ABILITIES: Master Alchemy+8 Master Bartering+5 Master Crystal-Alchemy+6 Master Crystal-Forging+8 Expert Neighgotiation+3 Expert Perception+5 Master Research+8 Expert Scouting+3 Expert Wilderness Survival+3 ***** Master Crystal Runes+9 -Learned Runes: *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. *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. *Power: adds +1 to all Crystal Rune rolls for each max critical, capping at a maximum of +4, and can be used with Crafting *Pull: allows use of minor Psychokinesis, limited to a maximum of 500 pounds *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 *On a max critical, natural Poisons, Toxins, and other minor status effects will be negated ***** SPECIAL ABILITIES: -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. *Twice per day/night allows a [1d6+3] Defensive Enchantment #1: reduces all Elemental damage by 1/4 >Utility Enchantment #1: adds +1 to all Alchemy & Research rolls >Utility Enchantment #2: adds +1 to all Crystal-Forging and Crystal Runes rolls ***** UNIQUE ITEMS: -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. 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. 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. *Grants an additional roll to and adds +1 to all Crystal Rune rolls *FRAGILE! -Lorekeeper's Alchemy Set: an original set of alchemical tools from the Crystal Kingdom era, all made of finely tuned Empire crystal. 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. 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. *Adds +6 to and grants an additional Alchemy roll -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. 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. 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. *Grants either an additional Crystal-Forging or Crystal Rune roll, but cannot be used for combat purposes -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. 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. *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 *Only ONE of the Four Lands may be carried at a time -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. *Adds +1 to all Crystal Rune and Perception/Scouting/Wilderness Survival rolls ***** PONIAL ENCHANTMARENTS: 1/3 Slots -???? -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. 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. 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. *Adds +1 to all Crystal-Forging and Research Rolls, requires consistent research in order to unlock the remaining abilities *Current research: 981/5,000 *************************************************************************************************************************************** Aster (real name: unknown), Lunar Guard Nightfang: 240HP, 2DR Age: 37 Month of Birth: March (Armored, Cautious, Fearless, Guardian, INQUISITORIALLY SANCTIONED, Level-Headed, Veterancy: Combat/Senses, Watchful) ***** 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. ***** BIOGRAPHY: a down-to-earth... earth pony Nightfang who helps patrol the walls of Razorback Fortress. 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. 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. 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. 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. ***** 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. ***** STATUS: a Lunar Guard at Razorback Fortress, part of the wall patrol. ***** RELATIONSHIPS: in a herd with Steel Blitz, lead stallion, and Natilda, lead mare. ***** OFFENSIVE ABILITIES: Master Assault+8 Master Parry+6 Master Riposte+7 Expert Earth Smash+3 Basic Intimidation+2 Lunge+10 ***** DEFENSIVE ABILITIES: Basic Block+3 Basic Evasion+3 Basic Reaction Speed+3 Basic Sprint+3 Resist Damage+4 ***** UTILITY ABILITIES: Basic Bartering+2 Expert Perception+5 Basic Negotiation+2 ***** SPECIAL ABILITIES: -BOSS-class Fearless: cannot be Intimidated or Demoralized normally. ***** PONIAL ARMOR: -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. -Armor Value: provides 3DR -Armor Class: Improved Medium -Enchantment Slots: 3/3 remaining ****** UNIQUE ITEM: -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. 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. 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. Impressive construction along with the impeccably perfect stitching make it difficult to wear out. *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 ***** PONIAL WEAPONRY: -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'. 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. Barely customized as is. -Melee Weapon Class: Two-Hooved -Enchantmarents: 1/2 Slots remaining -Base Modifier: adds +2 to all Assault/Parry/Riposte rolls -Offensive Enchantmarent #1: grants a [1d6+20] > http://i.imgur.com/spUh6wx.png ***** (Blunt, Brazen, Bold, Dedicated: Indurian, Determined, Efficient, Hard-Working, Humorous, INQUISITORIALLY SANCTIONED, Intuitive, Thoughtful, Watchful) ***** 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. 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. 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. ***** 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. 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. (“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.”) 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. 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... 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. 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. 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. ***** FETISHES: too marely to name. Or number. ***** 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. "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!" ***** STATUS: crew and work boss for Razorback Fortress, in charge of construction, modification, and building materials. ***** RELATIONSHIP: engaged to Indurian. ***** OFFENSIVE ABILITIES: Expert Assault+5 Expert Parry+4 Expert Riposte+3 Master Casting+7 ***** DEFENSIVE ABILITIES: Expert Block+4 Expert Parry+5 Expert Reaction Speed+3 Expert Sprint+5 Expert Fearless+4 Master Teleport+6 ***** UTILITY ABILITIES: Master Bartering+4 Master Crafting+10 Master Enchanting+7 Master Engineering+10 Basic Recovery+7 Master Translocation+6 ***** 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. ***** PONIAL ENCHANTMENTS: 3/3 Slots (mostly due to "You ain't fittin' me wit'some crazy hornhead nonsense! Ah've gotta reputation t'keep!") *************************************************************************************************************************************** Bright Amber: 75HP, 1DR Age: unknown Month of Birth: unknown (Dislike: Unnatural/Efirates, Easily Confused, Nature Lover, Simple Minded) ***** 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. 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. ***** 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. The next few months after their rebirth, Bright and the rest of the herd learned new, comfortable routines under Father Old Horn's guidance. 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. 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. 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. 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. 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. 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. 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. ***** OFFENSIVE ABILITIES Expert Assault+6 Expert Parry+6 Expert Riposte+6 ***** DEFENSIVE ABILITIES: Expert Block+2 Expert Evasion+2 Expert Reaction Speed+2 Expert Sprint+2 Expert Stealth+4 ***** UTILITY ABILITIES: Expert Perception+4 ***** 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. ***** UNIQUE ABILITIES: -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. *While using Attune Bright Amber is unable to utilize the other two abilities granted by his armor *Currently attuned to: Efirates & Grass Stalks -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. -Golden Resilience: a bright amber pulse produced from the Amberine Armor, protecting the wearer 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 additional DR gained ***** UNIQUE ARMOR: -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. 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. -Armor Value: provides 1DR -Armor Class: Light -Enchantment Slots: 0/3 remaining -Druidic Enchantments: grants the Attune, Golden Break, and Golden Resilience abilities *************************************************************************************************************************************** Broken Hoof, Light Lancer Master-Captain: 300HP, 3DR Age: 44 Month of Birth: December ***** 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. ***** BIOGRAPHY: pre-Razorback records mostly classified. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. ***** 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. *UPDATE: Missing After Action. ***** RELATIONSHIPS: -Neutral to the Operators -Neutral to the rest of the Fortress's inhabitants ***** OFFENSIVE ABILITIES Master Assault+11 Master Parry+9 Master Riposte+11 Master Earth Shatter+6 Lunge+12 Mind's Eye+6 Master Psionicism+9 ***** DEFENSIVE ABILITIES: Expert Block+5 Expert Evasion+2 Expert Reaction Speed+4 Expert Sprint+4 Expert Resist Damage+10 Master Sunken State+9 Mind's Vortex+6 ***** UTILITY ABILITIES: Expert Alchemy+6 Expert Crafting+8 Basic Knock+3 Expert Negotiation+3 Basic Perception+4 Basic Scouting+3 Expert Smithing+8 ***** UNIQUE ARMOR: -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. 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. -Armor Value: 5DR -Armor Class: Heavy -Enchantment Slots: 2/3 remaining -Defensive Enchantment #1: Snowbreak, reduces damage from Ice elemental harm, whether physical, magical, or Mystical in nature by 1/4 ***** UNIQUE WEAPONRY: -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. 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. 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. -Melee Weapon Class: Two-Hooved -Enchantment Slots: 2/3 remaining -Base Modifier: adds +3 to all Assault/Parry/Riposte rolls -Offensive Enchantment #1: grants a [1d6+20] 2 years Month of creation: [REDACTED] ***** 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. 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. ***** 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. 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. 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. ***** OFFENSIVE SKILLS: Basic Assault+1 Basic Parry+1 Basic Riposte+1 ***** DEFENSIVE SKILLS: Basic Block+1 Basic Evasion+1 Basic Reaction Speed+1 Basic Sprint+1 ***** UTILITY SKILLS: Basic Alchemy Basic Lockpicking Basic Explosives Basic Medical Basic Negotiation+1 Basic Stealth ***** SPECIAL ATTRIBUTES: -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 *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 *Spectral and Undead abilities do virtually nothing against Golems *************************************************************************************************************************************** Caliya (real name unknown): 180HP, 3DR Age: 39 Month of birth: Nay ***** (Ambusher, Calm, Efficient, Flesh Eater, Hunter, Quick, Scarred, Stealthy, Veteran: Stealth/Wilderness Survival) ***** 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. 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. Due to the separation from the Eldritch weapon Caliya has regained the ability to consume normal foods. ***** 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. 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. 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. 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. 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. 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. 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. 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). 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. ***** CUTIE MARK: burnt away. ***** 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. *UPDATE: Killed In Action. ***** RELATIONSHIPS: -Allys: lover and closest friend -Operators: hesitant towards due to his less-than-friendly actions ***** OFFENSIVE ABILITIES: Expert Ambush+4 Master Assault+8 Master Parry+8 Master Riposte+8 ***** DEFENSIVE ABILITIES: Expert Block+5 Expert Evasion+5 Basic Fearless+3 Expert Stealth+4 Expert Sprint+5 Resist Damage+4 ***** UTILITY ABILITIES: Basic Neighgotiation+1 Expert Perception+4 Expert Tracking+4 Expert Wilderness Survival+4 (ESC) ***** SPECIAL ABILITIES: -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. *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 *Against ponies or humans however, Caliya must add +1 to all Terrify rolls due to his rather unique, close knowledge -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. *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. *When activated, adds +1 to all Fearless and Assault/Parry/Riposte rolls on a 6 or higher result ***** UNIQUE WEAPONRY: -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. *Adds +2 to all Assault/Parry/Riposte rolls -Melee Weapon Class: Light -Enchantment Slots: 1/1 remaining -Base Modifier: adds +2 to all Assault/Parry/Riposte rolls ***** PONIAL ENCHANTMENTS: 3/3 Slots ************************************************************************************************************************************* Name: Chisan Nas Position: Sanctioned Inquisitorial Shocktrooper Theme: a Storm Trooper, meant to assault the enemies of Mankind as quickly as possible, tactically throwing grenades before engaging opponents with ranged weaponry Rank: Agent HP: 18/18 Total XP: 23 Unspent XP: 3 (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) ***** APPEARANCE: young Terran Asiatic ***** 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. 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. 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. 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.' Witnesses were unable to verify if the Commissar will ever recover. 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. ***** KNOWN LANGUAGES: -Low Gothic: can speak, read, and write in the 5 most common dialects with perfect fluency -High Gothic: can speak and understand the most common dialect with moderate proficiency ***** PHYSICAL MODIFICATIONS: none, yet ***** EVOLVING ABILITY: none, yet DUTY: 0. USES: 0. ***** PHYSICAL MODIFICATIONS: none, yet ***** EVOLVING ABILITY: none, yet ***** PHYSICAL MODIFICATIONS: none, yet ***** OFFENSIVE SKILLS: Expert Assault Basic Parry Expert Riposte Expert Light Energy Weapons ***** DEFENSIVE SKILLS: Expert Block Basic Evasion Basic Reaction Speed Expert Sprint ***** UTILITY SKILLS: Basic Medicae Basic Scouting Basic Tech-Use ***** UNIQUE SKILLS: -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. 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) *Adds +1 to all Light Energy Weapons, Parry, and Reaction Speed rolls *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 -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. 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. *Adds +1 to all Assault and Energy Weapon rolls ***** SPECIAL ABILITIES: none, yay ***** TERTIARY SKILLS: none, yet ***** SKILL SPECIALIZATIONS: -Enhanced Target Selection Training: adds +1 to all Light Energy Weapon rolls -Improvised Calisthenics: adds +1 to all Block/Evasion/Reaction Speed/Sprint rolls -Proper Machine Spirit Maintenance Rites: adds +1 to all Tech-Use rolls -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) -Storm Trooper Close Combat Tactics: adds +1 to all Assault/Parry/Riposte rolls ***** PHYSICAL ENCHANTMENTS: 1/1 slots remaining ***** >PERSONAL ARMOR: >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. 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. -Armor Value: 2DR -Armor Class: Medium -Electronic Enhancement#1: Poor Quality Auspex Unit. Grants a [1d6+1] MELEE WEAPONRY: >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. -Base Modifier: none -Adds 1DR and grants an additional 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. -Base Modifier: none -Grants an additional RANGED WEAPONRY: >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. As this one is (somehow) rather cheaply made, the Machine Spirit detests its current housing and has become rather fickle, jamming at inopportune times. -Base Modifier: adds +1 to all Light Energy Weapons rolls -Armor Pierce: 1 -OVERCHARGE: adds +2 to all Light Energy Weapon rolls and ignores 2DR, uses 2 charges per shot. -Ammunition Class: Rifle Laser, comes with 3x Hotshot Power Packs -Magazine Capacity: 12/12 shots -Optimal Range: 300M, with a -1 penalty to all Light Energy Weapon rolls per 100M beyond this range -Maximum Range: 600M >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. 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. -Base Modifier: adds +1 to all Light Energy Weapons rolls -Armor Pierce 1 -OVERCHARGE: adds +2 to all Light Energy Weapon rolls & ignores 2DR, uses 2 charges per shot -Ammunition Class: Pistol Laser, comes with 3x Light Power Packs -Magazine Capacity: 20/20 shots -Optimal Range: 50M, with a -1 penalty to all Light Energy Weapon rolls per 30M beyond this range -Maximum Range: 110M ***** >COMMON ITEMS: Basic Imperial Lasweapon Maintenance Kit, Compass, Flint & Steel, Journal, Mess Kit, Multitool, 1x Roll of Rope, Shovel, Tarp, Watch *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. As this one is of rather cheap make, it doesn’t work well. ***** >CONSUMABLES: 1x Canteen, 2x Storm Trooper Rations, 2x Canteens ***** >EXPLOSIVES: 2x Explosive Frag, 2x High Explosive, 1x Tear Gas, 1x Smoke ***** >MEDICAL ITEMS: 1x Emergency Medicae Kit, 1x Morphia Box ***** >UNIQUE ITEMS: >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. 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. 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. Thoroughly detailed in her first onworld datastack. Currently on loan from Flash. *4/6 Painkiller Solutions: a set of light blue injectors filled with a non-addictive Light Morphia *3/6 Painstopper Solutions: a set of dark blue injectors filled with a non-addictive Morphia that notably doesn’t cause hallucinations *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 *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 *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 *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 *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 ***** PERSONAL ENCHANTMENTS: 1/1 remaining ***** STATUS: currently attached to Flash's retinue. *************************************************************************************************************************************** Denra (real name: Sharpened Words): 120HP, 2DR Age: unknown Month of Birth: Septimber (Aggressive, Blunt, Distrust: Rogue's Circle, Diplomat, Hyper-Efficient, INQUISITORIALLY SANCTIONED, Mercenary, Natural Speaker, Playcolt, Savant, Scarred, Smooth Talker, Veterancy: Casting/Combat/Diplomacy) ***** 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. 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. ***** 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. 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. 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. 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. 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. 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. 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) 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. 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. 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. Sending a message to Celestia about the situation, Denra ordered the train back to Canterlot for repairs, himself departing to Manehattan to recuperate. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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. 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'. 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. 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. 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. 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. 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. 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. 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. ***** CUTIE MARK: an iron sword and quill crossed over a sheaf of white parchment, the top and bottom rolled once. ***** 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. Currently: taking refuge in the Enclave, identifying personal and faction possessions, returning them whenever able. ***** RELATIONSHIPS: -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) -Was friends with an Operator, though carries the stigma of that death with him. ***** OFFENSIVE ABILITIES: Expert Assault+3 Expert Parry+4 Expert Riposte+7 Master Elemental Lance+8 Basic Intimidation+4 Master Split-Casting+9 ***** DEFENSIVE ABILITIES: Expert Block+1 Expert Evasion+2 Expert Reaction Speed+3 Expert Sprint+3 Master Teleport+6 ***** UTILITY ABILITIES: Expert Appraisal+4 Expert Alchemy+4 Expert Bartering+3 Master Negotiation+5 Expert Perception+2 Expert Research+4 Master Translocation+6 Expert Wilderness Survival+4 ***** SPECIAL ABILITIES: -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. -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. ***** 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. *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 *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 ***** PONIAL ENCHANTMENTS: 3/3 Slots *************************************************************************************************************************************** Helping Hoof, 80HP, 2DR Age: 23 Month of Birth: October (Calm, Eidetic Memory, INQUISITORIALLY SANCTIONED, Logical, Talkative, Teacher, Thoughtful, Savant, Studious) ***** 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. 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. ***** 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. 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. 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. ***** CUTIE MARK: a spiraling horn pointed straight up, crossed with a wrench and an Alembic. ***** STATUS: a research and engineering intern at Razorback Fortress in charge of handling routine Operator complaints, under permarenent contract. ***** OFFENSIVE ABILITIES: Basic Assault+3 Basic Parry+3 Basic Riposte+3 Expert Casting+7 ***** DEFENSIVE ABILITIES: Basic Block+2 Basic Evasion+2 Basic Reaction Speed+2 Basic Sprint+2 ***** UTILITY ABILITIES: Expert Alchemy+7 Basic Chemistry+4 Expert Crafting+5 Expert Enchanting+5 Expert Research+6 Expert Smith+5 ***** SPECIAL ABILITY: -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. Most suited to Alchemy, Archaeology, Enchanting, Imbuing, and certain forms of crafting. *Requires 1/3rd less Research when attempting to understand one of Spiral’s own Projects or Studies ***** UNIQUE ITEMS: -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. *Grants either a [1d6+8] 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. 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. 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!”) -Armor Value: 2DR -Armor Class: Ultra Light -Enchantmarents: 0/1 Slots remaining ***** PONIAL WEAPONRY: >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. 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. These sets, however, are considerably more difficult to produce as maintaining a uniform material coloration is necessary. 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. 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’. -Weapon Class: Light -Base Modifier: adds +2 to all Assault/Parry/Riposte rolls -Enchantmarents: 0/0 Slots remaining -Grants a 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. *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, ***** 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. ***** RELATIONSHIPS: -Lonestar: occasionally helped him make trade deals in Cairn Wharf and throughout the Moors. -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. ***** PONIAL ENCHANTMARENTS: 1/1 Slots remaining *************************************************************************************************************************************** Krinza (real name: unknown), Grandmaster Armorer & Weaponsmith: 120HP, 2DR Age: 27 Month of birth: February (Aware, Dry Wit, Dutiful, INQUISITORIALLY SANCTIONED, Hyper-Efficient, ELITE: Blacksmithing/Crafting/Enchanting, Moderately Single-Tracked, Rational, Savant, Studious, Watchful) ***** 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. 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. 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. *Dul has confirmed as much. ***** 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. 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. 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. While dealing with mostly batponies, Lann's own upbringing in the Moors taught her much about breaching traditions and customs, particularly those of unicorns. 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. 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'. 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. 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. 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) 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. Although further from his tools than he feels comfortable, the pair have come to enjoy the quiet together. ***** CUTIE MARK: a gold hammer laid atop a yellow-outlined, black anvil. ***** STATUS: grandmaster armorer, smith, crafter, and main enchanter for Razorback, under permanent contract via Tipper. ***** OFFENSIVE ABILITIES: Expert Assault+4 Expert Parry+4 Expert Riposte+4 Master Casting+9 Expert Elemarental Lance+7 ***** DEFENSIVE ABILITIES: Expert Block+4 Basic Evasion+2 Expert Reaction Speed+4 Basic Sprint+3 Basic Auto-Fire Resist+10 ***** UTILITY ABILITIES: Expert Alchemy+4 Expert Bartering+3 Master Elemarental Chemistry+6 Master Research+6 Basic Neighgotiation+3 ***** SPECIAL ABILITIES: -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. -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. *Grants a [1d6+11] roll -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. 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. *Grants a [1d6+10] roll *Allows Krinza to enhance and refine standard esoteric enchantmarents up to +4 *Allows Krinza to refine Lesser-ranked Eldritch, Planar, and Otherworldly enchantmarents up to +2 *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.”) -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. Krinza has, for all intents and purposes, greatly surpassed the Marquis by several margins. He does, however, still have MUCH to learn. *Grants a [1d6+11] roll *PATH FOCUS: can shape Changeling chitin with only 1/6th more work required ***** COMPLETED PROJECTS (4/10 acquired): -Human Alloys -Human Composites -Human Firearms -Scaling ***** UNIQUE ITEMS: >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. Most likely acquired from dubious sources considering blackened steel only comes from Stalliongrad. *Grants a [1d6+15] 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. A nine-tenths composite of tungsten and diamondine layered in sequential atomic alignmarents to produce exacting glyphs, sigils, symbols, letters, numbers, and more. The effects produced in this marener bear some similarities to Middle and Late Dynasty engravings. *Grants a [1d6+11] 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. Most likely acquired from dubious sources considered blackened steel only comes from Stalliongrad. *Grants a [1d6+12] 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. Greatly aids in her sewing with seamless interactions due to an enhanced form of marental diagram creation. *Partially modified by Krinza *Adds +1 to all Crafting rolls and grants an additional [1d6+9] 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. Heavily modified by Krinza. *Adds +2 to all Seamstress rolls and grants an additional [1d6+10] 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. 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." *Adds +2 to all BlockEvasion/Sprint/Swimming/Reaction Speed, Small Arms, and Iron Will rolls *When defending a Friend/Ally adds +2 to and grants an additional Block roll *Grants an additional Heavy Weapon roll in or on water >Superior Honor Before Disgrace: won't talk about it. *Adds +2 to all Assault/Parry/Riposte, Small Arms, Combat Rifle/Shotgun, and Heavy Weapons rolls *Grants an additional Heavy Weapon roll *Honor: 88 >Superior Five-Star Naval Doctrines: won't talk about it. *Adds +2 to all Leadership, Electronic Warfare, and Reaction Speed/Swimming rolls *Grants an additional Heavy Weapon roll in or on water *When near, in, or around water, adds +3 to all Perception/Scouting/Wilderness Survival rolls ***** SPECIAL ABILITIES: none, yet. ***** TERTIARY SKILLS: Expert Electronic Warfare Operator+3 Expert Gambler+1 Expert Instrument: Guitar+3 Master Naval Electronics+4 Master Naval Engineering+3 Master Naval Propulsion+4 Master Naval Tactics+3 Master Naval Weaponry+5 ***** TRADE SKILLS: Apprentice Batponies Apprentice Chemist Junior Crystal Empire Observer Engineer Observer Electronic Fabrication Junior Equestrian Arcane Magic Apprentice Germaneigh Graduate Human Navies Graduate Lunar Military Observer Minotaur Hegemony Graduate Oceanic Biologist Junior Naval Engineer Graduate Naval Tactician Teacher Razorback Company Junior Tartarus Isle Graduate The Ferron Clans Junior Unicorns ***** SKILL SPECIALIZATIONS: Bren, Long Term Heavy Construction Training: adds +1 to all Assault/Parry/Riposte rolls Hodch's Anti-Undead Studies & Field Demonstrations: adds +1 to all offensive rolls against Undead I Had To Kick Every Lishanki In The Face: adds +1 to all Block/Evasion/Sprint/Reaction Speed rolls Jeff, Master Ranger Firearm Training: adds +1 to all Ranged rolls Krinza, Razorback Hooves-And-Hands-On Manual Instruction, Basic Engineering, Smithing, and Explosives Proficiency: adds +1 to all Engineering & Explosive rolls ***** CLOSE COMBAT WEAPONRY: >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. In appearance an otherwise plain 20" military baton made from 6MM of hollow-forged Basilisk tungsten-steel composite, painted a standard gun metal gray. -Base Modifier: adds +4 to all Assault/Parry/Riposte rolls -Enchantment Slots: 1/3 remaining *Grants a [1d6+3] 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. 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. 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. 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. 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. 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. -Base Modifier: adds +3 to all Assault/Parry/Riposte rolls -Advanced Modifier: adds +5 to all Assault/Parry/Riposte rolls against Undead -Enchantment Slots: 1/3 remaining *Natural Hatred: allows full harm to occur when dealing with Spectrals, Revenants, Wraiths, and similar beings *Grants a [1d6+4] Two-Star Gunworks Mk11 P3 Semicoil: an SMG sized coilgun, vaguely patterned like the MP series of weapons. 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. Presumably developed for boarding actions. -Base Modifier: adds +4 to all Small Arms rolls -Magazine Capacity: 90/90 5MM Fragmenting T-Rods, comes with 3x 90-rod magazines in reserve -Armor Pierce: 4 -Optimal Range: 100M with a -1 penalty per 50M after this range -Maximum Range: 300M -TS8 Optical: adds +1 to all Small Arms rolls & +4 to a SINGLE Perception roll only when in use *Grants a [1d6+4] 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. Specifically intended for use on blue water vessels. -Base Modifier: adds +3 to all Combat Rifle OR Battle Rifle rolls -Armor Pierce: 3 -Magazine Capacity: 30/30 11x82MM FN40 Magnum -Optimal Range: 400M with a -1 penalty per 200M after this range -Maximum Range: 1000M -Attachment #1: 4x12 Scope: adds +1 to Combat Rifle OR Battle Rifle rolls & adds +2 to a SINGLE Perception roll only when in use *ERA: Post Orbital Age ***** PERSONAL ENCHANTMENTS: 2/3 remaining -Armor Charm: provides a natural +1DR ***** 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. ***** AGE: late 50's. ***** 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. 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. 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. 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. "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. 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!" *************************************************************************************************************************************** Malyne: 40HP, 0DR Age: 9 Month of birth: Panuary (Affectionate, Calm, Cheerful, Distrust: Magic, EXTRA INQUISITORIALLY SANCTIONED!!!, Humorous, Inquisitive, Kind, Level-Headed, Mischievous, Paranoid: Eldritch, Rational, Reserved, Thoughtful, Warm-Hearted) ***** APPEARANCE: a vaguely typical looking orange batfilly, though her coat, tail, and mane are incredibly fuzzy and refuse to be straightened out for long. 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. ***** 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. 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. 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. 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. 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. 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. 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. ***** CUTIE MARK: blank flank, and doesn't mind it at all. ***** RELATIONSHIPS: -Dancing Eyes: is highly friendly towards, but doesn't understand why she's a prisoner -Jeff: completely disregards the fact that he's a different species, and enjoys his company whenever around -Mercy: spends time with the Spirit Walker, mostly learning about the unusual threats she deals with often -Roust: thinks of the Vanguard as her second aunt. Especially loves hearing stories of the Crystal Kingdom/Empire and the Old Hive -Tipper: considers Tipper an older, much wiser sister, but knows enough not to ask about certain topics -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 ***** OFFENSIVE ABILITIES: Basic Assault+2 Basic Parry+2 Basic Riposte+2 ***** DEFENSIVE ABILITIES: Basic Block+1 Basic Evasion+2 Basic Flight+2 Basic Reaction Speed+1 Basic Sprint+1 Basic Counter Basic Screech+3 Basic Stealth+1 ***** UTILITY ABILITIES: Basic Bartering+1 Basic Carving+1 Basic Crafting Basic Neighgotiation Basic Sleight of Claw+1 ***** UNIQUE ITEMS: -Doll Hoard: has a MASSIVE collection of stuffed dolls, mostly from Lann's hoofwork, that fills two corners of the Library's playroom. Nearly all of them were bought by Belltower, though she's begun receiving new ones from Razorback's mare (and male human) contingent. Shows zero hesitation or remorse when deploying one onto somepony or someone. -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.”) Each one is specialized to produce specific cuts and allows Malyne a great deal of flexibility in trying to figure out optimal shapes. 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) *Grants a [1d6+4] Adds +2 to ANY roll involving the Rift Plane, whether in combat, out of combat, Lore or Trade Skill, or OTHERWISE related! >Mercy is now ALWAYS perceived to function 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! *There are NO exclusions to these requiremarents and MUST always be accounted for! ***** 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 the imbued knowledge sealed within the Spirit Walker's Wingblades. 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] White Pegasi Spiritist's Armor (Custom-Fit, Unique): a tightly woven silk and soft cotton armor formerly owned by Serra, AKA Serrated Thief. Now heavily customized and modified by Lann, colored in the same flat white as her coat. 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. 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. -Armor Value: 2DR -Armor Class: Medium -Enchantment Slots: 1/1 remaining -Defensive Enchantment #1: reduces all Elemarental damage by 1/4 ***** ????? RELIC WEAPONRY: >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. 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. 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. 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. -Melee Weapon Class: Light -Enchantmarent Slots: 0/3 -Base Modifier: adds +1 to all Assault/Parry/Riposte rolls -Offensive Enchantmarent #1: once per Operation grants a [1d6] 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. 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. 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. They also grant her the capacity to sense the normally hidden beings of those realms with relative ease. Unlike most sets of equipmarent dating back to that era, Spirit Walker weapons and armor were never cited or listed in records. *1 wingblade remaining in Jeff's possession. -Melee Weapon Class: Light -Enchantment Slots: 0/4 -Base Modifier: adds +2 to all Assault/Parry/Riposte rolls only against Otherworldly, Planar, Spectral, and Undead beings -Defensive Enchantmarent #1: adds +2 to all Block rolls -?????: grants Auto-Ambush and Auto-Stealth -Utility Enchantmarent #1: Safe Passage; allows Mercy and up to 2 ponies or Operators to enter the Underdark, Overdark, or the Void as an Ally -Utility Enchantmarent #2: Grandmaster Sticky ***** RELICTED CONSTRUCT SYMBIOTE: >????? (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. 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. 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. 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. 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. 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. 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. *Negates ALL Ethereal damage and effects *Ignores 2/3 of ALL damage from blood magic *Ignores 1/2 of ALL blood magic effects *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 *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 -Armor Value: 60 Armor -Armor Durability: 4DR -Base Modifier: adds +4 to all Heavy Weapons rolls, but only for this weapon system! -Armor Pierce: 4 -Optimal Range: 50M with a -1 penalty to all rolls per 50M beyond this range -Maximum Range: 150M *Grants a [1d6+6]