*************************************************************************************************************************************** ELEMENTS: elements are melee only enchantments used in combat for additional damage and/or effects. Certain elemental or non-elemental abilities have subtypes, a category of basic level effects, or secondary effects that only become present when specific circumstances are in effect or when conditions are absolutely proper.   NOTE #1: attacking an elemental being with it's opposing element deals either DOUBLE, TRIPLE, or QUADRUPLE damage depending on the enemy's size, resistance, and other factors. Operators and NPC's may also activate elemental effects of a weapon, without attempting to touch a target, to intimidate oppositely aligned elemental opponents.   NOTE #2: when attacking with an elementally enchanted melee weapon, an Operator or NPC may choose to NOT utilize the element, if they would prefer.   NOTE #3: offensive elemental or non-elemental enchantments & attacks may ONLY gain additional bonuses from Fire On My Target, Dante's Unique, or the use of Marker, an alchemical debuffing item.   ***** >OFFENSIVE ELEMENTAL ENCHANTMENTS: -Air: creates pressurized, penetrating or slashing blasts of air that may stagger or wind an opponent with a small chance of causing kinetic trauma. Extremely difficult to block or evade due to it's extreme speed. Extremely effective against fragile targets, particularly effective against unarmored targets, but does little against armored, Spectral, or Undead beings.   -Earth: increases the weapon's natural weight, delivers shards or chunks of stone, or causes localized shockwaves that may stagger or Stun an opponent, often causing kinetic trauma, and can severely damage armor or weapons. Particularly effective against slow, armored, fragile, and Undead targets, but does little against Spectral beings.   -Ethereal: a unique Crystal rune based offensive effect, similar to standard enchantments, that breaches the spectrum between the Ethereal Plane and Tallus, causing extensive non-elemental fracturing of a target's body, armor, or weaponry. Deals excessive harm to Otherworldly, non-Ethereal Planar, Spectral, and Undead beings, but does little against purely elemental beings.   -Fire: forms varying scaled fiery effects on a weapon, may cause additional burns over time, damage and ruin armor, and can set objects ablaze or melt them. Particularly effective against unarmored, lightly armored, and living targets, but does little against Spectral beings.   -Force: acts and functions similarly to psychokinetic shockwaves, instead utilizing arcane gravitational alignment and pull. May heavily stun an opponent, and can be used to move, shove, or destroy objects. Extremely effective against living and fragile targets, but does little against Spectral beings.   -Ice: may slow down an enemy, cause frostbite or freezer burn-like effects, significantly weaken parts of an enemy's body or armor, and can be used to freeze objects. Particularly effective against unarmored or heavily armored targets, but does little against Spectral beings.   -Lightning: may be used to disrupt arcane artifacts, damage wards or shields, and stun opponents. A melee weapon with an offensive Lightning enchantment can be used to stun an enemy using Tazer rules, and may also be used without dealing damage by simply touching the target and activating the element; after being stunned, or failing to be stunned, the target will be immune for 3 rounds. Particularly effective against living beings and Planar Constructs, but does little against Spectral or Undead beings.   -Poison: recipients of poison may become sickened and lose some of their physical strength. Normal poison deals it's damage the NEXT turn. Lethal or Mystic Poisons deal their damage the same turn as activated. Extremely effective against living targets, but does nothing against Ethereal or Void beings, Planar Constructs, Spectrals, and Undead beings. >SUBTYPE: Acid: intended to weaken and damage armor or weapons, causes additional damage to hardened or very soft targets. Extremely effective against all living targets, does little against Spectral beings.   -Void: may cause random forms of harm, disintegrate body parts, and can severely damage to armor and weaponry. Deals excessive additional harm to fragile and non-Void beings. Highly effective against all living and non-living beings, does not effect Void based creatures, and has been noted to cause beneficial effects on beings from the Vortex plane. >SUBTYPE: Shadow: a weaker form of Void that causes instant harm to an affected area, most often in the form of flesh, bone, or material splits and fractures. Effective against all living and non-living beings, but has great difficulty overcoming heavy armor.   -Water: may slow down an enemy from additional weight, cause kinetic trauma, or put out physical fire; if mystical water, then may put out mystic-based flame effects. Moderately effective against all targets, but does little against Spectral or Undead beings.   ***** >STANDARD PERSONAL ENCHANTMENTS: non-weapon enchantments are used to improve the protection of armor and equipment, allowing an Operator additional abilities that they are not capable of performing themselves, such as granting elemental resistances, limited float capacity, automatic defensive abilities, and much more.   -Float: a variable strength enchantment that reduces or nullifies the weight of it's bearer, allowing one to remain a certain distance above solid objects and ground with a potential chance for limited directional and controlled flight depending on speed and strength of the enchantment. May provide Movement or Stealth bonuses if the enchantment is performed by a Grandmaster ranked Caster, or a Crystal pony ranked Superior or higher.   -Slowfall: an enchantment that slows one's velocity from falling with mental command, and will automatically stop it's bearer from crashing into solid objects, ground, or floors. This effect cannot be overridden and will always prevent a crash landing.     ***************************************************************************************************************************************                                           CURRENCY STORED IN THE ENCLAVE:   Bits: 3,079,800 Bits. Gems: 2,497,730 Bits worth, at current Crystal Empire exchange rate.   ***************************************************************************************************************************************                                           PERSONAL ARTIFACTS:   -Princess Cadence's Primary Feather: owned by Lont. Roll [1d6+3] to summon, result is number of turns Cadence may aid in combat.   -Princess Luna's Primary Feather: 1 owned by Clemency, Jeff, and Twisted Wing. Roll [1d6+3] to summon, result is number of turns Luna may aid in combat.   -Princess Luna's Primary Feather, TEMPORARY: 1 owned by Lont, (9 uses remaining). Roll [1d6] to summon, result is number of turns Luna may aid in combat.   -Queen Chrysalis's Wing Scale: 1 owned by Hollow. Roll [1d6] to summon, result is number of turns Chrysalis may aid in combat.   -Queen Chrysalis's Wing Scale, TEMPORARY: 1 owned by Lont, (8 uses remaining). Roll [1d6] to summon, result is number of turns Chrysalis may aid in combat.   -Twisted Wing's Primary Feather, TEMPORARY: 1 owned by Lont (1 use remaining). Roll [1d6] to summon, result is number of turns Twisted Wing may aid in combat.   -Twisted Wing's Primary Feather: 1 owned by Clemency. Roll [1d6+3] to summon, result is number of turns Twisted Wing will aid in combat.     ***************************************************************************************************************************************                               ARCANE ARTIFACTS:   ***** Negative Onyx, The.   Appearance: the Negative Onyx is a piece of enchanted black onyx, masterfully cut into a perfect teardrop shape and enchanted with powerful, arcane magics. There are absolutely no imperfections on it's surface, and it seems to be indestructible by normal means.   HISTORY: the Negative Onyx is a magical artifact which possesses no sense of being, merely having been programmed with a set of actions and directives. It possesses the ability to absorb all manner of negative thoughts and energies, effectively being an endless source of positive thinking and power. While there appears to be no immediate side effects, nothing has been documented, though the short term side effects are generally very mild negative thought draining, rendering a person incapable of being in a bad mood. The Negative Onyx was created at least thousand years ago, but was lost shortly after through unknown events. It resurfaced when it was discovered by Filth in the snow, encased in a block of ice. There does not appear to be any way to extract the negative power from the Onyx, further research is required to understand more. There are limits to the amount of energy it can absorb, however, a significantly traumatic event may produce more negative energy than the Onyx could absorb at once. Beings that possess large amounts of negative energy within them, are also unaffected by the Onyx. It's possible that lesser negative beings could be absorbed by the Onyx. It is known only by those who have done extensive research on old and lost magical artifacts, and only then by those who know where to look as it has long since been forgotten by the world. Very few mentions of it are made although there is evidence of it having been used in several events throughout known history. Those that do know of it have little idea of its true potential. However, any being, with or without a connection to magic is able to feel the power of the Onyx. Simply being around it makes living beings, especially ponies, happier, and the atmosphere lighter and more serene in general.   CURRENT LOCATION: presumably somewhere in Canterlot.     ***************************************************************************************************************************************                                   TROPHIES:   ***** Clemency: -Bellepheron's Head. The head of Bellepheron, former Empire Crystal pony stallion, a singer-turned-assassin. The flesh and blood has become a purple diamond-like crystalline substance, the eyes still shining brightly in focus, his lips still carrying the hint of a smile.   -Ethereal Crystalline Fragment. A piece of Champion Belregard's arm, fractured off by the Executioner Blade before evacuating itself and the Moss-Wisp. It's strangely light in comparison to his shield. Considered a token, not a 'true' trophy, by Twisted Wing, as Belregard still exists.   ***** Hollow: -Marrowgrin's... Dick. A 20" long and 4" diameter severed minotaur slaver's bovine dong, long since dried out and oddly well preserved. Unsurprisingly, it's roughly a foot shorter than most minotaur penises.   ***** Jeff: -Deep Forest Boar Horns & Tusks. A pair of blunt, cone-shaped blackened horns, 1' in length and twice the width at the base, as well as two pairs of 7" and 9" long curved tusks, the curve itself being a smoothly transitioned blade.   ***** Pikeman: -Sevrit's Wings. These 8' long dusky silver wings, mounted on an Anfang shield as tribute by Huntsmaster Cu'Nir, are all that remain of the cannibal gryphon Sevrit, former Warlord of the Vale.     ***************************************************************************************************************************************                               ELEMENTAL CORES:   ***** The Ice Core, Elemental Being: 1000HP, 20DR (WARNING: FIRE BASED ATTACKS NEGATE DR AND DO QUADRUPLE DAMAGE!)   (Blunt, Curious, Direct, Dry Wit, Intellectual, Knowledgable, Logical, PRIMAL ELEMENTAL, Powerful, Savant, Watchful)   APPEARANCE: a small, palm-sized blue orb with a tiny pulsing light in the center, weighing about a pound.   BIOGRAPHY: currently unknown. It travels either by rolling around on in it's snowball shield, or floating. Immensely powerful, the Ice Core is a curious little being on a constant quest for knowledge. After finding the Operators, and consequently getting into a scrap with them, it has chosen to remain and observe them. And observe them it does!   STATUS: has taken up a spot in the mess hall by forming a walk-in freezer behind the split-oval cooking stations, allowing itself a suitable location to watch the interesting beings and events in the Fortress.   ABILITIES: Basic Stealth+3, Expert Core Perception+10, Master Casting+10, Master Research+15   SPECIAL ABILITIES: -Grandmaster Flash Freeze: the Ice Core is capable of charging and directing a controlled blast of negative temperatures that can only be called absolute zero, flash freezing anything unlucky enough to take the full brunt of it with 4x [1d6+10] rolls.   -Snowball Shield: after creating a snowball around itself of varying size, the Ice Core uses this to roll through wintery landscapes unseen, or to plow through whatever decides to be foolish enough to get in front of it. This also allows the Ice Core the ability to manipulate snow and ice within a wide area, letting it crush virtually anything it catches inside with 4x [1d6+10] rolls.   CORE ABILITIES: Core Link. When in direct contact, two or more Cores may join forces and energies to directly empower one Core in particular, gaining +10 to ALL rolls for each Core linked in this manner.     ***************************************************************************************************************************************                             ALLIED SUMMON ARTIFACTS:   ***** The Nightblade, AKA 'Alice', Void Diver: 400HP, 8DR (+3DR from Void Plating)   APPEARANCE: contained in a black and purple pendant created by Luna from kanpri and blacksteel, with her Mark on one side, the other face taken up by the symbol of the Lunar Guardians: a lance, sword, and axe crossed atop a tower shield. When worn, adds +2 to all in-combat Stealth rolls, and converts all Stealth rolls into Auto-Stealth when in dark conditions, as 'Alice' refuses to lend her aid when there's any noticeable light nearby.   'Alice' is a black, purple, and gray colored six-legged sentient feline from the Underdark, her species commonly called a Void Diver. Each paw has eight 15" long, straight bladed claws for tearing into enemies, and are naturally infused with minor Void energies to inflict additional harm. Her double diamond-slitted purple eyes allow her to view the Underdark and spectral dimensions with ease, as those are the only hunting grounds of her kind. This particular Void Diver is fully mature, being 9' tall at the top of her head when standing upright, and 15' long from nose to rear legs, not including a 12' long, two-pronged and segmented prehensile tail capable of snaring enemies and holding them, or crushing smaller targets outright. Protected by her thin, ablative segmented armor, Alice can move rapidly and freely in four dimensions, the natural armor shielding her from some elemental effects and damage, though it has a tendency to flake and crack under damage, and will be torn off or discarded if it begins hindering her movements any.   BIOGRAPHY: found and recovered in an ancient Moors Arena before dealing with a Vitriole Drake, one of four parts to the Night Blade's set, including Risk. Contained in a pocket dimension created and stabilized by the Nightblade pendant Jeff wears, 'Alice' can be communicated with via mental communication translated by same pendant, and has a very curious, albeit lazy, nature.. except when it comes to hostile Spectral or Undead beings that she normally refers to as 'pests'. While she would rather remain in fluid sleep when Jeff has not transitioned into the Underdark, Alice is extremely simple minded, preferring the ka (or essence of beings, often called a soul on human worlds) of Undead creatures to consume in order to maintain her form when summoned into physical states of existence. Has a severe dislike of small creatures, as they're very difficult for her to strike accurately. Roll [1d6] to summon her, the result being the number of turns she will enter the material or Void spectrums, once every other Operation. Currently in Jeff's possession.   ABILITIES: Resist Damage+5, Master Melee+20 + Void Surge+6   SPECIAL ABILITIES: -Phase-Shift: an ability both central and vital to Void Divers, 'Alice' is capable of disappearing and reappearing in a manner very similar to teleportation. This ability allows her to negate harm or move large distances by diving into the Void for a brief amount of time, utilizing 2x [1d6+8] rolls that cannot be interrupted.   -Taunting Howl: unlike most species of the Void, 'Alice' has little concern for remaining undetected, and is extremely proud of her ability to generate unheard of amounts of hostility to herself for the sole purpose of causing chaos by meowing, hissing, or screeching in manners so annoying, frightening, or simply grating to the nerves that most opponents will abandon their attempts to harm others and target her exclusively. Roll [1d6+4], the higher the result, the greater the chance that a selected enemy, or enemies, will focus their attention on her alone.   -Void Call: drawing from the potent energies suffused across the entirety of Tallus, 'Alice' is capable of creating a small, localized Void disturbance with a [1d6+10] roll, able to either suppress the effects of casters and psions on herself or a chosen ally, or focus harm onto a single target.. though this may also occur whenever she sneezes on the material plane, which is a fairly common occurrence.   -Void Eye: a unique ability inherent to all Void Divers and numerous other Void beings that allows them to view Otherworldly, Spectral, Void, and other incorporeal forces and beings with a [1d6+4] roll. While the outlines of living beings can be seen, little physical information can be acquired in this manner, instead allowing her to see non-physical imprints and glean information from this form of sight.   -Void Gate: calling on her innate connections to the Void, 'Alice' can create a localized rift with a [1d6+20] roll, bringing forth either a surge of powerful, chaotically fluctuating energies, or summoning one or more of her nearby Underdark allies to attack all hostile targets present in a 20M area.   ***** Yellow Naghtmare Core #3/4, Rosan: 350HP, 4DR.   APPEARANCE: this particular Naghtmare is a long deceased, solidly built and soft yellow coated earth pony mare, her eyes a flickering yellow and constantly emitting traces of acidic smog. Naghtmares are half-living, half-dead ponies, given a transient and partially elemental existence via Princess Luna's early experiments with conjuration, mysticism, and necromancy. When freshly brought forth from her core into the physical realm, Rosan is easily capable of holding her own against multiple living targets as she does not feel pain, and is technically immortal. Infused with several acidic capabilities, mainly meant for defeating armor, Rosan has an inherent elemental slowfall-float function due to said infusions, appearing as a swirling cloud of noxious yellow fumes connected to her hooves.   BIOGRAPHY: Rosan lived, and died, during a span of time before the Lunar-Solar War. Her allegiance from that era is unknown, though she lived in a place she calls 'Canterlot Village'. Originally found trapped in one of Marquis Spiral's tomes in Canterlot Underground, Rosan was released by Bill in a zombie-like state, her temporary body and mind having degenerated to the point of complete hostility. Taking over and commanding Bill for a short period of time, she was brought down by a number of Operators afterwards, along with Twisted Wing's aid. Bill carried Rosan's core with him for some time, though the two were unable to function interdependently, leaving Rosan stuck and unable to think freely. Eventually freed by Discord, realizing the two needed to be separated, Rosan was able to recover. A depression stemming from Bill's late suicide in Canterlot has grievously shaken her, diminishing much of her resilience and abilities, and she refuses to speak for long, whether due to contact or self-imposed isolation is unknown. Roll [1d6] to summon her, the result being the number of turns she may last in reality once every other Operation; out of Operation, the result is the number of hours Rosan may last in reality once per day, though she will not need to regenerate or recuperate otherwise. Currently in Dante's possession.   ABILITIES: Resist Damage+1, Taunt+4, Basic Speech+2, Expert Melee+10 + [1d6+6] Currently: none, Dancing Eyes instead refers Razorback members to Amerose in the Enclave.     ***************************************************************************************************************************************                            ITEMOLOGY NOTES:   #1: Artifact refers to a weapon or armor that cannot be damaged easily, and requires immense amounts of harm done to be destroyed. If left alone, the largest piece of an Artifact will repair itself completely over the course of 12 hours.   #2: Custom-Fit refers to a weapon or armor being difficult for those that are not the current user to utilize.   #3: Eldritch refers to the 'weapon' or 'armor' actually being a living being in physical form, hailing from other dimensions, realms, and spectrums.   #4: Permanent denotes a weapon or armor that cannot be permanently damaged or destroyed by most means, whether physical or otherwise.   #5: Two-Handed refers to a weapon, whether ranged or melee, that is generally too long or heavy to be used in one hand, though those with far greater than normal strength suffer no ill effects from using such a weapon with one hand.   #6: Unique simply means that the weapon cannot be truly copied, as any copies would lack certain knowledges of it's creation or peculiarities, and can be easily identified as forgeries.   #7: The various -Forged designations denote a very specific material, means of creation, or an item used in the weapon's construction, some of which are viewed as highly positive by certain factions, others of which may be seen negatively.   #8: Personal refers to a weapon that has been well used by an individual, and due to wear and personalization would be extremely difficult to NOT distinguish from other copies of the same model.   #9: ALL ROLLS GRANTED BY ITEMS ARE NOT SUBJECT TO GAINING ADDITIONAL MODIFIERS, UNLESS OTHERWISE NOTED! This does NOT include offensive elemental enchantments that are counted towards gaining additional bonuses from Dante's Unique: 'Fire On My Target'.   ***************************************************************************************************************************************                             Aaron Ashley (Retired):   ***** >ARMOR: -Kevlar Vest: provides 1DR to the chest.   ***** >MELEE WEAPONRY: -Combat Knife: unenchanted.   ***** >RANGED WEAPONRY: -Recurved Hunting Bow (Archery Weapon Traits: Custom-Fit, Personal): a traditional bow for hunting deer, elk, and even large predators if one is feeling particularly adventurous. Has an optimal range of 50M with a -1 penalty per 30M beyond this range, and a 140M maximum range. >SPECIALIZED AMMUNITION TYPES: -12x Standard Broadheads: adds +1 to all Archery rolls.   -Sig Sauer P226 in 9MM (Small Arm Weapon Traits: Personal): a standard sidearm for most anyone, though it's caliber is a bit weak in comparison to modern cartridges. Adds +2 to all Small Arms rolls, has a 50M optimal range with a -1 penalty to all Small Arms rolls per 25M beyond this range, and a 100M maximum range.   ***** >COMMON ITEMS: Binoculars, 1x Canteen, Cleaning Kit, Compass, Gas Mask, GPS, L-Flashlight, Map, Messkit, Multi-tool, Sewing Kit, Sleeping Bag, Steel & Flint, Wrist Watch, Zippo Lighter.   ***************************************************************************************************************************************                             Bullsworth (RETIRED):   ***** >MELEE WEAPONRY: -Basilisk Fangsword (Weapon Traits: 2/2 Enchantment Slots remaining, Artifact, Basilisk Slayer, Unique): a 20" long tungsten blade composed of a basilisk minor's primary fang with two 4" guards and an 8' handle. Adds +2 to all Melee rolls and Ignores Basilisk DR.   ***** >UNIQUE ITEM: -Unlimited EMS bag. Seems bottomless when not looking in.     ***************************************************************************************************************************************                             Bubba:   ***** >ARMOR: -Kevlar Helmet: provides 1DR to the head.   -Plate Carrier Vest: provides 1DR to the chest.   ***** >MELEE WEAPONRY: -Permafrost Hookblade (Weapon Traits: 2/3 Enchantment Slots remaining, Artifact, Rune-Forged, Unique): a 30" long bluesteel billhook, a type of sword with an upswept curved tip leading to a long armor piercing spike, with a 9" ironwood hilt wrapped with frost drake hide, and two short runic steel guards. One of two formerly owned by Lord Sevrit of Anfang before his timely execution, it's unknown as to which gryphon smith created these several centuries ago, but it's fairly likely that their descendant really doesn't want to admit as much. Adds +1 to all Melee rolls and grants a [1d6+1] RANGED WEAPONRY: -M1 Garand (Battle Rifle Weapon Traits: Personal): a classic semi-automatic G.I. battle rifle used during World War 2 eras on most human worlds, fed from a uniquely shaped 8 round compression clip. Comes with a bipod and a hard-to-remove bayonet. Can be used as a Melee weapon, adds +2 to all Battle Rifle rolls (+3 if using bipod), has a 500M optimal range with a -1 penalty to all Battle Rifle rolls per 300M beyond this range, and a maximum range of 1,100M.   -Heckler & Koch USP (Magnum Small Arm Weapon Traits: Personal): a full sized frame, newer generation alternative to the 1911, chambered in .45ACP and intended to replace the venerable Colt M1911, although it was never able to. Adds +2 to all Small Arms rolls, has a 60M optimal range with a -1 penalty to all Small Arms rolls per 25M beyond this range, and a 120M maximum range.   ***** >UNIQUE ITEMS: -Advanced Lockpicks: 4 sets of human-sized lockpicks made from a tungsten-titanium composite on a titanium ring, featuring 12 specific tools for defeating tumbler, wire, and snare type locks. Adds +2 to all Thievery rolls when lockpicking.   -Stealth Boots: a custom pair of replacement boots made by either Kraut and Spiral, imbued with small traces of the Underdark's notorious 'quiet' influence. Adds +1 to all non-combat Stealth rolls.   ***** >COMMON ITEMS: Gas Mask, Night Vision Goggles, Playing Cards, Remote Detonator, Skillet, Thermal Goggles.   ***** >EXPLOSIVES: 2x of each M67 Frag & C4 Brick.   ***** >MEDICAL ITEMS: 1x Antibiotics, 2x Bandage Rolls, 2x Emergency Medical Pouches, 1x Morphine Syrettes, 1x Painkillers, 1x Wound Dressing     ***************************************************************************************************************************************                             Captain Swe:   ***** >ARMOR: -Ancient Manganese Minotaur Trousers: a disheveled piece of Minotaur armor found in one of the many first floor rooms in the unearthed temple, once belonging to an ancient warrior that was cornered and killed. These leggings rose back to life, possessed by either the undead Minotaur or another haunting entity, and after swiftly (and literally) kicking Swe's ass the first time around, it was defeated the second time, its deteriorating remains claimed as his prize. If properly reforged, will provide +2DR and negate blunt force trauma.   -Ancient Manganese Minotaur Helmet: a disheveled piece of Minotaur armor found in one of the many first floor rooms in the unearthed temple, once belonging to an ancient warrior that was cornered and killed. If properly reforged, will provide +2DR, negates blunt force trauma, and add +1 to Melee rolls if used to headbutt an opponent.   -Kevlar Helmet: provides 1DR to the head.   -Runic Iron-Plate Vest (Armor Traits: 3/3 Enchantment Slots left, Rune-Forged, Unique): provides 3DR. Swe's original standard armored vest, heavily reinforced with runic iron plating for enhanced upper body protection without sacrificing movement. Considered normal Vest.   ***** >MELEE WEAPONRY: -Runic Tyrant-Slayer Bearded Axe (Weapon Traits: 2/3 Enchantment Slots remaining, Artifact, Rune-Forged, Two-Handed, Unique): adds +2 to all Melee rolls, grants an extra Block roll, and grants a [1d6+1] RANGED WEAPONRY: -AK5 in 5.56x45MM NATO (Combat Rifle Weapon Traits: Personal): a Swedish built combat rifle based off the Fabrique Nationale FNC, ordered by the Government to replace it's aging rifles. Comes with an attached foregrip and a red laser sight for greater accuracy in close combat. Adds +2 to all Combat Rifle Rolls (+3 when using laser sight, laser sight has a maximum range of 200M), has an optimal range of 300M with a -1 penalty to all Combat Rifle rolls per 100M beyond this range, and a maximum range of 800M.   -FN FiveSeveN in 5.7x28MM FN (Small Arm Weapon Traits: Personal): a small framed pistol intended for use as a replacement for the Beretta M9 and it's many variants, using a proprietary, light armor-piercing caliber for short ranged work. Comes with a flashlight attachment for night work. Adds +2 to all Small Arms rolls (+3 when using laser sight, laser sight has a maximum range of 200M), has an optimal range of 50M with a -1 penalty to all Small Arms rolls per 25M beyond this range, and a maximum range of 100M.   ***** >COMMON ITEMS: Binoculars, Cleaning Kit, Compass, Headset, Gas Mask, Goggles, Headset, Map, 2x Rope, Wrist Watch.   ***** >EXPLOSIVES: 2x Flashbang, 3x each of Shrapnel & 3x Smoke.     ***************************************************************************************************************************************                             Clemency:   ***** >ARMOR: -Armor Ribbon's Flight Helmet (Armor Traits: 1/1 Enchantment Slots left, Advanced, unique): provides 2DR to the entire head. A unique low-visibility, armored head's up display helmet that allows Clemency to mark and identify enemies, allies, and neutral targets to other Operators once the Radar function has been used. Comes with an advanced integrated radio command and control suite with a self-contained gas mask. Adds a +3 MELEE WEAPONRY: -Crystal Execution Kukri (Weapon Traits: 2/3 Enchantment Slots remaining, Crystal-Forged, Unique Legendary Permanent Artifact): a 180% larger version of a traditional kukri, this weapon was forged by Spiral from a pair of Imperial crystalline blades, and purposefully created to Twisted Wing's exacting Starborn weaponry standards. Pegasi inscriptions cover the diamondine coated handle, with a caricature of Twisted Wing in Lunar Guardian General armor emblazoned on each facing, smirking on one side of the blade, and her younger self smiling cheerfully on the other. Enhanced by Naliyna with an Imperial rune of the Ethereal plane, this weapon deals full damage to incorporeal beings, even those outside the physical spectrums. Adds +2 to all Melee rolls and grants a [1d6+1] RANGED WEAPONRY: -Colt M1911 (Magnum Small Arm Weapon Traits: Personal): a modern upgrade of the venerable 1911 .45ACP, with tighter tolerances, slightly better handling, range, and ergonomics. Adds +2 to all Small Arms rolls, has an optimal range of 60M with a -1 penalty per 25M beyond this range, and a 150M maximum range.   -SPAS-12 (Shotgun Weapon Traits: Personal): a modern improvement on previous military type pump-action designs, the SPAS was also developed with a semi-automatic function in mind to allow flexibility in it's usage. >SPECIAL AMMUNITION TYPES: #1: buckshot and flechettes have an optimal range of 50M with a -1 penalty to all Shotgun rolls per 10M beyond this range, and a maximum range of 80M. #2: darts and slugs have an optimal range of 80M with a -1 penalty to all Shotgun rolls per 20M beyond this range, and a maximum range of 140M. #3: finned darts have an optimal range of 120M with a -1 penalty to all Shotgun rolls per 20M beyond this range, and a maximum range of 160M.   ***** >COMMON ITEMS: L-Flashlight, Map, Multi-tool, Torch, Radio.   ***** >EXPLOSIVES: 2x Flashbangs, 3x each of Molotov Cocktails & Shrapnel, 4x Smoke.   ***** >MEDICAL ITEMS: 1x Emergency Medical Pouch, EMS Bag.   ***** >UNIQUE ITEMS: -Ambusher's Return Flight Seal: a small white and blue coin, the same size as a 100 Bit gold piece, with a pair of white iron pegasi wings melded on the opposite edges. The white face depicts a pegasi ambusher with a twin-beamed lance diving downwards, the blue face displaying the same ambusher covered in bandages and returning without it's lance. When enchanted to a living being, this archaic seal imbues the owner with an exceptional slowfall-float enchantment. Adds +2 to all Movement rolls if Clemency does not attack that turn, and grants the ability to either float or utilize a limited form of flight up to 10 feet above any solid object at any time. Permanently enchanted to him.   -Bloodstone: a small teardrop shaped bloodstone with an infused regenerative enchantment, created by a Grandmaster Crystal Singer of the Starborn, though most are created in the Empire. When enchanted to a living being or armor, the owner gains +1HP/turn. Currently enchanted to his armor.   -Circle of the Unbroken Mind: a circle engraved on a crystalline coin that resonates a nearly impenetrable background hum and distortion, preventing mental intrusion from psions, Eldritch, Otherworldly, Planar, or Spectral beings, as well as other methods of mental contact. Also adds +1 to all Iron Will rolls. Permanently enchanted to him.   -Defencer's Rune Shield: somewhat smaller than a buckler, this is a three-pronged crystalline shield meant to be attached as a frontal chest plate on Imperial Warden armor, covered in multiple runes that provide additional protection from beings unnatural to Tallus. Reduces all damage from Eldritch, Otherworldly, Planar, Spectral, and Undead beings by 1/4. Currently enchanted to his armor.   -Flawless Moon Orb: a flawless sphere cut from the Hall of Tartarus, one of the enormous structures within Luna's Citadel on Tallus' moon, typically given to Lunar Guardian Nightblade elites and a requirement for all Starborn to carry as a means to contact and directly speak with the Nightmare during missions. Currently owned by him.   -Luna's Vintage Moor Wines: a collection of uniquely flavored vintage Moor wines, brewed by Luna herself once per year. 10/12 remaining.   -Lunar Shard: a 5" long triangular fragment from the Moon, a remnant from the Citadel's construction. Unlike the other pieces of the Moon, these hold no special powers, and are given by Luna as a token of appreciation to those whom have served her children honorably. Currently owned by him.   -Riftseeker Armor Plate: a 2'x2' bright orange plate taken from a Riftseeker, the second largest known Rift construct to have been encountered on Tallus. While the alloyed armor used to create the physical forms of Rift constructs is impossible to replicate, they provide exceptional protection for armor against casters and others skilled in directed esoteric abilities, returning a portion of said harm done using a unique electromagnetic gravitational effect that is capable of bypassing shielding, striking most attackers unerringly. When enchanted to armor, grants a [1d6+X] M-S.O.L.G. ABILITIES: -Small Mass Driver: an electromagnetic mass driver that delivers a 5-pound tungsten rod at approximately 2,400MPH, capable of outright annihilating a superheavy tank or even the hardiest of super-bombers. Ammunition remaining: 20/20, utilizes a [1d6+40] roll, up to twice per Operation.   -Medium Mass Driver: an EM mass driver that delivers a 10-pound tungsten rod at approximately 2,200MPH, capable of flattening an underground bunker or destroying the majority of a large mansion. Ammunition remaining: 10/10, utilizes a [1d6+60] roll, and can be deployed once per Operation.   -Large Mass Driver: an EM mass driver that delivers a 20-pound tungsten rod at approximately 2,000MPH, capable of flattening a colossal mansion or collapsing all but the largest naval ships. Ammunition remaining: 4/5, utilizes a [1d6+100] roll, and can be used once every other Operation.   -Space-borne Missile Racks: two fire-and-forget micro-QAAM missile racks, and two guided heavy micro-SAAM missile racks remaining in reserve, located on starboard and port rack arrays. These missiles have no targeting solutions and are only used to defend the M-S.O.L.G. against space-borne threats.   -Tactical Laser System: a large component of the M-S.O.L.G.'s weapons array, this TLS is virtually the same used by the highly experimental prototype FALKEN, a superiority aerofighter, featuring a second-of-angle firing solution guided by either the 40MM aperture lens or a pilot helmet's built in targeting software. The M-S.O.L.G.'s thorium reactor, along with it's solar collecting sails, are required to unleash this fearsome weapon, though it's smaller size means it cannot effectively target and destroy as much as the original was capable of. When deploying the TLS, from one to five targets may be isolated and registered as hostile, whereupon the M-S.O.L.G. will delegate 5x [1d6+20] ARMOR: none.   ***** >MELEE WEAPONRY: -Hatchet: unenchanted.   ***** >RANGED WEAPONRY: -Makarov PB-1 (Small Arms Traits: Personal): an aging, small framed semi-automatic pistol using the 9x39MM cartridge, designed specifically to use an advanced (for the time) suppressor for assassinations, although it's range greatly suffers. This weapon is 60% suppressed, requiring a roll of 7 or higher on Perception to determine the direction fired from, adds +2 to all Small Arms rolls, has an optimal range of 30M with a -1 penalty per 20M beyond this range, and a maximum range of 70M.   -RPG-7 (Heavy Weapon Traits: Bulky, Heavy, Personal): an old, mostly maintained rocket-assisted grenade launching system, heavily worn and showing it's age. Comes with 2x single-stage warheads, and 4x two-stage warheads. Adds +1 to all Heavy Weapon rolls, has an optimal range of 200M with a penalty of -1 to all Heavy Weapon rolls per 100M beyond this range, and a maximum range of 800M.   ***** >COMMON ITEMS: 2x Canteens, 4x Chemlights, Gas mask, L-Flashlight, Multi-tool, Plutonium Core, 2x Road Flares, 3x Rolls of Rope, Thermal Mono, Tool Box, Water Canister.   ***** >MEDICAL ITEMS: EMS Bag, 2x Vodka.   ***************************************************************************************************************************************                             Dante:   ***** >ARMOR: -Blackened Regal Heart's Fear Armor (Armor Traits: 0/3 Enchantment Slots left, Custom-Fit, Eldritch-Forged, Unique Legendary Eldritch Artifact): provides 4DR, adds +1 to all non-combat Stealth rolls in dark conditions, adds +2 to all Intimidation rolls via the Heart's Fear, and grants 2x [1d6+6] MELEE WEAPONRY: -Cretalva Twinblade (Weapon Traits: 0/3 Enchantment Slots remaining, Cretalva-Forged, Glyph-Carved, Unique Legendary Permanent Artifact): a 4'8" long shaft of kanpri and lightweight Gozkan steel attached to a pair of partially serrated 2' blades, a single large spike protruding from the rear of each in order to balance out this weapon's weight and unique shape. While dual-bladed weaponry such as this are typically difficult to perform effective attacks with, Krinza introduced a number of engineering principles to control it's sweep and arc strikes by thinning and lightening the blades slightly, allowing a perfect center of balance in the exact center of the haft. Later splitting the haft in half, Krinza carved a deep V-notch into each new hilt, allowing Dante to disconnect the twinblade and use each as a hafted blade, despite their awkward length. Adds +4 to all Melee rolls, Armor Pierce 2 (negates 2DR), grants a [1d6+2] RANGED WEAPONRY: -Mk. I Magnum Research Desert Eagle (Magnum Small Arm Weapon Traits: Personal): a heavy, worn, well maintained semi-automatic pistol in .44 Magnum from the previous generation, Dante's personal sidearm. Once known for it's terribly cheap and short-lived springs, Anon replaced said springs with high grade "spares" from somewhere. Adds +2 to all Small Arms rolls, has an optimal range of 100M with a -1 penalty to all Small Arms rolls per 50M beyond this range, and a maximum range of 250M.   -MG3 (Heavy Weapon Traits: Personal): a post-WW2 heavy machinegun designed to both replace the MG42 and introduce standardized ammunition in the form of the 7.62x51MM NATO cartridge, although most all MG3 variants share an 80% parts interchangeability with the M42. Also equipped with a flashlight. Adds +2 to all Heavy Weapon rolls (+3 when using scope, +4 when using bipod), the COMMON ITEMS: Binoculars, Canteen, Cleaning Kit, Compass, Gas Mask, Flint & Steel, Ham Radio, Lighter, Lighter Fluid, Map, Multi-tool, 4x Rope, 2x Rum, Shovel, Wire Cutters.   ***** >EXPLOSIVES: 2x each of Smoke & Tear Gas, 3x High Explosive   ***** >UNIQUE ITEMS: -Burst Pendant: allows a [1d6+20] ARMOR: -Flak Jacket: provides 1DR to the chest.   ***** >MELEE WEAPONRY: -Machete: unenchanted.   ***** >RANGED WEAPONRY: -Remington 870 (Shotgun Weapon Traits: Personal): a ubiquitous standard fowl, waterfowl, small & large game hunting shotgun, with well over 50 variants to it's model. Also makes an excellent home defense and even combat weapon. >SPECIAL AMMUNITION TYPES: #1: buckshot and flechettes have an optimal range of 50M with a -1 penalty to all Shotgun rolls per 10M beyond this range, and a maximum range of 80M. #2: darts and slugs have an optimal range of 80M with a -1 penalty to all Shotgun rolls per 20M beyond this range, and a maximum range of 140M. #3: finned darts have an optimal range of 120M with a -1 penalty to all Shotgun rolls per 20M beyond this range, and a maximum range of 160M.   ***** >COMMON ITEMS: Binoculars, Canteen, Flask, Multi-tool, Road Flare, Superglue, Zippo Lighter.   ***** >MEDICAL ITEMS: 1x Antibiotics, 1x Bandage Box, 1x Emergency Medical Pouch, EMS bag, 1x IV Feed, 1x Morphine Syrettes, 1x Painkillers, 1x Wound Dressing   ***************************************************************************************************************************************                             Dr. Novus:   ***** >ARMOR: -Kevlar Vest: provides 1DR to the chest.   ***** >MELEE WEAPONRY:   ***** >RANGED WEAPONRY: -Kriss Vector Super V (Magnum Small Arm Weapon Traits: Personal): a technological upgrade & enhancement designed off the venerable 1928 Thompson platform, intended to be used as a much more powerful alternative PDW (Personal Defense Weapon) to the MP7. Adds +2 to all Small Arms rolls (+3 when using holosight, +4 when using both holosight & laser), has an optimal range of 75M with a -1 penalty to all Small Arms rolls per 25M beyond this range, and a maximum range of 150M.   -Milkor MGL M32 (Heavy Weapon Traits: Personal): a rugged, highly durable 6-canister revolving cylinder 40MM grenade launcher, developed in tandem with a rifled barrel. The M32, as it came to be known as, was designed to replace the failing M203, although it weighed 12 pounds when fully loaded, making some grenadiers switch back to the M79 in order to either save on weight or choose their own grenades depending on situation. Comes preloaded with 6x High Explosive shells and an additional 6x H.E. grenades in reserve. Adds +1 to all Heavy Weapons rolls, has an optimal range of 400M with a -1 penalty to all Heavy Weapon rolls per 100M beyond this range, and a maximum range of 800M.   ***** >COMMON ITEMS: Cellphone Detonator, 2x Duct Tape, Fuel Canister, Gas Mask, Geiger Counter, 2x Lighter Fluid, Plutonium Core, Remote Detonator, Smartphone, Wire Cutter.   ***** >EXPLOSIVES: 1x Armed Bombshell, 2x C4 Bricks, 1x Claymore, 3x each of Molotov Cocktails/Tear Gas/White Phosphorous, 12x Poison Gas.   ***** >MEDICAL ITEMS: 2x Bandage Boxes, EMS Bag.   ***** >UNIQUE ITEMS: -ADVANCED Tool Box: grants an extra roll to and adds +3 to all Engineering rolls at Untrained, +5 at Basic, +8 at Expert, and +10 at Master, but cannot be used for Blacksmithing. The Advanced Tool Box can be used two turns in a row, but the Operator MUST skip their 3rd turn after use.     ***************************************************************************************************************************************                             Eric Davis:   ***** >ARMOR: -Kevlar Vest: provides 1DR to the chest.   -Kevlar Helmet: provides 1DR to the head.   ***** >MELEE WEAPONRY: -Combat knife: unenchanted.   ***** >RANGED WEAPONRY: -H&K MP5, solid stock (Small Arms Weapon Traits: Personal): a common submachine gun chambered in the ubiquitous 9x19MM Parabellum round, often used for VIP escort or guard duties. Adds +2 to all Small Arms rolls, has an optimal range of 100M with a -1 penalty to all Small Arms rolls per 25M beyond this range, and a maximum range of 200M.   -M82 Barrett (Battle Rifle Weapon Traits: Bulky, Personal): a standard .50 BMG anti-tank and personnel rifle. Adds +2 to all Battle Rifle rolls, has an optimal range of 600M with a -1 penalty to all Battle Rifle rolls per 400M beyond this range, and a maximum range of 2,200M.   ***** >SUPPLIES: >1x Canteen, 6x MRE's   ***** >COMMON ITEMS: Bag of Bolts, Battery Pack, Binoculars, Cleaning Kit, Compass, Cooking Pot, Duct Tape, Flint & Steel, GPS, Gas Mask, Iodine Bottle, Mess Kit, Multi-Tool, Oiling Kit, Radio, Sewing Kit, sleeping Bag, Tent, Toilet Paper.   ***** >MEDICAL ITEMS: 1x Box of Bandages, 1x Emergency Medical Pouch, 1x Morphine Syrettes, 1x Painkillers, 4x Rolls of Bandages.   ***** >EXPLOSIVES: 2x M67 Frag.     ***************************************************************************************************************************************                             Fuoco Scheletro:   ***** >ARMOR: none.   ***** >MELEE WEAPONRY: -Hand-and-a-Half Longsword (Weapon Traits: Custom): a rather average looking early steel longsword, though the thickness of the blade and the hilt lend it an Italian appearance when compared to those of similar size and compositions. Adds +1 to all Melee attacks.   -Joffery: a gnarled, raw wooden stave approximately 4' tall, adorned with the skull of a human and several ornamentations. For whatever reason Joffery is still able to speak, although he seems to be a bit of an annoyance to Fuoco, but he does make a (somewhat) competent backup, granting an additional Perception roll.   ***** >UNIQUE ITEMS: -Burst Pendant: allows a [1d6+20] ARMOR: -Half-Tower Hive Shield (Armor Traits: 1/2 Enchantment Slots remaining, Custom-Fit, Hive-Forged, Unique Legendary Permanent Hive Artifact): forged from a large section of Roust's shed saddle armor, enhanced by Spiral. Engraved with an image of Queen Chrysalis followed by numerous Vanguards charging towards whomever faces the shield, Roust featured prominently to the right of Chrysalis. Grants an additional Block roll, adds +3 to all Block rolls, or provides +3DR when used to Bash or Shield Charge with or when worn on the back. Can be used in tandem with pistols/SMG's, but may not use with 2-Handed weapons. Touched by the Empress.   -Lightweight Vanguard's Armor (Armor Traits: 3/3 Enchantment Slots left, Custom-Fit, Hive-Forged, Magitek-Forged, Unique Legendary Permanent Hive Artifact): provides 4DR and adds +1 to all non-combat Stealth rolls. Completely replacing Hollow's original bodysuit by replicating the original custom fit design, Krinza, with aid from both the Nightmare and Queen Chrysalis, devised a method to shape and mold Changeling chitin, cold hammering the remainder of Roust's shed armor into triangular, rectangular, and oval plates, copying the natural armor patterns of Changelings as a base to work from for both maximum movement potential and protection. Afterwards, Lann integrated an immensely tough, black and green dyed Otherworldly silk for the outer shell, giving it a hard, formidable appearance, and a softer, shock absorbent Moors spider silk for the inner, making it much more comfortable and breathable for long term extended wear. Afterwards, Lann fit Hollow with a pair of custom combat boots (the idea of which was quite amusing to her), the soles replaced with spongy rubberized ones for extra sneakiness. Can be easily modified for added use of, or protection from, psionic capabilities. Full body, considered L.Armor. Touched by the Empress.   -Vanguard's Helm: under construction by Krinza, once he figures out what size Hollow's head is.   ***** >MELEE WEAPONRY: -Gravedigger's Shovel (Weapon Traits: 2/3 Enchantment Slots remaining, Magitek-Forged, Unique): a tungsten-steel alloy copy of the traditional human styled entrenching tool, the edges highly sharpened, with an ironwood handle. Due to it's small size and relatively light weight, it does not count as a main weapon. Adds +2 to all Melee rolls and grants a [1d6] RANGED WEAPONRY: -Engraved .45-70 Hunting Revolver (Special Small Arm Weapon Traits: Custom-Fit, Personal, Unique): a specially requisitioned, sleek, ornately engraved, heavily customized platinum plated revolver, typically used for hunting brown bears, or other large and dangerous game, holstered in an ornate green leather belt with three speedloaders. Utilizes an older, though still extremely potent, rifle cartridge in place of standard magnum revolver calibers. May be taken for use if Hollow does not go on an Operation, though must be returned after Op is over. Considered a Small Arm using Battle Rifle damage, adds +3 to all Small Arms rolls, has an optimal range of 150M with a -1 penalty to all Small Arms rolls per 50M beyond this range, and a maximum range of 400M.   -M660 (Heavy Machinegun Weapon Traits: Advanced, Personal, Unique): an M60 prototype constructed on his world to use the .50 BMG cartridge in 100-round belts, created and enhanced with highly advanced space age materials to accommodate it's slightly larger size, while keeping the same weight as a standard M60, not including the weight of it's ammunition. May be taken for use if Hollow does not go on an Operation, though must be returned after Op is over. Adds +3 to all Heavy Weapons rolls, has a maximum optimal range of 600M with a -1 penalty to all Heavy Weapons rolls per 300M beyond this range, and a maximum range of 1,400M.   -M79 (Heavy Weapon Traits: Personal): a single shot, break-action 40MM grenade launcher originally produced during early Vietnam War eras on most human worlds. Capable of utilizing explosive, high explosive, anti-personnel (also known as shrapnel), flechette, smoke, and overhead illumination shells, the M79 was used long after it's introduction for it's superior range, accuracy, and ease of maintenance over the finicky, expensive M203 attachment. Adds +1 to all Heavy Weapons rolls, Has an optimal range of 300M with a -1 penalty per 100M beyond this range, and a maximum range of 500M.   -PP 19 Bizon (Small Arm Weapon Traits: Personal): a late model folding stock submachine gun, built off the AK-74 series of combat rifles by implementing the same stamped sheet metal & riveting techniques, using the ubiquitous 9x19MM Parabellum round. Sharing 80% parts similarity with the AK-74, the Bizon features a unique 64-round helical drum magazine, a 9.5" barrel for greater range & accuracy, and only weighs 4.5 pounds when fully loaded, making it fairly light for a true submachine gun. Also equipped with a flashlight. Adds +2 to all Small Arms rolls (+3 when using infrared scope OR laser sight, +4 when using infrared scope AND laser sight, laser sight has a 200M maximum range), the COMMON ITEMS: Batteries, Book & Marker, Gas Mask, Flask, L-Flashlight, Multi-Tool, Night Vision Goggles, Radio, Remote Detonator, 2x Road Flares.   ***** >EXPLOSIVES: Armed 155MM Bombshell, 2x M67 Frag, 3x C4 Bricks.   ***** >MEDICAL ITEMS: 2x each of Morphine Syrettes & Painkillers.   ***** >UNIQUE ITEMS: -Advanced Combi-Goggles (Night Vision + Thermal): adds a +3 PERSONAL TRANSPORTATION: OH-58X Kiowa Stealth Warrior: 600 Armor, 3DR. A highly advanced, current generation Kiowa attack helicopter, vastly improved from it's previous generations with a lightweight titanium composite skin, further modified with a number of physical and electronic features to improve it's flight stability, responsiveness, electronics command & control, information gathering capabilities, offensive armaments, also granting semi-stealth functionalities. Equipped with a unique combined thermal, night vision, and camera suite located directly above the main rotors in a semi-protected pod, the Kiowa Stealth Warrior is considerably quieter than it's predecessors, giving it relative safety in allowing a pilot to 'peek' over terrain in order to identify and mark tanks or other targets for ground, sea, or air attack runs, if the Kiowa itself is unable to perform the job or it's munitions are depleted. Arrived at the Fortress with a significant amount of external damage from what appeared to be an attack jet's strafing run, judging by the remains of a Skyfish missile's casing still embedded in the pilot's chair, now repaired, though the electronic suites, command & control systems, and instrument panels were completely intact upon arrival. Thanks to Jeff, Joe, and Kraut repairing enough damage for Spiral and Krinza make it air worthy once more, the Kiowa has been fully restored. The original glass was replaced with a heavily reinforced plexigrade using thin sapphirine sheets for additional protection, and the Kiowa's skin has been fully restored and partially reinforced using the last reserves of kanpri in the workshop. Two pylons on opposite sides of the OH-58X are capable of being loaded with three different weapon systems: an M3P or M296 .50 BMG heavy machine gun mounted on the left pylon, an LAU-68 or M260 launcher pod with seven 2.75" Hydra 70 rockets mounted on the right pylon, or a pair of AGM-114 Hellfire missiles mounted on the right pylon, though for obvious reasons Hellfire missiles have little use on Tallus, except possibly against Mechano-Planar Constructs. During the harvest of Khahlani Island and subsequently the Fortress's renovations, Hollow, on numerous whims and with the help of suspicious alcohols, painted the Kiowa's body a red, brown, and light yellow plaid, all four blades as chainsaws, both landing struts as logs, each Hellfire missile as a flaming log, the Hydra rocket pod as a thermos, as well as painting the XM296 with a pine cone motif.   ABILITIES: considered Expert Flight Dynamics+10. -Right Pylon: grants 2x [1d6+4] ARMOR: -DeFloure (Armor Traits: 2/2 Enchantment Slots remaining, Custom-Fit, Unique): Indurian had this shield custom built after his recruit's shield, which he used well into his late twenties, shattered in the heat of battle, nearly killing him, this one being much more advanced and pleasing to the eye. It is forged of mythril, making it both lightweight and sturdy, and was constructed in the shape of a lotus flower. Specifically, the petals were made to bend inwards towards the wielder ever so slightly, and the edges of the petals, which stuck out almost an inch from the outer frame, had been reinforced so as to not be chopped off in battle. Still, despite this, the thing was missing two petals. Much to the knight's annoyance. Grants an additional MELEE WEAPONRY: -Celene (Weapon Traits: 3/3 Enchantment Slots remaining, Custom, Unique): once a standard-issue Knight's longsword, over his years of service in Ivalice, Indurian personalized his weapon, having it reforged several times, sometimes to add things, other times because it was broken in battle. Clocking in at a total of 51" and 4 pounds, this blade is made of hand-forged steel, with gold leaf accents and a large silver-blue gem in the pommel. It features a vertically split crossguard and an orange-leather-wrapped handle, inlaid with simple designs, almost appearing to be some kind of strange tattoo. Indurian himself etched two names into the wide section of steel just above the crossguard: "Celene," and below this, in smaller script, "Lillianne." Adds +1 to all Melee rolls; may also be used 2-handed to gain an additional Block roll.   -Xiphos (Weapon Traits: 2/2 Enchantment Slots remaining, Custom-Forged, Unique): approximately 55cm of high-carbon steel, hand-forged by the knight Indurian, bearing his makers mark just above the crossguard in the shape of a tattoo-like bull's head, this blade of Hellenic design is made primarily for slashing or chopping, as opposed to thrusting or more pinpoint methods of swordplay. The raised central spine of the leaf-shaped blade is etched with a thin strip of floral patterns, with a simple high-carbon steel hilt, featuring a minimalistic crossguard, a handle wrapped in plain black leather, and a bare, rounded pommel. A simple, yet tried and true design, this is the first work of the burgeoning smith's career. Adds +1 to all Melee rolls.   ***** >RANGED WEAPONRY: -Hegemony Short Crossbow (Archery Weapon Traits: Custom): a traditional Hegemony crossbow specifically used to train young minotaurs, ones approximately the height of a regular human, in the art of marksbullship. Built similar to medieval human crossbows, this one is functionally equivalent, featuring a rounded steel hoof/boot loop for recocking, a single long steel arm, a plainly grooved ironwood body, a long steel mesh cable, a cocking lever and cable pinch, and a wide bronze-plated trigger with a steel guard. Comes with a leather sling bag capable of holding 20x bolts. SPECIAL AMMUNITION TYPES: -Steel Tipped Bolts: unenchanted and otherwise plain, 2' long maple shaft bolts with a standard triangular piercing tip. Armor Pierce 1 (negates 1DR), has an optimal range of 100M with a -1 penalty to all Archery rolls per 75M beyond this range, and a maximum range of 400M.   ***** >COMMON ITEMS: Blanket, Book, Box of Matches, Fishing Kit, HMA Headset, Mess Kit, Pot, 2x Rope, Sewing Kit, Sleeping Bag, Water Canister.   ***** >MEDICAL ITEMS: 4x each of Bandage Boxes & Wound Dressings.   ***** >UNIQUE ITEMS: -Capricorn Zodiac Stone: a large, glowing dark green emerald auracite piece, one of the Twelve Zodiac Stones of Ivalice legend. This particular one contains the metaphysical essence of Andrammalech the Wroth, also known as the Ghost of Fury, one of twelve legendary Lucavi Daemons that served under Altima, the High Seraph's command. With the Capricorn Stone's possession, either Indurian and Andrammalech can make use of it's powers, depending on whichever one is dominant at the time. With Indurian conscious, he is able to breach the spectrums of Tallus and infuse their shared body with greatly improved vigor and strength, or allow Andrammalech the ability to separate himself from Indurian into a copy of his original body using Tallus' seemingly inexhaustible arcane energies.   -Cavallade Hoofband #2 of 2. Forged by Krinza using three triangular silver, platinum, and gold rods twisted into a perfect circle, the inside flattened and inscribed with 'Bren', symbolizing the union between himself and Bren.   -Chisel Set: a basic set of 24 ash handled steel chisels, of various sizes, shapes, and lengths. Grants an additional Sculpting roll.   -Chisel Hammer: a rather bland looking maple handled hammer with a small steel head, one side a flat striking surface slightly larger than the chisel set it comes with, the other a rounded head for fine work. Typically called a ballpeen hammer by modern humans, however. Adds +1 to all Sculpting rolls.   -Sculpting Knife: a basic, recurved steel blade with a notched tip for engraving, mounted on an ironwood handle. Adds +1 to all Sculpting rolls.     ***************************************************************************************************************************************                             Ivan the Stalker:   ***** >ARMOR: -Kevlar Helmet: provides 1DR to the head.   -Kevlar Vest: provides 1DR to the chest.   ***** >MELEE WEAPONRY:   ***** >RANGED WEAPONRY: -Dragunov (Battle Rifle Weapon Traits: Personal): a squad-support rifle for use by designated marksman, designed by many Soviet countries or their analogues, specifically for long range anti-personnel applications and sometimes assassination. While an older design, the Dragunov, using the ubiquitous 7.62×54mmR cartridge, is still a common combloc or Warsaw Pact rifle to find, owing to it's ease of maintenance, excellent accuracy, and a cleverly redesigned PSO-1 scope with numerous internal chevron markings for bullet drop & elevation, windage (wind speed), and even a Generation 1 infrared system for use at night or in otherwise low light conditions. Adds +2 to all Battle Rifle rolls (+3 when using scope), the COMMON ITEMS: Binoculars, Compass, Guitar, Goggles.   ***** >EXPLOSIVES: 4x Shrapnel.   ***** >MEDICAL ITEMS: 8x Emergency Medical Pouches.     ***************************************************************************************************************************************                             Jamal:   ***** >ARMOR: none   ***** >MELEE WEAPONRY: -Basilisk Panga Machete (Weapon Traits: 2/2 Enchantment Slots remaining, Magitek-Forged, Unique): an 18" long basilisk minor fang hammered flat and reforged into a simple traditional panga, a common machete used in Africa, with an upswept curved tip, the 8" handle wrapped in melded ironwood. Adds +1 to all Melee rolls and ignores Basilisk DR.   ***** >COMMON ITEMS: Black Spraypaint, 7x Cigarette Boxes, Deck of Cards, GPS, Fishing Kit, Ham Radio, MP3 Player, Smartphone, Spraypaint, Sunglasses, Zippo Lighter.   ***** >MEDICAL ITEMS: 2x Amphetamines, 1x Antibiotics, 2x IV Feeds, 2x Morphine Syrettes, 2x Painkillers.   ***** >UNIQUE ITEMS: -Lifeshade Bulb: an apple sized black bulb, the root of a toxic plant found deep in the Deep Moors. Adds +1 to all Movement rolls. Permanently enchanted to him.   -Tempest Bulb: an apple sized white and gray bulb, the root of a flowering plant found growing near Tempest Isle. Adds +1 to all Movement rolls. Permanently enchanted to him.     ***************************************************************************************************************************************                             Jeff:   ***** >ARMOR: -Blood Drinker's Terror Half-Mask (Armor Traits: 0/2 Enchantment Slots left, Custom-Fit, Lunar-Forged, Unique): provides 1DR to the face, grants permanent water-breathing, and adds +2 to all Intimidation rolls OR +3 against ponies, excepting batponies, certain Night & Lunar Guard, Starborn, Honor Guard, or those that are Fearless. A custom fit and shaped shaped gunmetal gray colored titanium plate protector with a sealed and integrated gas mask/radio. The image of Belltower snarling across the bottom half in black platinum covers the mouth section, giving it a particularly intimidating appearance to ponies.   -Completed Ranger's Armor (Armor Traits: 0/5 Enchantment Slots left, Custom-Fit, Magitek-Forged, Unique Legendary Permanent Artifact): provides 5DR, reduces all elemental damage by 1/4, adds +1 to all non-combat Stealth and +2 to all Leadership & Iron Will rolls. A unique black and cobalt blue striped armored suit, resembling the advanced combat armor of his home world, grandmaster refit by Spiral and Krinza. Empress Silver, building off Spiral's prototype work, completed his armor with the addition of two etched titanium 75th Ranger pauldrons, one for each shoulder. The right pauldron's enhancement grants +2 to a single standard skill for the entire Operation, while the left pauldron contains a Blackspine Devourer fragment's essence, returning physical harm caused by a [1d6+x] MELEE WEAPONRY: -Enchanted Combat Knife: adds +1 to all Melee rolls, and grants a [1d6]