Title: Items & Equipment Author: PonyStrangler Pastebin link: http://pastebin.com/bVAmXSPq First Edit: Wednesday 27th of November 2013 09:19:16 PM CDT Last Edit: Last edit on: Friday 26th of August 2016 02:01:46 AM CDT ***************************************************************************************************************************************                                           CURRENCY STORED IN THE ENCLAVE:   Bits: 2,881,800 Bits. Gems: 2,497,730 Bits worth, at current Crystal Empire exchange rate.     ***************************************************************************************************************************************                                       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.     ***** Vindicator (Elemental Scourge, Indestructible, Unique Legendary Eldritch Artifact): a 15' long Basilisk Lord (right) fang, forged into a perfectly tapered and smooth elementally imbued lance. The rear of the weapon where it was carved off the Basilisk Lord is engraved with Spiral's name in gryphon runes. Runes and glyphs of strength, power, and vindication have been extensively carved into this weapon by Krinza, as well as a gryphon translation of Spiral's few (those that he will state) achievements. The tip was shaped into a triangular piercing head, one side with the inscription 'Vindicator', second with 'Hunter', the third left blank. Too heavy to be used as a normal weapon, Vindicator can only be controlled by Spiral's immense bond with his weapon, owing to imbuing it with his own elementally-charged blood, granting Vindicator several basic psychokinetic capabilities. While Vindicator's sole purpose is to combat elemental beings, it strangely has no animosity towards it's master; whether this is due to Spiral's intense focus, or Vindicator's crippling boredom, apathy, or mere carelessness is unknown. Adds +2 to all Elemental Lance attacks, +10 to Elemental Form Lance attacks, Ignores Basilisk DR, and grants a [1d6+20] COMMON ITEMS: 2x Jerry Cans     ***************************************************************************************************************************************                             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. -Base Modifier: adds +1 to all Melee rolls. -Offensive Enchantment #1: [1d6+1] RANGED WEAPONRY: -M1 Garand (Weapon Traits: Personal): a classic semi-automatic G.I. battle rifle used during World War 2 eras on most human worlds, fed from a uniquely shaped, 8 round En Bloc compression clip. Comes with a preinstalled bipod and a hard-to-remove bayonet. -Base Modifier: adds +2 to all Battle Rifle rolls. -Ammunition Class: Battle Rifle, .30-06 Springfield. Comes with 6x 8-round En Bloc clips. -Maximum Optimal Range: 500M with a -1 penalty per 300M beyond this range. -Maximum Effective Range: 1,100M. -Attachment #1: Bipod: adds +1 to Battle Rifle rolls only when in use. -Attachment #2:Bayonet: adds +1 to all Melee rolls only when in use. -Modification #1: Anti-Recoil Adjustments, negates all recoil penalties.   -Heckler & Koch USP (Weapon Traits: Personal): a full sized frame, newer generation alternative to the venerable 1911,  chambered in .45ACP. Intended to replace the venerable Colt M1911, it was never able to due to political interference and perceived cost issues. -Base Modifier: adds +2 to all Small Arms rolls. -Ammunition Class: Magnum Small Arm, .45ACP. Comes with 3 magazines. -Magazine Capacity: 12/12 cartridges. -Maximum Optimal Range: 50M with a -1 penalty per 50M beyond this range. -Maximum Effective Range: 150M.   ***** >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     ***************************************************************************************************************************************                             Chisan Nas:   ***** >ARMOR: >Stormtrooper 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 apparent in flak armor, carapace armor is considerably more protective, though this one seems to have been shoddily produced when compared to most Stormtrooper designs. -Armor: 2DR. -Modification #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 gauntlet. A little difficult to use with most ranged weapons, it's still effective for defending against other, non-powered melee weapons. -Base Modifier: none. -Modification #1: Armored Gauntlet Block: adds 1DR and grants an additional Hatchet (Weapon Traits: Common Quality, Personal, Standard Pattern): a common utility found across most of the Imperium, made of locally sourced steels and wood. Can be used as a weapon if needs must. -Base Modifier: none.   ***** >RANGED WEAPONRY: >Hotshot Lasrifle (Weapon Traits: Laser, Poor Quality, Standard Pattern): much like it's younger brother the lasrifle, Hotshot Lasrifles are built to higher, more exacting Mechanicus standards, allowing for the use of Hotshot charge packs. As this one is (somehow) rather cheaply made, it's machine spirit detests it's current housing and has become rather fickle, jamming at inopportune times. -Base Modifier: adds +1 to all Light Energy Weapons rolls. -Armor Pierce:1 (ignores 1DR). -Ammunition Class: Rifle Laser. Comes with 3x Hotshot Power Packs. -Magazine Capacity: 12/12 shots. -Optimal Range: 200M, with a -1 penalty to all Light Energy Weapon rolls per 100M beyond this range. -Maximum Range: 400M.   >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, and given a tiny machine spirit. As this one is of rather cheap make, it's machine spirit is prone to fits and may jam often. -Base Modifier: adds +1 to all Light Energy Weapons rolls. -Armor Pierce: 1 (ignores 1DR). -Ammunition Class: Pistol Laser. Comes with 3x 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: Compass, Flint & Steel, Journal, Lasweapon Maintenance Kit, Mess Kit, Multitool, 1x Roll of Rope, Shovel, Tarp, Watch   ***** >CONSUMABLES: 1x Canteen, 2x MRE, 2x Water Bottles   ***** >EXPLOSIVES: 1x High Explosive, 1x Tear Gas, 2x Smoke   ***** >MEDICAL ITEMS: 1x Emergency Medical Pouch, 1x Morphia Box     ***************************************************************************************************************************************                             Clemency:   ***** >ARMOR: -Armored Ribbon's Flight Suit (Armor Traits: 0/3 Enchantment Slots left, Advanced, Crystal-Forged, Unique): provides 3DR, reduces the harm from Eldritch, Otherworldly, Planar, Spectral, and Undead attacks by 1/4, and gains +1HP/turn. When struck by any non-physical attacks such as offensive weapon elemental enchantments, Casting, Druidry, Necromancy, Shamanism, or others, grants a defensive [1d6+X] 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. -Base Modifier: adds +2 to all Melee rolls. -Offensive Enchantment #1: [1d6+1] RANGED WEAPONRY: -Colt M1911 (Weapon Traits: Personal): a modern upgrade of the venerable 1911 .45ACP, with tighter tolerances, slightly better handling, range, and ergonomics. -Base Modifier: adds +2 to all Small Arms rolls. -Ammunition Class: Magnum Small Arm, .45 ACP. Comes with 2x magazines. -Magazine Capacity: 7/7 cartridges. -Maximum Optimal Range: 50M with a -1 penalty per 50M beyond this range. -Maximum Effective Range: 150M.   -SPAS-12 (Weapon Traits: Personal): a modern improvement on previous military styled pump-action designs such as the venerable M37, the French-built SPAS-12 was also engineered to function as a semi-automatic through the use of a selector switch, allowing enhanced flexibility in it's designated role. -Base Modifier: adds +2 to all Shotgun rolls. -Ammunition Type #1: buckshot and flechettes have an optimal range of 50M with a -1 penalty to all Shotgun rolls per 10M beyond this range, and a maximum range of 80M. Comes with 8x Buckshot. -Ammunition Type #2: standard darts and slugs have an optimal range of 80M with a -1 penalty to all Shotgun rolls per 20M beyond this range, and a maximum range of 140M. Comes with 4x Slugs. -Ammunition Type #3: finned darts have an optimal range of 120M with a -1 penalty to all Shotgun rolls per 20M beyond this range, and a maximum range of 160M.   ***** >COMMON ITEMS: L-Flashlight, Map, Multi-tool, 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 semi-close ranged 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: >Folding Knife: unenchanted.   -Hatchet: unenchanted.   ***** >RANGED WEAPONRY: -Makarov PB-1 (Weapon Traits: Personal): an ancient, 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. -Base Modifier: adds +2 to all Small Arms rolls. -Ammunition Class: Small Arms, 9x39MM. Comes with 3x magazines. -Magazine Capacity: 8/8 cartridges. -Maximum Optimal Range: 30M with a -1 penalty per 20M beyond this range. -Maximum Effective Range: 70M. -Attachment #1: External Suppressor: 60% suppressed, requires a roll of 7 or higher on Perception to determine the direction fired from.   -RPG-7 (Weapon Traits: Bulky, Heavy, Personal): an old, mostly maintained rocket-assisted grenade launching system,  heavily worn and greatly showing the effects of it's archaic manufacture. -Base Modifier: adds +1 to all Heavy Weapon rolls. -Ammunition Class: Explosive. Comes with 4x Single-Stage & 2x Two-Stage Warheads. Single shot. -Maximum Optimal Range: 200M with a penalty of -1 per 100M beyond this range. -Maximum Effective Range: 800M.   ***** >COMMON ITEMS: 2x Canteens, Canterlot Map, 4x Chemlights, Gas Mmask, L-Flashlight, Multi-tool, Plutonium Core, 2x Road Flares, 3x Rolls of Rope, Thermal Mono, Tool Box, Water Canister.   ***** >EXPLOSIVES: 1x Poison Gas   ***** >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 long handled blade, despite their awkward length. Grandmaster reforged by Krinza. Protected by the Empress. -Base Modifier: adds +4 to all Melee rolls. -Armor Pierce: 2 (negates 2DR). -Offensive Enchantment #1: [1d6+3] Enchanted Kukri -Base Modifier: adds +1 to all Melee rolls. -Offensive Enchantment: [1d6] RANGED WEAPONRY: -Mk. I Magnum Research Desert Eagle (Weapon Traits: Personal): a heavy, worn, well maintained semi-automatic  pistol in .44 Magnum from the previous generation, Dante's personal sidearm. Once known for it's terribly cheap and  short-lived springs, Anon replaced said springs with high grade "spares" from somewhere. -Base Modifier: adds +2 to all Small Arms rolls. -Ammunition Class: Magnum Small Arms, .44 Magnum. Comes with 3x magazines. -Magazine Capacity: 8/8 cartridges. -Maximum Optimal Range: 100M with a -1 penalty per 50M beyond this range. -Maximum Effective Range: 200M.   -MG3 (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. -Base Modifier: adds +2 to all Heavy Weapon rolls. -Ammunition Class: HMG, 7.62x51MM NATO. Comes with 3x belt-fed cans. -Ammunition Belt Size: 100 cartridges. -Maximum Optimal Range: 500M with a -1 penalty per 300M beyond this range. -Maximum Effective Range: 1,400M. -Attachment #1: Scope: adds +1 to Heavy Weapons rolls & adds +2 to a SINGLE Perception roll only when in use. -Attachment #2: Bipod: adds +1 to Heavy Weapon rolls only when in use. -Attachment #3: Flashlight: adds +2 to a SINGLE Perception roll only when in use.   ***** >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   ***** >UNIQUE ITEMS: -Burst Pendant: allows a [1d6+20] ARMOR: -Lightweight Hardened Bodysuit (Armor Traits: 3/3 Enchantment Slots left, Custom-Fit, Unique): provides 3DR. A standard production armor created by Spiral, devised by melding together multiple sets of kevlar armor into a single bodysuit. While it offers considerably more protection than standard human armor due to additional kevlar mass, it's weight and consequently heat buildup suffer as a result.   ***** >MELEE WEAPONRY: -Combat Knife: unenchanted.   ***** >RANGED WEAPONRY: -Kriss Vector Super V (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. -Base Modifier: adds +2 to all Small Arms rolls. -Ammunition Class: Magnum Small Arms, .45 ACP. Comes with 2x 3magazines. -Magazine Capacity: 30/30 cartridges. -Maximum Optimal Range: 75M with a -1 penalty per 25M beyond this range. -Maximum Effective Range: 150M. -Attachment #1: Holosight: adds +1 to Small Arms rolls only when in use, cannot be used in conjunction with Laser Sight. -Attachment #2: Laser Sight: adds +1 to Small Arms rolls only when in use & has a maximum effective range of 200M, cannot be used in conjunction with Laser Sight.   -Milkor MGL M32 (Weapon Traits: Personal): a rugged, highly durable 6-canister revolving cylinder grenade launcher, developed in tandem with a rifled barrel. The M32, as it came to be known as, was designed to replace the failed M203 underbarrel attachment for the M4/16 series of combat rifles, although it's weight of 12 pounds when fully loaded made some grenadiers switch back to the M79 in order to either save on weight or choose their own grenades to better adapt with their current situation. -Base Modifier: adds +1 to all Heavy Weapons rolls. -Ammunition Class: Explosive, 40MM Grenades. 6-round cylinder, comes preloaded with 6x High Explosive & has 6x H.E. in reserve. -Maximum Optimal Range: 400M with a -1 penalty per 100M beyond this range. -Maximum Effective Range: 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.   -Archaic Hegemony Battle-Vow: a pair of ancient minotaur battle-vow bracelets made from hard cast bronze and inlaid with six thick, curved strips of obsidian from the Eastern Hegemony Mountains. Traditionally, these bracelets are forged at the same time by two different smiths, the obsidian strips inset by two different jewelers, and finally a pair of minotaur mystics enact rites of bonding in runes of the archaic minotaur language. When read from left to right, or right to left, each extolls the virtues of "Strength from Within, Power from Without" and "Life from Self, Wisdom from Life". If a living being wishes to wear them, they must repeat each phrase twice, once while facing north, once while facing south; once this process is complete, the owner must then place them upon their wrists or chosen legs, where the loops will resize and become permanent, only capable of being removed by either the bearer or the bearer's direct superiors if the bearer is asleep, rendered unconscious, or deceased, but must be returned if possible. Amerose has stated enchantments from the era these bracelets were made, a time known as the 'Endless March of Stone' when a force of Otherworldly Golems nearly conquered Tallus, had such limitations created to allow others to share what would otherwise be a token permanently granted to one being, then shared with their family and eventually lineage. When bonded to a living being the Battle-Vow adds +1 to all Melee rolls, but when attacking Golems instead adds +2 to all Melee rolls, regardless of their origin; furthermore, the owner is able to harm Golems even when unarmed without causing damage to themselves.   -Charm Amulet: adds +1 to all Speech rolls.   -Cursed Neckpiece: the bearer of this faded and slightly damaged bronze neck guard must add +1 to all rolls when attacking living beings in Melee, but suffers a -1 penalty to all Movement rolls. The bonus and penalty are in effect at all times when worn by living, though for obvious reasons it doesn't effect Undead beings. Sometimes, it decides it doesn't want to be removed, especially if it's wearer is quite interesting. Only sometimes, though.     ***************************************************************************************************************************************                             Eric "Anarchy" Davis:   ***** >ARMOR: -Custom Bluesteel Bodysuit (Armor Traits: 2/2 Enchantment Slots left, Artifact, Custom-Fit, Bluesteel-Forged, Magitek-Forged, Unique): provides 3DR and reduces all Ice elemental damage by 1/2. Created from a damaged, but complete, set of pegasi bluesteel armor taken from Skykeep by Natalia, now retired, and was acquired by Eric over a year later. Choosing to create woven strands of semi-fluidic bluesteel in two layers, Spiral further reinforced the exterior with the addition of smaller, overlapping flexible plates. The inner layer is provided a measure of shock absorbance via cured and tanned basilisk hide padding melded to the fluidic wire stranded frame, now entirely refit to Eric by Krinza, allowing full freedom of movement without sacrificing much needed protection.   -Kevlar Vest: provides 1DR to the chest.   -Kevlar Helmet: provides 1DR to the head.   ***** >MELEE WEAPONRY: >Crescent-Flat Spikeblade: a 6" long spikeblade made from a blackened steel alloy. Carved in Gozka with a single flat, flawless, smooth facing, the remainder is rounded, obviously for use as an armor piercing weapon, and although the mouthguard is missing it could easily be restored for use. -Base Modifier: adds +2 to all Melee rolls. -Armor Pierce: 1 (negates 1DR) -Offensive Enchantment #1: [1d6+3] RANGED WEAPONRY: -H&K MP5, solid stock (Weapon Traits: Personal): a common submachine pistol chambered in the ubiquitous 9x19MM  Parabellum round, often used for VIP escort or guard duties. -Base Modifier: adds +2 to all Small Arms rolls. -Ammunition Class: Small Arms, 9x19MM. Comes with 4x magazines. -Magazine Capacity: 30/30 cartridges. -Maximum Optimal Range: 100M with a -1 penalty per 25M beyond this range. -Maximum Effective Range: 2000M.   -The Gran Excorius (Special Weapon Traits: Heavy, Unique Legendary Construct Nanolathed Weapon): 80 Armor, 2DR. Formerly  Anarchy's mostly standard M82 Barrett .50 BMG anti-tank & anti-personnel rifle, the Gran Excorius is a new weapon fully nanolathed by a long sealed Construct Repair model, the smallest of the known Repair units, utilizing a completely restructured schematic that maximizes the damaging capabilities of the .50 BMG cartridge, though decreases it's maximum range slightly. While it's uniquely tactical appearance, increased rearward weight to dampen recoil, extended buttstock, and the highly heat absorbent biometallic material composing the entire weapon mirrors much of proto-futuristic human technology, the Gran Excorius bears a number of strange improvements. The first of these is a selector switch with OFF, SAFE, and FIRE positions,  while a second selector switch is labeled with SEMI, AUTO, BEAM, MODE 3, and MODE 4 positions, though for unknown reasons the second through fifth options do nothing at the current time. Barring the other improvements, the Gran Excorius comes with four 5-round magazines similar in weight to steel polymers, while the optical seems to be a 10x20 model, a small stenciling calling it the 'Construct Infra-Ord Scope', capable of being switched between Night Vision and Thermal modes with the simple flick of a switch, and though it no longer has a bipod, one could be easily made to fit it. Due to the Repair model nanolathing itself into the Gran Excorius, it suffers an additional 50% damage from Void elements, takes double damage from Lightning elements which will also shut it down for 1 turn while it's systems reboot, and can be temporarily knocked out of commission by EMP weapons. -Base Modifier: adds +4 to all Battle Rifle rolls. -Ammunition Class: Specialized Anti-Armor, .50 BMG. Comes with 4x magazines. -Magazine Capacity: 5/5 cartridges. -Maximum Optimal Range: 500M with a -1 penalty per 500M beyond this range. -Maximum Effective Range: 2,000M. -Attachment #1: Construct Infra Scope: adds +1 to Battle Rifle rolls & adds +4 to a SINGLE Perception roll when in use, may switch between SUPPLIES: >1x Canteen, 6x MRE's   ***** >COMMON ITEMS: Baby Fiddy's First Scope, 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.   ***** >EXPLOSIVES: 2x M67 Frag.   ***** >MEDICAL ITEMS: 1x Box of Bandages, 1x Emergency Medical Pouch, 1x Morphine Syrettes, 1x Painkillers, 4x Rolls of Bandages.   ***** >UNIQUE ITEMS: -Bitterwing Claw: a putrescent, bright green 4" long quarter-moon curved claw with a number of tiny, sharp, hollow spines angled towards the tip, harvested from an insect native to the Moors. A delicacy of insect-eating batponies, the Bitterwing is a squat, flat, six-legged predatorial water beetle that subsists on small fish and crustaceans. Though flightless, the Bitterwing uses it's pair of wide, sharply recurved wings to propel itself in water when ambushing prey. Bitterwings will poison particularly feisty prey, and any creature attacking them, by injecting an unstable, fast spreading and acting neurotoxin through the spines in their primary claws which causes no causing significant damage to the target's neural system, instead reducing their physical capabilities enough grant additional time to either deal a killing blow or escape from harm. When imbued to a weapon, grants a [1d3] 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. -Base Modifier: adds +2 to all Melee rolls. -Offensive Enchantment: [1d6] Vanguard's Chrysal-Blade (Weapon Traits: 2/3 Enchantment Slots remaining, Hive-Forged, Unique Legendary Permanent Artifact): a 36" long curved blade with a 12" handle, wrapped in Changeling chitin, shaped and cavitated like Queen Chrysalis's horn. Removing the steel layering entirely and copying the weapon's features with a mythril cast, Krinza strengthened and infused the blade with diamondine, both to strengthen and enhance the weapon's capabilities. Inscribed with the entire history of the Hive, front and back, in flowing Changeling text. Queen Chrysalis arrived during Hearth's Warming Eve to present an extremely precious item, a Changeling Jewel, to enhance the weapon to it's absolute maximum potential. Grandmaster reforged by Krinza. Touched by the Empress. -Base Modifier: adds +4 to all Melee rolls. -Offensive Enchantment: [1d6+4] RANGED WEAPONRY: -Engraved .45-70 Hunting Revolver (Special 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. -Base Modifier: adds +4 to all Small Arms rolls. -Ammunition Class: Battle Rifle, .45-70 Gov't. Comes with 3x speedloaders. -Cylinder Capacity: 5/5 cartridges. -Maximum Optimal Range: 150M with a -1 penalty per 75M beyond this range. -Maximum Effective Range: 375M.   -M660 (Special 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. -Base Modifier: adds +4 to all Heavy Weapons rolls. -Ammunition Class: Specialized Anti-Armor, .50BMG. Comes with 4x belts. -Ammunition Belt Size: 50/50 cartridges. -Maximum Optimal Range: 600M with a -1 penalty per 300M beyond this range. -Maximum Effective Range: 1,400M. -Attachment #1: Bipod: adds +1 to Heavy Weapon rolls only when in use.   -M79 (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. -Base Modifier: adds +1 to all Heavy Weapons rolls. -Ammunition Class: Explosive, 40MM Grenades. Comes with 7x 40MM High Explosive 40MM Grenades  & 7x 40MM Airburst Grenades. -Maximum Optimal Range: 300M with a -1 penalty per 100M beyond this range. -Maximum Effective Range: 500M.   -PP 19 Bizon (Weapon Traits: Personal): a late model folding stock submachine pistol, 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 over NATO style submachine guns, and only weighs 4.5 pounds when fully loaded, making it fairly light for a true submachine pistol. -Base Modifier: adds +2 to all Small Arms rolls. -Ammunition: Small Arms, 9x39mm. Comes with 3x magazines. -Magazine Capacity: 64/64 cartridges. -Maximum Optimal Range: 100M with a -1 penalty per 25M beyond this range. -Maximum Effective Range: 200M. -Attachment #1: IR Scope: adds +1 to Small Arms rolls, cannot be used in conjunction with Laser Sight, and 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 hybrid attack helicopter, this Kiowa is vastly improved over 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 sphere pod, the Kiowa Stealth Warrior is much 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, and even land to deposit it's passengers if absolutely required. While a co-pilot isn't required for standard operation, the pilot is unable to take advantage of the Mast Mounted Sight's features for the most part, and is entirely unable to utilize an integrated electronic warfare operation suite. Due to the added equipment, the rear seating arrangment is unfortunately small, able to seat two people, or one pony, on a somewhat narrow padded bench, though unfortunately the rear mandoors are fairly cramped to get in and out of.   This particular Kiowa arrived at the Fortress with a significant amount of external damage from what appeared to be an attack jet's strafing run, judging by the remains of a Skyfish missile's casing still embedded in the pilot's chair, which was quickly repaired by Lann and Krinza, and numerous holes in the cockpit, the electronic suites, command & control systems, and most of the instrument panels were amazingly intact upon arrival. 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 even partially reinforced, using the last reserves of purified kanpri in the workshop. Thanks to these efforts by Jeff, Joe, and Kraut repairing enough damage for Spiral and Krinza to complete it's exterior restoration, the Kiowa is now air worthy once more, and is ready for further service.   During the harvest of Khahlani Island and subsequently the Fortress's renovations, Hollow, on numerous whims and with the help of a number of suspicious alcohols, painted the Kiowa's body a red, brown, and light yellow plaid, all four blades then expertly painted to look like chainsaws, both landing struts as logs, each Hellfire missile as a flaming log, the Hydra rocket pod as a thermos, as well as painting the XM296 with a pine cone motif.   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.   OFFENSIVE 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." -Base Modifier: adds +1 to all Melee rolls. -Modification: Two-Handed Block: Gain an additional Block roll ONLY when using both hands to wield.   >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. -Base Modifier: adds +1 to all Melee rolls.   ***** >RANGED WEAPONRY: -Hegemony Short Crossbow (Weapon Traits: Custom): a traditional Hegemony crossbow specifically used to train young  minotaurs, ones approximately the height of a regular human, in the art of marksbullship. Built similar to medieval human crossbows, this one is functionally equivalent, featuring a rounded steel hoof/boot loop for recocking, a single long steel arm, a plainly grooved ironwood body, a long steel mesh cable, a cocking lever and cable pinch, and a wide bronze-plated trigger with a simple steel guard. Comes with a leather sling bag capable of holding 20x bolts. -Base Modifier: none. -Ammunition Class: Archery. -Ammunition Type #1: Steel Tipped Bolts. Unenchanted and otherwise plain 2' long maple bolts with a standard triangular piercing tip. Armor Pierce 1 (negates 1DR). -Maximum Optimal Range: 100M with a -1 penalty to all Archery rolls per 75M  beyond this range. -Maximum Effective Range: 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 (Weapon Traits: Personal): a stock 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. -Base Modifier: adds +2 to all Battle Rifle rolls. -Ammunition Class: Battle Rifle, 7.62×54mmR. Comes with 4x magazines. -Magazine Capacity: 10/10 cartridges. -Maximum Optimal Range: 500M with a -1 penalty per 300M beyond this range. -Maximum Effective Range: 1,400M. -Attachment #1: PSO-1 Scope: adds +1 to Battle Rifle & +2 to a SINGLE Perception roll only when in use. -Modification #1:Anti-Recoil Adjustments: negates all recoil penalties.   -G36A (Weapon Traits: Personal): a Heckler & Koch made combat rifle with an integrated scope, using the 5.56x43MM NATO cartridge, and intended to replace the earlier, heavier H&K G3. Although the G36 often suffered from overheating after several magazines and rather poor magazine while overheated, the A-variant corrected this issue with a slower firing rate, a thicker barrel, and aluminum parts rather than polymer or plastic. -Base Modifier: adds +2 to all Combat Rifle rolls. -Ammunition: Combat Rifle, 5.56x43MM NATO. Comes with 6x magazines. -Magazine Capacity: 30/30 cartridges. -Maximum Optimal Range: 300M with a -1 penalty per 100M beyond this range. -Maximum Effective Range: 800M. -Attachment #1: Integrated Scope: adds +1 to Combat Rifle rolls & +2 to a SINGLE Perception roll only when in use.   -M9 Beretta (Weapon Traits: Personal): a common, rather ordinary semi-automatic pistol in 9MM. -Base Modifier: adds +2 to all Small Arms rolls. -Ammunition Class: Small Arms, 9x19mm. Comes with 6x 16-round magazines. -Maximum Optimal Range: 50M with a -1 penalty per 25M beyond this range. -Maximum Effective Range: 100M. -Attachment #1: External Suppressor: 60% Suppressed, requires a Perception roll of 7 or higher in order to identify the  direction fired from.   ***** >COMMON ITEMS: Binoculars, Compass, Guitar, Goggles.   ***** >EXPLOSIVES: 4x Shrapnel.   ***** >MEDICAL ITEMS: 8x Emergency Medical Pouches.   ***** >UNIQUE ITEMS: -Slug: a palm sized chunk of what looks like a plasticized, brown semi-clear glass, though weighs slighly more than a pound. One of the more common artifacts to be found in the Zone, Slugs are noteworthy due to the fact that they only form in a Fruit Punch anomaly, pools of post-radioactive acids with highly corrosive properties, leading many scientists to question how their restorative capability even functions. When worn Ivan may not suffer from Bleeding, but takes 1/4 more damage from Acid and Flame elementals; once per Operation he may utilize the Slug's inherent healing properties with a [1d6] roll to a nearby Operator or Companion, the result being the number of turns that the selected target gains +2HP/turn, also stopping Bleeding once used.   -Sparkler: a rather strange piece of vulcanized crystal, shaped like a human vertebrae and weighing over a pound. Another common artifact of the Zone, the Sparkler is well known for increasing the wearer's physical endurance and stamina regeneration, making them highly appreciated on long treks. When worn Ivan cannot suffer from Fatigue and must add +1 to all Movement rolls, but takes 1/4 more damage from Lightning elementals; once per Operation he may utilize the Sparkler's inherent regeneration effects with a [1d6] roll to a nearby Operator or Companion, the result being the number of turns that the selected target's Fatigue is reduced by that many levels and must add +1 to all Movement rolls.     ***************************************************************************************************************************************                             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. -Base Modifier: adds +1 to all Melee rolls. -Inherent Ability: 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, especially 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 Iron Will & Speech 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 -Base Modifier: adds +1 to all Melee rolls. -Offensive Enchantment: [1d6] Perfected Impact-Dispersion Gauntlets (Weapon Traits: 0/3 Enchantment Slots remaining, Lunar-Forged, Magitek-Forged, Unique Legendary Permanent Artifact): a pair of mythril mesh overgloves fit over a pair of exceptional leather gloves. Several sets of segmented plates extend from the knuckles up to the elbow, with a series of batpony runes scrawled across each arm: Honorable, Leader, Chivalrous, Pathfinder, Negotiator, Wingplayer, and Mango Carrier, the last one coming from a shared pegasi-batpony story involving Veterans carrying around young fliers, teaching them to fly properly. Each knuckle has a black platinum oval, emblazoned and inscribed with powerful unicorn runes and gryphon glyphs of lightning. Ten short claws are embedded in the fingers, and can be locked into place for constant use, allowing Jeff a slight pierce capability with them. Grandmaster reforged by Krinza, Perfected by Luna. Touched by the Empress. -Base Modifier: adds +4 to all Melee rolls. -Armor Pierce: 1 (negates 1DR) -Passive Enchantment: +1 to all Movement rolls. -Offensive Enchantment #1: [1d6+2] RANGED WEAPONRY: -A.A.C. Honeybadger (Special Weapon Traits: Advanced, Custom, Unique): an improved, highly advanced semi-automatic, 3-round burst, and fully automatic firing mode capable modified M4-platform Personal Defense Weapon (PDW), specialty chambered in the proprietary subsonic armor-penetrating .300 Blackout round. This compact weapon features a suppressor that takes up almost the entire barrel making it practically silent, while the slow subsonic round punches through most standard armor. -Base Modifier: adds +4 to all Small Arms rolls. -Ammunition: Specialized Anti-Personnel, .300 Blackout. Comes with 3 magazines. -Magazine Capacity: 30/30 cartridges. -Maximum Optimal Range: 100M with a -1 penalty per 100M beyond this range. -Maximum Effective Range: 300M -Attachment #1: Holosight: adds +1 to Small Arms rolls only when in use. -Modification #1: Integral Suppressor: 90% Suppressed, requires a Perception roll of 10 or higher in order to identify  direction fired from.   -Cheytac M300 Intervention (Special Weapon Traits: Advanced, Composite, Custom, Unique): a matte black, precision engineered  bolt-action sniping rifle, specifically designed to utilize the powerful .408 Cheytac cartridge. Created to engage a wide range of targets from individuals to light tanks, at ranges of up to, and over, 2,500M. Comes with three 7-round magazines, a bipod, a high quality thermal scope with the ability to switch the thermal function off, and a Spiral-made, internally baffled one piece suppressor to replace the original muzzle brake that came with it. After some experimentation with human technology, Krinza  managed to improve the thermal scope's clarification and magnification by etching a number of piercing runes on each lens, afterwards sealing the markings with extremely thin layers of clear diamondine. -Base Modifier: adds +4 to all Battle Rifle roll. -Ammunition Class: Specialized Anti-Armor, .408 Cheytac. Comes with 3 magazines. -Magazine Capacity: 7/7 cartridges. -Maximum Optimal Range: 600M with a -1 penalty per 600M beyond this range. -Maximum Effective Range: 2,500M. -Attachment #1: 12x Thermal Scope: adds +1 to all Battle Rifle rolls & +4 to a SINGLE Perception roll only when in use. -Attachment #2: Bipod: adds +1 to Batle Rifle rolls only when in use. -Modification #1: Custom External Suppressor: 80% Suppressed, requires a Perception roll of 9 or higher in order to identify direction fired from. -Modification #2: Recoil Absorbing Stock: negates all recoil penalties.   -Colt M1911 (Weapon Traits: Personal): a modern upgrade of the venerable 1911 .45ACP, with tighter tolerances, slightly better handling, range, and ergonomics. -Base Modifier: adds +2 to all Small Arms rolls. -Ammunition Class: Magnum Small Arms, .45 ACP. Comes with 3x magazines. -Magazine Capacity: 7/7 cartridges. -Maximum Optimal Range: 50M with a -1 penalty per 50M beyond this range. -Maximum Effective Range: 150M.   -Glock 17 (Weapon Traits: Personal): a (mostly) polymer 9x30MM semi-automatic pistol, noted for it's expense, high cost of replacement parts, and tendency to become a miniature grenade. -Base Modifier: adds +2 to all Small Arms rolls. -Ammunition Class: Small Arms, 9x19MM. Comes with 3x magazines. -Magazine Capacity: 16/16 cartridges. -Maximum Optimal Range: 50M with a -1 penalty per 25M beyond this range. -Maximum Effective Range: 100M.   -Kriss Vector Super V (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 MP5 and MP7. -Base Modifier: adds +2 to all Small Arms rolls. -Ammunition Cass: Magnum Small Arms, .45 ACP. Comes with 3x magazines. -Magazine Capacity: 30/30 cartridges. -Maximum Optimal Range: 75M with a -1 penalty per 25M beyond this range. -Maximum Effective Range: 150M. -Attachment #1: Holosight: adds +1 to Small Arms rolls when in use, cannot be used in conjunction with Laser Sight. -Attachment #2: Laser Sight: adds +1 to Small Arms rolls when in use & has a maximum effective range of 200M, cannot be used  in conjunction with Laser Sight.   -M9 Beretta (Weapon Traits: Personal): a common, rather ordinary semi-automatic pistol in 9MM. -Base Modifier: adds +2 to all Small Arms rolls. -Ammunition Class: Small Arms, 9x19MM. Comes with 3x magazines. -Magazine Capacity: 16/16 cartridges. -Maximum Optimal Range: 50M with a -1 penalty per 25M beyond this range. -Maximum Effective Range: 100M. -Attachment #1: External Suppressor: 60% Suppressed, requires a Perception roll of 7 or higher in order to identify the  direction fired from.   -Mk. VII Magnum Research Desert Eagle (Weapon Traits: Bulky, Heavy, Personal): a heavy, expensive, and fairly bulky semi-automatic pistol designed by Magnum Research, then revised by IMI. This particular model, the Mark VII, is chambered in the powerful .50 Action Express cartridge, and was explicitly marketed as a big game defense & hunting pistol, particularly for wild boar and bear. Despite it's nearly overwhelming recoil and stiff, easily damaged springs, helpfully replaced by Anon at some point in time, the Mk. VII is quite lethal against most targets. -Base Modifier: adds +2 to all Small Arms rolls. -Ammunition Class: Magnum Small Arms, .50AE. Comes with 3x magazines. -Magazine Capacity: 7/7 cartridges. -Maximum Optimal Range: 100M with a -1 penalty per 50M beyond this range. -Maximum Effective Range: 200M.   -Model 29 Colt Python (Weapon Traits: Personal): an older, but still very capable, 6-cartridge cylinder revolver in .357 Magnum, one of the first production line swinging cylinder models, adding to a reputation that would last  well over 50 years. Stored in the Sportsman's rear cargo compartment. -Base Modifier: adds +2 to all Small Arms rolls. -Ammunition Class: Magnum Small Arms, .357 Magnum. Comes with 3x speed loaders. -Cylinder Size: 6/6 cartridges. -Maximum Optimal Range: 100M with a -1 penalty per 50M beyond this range. -Maximum Effective Range: 200M.   -Spellslinger's Revolver (Special Weapon Traits: Magitek-Forged, Unique Permanent Legendary Artifact): a custom Magitek-made copy of a Taurus Judge revolver, the cylinder modified to utilize six elementally-imbued cylindrical power crystals in place of traditional ammunition, the rest of the weapon strengthened and imbued with warding properties to combat physical degradation under constant use. -Base Modifier: adds +2 to all Small Arms rolls. -Ammunition Class: Elemental; fires either an COMMON ITEMS: -Binoculars, 3x Chemlights, Compass, Duct Tape, Goggles, Flint And Steel, Multi-Tool, 3x Road Flares, 2x Lights, Map, Mess Kit, Remote Detonator, 2x Rope, Shovel, Sunglasses, Wrist Watch, 4x Zip Ties, Zippo Lighter   ***** >EXPLOSIVES: -1x each of Smoke & Flashbang, 2x M67 Frag, 2x C4 Bricks   ***** >MEDICAL ITEMS: 1x Emergency Medical Pouch, 1x Morphine Syrettes   ***** UNIQUE ITEMS: -Advanced Combi-Goggles (Night Vision + Thermal): adds a +3 PERSONAL TRANSPORTATION: -Sportsman WV850 H.O: 100 Armor, 1DR. A specialty rebuilt Polaris Sportsman four-wheeled ATV, built for use by the Army Rangers of his world. Designed specifically for night use, the WV850 comes equipped with a large number of custom modifications and additions that Rangers found to be extremely useful for their covert operations. Standard features include: matte shaded black plastic paneling for concealment, TerrainArmor NPT honeycomb tires which entirely eliminate the possibility of one going flat or being destroyed, a rear storage unit with enough room for a couple of emergency kits and a tool box, tall front and rear racks for gear or equipment storage, and a large quick-access pistol/SMG housing unit on the backside of the front right fender. The Advanced Dynamics lithium-ion-polymer battery system was replaced with what appears to be a large single-stage power crystal by parties unknown.   >STORAGE: COMMON ITEMS: 1x EMS Bag, Colt Python + 3 speedloaders.   -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.   ABILITIES: considered Expert Driving+6.     ***************************************************************************************************************************************                             Kraut:   ***** >ARMOR: -Airskate Kite Shield (Armor Traits: 0/2 Enchantment Slots remaining, Custom-Fit, Magitek-Forged, Unique): originally a 1' in diameter steel round shield, Kraut embedded the buckler into this 3' long and 1.5' wide kite shield with a rolled lip, precisely 5/8ths thick and layered with mythril. Tempered and infused with the fluid of a grand mandragora, a cross between a root and a living being of.. some sort, and enchanted with a powerful slowfall-float of Spiral's devising that allows a limited form of flight up to 6' above any solid surface. Grants an additional MELEE WEAPONRY:   ***** >RANGED WEAPONRY: -Junk Launcher (Special Weapon Traits: Armored, Lightweight, Two-Handed, Unique): a shoulder-mounted, pneumatic launching system with a 3' long, 6" internal diameter tube, capable of propelling specialized packages or ammunition ranging from 1-50lbs and up to 6" in diameter, to a maximum theoretical distance of 200M. It obviously needs some adjustment in order to maximize it's capabilities. -Base Modifier: considered a Heavy Weapon without penalties, grants a [1d6+4] COMMON ITEMS: Binoculars, Box of Matches, Canteen, Compass, Duct Tap, Goggles, Multi-Tool, Mess Kit, Map, Portable Stove, Remote Detonator, Road Flares, 1x Rope, Swiss Army Knife, Tool Box, Wild Ride's Keys.   ***** >EXPLOSIVES: 1x each of High Explosive, Molotov Cocktail, Tear Gas, White Phosphorous; 2x each of Flashbangs & Shrapnel, 4x M67 Frag, 6x C4 Bricks.   ***** >MEDICAL ITEMS: 1x Amphetamines, 1x Antibiotics, 1x Bandages, 1x Emergency Medical Pouch, 1x Morphine Syrettes, 1x Painkillers, 1x Wound Dressing.   ***** >UNIQUE ITEMS: -Advanced Combi-Goggles (Night Vision + Thermal): adds a +3 ARMOR: -Lightweight Diamond Leaf-Scale Armor (Armor Traits: 0/3 Enchantment Slots left, Custom-Fit, Magitek-Forged, Unique Permanent Legendary Artifact): provides 4DR, reduces damage from elemental, Casting, Psionic, and other esoteric harm by 1/4, adds +1 to all non-combat Stealth rolls, and bears an Infused Revenge Seal: when struck in melee, the seal exacts it's retribution with a narrow beam of non-elemental piercing force, dealing 2 damage for each 1 damage dealt by the aggressor that bypasses DR, cannot be avoided or interrupted; if the opponent tries to teleport or run, the Revenge Seal will strike it's target regardless of range, though this effect may only occur once every third turn. On Lont's request, Krinza removed the outer layer of composite scales, replacing them with exacting copies from a Hyfalgyph's scale, further reinforcing it for added protection. Enhanced by Princess Cadence with a fragment from an original Imperial Shield emblem, granting 2x [1d6+6] MELEE WEAPONRY: >Sharonel's Engraved Mural Greatsword (Weapon Traits: 2/3 Enchantment Slots remaining, Destroyer-Forged, Two-Handed, Unique Legendary Permanent Artifact): a mythril and kanpri faced 46" long greatsword, a 14" handle, wrapped in black and white Planar spider silk by Lann, two 10" long guards jutting out and angled 20 degrees downwards from each side, weighing 5 kilograms. The left side is a stark white mythril, from the tip to the base of the handle, the right a mixed purple and black from highly refined kanpri, both faces infused and strengthened with a thin, crystallized diamondine layering. Lengthened by Krinza, a scene of numerous prominent Solar Guardians surrounding General Sharonel the Lancer facing the Solar Tyrant is featured on the mythril facing, the kanpri facing displaying a fully armored Sharonel and Queen Chrysalis with numerous Vanguards behind her, side by side towards the hilt facing an armored Nightmare on the tip, all smiling competitively towards each other. Grandmaster reforged by Krinza. Touched by the Empress. -Base Modifier: adds +4 to all Melee rolls. -Offensive Enchantment #2: [1d6+3] RANGED WEAPONRY -Custom Gunblade (Special Weapon Traits: Custom, Magitek-Forged, Personal, Unique): a personalized Smith & Wesson 29 revolver with an improved, balanced 6" long mythril blade protruding from under the barrel. The cylinder was modified to accommodate six power crystals, three of each aligned to Lightning and Void elements respectively, as well as replacing the hammer with a moderately dense rubber to prevent any feedback from occurring, also making it impossible to use standard ammunition. -Base Modifier: adds +2 to all Melee and/or +2 to all Small Arms rolls. -Ammunition Class: Elemental, fires either a COMMON ITEMS: Binoculars, Driving Goggles, Fishing Pole, Flask, Heatstone, Multi-Tool, 1x Rope, 1x Roll of Steel Fishing Wire, Shovel, Tea Box (Ferrundus).   ***** >EXPLOSIVES: 2x of each: Flashbang, High Explosive, M67 Frag, Shrapnel, Smoke.   ***** >MEDICAL ITEMS: 2x Emergency Medical Pouches, EMS Bag.   ***** >UNIQUE ITEMS: -Alchemical Tablet, Advanced (Onyx): a black tablet, both sides covered in Common Equestrian text, with instructions on advanced alchemical preparations. Grants an additional Alchemy roll and allows a [1d6] PERSONAL TRANSPORTATION: -ST-M12 Outrider Variant: 120 Armor, 2DR. A formerly decommissioned, now armed and partially armored Outrider, a type of 2-wheeled motorcycle intended for use as a fast attack vehicle, Lont's own personal machine, brought from his world before the moment of his death. Sharing a great deal of similarities with most modern motorcycles, the Outrider's low profile compared to traditional racing motorcycles, heavy duty single-wheel suspensions, and it's large ground-gripping tires, further reinforced with plexigrade spikes for additional traction, and rear storage compartments, though small, give it's rider much more mission flexibility than one would expect. Armed with a single M249 mounted to the front and right of the driver, the majority of it's civil grade fiberglass panels were replaced with a semi-lightweight steel alloy, increasing it's weight to a somewhat dismal level. If one gripe could be made of it, the additional strain on it's engine is a bit more than than Lont would have preferred, though alternatives are currently being researched by Krinza.   ABILITIES: considered Expert Driving+4. -Replaces all Melee rolls with COMMON ITEMS: Blue Tarpaulin, Bolts x10, Cross Wrench, Flaregun, Hex Nuts x10, 2x M249 Ammunition Boxes, Oil Lantern.   ***************************************************************************************************************************************                             Mr. Agent:   ***** >ARMOR: -Kevlar Vest: provides 1DR to the chest.   ***** >MELEE WEAPONRY: -Baton: unenchanted.   ***** >RANGED WEAPONRY: -Dual Glock 17's (Weapon Traits: Paired, Personal): a (mostly) polymer 9x19MM semi-automatic pistol, noted for it's expense, high cost of replacement parts, and tendency to become a miniature grenade. -Base Modifier: adds +2 to all Small Arms rolls. -Ammunition Class: Small Arms, 9x19MM. Comes with 5x magazines. -Magazine Capacity: 16/16 cartridges for each. -Maximum Optimal Range: 50M with a -1 penalty per 25M beyond this range. -Maximum Effective Range: 100M. -Attachment #1: External Supressors: 60% Suppressed, requiring a Perception roll of 7 or higher in order to determine the  direction fired from.   ***** >UNIQUE ITEMS: >Attache Case: an unreasonably expensive designer suitcase, colored black for obvious reasons, with a simple 4-digit combination lock next to a pair of ornate ivory handles. While it's design is very similar to most high end suitcases, this one in particular bears a number of Tallus-based modifications, the least of which seems to be it's lack of weight, the most jarring being it's overly ridiculous capacity, seeing as how as Mr. Agent is able to store nearly all of his personal equipment, and the several hundred official papers, writs, and official notices necessary for his job within it rather easily.   ***** >COMMON ITEMS: Book, Pack of Cigarettes, Sunglasses, Zippo Lighter.   ***** >MEDICAL ITEMS: 1x Painkillers.     ***************************************************************************************************************************************                               Navarone:   ***** ARMOR: -Plate Carrier: provides 2DR to the chest.   ***** MELEE WEAPONRY: -Kukri: unenchanted.   ***** RANGED WEAPONRY: -AK-47 (Weapon Traits: Personal): an extraordinarily common combat rifle, developed on most human world in 1947 Russia. The AK-47 is a second generation combat rifle, it's design based off on the Nazi German Sturmgewehr 44, featuring several advancements that would see it last well over 60 years beyond it's original production. Boasting a cheap, highly robust sheet metal stamped receiver, open cycling bolt, loose component tolerances for use in extreme desert and winter biomes, it's exceptionally simple workings and standard, nearly impossible to jam sheet metal magazine ensured that even the most novice of soldiers could become proficient in it's use and maintenance rather easily. Though the AK-47 was ahead of it's time, it suffered from two failings: somewhat poor accuracy at ranges above 600M due to it's engineered loose action, and the cheap, easily knocked out of alignment iron sights, it retains it's place in most histories as the most mass produced firearm. -Base Modifier: +2 to all Combat Rifle rolls. -Ammunition Class: Combat Rifle, 7.62x39MM. Comes with 2x magazines. -Magazine Capacity: 30/30 cartridges. -Maximum Optimal Range: 400M with a -1 penalty per 200M beyond this range -Maximum Effective Range: 1,000M. -Attachment #1: Laser Sight: adds +1 to all Combat Rifle rolls only when in use & has a maximum effective range of 200M. -Attachment #2: foregrip: adds +1 to all Combat Rifle rolls only when in use. -Modification #1: External Suppressor: 60% Suppressed, requires a Perception roll of 7 or higher in order to identify the  direction fired from.   -Model 29 Colt Python (Weapon Traits: Personal): an older, but still very capable, 6-cartridge cylinder revolver in .357 Magnum, one of the first production line swinging cylinder models, adding to a reputation that would last  well over 50 years. Stored in the Sportsman's rear cargo compartment. -Base Modifier: adds +2 to all Small Arms rolls. -Ammunition Class: Magnum Small Arms, .357 Magnum. Comes with 3x speed loaders. -Cylinder Capacity: 6/6 cartridges. -Maximum Optimal Range: 100M with a -1 penalty per 50M beyond this range. -Maximum Effective Range: 200M.   -Taser: (Weapon Traits: Personal) a third generation, less-than-lethal pistol shaped device that deploys a pair of electrified, pronged wires from a front-mounted cartridge, solely meant to incapacitate living targets at close range. In service with many police forces across thousands of worlds, this particular form of taser is usually sold only to law enforcement agencies, while the standard handheld taser is meant for civil use only. The cartridge itself contains an expensive, high voltage but low amperage battery, while the pronged barbs deliver from the front-mounted cartridge are little more than a pair of steel electrodes, mostly ensuring that the use of this less-than-lethal device is meant to disable rather than kill hostile targets. Although most departments and agencies deny such, when tasers such as these are used in 'incorrect' fashions, they can be as lethal as a .357 Magnum in skilled hands. Comes with 3 cartridges.   ***** COMMON ITEMS: Binoculars, Compass, 4x Duct Tape, 4x Gas Mask Filters, Monocular NVG, Multitool, Playing Cards, Radio, Shovel   ***** FOOD: 1x Dried Fruit, 2x Jerky, 4x MRE, 3x Water Bottle, 1x Whiskey, 1x Vodka   ***** MEDICAL ITEMS: 1x EMS Bag, 2x Morphine Syrettes     ***************************************************************************************************************************************                               Natilda:   ***** >ARMOR: -Armored Keyhole Turtleneck, Overcoat, & Fatigues (Armor Traits: 1/2 Enchantment Slots remaining, Artifact, Custom-Fit, Planar-Woven, Unique): Turtleneck & Fatigues provide 1DR, Overcoat provides an additional 1DR when worn, and adds +1 to all Charm & non-combat Stealth rolls. In reality, this set is three pieces of semi-armored, shock absorbing clothing, created from a unique silk collected from an Otherworldly spider that makes it's home in the Moors, with moderate color shifting properties to allow it's wearer to slightly blend into most backgrounds. The first is a specially designed, custom hoofmade turtleneck with an elongated triangle cut atop the breasts for excellent exposure quality, a snug but well fitting pair of cargo pants, and a traditional Stalliongrad style light overcoat to protect against the Everfree's notorious cold. Full body, considered Unarmored.   ***** >MELEE WEAPONRY: -   ***** >RANGED WEAPONRY: -M91 Mosin-Nagant (Weapon Traits: Personal): an extremely rugged, nearly ancient patterned bolt-action rifle with a 5-round internal magazine. Once holding the title of the most mass produced firearm in history, of which the AK-47 now holds that prestigious rank, there are approximately 100 Mosin-Nagant rifle variants, that number expanding nearly exponentially if one considers how many human worlds there are. This particular Mosin-Nagant is the longest and second  heaviest of it's breed, measuring in at 49 inches and weighing 8.9 pounds when fully loaded. Due to it's weight, the M91's recoil is noticeably less than carbine variants, and makes an excellent impromptu spear whenever kebabs need removing, allowing it to be used as a melee weapon. -Base Modifier: adds +2 to all Battle Rifle rolls. -Ammunition Class: Battle Rifle, 7.62x54mmR. Comes with 3x clips. -Magazine Capacity: 5/5 cartridges. -Maximum Optimal Range: 500M with a -1 penalty per 200M beyond this range. -Maximum Efffective Range: 1,100M. -Attactment #1: Scope: adds +1 to Battle Rifle rolls & +2 to a SINGLE Perception roll only when in use. -Attachment #2: Bayonet: adds +1 to all Melee rolls only when in use.   -Tokarev TT-33 (Weapon Traits: Personal): a small framed, semi-automatic pistol chambered in 7.62×25mm Tokarev, meant to replace the M1895 Nagant Revolver in most Russian Imperial armies, although both weapons were often used alongside each other. -Base Modifier: adds +2 to all Small Arms rolls. -Ammunition Class: Small Arms, 7.62×25M Tokarev. Comes with 3x magazines. -Magazine Capacity: 8/8 cartridges. -Maximum Optimal Range: 50M with a -1 penalty per 25M beyond this range. -Maximum Effective Range: 100M.   ***** >COMMON ITEMS: 2x Canteens, Goggles, Standard Nightvision Goggles.   ***** >EXPLOSIVES: 2x each of Molotov Cocktails & Smoke.     ***************************************************************************************************************************************                             Pareidolia:   ***** >ARMOR: -Thermal-Optic Camouflage Armor (Armor Traits: 1/3 Enchantment Slots left, Advanced, Custom-Fit, Prototype, Unique): provides 4DR against physical attacks, reduces damage from all elemental, Casting, Psionic, and other esoteric means by 1/4, adds +2 to all in-combat Stealth rolls, and converts all rolls to Auto-Stealth in dark conditions. A lightweight, self-contained and armored NBC suit, complete with an experimental helmet, covered in a real-time environmentally matching nanofilament that masks the wearer's thermal signature, also providing the same concealment for his equipment and weapons. Vastly improved with a sequential layering of Hyfalgryph scales, it was augmented with a sealed, infused planar silk to allow a limited auto-stealth functionality, and comes with a unique self-regenerating power cell that drains ambient energy discharges and energy from it's surroundings, further modified by Spiral's gryphon form with a synchronized, Tallus-made power crystal to ensure stable operation, featured on the back in a small containment unit combined with an advanced processing unit. When struck while in stealth, the optical camouflage will flicker on and off randomly for that turn before returning to normal. Excessive exposure to water will cause the system to disable the active nanofilaments temporarily, shutting off the camouflage function for a short period of time. While it is possible to use firearms during Stealth, the system cannot mask muzzle flash and has no effect on sound dampening. Full body, considered L.Suit.   -Self-Contained NBCA Helmet (Armor Traits: 1/1 Enchantment Slots left, Advanced, Custom-Fit, Prototype, Unique): provides 1DR to the entire head. A bubble-styled Nuclear-Biological-Chemical-Anomalous resistant helmet composed of a classified transparent material with properties approximating HVRF01 steel. Features an integrated air filtration system, an advanced communications unit, and a small data processing unit in the rear for attaching internal integrated optical enhancements.   ***** >MELEE WEAPONRY: >Enchanted Combat Knife -Base Modifier: adds +1 to all Melee rolls.   >Hermit's Pinksteel Dagger (Weapon Traits: 1/1 Enchantment Slots remaining, Artifact, Unique): formerly a rough, patchwork pinksteel biteblade, reinforced and repaired on the spot by Celestia, now an 8" long single bladed dagger with a 6" handle, the edge tapering to a long, curved point. The grip is some form of carved wood, species unknown, while the blade itself is a rushed forge job, but is still pure pinksteel nonetheless. How such pure pinksteel was acquired and then so poorly forged together into this weapon is an odd story: From the many records recovered from Harlon's lab, there is some information on the origins of the old biteblade. A year or so before the accident, the Guards were investigating reports of a deranged pony inhabiting the deep woods near Canterlot. The reports themselves were quite real, but the story had a very strange twist to it; the pony in question was being tormented by hallucinations and voices in his head, and assumed that he was being harassed by spirits. Somehow acquiring a lump of pure pinksteel, he forged this rush job of a blade in utmost desperation. His background, where he acquired the pinksteel, and how he had any skill in forging remain unknown. When they attempted to subdue and aid him, he shocked the small Guard group by plunging the biteblade into the head of the Captain and dashed away into the woods. He was never seen again after this, though the Guard gave their all to track him down for the murder. Convinced that there must have been more to the weapon, they brought it to Harlon for analysis. He concluded there was nothing to the blade besides being badly made, and threw the weapon in with all the other rejects. -Base Modifier: adds +1 to all Melee rolls. -Inherent Ability: Pink Steel. Capable of harming Otherworldly, Planar, Spectral, and Undead beings, particularly those not present in the physical spectrums, dealing additional harm to the same enemies.   >Panorama Blade (Weapon Traits: 0/3 Enchantment Slots remaining, Graven-Carved, Unique Legendary Permanent Artifact): a thick, 28" long, slightly curved sword with an 8" handle and oversized guards. This black-tinged blade is covered in a panoramic scene of a large minotaur village, presumably Gozka, and would likely have been used for training very young Adherents. -Base Modifier: adds +3 to all Melee rolls. -Offensive Enchantment #1: [1d6+2] RANGED WEAPONRY: -FN F2000 Tactical (Weapon Traits: Personal): a lightweight, modular bullpup combat rifle designed to utilize a short covered bolt, improving it's functionality in adverse environments, although it's range suffers considerably from the short barrel. Unfortunately, the frame has been known to melt under prolonged heat. -Base Modifier: adds +2 to all Combat Rifle rolls. -Ammunition Class: Combat Rifle, 5.56x45mm NATO. Comes with 6x magazines. -Magazine Capacity: 30/30 cartridges. -Maximum Optimal Range: 300M with a -1 penalty to all Combat Rifle rolls per 100M beyond this range. -Maximum Effective Range: 600M. -Attachment #1: Holosight: adds +1 to Combat Rifle rolls only when in use, cannot be used in conjunction with Laser Sight. -Attachment #2: Laser Sight: adds +1 to Combat Rifle rolls only when in use & has a maximum effective range of 200M, cannot be used  in conjunction with Laser Sight. -Modification #1: External Supressor: 60% Suppressed, requiring a Perception roll of 7 or higher in order to determine the direction fired from.   -FN P90 TR (Weapon Traits: Personal): a lightweight, compact, ambidextrous bullpup polymer-based PDW that uses a proprietary armor-piercing FN 5.7×28MM cartridge, designed as a replacement for the H&K MP-series of submachine guns. While it's caliber is significantly smaller than the 9MM, it boasts greater velocity, better armor penetration than the 7.65x21MM cartridge, and greatly reduced recoil, it does suffer from a distinct lack of lethality, which is partially offset by it's 50 round box magazine. -Base Modifier: adds +2 to all Small Arms rolls. -Ammunition Class: Small Arm, 5.7×28MM. Comes with 4x box magazines. -Magazine Capacity: 50/50 cartridges. -Maximum Optimal Range: 100M with a -1 penalty per 25M beyond this range. -Maximum Effective Range: 200M.   ***** >COMMON ITEMS: Batteries, Binoculars, 2x Canteens, 2x Duct Tape, Flint & Steel, 2x Gas Masks, GPS, L-Flashlight, Lighter Fluid, Multi-Tool, MP3 Player, Radio, 4x Road Flares, Snake Cam, Shovel, Wire Cutters, Wrist Watch, 2x Zip Ties, 2x Zippo Lighters.   ***** >EXPLOSIVES: 2x M67 Frag, 3x Smoke, 4x White Phosphorous.   ***** >MEDICAL ITEMS: 1x Emergency Medical Pouch.   ***** >UNIQUE: -Experimental Holo-Laptop: a battered, partially functional octagonal grey digital laptop with a cracked red lens for an "On" button in the center, a holographic keyboard, and a 120-degree panoramic 'screen'. Either someone managed to keep this prototype intact right up until their unfortunate death, or they simply had really shitty luck surviving a nuclear detonation. Features: 50TB crystalline lattice hard drive, a flat motherboard with integrated processing unit/cooler/RAM card composed of near-liquid diamond, graphic & sound cards that are 99.9% top secret, a host of logic-assistance programs, and an MP3 library. Stolen, of course. Allows a [1d6+1] ARMOR: -Red Dyed Brigandine Stealth Armor: (Armor Traits: 0/3 Enchantment Slots left, Rune-Forged, Unique Permanent Legendary Artifact): provides 3DR, adds +2 to all Movement and +3 to all non-combat Stealth rolls. A full body brigandine suit, its cloth and leather exterior dyed red to match Cu'Nir's own armor while the metal clinker interior was made from a set of ancient equine armor found within an excavated structure. Each strip of metal has been inscribed with a rune of stealth by the Master Forger, while Fuigah, the Shadow Wing Seamstress, secreted Phantom Rags between the cloth, leather, and metal layers to boost the stealth qualities, also improving it's freedom of movement. Full body, considered L.Suit.   ***** >MELEE WEAPONRY: >Twin Infested Runic Void-Fang Sai (Weapon Traits: 0/3 Enchantment Slots remaining, Dual Weapon, Rune-Forged, Void Infested, Unique Legendary Permanent Artifact): a pair of long sai embedded and imbued with a peculiar infestation from the Void by the master smiths of the Vale. While visiting, Princess Luna was able to complete these weapons with the addition of a third offensive enchantment, making it one of a very few rare weapons capable of doing so. -Base Modifier: adds +3 to all Melee rolls. -Offensive Enchantment #1: [1d6+1] RANGED WEAPONRY: -Sig Sauer P229 (Weapon Traits: Personal): a compact derivative of the P226, the double-action P229 makes use of a milled steel slide in place of cast in order to use the more powerful .357 Sig cartridge, longer lasting main springs, and double stacked magazines to reduce the number of combat reloads. Considerably more comfortable and easier to conceal than it's predecessors, the P229 sees a great amount of service in the hands of police, detectives, SO, SF, Coast Guard, and other equipment specialized personnel. -Base Modifier: adds +2 to all Small Arms rolls. -Ammunition Class: Magnum Small Arm, .357 SIG. Comes with 3x magazines. -Magazine Capacity: 12/12 cartridges. -Maximum Optimal Range: 100M with a -1 penalty per 50M beyond this range. -Maximum Effective Range: 200M. -Attachment #1: Laser Sight: adds +1 to all Small Arms rolls only when in use & has a maximum effective range of 200M. -Modification #1: External Suppressor: 60% Suppressed, requires a roll of 7 or higher on Perception to determine the direction fired from.   ***** >COMMON ITEMS: Binoculars, Compass, Grappling Hook & Rope, Night Vision Goggles, Remote Detonator, 1x Rope, Snake Cam, Swiss Army Knife, Sunglasses, Timer.   ***** >EXPLOSIVES: 1x Smoke, 2x Flashbangs, 3x M67 Frag, 5x C4 Bricks.   ***** >UNIQUE ITEMS: -Advanced Combi-Goggles (Night Vision + Thermal): adds a +3 ARMOR: none.   ***** >MELEE WEAPONRY: -Kukri: unenchanted.   ***** >RANGED WEAPONRY: -FN FAL (Weapon Traits: Personal): a post-WW2, Belgian produced gas piston operated battle rifle, originally chambered in 7.92×33mm Kurz but rechambered for the more common 7.62x51MM NATO cartridge, with both single-shot and fully automatic selection, although firing full auto is HEAVILY disadvised. While most of it's design copies the older SVT-40 and the SKS designs, the FAL has seen long lasting service by many countries across thousands of human worlds due to it's rugged components, heavy barrel, and tendency to fire even the shoddiest ammunition run through it with ease. This particular FAL features a bayonet, a high mounted scope, and a bipod. -Base Modifier: adds +2 to all Combat Rifle rolls. -Ammunition Class: Combat Rifle, 7.62x51MM NATO. Comes with 3x magazines. -Magazine Capacity: 30/30 cartridges. -Maximum Optimal Range: 500M with a -1 penalty to all Battle Rifle rolls per 200M beyond this range. -Maximum Effective Range: 1,100M. -Attachment #1: Bayonet, unenchanted: may be used as a melee weapon. -Attachment #2: Bipod: adds +1 to all Battle Rifle rolls only when in use. -Attachment #3: Scope: adds +1 to all Battle Rifle rolls only when in use. -Attachment #4: Laser Sight: adds +1 to all Battle Rifle rolls only when in use & has a maximum effective range of 200M.   -FN FiveSeveN (Weapon Traits: Personal): a small framed pistol intended for use as a replacement for the Beretta M9 and it's many variants, using the proprietary, light armor-piercing 5.7x28MM FN cartridge for short ranged work. Comes with a standard flashlight & laser sight  on the underbarrel rail. -Base Modifier: adds +2 to all Small Arms rolls. -Ammunition Class: Small Arm, 5.7x28MM FN. Comes with ??x magazines. -Magazine Capacity: ??/?? cartridges. -Maximum Optimal Range: 50M with a -1 penalty to all Small Arms rolls per 25M beyond this range. -Maximum Effective Range: 100M. -Attachment #1: Laser Sight: adds +1 to all Small Arms rolls only when in use & has a maximum effective range of 200M. -Modification #1: Flashlight: adds +2 to a SINGLE Perception roll only when in use.   ***** >COMMON ITEMS: 2x Canteen, Cleaning Kit, 3x Chemlights, Compass, Duct Tape, Flint & Steel, Gas Mask, Map, Multi-Tool, Nightvision Goggles, Mess Kit, MP3 Player, Radio, Road Flare, 1x Rope, Sewing Kit, Sleeping Bag, 1x Toilet Paper Roll, Wire Cutters, Wrist Watch.   ***** >EXPLOSIVES: 2x each of Flashbang & Smoke.   ***** >MEDICAL ITEMS: 1x Iodine, 3x Morphine Syrettes, 4x Emergency Medical Pouches.     ***************************************************************************************************************************************                             Spruce:   ***** >ARMOR: -Kevlar Helmet: provides 1DR to most of the head.   -Kevlar Vest: provides 1DR to the chest.   ***** >MELEE WEAPONRY: -Combat Knife: unenchanted.   ***** >RANGED WEAPONRY: -Carl Gustaf Mk.3 (Special Weapon Traits: Personal): an advanced, modern day adaption of the original post-WW2 Carl Gustaf  recoilless rifle, the Mk.3 has gained numerous accolades for it's excellent anti-armor capabilities, long ranged accuracy,  and the ability to cripple or destroy most tanks with a single warhead. Firing 94x246MMR finned projectiles at over 250  meters per second, the Mk.3's long lasting chrome-moly barrel, good for over 2,000 firings, ease of reloading, and the  ability to use HEAT3, HE, flechettes, and smoke deploying programmable warheads have contributed to it's stellar performance. Comes with an integral 3x8 scope with integrated laser rangefinder and a Generation 2 night vision capability. -Base Modifier: adds +2 to all Heavy Weapon rolls. -Ammunition Class: Explosive, 94x246MMR Warhead. Comes with 3 warheards. -Maximum Optimal Range: 600M with a -1 penalty per 200M beyond this range. -Maximum Effective Range: 1,400M. -Attachment #1: Scope: adds +1 to Heavy Weapon rolls & +2 to a SINGLE Perception roll only when in use. -Attachment #2: Rangefinder: adds +1 to Heavy Weapon rolls when in use.   -Colt M1911 (Weapon Traits: Personal): a modern upgrade of the venerable 1911 .45ACP, with tighter tolerances, slightly better handling, range, and ergonomics. -Base Modifier: adds +2 to all Small Arms rolls. -Ammunition Class: Magnum Small Arm, .45 ACP. Comes with 3x magazines. -Magazine Capacity: 7/7 cartridges. -Maximum Optimal Range: 50M with a -1 penalty per 50M beyond this range. -Maximum Effective Range: 150M.   -H&K AG3 (Weapon Traits: Personal): a Heckler & Koch made carbine combat rifle utilizing the 7.62x51MM NATO cartridge, intended to replace many of the the earlier, heavier G3 models. At the time of it's introduction, it's design was influenced by the many overheating issues it's predecessors had, due in part to dedicated weapon component alloys and improved long term stress testing methods. Comes with a variety of additional features: a thick, competition grade  chrme-moly lined barrel, a retractable stock, and 6 magazines. -Base Modifier: adds +2 to all Combat Rifle rolls. -Ammunition Class: Combat Rifle, 7.62x51mm NATO. Comes with 6x magazines. -Magazine Capacity: 30/30 cartridges. -Maximum Optimal Range: 500M with a -1 penalty per 300M beyond this range. -Maximum Effective Range: 1,400M. -Attachment #1: Red Dot Sight: adds +1 to Combat Rifle rolls when in use, cannot be used in conjunction with Laser Sight. -Attachment #2: Laser Sight: adds +1 to Combat Rifle rolls when in use & has a maximum effective range of 200M, cannot be  used in conjunction with Red Dot Sight.   ***** >COMMON ITEMS: Binoculars, Canteen, 2x Rolls of Duct Tape, Gas Mask, Ham Radio, 2x Road Flares, Sunglasses, Shovel, Satellite Phone   ***** >EXPLOSIVES: 6x M67 Frags.   ***** >MEDICAL ITEMS: 1x Bandage Box, 1x Wound Dressing     ***************************************************************************************************************************************                             Sunny Feathers:   ***** CURRENCY: -Bits: 11,998. -Gems: 0 Bits worth.   ***** UNIQUE ARMOR: -Spider Silk Sneaking Suit (Armor Traits: 2/2 Enchantment Slots, Custom-Fit): a full body, skin tight suit woven from three layers of steel infused spider silk with simple, thin steel plate inserts to protect the vital areas of the barrel, chest, back, sides, and flanks. Also dyed a slightly faded black. Provides 2DR and adds +1 to all non-combat Stealth rolls.   ***** UNIQUE WEAPONRY: >Kitty Catboots: a quartet of amusingly fashioned hoofboots of an unknown metallic composite, given to Sunny by Discord for helping him with a rather troubling situation. All four are shaped like a cat's paws, colored a frisky dappled dark red, hazy blue, and matte black, also sporting five 4" long blades capable of retracting on command, allowing her to dig into trees, ground, or enemies with ease. The interior of each is padded with a lush, soft layer of a solid, dark gray silk-like material, while the exterior is protected by a thin layer of sound absorbent ceramic or similar. At the very least, they don't meow. -Base Modifier: adds +2 to all Melee rolls. -Passive Enchantment: Sneaky Kitteh~! Adds +1 to all non-combat Stealth, but when viewed by humans, gryphons, or other carnivorous beings, Sunny will always appear to be walking on silent little kitty paws.   >Steel Wingblades (Personal Weapon Traits: Custom Fit): a simple and light, wing spanning set of blades with a sticky enchantment, the tips of the blades exceed the length of Sunny's primary feathers slightly, allowing her to use them as piercing weapons as much as anything else. -Base Modifier: adds +1 to all Melee rolls.   ***** PERSONAL ITEMS: -Small Saddlepack: a nondescript, average looking pair of comfortable, woven cotton satchels, the left containing 1x Canteen, 2x Small Heatstones, Journal, 2x Lantern Gems, and 2x Rolls of Rope.   ***** ALCHEMICAL ITEMS: 1x Adrenaline Surge & 1x Black Fog   ***** MEDICAL ITEMS: 2x Rolls of Bandages   ***** UNIQUE ITEMS: -Map Satchel: the left satchel contains a host of Tallus maps including major geographic regions, cities and towns, rail lines, and markings of translocation stones.   -Pegasi Winter Suit: a custom fit Lann original, this is a full bodied cold weather suit for pegasi only. Composed of numerous treated cotton layers for maximum insulation, and a single internal layer of a soft, common Moors silk for comfort. from being snagged on anything protectors, a full length neck sleeve, a removable face hood with ear flaps, a dock ring to keep her tail out of the way during missions, and has been painted with light gray, dark gray, and off white banding for additional camouflage qualities.   -Regeneration Flask, Permanent: the second of Sunny's increasingly long term alchemy experiments, this is a bright, glowing green fluid composed of.. certain substances, one of her own feathers, and one of her tears, suspended in an ornate, triangular faceted crystalline bottle. Unlike a standard dose of Regeneration, the light cast from this one seems to dance about merrily, becoming highly animated when there are more sentients about. Sunny must add +1 to all Alchemy rolls when using this item, whether the contents are applied or consumed, and upon use the recipient gains +3HP/turn for 3 turns at Basic, +4HP/turn for 3 turns at Expert, +5HP/turn for 3 turns at Master, and +6HP/turn for 3 turns at Grandmaster, also stopping Bleeding on contact; as this item is Permanent, Sunny may use up to a maximum of 3 doses during a day/night cycle, which will automatically refill after the day/night cycle is completed.   -Restoration Draft (Permanent): a uniquely prepared clear diamond bottle containing an exceptionally soft and warmly hued red fluid. This is Sunny's first permanent creation, an admixture of a standard alchemical Restoration dosage fortified by the addition of.. certain mare fluids, strengthened by alchemically imbuing long lasting trace elements, then advanced to the point of permanency. The light emitted from this draft is remarkably similar to the effects of sunlight, all living beings within a 5M radius become calmed by the soothing light and warming physical sensations. Sunny must add +1 to all Alchemy rolls whether the contents are applied or consumed, the total result indicating the amount of healing done to living beings; as this item is Permanent, Sunny may use up to a maximum of 3 doses during a day/night cycle, which will automatically refill after the day/night cycle is completed.   ***************************************************************************************************************************************                             Surplus:   ***** >ARMOR: none.   ***** >MELEE WEAPONRY: -Hatchet: unenchanted.   ***** >RANGED WEAPONRY: -K98 Mauser (Weapon Traits: Personal): -FINISH. -Base Modifier: adds +2 to all Battle Rifle Rolls. -Ammunition Class: Battle Rifle, 7.92×57mm Mauser. Comes with 3x stripper clips. -Magazine Capacity: 5/5 cartridges. -Maximum Optimal Range: -Maximum Effective Range: 1,100M.   -Model 29 Colt Python (Weapon Traits: Personal): an older, but still very capable, 6-cartridge cylinder revolver in .357 Magnum, one of the first production line swinging cylinder models, adding to a reputation that would last well over 50 years. -Base Modifier: adds +2 to all Small Arms rolls. -Ammunition Class: Magnum Small Arm, .357 Magnum. Comes with 2x speedloaders. -Cylinder Capacity: 6/6 cartridges. -Maximum Optimal Range: 100M with a -1 penalty per 50M beyond this range. -Maximum Effective Range: 200M.   ***** >COMMON ITEMS: Binoculars, Can Stove, Canteen, Cleaning Kit, Compass, Duct Tape, Flask, Flint & Steel, Goggles, Iodine Drops, L-Flashlight, Multi-Tool, Matchbox, Mess Kit, Map, 1x Roll of Rope, Shovel, Sleeping Bag, Tent.   ***** >MEDICAL ITEMS: 1x Emergency Medical Pouch.     ***************************************************************************************************************************************                             Thrill:   ***** >ARMOR: -Crystalline M.S.F. Shield (Armor Traits: 2/2 Enchantment Slots remaining, Artifact, Custom, Crystal-Forged, Unique): multiple thin sheets of titanium & diamond layered and forged together by Spiral, further inscribed with Crystal runes of protection by Naliyna. Grants an additional MELEE WEAPONRY: >Enchanted Combat Knife. -Base Modifier: adds +1 to all Melee rolls. -Offensive Enchantment: [1d6] M.S.F. Lightning Blade (Weapon Traits: 2/3 Enchantment Slots remaining, Magitek-Forged, Unique): looking to be very much a 12" long single bladed combat knife with a highly comfortable 6" silk-wrapped handle, and two sloping guards made from diamondine for additional protection. This custom fit blade was forged from purified kanpri with a charged solid-state black platinum-crystalline core, etchings of the unicorn rune for lightning present on several notches on the rear of the blade. Three Spirals and Krinza created this weapon to emit a powerful electric shock, as well as to be used as a knife, of course. -Base Modifier: adds +2 to all Melee rolls. -Offensive Enchantment #1: [1d6+2] RANGED WEAPONRY: -MG3 (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. -Base Modifier: adds +2 to all Heavy Weapon rolls. -Ammunition Class: HMG, 7.62x51MM NATO. Comes with 1x belt. -Ammunition Belt Capacity: 100/100 cartridges. -Maximum Optimal Range: 500M with a -1 penalty per 300M beyond this range. -Maximum Effective Range: 1,400M. -Attachment #1: Bipod: adds +1 to Heavy Weapon rolls only when in use. -Attachment #2: Flashlight: adds +1 to a SINGLE Perception rolls only when in use.   -M.S.F. Custom Browning Hi-Power (Weapon Traits: Personal): a single-action variant of the Colt 1911, designed in France in 1935. This particular Hi-Power was professionally manufactured by M.S.F.'s industrial team to utilize the much larger .45ACP cartridge rather than 7.65x21MM or 9x39MM, enlarging the frame to accomodate a slightly bigger magazine, and making judicious use of steel alloys to keep it's weight down to a nominal level. -Base Modifier: adds +2 to all Small Arms rolls. -Ammunition Class: Magnum Small Arms, .45 ACP. Comes with 3x magazines. -Magazine Capacity: 8/8 cartridges. -Maximum Optimal Range: 50M with a -1 penalty per 50M beyond this range. -Maximum Effective Range: 150M.   -M.S.F. Custom Railgun (Special Weapon Traits: Advanced 1970's Technology, Composite, Unique): a highly advanced, for the 1970's at least, one-man portable anti-tank weapon capable of delivering a precision engineered finned tungsten dart via an electromagnetic propulsion system. Has an integrated 4x10 semi-digital sight for accuracy at longer ranges. This weapon can be used five times before the internal power cell is expended, despite the internal magazine holding six darts, and requires several hours of recharging on it's own, though it is capable of being restored to it's full potential. -Base Modifier: adds +4 to all Heavy Weapon rolls. -Ammunition Class: Unique, Tungsten Darts. Comes with 12x darts. -Firing Charges: 5/6. -Maximum Effective Range: 2,000M. -Attachment #1: Scope: adds +1 to Heavy Weapon rolls & the EXPLOSIVES: 2x each of Flashbang & Smoke.   ***** >COMMON ITEMS: Binoculars, Canteen, Compass, Headset, Gas Mask, Map, Multi-Tool.   ***** >UNIQUE ITEMS: -Banded Swamp-Skitter Teeth: a collection of short, recurved gray teeth from a predatory fish native to the Moors, well known for it's paralytic capabilities, both difficult to catch and hard to find, contained in a thick, woven cotton pouch to protect from unwanted contact. When infused to a weapon, allows a [1d3] ARMOR: -Katarn-class Commando Armor (Armor Traits: Advanced, Custom-Fit): provides 2DR, takes 1/2 damage from Acid. A damaged, battered full body plated armor composed of duraplast, an advanced, complex, durable, and most importantly expensive space age alloy. A considerable upgrade from standard clone trooper armor, Commando armor was developed in response to the increasing threats from the Trade Federation. Each section of armor is custom fit for maximum freedom of movement, although the unarmored regions are only protected by a thermally balanced zero-gravity vacuum suit, offering little protection against most weaponry. Featuring a specialized backpack for rapid deployment of detonation packs, ammunition, and grenades, the entire armor is also capable of withstanding most acids, particularly the combat boots. Due to damage caused before his arrival, Thunder's munitions pack is incapable of storing it's full loadout, and requires a great deal of restoration to be brought back to full service.   -Katarn-class Commando Helmet (Armor Traits: Advanced, Custom-Fit): provides 1DR to the entire head. A damaged, battered full head covering helmet composed of duraplast, an advanced, complex, durable, and most importantly expensive post-galactic space age alloy. A uniquely shaped, though slightly heavy, helmet containing numerous dependable highly features, including an oxygen filtration system, a long range communications array, and a tactical Heads Up Display, also referred to as a HUD, that displays a small holographic representation of Thunder, his teammates, and their relative health within a 100M radius. Unfortunately due to it's damaged state, the helmet's integrated night vision, optical sensor targeting & analysis array, and electrobinocular functions are unavailable, but are capable of being restored nonetheless.   ***** >MELEE WEAPONRY: >Katarn Armor Gauntlet Vibroblades: two 4" long blades with a triangular tip, capable of being ejected or retracted from a Clone Commando's gauntlets, powered by an internal sonic emitter that causes additional damage to organic or unarmored targets. A semi-complex sonic enhanced weapon, typically used as a cheap alternative to other, more traditional melee weapons of the time such as lightsabers, this vibroblade's small size and inclusion into Katarn-class armor allows it to be quite discreet, and is highly effective against most targets, excepting those with thick armor or hardened internal/external defenses, although the damage caused to it has reduced it's effectiveness by a large margin. -Base Modifier: adds +1 to all Melee rolls.   ***** >RANGED WEAPONRY: -DC-15s Side Arm Blaster Pistol: developed by BlasTech Industries for the Grand Army of the Republic, the DC-15s was a backup  plasma pistol side arm for clone troopers. Not as powerful as the standard DC-15 blaster, DC-15s utilized a unique self-regenerating power cell capable of storing enough energy for eight shots, recharging enough for one shot every second,  though the user was forced to wait as it did so. As technology during the Clone Wars era wasn't as refined as it could be, nearly all energy weaponry had several flaws, the most notable being optimal and maximum ranges, and due to damage caused before his arrival, Thunder's personal DC-15s is no exception -Base Modifier: when firing at a target at a distance of 30M or less, adds +1 to all Energy Weapon rolls and ignores 1DR, but when firing at a target from a distance of 31-120M, does not gain a bonus. -Ammunition Class: Rechargeable Energy Cell. -Maximum Effective Range: 120M.   -DC-17m Interchangeable Weapon System: developed by BlasTech Industries, the DC-17m was a lighter and more versatile version  of the standard DC-15 blaster rifle, manufactured to much higher tolerances in order to withstand nearly all weather  conditions, although it does require periodic calibration for maximum efficiency. Unlike most blasters, this one was capable  of being configured to use several attachments using a modular system, including a long range sniper rifle, an anti-armor grenade launcher, a non-lethal Pulsed Energy Projectile to stun or incapacitate organics, and a breaching grenade, though  presumably the other attachments were destroyed before Thunder's arrival. -Base Modifier: when firing at a target at a distance of 45M or less, adds +1 to all Energy Weapon rolls and ignores 1DR, but when firing at a target from a distance of 46-450M does not gain a bonus. -Ammunition Class: Energy Cell. Comes with 12x Large Power Paks. -Firing Rate: 12 shots per Large Power Pak. -Maximum Effective Range: 450M.   ***** >COMMON ITEMS: GPS Unit, Multitool, 1x Recharging Cable, 12x Republic Power Paks, 1x Roll of Rope, Wireless Electronic Detonator.   ***** >EXPLOSIVES: 3x EMP Grenades, 4x Breaching Charges, 8x Detonation Packs.   ***** >UNIQUE ITEMS: -Galactic Republic Maintenance System: one of a vast number of dedicated weapon and armor maintenance kits issued by the Republic Army to their best on-ground or in-space engineering personnel.. or to the extremely tiny number of Clone Commandos that specialized in such an otherwise 'unworthy' occupation. This advanced engineering set, comprised solely of Mandalorian-based and pre-Empire tools, if they can even be called that, are designed to function on the most inhospitable planets, in the vacuum of space, or with a bit of fine tuning and some protective sealing, underwater. The contents take up half of the space in the Commando's rear-mounted armored pack unit, which also dispenses a Commando's relevant munitions, grenades, spare power paks or cells, magazines, clips, or whatever he would need at the time. Contents include: a single large holographic projection datapad with technical specifications on most all modern weaponry, armor, and electronics systems, including basic slicing programs to override and bypass the same; five vibroblades ranging from small enough to cut wires to large enough to stick something in the ribs for any number of delicate (or not so delicate) tasks; an oversized handheld soldering & welding torch/gun combination, with an internal power cell that uses insertable cartridges, or the raw or refined materials themselves, to make critical repairs and patches to armor, and even seal doors in a pinch; a hydrospanner, which is a powerful adjustable wrench, screwdriver, or nut driver all in one, that can even punch said screws, nuts, rods, or other small components through solid high grade steels via a small, integrated fusioncutter for dealing with complex adhesives or difficult to penetrate materials; two rolls of duraplast embedded space tape; two tubes of duraplast glue for critical sealing operations; and a good ol' pre-modern dura-hammer. Adds +1 to and grants an additional Engineering roll.   -Kaminoan Armorsmith Material Fabricator & Assembler: a Kaminoan fabrication machine designed to produce the specialized Mandalorian-styled Clone Trooper, Commando, and ARC armors, along with a host of other equipment including devices, weaponry, and even explosives. Employed specifically by the Armorsmiths in their trade, the Fabricator & Assembler relies on an indepth sensor matrix composed of numerous material scanners that grant the user the ability to magnetically scan cross-sections of the item or armor in production, bolstered by a series of external sensor rods that allow for precise electromagnetic particulate dispersal for layering materials at the atomic level. 12 robotic arms equipped with a variety of clamps, claws, and other tools are controlled by the main computer core, assisting in far less sophisticated, simple machining and milling tasks such as fabricating or restoring weaponry using any number of Republic, Kaminoan, Mandalorian, or user created schematics. A secondary set of 16 folding clamp arms contained within the fabricator's struts are used solely to hold a single suit of armor for reconstruction after severe battle damage, though it's unknown as to whether or not someone being IN the armor while reconstruction takes place is a good idea. Despite the loss of two sensor rods, one of the milling arms being jammed, and several damaged displays, it is still functional, though contains no blueprints or schematics as it's computer core seems to have been wiped at some point, while it's material racks are also empty, either from sabotage or use. Currently occupies a space in the workshop on the central southern wall, and is limited to Thunder's use ONLY. Grants 4x [1d6+15] ARMOR: -Heavy Plate: provides 2DR, but suffers a -1 penalty to all Movement rolls. Protects the entire chest, abdominal, and upper groin region, but provides no protection for the arms, neck, or head.   ***** >MELEE WEAPONRY: -Combat Knife: unenchanted.   ***** >RANGED WEAPONRY: -CZ-75 (Weapon Traits: Personal): a lightweight, highly durable double action semiautomatic 9MM pistol designed in Czechoslovakia. Depending on the world in question, it typically debuted around 1975 as a police & military sidearm intended to replace numerous aging CZ pistol models due to advancements in alloys and component machining, though began finding favor amongst competition shooters due to it's ruggedness and exceptional comfort. Despite a number of similarly designed pistols from numerous companies, the CZ-75 still remains a favorite amongst military personnel. -Base Modifier: adds +2 to all Small Arms rolls. -Ammunition Class: Small Arm, 9x19MM. Comes with 2x magazines. -Magazine Capacity: 12/12 cartridges. -Maximum Optimal Range: 50M with a -1 penalty per 25M beyond this range. -Maximum Effective Range: 100M.   -PKM (Weapon Traits: Personal): devised from lessons learned from the AKM combat rifle and the RPK light machine gun, the PKM was designed as a pre-Cold War 2 infantry support weapon meant for median to long range engagements and suppression fire. Designed as an open bolt air-cooled MG, it comes standard with a chrome-lined barrel for additional service length, a short, slotted flash suppressor to prevent the user from losing their vision during extended use, and an integral folding bipod for enhanced accuracy at long range, the PKM is capable of significantly longer active use when compared to similar weapons, and it's use of the ubiquitous 7.62x54R cartridge gives it excellent punch for it's lighter weight. Comes with 2x 200 cartridge box magazines. -Base Modifier: adds +2 to all Heavy Weapon rolls. -Ammunition Class: HMG, 7.62x54R. Comes with 2x belt-fed box magazines. -Ammunition Belt Size: 200 cartridges. -Maximum Optimal Range: 500M with a -1 penalty per 300M beyond this range. -Maximum Effective Range: 1,400M. -Attachment #1: Bipod: adds +1 to Heavy Weapon rolls only when in use.   ***** >COMMON ITEMS: Camouflage Paint Kit, Gas Mask, Map, Playing Cards   ***** >EXPLOSIVES: 2x C4, 2x Flashbangs, 2x M67 Frag Grenades, 2x White Phosphorous   ***** >MEDICAL ITEMS: 1x Emergency Medical Pouch, 2x Wound Dressings   ***** >UNIQUE ITEMS: -Common Equestrian Manual: designed by Spiral in his early years, this comprehensive learning guide for Common Equestrian is written in a basic to advanced format utilizing a number of small scalle, reactive teaching enchantments that provide text to speech (or vice versa) support. It includes instruction on proper pronunciation, terminology explanations, and features a text-to-speech translation capability for the user's comfort.   -Vendor Coupon: a large white coupon with a printed, constantly changing stamp of Discord holding a Discord face mask, which is holding up a sign with Discord. The caption below reads: "Good for ONE FREE USE of any Vending Machine! Except for the one in the fridge, which I might add: I don't suggest you try it~!"     ***************************************************************************************************************************************                             EXPLOSIVES LISTING: all Explosives, except for Managel and Manabombs, gain +1 when thrown or detonated, not including bonuses from Engineering tools.   Flash Bang: a timed or impact grenade that disables sight & hearing Perception rolls with a blinding flash and a loud, non-damaging explosion for 1 turn, may Stun enemies and allies in a 10M radius for 1-3 turns, depending on conditions, though flash bangs may unintentionally set flammable objects or items ablaze.   M18 Smoke Grenade: a cylindrical grenade that deploys a large cloud of colored smoke in a 1-30M area, lowering sight-based Perception checks by -3 to all those within it's radius. Lasts from 1-4 turns, depending on environmental conditions.   Tear Gas: causes 1 damage per turn while in cloud. A cylindrical canister that deploys an irritant to enemies AND allies in a 20M radius, causing the eyes to sting and leaves a burning/biting sensation on skin, lowering all sight and sensation-based Perception rolls by -3. Lasts from 1-4 turns depending on conditions.   Poison Gas: a glass container or other fragile canister that contains toxins or nerve agents specifically designed to incapacitate and kill living beings. Deals 2 damage per turn in the cloud to LIVING enemies only, and, depending on conditions, will kill enemies or allies whom do not move out of the 20M cloud within 2-5 turns, also depending on their level of toxic resistance.   Spray Can+Lighter: causes +1 damage and 1 Burn damage the following upon contact. An extremely close range petrol-based flammable concoction in a canister propelled by compressed gasses with a lighter taped to the front. Also quite silly to use, unless against a cloud of flies or bees.   Molotov: causes an additional +2 damage per roll upon landing a hit, sets enemy/enemies on Fire, causes 3 Burning damage per turn for the next 2 turns, and has a 5M radius. Any number and combination of flammable liquids in a fragile glass bottle or jar, lit via cloth or other flammable materials. Contains enough material to continuously burn a human-sized enemy for a short period of time.   Republic Electro-Magnetic Pulse Grenade: causes an additional +2 damage per roll upon landing a hit against organics, OR an additional +6 damage per roll upon landing a hit to robotics, bionics, and cybernetics; may also Stun robotics, bionics, and cybernetics depending on the total result or critical rolls. Initially produced during the Clone Wars as an anti-droid weapon, this form of grenade was mainly used by clone commandos, but continued serving until the New Republic era. By expulsing an electro-magnetic field of ionized particles with a 5M radius, EMP Grenades are capable of damaging or knocking out unshielded electrical systems, including cybernetic or bionic enhancements, and were particularly effective against droids as few could be shielded due to their size. With a bit of training and the right timing, it was even possible to roll one through Droideka shielding to Stun them. Limited to Thunder's use ONLY.   Republic Breaching Charge: causes an additional +3 damage per roll upon landing a hit and has a 3M radius. A pre-modern (for it's time) explosive device intended solely for breaching doors of every composition from wood to double layered steel, though the results on heavily armored or hardened electronic bulkhead doors are quite pathetic in comparison. Despite the rather futuristic look of this device, it has the exact same function and amount of explosives that most human breaching charges do. All Clone Commandos were issued with a minimum number of these devices along with a remote activator, and could be easily given a 3-second timer, which was also included with each unit. Limited to Thunder's use only.   Taffilon: causes an additional +3 damage per roll upon landing a hit and has a 1M radius. A fibrous, bright pink substance, similar in appearance to a cross between taffy and cotton candy, Taffilon was originally developed by Councilierge Associates by combining a debased, fine grained Lava Leech substrate with several other rare alchemical components to diminish and contain it's primary explosive reaction for use in Bigmaw's weapon, the Ganet Croix, though Serra or Twisted Wing stole the research book containing instructions on how to replicate it, also containing several other recipes. Taking note of Taffilon's mild, easily contained explosive properties, Spiral managed to create a gunpowder alternative for cartridge based kinetic weaponry by modifying the joule output, introducing fine grade cellulose and other bufferants to decrease the amount of charge necessary in order to utilize in firearms. The compound was tested extensively for several weeks, Spiral constantly adapting and modifying the compound. Subsequent testing by Jeff revealed the need for a greater amount of bufferant, finally achieving a proper 1:1 ratio of weight and density for replacement. When used in it's native state, Taffilon is a low grade explosive that requires either an electrical, chemical, or thermal based ignition source, rendering it quite useful in heightening the damage potential and lowering the weight of standard human weaponry, particularly explosives such as grenades and improvised munitions.   Shrapnel Grenade: causes +3 damage per roll upon landing a hit and has an 8M radius. Inflicts a 1 round stun & Bleeding status on a critical hit in the epicenter of the blast radius.   White Phosphorous: causes an additional +3 damage per roll upon landing a hit, and has a 5M radius. Often called 'Willy Pete, this is a labeled canister filled with a chemical named white phosphorous. The denotation of this canister creates a moderate area of effect covered in 4,000+ degree white phosphorous, causing excruciating chemical burns and either blinding (in close proximity) or obscuring the sight of those nearby, lowering Perception checks by -3 to all those within it's radius. Causes 6 Burn damage per turn for 2 turns.   Claymore: causes an additional +4 damage per roll upon landing a hit. A plastic-shelled explosive device that sends out 700 steel BB's in a 70' degree cone, 15M radius via a small, directed C4 charge. Inflicts Bleeding status on a critical hit.   Fuel Canister Bomb: causes an additional +4 damage per roll upon landing a hit, causes 6 Burning damage per turn for 3 turns, and has a 10M radius. A 3-gallon fuel canister with a small explosive device or incendiary charge generally taped to the side that, upon detonation, sends a spray of burning petrol in a wide area.   M67 'Pineapple' Grenade, thrown, weapon fired, mounted, or 40MM launcher variant: causes an additional +4 damage per roll upon landing a hit, and has a 5M radius. Moderate detonation and scattered shrapnel causes damage in a relatively small area to enemies and allies. Inflicts a 1 round stun on a critical if an enemy/ally is in the epicenter or within close range. May case Bleeding status on a critical hit.   RPG-7 Single Stage PG-7V Warhead: causes an additional +4 damage per roll upon landing a hit and has a 5M radius. A simple, single stage warhead packing the rough equivalent of two frag grenade yields with a moderate shrapnel radius. Inflicts a 1 round stun if an enemy/ally is in the epicenter of the blast radius.   40MM x46 Airburst Shrapnel Grenade: causes an additional +6 damage per roll upon landing a hit and has a 20M radius. A specially designed 40MM shell that spreads flak, either in the form of jagged shrapnel or metallic spheres, intended for area denial support and anti-helicopter operations. Inflicts Bleeding status to living enemies only, and lowers all sound-based Perception checks by -3.   C-4: causes an additional +6 damage per roll upon landing a hit and has an 8M radius. A powerful, easily molded plastic explosive compound with a large number of options to set off that can be hidden and deployed in any number of manners. Inflicts a 1 round stun if an enemy/ally is in the epicenter or within close range.   High Explosive (Grenade & 40MM variants): causes an additional +6 damage per roll upon landing a hit and has a 10M radius. A much more powerful version of the typical 'Pineapple' fragmentation grenades with a larger yield and detonation. Inflicts a 1 round stun if an enemy/ally is in the epicenter or within close range. May inflict Bleeding status on a critical hit.   Messenger Bag Bomb: causes an additional +6 damage per roll upon landing a hit and has a 20M radius. A sling bag loaded with low grade explosives and various cheap shrapnel, often intended for use by saboteurs. Creates a moderate detonation with a high-pressure shockwave. Inflicts a 1 round stun if an enemy/all is in the epicenter or within close range, and causes Bleeding status.   Republic Detonation Pack: causes an additional +6 damage per roll upon landing a hit and has a 10M radius. A futuristic destruction device intended solely for breaching heavily armored and hardened bulkhead doors, though was sometimes used to ambush opponents. Despite the warnings given on how NOT to use one, sneaky Commandos would often plant them on drone dispensers, landspeeders, mechanized units, and walkers to cripple and destroy them with ease. Used in large numbers in critical areas, they could collapse heavily armored drone installations or even cripple capital ships if properly placed. All Clone Commandos were issued with a minimum number of these devices along with a remote activator, and could be easily given a 3-second timer, which was also included with each unit. Limited to Thunder's use only.   Republic Thermal Detonator: (NOT IMPLEMENTED!) causes an additional +6 damage per roll upon landing a hit and has a 5M radius. A spherical ferro-magnetic casing containing either thermite or axidite, that reacts with a small sample of baradium, a highly volatile compound, that initiates a sub-fusion reaction, capable of either being thrown at targets or attached to magnetic surfaces. While there are numerous varieties of thermal detonators on the market, including those with 1-18 second timed settings, this variant uses a controlled particle field that atomizes most substances in a small area, ensuring that if the detonation doesn't kill it's target, it'll be severely damaged, weakened, or horrendously scorched. Limited to Thunder's use only.   2.5" Hydra 70 Rocket, M260 Pod: causes an additional +8 damage per roll upon landing a hit and has a 10M radius. A single-stage engine fire-and-forget rocket, 42" long with numerous warhead types, each weighing between 4 to 7.7 kilograms, including high explosive, incendiary, armor piercing, white phosphorous, flechettes, shrapnel, and smoke. An advanced variation of the workhorse Vietnam Era M40 Rocket, the Hydra 70 has a maximum accurate range of roughly 8,000M using the Kiowa's targeting systems, and is typically used for destroying lightly armored convoys, mass formations, or suppressing defenders in fortified buildings. Has a moderate radius, and inflicts Bleeding status on a near-direct impact.   M252 81MM Mortar High Explosive Shell: causes an additional +8 damage per roll upon landing a hit and a 20M kill radius. An efficient anti-personnel and anti-vehicle mortar round, with an indirect firing range of up to 5,500 meters and a moderate radius. May Shock enemies and allies with a critical detonation. 10 boxes of 10x mortars of each type remaining.   RPG-7 2-Stage Warhead: causes an additional +8 damage per roll upon landing a hit and has very narrow, direct kill radius. A much heavier and more powerful version of the PG-7V warhead, designed to penetrate armor and send a lethal stream of super-heated copper-plasma through plating to incapacitate and/or kill tank crews. Inflicts Bleeding status to living enemies only.   AGM-114 Hellfire Missile: causes an additional +10 damage per roll upon landing a hit and has a 20M radius. A 7th Generation fire-and-forget 'smart' missile, with a length of 64" and a weight of 49 kilograms. Intended to be deployed against tanks, ships, helicopters, and medium-level hardened structures, the Hellfire uses either the Kiowa's electronic command & control systems to lock onto technologically based targets using an internal semi-active laser homing guidance system, or the Kiowa's M.M.S. (Mast Mounted Sight, affectionately called a peekball) mounted target designator. Due to it's integral electronic identification and guidance package, Hellfire missiles can even acquire their own targets after being fired without a lock on using a modern IFF (IDENTITY: FRIEND or FOE) electronic signal interception routine, picking the closest target, and with the 'Romeo' package can even target the most technologically based FOE signal, such as choosing a 6th Generation helicopter over a 5th Generation tank. May Shock enemies or allies with a critical detonation.   Bombshell: causes an additional +10 damage per roll upon landing a hit and has a 30M radius. A large artillery warhead rigged to a remote detonator. Has a massive radius that almost always inflicts a 1 round or 2 round stun on a critical, and causes Bleeding status. May Shock enemies/allies with a critical detonation.   Large Bag Bomb: causes an additional +10 damage per roll upon landing a hit and has a 25M radius. A professionally designed chain of explosive materials, grenades, or other devices rigged to detonate in sync that propel a large number of shrapnel components, typically knife blades, spikes, and caltrops. Has a wide radius, inflicts a 1 or 2 round stun on a critical, and causes Severe Bleeding status. May Shock enemies and allies with a critical detonation.   Managel: causes an additional +10 damage per roll upon landing a hit, not including elemental damage, and has a 3M radius. A highly experimental, grey toned explosive gel designed by Harlon, Rhoda, and Suisan, intended to be a replacement for the outrageously expensive and unstable manabomb. Initially developed from research on Lava Leeches and considered a marginal success, during testing it was found to be highly adaptable, especially to elements, able to be infused with successively high amounts of arcane energies. This process dramatically increases it's potential, though as one can imagine attempting to combine managel with a manabomb would be an awfully poor idea. Inflicts a 2 round stun on a critical, will always Shock enemies and allies with a critical detonation, but must be handled with care as any roll under a result of 4 when placing or throwing managel cause it to detonate very quickly afterwards.   Small Manabomb: causes an additional +10 damage per roll upon landing a hit and has a 190 radius. Produced only in Saddle Arabia, when sealed from contact with air manabombs are multi-hued, highly stable crystalline lattices infused with arcane energies, though when exposed to Tallus they become extremely unstable and volatile, able to detonate seemingly at will. Some suspect manabombs will detonate just by looking at one harshly. Inflicts a 1 or 2 round stun on a critical, will ALWAYS Shock enemies/allies with a critical detonation, but must be handled with extreme care as any roll under a result of 5 when placing or throwing will cause a manabomb to detonate immediately.   Large Manabomb: causes an additional +20 damage per roll upon landing a hit and has a 30M radius. A much larger, far more potent form of manabomb. Produced only in Saddle Arabia, large manabombs are a 10 pound block of a multi-hued, highly stable crystalline lattice infused with arcane energies, though when exposed to Tallus they become moderately unstable and volatile, much less so than their smaller variant. Tyically sealed in white, woven cotton satchels marked with the Saddle Arabian word for 'manabomb', these are used almost solely for heavy demolition or large scale intensive mining operations, as well as being used to quickly seal tunnels if water pockets are mined into. Whenever possible, Councilierge affiliates capture large manabombs for use by Sentinel teams, packs of fast, fleet-hoofed earth pony sprinters, as suicide soldiers during large scale assaults. Will ALWAYS shock enemies and allies with a critical detonation, but must be handled carefully as any roll under a result of 4 when placing or throwing will cause a large manabomb to detonate immediately.     ***************************************************************************************************************************************                             OPERATOR UNIQUE ITEMS: any item that grants additional offensive rolls, whether Elemental, Melee, or otherwise, do not count towards the maximum cap of 8 offensive rolls.   NOTES: an Operator may only carry or wear 1 item that adds to or grants additional rolls to a standard skill, NOT including binoculars, scopes, or other visual devices. This rule is in effect to prevent stacking multiple bonuses of the same type.   ***** STORED IN THE ARMORY:   -Anon's Ash Box: 49/50 Iron Spheres left. Oddly heavy 1/2" iron orbs with a note stating: "Toss it out and I'll see what I can do for you - Anon." Only Operators may have this item, and may only carry ONE at a time. Currently in possession of: EVERYONE.   -Antique Dildo of Possible Time Manipulation: created by either Doctor Harlon, Runemaster Rhoda, or Glyphmaster Suisan (nopony knows whom, and the few record keepers in Canterlot are MUCH too terrified to even speculate which) on one of those rainy days where you just can't figure out what to do with yourself. Coming in at a decently hefty 11" long and 3" in diameter, this rubber horse phallus possesses the incredibly dangerous ability to rewind time on a living being's sexual pleasure, essentially depriving them of orgasm until they either stop the effect themselves, if they're the one using it, or the one using it on them ends the process. Frightening! Nopony's sure where it's current location is, as it seems to move around on it's own... either that or it gets used often.   -Advanced Combi-Goggles (Night Vision + Thermal): adds a +3 ALCHEMICAL CREATION: all items must be created with a minimum number of points before utilizing, or the user risks the possibility of the item being incomplete, becoming poisonous, toxic, or dangerous in any number of manners. Non-offensive compounds and fluids that are similar in nature can become Permanent, allowing the contents of a container to regenerate each night, while further improvements can grant the contents of a single container from two to three abilities in one.   >ALCHEMY POINT LISTING: 50:    Base Alchemy Item or Reagent:    1 use, very weak effect. 100:   Minor Alchemy Item or Reagent:   1 use, weak effect. 150:   Common Alchemy Item:             1 use, standard effect. 200:   Uncommon Alchemy Item:           1 use, high effect. 250:   Rare Alchemy Item:               1 use, very high effect. 400:   Unique Alchemy Item:             1 use, can be combined, very high effect. 800:   LEGENDARY Alchemy Item:          2 uses, can be combined. May make an Alchemy item PERMANENT at this stage. 999+:  UNIQUE LEGENDARY Alchemy item:   3 uses, may not be combined further. May combine 3 Alchemy Items that have reached Permanent status, ie: Unique, at this stage.   -RULES FOR PERMANENT ALCHEMY ITEMS: #1: an alchemy item must FIRST reach it's creation point count before being considered completed. #2: after being completed, if the item then qualifies for permanency, the PC/NPC may then begin attempting to make it permanent; HOWEVER, ALL base result rolls of 1 WILL cause a 50% loss of all points accumulated on that turn. This is non-negotiable. #3: when attempting to combine permanent items, ALL base result rolls of 1 WILL cause a 50% loss of all points accumulated on that turn. This is non-negotiable.   ***** >ALCHEMY LAB ABILITIES & ITEMS: Alchemy Lab: [1d6+6] Harlon's Archaic Diamond Alembic: [1d6+4] Harlon's Archaic Granite Condenser: [1d6+4] Harlon's Archaic Kanpri Calcinator: [1d6+4] Harlon's Archaic Steel Dry-Press: [1d6+4] Harlon's Archaic White Marble Retort: [1d6+4] Harlon's Archaic Whitesteel Mortar & Pestle: [1d6+4]   ***** ALCHEMICAL ITEMS:   -Adrenaline Surge: available in powder, tablet, or liquid forms, this powerful concoction of rare natural chemicals causes a brief surge of adrenaline while also forcing the body to temporarily harden it's musculature and skeleton, though not without causing several drawbacks. The consumer gains +1DR and must add +1 to all Melee & Movement rolls for 3 turns, but suffers -5HP after the effect fades, each further use incurring an additional, stacking -5HP loss, but may become addicted with overuse. Available only from the clinic by Tipper, exclusive to ponies unless circumstances dictate otherwise. May become Permanent. Points required: 250.   -Antidote: a tiny vial of a thin, bright green fluid that can be consumed or thrown onto an ally to rapidly seep through their skin. When consumed or applied to the skin, this substance counteracts and negates toxins and poisons; for mystical poisons, reduces damage caused by 1/2. May carry a maximum of 5. May become Permanent. Points required: 100.   -Black Fog: a black, murky mass that creates a thick, extremely difficult to clear black fog in a 50M radius, incurring a -1 penalty at Basic, -2 penalty at Expert, -3 penalty at Master, and a -4 penalty at Grandmaster to ALL Perception and Ranged rolls for 3 turns. May become Permanent. Points required: 100.   -Cryptus: a thick, syrupy black liquid that tastes like overripe blackberries, grudgingly given to the demi-sentient by Naliyna. Since both the recipe and ingredients used are both highly guarded secrets, the demi-sentient will refuse any and all requests for information on it. Normally used by Crystal ponies to ignore the extreme cold in the Outer Empire regions, and used defensively against many of the ice-based creatures that inhabit that region, this concoction can also be used by living beings to enter a form of suspended animation if they are severely injured, or to survive hostile environments until being recovered, by consuming two in quick succession. Roll Alchemy, total results reduce all physical Ice elemental damage caused, while reducing all mystic Ice elemental damage caused by 1/2 the total results. May become Permanent. Points required: 250.   -Dampener: a small, apple sized glass bottle, in the shape of an apple of course. This translucent, light green, and most importantly, flavorful glowing concoction is made up of numerous components: a powerful painkiller, a mental stimulant, a very light muscle relaxer, vitamins, trace minerals, and several alchemical substances which promote rapid, temporary healing, substantial enough to cancel Bleeding status and externally close most severe wounds. The consumer gains +1DR, negates the effects of Critical and/or Shock statuses, and regenerates +2HP per turn for 5 turns, but can become addicted with overuse. Operators MAY use this particular item, but have a much higher addiction chance than ponies do. Available only from the clinic by Tipper, exclusive to ponies unless circumstances dictate otherwise. May become Permanent. Points required: 250.   -Detox: a packet of bright white powder substrates and reagents, refined from three rare plants harvested only from the Deep Everfree, that rapidly purges chemical substances from a living being's body, both internally and externally. Roll Alchemy/Chemistry, if total results above 6: negates Enrage, Poison, and Rage; if total results above 12: negates Gloss and Toxins; if total results above 18: negates Marker and Protoform; if total results above 24: negates ALL artificial status effects, both positive and negative. May become Permanent. Points required: 400.   -Dragon's Bile: a recipe long held by the Dragonspine Mountains Mining Company; bought by Naliyna, then retrieved by Sunny. A small, fragile glass canister containing a liquid composed of Lava Leech gel, several concentrated gastric byproducts from drakes or dragons, one bile gland from any of the Dragonspines' flammable pests, magnesite powder (a naturally occurring composite of iron and magnesium oxides), several activation components, and a gelling agent. When exposed to oxygen, Dragon's Bile becomes a difficult to remove gel, clinging to the target and igniting upon impact, causing an intense boiling heat that many have likened to being the target of a Volfiurge Drake's high pressure steam blast. Adds +1 to all Alchemy rolls, the total results indicate the amount of physical Fire elemental damage done to the target for 3 turns, furthermore incurring 10 physical Fire damage each turn with a [1d2] NOTE: Soap Cubes are considered an alternative Alchemy item, and as such only 1 may be carried at Untrained or Basic Alchemy, 2 at Expert, and 3 at Master. Roll Melee to throw, then the item's effect if applicable.   -Elemental Combustion: an expensive cube that, depending on the location or natural element it's thrown at, will detonate with a [1d6+20] BLACKSMITHING ITEMS:   -Aiutante's Advanced Furnace: a heatstone layered and fired clay brick furnace developed similar to Krinza's modified one. Due to it's hefty specifications and attuning, Aiutante is capable of performing the same precision heating, forging, and melding techniques taught to her by Hodch. Grants an additional [1d6+10] when forging or melding.   -Blacksmith's Hammer, Basic: adds +2 to all Blacksmithing rolls when used. An ironwood handled steel hammer weighing 4 pounds, cast in high carbon steel with a flattening surface on the forward face and a triangular head on the reverse. Can be used for shaping small weapons, performing maintenance on armor, when engraving or removing material with a chisel, and for making other small adjustments.   -Forging Tongs, Basic: adds +1 to all Blacksmithing rolls when used. Approximately 30 tongs of various shapes and facings, used to hold projects while heating or undergoing shaping, lengthening, twisting, heat treating, quenching, and so on.   -Heavy Blacksmith's Hammer, Basic: adds +3 to all Blacksmithing rolls when used. A much larger version of a blacksmith's hammer cast in high carbon steel, intended for shaping greatswords, heavy armor, tower shields, or other large projects. For obvious reasons, it's rather tiring to use.   -Krinza's Advanced Furnace: a heatstone layered and fired clay brick furnace developed from 6 years of research. While it's carefully attuned to him, he'll often allow use of it when asked. Grants an additional [1d6+10] when forging or melding.   -Smithing Chisels, Basic: adds +1 to all Blacksmithing rolls when used. Approximately 50 hard cast steel chisels for use in removing material, forming edges, shaping an object, and etcetera, but cannot be used for melding.   -Smithing Files, Basic: adds +1 to all Blacksmithing rolls when used, but cannot be used for melding or upgrading.   -Steel Anvil, Basic: grants an additional [1d6+4] roll for Blacksmithing when used.   ***** >STANDARD ENGINEERING TOOLS & WORKSHOP FUNCTIONS:   -ADVANCED Tool Box: grants an extra roll to and adds +2 to all Engineering rolls at Untrained, +4 at Basic, +6 at Expert, and +8 at Master, but cannot be used for Blacksmithing. The Advanced Tool Box can be used two turns in a row, but the Operator MUST skip their 3rd turn after use. LIMITED EDITION ITEM: 2 remaining in Workshop.   -BASIC Tool Box: grants an extra roll to and adds +2 to all Engineering rolls at Untrained, +3 at Basic, +5 at Expert, and +6 at Master, but cannot be used for Blacksmithing. After using, the Operator MUST skip their next turn.   -Duct Tape: grants an extra [1d6+1] roll for Engineering applications, but cannot be used when blacksmithing, forging, melding, or welding.   -Kroza's Horn: grants an [1d6+6] roll when melding or welding. FOR GENERAL USE ONLY.   -Multitool: adds +1 to all Engineering rolls at Untrained, +2 at Basic, +3 at Expert, and +4 at Master. Cannot be used when blacksmithing, forging, melding, or welding, or in conjunction with a Tool Box of any form.   -Shovel: grants a [1d6+2] roll for fortification-based Engineering, whether temporary or permanent, but cannot be used as a tool for upgrading.   -Swiss Army: grants an [1d6+1] roll for Engineering applications, but cannot be used when blacksmithing, forging, melding, or welding.   -Superglue: grants an additional [1d6+1] roll for Engineering applications, but cannot be used when blacksmithing, forging, melding, or welding.   -Wire Cutter: grants an additional [1d6+1] roll for Engineering applications, but cannot be used when blacksmithing, forging, melding, or welding.   -FINE TOOLS: grants an additional [1d6+10] roll for Engineering applications, but cannot be used when blacksmithing, forging, melding, or welding. May be used for: etching, engraving, heatstone assisted soldering, electronics repair, etc.   -WORKSHOP TOOLS: grants an additional [1d6+20] for Engineering applications, cannot be used for Blacksmithing.   ***** >MAGITEK ENGINEERING TOOLS:   -MAGITEK FURNACE: an alchemically forged clay brick furnace with a 4'x4' opening, the cavity 6'x6' wide and tall, 10' deep, taking up the entirety of the central rearmost work table in the workshop, close to the Armory dividing wall. Grants an additional [1d6+10] roll only when forging, melding, and/or shaping when used in conjunction with Engineering and the Magitek Core. The Core itself may be removed for transport and use elsewhere. May only be used by Kraut.   -Magitek Hammer: grants an additional [1d6+8] roll only when forging or shaping, when used in conjunction with Engineering or the Magitek Core. May only be used by Kraut.   -Shaping Gloves: grants an additional [1d6+2] roll only when forging, shaping, or melding, when used in conjunction with Engineering or the Magitek Core. May only be used by Kraut.   -Unicorn Horn Copy: grants an additional [1d6+2] only when welding or melding. May only be used by Kraut.     ***************************************************************************************************************************************                             MATERIALS & SPECIAL MATERIALS: an Operator must be properly knowledge and trained by an NPC to work with, forge, or reforge, any and all special materials.   METALLURGY NOTES: redsteel, blacksteel, pinksteel, and greensteel cannot mix between each other, let alone touch; mythril and kanpri cannot mix; blacksteel and pinksteel cannot mix with kanpri; redsteel and greensteel cannot mix with mythril.   -Aluminum: requires Basic proficiency. In stock. -Copper: requires Basic proficiency. In stock. -Brass: requires Basic proficiency. In stock. -Bronze: requires Basic proficiency. In stock. -Iron: requires Expert proficiency. In stock. -Steel: requires Expert proficiency. In stock. -Carbon Steel: requires Expert proficiency. In stock. -High Carbon Steel: requires Expert proficiency. In stock. -Flawless gems: requires Master proficiency. 68 in stock. -Golden Regal Drake scales: requires Master proficiency. In stock. -Tungsten Basilisk scales: requires Master proficiency. In stock. -Titanium-steel alloy plates: requires Master proficiency. In stock. -Titanium: requires Master proficiency. In stock. -Mythraline: requires Master proficiency. Not in stock. -Mythril: requires Master proficiency. Not in stock. -Kanpri: requires Master proficiency. Not in stock. -Diamondine: requires Master proficiency. 4 tons in stock. -Small Poison Dragon scales: requires Grandmaster proficiency. 6 in stock.   -Grand Stormwurm Core: contained in Spiral's Lab.   12x Diamond Hyfalgryph Scales: 1 owned by Hollow, 2 owned by Dante & Lont, 6 unowned; 1 USED by Pareidolia. A blocky, 4' tall and 3' wide rainbow hued diamond scale, somewhat resembling dragon scales, belonging to an Eldritch being widely known across Tallus, hundreds of other worlds, and even the various Planes themselves. Deemed the Singing Abomination for it's incessant, and to some ponies, utterly ridiculous, tendency to initiate musical duels against unsuspecting beings, the Hyfalgryph will, to those that win, granting that small number a sliver of his vast library of musical and instrumental knowledge and tricks, often catapulting those lucky few to great stardom. When used to create armor or a shield, a portion of the Hyfalgryph's Eldritch resilience remains, reducing all Casting, Elemental, Psionic, and other esoteric harm by 1/4.     ***************************************************************************************************************************************                             COOKING ITEMS:   Gas Stove: [1d6+2]   Ice Cream Maker: [1d6+4]   Iron Magitek Grill: [1d6+8]   Large/Mess Hall Heatstones: [1d6+4]   Mess Kit:  [1d6+1]   Skillet: [1d6+2]   Personal Heatstone: [1d6+2]   ***** >COOKING POINT COUNT:   5 = INEDIBLE! You really, REALLY don't want to try and eat this. 10 = it's either burnt or undercooked. Throw it out, really. 15 = rare, or well overdone. Unless you like blue steak or rubber, toss it in the garbage. 20 = just about right or well done, 3-star chef. What you'd expect from most restaurants, really. 25 = excellent, 4-star chef. Looks good, tastes great, but might have an errant lemon slice in there just to fuck with you. 30 = near perfect, 4.5-star chef. Takes quite a while to get to this point, but there's no lemons here. 40 = perfect, beginner 5-star chef. At least that's the way it tastes, but probably looks a bit funny. 50 = pretty much perfect, true 5-star chef. 60 = literally perfect. There's nothing more than can be done to make this food any more visually appealing, or taste any better. Be lucky if you get something like this. 70 = STOP RIGHT THERE CRIMINAL SCUM THIS IS AS FAR AS YOU GO YOU'VE BROKEN THE LAW   ***************************************************************************************************************************************                             MISCELLANEOUS ITEMS:   Fishing Pole/Net: [1d6]   Fishing Kit: [1d6+4]   ***************************************************************************************************************************************                             NAVIGATION ITEMS: all 3 items, if owned, may be used to determine one's position on Tallus.   Compass: [1d6+1]   Empire Compass: [1d6+2]   GPS: [1d6+4]   Map: [1d6+2]     ***************************************************************************************************************************************                             PERCEPTION ITEMS: ONLY 1 of these item may be used per turn unless combined: Binoculars, Infrared, Night Vision, Scope, Thermal. Flashlights MAY be used in conjunction with all other rolls, but doing so may alert sight based enemies. A Snake Cam cannot be used with any other Perception items.   -Snake Cam: a single [1d6+2] roll. A flexible telescoping tube with a small camera on the tip, controlled by a handheld viewing unit.   -Binoculars: adds +2 to a SINGLE Perception roll.   -Flashlight: adds +2 to a SINGLE Perception roll. Lights up an area, what else?   -Infrared: adds +2 to a SINGLE Perception roll.   -Lantern Gem: adds +3 to a SINGLE perception roll. Same as a flashlight, obviously!   -Night Vision: adds +2 to a SINGLE Perception roll.   -Scope: adds +2 to a SINGLE Perception roll.   -Thermal Scope: adds +2 to a SINGLE Perception roll.   COMBINED PERCEPTION ITEMS: dual Infrared, Thermal, or Night Vision optics allows an Operator to add +2 to TWO DIFFERENT Perception rolls, or allow an additional [1d6+2[ roll if they do not have Basic Perception, for 2 of 3 types: MATERIALS add to the base point totals when creating an item. These amounts are cumulative per EACH MATERIAL, not per each USE OF A MATERIAL, thus if Steel is used once the item will gain +100, but a second use of Steel will not gain another +100.   Raw materials grant:          +50 points.  Raw ore, gems, wood, or other base materials. Refined materials grant:      +100 points. Refined metals or materials, shaped gems, sealed/hardened wood, and etc. Quality materials grant:      +150 points. Metallic or inorganic alloys, exquisite gems, enchanted wood, and etc. Arcane materials grant:       +300 points. Enchanted alloys, unrefined Otherworldly materials and etc. Quality arcane material:      +400 points. Refined Otherworldly materials and etc. Exceptional Arcane material:  +500 points. Unrefined Eldritch body parts or materials, and etc. Unique Arcane material:       +750 points. Dragon scales, Unique or refined Eldritch materials, and etc.   ***** >ARMOR POINT LISTING: Can only gain bonuses when combining: Casting, Crafting, Crystal Runes, Druidry, Enchanting, Engineering, Mysticism, Necromancy, Runic Scribing, Sorcery, or Smithing. The user MUST have one esoteric skill to create a weapon above Journeyman rank item or higher.   300:  Basic Armor:        gains 1DR cap ONLY if applicable, not resistant to damage. May Reforge. 400:  Expert Armor:       gains 2DR cap ONLY if applicable, somewhat resistance to damage. May Reforge. 700:  Journeyman Armor:   gains 3DR cap ONLY if applicable, hard to damage. May Reforge. 900:  Master Armor:       gains 4DR cap ONLY if applicable, gains Artifact Trait: capable of self-repairing. May Reforge. 999+: LEGENDARY Armor:    gains 5DR cap ONLY if applicable, gains Permanent Legendary Artifact Trait: extremely hard to damage, self-repairs quickly. May ONLY be Reforged to a new armor type.   >WEAPONRY: 300: Basic Weapon:        adds +1 & has 0 enchant slot, can be damaged easily. May Reforge. 500: Expert Weapon:       adds +1 & has 1 enchant slots, somewhat difficult to damage. May Reforge. 700: Journeyman Weapon:   adds +2 & has 2 enchant slots, moderately difficult to damage. May Reforge. 900: Master Weapon:       adds +2 & has 3 enchant slots. gains Artifact Trait: very difficulty to damage. May Reforge. 999+: LEGENDARY Weapon:   adds +4 & retains 3 enchant slots, gains Permanent Legendary Artifact: cannot be destroyed, self-repairs quickly. May ONLY be Reforged to a new weapon type.   WEAPON & ARMOR CREATION NOTES: NOTE #1: the point count to increase the bonus and enchantment slots of weaponry or armor is cumulative and may not skip ranks, thus an item CANNOT be taken from +1 to +3 in a single attempt.   NOTE #2: items may only gain additional effects when utilizing esoteric skills such as: Casting, Crystal-Forging/Crystal Runes, Druidry, Enchanting, Mysticsm, Sorcery, or Runic Scribing, limited to the knowledge & skills of that PC/NPC.   ***** >MISCELLANEOUS ITEM CRAFTING:   NOTE:to increase the bonus of an item, the point count is cumulative and may not skip ranks, thus an item cannot be taken immediately from +1 to +3.   200:  Basic Item:       adds no effects, questionable durability & usage. 300:  Common Item:      adds +1 to a specific Skill's rolls. 400:  Uncommon Item:    adds +2 to a specific Skill's rolls. 600:  Rare Item:        adds +3 to a specific Skill's rolls. 800:  Peerless Item:    adds +4 to a specific Skill's rolls. 900:  Ultra Rare Item:  adds +5 to a specific Skill's rolls. 999+: LEGENDARY Item:   adds +6 to a specific Skill's rolls for item created. A total of 999 must be made per additional bonus, and depending on the item the effect and maximum bonus WILL be discussed with a GM first. ***************************************************************************************************************************************                                 RETIRED, INACTIVE, OR BANNED OPERATOR EQUIPMENT LIST:     ***************************************************************************************************************************************                             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.   ***************************************************************************************************************************************                             Axel (INACTIVE):   ***** >ARMOR: -Kevlar Helmet: provides 1DR to the head.   -Kevlar Vest: provides 1DR to the chest.   ***** >MELEE WEAPONS: -Combat Knife: unenchanted.   >RANGED WEAPONRY: -M4 SOPMOD in Camel Tan (WeaponType Traits: Personal): an attempted improvement of the M4, the SOPMOD designation stands for Special Operations Peculiar Modification which is a number of interchangeable components for sole use of the M4 carbine system. While the SOPMOD eventually failed in response to later conflicts, particularly due to it's wholly unsustainable cost of over $3,500 per set of attachments, it was, at least, a minor improvement to make the 5.56MM cartridge somewhat more effective. Comes equipped with a foregrip, a laser designator for CQB, and a holosight for increased close range accuracy. Adds +2 to all Combat Rifle Rolls (+3 when using holosight, +4 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.   -Sig Sauer P226 (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, Bug Spray, Dagor's Keys, 2x Glowsticks, L-Flashlight, MP3 player, Sunglasses, Sleeping Bag, Tent.   ***** >EXPLOSIVES: 2x M67 Grenades.   ***** >MEDICAL ITEMS: 2x Emergency Medical Pouches.   *****   ***************************************************************************************************************************************                             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.     ***************************************************************************************************************************************                             Captain Swe (RETIRED):   ***** >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.     ***************************************************************************************************************************************                             Doc Joe (INACTIVE):   ***** >ARMOR: -Flak Jacket: provides 1DR to the chest.   ***** >MELEE WEAPONRY: -Machete: unenchanted.   ***** >RANGED WEAPONRY: -Remington 870 (Shotgun Weapon Traits: Personal): a ubiquitousLY 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     ***************************************************************************************************************************************                             Fuoco Scheletro (INACTIVE):   ***** >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: -Dried Selio Sprig: a small, deep brown sprig with 10 small rounded blades fanning outwards and connected to the stem, each a varied shade of sea green, that smells (and tastes) Otherworldly, recovered from the Solar Armory in Canterlot. Virtually unknown to modern times, the Selio shrub was once imported from the Vortex Plane, although they had great difficulty growing on Tallus. It is now extinct in nearly all regions, but was greatly prized by unicorns for aiding their abilities in Casting. When consumed or infused to a unicorn or other caster, the traces of Otherworldly essence shroud the affected being, allowing them to safely draw upon slightly more energies without suffering additional harm for doing so. Adds +1 to all Casting rolls, limited to unicorns or other natural casters. Permanently enchanted to him.   -Perfected Diamond Annulgram: a 1" long, 1/2" wide, 1/4" thick, tiny diamond plate inscribed with miniature Old Germaneigh runes, also seems to be invisible when not being looked at directly. An ancient relic scribed shortly before the Early Dynasty, the Germaneighans created these Annulgrams from flawless diamonds found in northern Germaneigh, now called Tenagra's Line in honor of a legendary unicorn Knight. When carried by, infused to, or physically inserted within a being capable of Casting, the Annulgram blunts and absorbs some of the residually harmful or degenerative arcane, Eldritch, and Otherworldly energies suffusing Tallus, at the cost of their ability to focus. Seems to have been integrated into Fuoco somehow, but he has no memory of that event other than the crazed laughter of something that sounded vaguely like a pony.     ***************************************************************************************************************************************                             Mr. Zoo (INACTIVE):   ***** >ARMOR: none.   ***** >MELEE WEAPONRY: -Enchanted Axe: adds +1 to all Melee rolls.   ***** >RANGED WEAPONRY: -Remington 870 Short (Shotgun Weapon Traits: Personal): a short barreled version of the very common 870, typically intended for use in hunting small game and upland fowl. It's only failing is that it suffers from a lack of range, although the additional spread can be quite useful against numerous close ranged opponents. >SPECIAL AMMUNITION TYPES: #1: buckshot and flechettes have an optimal range of 30M with a -1 penalty to all Shotgun rolls per 10M beyond this range, and a maximum range of 60M. #2: darts and slugs have an optimal range of 50M with a -1 penalty to all Shotgun rolls per 20M beyond this range, and a maximum range of 90M. #3: finned darts have an optimal range of 60M with a -1 penalty to all Shotgun rolls per 20M beyond this range, and a maximum range of 100M.   ***** >COMMON ITEMS: Goggles, Radio, 3x Toilet Paper Rolls, Zippo Lighter.   ***** >EXPLOSIVES: 3x Molotov Cocktails.     ***************************************************************************************************************************************                             Pikeman (RETIRED):   -Doughboy Helmet: provides 1DR to the head.   ***** >MELEE WEAPONRY: -Enchanted Combat Knife: adds +1 to all Melee rolls.   ***** >RANGED WEAPONRY: -'Thor's Hammer' (Special Heavy Weapon Traits: Advanced WW2 Technology, Two-Handed, Unique): a prototype lightning weapon developed by Nazi research teams, the result of an attempt to create a world-wide weather controlling machine. A slightly damaged battery power unit, weighing 20 pounds, attached to several sets of coiled wires lead to a carrying handle and small lever atop a 20" white crystalline rod. Capable of four powerful electrical expulsions before running out of energy, or eight stunning bursts, with a maximum range of 50M. Does not seem to be capable of being modified or improved due to combat damage and unknown engineering safeguards, likely a deterrent to prevent reverse engineering. Adds +2 to all Heavy Weapon rolls and grants a [1d6+10] COMMON ITEMS: Binoculars, Canteen, Cleaning Kit, Compass, Gas Mask, Glasses, Map, Mess Kit, 1x Pack of Cigarettes, 1x Rope, Roughsack, Shovel, L-Flashlight, Wrist Watch, Zippo Lighter.   ***** >EXPLOSIVES: 2x Smoke.   ***** >UNIQUE ITEMS: -Young Kraken (Eldritch): an incredibly young, and tasty, delicacy famed far and wide across the whole of Tallus, only to pegasi however. When eaten, this potent little sea monster, in reality a newly hatched Mustakrakish, infuses the consumer with great vitality. Gain +1HP per turn, and adds +1 to all Melee & Movement rolls. 2-slot enchantment. PERMANENTLY enchanted to him.     ***************************************************************************************************************************************                             Silent Komodo (INACTIVE):   ***** >ARMOR: none.   ***** >MELEE WEAPONRY: -Knife: unenchanted.   -Machete: unenchanted.   ***** >RANGED WEAPONRY: -AR-10 (Battle Rifle Traits: Personal): a larger model of AR15, the semi-automatic civil version of the XM16, only chambered in 7.62x51MM NATO. Comes equipped with a scope, bipod, and suppressor. This weapon is 50% Suppressed, requiring a roll of 6 or higher on Perception to determine the direction fired from, adds +2 to all X-WeaponType rolls (+3 when using scope, +4 when using bipod), has an optimal range of 500M with a -1 penalty per 250M beyond this range, and a maximum range of 1,250M.   -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: Batteries, Binoculars, Blanket, Canteen, Camo Paint Kit, Cleaning Kit, Flint & Steel, Headset & Radio, L-Flashlight, Multi-Tool, Playing Cards, Sunglasses, Shovels, Sewing Kit.   ***** >MEDICAL ITEMS: 1x Emergency Medical Pouch.     ***************************************************************************************************************************************                             Vick (BANNED):   ***** >ARMOR: -Kevlar Vest: provides 1DR to the chest.   ***** >MELEE WEAPONRY:   ***** >RANGED WEAPONRY: -Paired Colt M1911's (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 50M with a -1 penalty per 25M beyond this range, and a 150M maximum range.   ***** >COMMON ITEMS: Batteries, Canteen, Cleaning Kit, Duct Tape, Fuel Canister, Gasmask, L-Flashlight, Multi-tool, 2x Pack of Cigarettes, Pack of Menthols, Zippo Lighter.   ***************************************************************************************************************************************