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- WEAPONS:
- >Riot Clubs and Combat Knives (used by ETF Agents, grants +1 Force dice and a reroll per encounter),
- >ROD OF OBEDIENCE (+1 FORCE dice, Subdue++)
- >Surplus Knife and Surplus Club (May add +1 to two FORCE dice)
- >Stun Batons (+1 FORCE dice, weakens an opponent on a success. Current count: 6)
- >Wrench (May add +1 to two FORCE dice. Moreso a tool than a weapon. Used by D-C45P)
- >Disablers (ill reduce the FORCE dice someone has. Once FORCE reaches 0, they're paralyzed. On enemies, reduces the Force DC needed to beat a skill check. Unknown amount of charges per gun, though at least 3. Current Count: 2, kept as a backup weapon by Jack and Isabelle.)
- >Pistol (+2 FORCE dice, Ranged, can fire up to eight shots before running out of ammo. Current count: 2. 24 9mm bullets available between 2 magazines.)
- >Throwing Knives x2 (+2 FORCE, Ranged, 3/3 Ammo for each pair of Throwing Knives)
- >E.B.O.W (Ranged, 1/1 Ammo, reduces the FORCE dice needed to beat an enemy by 3 on a successful d20 roll. Reloads automatically after a round. Kept as a backup weapon by Felix.)
- >Baseball Bat (+1 FORCE, +1 to any FORCE dice, can launch small objects. Used by Jack.)
- >Chef's Knife (+2 FORCE, +1 to any two FORCE dice. Equipped by Vincent, you're not getting it away from him without a fight.)
- >BLESSED BLADE (+2 FORCE dice, deals Stamina damage to non-religious employees who attempt to wield it. Currently being held by Agent K, doesn't seem to react poorly to her.)
- >Oil-stained Crowbar (Coated in a strange, black fluid. +2 FORCE dice, Presence+, allows for a full reroll once per combat.)
- >SPEAR OF JUDGEMENT (+2 (3 if religious) FORCE dice, can be thrown as a ranged attack for +5 FORCE dice at the cost of ...not having the spear in your hands anymore.)
- >Tear Gas Grenade x2 (Exposure to the gas will blind and daze anyone exposed, allowing for a full reroll of a non-affected combatant. Best used with a gas mask.)
- >Snow's Revolver. Model 1860, an old classic. (+3 FORCE, Ranged, 2/6 anti-anomaly bullets left inside of it. Owned by Zero.)
- >Standard Issue Revolver x2. Single Action Army, cheaply made. (+3 FORCE, Ranged, 6/6 for both.)
- >Dynamite Stick x2. Stolen by Star during the R-Corp raid, now you have them. Very explosive... (+5 FORCE, Ranged, has a chance to hurt multiple enemies.)
- >Five Anti-Anomaly revolver rounds. Stolen by Star. Filled with a bright green liquid. (+1 FORCE against Invaders/Anomalies and pierces anomalous forms of protection. Costs A-Energy to fire.)
- >Late Night Cane. Bites like a talk show. Employees equipped with this will be harder to kill. (Physical Protection+, +1 FORCE dice, longer reach than most melee weapons.)
- >Rusty Spade. Incredibly heavy (Requires high FORCE and STA to wield properly). +3 FORCE dice, Presence++, rolls two successes on maximum rolls. Deals STA damage occasionally to the user when swung.)
- >THE BIG ONE, REBORN (Forged with the help of holy fire. +2 FORCE, can add up to 4 +1s to any dice in any configuration, can fully reroll all FORCE dice twice per command. Fully repaired.)
- >BIG SHOT REVOLVER. A heavily modified revolver that has insane stopping power and recoil. +6 FORCE dice, -1 to all FORCE rolls. (0/6 bullets, can use regular revolver bullets)
- >BLOODY CLEAVER. (Presence++, Extraction+, +1 FORCE dice. Occasionally lowers morale while you have it in your facility.)
- >BONECUTTER FOR WOMEN (+2 FORCE and +1 to any FORCE dice normally. Against robotic enemies or anomalies, +3 FORCE and a reroll of all FORCE dice once per combat.)
- >Hell's Fang x2. Sharp fang-like swords that slice through flesh like nothing else. (+2 Force dice, ignores most or all non-anomalous Physical Protection. Potential additional bonuses when affected by American Spirit. One is currently being used by the ETFs outside the facility.)
- >MBF Model 129. A oddly fleshy pistol that constantly drools. (+1 Willpower in combat and a willpower reroll each turn, all attacks are used with Willpower dice (count as d6s) instead of Force. Has 8/8 bullets that slowly regenerates over time. Can't be reloaded manually.)
- TOTAL AMMO: 2 anti-anomaly revolver rounds, 16 revolver (.357 or .44, you're not sure) bullets, 24 9mm bullets.
- ARMOR:
- >ARMOR OF THE FATHER (Physical Protection++, may block some attacks, FORCE-)
- >High Quality Poncho x3 (Physical Protection+, an additional Physical Protection++ against ranged attacks. Used by elite R-Company units.)
- >Low Quality Poncho (Physical Protection+, another Physical Protection+ against ranged attacks)
- >Demon's Tooth (+2 FORCE, ripped right out of RBA's maw. Currently worn by Delta.)
- >Stab Resistant Vest (Physical Protection+. Current count: 7.)
- >Weather Resistant Protective Gear (resists sand, rain, and mild heat. Assigned to whoever works on Sirocco)
- >Gas Mask (Protects against gas based attacks. Current count: 4)
- >Bulletproof Vest (Physical Protection++ on Ranged attacks. Current count: 2)
- >Champion Belt (+1 FORCE dice, Slowly raises morale when worn and reduces morale loss, hardly takes up equipment space. Currently given to Cluwne.)
- >Security Helmet (Has a chance of blocking weak attacks. Current count: 4. Can be worn with most armors. All four are worn by your EFTs and Isabelle in the battlefield.)
- >Salty Bathrobe (STA+, Physical Protection+++, grants heavy fire resistance, FOR--, equipped by default to whoever works on Velvet.)
- >Arid Dress (STA+, +1 FORCE dice, Physical Protection+. Worn by no one right now.)
- If male (Bond+, Presence-, alters appearance enough to look female to anomalies who care about that)
- If female (Employees wearing it may be more rebellious and willing to listen to base urges.)
- If dog (rolls d6s instead of d4s (d8s instead of d6s if combat trained? Uncertain.), Presence+)
- >Cuirass (Physical Protection+, Presence+)
- >Old Pendant (Minor Willpower regeneration, may help clear up aspects of your psyche and gives you greater awareness of how much Willpower you have. Equipped to the Administrator.)
- >Holsters (Can be equipped with most other armors. Allows for the ability to hold an additional one-handed weapon.)
- >Snow's Hat (Offers a small morale boost when worn. Owned by Zero.)
- >Grade-D Fire Retardant Suits x2 (Offers decent protection against heat or toxics but can be easily torn. Can be worn over most outfits.)
- >Old Fashioned Boots (Made after studying AFYN and OWB, lined with real furs and leather. Prevents morale damage, can lower or raise Presence by 1 step at the will of the user, depending on the situation.)
- >Vampiric Cloak. Presence+++ to anomalies on first exposure, Presence+ afterwards. Adds a small bonus to any die roll involving intimidation. (Track of anomalies already exposed to it: Til the Last Shot)
- >Winter Parka. Offers decent cold resistance and slows down STA drain from cold exposure. Offers mild physical protection against blunt attacks.
- MISC
- >Puppet Scarf (?????????)
- >Vial of Oil. (Can be applied to any melee weapon you have to grant a temporary +1 FORCE against anomalies. Might also allow you to damage otherwise unhurtable anomalies.)
- >ADDERALL.ove.exe.mp4.png.exe. When equipped by an android, it makes them slightly less unstable. Might be useful on androids other than C-0RA?
- >Delectable Jaws x2. A set of fake (real) teeth that can be slipped on with ease. Grants the user a greater sense on what to Extract (Allows you to harvest more from Extraction works). Can be worn with any non-mouth based equipment.
- >Blessed Pocket Book (Made after studying GWIT. Ordained with holy runes, it offers protection in your dire times. Can block one fatal wound from any non-REFINEMENT source. Requires a long cooldown after activating.)
- >A set of 5-D Glasses. Grants limited supranatural perception and resistance against non-damaging mental effects.
- >THORN RING. A ring adorned with many spikes, radiates with a foul power. STA--, Mental Protection--, +4 FORCE dice and allows two die rerolls per round. Wearer is incapable of disobeying anything you tell them.
- >SPAMTON STYLE SHADES. Energy Collection++, Extraction+, Physical Protection+, incredibly god damn gaudy. Enemies WILL focus on the wearer.
- >Wasteland Ring. Just a really nice ring, can be given as a gift towards anyone you feel like giving it too.
- >Counterfeit Bullet. Offers a very watered down version of AFYN's regular shot (+7 FORCE when fired, can add three +1s in any configuration, grants two FORCE rerolls. Bypasses most physical protection.)
- PARADIGMs
- >AWAKE FROM YOUR NIGHTMARE (Currently unequipped.)
- POWERFUL (Regenerates equipper morale rapidly but lowers morale of nearby employees)
- INTIMIDATING (Presence++, Force+, Anger Risk+)
- MENTOR (Prolonged exposure will increase combat prowess and result in the PARADIGM's other aspects lingering on the wearer.)
- Uncertain if there are more effects
- Currently has three bullets. The original, a copy you found on the third floor, and a counterfiet. A disembodied voice (you assume it's Gary's) talks to the user of the PARADIGM.
- Awake from your Nightmare is able to move the user's arms on its own, sentient?
- OLD WORLD BLUES (Assigned to the employee observing the B-Company agent.)
- COMFORTING (Stamina+, regenerates Stamina, Willpower and Work Ethic-)
- SILENT (Presence--, can't be detected on your camera after a period of time? Might interfere with electronics, further study necessary)
- ONEIRIC (Allows the user to enter another world while asleep. Improves health restored through sleeping, waking up is way harder.)
- Unknown if they are any other effects. Has woken someone up from a Coma.
- God Wills It Thus (Unassigned, currently in facility.)
- PAGAN (Allows religious employees to perform a variety of rituals. Heavily drains Willpower while casting a ritual. Available rituals: Protective Binding, Obliteration, Purification, Blessing of Ansuz, Delay Fate, Energy Extraction, Remnant of the Past. There may be more, requires further study.
- BLESSED (When used alongside other PARADIGMS, it boosts the powers or effects of the other PARADIGM(s). List of crosstests below)
- -Yesterday's Promise: Brightened the flames manifested to the point they were white, making them far more potent.
- -Oasis of the Heart: Improved the mobility(?) and physical protection of the user.
- -Judgement For Beyond: Analyzed some sins committed by some randomly selected employees alongside a number. Might improve the damage done.
- -For the Greater Good: Merged your minds with all of your other employees. Completely overwhelmed you until the badge was removed.
- ??? (???)
- The American Spirit (Unassigned, currently not in facility.)
- DEMONIC (FOR+, Physical Protection+, increases the FORCE dice size of the employee by one step when activated. Inflicts onto an employee temporarily as a transformation.)
- UNDYING (FORCE increases the more injured the employee is. Incapacitated and Critical Condition are ignored until the effect wears off.)
- ??? (???)
- Yesterday's Promise (Unassigned)
- PREPARATION (Nurture+, allows minor reality warping? Only knives and seasoning have been manifested. Allows for the creation of anomalous foods. Different ingredients and employees/cooks may offer different up and downsides.)
- PRECISE (Observe+, Extraction+, grants increased knowledge on the uses and extraction of Anomalous Extracts.)
- ???, apparently allows for the manipulation of fire? Those with robotic arms tend to try removing them to only have one arm?
- JUDGEMENT FOR BEYOND (Borrowed from U-Company, you have two days with it. You get the first trait revealed.)
- JURY (Attunes to a target's SOUL. While attuned, lies will be easily detectable and their true thoughts/feelings are far easier to notice.)
- JUDGE (Damage done to the linked target, through lying or by outside attacks, will damage the soul directly. Damage done this way disables the target far quicker and bypasses most forms of protection.)
- ???
- FOR THE GREATER GOOD (Borrowed from U-Company, you have two days with it. You get the first trait revealed.)
- UNITY (While equipped to a figure of Authority, they are given a telepathic connection to their subordinates. Allows for the rapid exchange of knowledge and major increase in coordination.)
- GUIDANCE (Skills, memories, and traits can be shared between those linked by Greater Good. Unknown how many skills can be used at once, might be good for work orders regardless.)
- DUTIFUL (Allows the user to contact outside forces for help if they're not an Authority Figure.)
- OASIS FOR THE HEART
- FREEDOM (Grants the user the ability of flight. Apparently requires constant movement? Aspect might need more experimental to reveal more)
- REBELLIOUS (Deflects ranged attacks away from the user, Physical Protection++ otherwise. Allows the user to launch bullets without the use of a gun?)
- ??? (???)
- RITUAL DETAILS:
- Protective Binding (Requires a focus to stunt the damage onto. The area or person inside of the ritual circle will be protected and the focus will be damaged instead.)
- Energy Extraction (Requires two buckets of human blood and one vial of Stardust. Will extract more energy from all available sources while active [around 2 hours, can be refreshed through more stardust.])
- Purification (In U's own words, "very similar to Reminder's original powers". Requires two piles of Bone Dust, ELIXIR BLESSED BY THE FATHER, and THE HOLIEST SCRIPTURE. May bless an employee, boosting a lot of their stats.)
- Delay Fate (Requires a bag full of fortune papers and some black tar. When used, can dampen multiple bad outcomes or fortunes or fully deny one event from happening.)
- Blessing of Ansuz (Requires one android, one human, and a light source. Once cast, it will attempt to remove anomalous effects done on an employee with a sudden burst of holy light. May not be able to remove more deep-rooted effects. The light drains the maximum Willpower and Mental Protection of all nearby observers for a short duration and will disable the light source used.)
- Obliteration (Requires the full exsanguination of two sinners, two people well versed in combat to judge them, and the fluids of 4 C-Extract syringes. Does massive MIXED damage to up to three targets. U was very unwilling to talk about this, you're unsure why.)
- REMNANT OF THE PAST (Requires another PARADIGM, three Extracts from the same anomaly, and $300 in cash. The administrator personally owns $300, but maybe using A-Energy/C-Extract/ICP works? Each is worth $6/$35/$125 respectively. When done, it will grant a unique anomalous trait based on said anomaly at the cost of preventing the PARADIGM's use for a time)
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