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- GREGORY KRAKATOA [SPECIAL] [NOT NORMALLY HIREABLE.]
- COST: N/R (Not relevant anymore.)
- RAPPORT: 3/8 (He respects you.)
- FLESH: 30
- RESTRAINT: 31 (+1 from NAOMI)
- VIOLENCE: 16 (+1 from NAOMI)
- TALENT: 16 (+1 from NAOMI)
- WILLPOWER: 16 (+1 from NAOMI)
- CHARM: 15
- COGNIZANCE: 15
- CONNECTIONS: 15
- BOONS:
- [WELL-VERSED] Someone of his status is likely to know more about the City than you and Kiara combined. If you ask him the right things, you'll get some VERY useful information.
- [BULLETPROOF CONFIDENCE] He rebounds fast from shocking events, given how quickly he was willing to assist you. Three times per mission, he may reroll any number of RESTRAINT or WILLPOWER dice on a skill check.
- [HEAVILY AUGMENTED] Gregory's true stats have been revealed and christ, Gregory is 50% augments. He was holding back SEVERELY last time you saw him. Gregory takes 4 less damage from ALL sources and rolls d10s on all combat checks.
- [CORPORATE ARCHDEMON] Not an actual demon but close enough to it. He autopasses any CONNECTIONS check against a non-Corporate Administrator or CEO. In addition, five times per mission, he may add half of his CONNECTIONS dice to ANY check.
- BANES:
- [GRUDGEHOLDER] He is out for blood. He wants nothing more than to kill the spooks that threatened his family. The others will need to reel him in this mission.
- INVENTORY
- -Came with nothing but you give him the following.
- CONSUMABLES
- -"UVX MODEL #222" (A experimental X-Corp ointment altered due to recent training data from a 'N.S.', meant for topical application. Applies FLESH regeneration and boosts max FLESH by 1 while active. Still has side effects when used.)
- WEAPON:
- SERVICE PISTOL x5 (Can't be an agent without it. ATTACK ROLL: TALENT+3. Treats 1s and 2s in combat as half successes. You may reroll two dice every time you fire this weapon. No one else needs these so he can have them! Fuck it!)
- ARMOR:
- REINFORCED BULLETPROOF VEST (Blocks 4 FLESH DAMAGE from firearms, 1 FLESH from all other sources)
- AMMO
- >ANTI-ANOMALY ROUND x5
- ----------------
- CASEY SMITH
- COST: N/R (Not relevant anymore.)
- RAPPORT: 4/7 [She sees you as a friend, you know? She trusts you.]
- FLESH: 9 (+2 from KNIGHTHOOD S-CORP ARMOR)
- RESTRAINT: 6 (+1 from MOONLIGHT RAPIER, +1 from NAOMI)
- VIOLENCE: 5 (+1 from NAOMI)
- TALENT: 8 (+1 from CRYSTALLINE HONEYCOMB TIE, +1 from NAOMI)
- WILLPOWER: 9 (+1 from CRYSTALLINE HONEYCOMB TIE, +1 from NAOMI)
- CHARM: 7 (+1 from CRYSTALLINE HONEYCOMB TIE)
- CONNECTIONS: 7
- COGNIZANCE: 4
- PARADIGM GIFT: SUGAR CRASH [-3 to FLESH DCs, -2 to VIOLENCE DCs, OPTIMISTIC SPIRIT/HAND OF CORPORATE LOVE trigger more often!]
- IMPLANT: "ELNIAI" IMPLANT (Once per mission, they may reduce all damage taken from an attack to 1, Spook implant), DAEMON IMPLANT (Has 2 charges. Can spend 1 charge to add +2d3 to any skill check, can spend 2 charges to: Heal a CRIPPLING INJURY, 2 FLESH, or 2 RESTRAINT. Regains 2 charges per mission.)
- BOONS
- [OPTIMISTIC SPIRIT] Something about this upbeat ball of energy is oddly motivating despite how weird she acts. While Casey is in the party, you and your party members will occasionally heal RESTRAINT.
- [CORPORATE DOUBLESPEAK] No matter who she talks to, she's able to make sure they leave a positive review. Any speech check (regardless of stat rolled) will have its DC lowered by 4 and will offer better rewards than average. She can also get you one extra FAVOR the first time you earn FAVOR in a mission, though this has been spent.
- [QUEEN BEE MINDSET] Kneel. Once per mission, if a check CASEY is a part of results in failure, she may choose to autopass it. Doesn't matter what check or how hard it is.
- [PARADIGM PERSAUDER] Casey has a FAR better understanding on PARADIGMs and anomalous trinkets. While she's in the party, she reduces the DC to figure out or use PARADIGMs by 4. In additional, when she uses a PARADIGM herself, she gains the following bonuses
- If it adds dice to her: She gains an additional +2d6.
- If it heals her: She heals 1 more FLESH and/or RESTRAINT. If it offers regeneration, it triggers way more often.
- If it's a weapon: She deals an unconditional 1 FLESH and RESTRAINT damage with it as long as she rolls 4 or more successes.
- If it's none of the above: Case by case basis depending on the item.
- [ANOMALOUS MEATBUG] Casey passively restores her own FLESH over time and is fully immune to most if not all physical-based status effects. Casey can also create a copy of herself once per mission. This copy has the same stats and abilities but none of the equipment.
- BANE
- [MERCURICAL] Her mood shifts from upbeat to nervous to sad to upbeat again in a blink of an eye, which is unnerving to interact with. Her mood swings are liable to bring unwarranted attention and cause unnecessary conflict with other allies.
- WEAPONS:
- MBF Model 129. Feed feed feed it, it shoot shot shot 88 sideways times it loves you :) (ATTACK ROLL: TALENT+2, has infinite ammo. Can track the scent of a person if given the right item. You may pet it as well.)
- FLARE GUN (Useful for getting the attention of other ships or for dealing massive fire damage to an enemy. DC 18 TALENT check to use to hit an enemy.)
- SUGAR WAND X! SUGAR BEAM BLAST~! (RANGED WEAPON. ATTACK ROLL: CHARM*2.5 when used by Casey, CHARM*2 otherwise. Can fire five times (six when used by Casey) before needing to recharge, which takes a while. The beams it fires easily melts through most materials.)
- MOONLIGHT RAPIER (WEAPON, replaces WEATHERED RAPIER. ATTACK ROLL: TALENT+1, can be used alongside a one handed gun. Has a 1/3rd chance of deflecting a melee attack, 1/5th of deflecting a ranged attack. +1 MAX RESTRAINT while equipped as your weapon!)
- CRYO GRENADE (Deals lingering cold damage to enemies, reducing their max FLESH by 2 and their dice amount by 3 permanently. Extra effective against biologicals.)
- ARMOR:
- NOUVEAU SCARF (Has a moderate chance of blocking low caliber bullets and a small chance to negate a CRIPPLING INJURY.)
- BALLISTIC SHIELD (Can be used with one handed guns or light melee weapons. Blocks weak ranged attacks outright. Blocks up to three FLESH damage from ranged attacks before needing repairs.)
- KNIGHTHOOD S-CORP REINFORCED CERMAIC BODYARMOR! (+2 MAX FLESH while worn, blocks 2 damage from all attacks. Has a medium chance of blocking 1 extra damage from MELEE ATTACKS and can block 1 CRIPPLING INJURY per mission. Equipped.)
- STARSKY MUSKETEER UNIFORM (ARMOR. +1 MAX FLESH, MAX RESTRAINT, TALENT and CHARM. Blocks 1 FLESH damage from attacks. Not equipped.)
- ORANGE CREAMSICLE GLOVES + LEGGINGS (ODDITY ACCESSORY/ARMOR. A pair of orange and white leggings/gloves. Can lengthen and shorten to match the user's fashion sense. Blocks 2 FLESH and 2 RESTRAINT damage from all sources.)
- CRYSTALLINE HONEYCOMB TIE (Befitting of a bee like Casey. Boosts WILLPOWER, TALENT and CHARM by 1.)
- EQUIPMENT:
- Gas Mask (Gas Mask. It does what you expect. Has three filters.)
- 'OATH TO CONTAIN' (A shield made out of sheet paper. Has an odd aura to it you can't put your finger on. Thrice per mission, you may add +1d12 to a RESTRAINT, VIOLENCE, or TALENT roll or to add 1 temporary FLESH and RESTRAINT to an ally as a barrier.)
- A pair of Gorilla Grip gloves. For when you absolutely can't lose your grip. (+1 TALENT when climbing something and when resisting a disarm attempt.)
- EARPIECE (Allows your whole party to communicate with each other even if you split up.)
- MASK OF ONYX DARKNESS (ACCESSORY. Negates SUPPRESSING HAZE effects to the wearer. While the wearer is in D-Company or in a place of low light, add +5d6 to stealth checks, +2d6 to attack rolls, and +1d6 to all other skill checks.)
- CONSUMABLE:
- FOUL TOOTH (A canine-like fang leaking a foul substance. Has two charges. Can use one charge to heal 1 FLESH and boost VIOLENCE and TALENT by 1 temporarily at the cost of temporarily increasing the frequency of UNSTABLE freakouts.)
- STANDARD ISSUE MEDKIT (Has 3 charges. One charge can heal 1 FLESH, two can heal a CRIPPLING INJURY, three revives someone out of CRITICAL STATE with half FLESH.)
- OIL BLACK BLOOD VIAL. (When used, improves your sense of smell, temporarily grants you +3d6 to all checks relating to locating a human, drone, or anomaly.)
- ICP SYRINGE (A rare form of anomalous energy. May be injected to boost all stats by 2 for a short period, to permanently upgrade a power you have, or to induce an anomalous ability in someone. Companies will do ANYTHING to get this from you. Has INCREDIBLY potent side effects if used.)
- DEADMAN'S SHIFT SUPPLEMENT (An off-yellow pill that reeks of sweat, energy drinks, and cigarette smoke. Boosts CONNECTIONS/CHARM/COGNIZANCE by 2 for a medium duration and boosts TALENT by 1 for a very long duration. Side effects may still apply.)
- ----------------------------------------------------
- KIARA KELLER
- COST: FREE
- RAPPORT: 7/7 ("You and me, we get each other, you know? And I'll stay with you until the end.")
- STATS:
- FLESH: 7/7 (+1 from SHIMMERING OVERCOAT)
- RESTRAINT: 7 (+1 from NAOMI)
- VIOLENCE: 5 (+1 from NAOMI)
- TALENT: 10 (+1 from SPOOK SHADES, +1 from SHIMMERING OVERCOAT, +1 from NAOMI)
- WILLPOWER: 7 (+1 from NAOMI)
- CHARM: 4
- COGNIZANCE: 12 (+1 from SPOOK SHADES)
- CONNECTIONS: 4
- BOONS:
- [SEEKER OF THE CITY] Much like you, she's well aware of the City she's living in. She'll offer useful advice and information about the world around you and has a mild intuition on the needs and wants of Anomalies.
- [ANDROID PHYSIOLOGY] Due to being an android, she's far tougher from a regular human. She's immune to disease/toxins/suffocation, ignores Crippling Injuries and takes -1 FLESH damage from most sources of damage with few exceptions (such as EMPs)
- [MIMICRY MODULE] Kiara may temporarily copy the voice and appearance of other people. This can be used to trick and confuse people in combat or to unlock unique dialogue options during missions.
- [ANALYZER MODEL UPDATE] Kiara's knowledge on the City has vastly improved, granting her obscure and forbidden knowledge that will help you during missions.
- [DREAMSPACE MODULE] Due to the minor time dilation she experiences, Kiara has more time to think and react. She may reroll three TALENT or COGNIZANCE dice for free once per skill/attack. She also takes 1 less RESTRAINT damage from all sources due to having more time to process stress.
- [ALL SEEING LEDS] Kiara passively connects to surveillance equipment all around her, granting her in the moment information about her surroundings. As a side effect of this, she may also passively glimmer information about the spooks even Naomi wouldn't know.
- ANDROID UPGRADES
- [ORGANIC BACKUP POWERSOURCE] Kiara is now immune to EMPs and has a +2d6 bonus to resist any attempts to hack her. Simple as.
- [HUX-A7-OVERDRIVE MODULE] At will, Kiara can gain +2 VIOLENCE and TALENT at the cost of rapid FLESH drain.
- BANES:
- [RASH] She's liable to do actions without your approval and can get easily excited when an opportunity presents itself. Will not trigger as often thanks to you getting her to apologize.
- WEAPONS
- SERVICE PISTOL (You can't be an agent without one. Attacks made with it roll TALENT+3 and you may reroll any two TALENT dice when using it.)
- COLT M1911 NEO (PISTOL. A slightly updated Old World military sidearm. ATTACK ROLL: TALENT+4, 2s and 4s count as 1 SUCCESS during combat.)
- Double Barreled Shotgun (Highly illegal firearms without a license. Not that you care. Attacks made with it roll VIOLENCE+TALENT+2 and extra FLESH damage compared to other guns. Uses SHOTGUN SHELLS.)
- FRAG GRENADE (X-Corp brand. Very nice to hold in your hand. Adds +3d6 to your next attack and deals extra FLESH damage against humans. You can make a DC 18 TALENT check when using it to cook it. Pass and it'll add +4d8 to your next attack instead.)
- FREEZING LIGHT GRENADE (A makeshift grenade with a potent, freezing light bubbling inside it. Enemies who fail a DC 25 FLESH check against it are immediately frozen and stunned for three rounds while all other enemies permanently lose 4 dice. Adds +6d6 to your next attack as well.)
- TORCH GUN+ (ATTACK ROLL: COGNIZANCE+1. Due to burning fuel more efficiently, each can be used 6 times. They can now burn things 50% quicker than normal torch guns, saving you time in stressful situations.)
- LAWBRINGER (RANGED WEAPON. Consumes REVOLVER AMMO. ATTACK ROLL: TALENT+CHARM+2. Has no other innate bonuses aside from hitting like a god damn truck.)
- ROCKSALT SPRAY (An I-Corp special. Has three charges. A heavy mix of rock salt, strong acids, and other potent chemicals. Deals 3 FLESH damage to humans and 6 to androids. Has a high chance to inflict CRIPPLING INJURIES on hit.)
- W-85-20 INJECTOR GAUNTLET (A simple gauntlet worn over the user's fist. Has retractable syringes that inject toxic sludge into the enemy. ATTACK ROLL: RESTRAINT or COGNIZANCE+3, whichever is higher. Deals massive MIXED damage and STAT damage to FLESH/RESTRAINT, TALENT and VIOLENCE.)
- EQUIPMENT:
- SPECIALITY CAMERA (Allows her to take pictures of the area around here. Useful for gathering evidence and noticing details)
- E-Company Repair Kit. A machine needs to be fixed, you know? (Allows Kiara to passively heal any FLESH damage she takes. She may consume it to permanently upgrade her max FLESH and VIOLENCE by 1.)
- SPOOK SHADES (+1 COGNIZANCE AND TALENT. Twice per mission, when making a STEALTH or COGNIZANCE check, you may reroll all dice.)
- EARPIECE (Allows your whole party to communicate with each other even if you split up.)
- ARMOR:
- LIGHTWEIGHT HELMET + SHOULDERPADS (Once per mission, blocks 1 FLESH damage from a ranged attack. Doesn't take up a slot.)
- SHIMMERING OVERCOAT (ODDITY ARMOR. A translucent coat that seems to flicker in and out of reality. +1 TALENT and MAX FLESH while equipped. Once per mission, the user may become partially intangible for a short duration. While intangible, attacks deal 2 less damage and the user can phase through walls.)
- CONSUMABLES
- DARK ROAST DELUXE (Canned iced coffee. Said to be made from beans that have never been exposed to sunlight. When used, adds +3d10 to the next COGNIZANCE or WILLPOWER check the user makes.)
- AMMO:
- 4 PISTOL ROUNDS
- 3 SHOTGUN SLUG
- 6 REVOLVER ROUNDS
- ARMOR PIERCING PISTOL ROUNDS x6 (3d6 extra when attacking armored targets or machines)
- 1 SILVER AMMO (when fired, heals 1 FLESH or RESTRAINT)
- 6 CRYSTAL PISTOL ROUNDS (Attacks made with this ammo have a high chance of inflicting CRIPPLING INJURIES)
- 6 HOLLOWPOINT PISTOL ROUNDS (Allows the user to reroll four of their dice when fired. Offers no other benefit.)
- HEAVY REVOLVER BULLET x4 (Built for KILL someone STONE DEAD. Attacks made with this ammo will always inflict CRIPPLING INJURIES and will deal 2 extra FLESH damage to targets. Has a rare chance to stun.)
- HEAVY SHOTGUN SLUG x2 (Built for KILL someone STONE DEAD. Attacks made with this ammo will always inflict CRIPPLING INJURIES and will deal 2 extra FLESH damage to targets. Has a rare chance to stun.)
- ROCK SALT SHOTGUN SLUGS x3 (A prototype version of ANTI-ANOMALY ROUNDS before anomalies were a thing. Powered by belief. Deals little damage to normal humans but inflicts a massive 12 RESTRAINT damage to anomalies/SHIFTERs. Can damage otherwise impossible to harm anomalies.)
- CRYO AMMO REVOLVER SPEEDLOADER (Contains 7 bullets per speed loader. This ammo permanently reduces MAX FLESH and enemy attack dice by 2 on hit.)
- ----------------------------------------------------------------
- OTTO FOXTROT [SPECIAL]
- RAPPORT: 8.5/14 (You've shown your worth to him time and time and time again. Next time you hire him, you'll be able to upgrade his abilities.)
- COST: NR (Not Relevant anymore.)
- FLESH: 8
- RESTRAINT: 9 (+1 from NAOMI)
- VIOLENCE: 9 (+1 from NAOMI)
- TALENT: 9 (+1 from NAOMI)
- WILLPOWER: 9 (+1 from NAOMI)
- CHARM: 8
- CONNECTIONS: 16
- COGNIZANCE: 8
- BOONS
- [UNENDING CAPITAL] With his sheer wealth and his family name, you doubt they'll be any place he can't get into. As long as he's in your party, you'll have a far easier time interacting and learning from Corporate Administrators or other highly powerful corporate executives.
- [UNYIELDING CONFIDENCE] This mission has reawakened his confidence and by god, nothing is going to stop him now. Otto takes -2 less RESTRAINT damage from all sources and thrice per mission, he may reroll all dice he rolls in a check he is part of.
- BANES
- [HIGH VALUE ALLY] He's your boss. If he dies, you're out of a job until you can find a new one. Keep him alive at ALL costs. Enemies will be able to tell how valuable he is so, you might get some unwarranted attention as well.
- [PERSON OF INTEREST] The spooks are after him as well, sadly. Stacks with your own PERSON OF INTEREST bane, drawing even more SPOOK attention towards you.
- WEAPON:
- FOXTROT BRANDED REVOLVER (Only usable by Otto. ROLL: TALENT*2.5, rounding up. Has a high chance to restore 2 RESTRAINT when fired.)
- ARCHBISHOP PISCIS' BATON (CLASS 3 RELIC WEAPON. Made by the Archbishop of ultraviolence. ATTACK ROLL: VIOLENCE+FLESH. Attacks dealt with this weapon deal ESOTERIC DAMAGE that permanently lowers enemy stats on hit and has a high chance of inflicting CRIPLPING INJURES. Has a small chance to inflict CRIPPLING INJURIES and RESTRAINT damage to user.)
- ARMOR:
- NOUVEAU SUIT AND TIE (ARMOR. Blocks 1 FLESH and RESTRAINT damage from all sources. Blocks an additional 1 FLESH and RESTRAINT from MOST ranged attacks.)
- CRITICAL STATE NEGATOR (A simple drug delivering mechanism worn under the sleeve. Once per mission, when an ally would reach CRITICAL STATE, heal them to full and boost MAX FLESH by 1 for the rest of mission.)
- CONSUMABLES:
- BRIBE MONEY x15 (He can bribe his way out of any situation. You may also ask for one bundle for an extra $150 upon a successful CHARM check.)
- UVX #58 x2 (Most of it has expired but there may still be some potential in it. Heals 3 FLESH and heals a CRIPPLING INJURY on use at the cost of RESTRAINT drain while active.)
- AMMO: PILE OF REVOLVER AMMO x3 (Totals up to 91 ammo.)
- -----------------------------------------------------------------------
- ISIDORA SMITH
- COST: N/R (Not relevant anymore.)
- RAPPORT: 4/7 [She sees you as a friend, you know? She trusts you.]
- FLESH: 7
- RESTRAINT: 5 (+1 from NAOMI)
- VIOLENCE: 5 (+1 from NAOMI)
- TALENT: 7 (+1 from NAOMI)
- WILLPOWER: 8 (+1 from NAOMI)
- CHARM: 6
- CONNECTIONS: 7
- COGNIZANCE: 4
- PARADIGM GIFT: SUGAR CRASH [-3 to FLESH DCs, -2 to VIOLENCE DCs, OPTIMISTIC SPIRIT/HAND OF CORPORATE LOVE trigger more often!]
- IMPLANT: "ELNIAI" IMPLANT (Once per mission, they may reduce all damage taken from an attack to 1, spook implant), DAEMON IMPLANT (Has 2 charges. Can spend 1 charge to add +2d3 to any skill check, can spend 2 charges to: Heal a CRIPPLING INJURY, 2 FLESH, or 2 RESTRAINT. Regains 2 charges per mission.)
- BOONS
- [OPTIMISTIC SPIRIT] Something about this upbeat ball of energy is oddly motivating despite how weird she acts. While ISIDORA is in the party, you and your party members will occasionally heal RESTRAINT.
- [CORPORATE DOUBLESPEAK] No matter who she talks to, she's able to make sure they leave a positive review. Any speech check (regardless of stat rolled) will have its DC lowered by 4 and will offer better rewards than average. She can also get you one extra FAVOR the first time you earn FAVOR in a mission.
- [WORKER BEE MINDSET] Obey the queen. Once per mission, if a check ISIDORA is a part of results in failure, she may choose to autopass it. Doesn't matter what check or how hard it is.
- [PARADIGM PERSAUDER] ISIDORA has a FAR better understanding on PARADIGMs and anomalous trinkets. While she's in the party, she reduces the DC to figure out or use PARADIGMs by 4. In additional, when she uses a PARADIGM herself, she gains the following bonuses
- If it adds dice to her: She gains an additional +2d6.
- If it heals her: She heals 1 more FLESH and/or RESTRAINT. If it offers regeneration, it triggers way more often.
- If it's a weapon: She deals an unconditional 1 FLESH and RESTRAINT damage with it as long as she rolls 4 or more successes.
- If it's none of the above: Case by case basis depending on the item.
- [ANOMALOUS MEATBUG] ISIDORA passively restores her own FLESH over time and is fully immune to most if not all physical-based status effects. ISIDORA is also a complete copy of Casey, who created her.
- BANE
- [MERCURICAL] Her mood shifts from upbeat to nervous to sad to upbeat again in a blink of an eye, which is unnerving to interact with. Her mood swings are liable to bring unwarranted attention and cause unnecessary conflict with other allies.
- WEAPONS:
- NAGNAT M2005 (RELIC FIREARM. The last Russian revolver model before the Old World ended. Made out of silver. ATTACK ROLL: TALENT+WILLPOWER+2. Inflicts EXPOSED on hit, increasing RESTRAINT and FLESH damage taken by 2 for the rest of combat (can not stack). Uses REVOLVER AMMO.)
- MAKESHIFT NAPLAM MOLOTOV x2 (A glass bottle filled to the brim with Styrofoam and gasoline mixed together into a slurry. Adds +3d12 to any attack roll when used and does insane fire damage to anything it hits.)
- BOAR KILLING SPEAR (A large spear used in the Old World to kill hardy, hatred pigs. Made out of gemstone reinforced steel by H and W-CORP. ATTACK ROLL: FLESH+5, ignores ALL FLESH PROTECTION [even anomalous]. Has a 50% chance to instakill enemies with 6 or less FLESH.)
- ARMOR:
- OBSCURITÉ FABRIC IMPROVED DISCOUNT ETF UNIFORM (+1 MAX FLESH AND RESTRAINT, reduces RESTRAINT and FLESH damage taken by 2.)
- EQUIPMENT:
- CONTAINMENT CUBE x3 (From W-Company. GREATLY eases the transport progress of anomalies and other high risk captives. Can be used as mobile cover as well.)
- CONSUMABLE:
- SOMTOIN ZETA (A potent psychoactive that reformats your soul. +3 CHARM, +1 WILLPOWER, +1 TALENT and CONNECTIONS temporarily on use. Radically alters how the voices in your head act while active, altering future voting options for better and worse.)
- QUNQUN PILL (Produced by a B.A. Heals 1 CRIPPLING INJURY, no questions asked.)
- AMMO
- HOLLOWPOINT REVOLVER BULLET x4 (Allows the user to reroll four of their dice when fired. Offers no other benefit.)
- CRYO AMMO REVOLVER SPEEDLOADER x2 (Contains 7 bullets. This ammo permanently reduces MAX FLESH and enemy attack dice by 2 on hit.)
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